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,fi(i$

A FUlt l r t (r i

( r 'v. r ,ur, l ,'

l ,y l . r ''

Mr( r lH

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PUFFIN BOOKS

DEATFITRAP UNGEON

Down in the dark, twisting labyrinth of Fang, unlnown

horroE await you Devised by the devilish mind of BaronSut(hvit, the labyrinth rs riddled with fiendish traps andblmithiEty monsters, which will test ,vou skils almostbeyond the limit of endurance Comtl€ss adventulelsb€fore you have takcn up the dE]leng€ of the Trial ofChampions and walked through the cafled mouth of thelabynnth, never obe seenagain DoYOUdareenter?

Temptedby the promis€ofa fabulousprize andthelureof the unbeatenchallenge YOU are one of six seasonedIighters prepared o takeon the labyrinth.Only oneof you

may win through - the rest will perish. But which of youwi l i tbe?

Two dicc, a pencil and an eraser are alt you need toemba*on this thillint adEnture of sword and so.c€ry, completewi th its elaboEte smbat system and a s.ore sh€et to recordyou. Sainsdd losses

Many dangere lie ahead and your success s by no meanscertain. Powerful adversanes are rang€d against you andoften your only choice is to kill oi be killedl

Other Fighting Fantasy Gamebooks published in Puflin

are: TheWa ockof Firctop Mo ntain, ThzCiLonel f Chaas,TheEotestol Doon, sta6hip Ttrueltet, city ol ni@es and Islandof

@

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Ian Livingstone

Illustratedry ainMccaig

Puffin Books

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Puffrn Books, PcnFin Books Ltd, r]3mon&softh, Mrddlesex, EnskndPe4uD Books,4o vc$:3!d Srrclr,Ncw Yor!, Neu york rmroj U S A

gwdod, i.roi4 AurralraPmsxin B.dLsCaDada rdj ?3 or lohn S(e*, Mekhm, onono, (]lmd, r3R ra

Pengun Books Nz ) LLd, 13: reo veim! RGd, Auckrs.d ro, Ne* ze'la.d

ForJacquesndOctaztie elautle

F;$ Fublished 934

copynshr iO Im Livinsionr, 1934Illus Liod copyrigh' i km r\lcciisj r931

AnlighBleekd

Piined r.d bou.d in c{err Bnuin bl

Cox & rvynan Lr{ Rerdingsd in rrirl Pr Linohon Pataano y

Rowlrnd PhoLorypesdringtd

Ex&Fr in rheuni'rd skas of Americr,thn book s soldsubj.d b ,n. coodi'ion

bc lmt, rc+old,hird @r, or orbs.nr in any torn of

Fublished n,l wtho!r e snilsr condnrnin.ludiDg his conditionbeug mposed

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I

CONTENTS

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HOW TO FIGHT THE CREATURESOF DEATHTRAPDUNGEON

Beforeembarkingon your adventure,voumustfirstdetermine your own strengths and weaknessesYou have rn your possession sword and a back-packcontainingprovisions ({oodand drink) for thetrip. You have been preparing for your quest bylrd ninB ourselfn swordplay nderercising igor-

ously to build up your stamina.

To see how effectiveyour pieparationshavebeenyou must use the dice to determine your initialsrrn and srlrttua scores,On pages18 9 thete san Ad)entwe Sheet hich you may use o record hed€tailsof an adventure. On it you will findboxes forrecording your s<tLL and srAMrNA scores,

You are advised to either recordyour scoreson theAdoentureSheel n pencil, or make photocopies o{the page o use n future adventures.

Skill, Stamina and Luck

RoJlone die. Add 5 to this number and enter thistotal n the sKrLLbox ol the Ad:Ltentureheef

Roll both dice. Add 12 to the number rolled andenter this total n the srAMrNAbox.

9,

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There s also a LUCKbox. Roll one die, add 6 to this

number and enter this total n the LucKbox.

For reasons that will be explained below, skILL,suvrNl and tucx scoreschangeconstantlydur-

ingan adventure.You mustkeep an acclrtateecordof these scoresand for this reasonyou are advised

either o w te small n the boxesor tokeep an eraserhandy. But never rub out your /rifidl scores.Although you may be awarded additional sKrLL,

srawrr,rl and rucr points, these totalsmay never

exceed our lrifidl scores,excepton very rareocca-sions, when you will be instructed on a particular

Page.Your sxILt score eflectsyour swordsmanshipandgeneral fighting expertise; he higher the better.Your srAMrNA score reflects your general con-stitution, your will to survive, your determinationand overallfitness; he higheryour srAMrNA score,the longer you will be able to suNive. Your LucK

score ndicates how naturally lucky a person you

are.Luck- and magic are actsof life in the fantasykingdom you are about to explore.

Battles

You will o ften comeacross ages n thebook whichinstruct you to fight a creature of some soit. Anoption to flee may be given, but if not or if youchoose o attack the creatureanyway you mustresolve he batdeas described elow.

1( )

First record the creature's sKrLL and srAMrNAscores n the fust vacantMonster EncounterBox onyoltt AilL)entwe heetThe scores or each creatureare given in the book each time you have an encounref.The sequence { combatis hen:

1 Roll both dice once for the creature. Add itss(rLL score.This total is the creature'sAttackStrength.Rollboth dice once or yourself. Add the numberrolled to your current sKrLL score This total isyour Attack Strength.

Ifyour Attack Strength s higher than that oI thecreature,you have wounded it. Proceed o step

4. Ifthe creature'sAttackStrength s higher thanyours, it has wounded you Proceed o step5- Ifboth Attack Strength totals are the same, youhave avoided eachothe/s blows - startthe nextAttack Round from step above.You have wounded the creature, so subhact 2

points ftom its STAMTNA core. You may useyour LUCKhere to do additional damage(seeover).The creature has wounded you, so subtmct 2points ftom your own srAMrNA score. Againyou may use LUc( at this stage seeover).Make the appropdate adjustments o either theceature's or your own STAMINA scores (andyour rucr score f you used uc< seeover).Begm the next Attack Round by returnin8 toyour current SKILL score and repeating stePs

J.

4-

5-

6.

7.

11

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1-6. This seouence continues until the srAMrNAscore of either you or tlte creature you arefighting has been reduced to zero (death).

Escaping

On some pagesyou may be #ven the option ofrunning away from a battle should things begointbadly or you. However, f you do mn away, h€ceatureautomatically ets n one \r'oundon you(subtract STAMINAoints)asyouflee.Suchs thepriceof cowardice, ote hatyoumayuseLUCK n

thiswound n thenormalway(seebelow).oumayonly Escapef that option is specificallygiven to youon the pa8e.

Fighting More Than One Creatuie

If you come across morc than one creature n aparticular ncounter/he nstructions n thatpage

will tell you how to handle he battle Sometimesyou will treat hem asa singlemonster; ometimesyouwill fighteachone n turn.

Luck

At various imesduringyour adventure, ither nbattlesorwhenyou come cross ituationsn which

you could either be lucky or unlucky (details oftheseare givenon the pages hems€h,es), ou maycall on vour luck to make he outcomemore avour-

a2

able. Butbeware!Using uck is a risky business ndif you are rrrlucky, the rcsultscould be disastrous-

The procedure oi usingyour luck is as ollows: rolltwo dice. f the number rolled is eaual o or ess han

yourcurrentLUCK core, ou havebeen uckyandthe result will go in your favour. f the numbertolled s higher han yourcullentLucKscore, ouhavebeenunluckyandyouwill bepenalized.

Thisprocedures known aeTestin| ourLuck.Eachtimeyo|u est ourLuck, oumustsubtract nepointfrom your curent LUcr score, husyou will soonrealizehat hemoreyou relyonyour uck, hemore

risky hiswill become.

UsingLuck n Bdttles

On ccrtain pagesof thebook you will be old to TestyourLuckar\d willbe told theconsequencesf yourbeing ucky or unlucky. However, n baltles, oualwayshave he optionoI usingyour uck either oinflicta moreseriouswoundon a creatureouhavejustwounded,orto minimize heeffects f awoundthe creature as ust nflictedonyou.

lf youhavejustwoundedhecreature,oumay esfyourLuck s descibedabove.f youare ucky,youhave nflicteda severewoundand maysubtract nextra2 Doi^ts rom the cleature's TAMTNAcore.Howevir, f you areunlucky, hewounclwasamere

grazeand you must restore point to theoeature'ssrAMrNA i.e. nstead f scoring henormal2pointsof damage, ou havenow scored nly 1).

11

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If the creaturehas ust wounded you, you may Teslya r Luck to try to rrinimize the wound. If you arelucky, you have managed o avoid the full damageof the blorir'.Restore point ofsraMrNA (i.e. nsteadof doing 2 points of damage t hasdone only 1) Ifyou are unlucky, you have lalen d more seriousblow- Subtract1 extra STAMTNA oint.

Rememberthatyou must subtract1 point ftom yourown LUc( scoreeach ime yolu. est ourLuck.

RestoringSkill/ Stamina ndLuck

skiLl

Yoursrrlr scorewrll not changemuch during youradventure-Occasionally,a pa8e may give instruc-tions to increaseot decrease our sKrLL score. AMagic Weapon may increaseyour sKrLL, but re-member hatonly one weaponcanbe usedata timelYou cannot claim 2 9KILLbonuses or carrying wo

Magic Swords. You! 9(rLL scorecan never exceedits I'?ifi0lvalue unlessspecifically nstructed.Drink-ing the Potion of Skill (see ater) lvill restore yoursI<rLL o its Irlfrdl level at any time.

. Staminaand rcoisions

Your sraMrNA scorewill changea lot during youradventure as you fight monste$ and undertake

arduous tasks, As you nearyour goal, your sraMrw,a evel may be dangerously ow and battlesmaybe particularlydsky, so be carefull

a4

Your backpackcontains€nough Provisions or ten

meals. You may rest and eat at any time excePt

when engaged n a Battle. Eahnga meal restores4sTAMINApoints. When you eata meal,add4 Pointsto your srAMrNA scoreand deduct 1 point from

your Provisions. A separatePrcvisionsRemainingbox is provided on th eAdventwe Sheetot rccordi^g

details of Provisions. Remember that you have a

long way to Bo,so useyour Provisionswisely!

Remember lso hr L ou! srAM A \coremayne\arexceed ts lfirhal value unlessspecilically nshucted

on a page. Drinking the Potion of Strength (see

later)will restoreyour sTAMINA o its lulttdl evel at

any time.

Luck

Additions to your LUcx $ore are awarded hrough

the adventure when you have been particularly

lucky Details are given on the Pagesof the book.

Remember hat, as with gKILLand sraMrNA, your

LUC( SCOre ay never exceed ts /rllMl value unless

specifically instructed o a page. Dinking thePotion of Fortune(see ater) will restoreyour LucK

to ils lnititrl level at any time, and increaseyourlrrlrrl LUcKby 1 point.

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EQUIPMENTAND POTIONS

You u/ill start your adventurewith a bareminimumof equipment,but you may find or buy other itemsduring your travels. You are armed with a swordand are dressed n leather armour. You have abackpacktohold your Ptovisionsand any treasuresyou may comeacross

In addition, you may take one bottle of a magicalpotion which will aid you on your quest. You maychoose o takeabott le fanyofthe following:

A Potionof Skill- restores KrLLpointsA Potionof Strength restores rAMrNA pointsA Potion of Fortune restores ucK points and

adds 1 o lnitirl LucK

Thesepotionsmaybe takenat any time during youradventure (exceptwhen engaged n a Battle).Tak-

ing ameasureof potion will restoresKrLL,s.rAMtNAor LucK scores o their lzlfr,alevel(and he PotionofForfune will add 1 point to your rTiltal ucr scorebeforeLUcKis restored).

Eachbottle of potion containsenough fot orr mea-sure, i.e. the characteristicmay be restored onceduring an advenfute. Make a note on your Adoen-irlp Srl.ciwhen you ha! e usedup a potion.

Rememberalso hat you may only chooseore of thethreepotions to take dn your trip, so choosewisely!

a6

HINTS ON PLAY

There s one true way through DeathtraPDungeonand it will takeyou severalattempts o find it. Make

notesand draw a map asyou exPlore- this maPwill

be invaluable n future advenfuresand enableyou

to progress apidly through to unexPloredsections.

Not all areascontaintreasute;many merely contain

trapsand creatureswhich you will no doubtfallfoul

of. Therearemany'wild goosechase'Passagesnd

while you may indeed ptogress through to yourultimate destination, t is by no means certain hat

you will find whatyou are seatching or.

It will be realized hat entnesmake no sensef read

in numencal order. ltis essential hat you read only

theentriesyou are nstructed o read. Readingother

entrieswill only cause onfuslonand may ess-enhe

excitementduring Play.

The one true way involves a minimum of dsk and

anyplayer, nomatterhowweak oninitialdicerolls,

shouldbe able o get through fairly easily.

May the luck ofthe godsgo with you on theadven-

ture ahead!

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BACKGROUND

Despite ts name,Fang was an ordinary small townin the northeln provinceofChiangMai. Situatedol1the banks of the Rrver Kok it made a convenientstopover or river tradersand passengersfuough-out most of the year. A few barges, rafts andsometimeseven a large sailboatcould usually befound moored at Fang. But all that was long ago,before he creationof the Trial of Champions.Nowonce a year the river is crammed with boats aspeople arrive from hundreds of miles around, hop-inBLowilness hebrealinSl f anancient radit ionnFangand seea vlctor n the Trial of Champions.

On r May eachyear, warriors and heroescome toFang o face he testof therr ives.Survival s unlike-ly, yet many take the risk, for the prize is great - apurse of 1o,oooGold Piecesand the freedom of

Chiang Mai forever. However, to becomeCham-pion is no easy task. Some yeats ago, a powerfulbaron of Fang called Sukumvit decided to brinAattention lo his town by creating the ultimate con-test. With the help of the townspeople, he constructed a labyrinth deep in the hillside behindFang, from which there \4'asonly one exit. Thelabyrinth was filled with all kinds of deadly tricksand traps and loathsome monsters.Strkumvit haddesigned it in meticulous detail so that anybodyhoping to face ts challengewould have o us; their

20

rvits as well as weaponskill. When he was finallysatis6ed hat all wascomplete,he put his labyrinthto th_eest. He picked ten of hrs finest guards and,fully armed, they marched nto the abyrinth. Theyrvere never seen asain. The tale of the ill-fated

guardssoonspread hroughoutthe land, anditwasthen that Sukumvit announced the first Trial ofChampions. Messengersand ne\,rs-sheets affiedhis challenge ro,oooGold Pieces nd the freedomof Chiang Mar forever to any person surviving theperilsof the abyrinth ofFang. The firstyear, seven-teenbravewardorsattempted TheWalk', as tlatercane to be known. Not one reappeared As the

vearspassedancl he Trial of Championscontinued,it attracted rytoreand more challengersand spec-tators. Fangi/prosperedand would prepare itselfmonths in :rdvance or the spectaclet hosted eachMay. the town would be decorated, ents erected,dining-\alls built, musicians,dancers, ire-eaters,illusionists and every sort of entertainerhired, andentries re8isteted rom hope{ul individuals intent

on making'The Walk'. The ast'A/eek fApdlfoundthe peopJeof Fang and its visito$ in wild cel-ebration. Everybody sang, drank, dalced andlaugheduntil day broke on 1 May, when the townthronged to the gates of the labvrinth to watchthe first challengerof the year stepforward to {acetheTrial of Champlons.

Havrngseenone of Sukumvi t'schallenges ailed oa tree, vou decide that this year you will attempt'The l4'alk' For the last five vears vou have been

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attractedtoit, not for the rewards,but for the simplefact that nobody has ever yet emergedvictoriousftom the labyrinth.You intend to make his heyearin which a Champion is crowned! Gathering up afew belongings,you set off immediately.Two days'walk takesyou west to the coast, where you enterthe cursed Port Blacksand.Washneno time in thatcity of thieves,you buyyour passage n asmallboatsailing north to where the River Kok meets he sea,and ftom thereyou takea raft up-river for four days,until finally you arrive n Fang.

The Trial begins n threedays'time, and the ownis

in an almost hysterical mood of excitemenL.Youregisteryour entry with the o{ficialsand are given avioletscarf o iearound our arm, nforming very.one of your status.For thiee daysyou enjoy Fang'sgreatesthospitality and are treated ike a demigod.During the long merriment, you almost orget yourpurpose n Fang; but the evening before the Trial,the magnitude of the task aheadbegins o dominateyour thoughts. Later, you are taken to a specialguest-houseand shov,,n o your room. There is asplendid four-poster bed with satin sheets o helpyou rest. But there s ittle time le{t for sleep.

Justbefore dawn a trumpet call awakensyou ftornvivid dreamsof flamingpitsandgiantblackspiders.Minutes later, there s a knock on your door, and arnan's voice rings out saying, Your challengebe-

gins soon. Please e ready o leave n ten minutes.'You climb out ofbed, walk over [o the window andopen he shutters.Already peopleare hronging the

22

streets,moving quietly through the momingmist-spectatorson their way to the labyrinth no doubt,hopin8 to find good vantage points ftom which towatch the competitors. You turn away and walkover to a wooden table on which your trusty sword

hes You pick it up and cut the at with a mightysweep, wondering what beasts ts sharp edge maysoon have to meet. Thenvou oDen he door into thecorridor. A smallman with slantedeyesgreetsyouwith a low bow as you ernerge rom your bedroom.'Please ollow me,' he says He turns to his leIt andwalks quickly towards the sta s at the end of thecollloor.

| .

Leaving your Buest-house, e darts dolr'n na[o\,vallel'ways between houseF,and you have to walkquickly to ke€p up with hitr. Soon you come into awide dirt road lined with cheerins clowds. Whenthey seeyour violet scart they cfeer even louderand start showering you with flowers. The longshadows cast by the people n front of you shrink

as the bright yellow sun rises higher in the moming sky. Standing there in ftont of the noisy andvibrant crowd, you feel shangely alone, awareof your coming ordeal. Suddenly you feel a tug onyour shir t and seeyour small guide eagerlybeckon-in8 you to follow him. Ahead you see he loominghillside and the dark mouth of a tunnel disappearing into its inner depths. As you get closer, younotice two great stone pillars on either side of thetunnelentrance.The pillars arecoveredwith ornatecarvings:writhln8 serpents,demons, deities, each

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seeming to scleanr a silent warninS to those whowould passbeyond them.

You seeBaron Sukumvit himself standingby theentrance,wai ting to greet hecontendersn the Trialof Champions. You count five others standingproudly in line, their violet scarvesdisplayed forall to see. There are two bare-chest€dBarbariansdressed n furs. They stand completelymotionless,legsstrarghtand slightly apart,alms thrustforwardto rest on the hilts of thetu ong, double-headedbattleaxes.A sleek,elvenwoman with solden hair.tnd elinegreenpyes s ddiusting he cioss-belt fdaggerswrapped around her leather tunic. Of the

two remaining men, one is covered rom head tofootin iron-platearmour with a plumed hehnetanda crestedshield; he other is cloaked n black obes,only his dark eyes showing b€tween the swathes ofhis black face-scarves. Long knives, a wire gari66and other silent death-weaponshang from his belt.The five contendeE acknowledge our arrival withalmost imperceptible nods of the head, and you

turn to face the exultant crowd for the last time.Suddenly a hush falls over the crowd as BaronSukumut steps orward holding six bamboo sticks.You draw onefrom his outstretchedhand and readthe word'Fifth'. Then the Trialbeeins.

I

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The Knight is first He salutes he crowd beforedisappea ng into the tunnel, and s followed halfanhoullaterby the elf. Nextgoes a Barbarian nd thenthe dark assassin.Now it is your turn to salute hecrowd Holding your violet scar'{ lo{l, you takeone

final deep breathof cool fresh air before uming topass between the stone-pillared gateway intoSukumvit's coDidors of power, to face unknownpedls on 'The Walk' through the mighty baron'sDeathtrapDungeon.

NOW TURN OVER

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The clamour of the excited spectatorsgaduallyfades behind you as vou venture deep lnto thegloom o{ the cavern unnel.

Largecrystalshang from the tunnel roof at twenty-metre inteNals, radrating a solt light, just enoughfor you to seeyour way. As your eyes graduallybecomeaccustomed o the neardarkness, oubeginto see movement all around. Spiders and beetlescrawlingup and dowi the chiselledwallsdisappearquickly into cracksand crevices s they sense ourapproach; atsandmrcescurryalong he loor aheadof

,vou.Droplets o{ water drip into small pools with

an eerie plopping sound which echoesdown thetunnel The ail is cold, moist and dank. After walk-ing slowly along the tunnel for about five minutes,you arive at a stone able standrngagainst he wallto your le{t On it there are six boxes,one of whichhasyour name painted on ts id. If you wrsh o openthe box, turn to 27o If you prefer to continuewalking north, tum to 66.

The Scorpion manages to hold you in its pirterslong enough to flick its segmentedarl orward overits head and stingyoLrwith its poisonousbarb.Theeflect is {atal and you slump to the ground 1n heArena of Death, wonderin8 u'hether Throm r{'il]

w1n hrough.

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3-5

The Gnome shakeshis head and says, I am afraidyou have failed the Trial of Charnpions. BaronSukumvifs DeathtrapDungeonwill keep ts secretsfor another year,asyou will notbe allowed o leave

here. You are appointed my servant or the rest ofyour days, to prepare and modify the dungeon forfuture contestants. Perhaps iri another life you willsucceed . .'

4In the total darkness you do not see the pipe'sdownward turn. You slip and, unable o get a grip

on theslimypipe, slideover theedge.Yourscreamsechodown thepipeasyou fall thefiftymehes tothebottom.Youhave ailed he1 rialof Champions.

5You crawl along the floor and find yourself in thelair of a tribe of TROGLODYTES. As you creeppast them, your scabbardbangs againsta rock onthe floor. Testyour Lrck. If you are Lucky, turn tor85 . If you are Unlucky, turn to 395

5-8

6Knowing that the Manticorc will fire the spikes in itstail at you, you run for cover behind one of thepillars. Beforeyou reach t, a volley of spikes liesthroughthe air and one of them sinks nto your arm.

Lose u sreurN.q points. lf you aie still alive, you'ivasteno time and attack he Manticore with yoursword before it has time to unleash more of itsdeadlyspikes.

MANTICORE sKrLL11 srAMrNA11

llyou win, turn to 364.

7Beforeyou have time to reacha doorway, the boul-der is upon you. You cry out in pain and tedor as tcrushes ou to the floor. Youradventure ends here.

8The Mirror Demon grabs you by the wdst. Im-mediately t starts o pull you towards he mirror. Its

shength s incredible, and, despiteall your efforts,vou cannot prevent t from pulling Fdu relentlesslytowards the mirror. When it touches he mirror, itseems o disappearstraight hrough it. With hororvou seeyour own arm disappear, ollowed by therest of your body. You are now in a miitor worldof another dimension, from which you can neverreturn.

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9-ao

9The Hobgoblinshave nothing of any use o you onthem, so you decide to open the bag on the floor.Inside you find a corked earthenware ug. Youuncork it and sniff fhe iquid inside. f smellssharpand acrid. If you wish to dnnk some of the liquid,tum to 15E. f you wish to dip a piece o{ cloth n it,rurn to 375.

10

Strllmnning as ast as you can, you reach nto yourbackpackandpullouthewoodentube. oriplantolie under the surface of the water, breathingthrough the tube With luck, the Troglodyteswillassume hat you will be swept to youI deathdown-river as he torent disappearsinto he depthsof themountain. You seize he tube betweenyour teethand lower yourself into the water Holding on toone of the underwater bridge pillars, you keepperfectly still for ten minutes. When you finallythink the Troglodytes have gone, you nse to the

1()-11

surface and look around. There is nobody to beseen/so you climb out of the river and cross hebridge to the northern bank Any remaining Provi-sions you may have are now sodden and inedible.Cross them off your Adpenture heet.ot) co li^!eto walk through the vast cavernuntil at lastyou seea tunnel in the far wall. You walk down it until youcometo a heary wooden door, which is locked. Ifyou have an ronkey, turn to 86. fyou do not haveakey, tum to 276.

aaYou look down and see he crumpled bodies of theFlying Guardians ying motionlesson the floor. You

start to p se out the dol's emeraldeye with the tipof vour sword At last it comes ree, arld you aresurpdsedby its iveight. Hoping thatitmaybe o{ uselater, you put i t in your backpack. f you now wishto pdse out the ght eye, tum to 14o. f you wouldrather dimb down the idol, tum to 46.

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a2-43

a2

The door opens nto a large, candle it room filledrvith the most extraordinadly lifelike statues ofknights and waffiors. A white-haired old mandressed n Lattered ags suddenly umps out from

behind one oi Lhe t"tues dnd.tarts to giggle.Though he looks ike a {ool, the sparkle n his eyesnakes you think there is more to him than is appa-rent. In a high-pitched vorce he says, 'Oh 8ood,another stone for my garden. I'm glad you havecome o join your fr iends Now, I 'mafahmanandso 'll ask you a question. fyou answercorrectly, 'lllet you go free butilyour answer s wron8, l'll tum

vou to stonel'He slarts o chuckleagain, obviouslypleasedwith your allival. Will you:

Wait for his question?Attack him with youl sword?Make a run for the door?

Turn to j82Tum to 195Turn to 25o

The tunnel makes a sudden turn to the left andheadsnorth for as ar asyou can see.The footp ntsvou are following start to peter out as the tunnelbecomesgradually dder. Soon you are beyond thedrippingroof and the pools on the floor. Younoticethe atubecominghotter and you find youNelfpantin8 even though you are walkin8 quite slowly. In asmall recesson the eft-hand wall you seea sectionof bamboostanding on 1tsend. Li{tingit down, you

see t is filled wlth a clear liquid. Your throat is

ab'47

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a4-a5

L4

The tunnel leads nto a dark chambercoveled in

thick cobwebs.Clawing your wa-Y hrough them,

vou t p overa woodencasket.f youwishtotryto

open tire casket, um to 157. If you would mther

continue north, turn to 31o.

r t

good fortune, you setoff west onceagain Tum to74.

16

\ ou iu' t have ime to hedr he Cnomesdy, Thrce

' lul lc 'before rvhite ollo( energy hoots ut from

the ock nto your chest,knocking you unconscious

Roll one die, add 1 to the number and reduceyour

srAMrNAby the otal. fyou arestill alive,you cometo andare ;ld by theGnome to try again.Youchose

the wrong gems last time, so you won't try that

combinationagain.

ABEmerald Diamond

Diamond SapphireSapphire Emerald

Emerald SapphireDiamond EmeraldSapphire Diamond

cSapphire Tum to 16

Emenld Turn to 392Dlamond Tutn to 177

Diamond Turn to 287Sapphire Tutn to 132

Emerald Tum to 249

a7

You arenot shong enough to forceopen the heavy

door. The water is now waist-high ajrd you are

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16-21

16Luckily for you, the cobra's fangs sink into you!leathe!wristband. The snake ecoilsquickly, readyto strike again, as the Dwarf tells you to haveanother ry. Roll two dice. f the total s the sameas

or less than your S(ILL. tuln to 55. If the total isgleate! than your 9(rLL, turn to 2o2.

a9You cannot resisL he Medusa's beguiling gazeasshe ooks nto your eyes.You feel your limbs beginto stiffen and you panic helplessly as you turn tostone.Your adventureendshere.

20

Or y your incedible strenSth could withstandthe poisonous spider's bite. However, you arerveakenedand you notice your hand trembling asyou pocket the Gold Piece.Reduce our srrn by rpoint. You curse he personwho dropped theback-packand set offnorth again.Turn to 279.

The wound hashadno effecton the Bloodbeast, ndit continues to attack you as furiously as before.Conhnueyourcombat and as soonasyouwinyournex Attack Round, ?es lour Luck. f you,arc Luckyturn to 97. fyou are Unlucky, tum to 116.

.{lthough you are slightly uneasy in eachothe/scompany,knowing that there canonly be one win-ner n the T al of Champlons,you areboth content

to 'hare n thebenefits t d tempurdry l l ian(c Y;ubegin o tell eachother ofyour exploitsso ar, ofthemonstersand traps encountered and the dangersovercome. Walkrng along, you soon come [o theedgeofa wide pit lt is too deep and dark to see hebottom. The Barbarian offers to lowe! you to thebottom with his rope, saying he has a torch whichhe can ight for you to use Willyou:

Accept he Barbadan's ffer? Turn to 63Offer to lower him down if he s so

ea8er to investigate the pit? Turn to 184SuBgest hat you both jump over

the pit instead? Turn to 311

23-2b

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The paper bearsa simple waming written in driedblood: 'Beware the TriaLnasters ' You replace thepaperon its nail and run back down the tunnel torejoin the Barbarlan Turn to 154.

24Setback n an archedalcove n the tunnel wall youseean ornate wooden charrcarved n the shapeo{ ademon like bird of prey. If you wish to sjt in thechair, tuin to 324. f you would raiher keep goingnorth, tum to 188.

Although the tempeiature in the tunnel is higherthan you could normally tolerate, the liquid fromthebamboo pipe keepsyou alive Turn to 197.

26

The pill makesyou feel dull and lethargic.Lose wo5(ILL points. The Dwarf te lls you that you cannowprogress o the secondstageo{ the test He reachesfor a wickerbasketand tellsvou that there s a snakeinside 1t He tips up the basketand the snakedrbpsonto the floor; it rsa cobraandit rearsup into the airready ost ke.TheDwa#sayshewants o estyourreactions.You must grasp the cobra bare-handedbelow its head, avoiding its deadly fangs Youcrouch down on the floor, tensrngyourself for themoment at which to seize t Roll two d1ce. f the

total s the sameas or less han your sKrLL, uin to55.If the otalisgreaterhanyoursKrLL,urn to2o2

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You step up to the frightened man and cleave hechain with your sword He drops to h1skneesandbows, thanking you over and over again.He tellsyou that four years ago he entered the Trial o{Championsbut failed. He fell down a pitand had tobe rescuedby a T almaster,one of Baron Sukum-vit's dungeon administrators. He lvas offered a

choice between death or servitude in DeathtrapDungeonas he Trialmaster'smrnion.Choosing helatLer,he worked Jikea slaveuntil he could stand tno longer and tried tb escape Alas, he was unsuc-cessful and was captured by the Trialmaste/swandering Orc guards. To teachhim a lesson, heycut off his hand and condemnedhim to a year'simprisonment in this cell.You ask him whether hehasanyinformation thatmightbe of use o you. Hescratcheshis head 'Well, I haven't exactly donevery well in here myselt'he says, but I do knowthat you need o collectgemsand preciousstones fyou hope to get out. I don't know why, but there tis.' Without anothei word, the ragged pdsonerdashesout of the room, tuming left into the unnel.You decide to keep heading north and tum rightinto the tunnel. Turn to 78.

2E-1a

2gThe Dwarf s chainmail coatis of finest quality iron,obviously made by a master armourer. You st p itfrorn his body and place t over your head. Add rs(rLL point There s nothinfi else of use to you in

the chamber,so you decide o investigate he newfunnel. Turn to 213.

29The tunnel leads north for some distance beforecoming to a dead end. The mouth of a chute pro-trudes rom the tunnel's easternwall. t seems o betheonly way out-You decide o risk t and climb nto

the chute. You slidegently down and comeout in aroom, anding on yourback. Turn to 90

30Taking a step forward, you leap towards the faredgeof the pit Testlaur Luck.It yo1rareLucky, tumto 160. f you are Unlucky, tum to 319.

3aIhe Gnome smilesand says,'Good Now, haveyou

a sapphire in youl possession?' f you cto have asapphire, urn to 376. f you do not, turn to j.

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32-J3

You soon come to another unction in the tunnelOne branch leadseast, but the wet footprints youhave been ollowing continue north and you decideto follow their tuail Turn to 37.

It was a mistake to reach nto the hole with )tour

sword an-n. t is coveredwith round suckermarksand feels as if it has been crushed Lose 3 srtrrpoints. You peer nto thehole and see hebleedingteRtaclestump hanging limply. You carefully pullout the grappling iron and leatherpouch, rn whichyou find a tiny brassbell You pack away your new

Possessions nd headnorth. Turn to 292.

31-36

34You hy to force he point of your sword under theemeraldeye. Much to your surprise, the emeraldshatterson contact, eleasinga et ofpoisonousgasstraight nto your face.The gasknocks you out and

vou release he rope, bounce down the idol andcrash on to the stone floor. Your advenfurc endsnere.

The funnel continues west for several hundredmetres, inally ending at somesteps eadingup to aclosed mpdoor. You climb the stepsslowly, hear-

ing muffled voicesaboveyou. In the dim light youcansee hat the trapdooris not locked. fyou wishtoknock on the kapdoor, turn to 333. f you wish toburst hrough the trapdoorwithyouI sword dEwn,rurn rc 124.

35You run faster than you have ever run in your lifebefore,

but still th€ boulder is catchingup on you.Roll two dice- f the total s the sameas or less hanboth your srrl- I- and srAMrNA scores, um to 34o.lf the total is greater than either your sKrLL orSTAMINA SCOteS/urn tO 7.

37-39

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37The passageopens out into a wide cavem which lsdarkerbut much d er. Ahead you see he footprintsgradually ade, then disappear.There s a arge dolin the centreof the cavern,standing approximately

sixmetreshigh. It hasrewelledeyes,eachas big asvour fist. There are two giant stuffed bird-like creaturesstanding on either sideof the dol. lfyou lvrshto climb the dolto take he ewels, urn to351. fyourvish o walkthrough the cavem o the tunnelintheoppositewall, tum to 239.

JB

Theman standsby silentlywhile you Bulp thewaterand wolf down the bread. A sharp pain Bripsyourstomachand you fall to your knees The old manlooksat you scornfully and says, Well if you willeat poisoned food, what do you expect?' Lose

I sTAMINA points. He shu{fles o{f, leaving youlvrithing in pain on the floor. lf you are slillalive, you eventually regain enouSh of yourstrength o continuewest. Turn to 1o9.

39You manage o evade the outstretched egs of thedrvin8 Giant Fly. Stepping back, vou draw yoursword and prepare to fr8ht the hideous nsectas tturns to attackyou again.

CIANT FLY SKLLL 7 STAMiNA 8

lJ you win, turn to 111.You may Escapey runningbackmto the tunnel to headnorth. Turn to 252

40-42

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4oYou callout to the Dwarf thatyou are ready o fightthe MINOTAUR. The wooden door dses slowlvand you see he ears.rmeeast, alfman, l.ralf ul i ,step nto lhe arena.Stealnblows from its nostdls as

it works itself up into a rage, ready to attack.Sud-denly,rt

rushes forward, swinginq it. double-

MIN-OTAUR sKrLL9

If you win, turn to 163.

D nk the red Lquid?Leave he goblet and walk back o

search he Barbarian if you havenot done soaiready)?

Leave he chamber o continuewest?

STAMINA 9

4aYou rvalk slorulvover to thealcove,

carefullychecking the floor {orany morehidden traps.Yousee hatihe gobletcontainsa sparklingred liquid. Will you:

Turn to 98

Turn to 125Tum to E3

42The cobra's fangs sink deep into your wrist andyou feel its poison starting to creep through yourborly. Lose5 srAMrNA points. lf you are still alive,the Dwarf has no mercy but tells you to try again.Roll two dice. If the tot;l is the sa;e as or lessihanyour sKrLL/ turn to 55 If the total is greater thanvour S(ILL, furn to 2o2_

43-46

43The tunnel turns sharplv to the dght and continueslorth for as aras you cansee.There s a doorin the.. r-hrnd wall vlhich s ajar. ou hearstrrrrcunery:.r help rom theother rdcof lhedour. t yuu wish:iJopen t, tum to 2oo. fyou would rathercontinue]1orth,um to316.

44

The razor-sharp disc thuds into your back withternble ffect.Lose sxrn pcrint nd 4 srAMrNAooini ' i .Tf) oLr resti l lal i \e. you 5lruggleo pull the.1rscrumvourbacl ds he inia throw,i elanotheroneat you. Turn to 312.

46Yotr lower yourself

carefully dor,r'n he idol and,wastingno mote time in the cavern, un torward toihe tunnel in the northern wall, Turn to 239.

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47-50

47Have you got a hollow wooden tube? f you have,turn to 10. fyou havenot, turn to 335.

4&Only your immense strength a4d grim determina,fion keep you from falling unconscious o the floor.You Brit your teethand presson resolutely.Turn to497.

49You peep round the cornerand see wo small crea-turesrunning away from you. Both are dressed n

baggyclothes and wear pointed floppy hats TheyaremischievousLEPRECHAUNS. II you wish tofollow them, turn to 2o5. f you would rather walkback o the astjunction to head north, turn to 241.

5oYou wake to find Throm pulling the ring off yourfin8er.He puts t on the floor andctushes t with the

head of his battleaxe.Then, grunting to show hisdisapprovalofyou, he stridesoff east.You standupstowlyand staggeroff after him. Tum to 221.

5a-52 s1-54

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5aTheHbbgoblinsareunprepated oryourattack, and

you are able o kill.the first onebelore he can draw

his sword. You turn to face he remainingHobgob-

lin, who snarlsatyou with hatred.

HOBGOBLIN sKrLL6

Ifyou win, turn to 9.

As you open the book, it be8ins o disintegrateand

the pages urn to dust n youl hands You manage o

keep a few ftagments and read the handwritten

script.The book appears o be about monsters,andftom what you can make out it contalns a lull

descriotionof a monstercalled heBloodbeast.tis a

ho ificbloated creaturewith tough, sPinyskin and

facial blisters which burst open to becomemock

eyes, evolved to hide the Bloodbeast'sonly weak

spot - its real eyes. Bloodbeastsusually dwell in

pools of fetid slime which Biveoff a poisonous8asThis gas s so stuong hat it can easilyknock

PeoPleunconscious.The Bloodbeast, lthough oo bulbousto haul itself out of its slime Pool, has a long and

STAMINA 5

vicious tongue which it wraps around its victimsbefore t drags them into its pool. As the victim's

flesh starts to decompose n the vile slime, the

Bloodbeastwill feed ftom it. You tell Throm altout

the grotesqueBloodbeast, ut he merely shrugshis

shouldersand tellsyou to get going Ifyouhavenotdone so already, you nuy open the black book -turn to 138. Otherwise you must continue north

with Throm - tum to 369.

The Bloodbeast s too bulbous to climb out of itspool,butits longtonguewhips outand tries o wrap

itself around your leg. Fortunately,you have fallenbeyond its reach.The air at ground level does not

contain any of the poisonous umes, but you wakewith a pain in your throat. You coveryour mouthwith your sleeve o thatyou canbteathe hrough t,

and decide what td do. lf you wish to run lound the

pool towards the tunnel, turn to 37o. f you wish to

attack he Bloodbeastwlth your sword, turn to 348.

54The asso oosens tself and you are able o shake t

freeofthe idol's neck. t falls o thefloorwith a oud

clatter.You quickly coil the rope up againand Putitin your backpack. Wasting no more time in the

cavein,you run fon /ard to the tunnel in the north-ern wall. Turn to 239.

56-59

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Withlightning speed,you thrust your hand outandgrip the cobra ust below its open mouth. You lift itup and/ arm outstretched/dangle t in ftont of theDwarf. He doesn't flinch but says n his calm ex-

pressionlessway, 'Pleaseput the cobraback n thebasket and prepare for the final part of the test.Follow me.' You do what he saysand follow himbdck nlo the chamber, where Throm is pdcing upand dou,n, obviously ill at ease.You wave to himwh e theDwarfopens a second ecret oorand tellsyouto walkon fhroughandwaitforhim.Againyoucomply, and you find yourself in another circular

room, although this one resemblesa small arenaThe floor is coveredwith sand,and a smallbalconyruns around the arena wall- Opposite the secretdoor by whrch you entered s an ominous-lookingwoodendoor. Suddenly you hear a shout, and voulook up to see thq smiling Dwarf standing on thebalcony. He throws Lwo piecesof paper down toyou. On one of them, the words NO CROP IS arew tten, on the other, RUIN MOAT.

In his ever-calm voice he says, If you rearrange he letters ofthewords, you willfind the namesof two creatures.You may choosewhich one to fight in my Arena ofDeath.'lfyou can dentify the creatureby rearang-ing the ettersNO CROP IS, turn to 143. f you canidentify the creature bV rearranging the lettersRUIN MOAT, turn to 40. If you cannot identi{yeitherof the creatures, um to 347.

56You see that the obstruction is a large, b'rown,boulder-likeobject. You touch it with your handandaresurprisedo tiod hat t ssoftandspongy. fvou wish to try to cl jmbover l , tum to l7l. l f ydu

lvish to slice t open with your swotd, tum to 215.

Although you check the chest carefully for anyhidden devices,you areunable osee he trap nsideit As you lift the id, an ron ball hanging on a cordswings back, shattering the glasscapsule ixed inside the lid. A cloud of poisonous gas s instantly

releasednto the air and you staggerback oughingand spluttering. Lose4 sTAMtNApoints. f you arestill alive, tum to 198

58You step slowly between he poles, aking carenotto touchany of them Roll two dice. I the total s thesameas or less han your sKrLL scote, urn to 80, fthe

total isgreater

than your sKrLL score, turn to,46

59Ahead n the fardistance ou hear hesou4d ofslowfootstepscoming towards you. Unsure of who orwhat might be approachmg,you look around for aplace o hide, You find a large crack n the tunnelrvallwhichlies rn shadow.Ifyou wish to standyourground with your sword drawn, turn to J4r. Ifyourvould rather hrde n the shadows, um to 283.

60

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6ofhe tunnel ends at a large oak door. Throm wastesno time in testing the handle and is somewhatstrrprised o find the dooi unlocked He pushes topen and walks into a torchlit chamber Sitting

alone n an ornate hairisa DWARF, whobidsyouenter the chamber As you do so, the oak doorswlngs shut behind you 'Adventurers, you havedone rvell to get this fai,' says he Dwarl in a deepvoice. However, as you both know, there can onlybe one winner in the T al of Champions As Trial-master, t is my duty to BaronSukumvit to let onlythe most ableconhnue Therefore. musr uevrsea

test of wlts and strength to eliminate one o{ you.Please o not attempt to disposeofme. It would beutterly porntless, for, as you can see, there is noobviousway out of this chamberand only I knowh'here hehidden exit ies. Now i f you would care odecidebetweenyou who will go first, I shallmakethe necessarypreparations.' You look at Thro ,suddenly angry that your e{fective patnership

might come o an end He leansoverand whispeFin vour ear that you should try to kill the Dwa andworry about the exit ater. fvou wish toJoinThromin attacking the Dwarf, turn to 179 If you wouJdrather persuade Throm to go through with theDwarf's tesL, urn to j65.

6a-62 6t

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b1

Despite he terible nging sound n your ears,youhear footstepscoming down the tunnel. Your loudscreams ave athacteda tunnel guardian Standingover you is a HOBGOBLIN. His facebearsa sickly

smile as he presses he point of his sword againstyour neck. You are unable to defend yourself andprevent the Hobgoblin from running you through.Your advenfureends here,

62

The Gnome jumps in the air, yelling, 'Well done -nobody has ever managed to find all three gems

beforel Now get ready for the final test,which I willexplain onceand onceonly. As you cansee, helockon this door has three slots, abelled A, B and C,each of which is built to accepta specificgem. Youhave to put one of your three gems n each of theslots n the conect order. If you manage his at thefirst attempt, fine. Hor/ever, ifyou put the gems nthe rvrong slots, you will be blasted by a bolt ofenergy rom the lock, causin8you injury. Anyway,as I said, I am allowed to help you a little. lf youplaceone gem n its correctslot but Bet he other wowrong, I shall shout, "One crown and two skul ls."If you placeall threegems ncorrectly, shall shout,"Three skulls." You will be allowed totry againandagain until you either succeed or die. Are youready?'You signalyour readinesswith a nod of thehead,and walk forward o place he hreegemc n

the slots. Decide which gems you will place n thelabelledslotson the nextpage:

EmeraldDamondSapphireEmerald

DiamondSapphire

BDiamondSapphireEn/eraldSapphire

EmeraldDiamond

CSapphireEmeraldDiamondD€mond

SapphireEmerald

Turn to 16Tum to 392Tum to 177Turn to 287

Turn to 132Turn to 249

63You tie the rope aroundyourwaist and take hold ofthe lighted torch given to you by Throm, as yourBarbarianally callshimself Takinghold o{ the slackrope, Throm lowers you slowlyoverthe edgeof thepit and down into the dark depths below. You canseeby the light of the torch that the sidesof the pitare extremely smooth. You drop about twenty

metresbefore hitting the bottom of the pit. Thereyou seeanother funnel heading north and you callup to Throm and tell him of your discovery He callsback,saying hat he s going to tie therope aroundaprotrudjng rockon the edgeofthe pit and will comedown and ,oin you. You hear him climbing down

and soon you are togethera8ain. Throm retijeveshis rope by shaking t off the rock, and you set offnorth along he new tunnel. Turn to 19t.

64-66 67-68

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64As soon as you put the dng on your finger, your

wholebody starts o shake.Roll two dice. fthe total

is the sameas or less hanyour S(ILL score, urn to

115. f the total s greater han your s(ILL score, utn

to 19o.

65Have you drunk a Potion {ound inside a blackleatherbook? f you have, um to 345. f you have

not drunk t, turnto

372.66

After walking down the tunnel for a few minutes,

you come to a junction. A white arrow Paintedon

one wall points west- On the floor you can seewet

{ootprints madeby thosewho enteredbefore ou. It

is hard to be sure, but it looks as ihough three of

them followed the directionofthe arrow, while one

decided o go east. fyou wish to headwest, turrr o293. {you wish to headeast, urn to 119.

67You grabone of the underwater bridge pillars andcling to it, holding your breath. Meanwhile theTroglod]'tes reach the ver bank and decide thatvou must have been swept to your death down-river as it drsappears nto the depths of the moun

tain By now your lungs are bursting lor air TrsfVoutL ck agal1\.1+ou are Lucky, tuln to 46.l{youareUnlucky, turrr to 219

68You walk down the passage nd soon ind vourselfstandingat the edgeofa deep, dark pit. The passagecontinueseaston he otherside ofthepit You think

you could probably ump over the pit, but you arenot sure. There is a rope hanging down lrom thecetlingover the centreo{ the pit. Will you:

Throwyourshleldover hepitand ump after t?

Jumpover hepit carrying llyourPossessions?

Reach or the rope with your sword

to enableyou to swing acrossthe pit? Turn to 212

Turn to 221

Turn to Jo

69-7o

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69Ivy does not noticeyou opening the door. You slipout of her room, close he door quietly behind you

and findyourselfat the end ofanother tunnel. Turn

to 3o5.

7oYou just manage to dive to the side before the

boulder smashes nto the tunnel floor, splitting thestone.As you dustyourselfof{, you suddenlynoticedaylight at the end o{ the tunnel You run forwardtowards a beautiful sight oI blue sky and green

trees. Runnin8 out of the tunnel, you expect o be

greeted by cheering crowds, but are horrified atwhat you do see.There s no hero's welcome romthe people all around you All are dead You are nIact standing in a cold chamber littered witharmoured skeletonsand bodies the exit to victory

was ust an llusionl Only the corpses fpast adven-

furersarereal.You runback towardsthetunnel,buthlt an invisible ballier. You are trapped and des-tined to

endyour days n the chamberof the dead.

Onceagain you reach or the parchment,only thisiime it is lying amidst a pile of broken bones.Unioldingit,you see mapof aroomwitha drawingofa hideouscreature nslde t. Beneath he monster s

a rhvme which reads:

'Shouldyou meeL he Manticore,Of its tail be$'are.Shieldyoursel{agarnsthe spikesFlying throu8h the ar '

You fold up the pieceof parchment and put it in\'our backpack.Repeating he rhyme over and over

io vourself, you walk across o the alcove.Turn to128

The Mirror shatters, sending fragments of glassl]ving everywhere.The Mirror Demon's four facescry out rn agony, and cracksappear all over themThenthey too shatterand fall to the loor in a pile ofbroken glass. Un{ortunately, vou cut your swordarm badly while smashing ihe miruor Although

lour strength is una{fected, vour weaponskill isdiminlshed. Lose 2 sKrLL points belorecontinuing\ ourJourneynorthTurn to 2.

7i-75

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::=ls

lfyou have not done soaheady,you may walkbackto search he Barba an - turn to 126. Otherwise,leave he chamber o continuewest turn to E3.

74Ihe tunnel takes a sharp right turn and you findyourself iri a sort of gallery lined with mirrors forsome wenty metres.A human skeletonappears obe pulled halfway through the mirlor along theright hand wall. Suddenly a grotesquebeing withfour aros and four screaming acesemerges romtheminor, barring yourwayahead. It walks slowly

towards you, eacharm outstretched o grabyou. Itis a MIRROR DEMON from another dimensionalplane,come o takeyour spirit. Will you

Make a wish (i f you arewearing aRing ofWishes?)

Try to smash he mirrors?Attack the Mirror Demon with

your sword?

Turn to255Turn to 3oo

Turn to 327

You rub the liquid into your wounds, but they donotheal. Star ing nto the empty bottle, you wonderwhat exactly he l iquid was. Ifyou havenot done soalready, you may open the red book - tum to 52.Otherwise, you must continuenorth with Throm -turn to j59

76-78 79-42

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46

You step round the great bulk of the dead RockGrub and peer nto thedarknessof its borehole.Youcan only seea lew metres,but areable to make outthat it inclinesslightly and is wet from the secreted

slime of the RockGrub. If you wish to explore heborehole, urn to 312. fyou would ratherwalk westalong he tunnel, tum to 117

77Youstagger hrough theopendoorway nto anothertunnel, at the end of whrch is the welcomesight oIdaylight Much to yoursurprise, youseetheGnome

lving dead halfway down the iunnel. A crossbowbolt prohudes from the side o{ his head TheGnome, in his bid for freedom, has lallen foul ofBaronSukurnvit's inal trap. You walk pasthim andoutinto brilliant sunshine.Turn to 4oo

rR

There s an open pipe n the ght-handwall, aboutametre n diameter. It is too dark to see ar down it.You shoutintoitand hear yourvoiceechoingdownthe ron pipe until eventually he sound adesawayIf you wish to crawl down the pipe, turn to 3or. Ifyou would ratherconhnuenotth, turn to 142.

79You grip the arms ofthe chair ightly, hall expectinga surgeof energyor pain to rushthrough yourbody.

Test our Luck.If you are Lucky, turn to 106. f you

are Urllucky, turn to 383

FoYoLr akeyour time and nanage o stepover the astpole without having touched any of thern. Youhurry on east,still following the two pairs of foot-prints. Turn to 313.

81The only furniture in the Goblin's room is a table,two chairs and a cupboard on the wall. There aretwo closeddoors, one n the westwall andthe otherin the north wall. Will you:

Open thecupboard?Open the west door?Open the north door?

Tum to3o7Turn to 263Turn to 136

82

As the PitFiend slamsitsbody against he wall, youlet go of the rope and drop salely to the floor. Yourun towards the double doors arirdare relieved tofeel hem swing open asyou push on them You let

them swing shut behind you and head north a1on8rh- +"---l r".- r^

",

83-85 85-E8

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83The passagesoon leads to a junction You noticemore footprints on the floor, possibly as many asthree paus, headinBnorth from the south passageYou decide o {ollou'them. Turn to 3Z

84Roll two dice. f the total s more than eight, tum ro152. fthe total s eight or less, um to 121-

85Beforeyou areable o do anvthingelse, he old manmumbles a few stmnge words into the air. You feelyour musclesharden and your skin go taut. Youstart to panic,but there s nothlng you cando to stopthe petrifactionofyour body. Your adventureendshere,

85Thekey turns in the lock and the door opens nto afour way intersectionof the tunnel. There s noth-ing to be seeneither to eastor to west apart rom thenow familiar ceiling crystals giving off their dimlght. Suddenly you hear a voice calJing ou, 'Ihis

!vay, this way You are on the dght tmck.' It seemsto be coming from somewhere directly ahead ofvou. Your curiosrtygets the better of you and youdecide o walk towards he beckoningvoice.Tum toa67

87The door opens nto a arge oom. Turn to 381.

88As soonas heysee ou, heTROGLODYIESraise

their bows and run to surround you. To your hor-ror, their leader then steps forward and declaresthatyouare their pnsonerandmust subiectyourselfto t al by their ancient te, the Run of the Arrow. If

you are willing to take part n the Run of the Arow,turn to 343. fyou would rather try to fiSht your way

out, turn to 258.

89-90 9a'92

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E9Backonsolid ground onceagainon thecavern loor,you try to shake the rope off the idol's neck Testuout u(k. l l you are I ucky, turn to 54. f you dreUnlucky, urn to26r.

9aThe Orc'smorning star huds nto your arm, knock-ing your sword to the floor. You must fight thembare-handed, reducing your sKrLL by 4 for theduration of the combat. Fortunately, the tunnel is

toonarrowforboth Orcs oattackyou atonce Fightthem one at a time.

S(ILL STAMIN A

FirstORC ' I 5SecondORC 6 4

lf you win, turn to 257.

92Summoning all your shength, you deal the MirrorDemon one final blow with your sword With anear-splitfingsound, cracksbegin to .un across tsfaces and limbs. Its many mouths cry out rn theagonyofits death throesbefore he Demonshatterscompletelyand falls to the ground in a pile of tinyfragments.You heavea hugesigh ofrelie{and thenhurry on past.Tum to D2.

90

believed. ts bodyis greenandcoveredall over withfearcomelookingspikes_ ts face s a massof crim-

BLOODBEAST in a leather-bound ook, turnto 172. fyou havenot read his book, turn to 357.

91-94

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93The door opens into a small dark room, which isempty apart from a sturdy wooden chest ying on ashel{on the ar wall. The loor s thick with dust, andvou canclearlysee resh ootprints eadingfromthe

door to the chest and back again. You wonderwhether one of your rivals s stjll ahead of you on'The Walk', or whether the chesthas only recentlybeenplacedon the shelfby one of thb Trialmasters-lf you wish to enter the room and open the chest,tum to 284 If you would ratherkeepwalking downrho h,hnol h,.6 r^..^

94Taking a deep breath, you lean over the pit andplunge your forearm into the mass of wrigglingworms.They arecold alrd clammy and feelextremely nasty, but at least hey are harmlessand you areabletoseize he daggerby the hilt. You give t a hardtug and it comesaway ftom the crack n which thehp l{'as embedded. Admiring its beauty, andwonderin8whether it might oncehave belonged osome ucklesscontestant,you put the opal studdeddagger frrmlv m your belt and leave the cavemTurn to 124

t

95-97 9E-1oo

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I

i

L

I

95The iron ring is attached o a small rapdoor. t lftsup easily,and inside a small compartmentyou finda finely crafted shield made of the purest iron.Marvelling at its splendour,you strap t on to your

arm. Add 1 sKrLL point You walk towards thedoubledoors and push them open Turn to248.

96Your secondblow also ails o smash hemfuror.TheMirror Demon reachesout, grabsyour wdst andstartspulling you towards the milror Its strength sincredible,and, despiteall your efforts,you cannotresist. With every second you come closer o themirror. When the Mi or Demon touches the mir-ror, it seems o disappearstraight hrough it. Withhorroryou seeyour own arm disappear hrough themi or too, and the rest oI your body soon ollowsYou are now in a mi[or world of another dimen-sion, ftom which you cannever return,

97Unknown to you, the Bloodbeast has only oneweakness: ts real eyes. More by chance than bydesign, you plunge your blade deep into one ofthem, and rheBloodbeastmmediatelyslumpsbackinto its pool. AJter a few massive convulsions, tsinks beneath the oily su ace of the pool Notwaiting to seewhether it will recover,you run intothe tunnel, anrjous to get away from the Blood

beast's toxic chamber as fast as possible. Tum to434

98Lifting thegoblet eleases sprungcatch,anda dartshootsout of the wooden table eg Test our Luck.Ifyou are Lucky, turn to 1o5. f you are Unluckv, turnto 235

99Smiling, you te ll Ivy that you think she and Sourbelly look very alike Then, whrle she staresadmiringly at the painting, you pick up a broken stool,creepup behind her and smashheroverthe backofthe head with it as hard as you can. To your immense elie{, sheslumPsunconsciouso the loor If

you wish to searchher room, tum to 266. { not,

leaveby the door in the eastwall. You lind yollrselfstanding at the end of a tunnel. Turn to 3o5.

100

Only a few metres fufther down the passage, ouseeanother closeddoor in the left-hand$'all. Theletter X is scratched nto its centre panel. Puttingyour ear o the door, you listen ntentlybut canhear

nothing If you wish to open the door, turn to 87. fyou would rather keep walking north, turn to 217

L0L-10J 104-106

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101

The fiver current is quite strong and, encumberedby your armour and backpack,you are unable toswim against it Within seconds you are sweptunder the bridge Standing on the river bank, theTroglodytesook on Jaughing nd jeeringa. youdrift to your death down-iver in the depths of the

mountain,

ao2

You enter a room which is small and completelyempty As soon as you are inside, the doot slamsshut behind you. Suddenly a voice booms outof nowhere, shouting, 'Welcome to DeathtrapDungeon, the ngenious killer labyrinth of my mas-

ter. Adventurer,I trust you will payyourrespects omy master by shouting out his name?' Will youshout:

ao4Reacting quickly, you manage to tump over theoutstretched ongue and run into the tunnel, leav-ing the Bloodbeastwallowing in its pool to arvaltanother victim. Turn to 134

105Your reflexes re sharp and you quicklyjump asideThe dart $'histles past, only just missrngyou, andthLrds nto the opposi te wall. You see the gobletlying on the floor and the ed iquid running awayinrivulets over the Breystone.Atleasi the gobletmaybeof use,soyou put it in yourbackpack If1'ouhave

not done so alreadv, you ma,rrwalk back to searchthe Barbarian turn to 126. Othen{ise, leave thechambero continuewest turnto83.

L06

Squeezing the arm of the chair tri8gers a secreipanel which springs into the air. You find a glassphial lyrng ln a cavlty. You pick it up and read thelabel: DoppelgangerPotion - one dose only ThisLquid will rnakeyourbody take on theshapeolany

nearbybeing ' You place he strangepotion in yourbackpack nd continuenorth. Turn to 188

Hail, Sukumvit?Sukumvit is a worm?

Tum to 133Tum to 251

ao3You breathe n the poisonousgasand start o choke

Lose srAMrNA points lf you are still alive, um to77.

1o7-1O9

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ao7You come to an arched doorway set in the righFhand wall of th€ tunnel The heavy stone door isclosed,but there s an ron latchand a round handletf yorl wrsh to try the door, tuln to 168. finstead you

\\'ish to continuealong the funnel, tuln to 257.

108

Theres a argepanelolglassinthe eft-hand allofthe unnel Through tyou canseea bight. torchlitroom teeming with CIANT INSECTS of everypossibledescription. Bees,wasps, beetles, icks -even the mites are over six centimetres ong. The

noise s threatening In the middle of the toom, ajewelled crou'n lies on top of a small table Whatlooks ike a arge diamond s set n the middle ofthecrown. Will you:

Break he glassand try to snatchthe crown? Tum to 394

Continue west? Tum to 59Return o the unchon to headnorth? Turn to 14

ao9You arrive at another unction in the tunnel If youwish to keep headingwest, turn to 43. fyou wish togo north, tum to 24

17,O-a7.2 aa3-aL6

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aaoThe tunnel soon takes another sharp right fuinFollowingiteast, you arriveata shangeobstruction:a line of tweive wooden poles across he tunnelThey are ixed tothe wallsabouthalfa mehe off the

floor and spaceda metre apart. If you wish to stepbeLween he poles, turn to 5E. f you wish to walkacross he top of thepoles, um to 223.

111

You wipe the vile yellow slime from the blade ofyour sword and walk quickly to the door, back ntothe funnel and head north. Turn to 262.

Apart from two portions of yqur Provisionswhichwere saturatedand are now inedible, all your otherpossessions cmain intact, You repack them care-

fully inside your backpackand set off north againTurn to 356.

aa1The wooden ball whistles past the skull, hitting thefar wall with a loud 'crack'. f you wish to hy againwith the other ball, turn to 371. f you haveaheadythrown twice,or do noLwish to lhrow again,you

may decide o clo\e the door and continue estalong the tunnel -tum to 74-

aa4The Caveman s wearing a leather wristband withfour small rats'skullshanging tom it. I{ you wish toput it on your own wrist, turn to 336. f you wouldratherset off north again, um [o 298.

115

Yout body continues to vibrate intensely and youfeelas f you areabout topassout But your strengthis great, and you mana8e to withstand thetremendousshockto your system.Finallyyou calmdown and begin to feel the ng'sbeneficialpowersworking on you. Add I srAMrNA points. You seeThrom looking at you anxiously, so you reassurehim thatyou aie fully recovered.He stridesoffeastand you follow him eagerly.Turn to 221.

aa6You cannotbelieve hat the Bloodbeasts unaf{ectedby its new wound. You hesitatea moment too ongand it lunges folward, crackingyour skull with itsjaws.Then it dragsyou into itspool, whereyou will

be predigestedand later consumedby the hrdeouscreature

aa7-aaB aa9-121

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aa7

headeast, urn to 135.

118

a1gAheadyou canseea argeobstructionon the tunnelfloor, although it is too dark to make out exactlywhatitis. Thewet footpdnts you havebeen ollow-ing cary on towards the obstruction. lyou want to

continue east, turn to 56. I{ you would rather goback to theluncfion and headh'est, urn to 293.

420

Lying in a hole about a metre deep, you see a

Brappling ron and a leather pouch. lf you wish toreach down for them, tum io 228 If you wouldrather gnore them and continue north, tuin to 292

The Dwarf looks at the dice. 'Not very good atplaying rhe odds, areyou?'he sneers. l regretyoumust suffer a penalty before you can conhnue.'Fromoutofhis pockethe roduceswo pil ls,Oneisstampedh'ith the letter S and the other stampedwith the letter L. He asks you to chooseone andswallow it. II you wish to swallow the pill stamped

with the letter S, turn to 26. If you wish to swallowtheother pill, turn to 354.

I 122-424

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FirstGOBLINSecond OBLIN

Both Goblins will have a seParateattack on you in

eachAttack Round, but you must choosewhich of

the two you will fight. Attackyour chosenGoblin as

in a normal battle. Against the other you must

throw for your Attack Shength n the normal way,

but even if your Attack Strength is greater you will

not wound it. You must lust count this as though

you have defended yourself against its blow.

However, if its Attack Strength is gleater, it will

havewounded you in the normal way. If you win,turn to El,

In {ront of you are two flights of stone steps sep-arated by a banister of rat skulls. You may dimb

either the l€ft-hand flight of steps turn to 176 orthe ri8ht-hand flight - turn to 384.

r23The necklace s an amulet of strength. Add 1 sKrLLpointand 1 srAMrNA point andcontinueyour questnorth. Tuln to 282.

124You throw the trapdoor open and run up the stepsrnto a bright, lantem-lit room. Two GOBLINS are

sharpening heir short swordson a stone set n themiddle of the floor. You catch hem momentarily off

Buard, but they quickly recover and both rush for-ward to attackyou.

S(ILL STAMINA

54

425-427 1.28-1.29

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You tiptoe towards the door while Ivy Prattleson.

Test aur Luck.Ifyovare Lucky, turn to 69 Ifyouare

Unlucky, tum to 139.

a26The pouch on the Barbadan'sbelt is emPty apart

fionasomestran8e-lookinB riedmeat wraPPedn a

cloth. Will you:

Eat he dried meat?Leave he meat and walk over to

the alcove ifyou have not

done soalready)? Tuln to 41

Leave he chamberand headwest? Tu to 83

a28

At the back of the alcove are some steps eadingdown into a cellar.Cobwebsbrush your faceas youdescendThecellarceilingis quite ow, andthe flooris strewn with rubbish and debris In the middle ofthe wall opposite vou is an archway whrch leadsinto another crystal it tunnel. There are largemushroomsgrowing on the rubbish o yourright. Ifyou wish to step hrough the archway, urn to35 Ifyou wish to stop to eat some of the mushrooms,hrln to 233.

429

You tie the rope to the grapphng iron and hurl itover the top ofthe wall. lts hooksdig into the stoneand you beBin o haul yourselfup Peeringover thetop of the wall, you seean enormous dinosaurlikemonster thmshing about in a sand-covered it. Its

tough hide is a mottled greencolour, and it standssome enmetres allonits muscularhind legs Rows

Turn to 226

427

The only possibleway out of the hall as far asyou

can see s by using the chute in Lhenorthern wall

You decide o give it a Boand climb nto the chute.

You slide gently down and emerge nto another

room. andinB n your bacl.Turn Lo 0

430

of razor-sharpteeth line its gigantic iaws, which

131-a32

a3a

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openand closewith bone-snaPPing ower.There s

a arge double door in the wall on the ar sideo{ the

pit, which appears o be the only way out of this

sectionof the dungeon.Willyou:

Lower yoursel{down on the roPeinto the pit to fi8ht thePITFIEND? Turn to349

Throw yourbone monkey charm nto

the pit (if you have one)? Turn to 351Try to hook the PIT FIEND with the

grap-plingron while sitting on

top of the wall? Turn to 167

a10

The Hobgoblinsstop rheir fight immediately.Theydo notunderstand what you are sayingand snarlat

you vjciously Then they draw the short swords

and run iorward to attackyou. FiSht them one at a

trme,

The crossbow bolts fly over your head and thudinto the opposite walli fortunately, you are stillcrouchingon the floor. Now that the trap has beensprung,you can eave he room by the doorthrough

which you entered.Back n the tunnel you head onwest Turn to 74.

You just have time to hear the Gnome say, 'Onecrownand two skulls', beforea white boli of energyshootsout ftom the lockinto your chestandknocksyou unconscious Roll onedie, add 1 o the numberand reduce your sraMrNA by the total If you arestill alive, you come oand are old by the Gnome otry again. You know you placed one gem in thecorect slot,but which one?You sigh and entativelytry a new combination

EmeraldDiamond

SapphireEmeraldDiamondSapphire

BDiamondSapphire

EmeraldSapphireEmeraldDiamond

cSapphireEmerald

DiamondDiamondSapphireEmerald

Tull1 to 16

Turn to 392

Tum to 177Turn to 287Tum to 132Turn to 249

FirstHOBCOBLIN

Second OBGOBLINIfyou win, tum to 9.

SKILL STAMINA

7565

rit-415

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Once again, he mysterio;; voicecallsout, onlythistime ts tone s full of contemptand derigion,'So,wehave a snivellingweed n ourrnidst, do we?'sneersthe voice. 'My master has a special gift for you,

loathsomecreep.' Suddenly water starts pouringinto the room throu8h a hole in the ceiling. lt soonrises above your ankles, and there is no apparcntway of escape.You wade back to the door. lt isfirmly locked,but in desperation ou try ramming twith your shoulder, Roll two dice. If the total s thesameasor less han your sKrLLscore, um to r78. fthe otal s gieater han your sKrLL score, uln to 12.

434The turnel leads into a large room, its ceiling sup-ported by several marble pillars. As you enter theroom? you suddenly see a skange beast to yourright. lt has the body of a lion with dragon-likewings attached o it, butitsheadis like fhatofanoldbeardedman If vou have read he ooem wlitten onthe SkeletonWirrior's oarchment', uln to 222. Ifyou have not read his p;em, tum to 242.

1J5Passing the Rock Grub s borehole on your lelt, yousoon arrive at the iunction, You take a quick lookdown the tunnel leading south, but do not seeanybody approaching.Quickening your step,youhurry on east.Turn to 6E.

rJ6-L3'8

aJ6

439-142

439

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417Walkingalongthe tunnel, you are surpdsed o seealarge ron bell hangingdown from theceiling.Ilyouwish to ring thebell, tum to 22o.Ifyou would ratherwalk round it and continue west, turn to ?52.

The door opens into another tunnel, which risesgently into the distance.After walking uphill for awhile, the tulnel levelsoutand you soon arrive atadoor in the righfhand wall, to which a withered

hand is nailed. fyou wish to open the door, tum to21o If you would mthercontinue north, fumto7g. IVY sKrLL 9 srAMtNA 9

If youwin, turn to 2or.

440

You try to Iorce the point of your sword under theemeraldeye.Much fo your surprise, t shatterson

a4a

sKrLL, tum tO96.

442Tiere is anew branch n the tunnel on your left, andahead you see wo bodies ying on the floor. you

138The book s pagesarc sealed ogether, but a smallhole has been cut out in the middle of them, iustlargeenough lo hold a smallcorked bot e contain.

ing a clear iquid. You show t to Throm, who holdsup his hand, ndicatingthat he doesnot wantyou tocome anywhere near him with itj his distrust ofthings unknown is strongly evidenf,Will you:

Drink the iquid? Tuln to 397Rub the liquid into your wounds? Tum to 25Open the red book (if you have

not done so already)? Turn to 52

Leave he bottle and book tocontinue north with Throm? Tum to ?6q

a4t

a4J

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You call out to the Dwart telling him to send n theSCORPIONbecause you are eady to fight. Slowlythe wooden door rises,and a huge, grotesque lackScorpion squeezesunderneath it and enters the

room. You draw your sword in readinessand pre-pare to flght the sinister creature with its hugepincersand deadly sting

GIANT SCORPION sKrLL10 STAMINA 1O

The Scorpion attacks you with both pincerc, andyou must treat eachpincer as a separate reatureasthough you were fighting two creatures.Both pin-cershave a sKILLof 10and will attackyou

separatelyin each Attack Round, but you must choosewhichof the two voLrwil l f i8hL.ALtdclone pincerd5 n anormal battle. Against the other pincer you mustthrow {or your Attack Strength n the nolmal way,but you will not wound it even i{ your AttackStrength s greater;you must count this as thoughyou have ust fended off its blow Of course, f itsAttackStrengthisgreater,twill have 4oundedyou

in the normal way. If, during any of the AttackRounds, the Scorpion's Attack Strength totals 22,turn to 2. If you manage o kill theScorpionwithoutit scoringanAttack Strengthof 22, tum to 163.

444-145 a46-147

1,!6

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DWARF SKILL8

444

Still smiling, the old man looks at you and says

quietly, 'Wrong.' Tum to 85.

r{ tThe Dwa is expectingyour move. Furthermore,you arc not as fastas you shouldbe because f your

recent ordeal, so he easily evadesyour Punch,sayin& 'I could kifl you now if I wished,but I yearn

fora hand-to-handight.'Thenhe hrowsdown hiscrossbow nd drawsan ax€ tom his belt.DesPiteyour atigue, ou think onlyofvenSeance.

STAMINA 6

The pain in your lungs forcesyou to riie to thesurfaceorair. Fortunately, oneof heTroglodytesseeyou and they all disp€rse.You dimb out oI theriverand aoss the bridge to the northem bank.Any

rcmaining Provisions you may have are now ined-ible-You continueto walk through the vastcavernuntilat astyousee unnel n the arwall.Youwalkdown it until you come to a hea\,y wooden doorwhich s ocked. fyou havean ron key, um to 86.Ifyou do nothavea key, .utn o 276.

t47The waler in the bamboo pipe is welcomingly re-freshing.Add t sr.rurrr. poittt. ll also conlainsamaBical solution which will enable you to be ex-

Posed o melting-point temperatureswithout harm.

Discarding he bamboo,you start off north again ngood spi ts. Turn to 1E2.

During eachAttackRoundyou must reduce ourAttackStrength y 2 because f your condition. fyou win, turn to 28.

a4a-a49

q6

150-154

150

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FirstGUARDDOGSecond UARDDOG

There is nowhere to go exceFt down the stepstowards the barking dogs. You reach the bottomand, with your sword drawn, face Lhe wo hugeblack GUARD DOGS, which leap at you one at a

trme

Having had the sensenot to put your sword arminto thehole, the effectsof fhe entacledarmarenottoo serious.Lose 1 s(rr-L point. You reachback ntothe hole and pull out the grdppling iron and the

leather pouch lnside the pouch you find a tinybrass bell You pack away your new possessronsand continue north. Turn to 292.

451

As you touch the idol's emerald eye you hear acreakingsound below you Looking down, you areshocked o see he wo stuffed birds lying off. Theirwings flap in jerky movements, but they are soonaboveyou andlook setto attack.Fight the FLYINGGUARDIANS one at a ime, butreduceyour sKrLLby z during this combat because f your restdcted

Position.

SKILL STAMINA

First LYINGGUARDIAN 7 6SecondLYINGGUARDIAN 8 8

Ifyou win, Lurn o24o.

SKILL STAMINA

77Z8

If you win, turn to 175.You may Escapefter killingthe first Guard Dog by running east down thetunnel. Turn to 315.

449Yori et go of the rope andhearit fal l to thebottom ofthe pit. The Barbarian urses,promisingto kill you ifyour paths should crossagain. You step ba& andtake a running jump. You land safelyon the far sideof the pit and continue west. Further down thetunnel, you step on a floor stone which tilts for-ward, triggering a trap which releasesa boulder

loosely set in the ceiling. You look up just as it isabout to crash on top ol yort. Test our Luck.Ifyottare Lucky, turn to 70. If you are Unlucky, turn to

1.52-L51

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TheDwarf congratulates ou for guessing orrectly.He tells you that you must now progress to thesecond stageof the test. He reaches or a wickerbasketand tellsyou that a snake sheld rithin it. He

hps up the basket and the snake drops on to thefloor; it is a cobra,and it rearsup in the air readytost ke. The Dwarf tells you that he wishes to testyour reactions. Bare-handed,you must grasp thecobrabelow tshead, avoidingits deadlyfangs.Youcrouch down on the floor, tensing yoursel{ for themoment to seize t. Roll two dice. f the total is thesame as or less han your sKrLL, tum to 55. If the

total s gleater than your sKrLL, urn to 2o2.

Thedooropens intoa small room in which there s ahuman skull with jewelledeyes esting on top of amarbleplinth. A row of loaded crossbowss fixed tothe left-hand wall, and two small wooden balls ieon the floor justinside the door. Will you:

Walk into the room and pick upthe skull? Tum to39o

fltrow a wooden ball at the skullftom the doorway? Twnto 37a

Close he door and continuewest,taking the wooden balls with you? Turn to 74

15{-156

454

r17-a6o

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Running down the tunnel, you sooncatch up withthe Barbalian and tell him that the eastempassagecomes to a dead end- He nod8 his head in silentunderstandingand sets off towalds the west with

you at his side-Tum to22.

155The words of her poem flash through your mind:'When corridor doth water meet, do not make aquick retreat. . .'Ofcourse, it is hele that shewantsyou to dive into the water, Now you must decidewhat to do, lf you wish to dive into the water, turn

to 378. If you would rather walk back down the

tunnel, tum to 322.

a56The small plate slides open easily, arrd you 6rrd

yourself peering into a room h,ith a deep pit in thefloor behind the door- On the opposite wall thereare wo iron hooks, on one of which hangsa coil ofrope. If you wish to open he doo!, ump over hepit

afld take the iope, tum to 208. f you would rathercontinue north along he tunnel, tum to 326.

The casketopenseagily,and inside there s a blackvelvet bag containing a large pearl. Add I LUCKpoint. Af[er putting the pearl in your pocket, youpresson through the cobwebs.Turn to 31o.

158You lift the jug to your lips and takea swig of theliquid It bums so much that you drop the jug andgrab your throat in agony. You have swallowedacidl Lose 1 s(rLL point and 4 srAMrNA points, Ifyou arestill alive, tuln to 275.

r59Your reactionsare tillslow becduseof he poison nyour system,and although you try to i ump overtheoutstretched ongue, your legs et you down. Thesticky tongue wraps itselfaround your leg, flippingyou over, and starts o pull you towards the pool.Your sword has slipped out of your hand and youstart to panic If you have a dagger, turn to 294, fyou do not havea dagger, um to 334.

15o

Your armourand swoldweighyou down, butyou

justmanaBeo andsafely n the aredge fthepitYouwasteno timeand headeast Tumto 237.

a6r-1.63

16apush past nd head off

a64-a66

164As you walk along, droplets of $'ater atain start

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You the tra/oLePrechaunsnorlh, the;oise of jeeringdnd laughter in8in8 n

thievingLeprechaunsand set off north again Turn

to 29.

162

Removrn8 he box id by the iSht ofthe tunnel, you

find an iron key and a largegem. lt is a saPphire

Add 1LUc( point. Placing the items carefully in

yourbackpack,you setoffnorth onceagain Tumto

442

a63

The Dwarf callsdown from the balcony,congratu-

l.r lrns ou on voLrr ictor\ He throwsa sac[do$ n

into hi arenaind tells ou to relarand egain our

offerings, turn to 361. f you would rather ust si i

down and await his tetutn, turn to 3o2

falJing from the tunnel ceiling. You see wet foot-prints, made by the samebootsthat you followedearlier, heading west. The footprints lead to a dosediron doorin the right-hand wall of the tunnel, but donot seem o go any further. If you wish to openthedoor, tull1 to 299. f you would rather keep goingwest, turn to 83

1.65There s a slot in the padlock nto which you placethe coin. lmmediately the ockclicks apart, and youare able to unchain the stilts. You place them on

your shoulderand onceagain set off north. Turn to2J4.

1,66As you touch the emeraldeyeof theidol, youhearacreakingsound below you, Looking dovr'n,you areshockedto see he two stufled birds taking flight.Their wings flap in jerky movements, but they are

soon above vou and look set to attack Fighi theFLYINC GUARDIANS one at a t ime, but leduceyour srrrr, by 3 during this combaibecause fyourrestrictedposition.

First LYINGGUARDIANSecondLYINGGUARDIAN

lfyou win, turn to 11.

SXTLL STAMTNA

88

78

1.67-1.6E

ao7You swing thegrapplingiron aroundyourhead and

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hurl it at the beastbelow.The Pit Fiend'shugejawssnap tight over the gappling iron, then it jerks itshead back. Still holding the rope, you arepulled offthe wall and tumble to thebottom o{ the pit. Lose

4srAMrNA points. Ifyou arestill alive, urn to 2o3.

16ELifting the latch and pushing the heavy stonedooropen, you find yourselfin a argecavern.The ight isdirn and murky, but as your eyesbegin to adjust,you see hat the walls arecovered n greenalgaeandrunning with moisture. The floor is strewn with

straw. The atmosphere s warm, damp and fetid,and a soft humming sound fills the air You stepgingerly through the straw towards a corner of thecavern, where there appea$ to be a shallow pit.Peeringwa ly into the pit, you are disgusted o seea nlass of pale writhing worms, some as much ashalf a metre ong. Utterly nauseated, ou are aboutto turn awaywhen you notice that thefuundulating

bodiesare swarming round a dagger, ts pointheldfast in a crack n the pit floor. The hilt is cased nblack eather studded with opals, and the blade sfashioned rom a srrange eddish-blackbumishedmetalyou havenever seenbefore.You on8 to touchthe dagger,buL this \aould mean plunging yourhand in among the w:rithing worms. Do you reachfor thedagger tum to 94 or back away n disgust

and leave the cavem - l1j.r'n o 267?

a7aThe door swings open into a small room, but before

471-a72471-474

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when enteringrooms. nsidethe room you see woiron hooks on the wall opposite he door. A coiJofrope s hangingon one of them,you pu( it in yourbackpacl.lump backor er the pit tu le;ve he room

and head north. Turn to 32b.

472

BLOODBEAST sKrLL72

As soonasyouwinyour secondAttackRound,turnto 27E.

475Attached to the collar of one of the Guard Dogs is ametal capsule. You prise off the top and find a smalltooth inside. It is a teprechaun's tooth which will

479

479As you rush towards the Dwarf, he pulls two hand

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bring you good fortune. Add z LUc( points. Youput the tooth in your pocket and set off easralongthe tunnel. Tum to ja5.

a76Treadingcarefully, you slowly make your way upthe steps. You soon reach he top without mishap.Continue alon8 he new tunnel. Turn to 272.

You just have time to hear the Gnome yell, 'Threecrowns!', before he lock clicksopen. As the hearTdoor swings slowly outrr'ards, he Gnome rushestowards t, hurling the glassball atyourfeet. GreengasescaPestom the broken glass,and you try toavojd inhaling it. Testyour Luck.If you are Lucky,tuln to 243. f you are Unlucky, turTlta1o3.

a78The door cannot withstand the furious batteringyou aregiving it. The centrepanel cracksand splin-ters, enabling you to kick a hole in it largeenoughIor you to squeeze hrough. Wetbut happy to havesurvived your ordeal,you set off north again.Tumro i44

darts from his belt and he throws them at you andThrom, hitting both of you in the eg. You are bothrnstantlyparalysedby the poison on the tip of thedart Lose 2 srAMrNA points. As though glued tothe floor, you can only wa ch as the Dwarf retrieveshis dart ftom your thigh. He asksyou whether youare willing to enter his contest now. You strain tonod your head. Slowly, the e{fectsof the poisonwear off and mobility returns The Dwarf beckonsyou to follow hlm, telling Throm toawaithis return.He opensa secretdoor in the chamberwallandyoufollow him into a small circular room. He closes he

door behind you and hands you two bone dice,ielling you to throw them on the floor You roll asixanda wo, a otalofeight. The Dwarfasksyou to rollagain,but thjs ime you mustpredict the total:will itbe the same,or higher or lower than eight? f youwish to guess hat it will be the same, urn to 29o. fyou wish to guess that it will total less han eight,turn to 191. If you wish to guessthat it will total

more than eight, turn to 84.

i

18o-181

1gO

As you make a lunge at ihe Bloodbeast, ou sud-

a82-183

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denly start to feel faint. The gas ising up from thepool is highly toxic and you slump to the floorunconscious.Testlaur L1tck.Ifyou are Lucky, tumto

53.fyou are Unlucky, turn to 272.

181The tunnel leads into a marble-flooredhall withpillarsdsing right up to the ceiling.Asyou cross he

floor, your footsteps echo through the hall. Thehairs on the back ofyour neck start to prickle asyousenseunseeneyeswatchingyou. unknown to you,one of your vals s hiding behind a pillar. ItistheNINJA, the deadlyassassin ressed n black robes.Without asound, he stepsout ftom behind hepillar

and throws a star-ed8eddisc at your back. Instinctively, an inner voice tells you to dtick. Testyour

Luck l( yort are Lucky, fum to 312 II you areUnlucky, tum to 45.

182The temperature continues to rise and you findvourself d pping with sweat.As you struggleon,the heat ntensifiesuntilit feels ike $'hite heat andbecomes o unbearable hat you begin o passout. lfyou drank the iquid ftom thebamboopipe, turn to25 Ifyoudid nol stop to drink, turn Lo242.

183You climb on to your stilts and take a few tentativestepsacross he floor. Your confidencegrows, andyou soon feel able to tackle the walk across theslime. Smoke ses rom the baseof the stilts as theslimestarts obum them away. You plod stolidly onand finallyreach firm ground again-Unfortunately,thestilts aresLillcoveredn slimeand youare forcedto dump them. Setting o{f north, you come to ajunction If you wish to go west, tum to j86. Ifyouwish o contlnue o h,tumto218,

' at4 r85-rE6

185

The Troglodytes are too involved in their tribal

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a84TheBarbarian,who tellsyouheis calledThrom, tiesthe rope around his waist, givin8 you the free end,As he lights the torch, you seea look of distrust nhjs eyes, Slowly, he climbs over the edgeof the pitwhile you braceyourself and tal<e he shain of therope. As you lower him little by little, you see he

smooth sides of the pit i lluminated by Throm'storch. He finally reaches he bottom and callsup toyou, sayrng that there is another funnel runningnorth. He tells you to secure ihe rope around a rockprotruding from the edge of the pit and loweryoulself to the bottom. Ifyou wish to stay with theBalbalian and head north down the lower tunnel,turn to 323. f you wish to abandonhimby jumping

over the pit to head west, turn to 149.

dancing to hear the clatter of your sword, and youcrawl past. When you think you are far enoughaway, you standup andrun across he cavem loor.Ahead you seean underground river running eastto west through the cavern with a wooden b dgecrossingover it. Hea ng a noise, you tlance backand realizeyou have beenspotted.The Troglodytesare chasng you. If youwishto run ove! theb dge,turn to31E. f youwish to dive nto the river, tu to

47.

1E5

Slowlyandcarefully,you begin o climb he dol.You are about to grabhold of its largeearwhensuddenlyyour foot slips. esf orl lrck, If you areLucky, urn to 260. f you areUnlucky, urn to356.

1,87-788

aE7The tunnel bends sharply to the right, and around

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the corneryou seea ittle oldmanwitha longbeard,coweringbehinda argewi&er basket.The basket stied to a rope, the other end of which disappearsinto the ceiling.The old mansoundsveryworried ashe says, 'Do not a tack me, stranger- I poseno threatto you. I am here slmply to help you- If you wouldbe so kind as o offer me somesort of remuneration,I will gladly haul you up in the basket o the upperlevel. And believe me, thai is where you ought tobe.' If you wish to give the man somethiflg flomyour backpack or his services, urn to 160. f youwould rather walk pasthim down the tunnel, tum

to 2Eo.

18EThe tunnel starts to slope downwards and finallycomes to an end at a deep pool enclosedby thetunnel wall. If vou can remember the spirit gill's

Poem, turn to 155, f you have not seen he spirjtgll, turn to 224.

189-19o

189The Orc's morning star sinks agonizingly rntovourleft

aga-L94

aga

Roll two dice If the total is less than eight, turn to

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FirstORCSecondORC

Ifyou win, turn to 257.

SKILL STAMINA

5564

thigh Lose srAMrNA pornts You staggerbackwards, but mana8€ o regaln vour balance ntime to defend yourseif fortunately, the tunnel istoonarrow orboih Orcs oattackyouatonceFightthemone at a time

152 If the total s eight orhigher, turnto12l.

192

Walking along the tunnel,vou

notice an iron grilie

in the floor. Ifyou $'ish io stop andllftit up, tum to

12o If vou prefer to keep walking, turn to 292.

493The acid burns through your stomachwall, eahngrtsway into your vltal organs You collapseuncon-Scious, ever to recover Your adventureendshete.

494On a stone led8e in the tunnel wali you see twodusty Jeather-bound ooks Throm grunts his con-tempt for the written word, urging you to leave hebooksand hurry on. Will vou:

Open the red leatherbook? Turn to52Open theblack eatherbook? Turn to 138Continue north along he tunnel? Tum to 369

190

Your body vibrates wildll. and you are unabie tostopyourself assing ut. Lose sraMrNApoints.l{you arestill alive, turn to 50

a95-196 r97-499

197Mercifully, the tempeiature now starts to droprapidly,

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495You draw vour sword and rush towards the oldman He raiseshis left arm and suddenly you hi tand bounce off an invisible shield. 'Do not be {ool-ish, my powers are great,' the old man sayscalmly.'lf you do not believe te, watch this,'From out of

nowhere a flying fist appears,which smashesntoyour face before ,vou can duck. Lose 1 srAMrNApoint. You shakeyour headand rub yourjarv. Youappear o haveno alternativebut to try to answerhisquestion. uin to 382,

19bYou raisevour shield n front of you just in time to

protect yourseff from a vollev of spikes releasedfrom the Manticore's ail and aimed straLght t yourherrt. They \inl intu your rhield and you remJinunharmed. Swiftly you draw your sword and ad-vanceon the Manticore.

and soon t feelsalmost coolagain.On theleft-hand sideof the tunnel is a closeddoor. Ithas asmall ron phte in it , whrch might possibly l ideoPen.wll l you:

Try to open he door?Try to slide he ron plate?Continue orthup the unnel?

198

outof the room and up the tunnel. Tum to 2Jo.

ag9The crossbowbolts are far too many to evade.Rollone die to determine he number oi bolts that sinklnto your body, and lose2 srAMrNA points for eachone. If you arc stitl alive, you must rist herea longtime to recover from your wounds. Lose I LucKpoint. When you eventuallyfeel strong enough tocarry on/ you leave the loom and continue westalong the tunnel. Tum to 74.

Turn to r7rTurn o 156Turn o326

MANTICORE s(ILL 11

I{ you win, tum to j64.

STAMINA 11

200-202

200

The door opens into a small room with a sttaw-coveredfloor In the centre of the room there s a

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largedraped cagestandlngsome two metreshigh.There s a cord fired to the top of the drape whichruns up through an ron ng in the ceiling andhangs down to the floor If you wish to pull thedrapeup, turn to 321 If you would prefer to leavethe room and head notth along the tunnel, tum to

3a6.

204

You search through the cupboards and boxes inIvy's room, but you find nothing except or an old

bone.A door ies n theedrt al lof lhechamberdndyou decide to leave, aking the old bonewith you ifyou wish. You now find yourself standing at theend of another unnel. Turn to 3o5.

202

Thecobra's eactionsarequickerthan yours,and itshnodedhedd hoot\ forwdrd o biieyou. l . . t yorlLuck. l yorl are Lucky, turn Lo1E.If you are Un-lucky, tum to42

2O1-205

203

You stagBer o your {eetand draw your sword Youare only just in time, for the fearsome beast is

206-2O7

206

The stalactites ontinue to {a11 ll around you, butyou haven't enough stfength to do more than crawl

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closing n on you fast This s going to be one of thetou8hest ights of your life.

PIT FIEND sKtLl 12 STAMINA 15

towards the archway Suddenly you feel an armaround your waisL picking you up, and realize nYour semi-conscious tate that Throm is carryingyou. He lays you down in the safetyof the tunneland tends your wounds. You decide o eat someofyour Provisions o help regain your strength, andyou also&iveone porhon to Throm in gratitude forhis rescuing you He apologizes {or starting therock-fall and offers you his hand to shake.Despltethe pain, you managea smile and shakehis hand.When you have inally recovered, ou standup and

headeast,with Throm leading the way. Turn to 60.

207

You takeoffyour shirt and tear t in hal{.You wrap apiecearound each oot to give yourselfsomesort ofprotection against the cofiosive slime, and dashacross t in giant eaps.On the firm groundbeyondthe slime, you lrantically try to ip the burning shirt

off your feet with your sword. However, some ofthe slime has eaten ts way through to your ankle.Lose3 sreurul points. Sethngoff north again,youcome d a junction If you wish to go west, tum to

386 I{ you wish to continue north, turn to 218.

lfyou win, turn to 258.

204There is an unseen pressure plate on top of theplinth, and as soon as he skull is put backon it, thedevice is sprung. Immediately the crossbows e-leasea shower of bolts across he room Teslyo,r'

lrck. If you are Lucky, turn to 131. lI you areUnlucky, turn to 199.

205

Running after the Leprechauns, you hear morelaughter, nlynowit isbehindyou. Youlookroundand see six more Leprechaunsemerging from behind a hidden door in the tunnel rvall Suddenly,

yet another Leprechaundrops on your back hom aledBe ixed to theceiling.Shakinghim offyour back,you drawyour sword, whereupon he Leprechaunslaugh even ouder. If you wrsh to attack hem, turnto 306. I you would rather try to walk past them,turn to 161.

208-210

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208

The door swrngsopen nto the room, and you stepbackandjumpover hepit Youput he op e nyourbackpackand lump back over the pit to leave theroom and head north Tum to326.

209

You are dismayed to find that not onl)' are all yourremarning Provisions safuiated and inedible, butoneof the treasures ou found is missing, Crossoffone item on your Equipment List, or one of yourjeu,els or potions. You carefully repack your remaining possessions nd set off north again Turnto356.

2aoYou enter a room n which a manin tattered lothingis standing chainedto the wall by hrs eft arm. Yousee hathisrighthandismissingand ealizehathismlrst be the hand nailed to the door Pleading ormercy, he cowersback rom you as ar ashrs charnswill allow. If you wish to cut him free ftom hischains, turn to 27. If you would rather leave theroom to headnorth, tum to

78

2aa-243

You malage to free yourself from lv]r's grip and

draw your sword Picking up a broken stool as a

2a4-2a6

214

Walking along,you seed red linePaintedacross he

lunnel f loor nd noticed sign on the wall which

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IVY sKrLL 9 STAMTNA 9

weapon, sheadvancesowardsyou, reads: No weaponsbeyond his Point' If you wish

to abandon any weaponsbeforecontinuing north,

turn to J89. If you would rather ignore the notice

and carry on north, turn to 181.

245

Your sword easily pierces he thin outer casingof

the giant sporeball. A thick brown cloud of sPores

burstsout ofthe ball andenvelopsyou. Someofthe

spores stick to Your skin and start to ltch teribly.

Great umps comeup on your faceand arms, and

your skin feelsas if it is on fire. Lose 2 5TAMINApoints. Frantically craichinB our itching umPs

ytrustep over the now deflatedsporeball and head

east Tum to 13.

2a6

to J16

Ifyou win, turn to 2o1.

242

Gripping the rope firmly, you step back to take arunningjump. However, n thedim light you do notnotice hat someonehascut the rope almost n twojust a little way above he sectionyou are holding.As you swing out across he pit it suddenlybreaks,

and you screamwith fearasyou plunge headlong othe depthsbelow. Tum to 285.

243

The tunnel soon divides nto two. You hear a buzz-ing sound coming ftom the western branch. f you

wish to walk west to investigate who or what ismaking the noise, turn to ro8. If vou would rathercontinue north, turn to 14.

The passageslowly stafts to climb, leading yourelentlesslynorthwards. You do not comeacrossa

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single unction. There are no doorwaysor even analcove o investigate,and you become essguardedas you plod on. After a while you becomeso non

chalant hatyou fail to noticea thin tr ipwire stretch-ed low across he passage. t is only when your footcatches t and you hear a distant rumble that yourealizeyour mistake.The rumbling sound swells oan almost deafening level, and suddenly out o{the gloom of the tunnel aheadyou see a masstveboulder roiling towardsyou, gatheringspeedwitheverysecond. roppingyourshieldif ouhaveone

(lose sKrLLpoint), you tum to flee the oncomrngboulder Turn to 36

218

You soon arrive at a double door in the left handwall You listen at the door but hear nothing Youtry the handle, it turns and you open the left doorslightly and peer through the crack. An armed

warrlor is lying face down on the floor of a bareroom with smooth walls and a lol{ ceiling. He ispresumablvdead,for he makesno movementevenu,henyou call out io him. A large ewel, perhaps adramond, lies ust be,vondhis outstretchedarm. lIyou wish to enter the room and take he ewel, turnto 65 If vou would rather continue north, turn to252

249-224

249

The pain'in your lungs forces you to rise to thesurface or air. Unfortunately, one of the Troglo-

You recognize the beast it is a MANTICORETaking heedo{ the poem's warning, you watch out

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dvtes sees ou and yells o hiscomrades You watchhelplessly as the bowmen take aim, and a hail ofarrows falls on you with fatal mpact. Your lifeless

body floats down-river, down -intci the hiddendepths of the mountain.

220

A dull 'bong' sounds ftom the bell like a death toll.Evbrything around you starts to vibrate, and you

Brit your teeth as your head too starts o shudderYour whole body is trembling and you fall to the

floor. You quiver and shake,w thing convulsivelyon the loor as he vibiations ntensify. Lose2 s(rLLpoints and 2 STAMINApoints. You searchdesper-atelyfor a way of stopping the bell. Will you:

{or ts tail which sproutsa pro{usionofsharp spikes,thick and hard as ron bol ts, at its tip. lf you have ashield,turn to 196. f you are not carrying a shield,

turn to 6.

-- tYou step confidently on to the first pole and stride

across o the next As you land on the third pole, itimmediately releasesa shower of shary splinte$,eachseveralcentimetres ong. Lose 2 LUcK points.They fly outin all directionsat greatspeed,andyoucannotavoid being hit. Roll two dice or the numberof splinters that sink into your flesh. Each onereducesyour STAMINA y one point l{ you arestillalive, you mana8e o scrambleover the remaining

polesand sit down to the pain{ul taskof removingthe splinters lron your body. After resting for awhile, you setoffeast again.Turn to31j.

224

There does not appear to be any way of travell ingfurthernorth. You turn around and walk backdownthe tunnel, passing the wooden chair. You soonarriveat the junction and turn right to head west.Turn to 43.

Screarn s oud asyou can?Try to deaden hebell with

yourboot?

Turn to 61

Turn to j45

224

The tunnel eads nto a damp, high-ceilingedcavemwith a rock-strewn floor. Long dripping teeth-likestalactites ang down threateningly, heir constantd pping creating milky pools on the floor. Thetunnel caries on throu8h an archwaycarved n theshapeofa demonicmouth.lfyou wish to search hechamber, tuIn to

374.If yon would rather head

shai8htfor the archway, um Lo60.

225-227

You reactquickly and manage o cleave he Blood-beast'soutstretched ongue with one swipe of your

22E-229

228You reachdown into the hole. Suddenlyyour bloodruns cold as you feel something warm and sticky

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BLOODBEAST sKtL 12 STAMINA 10

blade The beast screams n pain and hurls itsel{forward to try and claspyou between tsblood-filledjaws. Thiswill be a fiSht to the death.

wrapping itself around your arm. You manage opull your arm out of the hole, but a hideous ten-tacled limb with unbelievably strong suckers is

clingrng o your arm. By the time you manage ocutyourself [ree, your arm ls tremblingwith pain TesfyolLrLuck. f yo.u are Lucky, tum to 15o. f you areUnlucky, turn to 33

229As soon asyourhead goesunderthe blue ight, youhear the sound of muffled voices. The {acesare

no longer laughing, but have changed their ex-pressions o ones of despai and anguish. A younggirl's sad {ace hovers in front o{ you, and shebe8ins to whisper a poem. Transfixed you listenintently, believing that she has a specialmessagefor you asshe ecites:

'When corridor doth water meet,Do not make a quick refueat.

Take a breath and ump deep nI{ your Trial you hope to win.'

Memorizingthe spirit girl'spoem, you step hrou8htheshaft of light and quicklyheadon north Turntoao7.

As soonas you win your firstAttackRound, eslyour Luck. l you arc Lucky,tum to 97. f you areUnlucky, urn to 21.

225The meat contains herbswhich will increaseyourstren8th. Add 3 to your STAMTNA core.You mayeither walk over to the a lcove f you have not doneso already- furn to 41 - or leave the chamber ocontinuewest turn to 83

Still smiling, the old man looks at you. 'Wrong,'hesaysquietly. Turn to 85.

230

The tunnel starts to widen, and aheadyou see topen into a huge cavern tom where you can hear

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the sound of many high-pitched voices.You creepup to the entranceand take a look inside. Thereareabouttwenty tiny peoplewith long nosesand ears

runningin acirclearound a arge golden e{Iigy.Willyou:

Walkup and talk to them?Try to creeppast them?Drink a DoppelgangerPotion

(if you have one)?

TuIn to 5

TurTt o 385

214You find a pool behind the dead Hobgoblins andtakegreatgulps of the coolwater as ast asyou can.This neutralizes the acid and slowly you begin to

recover.Still n pain, you standupand setoffnoth.Turn to 11o

If you are unarmed, turn to 286 If you still haveyour weaPons/ utn to 32o.

2t3-215

You breakoff a argepiecJif the mushroomand biie

into it eagerly. lmmediately your stomach feels

bloated and you can even see t beginning to bulge

46-48

216The fist retractsand prepares o strike again. Withyour frge hand you draw youi sword and hy to cut

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below yourbelt. Your whole body starts o exPand,

bursting out of your clothes with a loud ripping

sound You grow biSgerand bigger,and soon youtface s pressedagainst he ceiling.The mushrooms

you have eatenaremuch sought afterbywizards for

their growth potions, but to you they spell doom.

You are too large everto leave the cellar,and your

adventure endshete

'234

A little fartheronyou cometo asectionofthe tunnelwhich is covered with thick green slime. It looksthreatening,so you decide o testit lirst with a pieceo{ cloth- The slime's conosive elly bums the clothinstantly, leaving no trace. fyou arecarryinga pairof stilts, tuln to 183. f you do not have hem, turn to207.

235

You have no time to reactbefore the dart thuds into

your thigh Lose z sr,r.wrNe. points. lf you are still

alive, urn to73.

.>;;

the handle of the door. Although you do not recog-nize t, you a e beingattackedby the fluid form ofanI\4TTATOR.

IMITATOR

As soonasyou win your irstAttackRound, urn to

]a4.

-t /The tunlel rnakesa sudden eft turn and continuesnorth for as far asyou cansee,You soon a ive at a

closed wooden door in the left-hand wall. lf youwish to open the door, turn to 12. I{ you wouldrather keepBoinBnorth, tum to 1oo.

21EAs you fall, you manage o grab he rope with yourhands.Slowlyyou haul youmelfover to the ar sideand scrambleup on to the floor. You lift the helmet

off the pole and put it on your head. It has beenmade by a highly skilled ironsmith. Add r sxrrrpoint. Not vr'ishing o risk walking back across hetighhope, you decideto crawl along t. Safelybackon firm dround, you step through the archwayand

headnorth up the tunnel. Turn to 291.

s(rLL 9 STAMINA 8

239-244

You shake your head, tryin8 desperately o stopyourself tom blacking out, but the heatis too muchfor you irnd you {a11 nconscious o the floor. Roll

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239Not much farthbr down the tunnel you come to aclosed door on your left. Putting your ear to thedoor, you listen intently but hear nothing. If youwish to open the door, turn to 1o2. f you wish tokeep walking north, turn to j44.

240

You look down and see he crumpled bodiesof thetwo Flying Guardjans yngmotionless on the loorYou start to pdseout the dol's emeraldeyewith thehp of your sword. At last t comes tee and you aresurprisedbyits weight when itfalls into your hand.Hoping it may be of use later, you put 1t n yourbackpack. f you now wish to pdse out the right eye,turn to 34. fyou would rather climb down the dol,turn to 89

244A brown velvet curtain s draped over an archway nthe eastern wall of the tunnel. If you wish to pullback the curtain and walk through the archway,turn to 39J. fyou would rathercontinuenorth, turn

to 29a-

two dice If the total s the sameasor less han your5KILL, turn to 48. I{ the total is greater than your

sKrLL, um to 365.

241Covering your nose and mouth wi th your hand toavoid breathing n thb gas,you follow the Gnomethroughtheopen door You enteranothertunnel, atthe end of which is the welcome sight of daylight.Much to your surp se, you see he Gnome lying

dead halfway down the tunnel. A crossbow boltprotrudes rom the side ofhis head. The Gnome, nhisbid for freedom, has allen oul o{ BaronSukum-vit's final trap. You walk past him and out intob lliant sunshine.Turn to 4oo.

244He takes your Gold Piece and tells you that in a

northern funnel there is a wooden chair carved ntheshapeofa demon bird.In the arm of the chat is asecretpanelwhichcontainsapotioninalassphial'lt's a DoppelgangerPotion, if I remember right.Good luck. I hope we meet again outside theseinlernal tunnels.'The man shuffles off and youcontinueyourjourney. Turn to 1o9.

245-246

245You haveno choicebut to open he door, as he wallis foo smooth to dimb. Taking a deep breath, youturn the handle and entera sand coveredpit. There,

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standingsome ten metres all on its huge hind legsin lront of large double doors n the oppositewall,

rs an enormous dinosaurlike monster, It has aiough, moitled green hide and a mouth lined wrthrazorsharp ieeth. Its jaws open and close withbonesnapping power, and even you cannot helptrembling as you approach it with your sworddrawn,

PITFIEND SKILL 12 STAMINA 15

Ifyou win, turn to 258

246De\piLebeing d5 cdreful as possible.lour legbrushesagarnstone of the poles It lmmediatelyreleases shower of sharp splinters, each several.entimetres ong. Lose 2 LUCKpoints. They fly outat greatspeedand in all directions,and you cannot

avoid being hit Roll two dice tor the number ofsplinters that sink into your flesh. Each splinterreduces our srAMrNA by onepoint: lfyou are stillalive,you sit down to the painful task of removingthesplinters rom your bodybefore settingoffeast.Turn to 313.

247-248 249-25o

249You just have time to hear the Gnome say, 'Onecrownand two skulls', beforea white bolt ofenergyshootsout from the lock into your chest,knocking

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MANTICORE

vou unconscious.Roll one die, add 1 to thenumberand reduce our srawr^Ie by the total I f you are

still alive, you come o and are toldbv the Cnome totry a8ain. You know you placed one gem in thecoDect lot,butwhich one?Yousighand tentahvelytry a new combrnaLion.

cSapphireEmeraldDiamond

DiamondSapphireEmerald

Turn to 15Turn to 392Turn to 177

Tum to 287Turn to 1J2Turn to 249

Turn to44

Tum to 195

Turn to382

Emerald DiamondDramond SapphireSapphire Emerald

Emerald SapphireDiamond EmeraldSapphire Dramond

250.\s you run for the door, the old man calls outbehind ou, Donot run, nob odyescapes e.Stop,or shall urnvou to stone his nstantl 'Wil l you:

s(ILL 11 STAMINA 11

If you win, turn to364

248

The doors open into a tunnel running north You

r o.e the doorsbehindyou and .et oll onceaBain

Turn to 214

Kopn r ,n n,nnin02

Turn to attackhim with yours\^'ord?

Tell him vou will answerhisquestion?

25a-253

-J lOnce again he myste ousvoice callsout, only this

time, to your greatsurprise, n a {arless hteatening

tone, Good, my master ikes hose 'ho show sPtrit

254-256

254You draw your sword and advanceslowly towardsthe huge, slimy Rock Grub.

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Take his gift to help you It will grant you onew1sh,

but one wish only. Farewell A gold ring magtcally

appearsout ofnowhere and andsatyour feetwith agentle inkle. You pick t up andput it on oneofyour

fingers. The door opensand you stepback nto the

tunnel to continuenorth. TuIn to 344.

The tunnel contrnues norlh for quite a distance

beforecoming to a deadend. The mouth of a chute

protrudes ftom the westernwall, and it appears obe the only alternative o turning back.You decide

to risk it and climb into the chute. You slideSentlydown and emerge nto a room, landing on your

back. Turn to 9o.

You take he bone out of yourbackPackand throw it

down the stairs Thebarkinggrows louder, chang-

ingto snarlsandgrowlswhen the bone ands on the

floor. You walk slowly down the stePswith your

sword drawn and see two huge black GUARD

DOGS fighting ovet thebone. You run quickly past

them and on down the tunnel. Tum to 315

ROCKCRUB SXILL 7

If you wrn, turn to Z5 You may Es.ape fter two

Attack Rounds by running west down the tunnel.Turn to 117.

, 256Rememberinghe old man's advice,you search hearm of the chair for a secret panel You find an

almostinvisible crack n the am, which you star t topressand squeeze.Suddenly a Liny panel springsouf of the arm and you seea glassphia] Iying in acavity You pick it out and read the label: Doppel-gangerPotion one doseonly. This iqurdwill makeyou assune the shape of any nearby iving being.'You place he strangepotion in your backpackandcontinuenorth Turn to i88

255As you run round the na ow path, you suddenlystart to feel dizzy. The gas from the pool is takingeffect:your vision starts to Lr lurand you lose vourbalance.You areonly half awareof theBloodbeasfs

tongueas t wraps itselfaround your leg and drags) ou into the poolof \[me. AfterbeingpredigesLedb1 the vi le slime, he hideou:Bloodbea:t i l l con-sumeyou atits leisure.

257-260

Inside one of the Orcs' pocketsyou find one ColdPieceand a hollou' \ \ ,ooden ube. You prlt vourfindings in vorLrbackpackand set off lvest lurn to

26r-26j

26r

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1b4

258You areexhaustedand sit clolvn or a reston the tailoI the dead beast Lookin8 clown at your feet,yousuddenly noticean ron rin8 poking up through thesand. If you wish to pull the iing, turn to 95. f you

would rather eave he pit via the doubledoors, umto 248

259Ignoring the pain, vou run on. Ahead you seeanunderground river running east o westthrough hecavern,with a wooden bddge crossingover t. Youlook behind and see he Troglodl.tes n hot pursuitI fyou u' ish o un overthebridge,um to118 {youu'ish to dive inio the river, iurn to 47.

260

You just manage to gmb the idol's earlobe andregainvour footinB. You scrambleover ts faceandsit down on the bridge of its nose You draw your

sword and considerwhich jewelledeye to prise outfirst Ifyou wish toprise out the efteye, turn to 166If ),ouwish to priseout the right eye,turn to 14o

:lorthern lvall and L'nter he tunnel Tum fu 2j9_

262

Thedoor opens nto another tunnel running north.Ahead you see w() stone fountains, one on eitherside oI the tunnel, carued n the shapeof cherubs.Watei spouts fron their mouths and cascaclesnto:mallborvls t heir eet Wil l \ 'ou:

Drink at the Iourltain on yoorleft?

Drink at the fountain on yournght?

Conlinue our valknorth?

Turnto 337

Turn to 123Turn to 368

263Thedooropens ntoanother unnel.Walkingwest,i ou soon aril'e at a door in the north rvall If vor.rt : rh t, , rrpen hc door, turn t , ' r53 l f vou nrruld

rathercontinuewest, turn to 74.

264-267

264Ahead n thedim ightyou see wo HOBGOBLINSrighting, punching and kicking each other furl-ously.There s a eather aglyingon hefloor,and t

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seemso be his that the],are ighting over.Will you:

fry to talk to them2 Turn to r3oAttack them with your sword2 Turn to51Trv to slip by them unnoticed? Turn to 355

265You rub your nugic ring and wish for the MiforDemon to be transported back to its own world,ruever o return. Still advancin€i owards you, itstarts o shrmmerand fadeaway. Then it vanishes

completely,ndyou areable o continuevour uestnorth-Turn to 122-

266You search through the cupboards and boxes 1nlvy's room, but you find nothirlg except an oldbone, whrch you may take with yoLL I you wlsh.Leaving hechamberby the eastdoor,vou now find

yourselfsta dingat theendofanother unnel.Turnro3o5.

267The tunnel ends shortly at a junction Looking leftrnJ right. ou see narrowpa..agedisappearinB:nto hedim distance ivouwish toheadwest,urn:.r152. fvou wish ogo east, urn to68.

268-27o

268You leap oiward and try to grabtheleader to useas

a hostage.However, the Troglodytesareready for

your move, and six of their bowmen immediately

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shoot heir arrowsat you- Their aim is deadly accu-

rate and all six arrowsfind their mark. Lifeless,you

fall to the floor. The Troglod]'teshave ended yourjoumey abruptly.

2b9You empty the contentsof the jar into your hand

and apply them to your u'ounds. Their healing

powers take mmediate effectand you feel yourself

growlng stronger.Add 3 sr.lrlrul Points lI you

havenotdone so alreadv,you may eithereat he iceand drink he water turntollo orleave hehall,

taking iust the diamond with you tum to 127

270The id ofthe box ifts off easil1,.nside you find two

Gold Piecesand a note written on a small pleceof

parchmentaddressed oyou. After Placing hegold

inyour

pocket, you read themessage,which says:

'Well done At leastyou have he sense o stoPand

take advantageof the token aid given oyou. Now I

can advise you that you will need to {ind and use

several iterns if you hope to pass triumPhantly

through my Deathtrap Dungeon. Signed Sukum-

vit ' Memorizing the adviceon the noie, you tear

it jnto hny preces and continue north along the

tunnel.TuIn to 56

Iustas you ateabout to releasehe shieldand throw

il over Lhepit. i t sl ips rom vour f ingers nd rollsawav.Youdreunable o catch t before l fdl lsover

timebut headoff east.Turn to 237.

rvill consumeyou at its leisure.

273-274

- / tThewooden ball smashesnto the skull, knockingitof l the plinth and on to the floor. Much to voursurp se, the crossbowsdo not release hefudeadlybolts.

275-277

Thick smoke risesup from the floor where theacidhas allen rom the brnken ug.Yor,r rawlalung he' l,x'r dc\perriely rUng to frnddrinldble wdtcr n

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You step into the room cautiously and pickthe skull up off the floor You recognize he yelloB

ie$'elledeyesas opaz,andeagerlypluck themftomthelr sockels You put them in your backpack,wonderin8 I{'hether or not a trap still awaitsyou inthe oom.Willyou:

Getdown on all fours and crawl outof the room holding fhe skull?

Replacehe skull on the plinthbefore eaving the room?

274You step nervously on to the rope, not daring tolook down. Halflvay actoss,you start to panicandlose your footing. Roll two dice If the total is thesameas or less han your sxrl-I-, tum to 23E. f thetotalis higher thanyour sKrLL, urn to j59

lhe shallowpoolsof rhednppints unnel. f t . ,r-y(.r// f t41. l vorr are Lucly. tum tL,2?r. l f you are

Unlur y. Lrrn o o9.

276

1t l9y try to charge down the door with yourshoulder, you hear the shrieking voices oa theTro€ilodytescoming down the tinnel. you aretrapped and draw your sword. The Troglodytesapproach

you, ther bows drawn, and a hail ofarrows strikesyou with fatal mpact. your lifelessbody^slumprn thq ground n thc depth\ ot Derth-raP uUngeon.

277

Tum to 15

Turn to 2o4

278-28o

2?8Your blade strikesone oI the Bloodbeast's eal eyeswith devastatin8effect. t slumpsbackinto its pool,thrashint about n a frenzy. You seizeyour oppor-

2E1

2E1With oneswipe ofyour trusty bladeyou behead heBoaConstrictor.You uncoi l its massivebody fromaround he Elf dnd tD to recu\citale er. Her eyesopen a little,

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tunity and run round the side o{ the pool to thefunnel exit. Tllrn to 134.

279

Youa[ive at a unction n the unnel Anewbranch

leads west, but the wet footpdnts you have beenfollowing contrnuenofth. You decide to keep fol-

lowing the footpdnts.Turn to

32

280

The tunnel continues east for quite a long waybefore reachinga junction. The walls, ceiling andfloor of the tunnel eadingsouth are coveredwith a

thick green slime You decide t would be safer o

headnorth.Turn to 218.

but you can see hat there s no hopeShe ooksat you and smiles, hensays n a whisper,

'Thankyou I know it's too ate for me, but I \,\' ttellyou what I have earned. Your way out lies ahead,but you need gems o unlock the final door One ofthem is a diamond, but I do not know what theothers are. Alas, I have not found a diamond, butwould urge you to look for one. Cood luck ' Hereyescloseandshe lumps downon to thecold loor.You watch sadly asshebreathesher last Knowing

she would not mind, you take two of her daggersand search her leather backpack. nside you findsomeunleavenedbread, a mirrorand a bonecharmin the shape of a monkey If you wish to eat thebread, turn to j99 If you would rather ust take hemirror and charm and return to ihe tunnel to headnorth, tum to 192.

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285-2E7

2E5You land heavily on your back, but luckily yourbackpack ushionsvour fall. Lose sI(rLLpoint and2 srAMrNA points. The darkness s almost pitchblack at the bottom of the pit, and you crawl along

268

shoots out from the lock into your chest,knockingyouunconscious Roll one die, add r to the number

and reduceyour srAMtNA by the total lf you are

still alive, you come o and are old by the Gnome o

try a8ain. You know you one gem n the

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the floor, groping in front of you. Suddenly your

hand touches something cold, hard and smoothTheobject s smallandround, butyou cannotfigureout what it is. Youplace t in your backpack, opingto seewhat jt is onceout of the pit You conhnue ocrawl forward and soon reach he pit wall. lt is toosmooth to clihb, and you have to cut hand- andtoe-holds n it with your sword. This takes a longtime, but finally you cLmb out ofthe pit on the east

side. You immediately checkout the object n yourbackpack,and discover hat you have ound an orbof blood-red ruby You areabsolutelydelightedandhead off east n high spirits, rn/histhnB oftly underyour breath Turr. to 217.

286It was obviously a mistake to drop vour weaponsearlier,but at leastyou can now take those of thedeadNinia. You selectoneof his long knivesand hislongcurvedsword Ils steel ult ingedge s e\cep-tionally hard, and you cannot help but admire itsawesomebeauty Add 4 sKrLL points and turn to

320

287You just have time to hear the Gnome say, 'One

crown and two skulls', beforea white bolt of energy

Placedcorrectslot, butwhich one?You sighand tentatively

try a new combination.ABEmerald DiamondDiamond SapphireSapphire EmeraldEmerald SepPhireDiamond EmeraldSapphire Diamond

CSapphrre Tum to 16

Emerald Tun to 392Diamond Tum to 177

Diamond Turn to 287

Sapphire Tum to 132

Emerald Tum to 249

288

You look to your left and seeThrom standing over

the Cave Trolt he has slain. Blood is Pouring out

Irom a deep cut nhis shoulder,but it doesnot seem

to worry him. You search he bodies of the Cave

I roll<, ut f ind nolhinBapdrt roma bone ingon d

leathercord hanginground the neckofone of them.

The ring is engravedrvith a symbol which Thromrecognizes.He explains hat it must have belonged

to druids of the north and that an ancient alisman

suchas his wtll increaseyourPowers lyourbody is

able oacceptit.Thromwill not touch t, and advises

you to leave t well alone I{ you wish to Put the ring

on, turn to 64 lf you would rathel continue east

wlth Throm, turn to 221

289-29L

289The drape rises to the top of the cageand there, toyour horror, you see the face of an aged womanwhose hair is a mass of seethingsnakes. t is thedreadedM ED U SA! Te tllourLack.Iiyo:uareLtcky ,

292-29J

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turn to 216. fyou are Unlucky, tum to 19.

290

Roll two dice. f the total s eight, tum to 152. f thetotal s any number other than eight, turn to 121

294

The tunnel continuesnoth a ong waybefore tum-ing shary right. Around the corner you come to adeadend. Only the mouth of a wooden chute n thewall offersanyhope of further progress.You decideto takea chanceand climb nto the chute. You slidegently down and emerge nto a room, landing onyourback. Tuln to 90.

292

A door comes nto view in the left-handwall of thetunnel You listen carefully at the door but hear

nothlng. The door is not locked and the handletumseasily.If you wish to open thedoor, h.rrn o93.If you would ratherkeepwalking along the hrnnel,rurn to 23o,

29JFollowing the three setsofwet footprints along thewest passageof the tunnel, you soon afiive at ajunction. If you wish to continue west, followingtwo setsof footprints/ turn to 137. f you wish tohead north, following the third set of footprints,turn to 382.

294-295 296-298

296Ahead you see that the tunnel turns a colner,

beyond which it continuesnorth. You stop before

the comer, startled by the sound o{ hiSh-Pitched

voices whispering and sniggering. II you wish to

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294You ?ull the dagger rom your belt with your heehand and hack at the Bloodbeast,s ongue. Thebeastscreamsn pain and rolls forward as far as ican to try and clasp you between its blood-filledjaws. You must fight it from the floor with yourdagger.Reduce our sKrLLby 2 during this

combatbecause ou arenot fighting with your sq,ord.

drawyour sword and lookround thecorner,turn to

49. fyou would ratherwalk back o fhe unction toheadnorth, turn to 241.

297Losingyour hard-ea ed Possessionss becominga

bit of a problem. Lose1 LUcr<Poini. Withorrt even

pausing to thank you, Ivy pushes you out of her

chamber hrough a door in the eastwall, and you

find yourself standing at the end of another unnel.Turn to 3o5.

298You seea backpackpropped up agalnst he tunnel

wall. You wonder i{ it belongs o one ofyoff vals

Ifyou wish to look inside he backPack, uIn to 3o4lfyou would rather conlinuenorth, turn to 279

BLOODBEAST sKrLL12 STAMTNA 10

As soon as you win your first Attack Round, Tesiuout u,k. l l you are I ucly. tum to 97. f vou dreUnlucky, um to 21.

295

III 299-3oo

299The dooropens into a largechamber,where you areshockedoseeone fyour vals,whohasobviouslymetasudden orydeath.It isoneof theBarbarians,and he s impaledon severalong lron spikeswhich

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are ixed to a framethat hassprung out of the floor

A lot of rubbish and debris itters the floor, conceal-ing a hidden trip wire which he must have steppedon and thus released he spiked frame. ln the farwall is analcove, n whichyoucan seea silver gobletstandingon a small wooden table.Will you:

Tum to 126Turn to 41Turn to 83

JooYou swing your sword against the miffor with allyoul might, but to no ef{ect. the mirror does notbreak, and the MiIIor Demon keepsadvancing. fyou wish to try and smash he minor again, urn tor4r. If vou would rather attack the Mirror Demoninstead, urn toJ27.

Walk over to search he Barbarian?Walk towards the alcove?Close he door and continue we3t?

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3o5-306 1o7-1ao

107The cupboard contains a wooden mallet and teniron spikes, which you put in your backpackwhilewonderingu'hich door to operl If you wish to openthe u'est door, turn to 263 If you wish to open the

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105The tunnel ends at a fliEihtof stone steps eadingdownwards From the floor below you canhear thesound of barking do8s. Have you Bot an old bonewrth your If you have, turn to 253. { you have n6t,tun to 148

306Beforeyou can take a sin8lestep towards the Lep-rechauns,one of them throws somesparkling dustat you. You are immediately ftozen to the spot,

unable to move a muscle You watch helplesslyas the Leprechauns ummage through your back-packand run of{ with all your possessions,eavingyour backpackempty. Lose 2 Luc( points. Aboutan hourlater the fueezingeffectof he dustwears offand feeling reiurns to your limbs. You are angry atyour loss and stomp oif norlh, determined o haveyour revenge-Turn to 29

north door, tum to 1J6-

308The Medusashrieksasvou enterher cage,keeping

Vour eyes firmly closed and slashing your swordwildlv fuom side to side. You feel the blade sinkdeep into her side and hear a loLld thud as sheslumps heavily to the ground. You open your eyesagain and shudder at the sight of the prostratefLgureof the Medusa. Her gorvn is tbstened by a

largebrooch bearing a single bright fed gem It is agarnet,and you prise t out of i ts sethnS,Put t in

),ourpocket and eave he room to headnorth Turnto 315.

309You scramble rantrcallyaround the floor in search

of a pool oI water, but do not find one. The acid

burnswith a searingpaindeepdowninyourthroat

Lose J srAMrNA points. II you are shll alive, IeslrlourLuck Il you areLucky, turn to 231. {you are

Unlucky, turn to 193.

3aoYou reach the far wall oI the chamberand see wodoors Ifyou wish to openthe door tovoLLreit, turnto fj9- If you wish to open the door to your right,

turn to 262.

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345-147

The funnel veerssharply o the left and comes o anend at a high wall in which there s a door. You heara ferocious oar from the other side o{ the wall andyou wonder what gargantuan beast could make

tag-32o

31EAfter crossing the bridge, you run across he cavernfloor. At last you seea tunnel in the far wall, whichyou race down until you reach ts end at a hea\,ywooden door. The door is locked. lf you have an

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l'

!i

iI

i

iii ii

such a noise. If you have a coil o{ rope and a

glapplingiron, turn to 129. fyou do nothave theseitems, turn to 245.

3a6The tunnelcontinues orquite a dlstancebefore oureacha junction If you wish to head west into thenew tunnel, turn to 295. f you would lather con-tinue nofth, furn to 241.

Tappin8 the side of the boreholewith your sword,you tread your way b)indly through the stickyslime. You followits twisting and turning course orwhat seemsan age and begin to wonder where itmight lead. Suddenly you hear a slithedng soundup ahead.You freeze with fear, your eyes desper-ately trying to pierce the pitch-blackdarkness Be-

fore you realizewhatis happening, youare gippedround the neck by the powerful mandibles ofanother Rock Grub. It is the mateof the Rock Grubyou killed and has been attractedby the smell ofblood on your sword. lt squeezes arder until yourneck snaps ike a small twig. Your adventure endshere,

iron key, turn to 86. f you do not havea key, turn to

276.

349Your armour and swordweigh you downmore than

you think. In mid-air you realize with horror thatyou are not going to reach he other side of the pit.You crash nto the side of the pit, some wo mekesbelow the rim, and fumble head over heels to thebottom. Turn to 285.

320You decide o search he Ninja and find a cloth bagin the folds ofhis robes. nside t is a flask of water,some ice wrapped in a palm leaf, a ar of ointmentand abeautiful diamond. Will you:

Eat the riceand drink the water? Turn to 33oRub some of the ointment into

your wounds? Tum to 269Takeonly the diamond and

leave the hall? Turn to 122

121-32)

J21You plrll thc cord and watch thc Llrapcas t risesuplhe

' ide'r , f . r i ron age. he\^, ,mrn r \ oiccurFc-

you to be cllrick, elling vou thaL hc room is booby-trappedso that the loor will la ll n$,ay n one minute

)24-J25

324Have you talked to the crippled servant of theTrialmasters?f you have, turn to 256 lf you havenot, turn to 79

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because f voLlrextra \'eight. f yoLr till lvrsh b helF

her, turu k) 289. f vou v!ould rather eave he roomandheadnorthup the unnel, um toJ16

322You prss the wooden chair and soon get back o thejuncLion,rrrning ight toheadwosl Turn to43

323

After tying thc rope arou nd the rock, vou lo{er)oursoll slo\vl! ' o the botbm ot the Pit. Throm

retrieves is ropebv shakingt of i ihe ock,andyoLr

setoll totcthcrdown the n€\ ' hrnnel Turn to 194

325You stand up anclcarrv on dou'n the tunnel. Sud-denlv ou seedayhght t theendof the unnel Youiun forrt'ard iowards the most beautiful sighi youhaveseen ora long timc, a clearblueskv nnd greentrces. ouwalkas astasyor can owards heendofihe tlmnel and emcrgecxpecting o see ho wclcom-irrBsighi of chccring people- Bui there s no hcro'srvelcome rom thc people all aroLrnd c'u lhey arealldead.You arestrnding n a coldchamberit tercd

lvith armouredskcletons nd bodies Thc exit to|ictory rvas ustan l lusion.Oniv thecorpses f thepast advenhlrers are real. Uiterlv dejt'cted, 1'ou\!,alkback tou'ards the tunnel, but hit an iDvisiblebnlrier.You are trapped in this Bhoulishplace andilestined to end your days in the chninbero{ theLtead.

326-127

325

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them swings ts moming starat you, Roll one die. fyou roll a 1or 2, turn to91 If you ro11 3or 4, turn to189. fyou roll a 5 or 6, tum to 38o.

The Mirror Demon, beingsolelv ntent on grabbingyour arm, makesno attemptto defend tself.

MIRROR DEMON s(rLL 10 STAMINA 1O

4 during any Attack Rourld, the MiEor Demon,sAttackStrengthsgreaterhanyourown, urn to8,If you manageo de{eathe Miuor Demonu,ithoutit everwinningan AttackRound, um to92-

128-329

32EYou gaze round Ivy's room. Seeinga Painting of

another Troll hangingon the wall, you ask her ifhe

is any relation. Suddenly her mood and expressionchange. She loosensher Brip on you and smiles,

saying, Oh yes. Thar is my dear beloved brother,

130-J32

330The Ninja's rations are basic but welcome. Add rsraMrNA point. If you have not done so already,

vou may either rub someof the oinlment into yourrvounds tum to 269 or leave he hall, taking ust

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Sourbelly He has done very well for himself downsouth in Port Blacksand.He is now an ImPerial

Guard n Lord Azzur's elite roop.l'm veryproudofhim.' hry stares at the painting and continues to

praise her brother. If you wish to slip out of the

chamber through the door in the eastwall, furn to

125. fyou would Fther continue he conversation,rurn ro 99,

129You step up to the mirror and are amusedby your

distorted ret'lection Your head looks as latge as a

pumpkin and your face s exceedingly tiange.Sud-

denly, without warning, a terrible Pain Poundsthrough your head and you try to look away ftom

themifior, butyou are unable to. Someevil force s

keeping your eyes glued to yotr own reflection-

You gip your head rvith your hands and realizewith horror that t is expanding You canwithstand

it no longerand, blackingout with the pain, you fall

uncon\crou\o lhe f lour,ncver o w,rke

thediamond - turn to i2Z

331Touching he parchmenthasprecisely he effectyouhad feared The skeleton urches orward and, ns-ing from its chair in a seriesof jerky movements,raises ts s\,\,ord o stdke yolr. Lunging sideways,you draw your sword to defend yourself.

SKELETONWARRIOR sKrLL sraMrNA 6

lfyou win, turn to 71.

132Your gem drops nto the pool h,ith a dull 'plop'. Asyou wait for something o happen, you start to feelfaint The gas ising from the pool is toxic,and youslump to the floor unconscious.Testlaur Luck. fvou are Lucky, turn to 53 If you are Unlucky, tutnto 272.

,. -; l

1f3-334 3a5-318

Still running as fast asvou can, you dive into theri\,ter.Test our L ck Ifyou are Lucky, turn to 67. f

Youare Unlucky, turn to 1o1

T6

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333You hear footsteps and suddenlv the trapdoor isthrown back.For a fe , seconds ou are completelvblinded by the bnghtlight from the room aboveanddo not see the Goblin thrusting his spear dor.vn-wards, or hear his sadistic aughter as the poi11tpierccsyour neck Your adventureends hereon the

stonestepsof the tunnel

334You try to [rrench thc tongue from ,vour eE;$'ithvour bare hands, but fai l Slou'l1'yoLlare draggedinto the pool of shme, \'\'herc you will be pre'digested nd atercorlslrmedy thehideousBlood-beast.

The wdstband was madeand cursed by a Hag. ltslows down your reachonsand dulls your senses

Reduce orrr sxrLL by 4 point5.You kick the tunnelwall in angerand stomp offnorth. Tum to 298

317The cool water is refteshing, but comes from asource which has been cursed by a Hag. Add 1srAMrNApoint and ose2 LUcK oil l ts. f youhavenot done so already,you may either ddnk from theother fountain - turn to 17J- or corltmuenorthturn to 368

fi8Thebodiesare hoseof lwo Orcgtrards At leastoneoiyolu vals n the lnal ofChampions must still beaheadof you A quick searchof the bodiesproduces

nothing apart from a necklace of tceth hangingaround the neck of one of the Orcs. f you wish towear he necklace ourself, urn to123 Ilyorwouldrather set off no h without the necklace, urn to282.

339-340

139As you touch the door handle, it goessoft in yourhand, and whe you try to pull yoff hand away.you find it is glued to the handle. A giant fist thenforms in the centre of the door panel and shootsforward, punching you in the stomach. Lose 1

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s'rAMrNA point. lf you have a jug of acid, turn to3o3. f you do rrot, uln to 236

J40Your fear gives you a new surge of energy andsomehow your hred legs manage to keep you infront of the boulder Ahead on your ght you seethe welcome sight of a door-way.You lunge at thedoorand mercifully t flies open. TheboL der thun-ders past and you are left lying exhaustedon thefloorof a arge oom Tumto381.

t41-342

J4a

34t

In thelr twitteing voices, the Troglodytes explainthe rules of Run of the Arrow. They rvill shoot anarrow lnto the distance,and you wil l be allowed towalk unharmed to the point where it lands. How-ever, you must walk barefoot,and you can see hat

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A cdppled man with shackled feet shuft'les ntosight car+ng a \'\,ooden ray laden rvith bread andwater. He looks tired and miserable and, quiteunmoved by theslghtofyou, tries o walk past. {illyou:

Turn o367

Turn to3E

Offer him someofyour provisions(ifyou have any left)? Turn to 169

142Yc.ur reactions are slow becauseof the poison inyour system,and althoughyou try to ump over theoutstretched ongue,yourlegs wlll not liftyou hi8henough The sticky ongue wrapsitself around your

leg and startspulling you towards he pool You aredragged o the ground and areunableto tnsheatheyour sword. f you havea dagger, ulnto294.I{youdo not have a dagger, un1 to 33,1

Talk to him?Take the breadand n'ater off

his tray?

the floor of the cavern s littered with sharp stonesAs soonasyoureachthe arrow, theTro8lodyteswillstart to chaseyou, and i{ they catchyou, they willkill you. Suddenly one o{ the Troglodytes eleasesanarrorvhigh into the air Itlands a ongway away,and immediately the Troglodytes urge you to walktorvards t. As you walk slowly towards the ariow,you hear the Troglodytes screamrngexcitedly behind you. On reaching he arro\,\', ou lookroundtosee he Troglo.lytes ,vave heir arms n the air andset off after you You start runnrng as fast as youcan,vour feetbleedingftom thecuts nflicted by thesharp stones and rocks- Lose 1 srANrrNA point.Ahead you seean undergrour1d rvel running eastto west aaross he cavern floor, wiih a woodenbridge crossingit Ifyou $'ish to run overthe bridge,turn to J18. fvoLl \a'ish o dive into the river, tllrn to

47

144-346

344Ihe tunnel hvists and turns but keeps steadilynorth Ahead vou see a thin shaft of blue l ightstreanrinfidown ftom the ceiling k) the floor. Itsparklesand shimners, and you cansee nuges oflaughing faces n the light If you wish to walk

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through the light, turn to 229. f you would ratherwirik round the hghL, urn to 1o7

You arc about to enterthc room whci the PotioncrfTrap Detecbon begins to work and you are fillecl$'ith a ternble premonition of dangcr. lhe room isset u'ith i1deadllr rap. You decidc not k' go in andcontrnue orthalong he unncl Tornto252.

34bYou pull vour boot off your foot an(i force yourseltto reachup and hold it atainst ihc bell Slowlt' thebell stof.s vibratin8 and the paln in your bodyqraduallyeases You mallace k) stand up, but voud(r not releaseyour boot from the bell until it becomes ompletelv t i l l You put your boot backon

your foot and therl contrnue our jorlrneywestI urn to 352-

347-J49

147TheDwarf shakeshis head, saying, All bruwn andno brain s not enough o master he TrialofCham-pions. I regret you have failed, You will not beallowed o leave n case ou impart ts secrets oothers.However,you havedonewell to getso ar

350-351

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and I will appointyou my servant or the comingyears to pleparethe dungeon or its new con-festants,'

148You lun8e at the Bloodbeast,trying to avoid thetongue which flicks out to grab your leg. Roll twodice. If the total is the same as or less than you!sKrLL, tum to 225. f the total s greater han your

sKrLL, rurn ro 159.

349You lower yourself down the rcpe into the pit withone hand, using the other to grip your sword- ThePit Fiend is one of the most fearsomebeastsyouhaveever seen,and you know this s to be one ofthehardest ights of yourlife.

PIT FIEND 9KILI- J2 STAMINA 15

If you win, turll to 258.

J50The Giant Fly dives down and setzes ou with fourof its legs. t climbs quickly back to the roof of the

your STAMTNAcore.fyou aresti l lal ive, ou drawyour sword just in time as the Giant FIy swoopsdown to try and recaptureyou. Tum to 39.

The dol is very smooth andwill bedifficult to climb.Do 1'ouhave any rope? f you do, turn to 396. fyoudo not, furn to 186.

J52-353

352Ahead you hear the sound of rocks being grcundand crushed.The noisegrows ouderand suddenlyyou realize that the wall on your dght is startinBto collapse.Terrified, you watch asa arge, hideousworm{ike creature with a gaping mouth and

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ii

III

extraordinarilypowerful mandiblesslithers hrougha hole n the wall. Its greatiaws continue o crunchthe rock as t tums its head slowly from side to side,feeling the cool air in the tunnel It appears o betotally blind. but seems o know of your presence,perhapssensing the heat of your body. lt starts oslithertowards you with its mandibleswide apart oattack. f you wish b fight rheROCK CRUB, turnto 254. lf you would rather run back down thetunnel lo the iunction to headeast. urn to 6E.

ttJ

Before you have time to get out of the way, theboulder smashes nto your shoulder. Lose r s<rrrpoinLand 4 srAMrNA points. tf you are still al ive,turn to 325.

354-56

tt aThepil lmakesyoueelas hough hewholeworld s

againstl'6L| Lose 2 l-uck points. The Dwarf tellsyou that vou cannor4 go on to the secondstageofthe test He reaches or a wicker bas,ket vhich, heinforms ou,containsa nake- e t ipsupthebaskei

357-158

t t /The Bloodbeast lops aroundawku,ardlyinits pool,and the smell of the poisonousfumes makesyouretch as gas bubbles break the surfaceand con-ta inate the atmosphere Will yout

Run round the side ofits pool

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and the snakeclropsout on to the floor. It is a cobraand it rearsup in the air, readyto strike The Dwarftells you that he wishes to testyour reactions Youmust grasp the cobra bare-handedbelow its head,avoiding ts deadly fangs.You crouchdown on thefloor, tensin8 yourself lor the moment at which toseize t. Roll two dicc l{ the total is the sameas orless han your s(rr.r , turn to 55. f the total s grelterthanyours(lLI, tun) to zoz,

You creep Ltpbehind the fighting Hobgoblins rnct,ieaping ut of theshadoivs, ush heminto he wallas you rtrn by. You look backto see hem sprarvledon the floor and chu(klc to yourselfasyou hurry onnorth, Turn to 11o,

J56There is an openinB on the leIt-hand stde of the

funnel wall You are standin8 at the entranceof a

large cavern, from which you hear a girl's voice

crvrng or help You can ust makeout the shaPe i a

human figure rolling about on the floor at the backoI the cavern If you wish to enter lhe cavern andinvestigate, turt to 17o- f you \aould rather con

tinue north aloig the tunnel, furn to 192

towardsthe tunnel? Turn to 255Throw a gem nto its pool

(ifyou have one)? Turn to 332Attack it with your sword? Tum io 18o

358You osevorr balance nd tumbleheadlong o thefloor. Lose 2 srAt\,rrNApoints Yolr decideagainst

trying to clinb the dolagajn, nn(l rult fon{a1.d o hetunnel n thenorthernu'al l Turn o 2i9.

359-60

159You fall off the rope and tumble h€ad over heels ntothe chasm-You imash your head on a rocky out-crop, and by the time you hit the bottom of thechasmyou are alreadydead.

360

36a-36j

36rThe it Fiend'siawssnapat hemonkey harmandpluck t oul of theair.Suddenlyts awsspringopenagain, forced apa by the charm, which has ex-panded to fill its mouth. While the prr Fiend

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After paying off the old man, you climb into thewicker basketand watch as he hlts his head backand shouts, 'Pull it up, Ivy!' The rope goes taut arrdthe basket ris€s erkily off the 8lound. As you arehauled higher and higher, the old man callsout toyou, saying, You'll like Ivy, she'sanicegirl. We callher Poison I!yl' He stafts to laugh unconhollablyand vou wonder somewhat apprehensively ust

who is haulingyou up. The basketgoes hrough theceiling and you find youFelf in a small chamber,face to face with an ugly old fernaleTROLL. Herface s hairy and coveredwith warts. With a hugehand she reaches orward and haulsyou out of thebasket, which she then lets fall to the floor below.Shegrabsyou round the throat and says n a huskyvoice, I want paying too!'Will you:

Offer her something rom yourbackpack?

Try to talk your way out ofgivin8 he! anything?

Attack herwith your sword?

Tum lo 29t

Turn to 328Turn to 211

with its massrve body. T.ft your Luck. lf you areLucky, turn to 82, fyou areUnlucky, tum to 32.

362Thelun-nel eers harply o the ightand ontinuesnorlh

ior ds far as you cdn see, You hear atremendous commotion in the distance, growlingand snarling and howling. You draw your sworJandsetoff n thedirection f thenoise. urn to264.

353Thefood and drinkare excellent, ndyou feelmuchbetter.Add 2 sraMrNA points. Fully satis{ied, ousit down and await the Dwarf s retum. Tur.n o 3oz.

364

364As you are wiping the Manticords blood from yoursword, you are surprised to see a small man with alarge nose suddenly jump out from behind one ofthe marble pilla$. He is dressed n a tighFfittinggreen unic and looks quite harmless,althoughyou

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are wary o{ the way he is holding an opaqueglassball with a shimmering green ight. 'Greetings,'hesayschee ully. 'Myname is Igbut the Gnome,and Iam the Trialmaster or your final test, Needle6s osay,my magicalpowersareEreat, oyou shouldnottry to attack me. You may have ealnt during yourquest hat gemsplay an essential art n the Trial ofChampions. The iron door in front of you is thevictory eit, but there s only one way of openingit.Threegemshave tobeputinto the ock mechanism,in aparticular order, for the door to open. Eachgemradiates a unique energy which will trigger themechanism if you do it corectly, that s. I will helpyou to a degree,but first we need the coEectgems.Have you an emerald?' f you possess n emerald,turn to 31. If you do not possessan emerald, turnto3

365-J66

165You tell Thrcm that there is no point in killing the

Dwarf as you will never find you! way out of the

chamber alone. You ar8ue that an opportunity oftricking the DwarI might arise ater, once you have

found the exit rom the chamber,soyou intend togo

j67-j68

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throueh with the Dwarfs test. You tel l the Dwarfthat ybu are ready and he beckons you to followhim, telling Throm to wait for his return. A secretdoor opens in the chamber wall and you follow theDwarf into a smallcircularroom. He closeshe doorbehind you and hands you two bone dice, tellinSyou to throw them on to the floor.You roll a sir anda two: a total of eight. The Dwarf asksyou to roll

them again,butthis time you must predictwhetherthe total will be the same as, or less or more thaneight- If you wish to guess hat it will be the same,tum to 29o. f you wish to guess hat t will total ess

than eight, tuln to 191. f you wigh to guess hat it

will total more than eight, turn to 84.

366The tempelature continues to rise steadily, far

beyond the limits ofhuman tolerance.Lying on thenear-molten floor of the funnel, you fail to regain

consciousness. our advenfureends here.

te7He ooks t youwarilywhen ou ellhimyouareacontestant n the Tlial of Champions.You ask himwhat he is doing in the tunnels, and he repliesrather reluctarltly that he is a servantof one oi theTrialmasters,BaronSukumvit's appointedcontrol-lersof sectionsof his dungeon. After chatting for awhile, he admits thathewouldlike toescape, utno

treasure s hidden. If you wish to pay for the oldman's adyice, urn to 244. f you would rather ustwish him weJland continue west, tum to to9.

358t€aning against the left-hand wall of the tunnel

you wish to buy the stilts, tum to 165, f you would

rather keep walking north. tum to 2j4.

369-r70

169The tunnel turns sharply to the righr, contintringeast or as ar asyou can see.Throm stopsalrd tellsyou to halt as well. He tums his head slowly fromside lo side, l istening ' l hedr footsteps oming

down the tunnel towards us,'he whispers. 'Drawyour sword.' You both crouch down to hide in the

374-372

37aYou takeaim and hurl the wooden ball at the skull.Roll two dice, f the number rolled is the sameasorless han your sxllr score, um to zZ3. f the number rolled is greater han your SKILLscore, rutn roaa3

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shadows, and not a minute too soon, or a moment

later you see the silhouette of two armed figuresapproaching.Throm jumps up and dashes orward,screaminga loud battle-cry There are two CAVETROLLS in front ofyou, Throm attacks he irst onewith his battleaxe,and you run to his ardand attackthe secondCaveTroll.

CAVE TROLL sKrr-LoIf you win, turn to 288.

J70As you run round the side of the pool, the Blood-beast licks out its long tongueonceagain.Roll twodice. If the total is the sameas or less than youtSKILLscore, uln to 1o4. f the total s greater han

your sKILLscore/uin to342,

STAMINA I1

You finally reach the wi#or,s body, but assoon asyou touch the ewel, both it and the warior vanishinto thin air. You hear the door slam behind vou.fol lowed ya sudden minous umblingabove ou.You look up and see he ceilingstart to lower. you

run [o the door to tr]r to escape, ut it i9 ocked and

there s no handleon the inside,The ceiling gradu-ally drops, until you are orced o lie on the ground,trying to halt the ceiling'sprogtesswith your handsand feet. Bul it is a hopeless task, and you arecrushed o death n the stonevice.

373-174

You clamberon to the softboulder, halfexPecting o

be engulfed by it at any moment. Getting over t is

drfficult, as your limbs sink into its soft casing,but

evenfuallyyou manage o struggleover t. Relieved

to be back on firm ground, you headeast. Tum to

375-377

Acrid smoke rises ftom the jug as you lower thecloth into it. The liquid is unmistakablyacid. Yourecork hejugand place t in yourbackpack,hopingit may be of use ater. You sheathevour s\4'orcl nclpresson northwards, Turn to 11o.

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374You walk around the cavern, but find nothing of

interest. hromaallsoutbehindyou, ayingthathe

has found a leather pouch undet a pile of rocks.

Opening the pouch he laughs out loud as a tiny

mouse uns throughhis fingersand scurriesoffinto

a cievicebetween wo boulders.Suddenlyyou hear

the sound of ctacking ock aboveyou. and look uP

to see stalactltesbreaking ofl the roof. Throm'sbooming laugh, which still echoes through the

chamber,has made he stalacLitesibrate andbreak

off. You Jrell tThrom to run through theatchwayas

the stalactitesstart to crash to the floor. fesl yotrl

Luck. lI you are Lucky, tum to 118. If vou are

Unlucky, turn to 295.

J76The Gnome, still smjling, saysexcitedly, Excellentl

tust one to go. Do you possess diamond?' If youhave {ound a diamond, turn to 62. If you have notfound a dlamond, turn to3.

377Thehuge beastslams ts bodyagainstyourarm, andyou lose your grip on the rope. Crying out in pain,you tumble to the bottomofthe pit- Lose55 raMrNApoints. Ifyou arestill alive, turn to 2o3.

378-79

J7ESomewhat nervously, you take a deep breath anddrve llto the dark pool. The northem \^'alldoes notproject \,ery far beneath the surfaceo{ the h'ater,and vou decide to take the risk and si!'im under itYou soon start gasping for air, and are forced to

l8o

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swim upwards YoLLry not to think thatvoumavbetrapped in an old submerged unnel and are veryrelieved when yoLL Llrfacento coolair. You are onthe other side of the wall, and can see the tunnelrising out of the water anclcontinuing north into ihedistance.You wade out of the water and check hecontents {yourwet backpack.'es,yoalLr.k fyouare Lucky, turn to 1r2. If you are Unlucky, turn to209

379Exhaustcdb)rvour lonS!duel,I'ou iall to your knees.As vou stareat Throm'ssti l l ody, a bit ter oathingfor t l ,e Du,arf i l ls your heart.Somehou,youwilJavenge hrom Engulfednvourhatred, oudonotnotice he Dh'arf enter the arenauntil he s standingriEiht n front oi yoLl, a loadcd crossbo\,!' lmed at

vour chest. l know, whdt vo11 re thinking,' he savs

calmly,'but remember hat only I know theway outof here Get up, i t's time for you to leave.'Onceonyour feet, theDwarfindicates that you should walkaheadof him. Back n the chamber,he crosses verto the northern n'all and pushesagainstone of ttsstones.A door-likesectionof the .!\,allsvr.ings ut,

opening into another crystal,lit hrnnel. With hiscrossbow slill aimed at your chest, the Dwarfsmiles, saying, 'Cood luck.' If you wish to walkstraight into the tunnel, tuin to 213. { you wouldtather take a punch at the Dwarf, turn to q5.

380the Orc'smoming starcrashesnto your shield and

bouncesoffharmlessly.Thetunnel s toonarrow forboth ofthem toattackyou al once,sovou areable ofight them one at a time.

FustORCSecondORC

If you tfin, turn to 252.

SXILL STAMTNA

5564

381-3E3

381You look round the room and seenothing of interestapart from an alcove n the west wall and a stonechair n the middle of th€ room. Sitting n the chaii stheskeletonofan armedwardor, possiblya contest-ant from years gone by. The skeletal fingers of itsri8ht hand are gripped round a piece of parchment.

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I

Ifyou wish to take he parchment rom theskeleton,turn to 331. If you wotrld rather walk over to thealcove, um to 128

' 1t2The old man points at one of the statues,and yourecognize it immediately. lt is the knight whostarted the Trial of Champions, the agonized ook

on his face ockedin stone oretemity, The old mansmiles, saying, 'This man riveighs oo pounds plushalf his weight. How much doeshe weigh?' Whatu.ill ydu answer?

roopounds?15OPOundS?zoo pounds?

Turn to44Tum to222Tum to 39t

383Much o yoursurprise,othing xtraordinaryap-pens to you while you are sitting n the chair. Thereis nothing else to do but continue north up thefunnel. Turn to rBE.

384-JEs

384The fourth step suddenly gives way under your

weight. Your leg sinks nto a deep hole, and beforeyou have time to pull it out, you feel a pain in your

foot as unseen sharp teeth sink into it. The high-pitched queakingyouhearbelowisbeingmadebyrats. They are staNed, and dp into your foot, hun-

346187

bridge crossingover it. lf you wish to run over thebridge, tum to 3r8. Ifyou wish to dive nto the dver,IUrn to 47.

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gry for your flesh. Lose 2 srAMrNA points. You

regainyour balance nd manage o pull your leg out

of the hole. Three rats are sLillhanging on to your{oot with theirteeth. Kicking frantrcally, ou smashtheir heads against the banister until they let go.You then wrap crudebandagesorn fromyour shirtaround your bleeding oot and climb the steps o set

offnorth again.Turn to 277.

385You pour the contents of the glassphial into your

mouth and swallow the dear hquid. Although youdo not leel any immediate change,you hope that

the potion will creaLehe illusion that you are a

TROGLODYTE just like the ones n front of you.

Taking a deep breath, you step boldly into the

cavern TheTroglodytescontinue heirdbaldance,believingyou tobe oneo{them. Youwalk past Lhem

casuallyand headnorth UnJortunately, he ef{ectso{ the potion are short-1ived.Suddenly you hear ashriek behind you as one of the Troglodytes spotsyou, and you are forced to run across he cavernfloor.A herd1ou ee

an undergroundiver unning

east to west through the cavern and a wooden

186You walk no more than three metres west beforeyou hit an invisible barrier. lt starts fizzing andcrackling,and you are thrownback. You have hit anenergy screen.Lose r srevwe point There s noalternativebut to walk back o the unctionand head

north. Turn to 218.

387Ahead you hear the thud of heavy footstepsapprodchin8. ut of lheEloom lep5 arge, rimi-tive being dressed n animal hide and carrying astone club. On seeingyou, he grunts and spits onthe floor, then raises his club and lumbers on to-

wards you, lookrng anything but friendly. Youdraw your sword and prepareto fight the CAVE-NIAN.

CAVEMAN sKlLL 7 STAMINA 7

Ifyou win, turn to 114.

388-39o

388The tunnel soon comes to a dead end. A piece olpaper, brown and curled with age, s pinned to the

end wall, lf you wish to pull it ofl the wall to see

whethcr there s a message \rrittenon t, tum to 23.If you would rather hurry back down the tunnel tojoin theBarba an, turn to 154-

394-392

194Still smiling, the old man looks at you and says,'Well done,Stranger.You have answeredcorrecily.I wish you good fortune during the restof the Trial

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389Without your weapons you are more vulnerable,

and the ossofyoursword leaves ou feelingalmostnaked. Losc 4 sKrLL points. Wondering whether

you have made the right decision, you follo$' the

iunnel north. Tum to 181.

t90You crotrchdon'n beside he plinth below hecross-borvs' l ine [f ire.Youreach Lp ndpulltheskul]offthe plinth, expectingyour action to trig8er off the

crossbows Much to vour surPrise, nothing hap-

pens.Add 1 LUCKpoint Still croLrching, ou pluckthe ewelledeyesout ofthe skull. Yourecognize he

yellow stunesa5 lopaz. dnd place hcm in your

backpack. Looking at the row of crossbows,youwonder whether a trap still awaitsvou in this room.

Will you:

Crawl out of the room holdingthe skull? Turn lo 15

Replacehe skull on theplinth

beforecrawling out of the toom? Turn to 2o4

and rucr scores. oubid the old man farewellandleavehis room to continue north along the passageTurn to 1oo.

392

ABC

?93-394

193You enter a cold room divided by a deepchasm.Arope is stretched taut across the chasm to the farside, where a magrrificent winged helmet rests ontop of a pole. lf you wish to walk across he tight-rope to reach he helmet/ turn to 274. f you wouldratherreturn tunnel

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to the to continuenorth. furn to2q7,,

194You smash the glass with the hilt of your sword,making a hole big enough to climb through. lm-mediately the Giant Insects 6iart swarming andjumping towardsyou. Wasting no time, you clam-ber into the room, grabbingone of the lit torches o

defend vourself. The 6re keeDsmost of the Insectsat bay, but by the time you have snatched the crownand climbed back into the corridor, some will cer-tainlv have stungyou. Roll one die and add 2 to thetotal. This s the numberofstings you h:rvesufferedand you must reduceyout SIAMTNAby 1 for eachsting. The Giant Insectsdo not chaseyou, ptefer-ring the bright light of the room they are in. You

examine the crown, and s€e with disgust that lt ismerelypainted r!on, and the'diamond'is just glassandtotally worthless.You throw iton the groundina rage and wonder which way to go next If you\^.ish o head west, turh to 59 If you would ratherretum to the iunction to headnorth, tum to q.

195-96

395On hearing the noise of your scabbard,one of the

Troglodytes aises he alarm You standup and run

as fast as you can throu8h the cavern.One of their

bowmen et. f ly anarrowdF ru run. t pierces our

shoulder with deadly accuracy Lose I srAMrNApoints. fyou aresti l lal ive, urnto259.

397-98

397The liquid is a magical potion which will enableyouto deteclhidden raps.Add 2 LUc( pointc. f youhave not done so dlready, ou may open the redbook - tum to 52 , otherwise, you must continuenorth with Throm tuln to 369.

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396You make the rope nto a lasso,whirl it aboveyourheadand throw it at the dol's head, smilinghappily

as it falls around its neck. You then tighten lhenoose and start to climb, hauling yourself up therope. You are soon at the top of the idol, sitting onthe bridge of its nose and holding on to the rope.You draw your sword and wonder which jewelled€ye o pdse out first. Ifyou wish to plise out the efteye/ turn to 151. f you wish to prise out the righteYe/ urn to 34,

396Although you cannotseeanyvisible trap, youhavea strong feeling that the chest contains a hiddendanger. The Potion of Trap Detection s workingwell. \ ou sLrnd o onesideof thechest nd if t thilid with your sword, holdinB it at arm's lenBth.Asthe Lid i5es, n ron ballhangingon a cord wingsbackand breaks.r lasscapsuleired nside he id,

instantlyreleasinga gas.Fortunately,you have imeto iump back wilhout inhaling the poisonousfumes. Once the gashas cleared,you walk back tothechestandlookinsideit. hereisapendantchainIying in the bottom, but somebodyhas taken theslone tom its setting. You feel so annoyed hat youthrow the chain on to the floor and storm out of theroom up the funnel. Tum to 21o.

399-400

to headnorth. Turn to 192.

MorcFiih!i119o,tosltl Ptt'lins

1 THE WARLOCK OF FIRETOPMOUNTAIN

Ste?eacknn and nii Lit iitsstone

Dcpp r thFcr\c,, ' - ocne:lh h, lhrei len,nSr.rgs^lL ,rcp Vuu r .,n i pow.r f- l w"r l .ck i\c.. tsuJrd g

t r .q of l r tsd-ur. or ( . ' thr .un^, , r g, r ( - .spver i l dv.n-iur€rs like r_ourscf have set off for Firetop Mountain,

but none has r€turncd Do vou darc to follow(hem?

Whokno{,s what teno^ fiDdl

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Dungeon.

you'nav

2 TIIE FORESTOF DOOM

ldtt Lt-,titsstoIr

Only the foolha.dy would risk an encounterwith lheunknown penk thailulk in themurky depthsofDarku'oodforest Yct tfere is no nltemativc, for vour qucst is ndesperatc aceagaDst ine to fifd thc mjssnlgpieccs f thelegcnddryHamtu.r oi Stoncbridse fashioned v Dlvar s

toprotect thcvillngec of Stonebridgegninst theirincietrt

1 IHt l . I TA D I :L OI 'CHAO>

stftt'id.rsd,'

Yo ! are the siar p(pil of thc Grand Wizard of Yore andyoDr mission is to ventu.e into the dark, dmm ladentower of the demi-solcerer,Balthus Drft. Risking dt.thai e!er! tu of fhcpas$ge, w,li vou trc ble to ovcrcomethc

sjx-leadcd H.r'dra, lc pe.ilof thc ].lhino man and llredendly And mvsteriofs Canjees?With only vour swordand your ma$.il skills tu aid you, your task is trulv

4. STARSHIP TRAV ELLERSt!\'c lackson

5uLl€d throueh \p dopdl ' inq rshhnrc of l le S€l ts iJn

Vord hest ! r 'h ip l r . ,v( l i t rem;rgei ,t the. rhcr idc uf thr

blacl hote nto an unknown umverse.YOU are hecaPtain

of the T.avellerand het fate ies n Yourhands Will you be

able to discovei the t'.ry back to Earth ftom the alienpFoplc, . lndpl , r r . l - vou L'nruuniet rwr l l you Indyour

. reri ue doomed ro ro rm r-ra' Jrtcd<Fa(. lurr\ erl

5. CITY OF THIEVES

F C l lT I^-c FA NTASYSi.i,c /n.inr,

Now YOU can cre.,te our oBn liighting lanhsy advcn-tures and send !ou. fiiends ol f danscmus

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IM Lil,itlqsL,r,tr

Teirorstalks henightasZanbarBoncandhis blooll hirs )

Moon Dogs hold ihe prospcrous krwn of Silvcrton to

r.nsnm. YOU are an advcntulet nnd the merchantsol

Srlverton urn to lou in their hou. of nced Your mission

takes vou alon,a-dark,tE'isting strccts \vhcre thieves'

lrgab6nds and creaturesof lhc niSht lie in (ait to traP

the unwAry travellcr

7 ISLAND OF THE LIZARD KINClan Lifitllrtott

magrcand voodoo Will yod risk all in in attenPt io savc

on nissions!In this clc.rlv writtcn handbook, Sleve ackson has putbscther cverything you need to l.econe a succesirrtr . rnrc, \4. rp, lhcre Jr . - i . t ' nr d. \ : . inB rhJt tc. rg i lsionrbi r - . mo1\r(r r r . . \ '

' r i , ls rnLl r r r . i . , r . i ( l - .Etwo mini ddycnturcscomplctewith GamesMastcisnorestor you to start rviih- The rdc.rl ntrodudion kr thc fa5r-B, . ihrA \ - , ld of r r l . o l ivrnq ; , rmp\ , IJ t r l . r , \.nur l lh-ssd\ eDtures

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