Curse of The Mummy
Curse of The Mummy
Curse of The Mummy
,ililll[lJil[[ltli
WIZARD BOOKS
1 . The Warlock of Firetop Mountain 2. The Citadel of Chaos 3. Deathtrap Dungeon 4. Creature of Havoc 5. City of Thieves 5. Crypt of the Sorcerer 7. House of Hell 8. Forest of Doom 9. Sorcery! 1: The Shamutanti Hills 10. Caverns of the Snow Witch 1 1 . Sorcery! 2: Khar6 - Cityport of Traps 12. Trial of Champions 13. Sorcery! 3: The Seven Serpents 1,4. Armies of Death 15. Sorcery! 4: The Crown of Kings 1,6. Return to Firetop Mountain 17. Island of the Lizard King 18. Appointment with F.E.A.R. 19. Temple of Terror 20. Legend ofZagor 2'1.. Eye of the Dragon 22. Starship Traveller 23. Freeway Fighter 24. Thlisman of Death 25. Sword of the Samurai 26. Bloodbones 27. Curse of the Mummy
This edition published in the UK n 2007by t/./wardBooks, an imprint of Icon Books Ltd., The Old Dairy, Brook Road, Thriplow, Cambridge SG8 ZRG email: [email protected] www.iconbooks.co.uk/wizard First published by the Penguin Group in 1995 Sold in the UK, Europe, South Africa and Asia by Faber and Faber Ltd.,3 Queen Square,London WC1N 3AU or their agents Distributed in the UK, Europe, South Africa and Asia by TBS Ltd., Frating Distribution Centre, Colchester Road, Frating Green, Colchester CO7 TDW Published in Australia ul.2007by Allen & Unwin pty. Ltd., PO Box 8500,83Alexander Street,Crows Nest, NSW 2065 Distributed in Canada by Penguin Books Canada, 90 Eglinton Avenue East, Suite 700, Toronto, Ontario M4p Zyg ISBN-I 0: 1-84.0 46-802-s ISBN-13: 97I -1I 40468 -02-l Text copyright @ 1995SteveJackson and Ian Livingstone Illustrations copyright O 1995Martin McKenna Map copyright @Jonathan Green The authors and artist have assertedtheir moral rights Fighting Fantasy is a trademark owned by Steve ]ackson and Ian Livingstone, all rights reserved. No part of this book may be reproduced in any form, or by any means/ without prior permission in writing from the pubhsher. Printed and bound in the UK by Cox & Wyman Ltd., Reading
CONTENTS
INTRODUCTION 7 ADVENTURE SHEET t6 BACKGROUND r8 CURSE OF THE MUMMY
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changeconstantlyduring sKILL,sTAMINA and LUCKscores an adventure, so keep an eraserhandy. You must keep an accurate record of these scores,but never rub out your Initial scores. Although you may receive additional sKILL, sTAMINAand rucx points, their totals may never exceed your Initial scores,except on very rare occasionswhen the text specifically tells you so. Battles During your adventure you will often encounter hostile creatures which will attack you, and you yourself may chooseto draw your sword against an enemy you chance aqoss. In some situations you maybe given special options, allowing you to deal with the encounter in an unusual manner, but in most casesyou will have to resolve battles as described below. Enter your opponenfs sxnl and sTAMINAscores in the first empty EncounterBox on youn Aduurture Sheet'You should also make a note of any special abilities or instructions which are unique to that particular opponent. Then follow this sequence: r. RoIl two dice for your opponent. Add its srtLr scoreto the total rolled. This total is its Attack Strength' z. Roll two dice for yourself, then add your clrrent sKILL score.This total is your Attack Strength.
.. -[lyour Attack Strength is higher than your opponent's, vou have wounded iu proceed to step 4. If the opPonent's Attack Strength is higher than yours, it has "-qounded you: proceed to step i. If both Attack Strength :otals are the same, you have avoided or parried each .-rther's blows - start a new Attack Round from step r, :'oove. r 'rou have wounded your oPPonent,so subtract z points :rcm its sTAMINAscore.You may use t ucx here to do :dditional damage (see 'using Luck in Battles' below)' ?roceedto step 6. ':our opponent has wounded you, so subtract z points your sTAMINAscore.You may use rucr to mini-.m the damage (see 'Using Luck in Battles' below). =:ze f:oceed to step 6. r legrn the next Attack Round, starting again at step r. l:.u sequence continues until the sreulNe score of ::-ler you or your opponent reacheszero, which means :.ath. If your oPPonent dies you are free to continue -^:.Jtyour adventure. If you die you must start all over i=rn by creating a new character. Fighting More Than One OPPonent i;re;mes you will find yourself under attack from more t'tr*l-:. person or creature in combat. Sometimes you will r-ne tr',:: rhem as a single opponent; sometimes you will be
able to fight each in turn; at other times you will have to fight them all at once! If they are treated as a single opponent, the combat is resolved normally. I4lhen you are instructed to fight your opponents one at a time, the combat is again resolved normally - exceptthatwhen you defeat an enemy the next one steps forrnrardto fight you! If you find yourself under attack from more than one opponent at the sametime, eachadversary will make a separate attack on you in the course of eachAttack Round, but you can choosewhich one,tofight. Attackyour chosentarget as in normal battle. Against any additional opponents you roll the dice for your Attack Strength in the normal way; if your Attack Strength is greater than your opponenfs, you will not inflict a wound. ]ust regard this as though you have parried an incoming blow. HoweveL if your Attack Strength is lower than your opponenfs you will have been wounded in the normal way. Of course, you will have to settle the outcome of eachadditional adversary separately. Luck In certain paragraphs you will be told to Testyour Luck, and you will then find out the consequences of being Lucky or Unlucky. At various times during your adventure you may use LUCKto make an outcome more favourable to you. But beware! Using rucr is a risky businessand, if you are Unlucky, the results could be disastrous. The way youTest your Luck is as follows:
Roll two dice. If the number rolled is lessthan or equal to your current LUcK score, you have been Lucky. If the number rolled ishigher than your current LUCKscore/you have been Unlucky and will be penalised. Eachtime youTest your Luck,you must subtract one point from your current LUCK score. So the more you rely on rucx, the more risky this procedure becomes' Using Luck in Battles In battles,you always have the option of using your LUCK/ either to inflict a more serious wound on an opPonent or to minimize the effects of a wound you have just received' your If you have just wounded an opPonent you may Test Istckas described above. If you are Lucky, subtract an extra : points from your opponent's sTAMINA score (i.e. 4 instead of z normally). But if you are Unlucky, your blow only scratches your oPPonentand you deduct only r point trom your opponent's sTAMINA (instead of scoring the normal z points of damage, you now score only r). If the opponent has iust wounded you: you can Testyour Itck to try to minimize the wound. If you are Lucky, your opponenfs blow only grazesyou; deduct only r point from your srAMINe. If you are Unlucky, your wound is serious and you must deduct r extra sTAMINApoint (i.e. a total of 3 points from your own sreulue). Remember: you must subtract r point from your lucx sc,ore each time vou Testvour Luck.
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Your sxlrr scorewill not change much during the course of your adventure. Occasionally a paragraph may give instructions to increaseor decrease your sKrLLscore,but it may not exceedits Initial value unless you are specifically instructed to the contrary. At various times during your adventure you will be told to Testyour Skill.The proiedure for this is exactly the same as that for Testing your Luck: roll two dice. If the number rolled is less than or equal to your current score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current sKILL score,you have failed the test and will have to suffer the consequences.However, unlike Testingyour Luck, do not subtract r point from your srrn each time you lZsf your Skill. Stamina and Prcztisions Your sreuINA score will change a lot during the adventure. It will drop as a result of wounds received through combat, or by falling foul of traps and pitfalls; and it will also drop after you perform any particularly arduous task. If your sTAMINAscoreever falls to zero or below, you have been killed and should stop reading the book immediately. Brave adventurers who wish to pursue their quest must roll up a new characterand start all over again. T2
You can restore lost sreIratNA by eating meals or Provisions. You start the game without any Provisions, but during your adventure you will be able to obtain meals. You must keep track of how many meals' worth of Provisions you have remaining by filling in the details in the Provisions box on your AdaentureSheet.Eachtimeyou eat a meal you may restore up to 4 points of suIraINl, but rememberto deduct r meal from your Provisions box. You may rest and eat Provisions at any time except when mgaged in battle. Luck Additions to your LUCK score may be awarded in the adventure when you have been particularly Lucky or created your own Luck by some action. Details are given, where appropriate, in the paragraphs of the book. Rememyour LUCKscoremay ber that, as with sxlrr and sTAMINA, not exceed itslnitial value unless specifically instructed on a Page. Poison You have spent many years adventuring in the dangerous lands of southern Allansia. As a result, you have been exposed to various poisons on many occasions and, in defence,your body has built uP some immunity to their etfects. Throughout your latest adventure you will no doubt be exposedto the bites and stings of venomous creatures, or you will encounter enemies who have no qualms T?
about using poisoned weapons against you. Although you can recover srAMrNA lost to the effects of poison (as explained above), the build-up of toxins in your body may still prove fatal. Whenever you are told to increaseyour POISON score,record it carefully on your AdoentureSheet. You begin your adventure with a poison score of zero. Should your POISON total ever equal or exceed18,the toxins coursing through your bloodstream will kill you and your adventure will end there and then. The only way to reduce your POISON score is by the use of certain potions and charms, or in certain exceptionalcircumstances. Equipment You have begun your adventure with very little equipment indeed: just a sword, a backpack to hold your Provisions and treasure,and ; Gold Pieces. begin with, you do not To have a lantern or any Provisions. Note down the Gold Pieces in the appropriate box on your Adamture Sheet; everything elsegoesin the Equipment box, as will any other useful items you may find or purchase on your travels. Alternative Dice
If you do not have a pair of dice handy, dice rolls are printed throughout the book at the bottom of the pages. Flicking rapidly throughout the book and stopping on a page will give you a random dice roll. If you need to 'roll.' only one die, read only the first printed die; if two, total the two dice symbols.
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BOXES ENCOI]NTER
BAC K G R O U N D
Facing its twin, Halak, on the other side of the mouth of the Bay of Elkor, Rimon is the capital of the Pirate Coast. With their ramshackle mazes of streets and twisting alley-ways, the two ancient towns, perched on the steeply sloping sides of twin mountain peaks, are a haven for buctaneers and renegadesreven the feared pirate captain Garius of Halak has his secret hideout somewherealong the coast. It was a crew of these scurvy pirates who attacked the merchantman on which you had gained passage, travelling north from Kaynlesh-Ma and making for Port Blacksand. Your vessel was sunk and all on board were left to the mercy of the sea. After several days you were washed ashore - as far as you know, the only survivor of the wreck - with only your sword and enough money to keep you from starvation for just a few days. Finding yourself not far from Rimon, you made your way to the town, hoping to find work guarding a caravan heading north, but you missed the last one to leave for several weeks by only a day. So instead you decided to find gainful employment that might eam you your Passage on another ship heading for Port Blacksand. Then you saw a notice nailed to a wall in the Adventurer's Guild. The notice read: 'Brave warrior required for dangerous mission into hills around the Desert of tB
Apply ferran Farr, Skulls.Great rewards guaranteed. enquiries The Monkey's Paw'.You madesomediscreet that he is about this possibleemployerand discovered an archaeologist somenotoriety; he doesnot enjoy of a very good reputationamong the advenfuringfraternity of Rimon and is consideredby most to be no better than a tomb-robber.However, times are hard, so you decided you had nothing to lose and made your way to the Monkey's Paw, a seedy drinkinghousein one of the poorerpartsof Rimon. Enteringthe bar, you find the clienteleas shadyJooking as you would expect,and the landlord looks as if he would cut your throat as soon as serveyou a drink. You mention JerranFarr'sname,and with a grunt the landlord directs you to a man sitting at a table by himself. JerranFarr, a moustachedman in his midthirties,looks as if he too has known his fair shareof hardship;he is tanned from days of toil in the baking lands at the edge of the Desert of Skulls and his sleeveless leatherjacket,like the rest of his clothes,is wom and dusty and he wearsa batteredwide-brimmed hat to keep off the sun. Having madeyour inkoductions,you sit down oppositethe man. Tlave you heardof the Curseof Akharis?' ferran asks. You shake your head. 'Then I will tell you of the legend.Centuriesago, before the drowning of Atlantis by the gods, the three maior continentsof Titan Allansia,the Old World and Khul - were all loined togetheras one massivecontinentwhich early records call lrritaria.At this time, at the southemedgeof what we now know as the Desert of Skulls, there existed a
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in the mountains,along with fabulousriches.Akharis was the last of the rulersof Djarat to be buried before the parting of the lands. He favowed Sithera, the Goddessof Evil, above all the other gods of Diarat and was the cruellesttyrant the kingdom had ever for humansacrifices his goddess known. He demanded with dark spirits and bring and was said to conrmune back to life' When at the mummiesof his ancestors he one of his enemies, was last he died, poisonedby aged one hundred and fifty-six. As he lay, dy!g, Akharis called on Sithera, saying that one day he would retum and all would suffer under his curset
gave him water and hied to makehim as comfortable as possible.As soon as he had recovereda little, he told me what had happened him. He was part of a to group of explorers who had been investigating the lands at the edge of the desert.He told me that at a ruined temple by un oasisthey uncoveredan inscription that revealedthe location of the lost tomb of Akhariswith all its heasures. They set out to find it at once,but they had not gone very far when they were ambushed a group of people,swathedin red robes by that bore the emblemof a golden cobra.The rest of his party were either capturedor hlled and he was left for dead. When it was safe, he started the difficult joumey back to Rimon to wam the people what was happening, he only madeit as far as my camp.He but died the next moming.' Absorbedby ferran'stale,you ask,'So who were these red-robedattackers?' Members of the Cult of the Cobra,' he replies.'This cult was the priesthood that worshipped Sithera in Djarat and they were Akharis'smost loyal followers.It has always been their aim to find Akharis'stomb and resurrecttheir long-deadmaster,so that he could call down his curseupon the land and reclaimhis kingdom. and The secretsecthasbeenrevived in the last decade it looks as if the Cult of the Cobra have at last found his tomb and are preparing for their king's retum. They must be stopped,or all will suffer the Curseof Akharis. I need one brave warrior to accompanyme and infiltrate the cult without their knowing, to thwart their evil plans.If you will help me - and should we
27.
terribledeath-traps.' 'lnterestingas all this is, what does it have to do with you wanting to hire a brave warrior for a dangerous you mission?' askthe archaeologist.
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succeed- the treasuresof the tomb will be our reward.' 'Of courseI will help you carry out your plan,' you say.The possiblerichesto be found in the tomb could makeyou wealthy beyond your wildest dreams but, more important than that, the cult must be stopped from bringing suchan evil back into the world. There is no time to lose.You both leavethe Monkev'sPaw immediately prepare your quest. for to The pair of you have not gone far along a narrow back street on your way towards the markets of Rimon when a figure,coveredfrom headto toe in fine red robes,drops silently from the top of a wall to the ground in front of you, and a harsh, hissing voice Farr.' behindyou says,'Not so fast,Jerran Tum to paragraph r.
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You spin around,to see two more people dressedin the samemanner as the first, only their eyes visible betweenthe swathesof red cloth. Their robesbearthe emblem of a rearing golden cobrar they must be membersof Akharis'sevil cult. Eachof the cultistsis armedwith a long curving sword, and an assortment hangs from their belts. of other silent death-weapons 'They must have discovered that the explorersurvived their attack and they followed his trail to my carnp,' Jerranwhispersunder his breath,'and from there they must havefollowed me to Rimon.What shallwe do?' Will you: Draw your sword and run at the cultists'leader? Draw your sword and standyow ground? Try to escape?
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As you run for the exit from the inner sanctumof the Temple of Sithera,the roof gives way and you are crushedunder tonnes of rubble. Your adventureends here.
The treasuresnake,frrnpi to the ground, leaving it safefor you to searchits chamber. fact there is no In gold or gems here - it was all the ftitalis's illusion. However,in one comer of the room is a smallearthenWhenyou warepot, decorated overwithhieroglyphs. all
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5 corridorsand passageways begin to explorethem. and you have to chooseyour Coming to an intersection, route ahead. Will you go to the left (tum to +8), to the right (tum to r95) or skaight on (tum to n4fl
you room, will you head along the adioining Passage (fum to passedearlier,if you have not already done so 37o), or retraceyour steps past the Decaye/s room and follow the new branch(tum to 5fF
4 Suddenly you see that the river ahead disappears under aiock-face in front of you. You have no choice but to hold your breathand hope for the best . ' ' You come to the surface, gasping for ar, and are
out of the chamber, only waist-deep in the water' of Beyond it, you find yourself in an exPanse flooded
You have not travellea .ri*, kilometresbefore you reach the top of a ridge of a line of hills and find yourself looking out over a wide valley. The land valley floor drops steeply down to the sand-covered and there, only a few hundred metres away, lie the fallen pillars and broken walls of a temple,half buried by the desert.At last you have found it! In front of the temple is a sparkling oasis,surroundedby palm trees,its dear waters looking very inviting after your days of hot and dusty travel.Here,you hope,you will discover the location of Akharis's tomb. Where will you make for ftrst: for the oasis(tum to r.64) or the ruins (tum to S+6)?
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E After meanderingtlrough barren,rocky hills, the hack descendsthrough a boulder-shewn pass and divides, while the other one branchcontinuing north-eastwards, leadsdirectly towards a line of severalhigh peaksin the east. Looking at Jerran'smap, you see that the route you are now on goes towards the temple,while the new path to the right should take you to the Shamanat Spirit Rock. Will you continuenorth-eastwards (tum to r.46) or take the right-hand fork (tum to vg)? I It is not long before you come to the top of another flight of stone steps;at their base,you enter a large, rubble-strewnchamber,its ceiling some ten metres aboveyou. Tum to zoz.
7 You move the piece sideways to the left, and foward' Black NemsetmovesWliite Two, two squares (tum Oneis now freeto move.Willyoumove BlackOne to Eo) or BlackTwo again(tum to z+l[
You dodge the man's cltarge, then draw yow sword to defend yourself. He unsheathes rusted weapon his and fums on you, shouting, 'Die, Demon! You cannot prevail against the honour of Don Huan Femandez, Knight of Vastille!'With that, the two of you engage in combat.
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s KrL L7
STAM T N A 7
F ER NAN D EZ
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The path you are following leads towards a narrow, gorge, the land on either side of it rising steep-sided up to the cliff-tops. If you have Cranno'sWaming tum to 5ro. OtherSheet, written on your Adoenture wise,tum to z9E.
The walls of the tunnel?r" ur" constructedfrom chiselledblocks of stone. Not far along the Passage, you come to a place where the ceiling opens into a bad<towardsthe upperlevels shafttravellingupwards, of the tomb. The tunnel also continuesaheadof you. Do you want to try to climb up into the shaftin order to explore it further (tum to 3gz),or do you prefer to carry on along the tunnel, in the hope of reaching your goal (tum to agg)? a5 'l judge you worthy to enter the Ciby of the Dead,' the Sphinx says.'The Cult of the Cobra have taken Akharis's mummifiedbody to the Temple of Sithera where they intend to on the far sideof the Necropolis, raise him to life once more. Now go on your way.' you leavethe entrance through hdl Without hesitation, a secondset of doubledoors.
You find yourselfstandingat a vantagepoint overlooking the vast Necropolis. far as your eye can seeare As the stonetombs of Djaratianrulersand nobles,as well as shrines to their beast-headed gods, eldritch fires buming round the city makingit all visible.The ruined Necropolisis obviously in use again.To your left lie severallow stone buildings that do not appearto be you can seewhat tombs; to the right, in the distance, appears be a collection simpledwellings, to of possibly the ruined remainsof a village. Howevet the edifice that dominatesthe complex is a great black pyramid towering over the Necropolis; a voice inside your headtells you that this is the Templeof Sithera. What willyou do now? Explorethe low stonebuildings? Investigatethe ruined village? Make straight for the Templeof Sithera? Tum to 56 Tum to r97 Tum to 9z
4 The door opens easily. You enter an empty room, leading into an inner sanctum. In the centre of the sanctum stands a rectangular column and resting in a niche in its side is an exquisite golden image of a crocodile-headed man, probably a god, no more than thirty centimetres high, dressed in Djaratian garb. There is no sign of any guards, so will you take the statue (tum to z1s) or leave the shrine undisturbed and retum to the funnel (tum to zE4)?
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rFtg ascentof Spirit Rock again,tum to 5gr-.lf you prefer to abandonyour searchfor the Shaman and set off in searcl of the templeagain,tum to r7E. r8 Thereare two ways you canuse fue as a weapon.The first is to fight using a torch, if you have one. If you do this, tum to r58 and fight as normal,but with your Attack Strength reducedby r point; if you win an Attack Round,you will cause4 points of damageto the Mummy's srAMrNeratherthan the usualz, since your weapon ignites its bone-dry bandages.The secondmethod is to throw a fire source,such as a lamp, a Yokka Egg or a buming skin of oil at the Mummy. For each one you attack in this way you must Tesfyour Skill;if you succeed, Mummy bursts the into flamesand is destroyed. You may try this method as many times as you have fire sourcesto use. Once you haveusedup all your fire sources, when you give or up this method of atlack,note down how many of the Mummiesyou havealreadykilled and tum to r58.
Betweenthem, the rn"r.f,rl?, have somevery interesting items for sale' they are listed below with their pti."t. If you decideto buy afVlhing, do so, then tum to io the relevantparagraph ftnd out more about your new acquisition. Tum to r55 Oil of Lotus - + Gold Pieces Turn to z9r 6 Gold Pieces Two Yokka EggsTooth - 6 Gold Pieces Tum to 548 Sandworm's Tum to 4r AlabasterScarab z Gold Pieces Tum to zo9 Crystal Pyramid- 5'Gold Pieces When you have finished here, you leave the market and set out on your quest;tum to a4z. 16 The passageends at a fligtrt of steps' Descending these,you-are surprisedto find yourself in a partially flooded network of tunt els. As this is the only way
The scarab into the wall. Will you symbol ,lid., "?ity pressthe snakenext (tum to $y) or the vulfure (tum to a5o)? tum left (tum to tz4) or right (tum to 254)? a7 You fall only a few metres and fortunately suffer nothing worse than cuts and bruises(deductz points from four sreulNe). If you want to attempt the
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So now you know tL" io"."tion of Akharis's tomb! Without fwther delay, you begin to make your way out of the templeruins so as to continueyour joumey eastwards. Walking between the columns,you suddenly catch a glimpse of a red-robedfigure dashing behind a crumbling wall. Could it be . ..? You give chaseand, rounding the comer, seethe man standing, ten metres away,his scarletrobes bearingthe golden imageof a cobra.Swiftly you draw your sword, ready to deal with the evil cultist. However, before you can get any closer,the man strikesthe sandybank by him severaltimes with the staff he is holding in his hands. Immediately you hear an angry buzzing as a cloud of desert waspsflies out of a hole in the bank their nest having been disturbed.You watch as the hometlike insectsswarrn towards the cultist, then suddenly stop, hovering in mid-air.The cultist has his fingertips pressed his temple and appears be concentrating to to deeply.The waspsmasstogether into a cloud which rapidly takes on the form of one of the insects,only many times larger.The swarm,looking like a gigantic waspwith a taperedabdomenand a sting half a mehe long, tums on its massivewings and moves towards you threateningly. You are going to have to deal with the swarm; there is no way of escapingit. Will you defendyourself with your sword (tum to zzz) or will you usean altemativeweapon(tum to roBF
You pull the stakesout of the ground so that the Dracon can free itself from the net. ?t last,' the
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creafuregrowls in a haughty tone. 'l zupposeI owe you my thanks.I don't know how I ever managedto in get into such a predicament the first place.I only and then those impudent trappers lay down for a nap had the effrontery to try to captureme. No doubt I was bound for the animal traders'marketsof Rimon and then into the private zoo of some upstart human noble. If there's one thing I cannot tolerate, it's a completelackof manners.' betweenthe suddenlyaPPear Four men on horseback boulders.Seeingyou' with their prize free, they dismount and draw their weapons.The leader of the group, shipped to the waist and with a shavenhead, runs at you with a stiletto dagger grasped in one hand.You join battle with the leaderwhile the Dracon takeson his accomplices. T R A PPER srrn 8
STAM I N A 7
It is well known tfrut ,n"ii, fear fire, so if you have somemeansof clearinga path with fire, suchas a skin of oil or a torch, you can usethis method to reachthe box easilywithout being bitten (tum to rE6). If you haveno suchitems to clearthe way, or if you do not for wish to wasteany materials necessary sucha plan, you will have to make a run for it through the asps' nest(turnto gg). 23 As you walk towards the righFhand exit, the guards' towards bonesrisejerkily from their postsand advance you. They will reachthe archwaybeforeyou do, so, if you could you want to avoid clashingwith the guards, changedirection and run through the other exit (tum to 57r). If you are intent on passing through this you will have to fight. archway, SKILL FiTst SKELETALGUARD Second SKELETAL G UA RD If you win, tum to zzg. STAMINA
The blade of the trapper'sdagger is coated with a poison that normally inducessleep.Howevec it will haveno sucheffecton you, due to your high immunity to toxins. The first time the trapper wins an Attack Roundyou must add r to your PoIsoN total, as well as deducting the usual z points of damageto your If STAMINA. you win, turn to rz5.
The terraingrows oroo.r?ir"ly more tortuous as you make yow way towards the ruined temple. At midday you rest briefly, to avoid being out in the open during the hottest part of the day; but by mid-afternoon you are walking between steep cliffs and high
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zGzT z6 You give a singleloud blast on the hom and it echoes off the distant hills and acrossthe endlesssands.The two Warriors look startled - then suddenly you are aware of two more of the creatures behind you. The bone hom is one used by the Xoroa to summonhelp and wam the colony of danger!The mutuatedant-men closein on you from all sides.You must fight all four at the same time!
S K ILL S TA MIN A
stacks of rock. Gradually the sound of a struggle reachesyour ears from somewhereto the west between the rocks. If you want to investigate,tum to szz. If you would rather ignore the disturbanceturn to zz6.
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10 10 i.r ro
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you will to destroy, or if you run out of fire sources, have to fight; tum to t65.lf you kill dll the beastsin this way, tum to r47. 27 To reach the deeper sectionsof the tomb, you will have to enter the Fangsof Sithera.The only way to escape to locatethe door-release, is hidden in a comer of the room.' If you ever find yourself in the Fangsof Sithera halve the number of the paragraphyou are reading at the time, then tum to the paragraphwith this new number.Now retum to zE6.
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zE-So 2E As the BlackLion slumpsto the ground, a greatthggt goes up from the onlookers. Ierran is not badly you were diskactedby having iounded but, because to fight the deadlybeast,the cultist hasgot away' You will-now have to try to head him off on the way to the tornb (tum to z4z) or give up the chaseand visit for to the markets, prepare your quest(tum to uz)'
5a-r' The night is numbinglr;ld and you are barely able to sleepat all. In the moming you feel worse than you did when you settled down the night before (deductz points from your sreurwe). As the feeling retums to your limbs with the rising sun's warming rays, you consult|erran'smap; it showsyou that you must now headdirectly north for the temple.Tum to 5. Your body feelsas if it is ii^, crushed, and you look down to seethat you are trappedwithin the conshicting coils of an enormous golden cobra. It raises its headuntil it is level with your face and watchesyou with glittering eyes. And then it strikes. Your advenfure is over. 35 Full of hepidation you step over the blood-stained sand and round the great Gtrcassesand enter the tomb. Tum to zo4.
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(tum to zS+F
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34 The key hrms in the lock and the omate stone door swings open. You are at the top of a wide stone staircase; descending you entera vast,high-ceilinged it, chamber. The blue roof is dotted with stylized yellow stars,while the walls are coveredin plasterwhich has beenpaintedwith scenes the deadking's life. In one of frieze he venerateshis dark goddess,in another he dictateshis harsh law, and in another he communes with vile, demonic creafures.Several archways lead out of this main chamber,allowing you glimpsesof fabulousgolden treasures and caskets brimming with jewels. sparkling However, your attention is drawn to Akharis's huge stonesarcophagus the enorrnous and serpentwrapped round it. Covered in red, black and yellow scales, the giganticsnake must be at leasttwenty metreslong! As your light falls on to its body, the serpent'sancient, :eptilian eyes flick open. Slowly it raisesits head and startsto uncoil itself, its hard skin grating againstthe stone of the coffin as it rubs acrossit. With fangs as iong as your arrn, dripping with venom, the Great Serpent attacks. GREAT SERPENT sKILL 8
S TA MIN A 11
lf the serpentwins an Attack Round,you must lose 3 sTAMINA points and gain 2 porsoN points from its ierrible bite. If the monster wins two consecutive AttackRounds, tum to ry5.If you kill the over-grown reptile, tum to Et.
trE
5f57 55 You leap through the archway just as the statue to crashes the floor behind you completelyblocking the way backinto the chamber!Youwill neverbe able deeperinto the so to move the colossus, you descend tomb.Tum to z16. With the cultist d"ud, tli"6 glowing sphere she was using to light her way fades.Ignoring this, you look uro,nd to iee what elseyou can find. The cultist was jar, recoveringa smallea*henware which (asyou leam when removing its lid) containsa peculiarly shaped, mummifiedobiect.If you want to take this jar, add it
5'F.59 for you to do here but refum to the trail and set off againeastwards. Tum to z5o. SE Pulling the iron wand from your backpack, you strike Akhariswith it. At oncehe is surrounded a shimmerby ing black aura- and he seemsto revel in it. You are wielding the Sceptre Oset, which the ancientDjaraof tian people hid from the Cult of the Cobra because it was imbued with evil power. Rather than weakening the Mummy, it has strengthened himl Rememberto add r point to Akharis's srnl and 3 points to his srAMrNAwhen you come to fight him. Now tum to ar5.
to 9. 57 A quarter of an hour later, a SrouP of four men on appears horseback -and betweenthe boulders,one shipped with a shavenhead,apparentlythe the waisi to the leader.Dismounting,they approach Dracon,which roars in defianceand fear. Unperfurbed, the bald man walks up to the monsterand plungesa stiletto daggel into its side. The cteaturesoon stops struggling and and, The falls,unconscious. four men pull up the stakes &ag it on to having bound the Dracon'sfeet together, u *o6d"n sled pulled by two of the horses and, There is nothing remounting,ride away southwards.
Walking towards tn" ,no,i?r, you catch sight of two bizarreJookingcreaturesamong the boulders. From the waist up they appearto be human, except that their eyes are silver and, instead of outer ears, two flexible,antJike feelersextendforward from the top of their heads.However, their lower bodiesand legs are those of a giant ant! Coloured a light reddish brown and standing about one and a half metres tall, these creatures Xoroa.As well as being able to seein the are dark,Xoroa have an acutesense smelland they can of easilypick up your scent,which is rather strong after days of sweaty travel through the scorchingwilderness. The two Workers start to makea series frantic of dicks and hums,then they scuttletowardsan opening in one of the mounds. Suddenly two more Xoroa appear from betweenthe boulders. Thesecreatures are
Etr
40-42
45-4s Peering round the edge iira" arch, you look into a smallchamberwhich is facedwith stone;its walls are coveredin hieroglyphsand carvingsof animal-headed people.Standingin front of a statueof a bull-headed man that reachesup to the ceiling is a red-robed figure the cultist you chased into the tomb! Will you mter the chamber and attackhim immediately(tum to r9r) or wait to ftnd out what the cultist is doing (tum to 54op Nandibears have no keasure,so they usually ^"aff rernove from their homes.However,you do find part it of a humanskeleton, wearingwhat was oncea-red still robe; on one bony finger is a gold ring, fashionedto look like a coiled cobra. If you want to take the Cobra Ring, make a note of it on yow ,Moutfure Sluet.\ou alsofind a few Gold Pieces lying among the carcasses (roll one dice to leam how many).Findingnothing else of value, you leave the Nandibear'slair and rejoin the hail leadingnorth-westwards (tum to SIZ). 45 Slowly, using the Papyms Scroll, you are able to hanslate the hieroglyphs copied into the diary. The inscription reads: And all tlwse who would despoil tlv shrine of Cracca,I-ord of Rions and Fmyrun of the Gods, baoarethewrath of thenocodile-hcaded one. Tum to zz6.
larger than the Workers, standingalmost two metres tall, and their skin is slightly darkercoloured.Both are holding iavelins,and one also carriesa sling. Quickly the Xoroa Warrior lets fly a.stonedirectly at you. Roll one dice.If the numberrolled is odd, tum to 265; if it is even,tum to 557.
40
tums sharplyto the left and you can see The passage a hght being cast from round the comer. Carefully poking your head round the tuming, you see a redswathedfigure bendirigover a hole in a derelictroom. It is one of the cultists! Round her lie the charred although their outlines of three humanoid creatures, fanged, skull-like visages still remain. The cultist is lifting somethingout of the hole. Do you want to rush in and attack (tum to ztz), wart and watch for a moment (tum to tr6) or, seeingthat this is a deadand go the other way end, retum along the passage (tum to gF 4t is The scarab, carvedfrom a lump of veined alabaster, actually an ancient lucky charm. Whenever you are instructedto Testyour Luck,you may deduct r from the diceroll. Now reh'rmto 15. 42 for It is no good. You searchdesperately a meansof Akharis's Deepunderground, but escape canfind none. burial chamberacquiresa new occupant as you are buriedalive underthe sand!
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46".47 46 The force of your blow sendsAkharis reeling back Instantly the magical into the one brazierleft standing. and the Mummy bursts'into fire igniteshis wrappings flamei.Howling, Akharis'sbuming undeadbody stumblesforwardand topplesdown the steps'In moments, is all that is left of the evil creature a pile of ashes. Akharisis truly deadat last. in But even though you have succeeded your quest, and live to tell the tale?For will you be able to escape the first time, you notice,behind the brokenremains of the statute of Sithera,an alcove which contains Will artefacts. you wasteno someof the cult'smagical fleethe temple(tum to z), more preciousmomentsand to or wili you seeif you canusethe artefacts help you get out (tum to z5z)?
47 Curse of Akharis.' You sit opposite the dog-headed Shaman and listen to his tale. 'The Cult of the Cobra are followersof Sithera, ancientDjaratianGoddess the of Evil. Sitherais, in fact, the Demon PrinceSith in the guiseof a four-armedwoman with a snake's head.The Djaratiansworshipped many of our gods and demigods in the form of animal-headed humans, suchas the cat goddessMeerar whom they knew as Seket,Goddessof loy. The Djaratiansalso believed shongly in the power of charms.The Cult of the Cobra practise the curse-magic their long-dead high priests,and of you will no doubt need amulets and talismansto protect you from their spells.'You ask Lopar how he knows so much about the sect and the history of Djarat. 'I was not always as I appearnow,' he says, sombrely.When I was a foolish young scholarwith a lust for knowledge,searching the desertI stumbled in upon someof the ruins of that once great civilization. I filled my mind with everything and anything I could discover about the race, but I pried too far and disturbed the resting place of a high priestessof Sithera. Inadvertently I releasedher spirit into the world and sufferedher cruel vengeance, before I managed to banish her speche.However, if you do not stop the Cult, and if Akharisshouldbe retumedto this world, the fate of hundredsof innocentpeoplewill be much worse than mine.Do all you can to thwart their nefarious plans!'If you have any items in your possession that you wish to ask Lopar about, tum to r94. Otherwise,the Shamansays to you: Now lie down besidethis ftre and sleep. You still have a long way to go beforeyou meetyour destiny.'Tum to y6.
47 'That is correct,'Lopar murrnurs'Now sit, and I shall tell vou what I know of the Cult of the Cobraand the
Et r
4E-5o 48 Swimming towards you :re two huge reptiles, each four metreslong. When they are very close to you, the crocodilesopen their jaws wide and attack,intent on satisfyingtheir voraciousappetites.In the narrow passageway, fight the creafures one at a time. However, because you are fighting waist-deepin water, you must reduceyour Attack Strength by r for the durationof this battle.
S K ILL S TA MIN A
8 r
7 I
The crocodileis sacredto Akharis'scult because is it such an efficient killer. There are more crocodiles guarding these flooded corridors so, if you win this battle and cometo this spot again,roll one dice.If you roll r3, you will meetonly one crocodile; a roll of on you will meet two more;and if you roll a 6 you 4-5, will meetnothing.Tum to 287. 49 As you hit the ground, the Yokka Eggs in your backpack the break.At oncethey hatch,releasing fiery birds.For eachegg you break,deduct one dice worth of damage from your sTAMINA the blazingcreatures as bathe your body in flames.If you survive, tum to
202.
5o Keepingyour back againstone of the tall pillars,you areableto fight the Caarthone at a time.
trtr
55-54
SKIL L ST A MIN A
AO 9
ao 8
55 You become engrossed in the game, forgetting your worries for a while. Soon the board looks like this'
The first time you are hit by either of the Caarth,you as mustadd r to your PoIsoNscore, well aslosingthe of because the usual z points from your sTAMINA, coat their weaPthe evil Snakemen venom with which ons. If you win and you did not suffer any damage regain1 LUcKpoint and tum to z5r. from the Caarth, roll If you did suffersomedamage, one dice.On a roll tum to z5r. 6, turn to rsE; otherwise, of 5a your weapon,you chargeat the undead Unsheathing yourLuck.ll you are Lucky,tum to r5E. If horde.Test you areUnlucky,tum to 176.
52
oo
oo o
@@ @
As you can see,the piece,BlackOne, is happedat the moment by White One and White Two. It is your tum; which piecewill you move? BlackTwo? BlackThree? BlackFour? BlackFive? Tum to 7 Tum to 156 Tum to zo5 Tum to r84
The Cyclops falls to the ground, dead. If Femandez you when you lastmet, tum to z6t-.lf he did attacked not, tum to 96.
54 Where will you go now: through the other door, if you have not already been there (tum to 595\, or leadingaway from this iunction along the new passage (hrrnto zlgB
Hffi
5v56 55 Beforeyou can get to your feet, you feel the cultist's hands round your throat (deductz points from your you! Figiht The cultist is trying to strangle srAMrNA). the battle which follows in the normal way; however, you cannot injure your opponent until you have got free. If you win an Attack Round,do not deduct any If score. you win two consecupointsfrom his sTAMINA you manageto free yourself from Attack Rounds, tive the cultist's grip and, from then onwards, you can injure the cultist in the usualway.
CULTIST If you win, tum to zt4. SKILL 7
STAM IN A 7
57 that has been used recently: scrapsof linen lie, discarded.on the floor and a dark fluid has stainedthe cnrmbling slab. It is then you realize the purpose of these rooms: these are the embalming chambersto which the bodies of the dead were brought to be preserved.You are especiallyinterestedin two jars, while half-fullof strangeliquids.One is sweet-smelling, is symPy.Do you want to: the other stinksfoully and Drink someof the sweet-smelling liquid? Drink someof the reekingsyrup? Rub someof the syrup on your skin? Leavethe embalmingchambers? Turn to 8z Tum to r75 Tum to zr9 Tum to r47
An eerie silencepervadesthis areaof the city. Inside the buildings you find rooms containing stone tables coveredwith rusty tools and broken clay and benches pots. In the heart of the complexyou enter one room
s6
,flnting throughthe gorge You reactimmediately, you although arestill hit by a awayfrom thelandslide,
few small rocks (deduct z points from your srluIN,l). Tum to 89.
EE
5E-6o 58 Gazinginto the depthsof the crystal orb, you concentrate all your mental energies into searching somefor thing within it. Testyour Skill, adding r to the dice roll. If you succeed, tum to 55E. If you fail, tum to 543.
6t
its wings scintillating with azure flames.The bird of prey swoops down on the phantasmalcreatureand tears at the beast with its ghostly talons, while the snake-heads strike at the falcon. Within secondsthe battle is over and the jackal-spiritis banishedback to the Demonic Planes.Its duty done, the falcon also vanishes. gaze upon you. Her Suddenlyyou feel the priestess's eyes bum with a crimson fire, and under her cn-rel stareyou feel the strength ebbing from your body. If you have an Eye-shaped Amulet, tum to r5r. If you do not, tum to 544.
59 When the Death Spiderbites you, it also injectsits poison into your bloodstream,paralysing you. The Demon drags your body on to its web and goes on biting you until you are dead.Its dire task complete, the Death Spider,along with its web and your corpse, dematerializes, retuming to the Realms the Damned, of where your soul will be extractedand tortured for all etemity!
6t-
Finding itself being overwhelmed by your superior righting skill, the Dracon leaps out of reach of your weapon and takesto the air on its stubbywings.As it fliesaway, it continuesto hurl insultsat you until it is out of earshot.Alone again, you continue on your quest. Tum to z5o.
6o The lapislazuli set into the breastplate glows with an inner light and aboveyou hovers a great spirit falcon,
trtr
6z-65
6z Thesedesolatehighlandsseemto be devoid of life in any form; you make your way further to the east
your left by a precipice.Without waming, a surprisingly cold wind begins to blow in from acrossthe desert,swirling the sand round about you. As you a watch,the spirallingcurrentof air and sandbecomes Standshape. focused columnand forms a recognizable ing on the track in front of you is a humanoid,over two metres in height and composedentirely of the fists and a substance the desert.With great clenched of the malevolent glow in its eye-sockets, SandGolem red advanceson you. What will you use against this magical creation: Your sword? Firepowderor a Yokka Egg? The statuetteof a god? Tooth? A Sandworm's A CarvedBone Hom? Tum to r45 Tum to 8r Tum to 57E Tum to 5o8 Tum to zao
65 and the chamber, Passing door from the Decayer's the enhanceto this level of the tomb, you soon come upon a stone door, without a handle,in the left-hand wall. You try pushingagainstthe door but canfind no way of opening it. Then you notice an inscription carvedround the door. If you want to stop for a while
ffitr
6+-6s and translate the messageusing the papyrus scroll, tum to r9E. Otherwise, you will have to press on as you can find no way of opening the door (tum
6ffiE 66 You try wedging your backpackbetween the roof and one comer of the room, but to no effect. Next you try your sword, but this snapsunder the inexoraceiling. Finally you lie ble pressure the descending of down and brace yourself against the floor, pushing qainst the ceiling with your legs, but even this desperatemeasuremakes no difference.The Fangs of Sitheraclaim their first victim in severalthousand years. 67 You raise the stone easily. Beneath it you find a *rallow storage pit. In this are some decayedprovisions and a peculiar,wand-like object, made of iron, that has remaineduntarnished this dry atmosphere; in ils end is fashionedin the shapeof a clawedhand. If you want to take the iron wand, add it to your you tMoenture Sheet.Whether do or not, you will now have to leave the village. Where will you make for now: the Temple of Sithera (tum to gz) or the low *one buildings,if you haven'tbeenthere already(tum bos6F 6t in Fortunately, sinceyou:re standingback-to-back the narrow street,only one cultist can attack eachof you at a time. You prepareto defendyourself againstthe hader. CULTIST
sKrLL 7
STAM IN A 7
to szt).
64 Unstopperingthe bottle, you throw its contentsover the Mummy. Akharishowls with pain as the purifying waters eat into his undead body like acid! Roll one dice: this is how much damage the Waters of Life causethe Mummy (make a note of the number of points of sraurue lcs you have alreadyinftcted on Akharis).Tum to ar5. 65 Buriedunderthe pilesof bonesyou unearththe remains of a backpack that you presume belonged to the unfortunatehuman.Looking inside the backpack, you find a smallnotebook.Opening it, you discoverthat it is a diary or joumal. From what you can makeout, its owner was amongthe bandof explorers, one of whom tumbled into |erran Farrs camp eight days ago; the diary containsinformationabout their progressto the temple,but you alsoreadsomething elseof interest. On their joumey the group cameupon some ruins which they believedto be Djaratian.On one sectionof wall they found an inscriptionin a strange picturescript;it is reproduced in the diary. There is nothing else of interest, but before leaving you decide to take the Rasaur'stwo eggs with you, each of which will provide a meal in itself (add z to your Provisions). Tum to zz6.
Et r
6tr7r 69 flooded corridorsyou are in now leads The tangle of off in all directions.Peering down new intersecting lead off funnels,you see that yet more Passageways Which way will you go? from these. First left, first right, secondright? First right, first left, then straight on? Secondright, then straight on? Secondleft, first right? Tum to zr7 Tum to 16z Tum to rEz Tum to 5or
7244 people.On the oppositesideof the room is a statueof up a bull-headed man that reaches to the ceiling.Your flickering light casts eerie shadowsacrossthe walls and you decide that there is nothing here of any importance your quest,so you continuealong the to tums right again,bringtunnel.Eventuallythe passage ing you to the top of another flight of stone steps. wondering how You have no choice but to descend, Tum to 116. rardown into the earth this tomb leads. 72 Musclestensed,you spring forward and manageto get hold of the statue.Where you were standing a momentago is now the openinginto a pit of bubbling acidtPulling yourself to safety,you put the Malachite Amulet round your neckand wasteno time in getting out of the room. Tumto 247. y3 you try to use against the statue, No matter what your attempts to stop it are futile. A massivestone foot is raised and then smashed down with tremendous force, with you undemeathit. Your adventure endshere. 74 Unrolling the scroll, you see that it is covered in incomprehensible hieroglyphic picture-script,written in black ink and arrangedinto ftve columns.You can make no senseof the hieroglyphs, so you roll the Retum scrollup again and fuck it into your backpack. to \sg.
7o Using the incredible strength of your willpower alone, you break the control of the Path of Fear. The terror of the waking nightmare was all in your mind. Now the corridor is empty once more and you can continue on your way, but you have been Reduceboth permanentlyscarredby the experience. by r point. Turn to your Initial and cwrent srtn r.6.
7L
Peeringthrough the archway,you find yourself lookfacedwith stone;its walls are ing into a smallchamber coveredin hieroglyphsand carvingsof animal-headed
trE
75a6 75 Walkingalong the sand-strewn tunnel,the passageway evenfuallytums ninety degrees the left, then continto ues as before. As you progressfurther you see that aheadof you, to the right, part of the tunnel wall has cavedin, revealingthe entranceto a roughly circular funnel.As you approach,you can hear scuttling and scraping sounds coming from the hole. A huge, glossy-brown,oval-bodiedbeetle enters the passageway, rolling a large ball of compacted earthand stones in front of it. Then the Giant Scarabstops, sensing your presence, and clicks its mandiblesmenacingly. You have invadedthe beetle'sterritory and are blocking its path. With one tremendouspush, the Scarab sendsthe ball of earth hurtling directly at you. Test yourSkill.lf you succeed, to 246.lf you fail, tum tum to t7z. 76 You wake up as the sun is rising over the eastemhills. You are lying in the middle of a dusty track that wends its way north-westwardsthrough the wilderness.Behindyou, many kilometresaway on the horizon, you can see the silhouetteof Spirit Rock. Lopar has helped you once more on your quest (regain r lucr point and z srAMrNA points). With renewed vigour you proceedon your way. Under Glantanka'sunrelenting gaze you havel on through the heat of the day. The uneven path leads you further into the wildemessthat fringesthe Desert of Skulls.You follow the route north-westwards across
EE
7749 boulder-strewnhills and through narrow valleys. As you passthrough one rocky gully you notice a large hole at its base,Ieadingunderground. you want to Do stop and investigatethis entranceinto the earth (turn to 524) or will you continue on your way without (tum to zz6[ hesitation
Eo-Ez has boks as if a Giants' game of knuckle-bones been here. The only signs of life in this scorching lhy"d rildemess are the occasional lizard, running over the rodcsin searchof beetles,and a lonely bird of prey aboveyou in thecloudless oaring on the warmthermals are sky. The only sound is made by a cool breeze Bowing throughthevalley. . .but it isn'ttheonly sound! You aresuddenly awareof a low growling comingfrom ornewhereamongthe rocksbehindyou. Do you want binvestigate thesource thisnoise(tum to zg4),orwill of again(tum to z5o[ on eastwards hurriedlymove 1lrou EO I is a closething, but Nemset'spiecejust beatsyours defeat b the oppositeend of the board.You concede ld prepareto leavethe tomb. Tum to 5zz. Er There is a sudden blinding flash and, as your eyes rcover,you are startledby the sight now in front of you. Under the intenseheat of the explosionproduced by yo* attackthe sandthat the Golemwas composed o{ has completely vitrified. Standing on the path in front of you know is a motionlessglass stafue.You give the Golem one great push and it plummetsover tre edge of the precipice,smashinginto hundredsof pieceswhen it hits the rocks below. Regain 1 LUcK point for your quickthinking and tum to rE5. Ez You gulp the liquid down and discoverthat it is wine ffised with medicinal herbs. The wine is used to
You squeeze through the smallhole and crawl along a tunnel on your belly for a few metres. The tunnel suddenly slopes steeply downwards and you find yourself sliding into the depths of the temple. The tunnel eventuallyopensinto a bare chamberand you are deposited on the hard stone floor. An archway leadsout of this chamberand further into the temple, so this is the way you will haveto go. Tum to 342. 78 You know you cannotharm the Sentinelof the Shrine unlessyou are in contactwith a piece of the material from which it is formed. However, while retrieving this item you are vulnerableto attack and must automaticallylose the ftrst round of combat.After that you canfight on asnormal. GOLDEN SENTINEL If you win, turn to 566. As the sun reaches niffit point, you rest fora few its minutesin the shadeof a great slabof rock. (You may eat Provisionshere if you wish.) The whole landscape sKrLL 11 srAMrNA 12
trtr
Es-8+ cleanthe co{psebeforeit is mummified,but on you it hasa restorative effect(regain to 4 srAMrNA up points and increase your Attack Strength by r point during your next battle).Now will you: Drink someof the foul-smelling symp? Rub someof the syrup on your body? Leavethe embalmingchambers?
E5-8E tS What will you use: a Bronze Rattle (tum to r6E), an Iron Wand (tum to 5E) or the Book of the Dead (tum to 24sn lf you have none of these items, fum to zr5. E6 has The great Cranno,hero of a hundredtragedies, no time to help lesser mortals when he has a dozen Now leavethis place.'Will you soliloquies rehearse. to (tum to 8) or attack him (tum to do as the man says
E5 Yokka Eggs are warm to the touch; with one of these clutchedto you while you sleepyou will not need to light a fire. The night passes peacefullywithout any (restore srAMrNApoints).In the momdisturbances z ing, having consultedFarr's map again, you take a route north towardsthe temple;tum to 5. You reachout a hand ," pll up a fistful of jewelsbut jump back in surpriseas the treasurepile rearsup in front of you. You blink severaltimes and the illusion disappears. The room is actuallyhome to a Scitalis, a large, brightly coloured snake which traps its prey with illusions of treasure. You are going to have to fight the deceiving serpent,but at least you can take somecomfort from the fact that its bite is not poisonous- it doesnot needto be! SCITALIS If you win, fum to 5. sxrrr 8
ST AMIN A 10
$4n
EZ tunnel- one corridor You wanderalong the featweless is very like anotherin this labyrinthinetomb. Eventually, having led you around to the right, the passage doesreveal somethingof interest.To your left is the but entranceto another passage, it has been crudely blockedwith lumps of rock. It may take a while but you think you can clearthe obstruction.Do you want to: Clear the enkanceby hand? if Use Firepowder, you have some, to clearit? Continuealong the passage? Tum to r.65 Tum to 59o Tum to r54
EE With the serpentdead,will you oPenthe sarcophagus immediately(tum to 576),or do you want to search frst Akharis'streasure-rooms (fum to rZ9)?
EE
Etrgo E9 As the dust clears, you hear a terrible shriekand look up at the rocky ledgesaboveyou. On both sidesof the gorge, among the rocks, is a group of six baboons. They are almostas large as men,coveredin bristly fur andwith viciousJooking, sharpteeth.They are leaping up and down, snarlingand howling cnrelly.One, larger fhanthe rest,is standingon its hind legsand holding a boulder over its head. musthavebeenthese It creatures which causedthe landslide.Sensingthat the baboons will attackat any moment,you unsheathe your sword - and not a momenttoo soon,as the two nearest apes leap towards you, ready to tear you to pieceswith theirclawedhands. Fight them both together.
S K ILL S TA MIN A
7 6
j 6
If you kill the viciouscreatures, tum to 516. 9o As you reachthe top of yet anotherridge you passan outcrop of rock, and suddenly your goal becomes visible.At the edge of a vast mesa that stretchesto the east and north, rising up between two of the sandy hills is a tall pinnacleof rock, its sidesalmost vertical. massive to A boulder,which appears be precariously balanced,rests on its flat top. The boulder is coveredin swirling pattemsformed by veins of some cryrstalline Thereis a strong auraof elemensubstance. tal energy about the place and a voice inside your
EM
9a-92
93-94 you passthrough other areasof the city that may be d interest.To your left, extendingtowardsthe distant edge of the cavem are the tombs of Djaratians,while to the right are shrinesto their gods. Do you want to proceedby making for' The tombs? The shrines? The Templeof Sithera? Tum to r49 Tum to 295 Tum to 595
head tells you that this must be Spirit Rock. A thftl kail of smoke rises into the air from the top of the boulder, and you can just make out rnrall ."rr. entrance its basewhere it restson the " at pinnacle. The Shamanmust live at the top of the rock and, from all appearances, you assurnethat he is there at the moment. However, the only way you are going to gain access the cave is to scalethe pinnacle. you to If are determinedto seekthe Shaman's and ,"*l to aid make the dangerous climb, fum to ry2. lf you would rather abandonthis approachand set off in searchof the templeoncemofe, fum to r7E.
You fall more than twentfietres down the sideof the pinnacle, hitting rocky outcropsand ledgeson the way down.You landheavilyamongthe bouldersat the base of Spirit Rock,seriously injured;you arecoveredin cuts and bruises; you have several cracked ribs and have sprainedyour left ankle (deduct 7 points from your sTAMINA, points from your srtn and r point from z your rucr). You areno longerin any conditionto climb the rock so,having tendedto your wounds,you set off, hobblingin greatpain,for the temple.Tum to r78.
94 The Decayer bursts into flameson contact with the sourceof your fire and is soon consumedby ftre. You carefully avoid the undead creafure as it stumbles about in the chamber, screeching and deftly move towardsthe door. Turn to r4E.
trE
9r.96 95 Your secondquestion.In reachingthe Necropolisyou have ferried yourself acrossthe SacredLake.Bgt tell me this: who ip the Ferrymanof the Gods and Lord of Rivers?'Convert the name of the deity that is the answerinto numbers,using the code A = a, B = z, C = 3 .. . Z - 26. Add the numberstogetherthen tum to the paragraphwith the samenumber as the total you have calculated. you get it wrong, or if If you do not know the.answer, to z6z. tum '96 'Thankyou, my friend,' saysthe old knight. You are a truly noble and honourablewarrior. Betweenus we have rid the land of one of the foul giant brethren.Let us drink a toast together.Gordo!' he calls.lVhere are you, man?'Femandez's cowardly manservant emerges from his hiding placeand approaches master.'Give his me the bottle of Old Samak's we've got,' the old man tells him. 'Here, my friend,' he says,passingyou the bottle, 'this will revitalize your spirits.' You take a swig of the fortifted wine and immediately feel its effects.Restoreup to 4 srAMrNApoints and add r point to your Attack Strength for the next combat you are involved in. While Gordo tends Don Huan's wounds,you wasteno more time in refuming to your originalroute to the temple.Tum to zz6. 97 with the ancient At last you find yourself face-to-face evil that you carneall this way to destroy.Remember to deduct any points of srln or srAMtNe damage you may have already causedthe Mummy, then do battlewith Akharis,who tries to beatyou into oblivion with his powerfulfists. AKHAR.IS
SKILL 15
sr AM I NA 25
lf you overcome your inhumanly strong, ultimate opponent, tum to 556. 98 in A short figure suddenlyappears the open doorway. in The man is dressed plain grey robesand is wearing features.'l am a mask with grotesquelyexaggerated roles,Possessor the great Cranno,masterof a thousand guises!' little manbooms.Will you: the of a thousand Ask Crannofor his helpt Attack him? Leavethe theatre? Tum to 5o4 Tum to r54 Tum to 8
Roll one dice and uad r to9tL total; this is the number of snakes which bite you as you pick your way over For their writhing mass. eachbite, deduct r point from
t rE
I.O(F!O2
Lo5=ao4
your sfAMtNA and, for every two bites suffered, add r to your polsoN score as wellt If you survive the venomous asps,tum to rE6.
L()(,
Ahead of you a broad set of stepsleadsup out of the water and deeper into the tomb. At last you have
his heels into his nag's sides and levels his lance at your chest.Continue as if you were conducting oneio.rnd of combat to determine the Attack Shength of yourself and the madman,but do not deduct any of itnrt*^l points (he hasa SKILL il.lf you have the to ro. If his is higher,tum higher At6ck Strength,tum to ztt. 'o3 What will you use againstthe Mummies:fire (tum to r'8) or any charmsyou may have (tum to z4r)i!If you have none of these,you will have to use your sword (turn to Sr). Rather *.onrlr"Lnyour combination. You have chosen than the wall opening,a greatblock of stone pushes Looking out from the wa[],behindthe bull-god'sstatue. up in horror, you seethe great stone colossustoppl-9 forward and at the sameinstant you start to run. Roll three dice. If the total rolled is less than or equal to yonr sTAMINA score,fum to 55;if it is greater,hrm to
422,.
at a stone door, whilti to the right it continuesinto Will you go to the left (h'rm to r.65) or to darkness. the right (tum to rzf
L()1.
'There are many,' Rhehotepreplies seriously.'lf you you will have to are to reachAkharis'sburial chamber, confront the Guardianof the Dead and overcomeit. Also, bewareof Amentut, should you encounterhim' He was Akharis's Vizier and is loyal even in death'' Refurnto 286.
ao2
does not believe Unforhrnately,this bizarrecharacter Why, you lying the account you give of yourself. cur!' he roars.'Where is the knightly apparelthat one
t rE
1or1('6
You sooncometo un ur.lnli", in the right-hand wall. Beyond is a flagstoned it chamber, decorated yet with
more wall-paintings. Howevet your attentionis drawn to a magniftcentgolden statue of a rearing cobra on the far side of the room. The statue, standing on a finely chiselled plinth, is two metrestall and its jewelled eyes sparklein the flickering light. Hanging from the cobra'sheadis an amuletset with a pieceof malachite, which may be of useagainstthe cult's curse-magic. Do you want to enter the room, with the intention of retrieving the amulet (tum to t56), or would you preferto passit by and continuealong the tunnel (turn to z47ll ro6 As you flee,you hear the Draconbreakfree of the net and launch itself into the air. Your heart pounding, you are suddenlyknockedto the ground.As you lie in the dust, trying to catch your breath,you feel blood oozing from a gash on your back (deduct z points trom your srevrnn). The Dracon lands and stalks iowards you. 'Well, puny human,'it snarls,'let us see what you can do with that lump of iron you call a weapon!' DRA CO N
sKrlr 9
STAM TN A 1 4
The Dracon continuesto deride your skill and mock you as you fight; as a result, you must reduceyour Attack Strength by r point for the duration of this battle. If you reduce the creature'ssreurNA to 5 pointsor less, tum at onceto 6r.
trm
toraao
114
ata-1L2
The diabolicalcreature, .ffirud from the underworld of Djaratianmyth, leapsat you, snarling.Your eirthly weapon is uselessagainst the demonic spirit, which soon overcomesyou. Your body will be sacrificed to Sitheraso that Akharismay live again. ro8 If you have a torch, tum to z4o. Otherwise,you may use weapons such as Firepowder or a Yokka Egg against the swarm,but in the end you will have to resortto using your sword (tum to zzz).
If you cleared a path to the box using fire, the flames have now died down and you will either have to employ the same means again (remember to cross off from your Adoenture Sheetwhatever you use to clear a path through the asps), in which case you will be unharmed, or you will have to run for it. If you choose the second option, roll one dice and deduct the total from your srAMrNA score, due to the snake bites; for every 2 sTAMINA points you lose, add r to your porsoN score! If you survive, or if you dear a safe path using fire, turn to 54.
a12
You notice a crackut tt of the sarcophagus and "tU"u?. heavyhasbeenpushed marks thefloor asif something on acrossit. Desperately, you push againstthe immense stonecoffinin thehopeof revealing escape an route.Roll threedice.If the total rolled is lessthan or equalto your srAMrNA score, tum to zgo.lf it is greater, tum to r7r.
1.1.O
Using your sword,you slicethe top off the plant and, removing the spines, bite into its juicy flesh.The bitter you wince and, before you know what taste makes you are doing, you have swallowed some of the liquid. As well as being protected by its spines,the Barbthorn has a second defence against would-be (Add z to your porsoN total diners:it is poisonous. and deduct3 points from your srAMrNA.) Spitting out the rest of the plant, you hurryron your way, leaving the toxic Barbthombehind.Tum to rr.
you soon discover Quickly exploringRimon'smarkets, what the many stalls have to offer. JerranFan hands it you a bag containing Gold Pieces and leaves to 3o you to decidewhat may be most usefulon your quest. below and, if Readthrough the list of items described you buy anything, deduct the appropriatenumber of Gold Piecesand record the item on your Adoenture Sheel.\ou may buy only one of any item on this list you are told otherwise. unless Rope Grapple a length of rope with a metal hook and attached ohe end.Cost:f Gold Pieces. at kooisions- you may buy any numberof meals.Cost: r Gold Pieceper meal. one Lantern Oil - eachuseof the lantem consumes and skin of oil. Cost: z Gold Pieces the lantem plus one for per skinof oil. Additional skins'r Gold Piece skin.
t rE
ttz
tty-tt6 aaT You stop half-way along the corridor and begin to search for the entrance to the hidden room that Rhehotep spoke of. Test your Skill, adding z to the dice roll. If you succeed,tum to 3z5.lf you fail, tum to 145.
Healing Draught - each tot of this elixir restores sTAMINA points equivalentto half your lnitial,score (rounding fractions up). There are three tots in the bottle.Cost:5 Gold Pieces. Anti-Poison when drunk, this potion will reduceyour polsoN total by 4 points.Cost:4 Gold Pieces. BrassTelescope this finely crafted telescopeis one of the most incredible examples of the metalworker's art that you have ever seen.Cost: 5 Gold Pieces. Firepowder an alchemicalcompound wrapped in a paper parcel with a taper protruding from one end. IA/hen lit, within a tew seconds the package will explode (roll one dice to find out how many points you may deductfrom the sTAMINA any creaturein of contact with it). You may throw the packageat an Testing opponentat the start of a battle by successfully yourSkill.Cost:4 Gold Pieces. ragswrapped Torch a length of wood with oil-soaked round one end. Useful as either a light source or a flaming weapon.You may buy a maximum of three per torches. Cost: r Gold Piece torch. merchants, who look as if they have done very Several from the trade, try to tempt you well for themselves into inspectingtheir slightly more unusual and more expensive wares.If you have some money left and want to have a look at what they have to offer, turn to r.5.Otherwise,you leavethe marketand set off on your quest(tum to z4z).
Even if Don Huan r"*ulaX, did attack you at your ftrst meeting, the eccentricold man is iust a witless fool, and leaving him to a cruel death at the handsof the Cyclops is not an action befitting a hero such as (loser rucr point).Tum to zz6. yourself ta, you staggeracross chamWith grim determination, the ber, sweatingprofusely.When you are past the fires you collapse,exhausted(deduct r point from your sreurNe). Unableto go on for the momentafter the strength-sapping heat of the Path of Flames,you sit down and rest.Ten minutespassbeforeyou feel ready to set off once more. Getting to your feet, you march along the tunnel until you reach a door, covered in goldJeaf,to your left. Do you want to try this door (tum to 4) or will you keep to your present path (tum to zE4)? tr6 jar, The cultist is holding a smallearthenware inscribed with hieroglyphs,in her hands.Now you can also see where the light in the room is coming from, for resting next to the cultist is a glowing white sphere.
trtr
a',.Ta'3 As she turns to leave the room, she seesyou and, picking up the sphere, hurls it at you. The blazingball you in the chestand you feel its white-hot heat hits scorching your body (deduct 4 points from your sreurrun).Wieldingher curvedsword,the cultistruns
at you. CULT IST If you win, tum to 36. sKILL 7
STAM T N A 7
a7_rtzo jars smashed,you can also deduct 1 SKILLpoint from the Mummy. Now, while Akharis is weakened, will
you: Attack him with fire? Use the Watersof Life, if you have them? Use a charmagainsthim? Try to removehis death-mask? Try to destroy the sarcophagus? Use your sword? Tum to 55o Tum to 64 Tum to 85 Tum to 295 Tum to 257 Tum to 97
rrE Not sure what else to do, you hurl the jar on to the ground,smashing to pieces it and crushingthe mummified bundle it held beneath your foot. Akharis's Mummy doubles in agonyasyou do so.Of course, up major must be one of Akharis's the preserved package intemal organs, removed by the priests of Sithera For centuriesago, as part of the embalmingprocess. jar every earthenware you have that you can destroy, for deductr point from Akharis's sTAMINA; every two
You do not have ,o *#t.g before you notice a disturbancedown in the valley. From nowhere, it seems, sandstormsuddenlyblows up but, as quickly a as it appeared dies down agairuonce the sand has it settled, you see a red-robed figure standing at the entrance to the tomb. It is the same cultist you encounteredat the temple! He looks around for a moment then disappears into the tomb. Swiftly you descendinto the valley and dash across the sand, hoping to get there before the Giant Lizardsnotice you. Testyour Skill, adding z to the dice roll. If you aresuccessful, to 54E.If you fail, tum to 5o6. tum
',,20 you leavethe cavem,you setfire to the Demon's Before carcass its web. Regain1 LUcKpoint for defeating and sucha powerful opponent.Climbing backup the slope, you caneitherenterthepillaredhall (tum to 5o) or retum to the passage beforethat and tum left (tum to 254)?
EE
r2t-424
',,21 Beforeyou can reach het the priestesscastsa spell. At once thick, green smoke begins to pour out of one of the braziersand in its midst you can see a phantasmalshape forming. The demonic spirit has the body of a huge jackal, with two dogJike heads sprouting from its shoulders. Behind them a massof serpent bodies writhe up along its back and two scorpion tails lash menacingly behind it. Do you have a Falcon Breastplate? you have, tum to the If paragraph which is the same number as the number of feathers on the falcon; if you haven't, tum to
to7. a,22
After days of trudging through the desert,your legs are just not strong enough to get you out of the chamber in time. You are only a metre from the archwaywhen the stafuecrashes down on top of you, cnrshingthe life out of your body.
423
In panic you sprint through the gorge - but, unforhlnately,not quickly enough.Severalrocks hit you and knock you to the ground, shrnned (deduct 6 points trom your sr.nurN,l). Turn to E9.
a24
The tunnel you.ue following is soonjoined by several othersfrom the left and right. Will you go straight on (h,rmto z4g),takethe first to the left (tum to r8z), the secondto the left (tum to z7z), the third to the left
EE
t2ra26 (hrm to r95), the first to the right (tum to 5or) or the second the right (tum to 6g)? to
t2ra29 The powderswere usedby the cult's High Priestess to communewith creafures the Pit. However, before of the summoned hellspawncan kill you, the templeroof caves burying you alive. io
You land the fatal Uo* llttne Dracon brings down one of the other men. The other two trappersfling themselves to their mountsandgallop away,scre.unon ing in terror. 'lt seemsI owe you my thanks again,' 'and as a sign of my gratifudeI shall saysthe creature, give you a gift.'The greatbeastboundsup the sideof a boulder, launchesitself into the air on its stubby wings, and disappears from view. You do not have to wait long, however,beforethe Draconrefums,holding in its mouth an object which it drops at yow feet.The article is half a metre long and looks like a T-shaped crosswhose top arm consistsof a loop. It is made of solid gold and hastwelve precious stones into it. It set 'l must be very valuable. hopeyou find this acceptable,' the Dracon says,'and thank you again,human.'With that, the golden creatureflaps its wings and risesinto the sky, leaving you alone again to continueon your quest.Tum to z5o.
In one comer of the ,ooilorfind a roundedgranite catch.You pull it and the doorway in front of you slowly rises. Not waiting for it to open fully, you throw yourself through the gap as the spiked roof meetsthe floor of the chamberbehind you. You have escaped the Fangs of Sithera!Regain 1 LUcK point. Picking yourself up, you look around. A few metres away is a T-junction;looking to the right, you can see a painted door, while to the left the passage swalis lowed up in the darkness. Will you go to the left (tum to ro5) or to the right (tum to frSF
Carved from a single piece of bone the hom is well made but is otherwise quite unremarkable.Retum to 359. rz6 Wondering what elseto do, you castthe powdersinto the magical flames of the brazier. Thich choking, green smokepours from the brazierand you can see, forming within it, a grotesque,demonic apparition.
129
Nemsetis just too good for you - but then, she is an expert and you are iust a novice - and victory is soon hers. Tum to gzz.
trE
a5(Fa5t 150 The passage soon ends at the entrance to a ruined room - and now you cannot believe your eyes. Re-
432-a35
flected in the light you are carrying is a huge pile of jewels and gold coins! There is no way onwards through the room, so will you enter and take someof the treasure(tum to 84), leave the room and make your way along the adloiningpassage, you have not if done so already (tum to 37o), or retraceyour steps back along the tunnel past the door by which you enteredthis part of the tomb (tum to 6tY
L3a
As you stride confidentlffing the avenue,the two guardsseeyou and,beforeyou can attempt any bluff, chargeat you. They are grotesqueto look at, with human bodies but savage,bestial heads,and hands gnpping cruel pole-arms! Fight them both at the same Lime.
S K ILL S TA MIN A
8 8
8 7
If you win, you enterthe blackpyramid;tum to 542. 'I believe that there i, ;5i" such item in a hidden room close to here. Leaving this chamber,furn left, then right, and the secretentranceis around there.'If you later find yourself in this passage, you may look for the entrance the hidden room by deductingroo to hom the paragraphyou are reading at the time then 'There is also a charm hrming to this new paragraph. that may be of use to you in the chamberof the GoldenCobra,'Rhehotep adds. Retumto 286.
the Keepingthe hills to your right, you trek across hot as sandsof a desertwhich stretches far as you can see to the north. After almost an hour's joumeying, you catch sight of severalhillocks of sand, each with a large opening at its summit,close to the edge of the to hills. Could these possibly be entrances Djaratian tombs,although they are much doser than you would have expected?Do you want to investigate the mounds (tum to 3,g)or will you keep well clear of them and proceed along the outskirts of the desert (tum to r89[
EE
454-457 154
At a single word from the strangeman,a huge SabretoothedTiger boundsthrough the doorway and across the sandto attackyou beforeyou canreachits master. SABRE-TOOTHED TIGER sKrLL 9 If you win, tum to 237. 8 srevrN^a
tii
You think that fire *"rttt" an effective method of attackagainstthe Decayer. you have somemeansof If setting the skeleton on fire, such as a torch, Yokka Eggsor a skin of oil, and you want to try this, tum to 94. If you do not, or if you do not wish to wastea fire (you cannotuseyour light, if you have nothing source else, leavingyourselfin the darkness), to a5E. so tum a56 Creepingtowards the huge golden cobra,you prepare yourselffor any devioustraps that may have beenset. As you step on to the last flagstonein front of the statue, gives way beneathyou. Testyour Skill.lf you it aresuccessful, to 7z;if you arenot, tum to zo6. tum 457 The Scorpiondextrously evadesyour defences, grabs in one of its clawsand its sting whips forward. Its -'-ou normallyfatalpoisonis iniectedinto your bloodstream, 'cut fortunately you have built up a resistance such to ioxins (add + to your porsoN total and deduct 5 oointsfrom your sr.lvrNn). Now retum to z4z and continue your battle with the monster.
ME
t5E-a5g 138
140
r4cr42
The Mummy horde numbers fifteen in total. With their atrophying handsoutstretchedin front of them, the powerful undead advance towards you. Fortunately, because Mummies are slow-moving, you can fight them one at a time. EachMummy has srrn 9 and srnulNa rz. (Remember reducethe total by to any you may havealready destroyed.) any individual If battle lasts longer than nine Attack Rounds,tum to 256. lf you manageto overcomeall the shambling undead, turn to 567. If you have a Carved itt"" t".", you could try blowing into it to scareoff the Xoroa (tum to z6).If you haveanythingelseyou may want to use,suchas a Yokka Egg or Firepowder,tum to zt8 and use it before you fight the two Warriors. If you have none of the above,you will haveto rely on cold steelonce more(tum to ar8).
Moving acrossto the archway,you direct your light nto the room beyond.At the foot of a few steps,the foor of the chamberis completely covered by the glistening bodies of hundreds of asps, a small but venomous species snake!Only six metresaway, an of uon box sits on top of a stone plinth. If you want to attemptto crossthe room to the iron box, tum to zz. you haveno choice Otherwise, but to leavethis place; ium to 54.
Thescarab slides ,^litf,u wall,asdoesthesnake easily after A grinding it. sound begins behind wallandyou the watch expectantly thedoorto open. for Tum to ro4. Youhaveno ideawhereil?, in the flooded maze. "." Rollonedice. you roll, If
7. 2
5 4 5 o r6
EE
45-'t11
t45
If you reduceyour opponent's steurNe to zero,you breakthe spell animatingthe Golem,and it becomes a harmless heapof sandoncemore(tum to r85).
fury, the cultistsrun towards you, intent on avenging of themselves your demise.But the transformation by cracking the statue-isnot over yet. With a tenible sound, fissuresappear all over Sithera'simage and piecesof it break off and fall to the floor of the charnber. the sametime, great rifts form acrossthe At walls of the dark temple and huge ciunks of masonry crash down all round you. The whole templeis starting to collapselThe cultists forget about you and, more concemed over their own plight, try to flee from the cmmblingbuilding. ]ust as you are thinking of following suit, two rotting hands reach out and grab you round the neck. Unravaged by fire, Akharis lives again!Breakingfree of .the Mummy's grip, you must now fight Akharisagain. A K HA RI S
SKILL E
S TA MIN A 10
scoreto 4 points or If you reduceAkharis'ssTAMINA or fewer,tum to 46.lf you lessin five Attack Rotnds do not, beforeyour battleis evenover the templeroof iallsin, crushingyou undertonnesof rock.
a14 Something tells you to pull the Ankh out of your backpackand brandishit in front of the statue.The Ankh glows with power in your grasp. The statue's piercing gaze falls on the ancientartefactand it stops in its tracks.Then the stone limbs stiffen once more with and the eldritchlight of its eyesfades.Screaming
145 Try as you may, you cannot find any hidden enhance, and you start to think that the old ghost must have been mistaken or confused after so many centuries. In the end, in frustration, you give up the search. Retum to zr5.
t rE
t46 146
t4r4E
Trudging through the desolate landscape,you are alone except for a solitary bird riding the warm thermals above the hills. After an hour, you hear the sound of hoofs in the distancebehind you. Tuming around,you canmakeout a cloud of dust approaching from the south-west.As its gets closer you can see that riding towardsyou on a gaunt,haggardsteedis a tall, thin man wearing scraps armourand car4zinga of battered wooden shield and a wooden lance. He is accompanied a short, round man riding a mule. by You cannot avoid these two peculiar characters, so you wait for them to comeup to you. 'Halt, stranger!'the man hailsyou. He is wearinga tall dentedhelmet and is sporting a drooping grey moustache and a pointed beard;he also looks well on in years lVhat are you doing in this region?' he asks, almostaccusingly. You tell him that you are on a vital missionand that time is of the essence. your Luck. Test If you are Lucky,tum to 542.lf you are Unlucky,tum to roz.
47 Where will you go now: towards the Temple of (tum to gz) or to the village (tum to r97[ Sithera
The door is not lo"k"d,lrld on the other side is a leading both to left and to regularly cut passageway coveredwith stylized carvingsof riftrt. rire *ilt "t" worshippingdemonic and semi-human, figures,human fot too long at someof idlob.You decidenot to gaze so the scenes, you move on swiftly. Will you go to the left (tum to rEo) or to the right (tum to 6l)?
EE
4trL50 Many of the tombs h#"9 been broken open and looted, while others are no more than piles of rubble. More disturbingly,however,you notice that the maiority of those chamel-houses broken into have also had open - and the bodies are their sarcophagismashed hissing. You begin to feel very uneasy, wandering among the empty burial sites,and you decide to get away from hereas quickly aspossible. It is then that you heardreadfulmoaningas a chorusof Blocking your dead voices announcetheir presence. bandagedhorrors. way back is a horde of shambling, Somestill look quite human,while othershave become Will skeletons. decayed, mouldering,bandage-wrapped you face the Mummies and try to force a way through their ranks (tum to 5o5), or will you flee (tum to z5E[
450
the Loparunrollsthe PapyrusScrolland scans columns 'Ah,' he says,'do you know what you of picturescript. have here?'You shakeyour head. 'This is a copy of ago, the hieroglyphicalphabetthat was used,centuries explainsto you by the people of Diarat.'The Shaman how to translatethe hieroglyphsinto Allansian.If you ever come acrossany of this hieroglyphic script, you will be able to hanslateit by subhactingzo from the you are on at the time, then numberof the paragraph tuming to the new paragraphnumber. Now retum to a94.
EE
15a-155
t.5445'
The amulet you are *";tt": protects you from the Evil Eye which the High Priestess trying to use is againstyou. Beforeshe can try anything else,you run at the deviouswoman.Tum to 55o.
a54 'Making your way onwards through the tomb, you cometo anotherjunction.Will you veer off and follow that leadsto the right (tum to zt5), the new passage you stickto this corridor (turn to rgoF or will a'5 from the White Lotus flower, this oil is clear Extracted There is and is non-combustible. and sweet-smelling, muchof it. Now retum to 15. alsonot very
The sun is low in the ,Ur"ff the time you begin your ascent. this light, Spirit Rock takes on a deep red In hue and the veins of cryrstal sparkleas they catch the sun'slast rays. If you have a rope and grapple,tum to tum to 59r. 595.Otherwise,
An omate golden chair, inlaid with precious stones, stands a raisedplatformbetweentwo arches. on Carved
to be a throne-room.
'.56 You have chosenbadly' By moving BlackThree you the hee White Four, which rapidly reaches other end Tum to 3zz. of the board.You havelost.
guards, doubtless buriedalongwith their king millennia ago. You are determinedto press on, since you feel that you haven't much furthei to go. Will you leave the throne-roomvia the right-hand archway (tum to z5)or the left-handone (tum to z5o)?
a57 next symbol and then the third' You You press the can hlar a grinding of stone on stone and wait for the door to open. Tum to ro4.
t rE
a5'Flt'g 15E
t6el6z
As you recover from the latest test of your mettle, you begin to itch all over and, looking at your hands, you canseescales formingon your skin!Thismutation must be an effect of the poison on the Caarth's weapons!The irritation gradually dies down and, as you will no doubt soon discover,your affliction may have its advantages. you ever suffer damagefrom If edged weapons,such as swords or daggers,roll one dice;on a roll of 5 or 6, you may reducethat damage by r point, thanks to the hard scalescovering your body.Tum to z5r.
t6o of Mummies cannot move quickly because their conso stricting bandages, will you run at them with your sword dr"*t (tum to 5r) or, if you can, will you use somethingelseagainstthem first (fum to rolf
r.6r. 'I am sorry, but I cannot give you what you desire,' 'Now lie down beside says the dog-headedShaman. you.'Tum to 76. this fire and let sleeptake
a5g Taking the spherein your hands, you suffer no illeffects.You sensethat you can see somethinginside it, so you rub its surfaceto see if you can uncover anything. Suddenlyyou feel &zzy and disorientated. Your vision swimsand the room spinsround you until you :re no longer sure that you are still in the same place.You closeyour eyesto try to stop the whirling and then, feeling steadier,open them again. Tum to 547.
tGz in You are at a crossroads the tunnels.Will you go left (h"rm r95), right (tum to 287\ot shaight on (hrm to to rooF
tr tr
r:65<55 a63 The mummified animals stalk prowl and slither towards you. In the confines of the corridor only two can attack you at the same time. (Any you have alreadydestroyedcomefrom the top of the list')
S K ILL
STAMINA
5 8 6
5 8 4
EE
V
16Gt67 r.6E-l7o t68
meat and stuffed ftgs. After several thousandyears, most of the food left for Akharis to consumein the afterlife has spoiled.However, if you want to spend some time searching, you could probably find some items that, preservedby the dry air of the tomb, are still edible.If you want to look for provisions,tum to zro. Otherwise there is nothing else here, so you leaveand follow the other passage (fum to rz).
Shakingthe rattle, you advanceon the Mummy causingyou you in the stomach, who merely punches to drop the charm. Deduct z points from your srAMrNA tum to zr.5. and
L69
Your feet touch the tunnel floor and you are safely over the chasm.Having rested for a minute, you set off again,until you come to a junction.Will you now go to the left (turn to 4o) or to the right (tum to gF
470
r.66 The processof removing the rocks from the blocked entrance is very tiring as well as time-consuming. Deductr point from your srAMrNA then roll one dice. If you roll an odd number,tum to zzy.lf the number rolled is even,tum to 5r9.
Having constructed your fire, you settle down to sleep. Tesfyour Luck.lf you are Lucky,the night Passes (restore srAMtNApoints)and in the mom2 peacefully ing, having consulted Jerran'smap once more, you headnorth towards the temple (tum to 5). If you are Unlucky,tum to 575.
a67 'What help do you require?'the man asks.Will you ask whetherhe can aid you in any way on your quest (turn to s1g) or askhim what he knows of the Shaman (tum to 589)?
t rE
a7a-r7t a7a After all you have had to face,your musclesare just too weak to achievethe mighty task you need them for. As the burid chamber fills with sand,you have to abandonyour attempt and consignyourself to death. In minutes the chamberis full and your advenfureis over.
a74-a75 :cnsation your stomach. plantsthe pungent assails The lrup is made from are toxic (deduct 4 points from i-our srAMrNa and add z to your porsoN score). \ow do you want to try rubbing some of the syrupon your body instead(tum to ztg) or drinking ;ome of the sweet-smelling liquid (tum to 8z), rr will you leave the embalmingchambers (tum to 37il?
474
xrambling down frorn the safety of the rocky ledge, 1-ouwalk slowly towards the beast. Hearing your :ootsteps, Dracon tums its headin your direction the andlets out a tenifying roar. You notice that, with the reature's struggling,the stakesholding the net down r-re comingloose. you want to: Do Before you can throw yKr"lf out of the way, the mud-ball rolls into you, knocking you to the ground Severalof the stonesembeddedin it gash your :ums and legs (deduct z points from your srevrNe). As you struggleto standup, the beetleattacks. GIANT SCARAB BEETLE sKtLL 7 srepuNr 8 For the first Attack Round of this battle reduceyour Attack Strengthby r point as you are still getting to your feet. If you defeat the overgrown insect,tum to 55a. You take a swig fro* tf,151", and swallow quickly. You immediately doubleup in pain asa terriblebuming Show the beastyou meanit no harm and keepwalking towards it? Tum to 196 Draw your sword and prepareto defendyourself? Tum to 562 Make a run for it while vou still can? Tum to zy5
475
Very well,' the Sphinx intones. Tlere is your first 'pestion.Who designedand built the tomb of the evil onewhom you seek?' you know the namethat is the If inswer to the Sphinx's question, convert it into a :rumber using the code A = L,B = z, C = 3 and so on; then tum to the paragraphwith the samenumber. .1youdo not know the name, tum to z6a.
Et t r
':76-177 a76 Before you can reach the Mumrnies, a cold shiver passes over you. The statue of Sithera is glowering down at you malevolently. Suddenly, a cultist leaps into your path wielding a huge, curved blade! You must fight him.
ELITE CULTIST
S K ILL 10
srevtNn I
If the battle lasts more than six Attack Rounds,more cultistssurroundyou; tum to 558. If the battle lastssix roundsor fewer,and you win, tum to r58.
477
Opening the darkwood door, you enter a square room, on the far side of which an archway leads into a second, darkened chamber from which you can hear a hissing noise and the slithering of scaly bodies. However,beforeyou will be ableto reachthat chamber you will have to defeat the guardiansof this outer one. Dressedin faded Djaratianrobes,two horrifying figures are advancing towards you. In the flickering light you can make out their skeletalhuman bodies, and you recoil at the sight of their serpentheads,still and their glowing covered in patdres of snake-skin, you would rather slamthe door shut again red eyes.If and escape from here immediately,turn to s4; otherwise, you will have to fight Sithera'sminions at the sametime as they attackwith talonedhands.
trtr
L7E
SKIL L STA MIN A
tTytEo
NANDIBEAR
sK rLL9
S TA MIN A
11
8 7
7 7
If you succeedin winning two consecutiveAttack Rounds against either of these hellspawn,the spell animatingits body will be broken and it will collapse into a pile of bones. If you defeat the Demonic Servants, tum to r4o. There are riches f,"ru U"?3nd your wildest dretrms! hoard beforeyou, you are Mesmerized the treasure by only dimly aware of a rushing sound coming from the main chamber. last you look around- and seewith At horror that the burial chamber is filling with sand, pouring down from holes in the ceiling. It is already kneedeep as you wade back towards the door, where you find that it has closedagain and that there is no handleon this side!In a matterof minutesthe room will be completely filled with the sands of the desert above, burying you alive. Greed has proved to be your downfall!
The sun setsover tt *"t?3* horizon and you settle " down to rest betweensomerocks.The night is warm and you are soonfast asleep . . . You wake up with a start, hearingthe snufflingsound made by some large creaturenear by. You have just your sword when the beast comes into unsheathed view between the boulders. In the moonlight the creaturelooks like a crossbetweena bearand an ape, but it is largerthan either.Smellingyou, the Nandibear tums to face you and lets out a blood-curdlinghowl. It hasdecidedthat tonight it will feaston its favourite food - humanbrains!
18o
The passage continuesfor quite a Way without changing direction. At last you come to a black-painted
EE
ttr. {oq in the right-hand wall of the passage;a silner \*ag protrudes from it. Do you want to try to open this door (tum to arE) or walk further along the (tum to 296[ passage
r.Ez-tE1
r'Ez you reacha T.junction. Will you now go bthe left (tum to +E) or to the right (tum to tz4)?
If you have someriruporrlE"l or a yokka Egg, you can use either of them to diskact the Cydops; Test your Skill iI you do this and, if you are successful, reduceits srAMrNA score by the appropriate amount before fighting it (tum to a+E). If you do not have any such specialitems, you will have to be satisftedwith ttuowing rocks at the beast. Tnt your Skill. lf you are successful, one dice. If you roll a 6, tum to tg9; rt roll you roll any other number, deduct z points from the Cyclops'srAMrNAbeforefighting ib fum to z4E. Even if you fail, you still athact the monstey's attention, even though you do not wound ib tum to z4t.
Therecanbe no doubt tnffi" Golemwas an emissary d the Cult of the Cobra,sentto stop you reachingthe tlrb. As the day grows hotter, you redouble your cfiorts and force yourself onwards, determined to drwart the evil sect'splans.At last you find yourself tazing over the top of a great rift in the hills. At the sand-blownvalley you can bottom of the steep-sided, opening in the side of a dearly seea dark rectangular diff, surroundedby large, carefully cut blocks of stone Djaratian. bearingcarvedreliefswhich areunmistakably You have found the Tomb of Akharist However, you may still not be able to enter safely,sincefrom your lizards you vantage-point canseetwo giant,fourJegged *anding close to the entrance.Both are saddled and hamessed, thereis no sign of whoeveror whatever but has ridden them here. Do you want to approachthe tomb immediately (tum to 276)or will you wait to see ensue(tum to u9[ whetherany further developments
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r.84-tt6 aE4 You manage to trap White Four securely,but liVhite Two is left unchallengedand in three moves the game is all over: Nemsethaswon. Tum to 5zz.
rETr.EE only after you have openedthe iron casketthat you discovera problem'lying in the bottom of the box is a long, rolled-up papyrus scroll and crawling all around eachas big as and over it are severaldeadly scorpions, a man'shand.If you want to take the scroll, Testyour you Skill.lf you.re successful, lift'it out safely;tum to zoo. If you fail, you disfurb the scorpionsand have to mdure their stings!Roll one dice and divide the result by two (rounding fractions up) then add this number to your polsoN score;tum to zoo. Altematively, you may decideagainstretrieving the scroll and so attempt to leavethe room; tum to rrr.
LE7
a8s Yelling, you run at the leader of the cultists.At the last moment he deftly sidesteps of Srour out way, and you end up sprawlingin the dirt. Testyour Luck.lf you are Lucky,tum to 565.1fyou are Unlucky,tum to 55.
Kneeling down at the water's edge, you cuP your handstogether and, having dipped ttrem in the pool, gulp d"* a great mouthful. Almost instantly your by stomachis seized a tenible buming pain.The water of the oasisis poisoned!You writhe around in agony but for severalminutes before the acute pain passes, weak and nauseous (deduct + you are left feeling and pointsfrom your sTAMINA add z to your PoIsoN score). Once you feel ableto continueagain,you leave oasisto explore the ruined remainsof the treacherous the temple.Turn to 9i46. rtE
r,E6 Standing on the plinth, clearof the snakes, you study the box and find that it has a simple,hinged lid. It is
here.
Et r
'..EflgL aEg You have not gone mudr further when suddenly a lizarre creatureappearsover the crest of a sand-dune h front of you. Its headand torso are human,but from tre waist down its lower body and legs are those of a giant ant! The Xoroa for that is what you :re now h.i.g, standstwo mekes tall and is coloureda deep eyes are silver reddishbrown all over. The creafure's two flexible,antJike feelers nd, insteadof outer ears, ortend forward from the top of its head.This Xoroa Warrior has been patrolling the arearound its colony and it makesangry clicking soundsat your intrusion. Armed with a short spear, the guard attacks in*antly.
XOROA WARRIOR If you win, tum to 55r.
a90
10 sKILL
S TA MIN A
11
the The further you progress, more cracksand fissures you notice covering the floor of the tunnel. Just as you .ue considering tuming bad<" the tunnel floor gives way and,yelling, you fall through utter darkness Your cry is cut short by the shock for severalseconds. you allow your body to be of hitting water.Surfacing, carriedalong by the fast-movingcurrentof a subterraneanriver.Tum to zEo.
agt
Your sword drawn, you run into the room uttering a shout.At the last instant,the cultist tums and PrePares to defendhimselfwith the staff he is carrying.
EE
492-tg,
r.g4-tg6 sKrLL 7 srAMrNA z you whole! Trapped inside its stomach, you quickly suffocate before its powerful digestive acids begin their work. The Shamancan tell ,or, "riJr" about an obiect only if you have a numberassociated with it. If you do have such an item, multiply the appropriate number by thirty, then fum to the paragraphwhose number is the siune as the total. After you have discoveredmore about your obiect, you will be retumed to this paragraph. When you have finished showing Lopar your items,he says to you, Now lie down besidethis fire andlet sleeptakeyou.'Tum to 76.
195
CULTIST
If you win, a swift search of the cultist's clothes reveals nothing of use to you except two meals' worth of provisions (add these to .yow Adomture Sheet). Still no wiser as to the cultist's actions, you searchthe chamberbut discovernothing. All you can do now is continue along the tunnel; eventually it fums right again,bringing you to the top of another flight of stone steps that lead still deeper into the tomb. You have no choice but to descen4 fum to zr.6.
The talismanstarts to f"lii". Holding it up by ts chain,you seethat the sun is glowing brightly. There is a suddenflash,then a blazing beam of light shoots from the amuletinto the undeadhorde with devastating effect.Severalof the Mummies immediatelyburst into flamesas their bonedry wrappingsignite under the heat of the beam.Roll one dice and add z. Make a note that this is the number of Mummies you have alreadydeshoyed.The talisman's power is expende4 but Akharis's servantshave already sufferedthi wrath of the sun god! Now will you attack the remaining undead with fue (tum to r.8) or your sword (fum to 5a)?
493
The only sound in the tunnels is the gentle lapping of the water against the walls. Rounding a comer, you Which way will you go come to a large intersection. now? First left? Secondleft? First right? Secondright? Shaight ahead? Tum to 5or Tum to 254 Tum to 69 Tum to ar7 Tum to r4z
Catching you off guard, the serpent evades your feeble blows and strikes swiftly. In an instant its mouth hasclosedround you and the monster swallows
ag6 Raising your hands in a gesfure of peace you move doser to the Dracon, telling it that you mean it no harm. You are somewhat surprised when the beast snarlsin reply, Well, get this infemal net off me then!'
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a9Ta99 Will you do as the creature demands (turn to zt) or leave it bound (tum to 582)? 497 At present you are wandering through the deserted streets of a Djaratian workmen's village where the people who laboured to build the Necropolis once lived. Their basic dwellings are in ruins now and there is nothing of use to you here. However, as you are returning to the central avenue through the City oi the Dead you come upon a craftsman's workshop, stili almost intact. Looking inside, you notice an iron ring attached to a flagstone in the middle of the room. Ii you want to try to lift the flagstone, tum to 67. Altematively, you can leave the workmen's village and explore the low stone buildings, if you haven't already done so (tum to 56), or make for the Temple of Sithera(tum to 9z). ag8 The inscription reads: Twice upon the door to knock, thrice upon the door unlock. If you know how many times you must knock upon the door, tum to the paragraph with the same number. If you do not, you will have to press on further into the tomb, tum to 574.
2o()
2o,(>2()1
-nrolling part of the scroll,you seethat it is covered n picture-writing and illustrations in the Djaratian dyle. Scanningthe ftrst'few columnsof hieroglyphs, urd utilizing your growing knowledge of the ancient )jaratian language, you translate them to discover $eir meaning.It appearsthat the scroll you have in lour handsis an ancientDjaratianTook of the Dead', a guide to the joumey through the underworld containng spellsto aid dead people making the joumey and nformation suchas the fact that they must facethirteen ruzardson their joumey. This could prove very useful. Rollingup the scrollagain,you put it in your backpack. lum to rrr.
you throw yourself Your sixth sense screamiffir.r, iorwardjust as the floor gives way beneathyou. You heavily just on the far side of the pit-hap, winded ^and hut alive. The bottom of the deep, sheer-sided is pit Slled with cmelly pointed metal spikes!You had a closeescapeindeed!You continue on your way exremely cautiously. The passagesoon fums to the right and, following it, you come upon an archway, surroundedby carvings, in the left-hand wall. If you followeda cultist into the tomb, tum to 45. If you did not,tum to 7t.
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202-203 2()2
Hearinga clicking sound,you look along the length of the room. At its far end, standingin fiont of a grand They set of double doors,are two tenifying creafures. humans and gigantic appearto be a cross between scorpions, with the headsand torsos of men but the Carrying bodiesand deadly stings of desertarachnids. oncehuman polearms, theseare the demonicAccursed, but now seruants the Demon Prince.If you are to of gain accessto the third level of the tomb, you will of haveto vanquishthem in battle.Because their great one at a time. size, fight the Accursed
S K ILL S TA MIN A
ao g
7.o r-I
If either of the Accursedwins an Attack Round, roll one dice. On a roll of 5 or 6, insteadof hitting you with their polearms,they strike you with their stings iadd r to your polsoN scoreas well as losingz points from your sravtN,l). If you overcomethe demonic guards, tum to r55.
205
Evading the Mummy's flailing .ums, you grab the death-mask pull it from Akharis'shead,flinging it and to the ground. At once the Mummy howls with pain and its movement seems to become slower. Your point and 2 sTAMINA actionhascost Akharis 1 sKILL poinis of damage(rememberto make a note of the number of points of damage Akharis has already
utr
2o4-20,5
2orzao 207
suffered).You now have no choice but to'fight the Mummy. Tum to 97.
when you You have almost reached caveentrance the fall. There is no way you could survive a fall from zucha height. When you hit the ground, your body is smashed pieceson the bouldersat the foot of Spirit to Rock.Your advenfureis over. zo6 Keepingout of sight of the guards,you creep round the side of the pyramid and soon discoveran altemative way into the temple.There is a small hole, halfway up the side of the pyramid severalmetresabove you. You could easily scramble to it - but it could up be a trap. Do you want to risk it and climb up to the hole (furn to 77),or will you use the main entrance afterall (tum to rlzF
You find yourself*"lki,',;;:ng a rectangular passageway cut into the rock of the cliff. Daylight entering from outside illuminatesthe tunnel for only a short way - beyond that there is nothing but darkness. If you have a perrnanentlight-source, say a lantern, torch or lamp, turn to 3o7.If you have no meansto light your way, fum to z5g.
This is a foolishmove*ili leaves way clearfor the WhiteFour. Nemset winsthegame just two moves. in Tum to 3rz.
209
The small pyramid has been carved out of a piece of quartz crystal; it refracts the light from the sun inside it into a myriad colours.Now refum to r.5.
2to
Your reflexes.re enough. Helplesslyyou ;:f "", plunge into the pit, the bottom of which is filled with bubbling acid.No one escapes from the Venom of the Cobra!
Your search quite fruitful and you manageto accumuis late enough food for 4 meals (add these to your Adoenture Preparingto leave the offerings chamStuet). bers,you tum back towards the stone door. With a
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2At-
242-2'.5 242
crackingsound, fragmentsof plaster start flaking off one of the wall-paintings.You watch, startled, as a life-sizeftgure from the mural begins to emergefrom the wall, assuming three-dimensional a form as it does so. The Djaratiansbelievedthat figures of servants paintedin the tombswould magicallycometo life to servethe deadking. This is exactlywhat is happening now as the food store'sguardianprepares deal with to a thief- youl TOMB GUARDIAN sKrLL 7 sravrNe 6
you have the elementof surprise,the cultist is Because prevented from using any trickery against you, and you gain an unopposed strike. Then the cultist snarls and h"rms you. on
sxnr 6
srAMrNA5
245
If you kill the servantlat your final blow the guardian crumblesinto a heap of plaster-dust, allowing you to leave. Tum to rz.
Trudging through the deathly stillness of the tomb, you wonder what other surprisesand horrors await you before your quest comes to an end. The tunnel turns right and you continue to walk along it for severalmehes.Tum to 25i4.
244
You try to leap out of ,fi"""*u, but the lance strikes you in the middle of your chest,pushing you to the ground (deduct 3 points from your srnrrarrue). Unsheathinghis rusted weapon,the man bearsdown on you, shouting,'Die, Demon! You cannot prevailagainst the honourof Don Huan Femandez, Knight of Vastille!' For the first Attack Round,reduce your Attack Strength by r point because arelying on the ground. you
FERNANDEZ
sKrLL 7
STAM T N A 7
As your opponent falls, so does lerran's. Before you can stop him, the third cultist furns tail and flees towards the markets.What will you do now? Will you pursue the cultist and try to stop him before he can wam the rest of the sect (furn to 1g4),leave Rimon immediately,with the intention of heading the culust off on the way to the tomb (tum to z4z), or ignore *re cultist and visit the markets to prepare for your quest(tum to rrz[
245
You now have only three options open to you, since Akharis is upon you. You can either attack him with your sword (furn to g7), W to remove his death-mask (hrm (tum to zg5) or try to destroy the sarcophagus to 257).
mtr
2a6-2aE 2a6
,{s you descendthe steps you are amazedat the amountof heat,transmittedthrough the sandand rock of the desertabove, in the tomb. Through your consiant exertions, beadsof sweatstart to breakout on leads into a low-ceilinged, 1'our skin. The staircase squarechamber,on the far side of whlch is a fine woodendoor with gildedhandles. However, resting against the wall to the left of the door is a grotesque, mouldering,human skeleton,still wrapped rotting clothes. in The air round the colpseis heavy with disease and decay,and sunk deep in their sockets two vacant,sickly yellow eyes.Cautiously are you step towards the door and immediately the skeleton comesto life and lurchesjerkily towardsyou, its claws raised.You are going to have to fight the foul Decayer!Will you use your sword (tum to 258) or someother weapon(tum to r55)?
All the tunnels toot lr"riLuch alike. Coming to a junction, will you now takethe first to the left (tum to to 5or) or the second the left (tum to r8z), or turn to the right (tum to z7z)? ztB You have strayed inside the boundary of the land round a Xoroa colony which the two Warriorsyou are now facing have been guarding. You must fight the ant-men the same at time.
EE
2Ar22t
222-224
STAMINA
lo
Lo
Se treasure chamber, but on your way out you grab a :andful of gems, worth between 3 and s Gold Pieces roll one dice and add z to the number rolled) and a 3ronze Rattle - a sacred device used in religious :eremonies. Now tum to ro5.
222
The synrp is used by embalmersto toughen and preservethe body as part of the mummificationprocess. Rubbingit on your skin toughensit so that from now on you may reduceany extemalphysicalinjuries you may suffer, say in battle, by r sr.lurNe point. However,this tougheningmakesyour skin lessflexible and so hampersmovement(reduceboth your current andlnitialsrlrr. by z). Now will you: Drink someof the syrup? Drink from the other jar? Leavethis place? Tum to r73 Turn to tz Tum to 579
)esperatelyyou hack at the swarrnwith your sword, Tying to preventthe waspsfrom stingingyou. Fight ie insects if they wereone opponent. as
S'iVARM
sK rLL9
STAM IN A 7
Secause swarm is made up of many creatures, the it xrll be difficult to iniure, so for the duration of this :attle you must reduce your Attack Strength by r roint. If the swarm wins an Attack Round, deduct z :oints from your srAMrNAand add r to your porsoN score. you win, tum to 5oz. If
225
Putting the hom to y#"tips, you blow hard. A resonating blastechoes across hills but doesnothing the to stop the Golem'sadvance. gritty ftst shikesyou in A the face(deductz points from your srnulNn). Swiftly you draw your sword,ready to retaliate. Tum to r45.
5o, you managedto retrieve the Serpent's Eye from ire tomb,' the priestess sayswith a voice like velvet. In that case, obey my will. Kneel!'You are unableto :esist.The evil artefact round your neck makesyou zusceptible the will of the Demon Prince'sminions. to You remainmotionlessas the life-forceis drawn from .;ourbody so that Akharismay live again.
224
the iitTr"insane loyalty should |ust in case undead bring him backto life oncemore,you set ftre to his colpse. Havingdoneso,you do not delayin leaving
lhere is nothing remarkable about the key, and Cranno you he has never found a lock that it ftts. Retum -lls 10 559.
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225-227
zzE and strangleyou, causingdamageequalto the roll of onedice!EachAttack Roundafter this, you must strike successfully free yourself from its grip or take the to same extra damageagain.If you overcomethe undead guard,tum to 5r9. zzB The door opens into an antechamber which is decoratedwith paintedreliefsof the Diaratiansat war with variousnations and desert tribes. Beyond this room, through an archway, is another, smaller one. In the centre of this second room stands a plain alabaster pedestal which, glinting in the light you are carryon ing, you seea smallfigurine of a cat madefrom jet. As you considertaking this treasure, you becomeaware of the two life-sizestatuesof men, armedwith spears, standingone either side of the archway.Do you want to enter the inner chamberand take the cat (turn to :5r) or will you leave this room and retum to the passage outside(tum to 296[
Time will wait no l""r"r:it, you watch, the ghost of Rhehotep fades. 'May the good gods of Djarat go with you, brave adventurer. . .' is the last thing you hearhim say beforehis spirit departsthis world at lasf. Turn to r54. zz6 Dusk falls and still you have not sighted the temple. Here,on the fringesof the Desertof Skulls,the nights are as freezingas the days are scorching. you havea If Yokka Egg, hrrn to E5. Otherwise, do you want to build a fire to keep you warn, assumingyou have some me:rnsof lighting one (tum to t7o), or would you rather not risk attracting the attentions of any noctumalhunters(turn to 5r)? As you clear away th" .u"b?", you are intemrpted in your labours by the anival of one of the tomb's wandering guards. With lifeless, rotting flesh, long dank hair and tatters of Djaratiangarmentsclinging to its decayingflesh,the Tomb Stalkerstumblestowards you, moaning.If you do not want to fight the deathly guard, you can stop clearingthe passageway run and back along the tunnel, following it past the cedarwood doors (tum to zS4).Otherwise,you will have to fight. TOMB STALKER
srrrl 8 stevrNe 6
If the Tomb Stalker wins two consecutiveAttack Rounds,it will grab your neck in its powerful hands
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Entering the passageway, there is a sudden drop in temperatureand you cannot help feeling that your llght does not penetrate the darknessas well as it should. Without waming,a huge claw sinksinto your back, tearing your flesh to the bone. Screamingin pain, you stare,horrified,as a great ball of fire comes hurtling down the conidor and engulfs you. From amid the flames,a spear-wieldingcorpse thrusts its weaponbetweenyour ribs, and all around cruel faces laugh at your distress.Can this really be happening? Testyour Skill.lf you succeed, tum to 7o.lf you fail, bumto 52.
230
You pressthe vulture symbol next and then the snake. Thereis a momentof tenseanticipationas you wonder whetheryou have madethe right choice,then the wall swings open. Stepping through the secretdoor, you find yourself in a short corridor which ends after only ten mehes at a bizarre portal carved to resemblea gapingserpent's mouth.Between fangs,pin-pricks the of silver light swirl within a black void. There is no sign of the cultist, and the portal is the only way forward, so will you enter it (tum to S+il or retrace your steps to the original tunnel, which tums right and leadsyou deeperinto the tomb down a flight of steps(tum to z16)?
254
bodies, you wonder As you searchthe Snakemen's what they are doing in the tomb. The Giant Lizards
Et r
212-25t
23,4-256 you do not see the missing steps and, losing your footing, fall the rest of the way down the steep,very long staircase. Lying at the bottom of the steps, stunned,you are only dimly aware of the sound of footsteps and a sibiliant hissing before a poisoned blade is plunged into your heart. You perish horribly in the darkness. Your adventure over. is
you encounteredmust have been their mounts. It is likely that the Caarth were investigating goings-on here becauseof the proximity to their lands and the connection with the Demon Prince, Sith, whom they worship. These two can only have been scoutsfrom a larger party, as they are carrying nothing of use to you in terms of provisions or treasure. Leaving the dead Caarth, you make your way to the far side of the pillared haII and leave tluough an archway, which is the only exit. You enter another short passage which ends at a T-junction.Both routes look exactly the same,so far as you can see by your light, so will you take the left- (tum to fg6) or the right-hand tunnel (tum to ZsF
You passunder u ,".tion'5i roof coveredwith thick slime and, as you do so, some drips on to you. Unfortunatelythe vile gunk is acidic (deductz points from your sraurra). Now wherewill you go? Left, then left again? Left, then straight on? Straighton?
255
In the alcove i, ..yrtulry2orb,resting on a golden " stand, an alabasterbowl containing brightly coloured powders, and a flask fashionedin the form of a viper, containing someblack liquid. What will you try to use to aid your escape? The crystal orb? The coloured powders? The viper's venom? Tum to 5t Tum to ra6 Tum to 297
Crouching low againstthe top of the cliffs,you encounter no hostile denizensof these parts and, once past the gorge,you follow a stony track down towardsthe lower ground and rejoin your original path. Tum to
90. 236 While you battle on, the other Mummies slowly surround you and grab you with their decaying hands. Unable to move, you :re totally helpless as the High Priestess casts her spell, draining your life-force to resurrect Akharis. Your adventure is over.
enveloping bladcness.Slowly edging forward, you ftnd yourself at the top of a flight of steps and begin to makeyour way down. Totally blind in the darkness,
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24o..41
Tl'owing asidehis rn"rk?f,:-an runs down the steps from the platform and falls to his knees beside the prone body of his dead pet, tears streamingdown his face. Then he fums to you and, between great sobs, manages splutter,'l'm sor4r. Oh please to have mercy. I don't mean anyone any harm; I just like to be left in peace.'Seeingthe man in such a state,you are ftlled with remorse and leave the ruined theatre before you causeCranno any more grief. Tum to E.
While you are lighting the torch, the waspscan sting you unopposed(deductz points from your srAMrNA and add r to your porsoN score).However, wielding the blazing torch, you will be able to harm the swarrn more effectively.
SWARM
SKILL 9
STAMTNA 7
You tum tail and *" *r.*lhe hbyrinthine depths of the tomb district. Rounding a comer, you almost run shaight into anothergroup of Mummies,then a third group emergesfrom a side-street.Surrounded,you do your best to fend off the lumbering undead but, even with ftre as a weapon, you are evenfually overcome by the sheerforce of their numbers.Your advenfureis over.
Because you are using an unusualweaporyyou must reduce your Attack Strength by r point for the duration of this battle.If the swarmwins an Attack Round, as well as losing 2 srAMrNApoints you must add r to your polsoN score.If you overcomethe swarm,tum to 5oz.
\a
You have not travellea "#aong the passagewhen you come to a junction: another low corridor leads away to the left. Do you want to follow this new tunnel (tum to 5o5) or would you prefer to stick to your presentroute (tum to aS+F
If you are wearing ffi Tahsmaru multiply the " numberof light rays projecting from it by eight, then turn to the paragraph with the samenumber as the total. Anything else you may have has no effect on theseundead;so will you fight them with fire (tum to rt) or with your sword (tum to lrl
trE
245-^+t scorpion and strike its claw. Releasingits grip on |erran's body, the grotesquecreaturetums to ittack you. G I A NT SC ORPION sxrlr 8 srA MrNA 0 1
24r247 The creaturestill lies where it fell and you Nandibear. canmakeout its hacksamongthe rocks.Its lair cannot could be be far away,and you wonder what treasures s Kiddenthere. If you want to follow the Nandibear tracksin the hope of finding its lair, tum to tr7-lf yort would rather not make this diversion from your journey,tum to 557.
245
# fr
Unfurling the scroll, you scan the columnsof hieroglyphs for a spell to help you. As you do so, Akharis grabsyou and hurls you to the floor (deduct4 points Droppingthe scroll,you PrePare from your STAMINA). zr5. to fight; turn to 246 You side-stepswiftly so that the mud-ball rolls past you harmlessly. Angrily, the beetlescuttlesforward to attack.
water, etchedwith the Djaratiansymbol for life. ,Take the Sun Talismanand the Waters of Life,' says the 'and may they help you thwart the evil one., princess, If you ever want to drink the Waters of Life (but not when you are in the middle of a combat), makea note of the paragraph you are readingat the time, then tum to 55S.For now, add your new possessions your to Adoenture Sheet, thentum to 3zz. ''14 The rest of the night passes without incideht,and in the moming you are able to inspectthe body of the
sKrLL 7
s'rnurNe8
along the tunnel, you are startled to hear Proceeding The nbise the sound of rushing water in the distance. you come to the edge of a increases volume until in you precipice. Shiningyour light into the darkness, see is ihut lh" crevasse severalmetreswide and that the tunnel continueson the other side. Your illumination also picks out the craggysidesof the chasmbut does not reach as far as the water you can hear roaring
Et r
24E-z'o
251
below. Somehowyou will either have to get acrossto the other side of the crevasse risk jumping into the or underground river. Will you: Attempt to jump acrossthe chasm? Tum to z9z Use a rope and grapple if you have one, to swing across? Tum to z7t fump into the river? Tum to 586 z4E Yelling, you chargeat the Cyclops and, before it can react,sink your bladeinto its leg. Bellowingwith pain and rage the monsterforgets Femandez and tums all its fury on you.
CYCLOPS If you win, tum to 52. sKrLL 10
ST AM IN A 10
scrubbybush and in this hot region is the occasional fleshy, green, thick-stemmedsucculent covered in spines. You notice one of theseplants growing close :ue to the track you are following. Somespecies very you do not know if this is sucha one. nutritious,but Do you want to cut yourselfa pieceof the plant to eat (fum to to) or will you continueon your way (tum to rr)?
254
in a flooded room.
Manacledto a wall is a human skeletonand hanging frorn its neck is an obsidianpendant,which you take if you wish. Leavingthe room, you refum to-uy the intersection. Will you take the ftrst to the right (tum to r.g5),the secondto the right (furn to z7z), the third to the right (tum to rEz), the first to the left (tum to 59), the secondto the left (tum to 5or) or go shaight (tum to r4z[ ahead You trudge on through 'ril n"", of the day, further into the rugged hills. The only vegetationthat grows
You pass through the archway between the stafues unhinderedand lift the jet figurine from the pedestal without triggering any lethal device.It is only when you approach archwayagainthat the natureof the the hap here becomesclear. Creaking, the two statues and advance of move from their sentry-posts cenfuries towardsthe tomb robber who would stealthe treasure they guard. Standing in the archway, you may fight the statues one at a time.
S K ILL S TA MIN A
6 I
6 9
If you wio the secondstafueshattersas you lay your you final blow. Stowing the Iet Cat in your backpack, in leavethe room and continuealong the passageway Tum to 496. search further treasures. of
ME
255-254
Lying at the bottom of thli;.ophagus, among a few scrapsof stained,tom bandages, an amulet in the is form of a stylized eye (you may take it if you wish). So where can Akharis's body be? The Cult of the Cobramust have moved it from the tomb and takenit elsewhere. Having bravedthe tomb's dark depths,you are overwhelrnedwith dejection, fearing that your perilousjoumey may have beena completewasteof time! You are rousedfrom your stateof self-pity by a rushing sound.Looking up, you seein horroi that the burial chamberis fillilrg with sand which is pouring down from holes in the ceiling. The door slamsshut and there is no handleon the inside!The last trap has been sprung and, if you cannot find a way out ioon, you aregoing to be buried alive.Test yourSkill.If you succeed, to rog.lf you fail, tum to 42. tum
yells, acknowledging Reheatl Retreat!' tf,u of?* your superior swordsmanship and breaking off his attack. Pulling on his steed'sreins, Femandezgallops away north-eastwards into the hills, followed by Gordo on his mule. Bewildered by the old man's irrational actions,you watch as the two ftgures dwindle into the distancebefore continuing your journey on foot. Tum to 24. 254 you find yourself in a small Following the passage squareroom with a door in each of its four walls. As you stand in the middle of the room, considering which way to go next, there is a loud grating sound and four great slabs of stone drop dowo blocking all the exits! You run over to one blocked doorway and hammeron it with your fist. As if things were not bad enough already,now you hear a deep rumbling sound and the roof of the chamber begins to descend as great metal spikesemergefrom holes cut into it. You were not quick enough in leaving this room, so now you will die by the Fangsof Sithera!IA/hatare you going to do to preventzucha grisly fate?Will you: Ram one of the doors? ceiling? Try to jam the descending Searchfor a releasemechanism? Tum to rEB Tum to 66 Tum to 562
trtr
25y257
hansformaAs soonasyou tor.n tn"liltue, a magical growsuntil it is tion takes place the goldenimage and
two and a half metres tall. The huge crocodile-head looks down at you then raises a great golden fist, ready to beat you into the ground. Do you have a Gold Piece or something else made of gold among your possessions? you have, fum to 78. If you If haven't,tum to 275. 256 Looking through the telescope,you are amazedby In how closedistant feafuresappear. the east,a single high pinnacleof rock juts up from amongthe hills into the sky. A massiveboulder seemsto be balancedon top of it and you can make out shining, swirling pattemson its surface. Surelythis must be Spirit Rock! Tuming to the north, your eye is caught by the the reflectionof the sun on water.Surrounding oasisis a group of palm treesand next to it, lying in fumbled Tum to 255. ruins,is the templeyou seek. 257 you will first have to get To reach the sarcophagus, out The foul Mummy reaches for past Akharishimself. (Remember deduct any to you with bandagedtalons. points of damage you have already inflicted on Akharis.) AKHARIS
sK rLL15
STAM TN A 2 5
As soon as you have fought four rounds of combat, you get past the lurching undeadhorror and run up
EE
25'F.259
z6ez6t
the dais steps to the sarcophagus. how will you But destroy it? There are severallarge cracksacrossthe coffin,but you feel surethat strikingit with your sword will havelittle effect. you havesomeFirepowder If you could use,tum to 3y5. Otherwise, you decideto try to push the great stonecofftn off the dais,hoping that the fall will break it. Roll four dice; if the total is greater than your srAMrNAscore, you are not strongenough to carryz such a herculean out feat (tum to g). If the total is lessthan or equalto your srAMrNAscore, you succeed pushingthe sarcophagus the daisso thai in off it hits the floor with devastating (tum to lZl). results 25E Reekingof deathand putrefaction, undeadDecayer the advances towardsyou, fearless your weapon. of
stumbleto the ground and the cultists are uPon you. Turn to 68.
z6o As you walk towards the left-hand exit, the guards' towards bonesrisejerkily from their postsand advance you. They will reachthe archwaybeforeyou do, so, if you want to avoid clashingwith the guardsyou could changedirection and run through the other exit (tum to zzg). If you are intent on passing through this archway,you will haveto fight. 'K;LL 7 STAMINA
DECAYER
s K [L 7
STAM T N A 5
Unknown to you, while you were fighting you have been infected by the near-invisible,disease-ridden sporesreleased the Decayer(so, if you win, add 4 by to your PorsoNscore); tum to r48. 'Run for it!' you ,t o.rt to'i3rran, and the two of you chargethe lone cultist behind you. Knocking him to the ground, the way along the streetaheadis clearas far as the markets. Once among the crowds, you should be able to lose your pursuerseasily.Suddenly you hear a humming sound as two throwing-starsfly from the cultists' hands and strike you and ferran in the back (deductz points from your srAMrNA). You
z6t 'You areno Demon,'hesays, lookingslightlybewildered. 'Perhaps did scoundrelZanmethees that black-hearted that Fernandez he did not and, not sendyou.'You assure profuselyfor at convinced last,the old knight apologizes
master's wounds;you wasteno moretime in refumingto your originalroute towardsthe temple.Tum to zz6.
t rE
262-265 z6z The Sphinx speaksagain, but still you do not know what to say in reply. There is a tense moment of silence,then the great creatureroars, bounding towards you acrossthe hall. Bewildered, you unsheath your sword to defend yourself. Unfortunately, your earthly weapon has no effect against this agent of the gods of Djarat, whereasits terrible claws soon tearyou apart.Youradvenfure is over.
264-267 264 The blast is just too much for the ages-old tunnel; the roof caves in on top of you and crushes the life out of your body.
z6s The small round bottle is full of what appearsto be swirling black smoke,giving it its colour. The glass stopper is sealedwith hard-bakedclay. If you ever want to breakthe sealand open the bottle tum to 59E (make note of this).Now, however,retum to 53g. a
266
You weaken under the priestess'srelentless stare. Deduct 6 points from your sTAMINAand z points from your srrn. However, somehowyou manageto keepmoving and staggertowards the dais in order to attack the priestess. Seeingyou approach,she breaks her concentration and you are releasedfrom the gaze. Tum to 55o. strength-sapping
z6j
The stonewhistlespast your head,missingit by just a few centimetres.Unperturbed,the mutated ant-men move in to the attack.Will you draw your sword to defend yourself (tum to zr8) or will you look for somethingelseto useagainstthe Xoroa(tum to r59[
267 The fireball missesyour head by mere centimetres, exploding into a pillar. Before they can try anything else, you run at your reptilian attackerswith your sword drawn;tum to 5o.
EE
z6E-269
z6E You slide to a stop close to a large web, which is made up of a tangle of shimmering, sticky, silver strands,in a high cavem. You scramblequickly to your feet as the web's makerdescends from the roof of the cave.Facing you is a massive grey-black spider, almostfive metresacross.Insteadof having the head of an arachnid, you would expect,its hairy body is as surmountedby a demonic head with a malevolent havesty of a human face, and wearing a Djaratian head-dress. the diabolical creaturestalks towards As you, there is no doubt in your mind that your opponentis a DeathSpider. DE A T H S P I DE R
S K ILL 12
STAM TN A 9
The Death Spiderwill try to bite you when it attacks. lf it wins an Attack Roun4 as well as losing z srAMrNA pointsyou must roll two dice.If the resultis lessthan or equalto your porsoN score, tum to 59. If it is greater, your polsoN total and continue add r to your battle.If you win againstthis awesome adversary, hrm to rzo.
269
There are two ways in which you can fight the Mummieswith fire. The first is to use a torch, if you haveone, as a weapon.If you do this, tum to 525 and fight as normal;however,if you win an Attack Round, your weaponwill inflict 4 sTAMINA points of damage rather than the usual z. (lf you choosethis courseof action,you must also reduceyour Attack Strengthby you are using an unfamiliarweapon.) r point because
EE
2,7.ts272
275-274 damage to your STAMINAon a roll of 4-6 on one dice. If you survive your encounter, you go on. Roll one dice. If you roll r-3, turn to z8z; it you roll 4-6, tum to 69. 273 Desperately you sprint away through the boulders. Test your Luck. lf you are Lucky, you escape safely; tum to a5o. If you are Unlucky, tum to ro6. 274 The surface of the gaming-table is divided into fifty squaresand at either end is a row of counters; one set is black and one set white. The whole set-up looks like this:
The secondmethod involving fire is to throw a fire source- such as a lamp, a Yokka Egg or a buming skin of oil - at the corpse.Roll one dice and add z: this is the numberof undeadyou will have to get past. For each Mummy you attack in this way, Testyour SkilLif you succeed, Mummy perishes flames. the in If you destroy all your opponentsthis way, you break through the Mummies' ranks and run to the shrines (tum to zg5)or the Templeof Sithera (tum to 59d.If you fail to stop all the Mummiesthis way, or if you run out of fire sources,tum to 3zg but ignore the instructionthereto roll dice.
You take the sandsto." ,?lir"tt" from your backpack and show it to the Shaman. explainsthat the deiby He it represents Assamarra, now almost forgotten is the God of the Sands. Retumto r.g4.
After a few vain manageto securethe "tt"-pt37iou grappleover a rocky outcropabovethe tunnelentrance opposite and, gripping the rope for dear life, you swing across crevasse. the Tum to :;69.
272 Suddenly there is a commotion in the water round you: you are being attdcked by several vicious Snapperfish. Roll one dice, add O and divide the total by z (rounding fractions up) to see how many you have to fight. Each Snapperfishhas srrlr 6 and srAMtNA 2, and the bite from such a creafure does 3 points of
o o o o o
o o
O
o o
Nemset explainsthat the idea of the game is to get one of your piecesto the other end of the board; the can move first personto do so wins the game.Pieces forward at a time but in no other one or two squares direction. However, if, on your ham, your way is blockedby a piecedirectly in front of yours, you may
EE
275 move your piecejust one squareinto an empty space on either side (but not backwards); this is the only time when you can move sideways. good tactic is A to try to trap your opponent'spieces so that they cannot move. Nemset chooses to play white and directs you where to move her pieces,while you are black.White goes hrst. Testyour Skill, adding z to the dice roll. If you succeed, tum to 55. If you fail, fum to
t2g.
276-277
You descend into th" ;li"y and cautiously creep towards the entrance the tomb, trying to avoid the of attentionsof the lizards. Testyour Skill, adding z to the dice roll. If you are successful, to 548. If you tum fail,tum to 5o6.
You are unableto harm tffientinel of the Shrine,but the crocodile-headed guardianpoundsyour body with its great fists, knocking you back acrossthe chamber (deduct5 points from your sraurNe). Testyour Luck. If you are Lucky, you manageto open the door and escapefrom the shrine (the Sentineldoes not follow you once you are outsideits chamber); tum to zE4. If you are Unlucky, the metal giant blocksyour way out of the sanctum and exactsthe punishment reserved for all thieves.Defenceless againstits attacks, your adventure endshere.
You scramble down' th":(:p"until you are standing in the sandyarenain front of the platform.The fagade of the low building is decoratedwith the busts of people - or possibly of gods - standing in recessed alcoves.
trffi
zTE-.zEo 1A/hodarestrespass the Theaheof the Gods?' in The booming voice makesyou jump almost out of your skin in surprise.The words echo around among the empty tiers of seats, but the voice itself seemsto be coming from a dark doorway in the front of the building.What will you do now?Will you: Answer, apologizingfor trespassing? Tum to 566 Answer, demandingthat the owner of the voice show himself? Tum to 9E Say nothing and approachthe doorway? Turn to 5zr Leavethe Theahe of the Gods and continue your quest? Tum to I
278
zEo to assess your progressby its dim glow as you are carrieddownstream.You suddenly becomeaware of somethingmoving towards you in the water aheadSren the Snapperfish attack. Although only a little larger than a man'shand, the Snapperfish a savage is carnivore with powerful jaws and needleJiketeeth. The bite from one of these creaturesdoes 3 points of damage to your sTAMINAon a roll of 44 on one dice! Partially submerged in the fast-flowing river, you can fight these vicious predatorsone at a time, but with your Attack Shength reducedby r point.
S K ITL S K ILL
Will you now make your way to Sithera's forbidding temple (tum to 5gd or will you ftrst explore the tombs of the Diaratians, you have not alreadydone if so (hrm to qgft
FirstSNAPPERFISH Second SNAPPERFISH Third SNAPPERFISH If you kill all the ftsh, tum to 4.
6 6 6
z 2 j
Youmissyourfooting *#U?. Automaticallyyou reach out for something hold on to, butthe stoneyougrab is to looseandcomes awayfrom thefaceof thepinnacle. There is nothingyou cando to stopyourselffalling.Ifyou failed your ftrst TestYour Skillroll,tum to r7.lf youfailed the second,fum to 95. If you failed the thir4 tum to zo7. The sheer rock walls on'L?n". side of the river are covered with phosphorescenthchen, so you are able
t rE
2Et
You are at the lower .JT a long, vaulted passage which ascends steeply aheadof you. The walls of the Grand Gallery are carved with reliefs depicting a mighty king meetingthe gods in the afterworld.At its top you entera high-ceilinged on chamber, the far side of which is a great stone door, omately carved and with a-magnificent gold lo&, flanked by two huge statuesof a Djaratian king. The stafues'expressions have been exquisitely fashioned,but their cold eyes and the cruel smilestuming the comersof their stem mouths bring a chill to your spine. This must be Akharis - even these carved imagesof him fill you with dread; it is as if the evil king knows that his retum to power is imminent and considersyour attemptto stopit to be futile. Then you notice the blazing red eyesin the gloom of a comer of the anteroom. With a roar, a massive, shaggy-haired black beast leaps out of the shadows and paws the ground in front of you. The monstrous, dogJike creatdresnarlsand baresits gleaming fangs. Facingyou is the Guardianof the Dead of Djaratian myth, menacingprotector of burial placesand executioner of any trespassers who would desecratethe tombsof the kings.
GUARDIANOF
THE DEAD sKtLL10
S TA MIN A 10
t rE
2E2-2E4 282
zE5rzE6 another door. As you listen in the stillness of the tomb, a faint whispering sound comes from beyond the door in front of you. Wherewill you go now? Through the door in front of you? Tluough the door to the left? to Along the passage the right? Tum to t77 Tum to 595 Tum to 259
Wiping the lizard'sblood from your sword,you survey the cavem. On the far side you can see a mound of looseearth with a hollow in the top, in which rest two sandy-coloured eggs. Around the nest are scattered the bones of wild dogs and even piecesof a human skeleton.If you want to searchthe debris,tum to 65. Otherwise, you have no option but to leave the Rasaur's cave;tum to zz6.
28j
There is nothing lying on top of the column- but, as you are about to leave,you experience weird sensaa tion: your body feelswarrn and you becomeawareof a peculiarvibration,accompanied a deepthrumming by sound.The whole sensation not unpleasant, you is and almost feel as if you are being revitalized- and you are!This is the power of the magicalgeometry of the pyramid which allows the bodies of the dead to be preservedso well and for so long. However, you are not dead,so the effectsof the pyramid'sregenerative power are all the more beneficial. Roll one dice (if you have a Crystal Pyramid,add r to the numberrolled).If you roll 1-2, tum to 327; j-4, tum to ggz; 5 or above,tum to 54r. 2E4 The tunnel emergesin a square chamber which is paintedwith scenes the deadking's joumey through of the underworld.In the wall opposite standsan omate darkwood doo4 to the left and right, corridors lead elsewhere,the one to the left ending abruptly at
The world solidifiesrouiS5you again - but to your horror you see that you are still in the crumbling temple. Lopar does not have the power to teleport away! You have saved you from sucha great distance Allansiafrom the Curseof Akharis but, as the temple falls in over you, your adventure,and your life, ends here,entombedin the Necropolisof the ancientDiaratian kings.
zE6 You would need two hundred and eighty-six blocks of stone altogether,'you say. The ghost, obviously hearing you in ancient Djaratian,stops its muttering
Etr
zETzEE and looks directly at you. 'Of course,'the' old man saysslowly, 'that'sright! Thankyou, stranger. Tell me who is it who hasreleased from my torment?'yorr me tell the ghost your narne,and in retum he introduces himself as Rhehotep,the architectwho designedand built the tomb, along with many of its death-haps. 'l was misled and ambitious.When the tomb was completed, I was buried alive in this room so that I could neverrevealits secrets. was working on that problem I beforeI was killed, and I havebeenunableto rest ever
zEyzgo 2Eg With one mighty wrench you snap the chains free from the pillars. Before the two cultists can react, you swing the chainsat them and knock them both out! Then you grab your sword and backpack. Most of the cultistsare still unawareof what is going on. Do you want to attackthem (fum to lS8), or would you rather attackthe Mummiesin order to reachthe High Priestessand stop the ritual (tum to 16o[
this paragraph after each choice). I{hen you have madetwo choices, tum to zz5 at once. Guardsand monstersin the tomb. Trapsyou may encounter. Charmsyou might need. The Cult of the Cobra. Akharis.
287
Totally lost, you wander dejectedly about in the water-filledcorridors.Testyour Luck.lf you are Lucky, tum to roo. If you areUnlucky,tum to 5G9. zEE Which symbol will you pressnext, the scarab (tum to r4r) or the snake(tum to ro+)?
With every muscle the strain,you heave againstthe granite ".r,ir,f9,rla.r sarcophagus and it block of the gives!A dark hole appears below the coffin and soon you have opened a gap big enough to squeeze through. You find yourself at the top of a flight of steps which disappearinto the darknessbelow. You run down it as the sand starts to pour into the secret funnel, and find yourself standing at the edge of a subterranean in a huge nafural cavem.Phosphoreslake hang cent mossis growing on its walls and stalactites down from the ceiling, many mehes above you. Far off in the distance you can see a great wall, on the other side of which you canjust makeout the tops of ancientDiaratianbuildings.Moored at the edgeof the lake is a long, n.urow boat. This is Akharis's funerary
Et r
29a
292-293
b-q* and your meansof crossingthe SacredLake. Unmooring the barque,you climb aboardand, taking an oar in your hands,guide the boat over the still waters.On the other side of the lake,you step out by
theseeggs resembles ball of fire. You may throw an a egg at an opponentat the start of a battle and, if you it Testyour Slcillsucessfully, will hit, break open and release Yokka Bird, which will bum your enemy, the causingdamageto his sTAMINAequal to one dice roll, before it flies away into the sky. Now retum to
15. 292
stand it, you know what to do. If you don't, tum to z6z.
You take a run-up at the chasmand, when you reach its edge,you leap forward into the air. Roll two dice and add 6 to the total rolled. If the new total is less than or equd to your srAMlne, tum to 169. If it is greater, furn to 552.
295
you mn at the Mummy Leavingyour sword sheathed, in an attempt to remove the glittering death-mask. Fight the following combat in the usual manner but with your Attack Strengthreducedby 5 points. Also, if you win an Attack Round you do not wound Akharis, you merely manageto avoid his blows; of course,if he wins an Attack Round, you suffer the usualdamage. AKHARIS
29a sK rLL15
If at any time your Attack Strength is 5 or more tum to zo5. You points greaterthan your opponent's, can give up this method of attack at any time and (fum to 257)or insteadtry to destroy the sarcophagus simply resort to attacking Akharis with your sword (tum to gZ).
EE
294-296
Climbing over the Uortig.l you peer over a rocky ledge and are startledby what you see.Lying entangled in a net, which has been stakeddown, is a huge creature, almost six metresin length; it has the body of an enormouslion and massiveclawed feet. As it strugglesto free itself from the net, you see that its large head is leoninebut its teeth are more like those of a dragon. Its mane is golden as is the rest of its sleekand powerfulJookingbody, and a pair of small, leatherywings sprout from its shoulder- a Dracon! The happedbeasthasnot noticedyou yet, so will you leavehere beforeit does (turn to z5o), remainin your hiding place and wait to see what happens(tum to i7), or climb down betweenthe bouldersand approach the Dracon(tum to r74)?
All the shrines hu.r" b""',i1ither plundered or desecrated- except for one. Amid the destructionone, small, tomblike structure has been left untouched. Nearing the building, you sense a strong aura of Goodnesswashing over you like a refreshingwave. What could be inside to create this atmosphereof calm? You could open the door of the tomb and enter it (tum to 5r) or leave here without further delay ifum to z7E).
296
After severalminutes' walking, you come to a point wherea side-passage comesin from the left to join the one you are following. Will you take this new tunnel
trtr
5o(>5o2
burial chamber is a fake a trap to lure the unwary. Thereis no way out!
You gulp down thu liquii%d feela surgeof energy shootthroughyour body. (Restore srAMrNA points
up to half yow lnitial srAMrNA score,rounding fractions up.) The vipe/s venom was like a Potion of Strength!Your muscles chargedwith new power, you fleethe temple.Turn to z. 2gE Betweenthe towering cliffs you find yourself in cool"
The heat is unbearabr" you are half-way "lllU"rrre acrossthe chamber,you lose consciousness. the As strength of the flames intensiftes,your adventure comesto an end.
With each corridor l""f;t much like the last, you soon becomedisorientated. the next junction will At you go: Left, then right? Right, then left? Right, then right again? Right, and then straight on? Tum to 565 Tum to z7z Tum to zr7 Tum to 4E
boulderwhich in h,rmhas starteda landslide.Test your Luck.If you are Lucky,tum to 97.lf you are Unlucky, tum to rz5.
At last you have found iu"?3front of you, illuminated by your light, is Akharis's burial chamberand, in its
way out. Too late you realizewhat is wrong with the burial chamber:its walls are rough-hewn and undecorated, as is the sarcophagus. You heave the stone cofffn open and, just as you feared,ffnd it empty. This
At last the spell holdi";";" swarrn together in its wasp-formis broken by your spirited attack and the remaininginsects disperse. you pausefor a moment As to recoverfrom your latestbattle,you can seeno sign of the cultist; however,you have the feeling that you will meet him again before your joumey is done. Looking at ferran's map, you calculatethe general position of the tomb of Akharis and the distanceyou will haveto travel to reachit. With reneweddetermination you set off in an easterlydirection,away from the temple.
tr tr
503-505 Eventually the sand-covered plain meets the barren hills to the east again and the way onward looks to be hard going. However, not far to the north-east the
30,6 to6 The great beasts detect your movement and lumber into your path. The aggressive creatures attack instantly. You will have to defeat these huge reptiles before you can enter the tomb, since they are now blocking the way in to the entrance.
S K ILL S TA MIN A
I I
s 8
your Test Luck.lfyou iljUr, tum to fi7.Ifyou are are Unlucky, to 86. tum
If either of the lizardswins an Attack Round,roll one dice.On a 6, the beasthits you with its tail, which knocks you over as well as inflicting z points of It damageto your sTAMINA. takes you one Attack Roundto get up again,during which time the monster If strike. you win, tum to 55. getsin an unopposed
Everywhereyou look, tfi"1".a granite walls of the tomb are coveredin carvedreliefsdepictingthe life of the evil Akharis.One particularstretchyo.t pus shows slavesbeing put to death in front of a huge image of Sitheraas a giant, four-armedwoman with a ,rlk",, head. Absorbed in studying these ghastly carvings, you almost miss an archway to your right. Shining your light into it, you see a long, pillared hall. Do you want to enterit and explorefurther (fum to 5o) or will you keep walking along this passage(tum to 57il?
EM
307 Having lit your light, you make your way along the passage,able to see about ten metres ahead of you. The tunnel soon ends at the top of a steep flight of steps, cut out of the rock, that leads down into the darkness. A tunnel leads onwards, but this one is faced with stone. Following this new passageway, you soon emergein a long, pillared hall. You cannot see its end, and in the flickering light you can just make out the ceiling, high above you. Your light also picks out intricate Djaratian carvings covering the pillars and walls; they depict priests and servants carrying offerings, all looking towards the interior of the tomb. You pause in awe at the skill of the ancient Djaratians whose achievementshave lasted for centuries. Suddenly the whole chamber is lit up in a burst of vermilion fire as a flaming ball flies past your head. In shockedsurpriseyou face your attacker.Standing next to a pillar in the distance is a figure wearing voluminous robes of linen and muslin. In one scaly hand it holds a curved sword and you see that its head, far from being human, is that of a snake!In horror you realize that you are facing one of the Caarth, the legendary Snake People of the Desert of Skulls! The Caarth raises its free hand and another fireball forms in its palm as a second Snakeman, wielding a cruelly jagged blade, steps out from behind a pillar a few metres away. As the warrior advances towards you, the sorcerer releases the ftreball. Work out Attack Strengths for both you and the Caarth sorcerer (who
Et r
5oF5og has a srrrl of ro) but do not deduct any srAMrNA points. If your Attack Strength is higher, tum to 267. If the sorcerer'sAttack Strength is higher, tum to 555. If they are the same, calculate them again. 508 Wielding the Sandworm's tooth, you must reduce your Attack Strength by r point as you engage the Golem in battle because you are used to using a sword. However, this unusual weapon will not make any difference against the insubstantial magical creature as it will pass straight through the Sand Golem's shifting form and so will cause it only r srAMrNA point of damage (z sraurrurr points after a successful Testfor Luck).However, hits from the magical creature are like punches from an iron gauntlet covered in sandpaperand will still inflict 2 srAMrNA points of damage on you!
5to
3ar5t-2
Remembering the actor's words about the primitive inhabitantsof theseparts, you can well imagine that this gorge would *"k" u perfect placefrom which to ambushunwary travellers.Will you carry on directly (tum to zg8), or will you throughthe gorge regardless detour to one side and climb up to the cliff-top in orderto avoid the route betweenthem (tum to 3SZF
5Lt
SAN D G OL EM
srrll 8
ST AMIN A
If you reduce your opponent's srAMrNA to zero, you break the spell animating the Golem, and it becomes a harmless heap of sand once more (hrm to a8l)' 509 The priestess's relentless stare bores into you and you collapse at the foot of the dais. A smile forms on the woman's lips as you continue to weaken until you are totally drained of your life-force, which will be fed to Akharis's undead spirit to give him life once more.
You hangfor a momentby your armsfrom the lip of the hole,then you let go. You fall at leastten metresbefore hitting the sand-covered floor of the chamberbelow (deduct pointsfrom yow sTAMINA). you arecarrying If 5 anyYokkaEggs,Test yourLuck, addingz to the diceroll. If you are Lucky,tum to zoz; if you are Unlucky,tum to 4g.lf you do not haveany Yokka Eggs,turn to zoz. The sandstone tall, is of a regalstatuette ,i;? looking man, bare-chested ^metre a simple cloth and wearing round his waist. On his headis a tall, cylindricalcrown with nine bandsround it. In one hand he holds a long staff.Retum to ggg.
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3L5-5a5 515 The orb reveals no guidance and so, deciding you have
3a6 3a6 Observingthat you have killed two of its companions, the largestbaboonscreams fury and hurls its boulder in you dodge the at you. Testyour Skill.lf you succeed, missile.If you fail, the rock hits you a glancingblow and knocks you over (deduct z points from your srAMrNAand reduceyour Attack Strengthby z for the first Attack Round in the ensuing battle). The Great Baboonbounds down the diff to demonstrate to you what happensto anyone who strays into the territory of its tribe. Your blade still covered in the blood of its fellows,you engagethe furious animalin combat.
Nothing untoward happens, now will you pressthe so scarabfollowed by the vulture (tum to r57) or the (tum to ro4)? vulture and then the scarab
GREAT BABOON
srrll 8
STAM IN A 7
The door is unlockedunSdlprrrhing open, you are it almost blinded.You are standingat the entranceto a largeroom with marbledwalls,and it is full of fabulous treasures. countless The gold and silver artefacts reflect the illumination shed by your light, making a quite dazzlingdisplay.Adjusting your eyesto this brilliance after the gloom of the endlesstunnels,you gaze in awe at the goblets, stafues,gilded chariots, royal fumiture and casketsbrimming with yet more wondrousitems.You could spendsometime searching this just for some choice room for possible charms,or (tum to 1sg),or you can leaveand follow the treasure passage backpast the T-junction(tum to ro5).
If you win, the remaining baboons recognize your superiority in battle and escapeup into the cliffs, hooting with fear. You are left to passthrough the gorge unhindered, althoughyou sensetheir eyes on you for as long as you are walking between the towering cliffs. Once you are through the gorge, the landlevelsout againandyou headeast. Tum to 9o.
EE
StntE 347
3ag
here - but how? If you have some Oil of Lofus, tum to 584. Otherwise, you will have to go out of this tomb,leavingeverythingin place(tum to z7E).
The floor immediately ,tvt *", beneathyou and, with nothing to grab, you cannotstop yourselfplunging into the spike-filled ... with fatalresults. pit Your advenfurecomesto a gruesomeend in the Tomb of Akharis.
passage.For as far as you can see there is nothing remarkable about it, certainly nothing to justity sealing it off. The pissage soon comes to a dead end in abare, small, square chamber. You suddenly become aware of a phosphorescencein the middle of the room and, as you watch, the ghostly figure of a short, middle-aged man, with an anxious expression on his face, materializes in front of you. He is dressedjust like some of.the people in the carvings on the walls of the tomb, and is mumbling something over and over to himself in a language you do not understand but which you presume to be ancient Djaratian. Unable to communicate with the ghost, you sense no aura of Evil round it but nor do you detect any great presence Goodness. of The chamber is totally empty, so there is nothing left for you to do but leave the ghost to its mumblings. Tum to r54.
t rE
32F522 320
'Mortal,' the Sphinx growls, 'all who would enter the Necropolismust first be judged worthy; thereforeyou must answermy three riddles correctly.If you should lie or prove ignorant,your punishmentwill indeedbe tenible.But first, tell me, why do you seekto enter the City of the Dead?'In reply, will you tell the Sphinx all about your quest to stop Akharis (tum to t75),or will you simply say that you are an adventurer exploring the ruins of the lost civilization (tum to
s6r-Y.
524
in appears the doorway. The A short figure sudcienly man is dressedin plain grey robes and is wearing a 'No one features. maskwith grotesquelyexaggerated in trespasses the Theatreof the Gods without facing the wrath of Cranno the Great!'he booms.Then, at a single word from the strange man, a huge Sabretoothed Tiger boundsthrough the doorway and across the sandto attackyou beforeyou canreachits master. TIGER sKILL SABRE-TOOTHED 9 If you win, tum to z5y. srnurNn8
'Farewell,brave advenru.l"r]irurs the ghost. 'Remember, Akharis gains strength from his coffin.' As you leave her tomb, the spirit of PrincessNemset adds, 'May the gods of Djarat favour the noble-hearted.' Turn to 278.
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325 323
324-525 324 The hole is actually the entranceto a natural funnel. The air inside it is hot and dry. The tunnel does not go very far beforeopeninginto a smallcavem.At this time of day the sun'srays penetrate even this subterraneanchamber. Suddenlyyou hearthe grating soundof scales stone and the scratchingof claws.You spin on around,to see a large, reptilian creaturewith a long, dragonJikeheadand fang-filledmouth running at you from out of the shadowson six crocodilelegs.A black jaws as tongue snakes out from betweenthe Rasaur's it dashes you. You must fight this camivorous towards reptile.
Restingon a slabare severalobjectsof interest:one is jar a small, earthenware containing a mrrnmified package; the secondis a fabulousbreastplate made from gold and lapislazuli in the form of a falcorueachof its sixty feathers carefrrlly fashioned; and the third is a
RASAUR
sr.rn 8
g sTArurNA
If the Rasaur wins an Attack Round,roll one dice.On a roll of 4 to 6, it will hit you with its tongue,on the end of which is a poison gland (deduct r further sTAMINA point and add r to your porsoN score). If you win, turn to z8a.
The Mummies move t"r'1,?rasHffly to attack the one they believe has defiled their resting-places. Roll one dice and add z to the number rolled; this is the number of Mummies you must get past in order to reach freedom. Becausethey are so slow-moving, you can fight them one at a time. However, if any
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SzGgzE 326 The hanslation of the inscription on the wall above the map is asfollows: Thedeadking'sbodywascarried from the City of Tezra of thirty kilometues tlu edge the hills whereinlie tlw to quanies, Southof thePillarsof Anteptheeoil alabaster being onerested threeilays within tlw templebefore for its Tlu infernalking ordered cotrstruccaniedto histomb. and tion decades before, within its deptls werecountless his horrorsto ensure eternalslery trapsand unspeakable wasundisturbed. left nnd embalmers the Theirduties finislwd,thepriests and the Oasis the rift in the hills between GoId Tunnels aliae,the resthaoingall of lnsh but only onereturned suffered Curse. the Now retum to 946.
individud battle should last more than nine Attack Rounds, tum to 599 immediately. (Any Mummies you have already destroyed come from the top of the list.)
SKIL L
STAMINA
ANCIENTMUMMY FESTERING MUMMY DENU OF TEZRA LORD SARROTH ZOTH-LAR CROWNED MUMMY DECAYED MUMMY PTAHNEMTHE MIGHTY
7 8 6 9 9 I 7
9 6 to
t2 7-T 17. LO 7.2
If you should defeat all the Mummies, you makegood your escapeto the shrines (fum to zg5) or the black pyramid (fum to 595) before they can come back to life!
327 You feel invigorated and ready to face any new challenges. Restoreyour sTAMINAscore to its lnitial level, reduce yow polsoN score by 4 points and regain 1 LUcK point. Climbing down from the pillar, you leave the chambecbumto 16.
32E teeth, serratedalong one edge, are fashSandworms' ioned into shong ivory daggersby the nomadsof the Now Desert of Skulls and are pnzed possessions. retum to r.5.
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5zg 529
331552
by is consumed
554
352 The strength of your jump is not great enough to Testyout carry you to the other side of the crevasse. Luck.ifyou areLucky,hrm to 556-lf you areUnlucky, tum to 555.
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355 555 You manage to make your way safely to the cave entranceat the baseof the great boulder.After a few metres the rough-hewn tunnel opens out into a vast chamberin the centre of the massiveboulder. A fire bums in the middle of the chamber,the smokerising on up through a hole in the roof. Sitting, crossJegged, the far side of the fire is the figure of a man, his head of bowed. 'Who seeks Lopar,the Shaman Spirit Rock?' the man asks from the shadows.Sensingthe man's yourself.'And what is you announce auraof Goodness your pupose in seekingme?' he asks.Quickly you explain your quest to Lopar. When he looks up suddenly, by the flickeringfirehght you seethat his head is that of a dog. Woven into his fur are variousbeads paws.'Knowledge and feathers, his handsresemble and in the handsof the ignorant,' canbe a dangerous thing the Shamansays sagely.'Having braved Spirit Rock you must prove that you are worthy to receivemy wisdom by solving my riddle.' Startled,you listen to Lopar'sconundrum: 'No army canstandagainstmy might, ' I am greaterthan the wind or sea. just All succumb asday follows night. High mountainsturn to dust beforeme.' If you know the answer to the riddle, convert the letters of the answer into numbers using the code A = t,B = 2, C = j ... Z - 26. Addthe numbers whose numberis together,then fum to the paragraph makesno sense, the sameas the total. If the paragraph or if you cannotsolve the riddle,turn to 16r.
ME
554-$6
531559
'The members thu lrif,L,rlt are led by the High of Priestess Sitheraa deviousand cunningwoman of possessed dark powersand cruel magics. of Avoid
them if you can.'Return to 286.
The sorcerer's magical slamsinto your body, "itllu in surrounding for a moment vermilion (deduct you ftre 4 pointsfrom yougsrevtNn). In agonyyou prepare to defendyourselfagainstthesereptilianatiackers;
tum to 5o. 556 Against all the odds,you havedone it - after countless cenfuries, Akharis is dead! Regain 1 LUcK point. All that remainsis for you to bum his undeadremainsand then . .. A terrible groaning sound,coming from high above you, and gaspsof terror from the cultistscauie you to look up at the statueof Sithera. fust when you thought it was all over, the great statue'seyes are glowing with a sinister light and the colossus is coming creakily to life. The stafue sweepsa taloned arm at you which you manageto dodge before it can hit you. Your non-magical weaponwill have no effect on the animatedstatue,so what can you possibly use to defeatit? If you have an ankh among your possessions,you will know how many preciousstonesit has set into it. Multiply this numberby twelve, then tum to the paragraph with the samenurhber.If you do not have an ankh, fum to y5.
Under Glantanka's r*Jlf,", gdze you travel on through the heat of the day. The uneven path leads you further into the wildemess that fringes the Desert of Skulls.You follow the route north-westwards across boulder-skewn hills and through n:urow valleys. As you passthrough one rocky gulley you notice a large hole at its base leadingunderground. you want to Do stop and investigatethis entranceinto the earth (tum to Sz+) or will you continue on your way without hesitation(tum to zz6[ 35E Although you manage to cut down several of the cultists, you are hugely outnumbered,and the rest soon have you under reshaint again.There is nothing you can do now as the High Priestessdrains you of your life-energies, which she will use to resurrecther master, Akharis!Your adventure over. is 139 You give Cranno a brief outline of your mission without revealingtoo many important details.'lndeed I may,' he says, removing the mask and revealing himself to be middle-aged,grey-hairedand balding. He leads you through a doorway into the stone building; you ftnd yourself in a long room, full of pieces of faded scenery and other theatrical props. You know, I used to be one of the greatestactors Allansiahas ever seen' Crannosays.'l have played all the great parts:Duke Merion of Kallamehr,Quor the Vorga the PirateJord.You understandI mean Sorcerer,
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540
54a-542 by pushing againstit and using your sword as a lever, hidden catc-h but all to no effect. There must be some. secretdoor. Then you see or lever that will open the it: on the front of the slab,surroundedby hieroglyphs, three symbols have been carved out of the wall on squaresof stone that look as if they can be pressed inwards.The three symbols are a snake,a scarabbeetle and a vulture. If you do not want to take the risk of trying to open this door, you follow the original funnel, which tums to the right before coming to a ftght of stone steps that take you deeper into the tomb (tum to z16). If you do want to attempt to open the secretdoor, which symbol will you pressftrst: The snake? The scarab? The vulture? Tum to 5r4 Tum to r9 Tum to zEE
no harm really, what with the mask and dramatic performance. I just prefer to spend my retirement away from unappreciative audiences.'You startled are to see a huge Sabre-toothed Tiger pad over to the actor and lick his hand.'Don't mind Cleomina,'Cranno
following: a BrassTelescope, Healing Draught,some a Oil of lofus or a Crystal Pyramid.In retum, you may choosetwo items from the list below if you decideto trade.Having chosen your items,fum to the paragraph relevant to each object to ftnd out more about-your new possessions. PapyrusScroll CarvedBoneHom Old Lamp Statuetteof a god LargeBronzeKey Sealed BlackBottle Tum to 74 Tum to rz6 Tum to 554 Tum to 5ra Twn to zz4 Tum to a65
When you haveftnished here,you thankCrannofor his helpandleavethe ruinedTheatre the Gods(tum to 6). of 540 The cultist is busy doing something in front of the wall of the chambernext to the statue.Suddenlya section swings open and the man steps through into darkness.You run into the room but, before you can reach the secret door, it slams shut with a hollow boom. You ky to force the slab of stone open again
541 The power of the pyramid convergeson the spot where you are standing,filling you with new strength your sTAMINA, Restore andrelievingyou of all stresses. and reduceyour srlrr and rucr to their lnitial scores, porsoN scoreto zero. Under the effect of the mystic energy, the blade of your sword actually shalpens,so that from now on you may add r to your Attack Shength in battle. With renewed determinationyou to leave.thechamber continueyour quest;tum to 16. 542 'I, too, :un on a quest of the utmost importance,'he a says,grandly. 'l am Don Huan Femandez, knight of
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545-54 Vastille, and this is my manservant, Gordo.'Thetubby man nods and wipes the sweatfrom his forehead with 'l a grimy handkerchief. have swom to rid thesewild and desperate landsof the foul giantswho dwell here, preyrngon the honestvillage-folk this province,'he of continues.'Tell haveyou seen me, any such monsters in your wanderings?' When you shakeyour head Don Huan looks downcastand disappointed. 'Fearnot. I am sure that my quest will soon be over and, with its completion,I shallwin my lady's hand.Fareyou well!' With that, the eccentricknight gallops off again towards the north-east,with the mule bearinghis manservanttrotting along behind,leavingyou to continue your joumey on foot. Tum to 24. You come to an abrupt fif againstthe sticky tangle of a gigantic web. You struggle to free yourself from the gelatinous strands but to no avail. Feeling as helplessas a trappedfly, you can do nothing whin a shadowy black shapedescends from the roof of the cave on to the web. The last thing you feel in this world is the demonic Death Spider sinking its fangs into your body.
345 345 As the Giant Scorpiontwitches its last, you run over to help ferran.He is barely alive. 'This is the end for me,' he gasps,but you must go on. Stop the Cult of the Cobia, and beware the Curse of Akharis.' With dies. The next moming that, the brave archaeologist you bury jerran Farr, marking the grave with his old, Lattered hat. Offering a Prayer to the gods for his departedsoul, at the sametime you swear to do all you ."tt to stop the evil sect and prevent Akharis's ietum. Taking J"tt"n't map with you, you set off again,headingnorth. By mid-moming your path is becoming gradually steeperas it leadsyou into the rocky foothills of the mountains which border the Desert of Skulls. You continue to follow the dusty trail as it tums towards the north-east.A few kilometreson, standing at the tiers top of a ridge, you seethat severalsemi-circular base of the of stone t"itt hurr" been cut out of the platformand a low, rectanguhillsidein front of a raised site building.Closeto the seeminglydeserted lar stone remainsof walls' Do you want lie fallenpillarsand the to descendthe hillside and investigatethe ruins (tum to zm) or would you rather continue on your way (turn to 8F
The Evil Eye spell Uuinffit by the High Priesress drains the energy from your muscles;in desperation you try to force yourself to keep moving and reac-h the woman. Testyour Luck.lf you .re Lucky, tum to z66.lf you are Unlucky,tum to 5o9.
EE
346 546 of All that remains the templeare sections crumbling of colonnadeof rounded stone walls and the occasional deities animal-headed of pillars.Brokenstatues strange, protrude from heapsof drifted sand,whilb wom carvings adorn fallen stone slabs.An unnatural stillness pervades this placeand the only soundyou canhearis the desertwind keening through the ancientcolumns. Wanderingamong the ruins,you cometo a part of the temple that is not in ruins. Enteringthe building, you discover that its interior is dimly lit by daylight streamingin th,roughcracksin the roof. The walls of the temple are covered with stylized paintings of human and semi-humanfigures. A repeated theme appears be that of a king praying,makingofferings, to or conversingwith an assortmentof gods and goddesses. At last you come to a chamberin which, carved on one wall, is a map of the arearound the templeat the althoughit is recognizable edgeof the Desertof Skulls; as such, there are also several obvious differences. Picfuresof buildings and other siteshave beencarved as part of the map and at the top of the wall there is a Djaratianinscription.You sfudy the illustration to try to work out the locationof Akharis'stomb. If you can, you will know how many kilometresit is to Akharis's with the samenumberto tomb (tum to the paragraph continue your adventure). Otherwise,your advenhlre endshere,as you have no idea where to start looking for the tomb. Soon you and many others will suffer the Curseof Akharis!
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547 You find yourself in t#{ ,ntrance hall. In front of ^ you is a tall archway and on either side of it is a carved relief of Sithera,Goddessof Evil, ten metres high! Two cultists,their red robesbearingthe motif of a rearing golden cobra suddenly run through the archway,their curved swords drawn. As you prepare to fight, you feel somethingshike you in the bick'and the world goesblack. . . Slowly you come to and take in your predicament. You are chainedbetr,veen two great pillars,your :ums stretchedout on either side oiyour body. you have beencapturedby the Cult of the Cobratyou have no idea how long you have been unconscious, you but have recoveredin time to witness the ritual that will end in Akharis's resurrection!you are being held prisoner at one end of a vast chamber inside the Temple of Sithera.At the other end is a huge, ten_ metre tall statueof the snake-headed goddess, fou, f,er talonedarmsraisedmenacingly. Beneith the stafue,on a raised dais, lies a large stone sarcophagus inside which is the mummifiedbody of AkharisiThl Mummy is huge and wearsan omate death-mask which .o.r"., most of the deadking's rotting face.At the baseof the dais .stand two large brazieis, the magical fires of which fill the chamberwith an unearthlyglow. Stand_ ing between the braziers is a striking-iy beautiful woman with black hair cut in the style of the ancient Diaratians.She is dressedin the robes of a Djaratian priestess, in one hand sheholds a staff,the top of and which is carved to resemblea cobra,shead. She is
gbyg chantingan incantationin ancientDjaratian,and it is by repeated the crowd of cultists who stand between you and tlie dais.You are also horrified to seethat a mass of Mummies, in various states of decay, are Thesemust be blocking the way to the High Priestess. to Akharis, retumed to the Mu-mmiesof those loyal life by the evil cult. You must stop this ritual! Standing slighily in front of you, on either side,are two cultists totally.u,rght uP by the ceremonyin front of *io "r" holds your sword and the other has your you. One tackpack.But how are you to get free?In desperation yo., itug at the chainsand feel one give slightly' The .huit t must have been here for cenfuriesand they have weakenedover time. If only you are strong enough . . . Roll three dice. If the total rolled is less tum to zE9. If it is thanir equalto your sTAMINA, greater,fum to 5EE. 548 you Beforethe lizardscan reactto your Presence have and through the dark portal. Regain r run past them rucx point and tum to zo4. 549 been granted the Wisdom of Khunam, you Having underslandpeiectly what the ghost is saying. ': :' lf the first level of the pyramid is madeup of one block of stone, and the sicond level is made up of nine how many blocks would be neededto make a bloc-ks, pyramid six levelshigh?If the ftrst-level' . .' The ghost is repeating the problem over and over without ever arriving at the solution. If you know the answer,you
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550-552
355-554 severalmetres,your light illuminatesanothercorridor Ieadingaway from you. Do you want to pull yourself up out of the shaft to investigatethis new Passage (tum to zEr), or would you prefer to descendonce more to the tunnel below and follow that (tum to
could try calling it out (tum to the paragraph with the samenumber as the answer).If you do not know the solution, or if you do not want to waste any more time here,tum to r54.
Priestess so preventher using her evil .*se-m"gi. and againstyou again.To defendherself, woman raises the her cobrastaff,which suddenlytwists in her handsand comesto life! If the Priestess wins an Attack Round and hits you with the staff, as well as deducting the usualz pointsfrom your srAMrNAyou must adJr to your porsoNtotal! H I G H PR IESTESS If you win, furn to lgy. You decide against the Scarab's burrow as ",<plii; you will not find any Djaratiankeasures there;you up would be more likely to find the beetli's mate or
s K rL Lg s rA M rN A 7
2ggn
t55 Your jump missesthe entranceto the tunnel and you below it. As you fall towards smashinto the rock-face your headhits the river down the side of the crevasse, a projecting outcrop, which knocks you senseless. in Unconscious the fast-flowingriver, you soon drown. is Your adventure over.
Finding hand-holds tn"5llrrices betweenthe blocks i^ of granite gives you no difficulty and, having climbed
354 Rubbing the lamp fails to surrmon any supematural spirits,but you do discoverthat there is still someoil left insideit. Retum to slg.
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555-56
55155E
The water is cool and refreshing and has incredible revitalizing effects on you (restore srAMrNA points equivalent to half your Initial score, 2 srrlr poinis and 2 LUCKpoints, and reduce your porsoN totil by half ). Cross the Waters of Life off your AdoentureSheit, then retum to the paragraph you just came from.
The stonehits you ,r.r*ltf on the sideof the head. you dazed with a painfulbruise and The blow leaves
on your temple(deductz points from your STAMINA and reduceyour Attack Strength for the next battle you fight by r point). Meanwhile, the mutated antmen move in to attack.Will you draw your sword to defend yourself (tum to arE) or will you look for sornething else to use against the Xoroa (tum to
rysY.
35E You are surethat you can seean imageforming in the centreof the orb: it is a ftgurewith beadsand feathers woven into its fur, and the dogJike faceconfirmsthat you have contactedLopar,the Shaman Spirit Rock! of your direction. You call out to Lopar,and he looks in he Somewhatsuqprised, greetsyou and you hurriedly in tell him of your success your quest and of your present predicament.'Then we must get you out straight away,' Lopar says anxiously. 'l will try to teleportyou out - but I must wam you that you are a long distanceaway and I may not have the strength to lift and carry you over such a distance.' The Shaman's expression changes to one of deep concentrationand the world round you grows hazy. yourLuck.lfyou areL.t.ky, tum to 4oo.lf you are Test Unlucky,fum to zE5.
556
EE
u,ri:n, richesthere are in this You cannotbelieveh"* With half of what is hereyou could probably chamber. buy the whole of Rimon!It is only at the last moment that you hear your attacker's approach. Spinning around and drawing your sword in the samemotion, you confront your would-beassailant. Standingbeforeyou is a terrifying apparition:it is the corpse of an old man, clothed in scarlet and gold robes,but there is not a single drop of moistureleft within it! Sunkeneyes stare at you from a face dried skin the tight over the man'sskull.In places desiccated has tom so that yellowed bone is visible, making the undead horror appear even more dreadful' Amentut was Akharis'sVizier, so loyal that the king demanded he be buried dive with his master,so that Amentut might servehim in the afterlife.One suchduty is the protection of his lord's treasure-rooms and you have beencaughtred-handed!
AMENTUT
sK rLL7
STAM IN A 7
If the undeadVizier wins an Attack Round, roll one dice; if you roll a 6, Amentut clutchesyour skin and drains part of your life-force away. Deduct r point from both yow Initial and current suutxA scores and r point from both your Initial and,current srtn scoresls you physically age! Amentut feedson this life-forcehimself,so add r to his sTAMINAscoreif he managesto do this. If you defeat the horror, tum to zzt
EE
5b56s
t64-165 564 its The great beastslumpsto the ground and breathes lies last. You are sure tlat beyond the omate door Akharis's burial chamber,but do you have a key to fit the golden lock? If you have, tum to the paragraph with the same number as that of the hieroglyphs inscribedon the key. If you haven't, nQ amount of force will makethe great stone door budge, so at the last hurdleyou have failedin your quest. 365 You ask Rhehotephow you may be able to destroy the mummified body of Akharis. 'Such undead are to susceptible fire,' the architect explains.'lt is also rumoured that his death-maskis imbued with lifeDestroy that, and you may destroy giving energies. his earthlybody.'Retumto 286.
7 7
7 6
EM
56-56E 566
56trl71 569 Constantly wading through waist-high water while holding your light and sword aloft is very tiring (deductr point from your sreutwe). The tunnel veers sharply to the left and then left again. At the next junction, will you go left (tum to 5t5), right (tum to r95) or keep straight on (tum to t4z[
Arf if he can aid you in your quest? Tum to 559 Ask him what he knows of theShaman? Tum to 5E9 Attack the man? Tum to r54 Leavethe ruined theatre? Tum to E 567 last Mummy falls,you find yourselfat the foot $ lhe of the raiseddais - in front of you standsthe High Priestess the Cult of the Cobra! Most of the cilt of have beenleft confusedby your attack and are running around in panic and chaos,but their leader remaini cold and calculating. You have intemrpted the Rifual of Resurecfion and now must prep:lre to face the fury of Sithera'sacolyte. Are you wearing a Mala_ chiteAmulet?If so, tum to zz5-.If yo, arent, fum to
t-2t.
Not far down the tunnef?"ou ar.o.rer that the roof has caved in, blocking it completely and smashinga hole through the floor of the passageinto a chamber below. What.will you do now? If you have a rope and grapple, you could lower a light do*n through the hole (tum to lEl) or climb down the rope yourself into the chamber(tum to zoz).lf you do not have a rope, you could risk lowering yourself through the hole (fum to 5rr). Altematively, you can retraceyour stepsand fum either left, if you have not already done so (tum to r5o), or right (tum to 6gF
568 The image of Cracca, Lord of Rivers and Ferryman of the Gods, falls at last and instantly changes back into a thirty-centimetre-tall statue. Now drainel of its magical e1lqies, the golden image is harmless and you iray add- it to your possessions if you wish. There is nothing else of value in the shrine, so you leave; fum to zE4.
The corridor gradually ,tt;"., upwards until, ducking under a low archway,you emergein a high, pyramidal chamber, its four walls coming together at a point severalmetresabove you. In the wall opposite is the entrance to another tunnel, but in the centre of the room a few stepsgo up to the top of a small,squat pillar. Do you want to climb the steps to the top of the pillar (tum to 485) or would you rather leave this (fum to 16[ chamber
EE
372-375
572
Scramblingover the rocks, you come upon an open spacein the boulder-strewnwildemess.Lying on the ground on his back is Don Huan Femandezand standingover him is a grotesque, three-metre-tall humanoid.Its lumpy skin is coloureda sandybrown and it is nakedexceptfor a loincloth madeof animalhides. In one huge hand it carries a great wooden club embeddedwith chunksof flint, but it is its face that fills you with dread. The monstrosity has just one large eye in the centre of its foreheadand an ugly hom sprouting from the top of its skull. Femandez is fending off the Cyclops with what remains of his shattered lance.Lying closeby is the motionlessbody of Femandez's steed,while you can seehis cowardly manservant hiding in a crevice in the rocks. You do not give muchfor the old knight'schances surviving of thisbattle.Will you: Draw your sword and run to his defence? Try to distractthe Cydops? LeaveFemandez his fate? to Tum to z4E Tum to rEr Tum to rr4
The sarcophagus ,L"tt"rl? an explosion of stone shards.Some of the lumps of rock hit you (lose 3 sTAMINApoints) but Akharis comes off worse. The sarcophagus was what partly restoredthe Mummy's strength,but you have robbedhim of thoselife-giving energies; reducehis sreurNA scoreby 6 points when you come to fight the weakenedAkharis. However, your adversaryis now almost upon you. Will you
t rE
374-575 attack him with the Waters of Life, if you have them (tum to 64), or with your sword (tum to g7), or will you try to remove his death-mask(tum to zgg).
5zG57E If you defeat the animals,you manageto get a few more precioushours of sleepbefore dawn, when you set off to the north for the temple.Tum to 5. 576 Pushing with all your strength against its lid, you open the sarcophagus- only to discover that Akharis'smummiftedbody is not herel However, his guardian spirit or Ka' is. Like a glittering silhouette of a man, with no distinct features, the Ka sits up in the otherwiseempty stone coffin and reaches you, for your life-forcefor Akharis. determined acquire to
aware that the temperature the air in the tomb is of rising rapidly until you begin to feel uncomfortably hot. After descendinga short flight of roughly cut steps,the corridor orves to the right and now is lit by an orangeglow, so that you no longer needyour light to seeby. As you tui"n the corner you have to shield your face from the light and heat! Ahead of you the passage entersa squarechamber, where it becomes a bridge over a fiery pit. Roaring flames leap up on either sideof the path and you seeeverythingthrough a heat-haze. However, this is the only way ahead,so you must brave the Path of Flames.Walking across the stone bridge, you begin to feel dizzy as the heat intensifies.Roll three dice. If the total rolled is less than or equalto your srAMrNAscore,tum to rrS. If .it is greater,turn to goo.
KA
sx.nl8
STAM TN A 7
Despite its insubstantialform, the Ka can still be injured by your weapon. If you defeat the guardian spirit,tum to z5z.
A low growling in the middle of the "*"t"r,3tiou night, and in secondsyou are on your feet, your sword drawn. With a snarl two jackals,athacted by the light of your ftre,leapat you. Fight them together.
SKI TL ST A M I N A
The floor of the ,r.r.,"itf,"gins to slope gradually downwards, while the ceiling remains at the same height. There are no steps and the tunnel is getting steeper, loosesandcoveringthe stonefloor making the it treacherously slippery underfoot.Suddenlyyou lose your footing and tumble, head over heels,down the slope.Iesf your Luck.lf you are Unlucky,tum to 545. If you are Lucky,tum to z6E. 378 Brandishing statuettein front of the Golem hasno the effect,but can you invoke its power?If you know the name of the deity whose image you hold in your
6 5
5 )
EM
5Ez-5E5 srAMrNA4
Ul).
If you win, looking inside the sarcophagus again you find a large golden key, its head inscribedwith thirtyfour hieroglyphs that spell out the royal names of Akharis. Taking the key, and any other items you fancy,you leavethe hiddenroom; tum to a54. 582 'How disrespectful!' the creaturesnarls angrily. You humanshave no manners all. Clearly I shallhave to at teach you a lesson.'With a tremendousheave, the Dracon drags the stakesout of the ground and frees itself from the net. Roaring,the monsterstalkstowards you, ready to slashyou with its huge claws and bite you with its oversizedteeth.
580
DRACON
sK rLLg
STAMTNA 14
rejoin the trail heading north-westwards towards the temple. Tumto 357.
5Et
The Dracon deridesyour skill and mocksyou as you engagein combat;as a result, you must reduceyour Attack Strength by r point for the duration of this battle. If you reduce the creature'ssrAMrNe to 5 pointsor less, tum at onceto 6r. 5Ej You eventually ftnd yourself back at the stepswhere you entered the flooded maze!After all your efforts you have not got anywhere (lose r lucr point.) Tuming back towards the maze,will you now go to the left (tum to n4), to the right (tum to 254) or keep going shaight ahead(tum to zr7[
Et r
tE4-l,Es 5E4
Will you grant her request(fum to 274) or, fearing that time is running short, will you tell her that yoi must leaveat once(tum to 5aa)? 5E5 light illuminatespart of a large, rubble-skewn Io* chamber,the sand-covered floor of which is at least ten mehesbelow you. You will be able to climb down your rope safelyinto the chamber, you wish (fum to if zoz). lf you do not want to, you must retraceyour stepsbackto the original tunnel and tum either left, if you have not alreadydone so (fum to r5o), or right (tum to 65).
t rE
SE6-'1EE
5E9-590 breakthem.The ritual reaches climax and the High its Priestess tums to face you. 'And now, Lord Akharis, Destroyerof Cities and Favouredof Sithera,'the High Priestess and intones, 'take this mortal's life-energies live again!'Your endshere. adventure 5E9 'The Shaman the Wilderlandshashis abodeat Spirit of Rock, a leagueto the east.But be wamed, the lands beyond here are home to all mannerof primitive and inhumantribes.'You thank Crannofor his information (makea note of Cranno'sWaming on your Adoenture Sheet). Now will you ask him whether he can aid you on your quest (turn to 55g), or will you leave the theatrewithout further delay (turn to 8F
You hit the water *idEi hemendous splashand, momentarily stunned its chill,arecarried by alongby thefast-flowing underground river.Tum to z8o.
You half walk and ,,tjf, towards the cliff-tops.In a few places you ^",, sending a cascade stones slip, of down into the gorge,butevenfually you reachthe top safely.You must now eat a meal or lose 2 srAMrNA points.Looking down at the landscape from your lofty vantage-point, you can seeclearlyas far as the.edgeof the hills to the Desertof Skullsand as far south as the Bay of Elkor. If you have a BrassTelescope and wish to useit, tum to z96.Otherwise,fum to 255. 5EE You strain againstthe chainsbut your arduousadvenburehas exhaustedyou too much for you to be able to
590
Wedging the paper package in the middle of the you light the fusethen run for cover towards blockage, the tuming in the passageway. Before you can even reach it, the Firepowder explodes with a deafening boom. Dust showersdown from cracksin the ceiling and the walls shudderunderthe force of the explosion. Test yourLuck.lf you areLu&y, fum to grg.lt you are Unlucky,fum to 264.
t rE
594-594 594
395-596 crowd, you seea tradey'scage swing open and, with a roar, its occupant leaps into the crowd. As the throng of people vanishes,you and Farr ftnd yourselvesalone in the middle of the square,facing the newly escapedBlack Lion. A.gry at having been locked up in a confined spaceand confusedby its unnaturalsurroundings, beaststrikesFarr with one the great paw, knocking him to the ground. You have no choicenow but to try to stop the enraged animal. BLACK LION If you win, tum to 28.
sKILrg
STAM TN A g
Choosing a route up the side of Spirit Rock which seemsto offer you the greatestnumber of hand- and foot-holds,you climb towards the cave entrance, fifty metresabove you. Testyour Skill three times. If you are successful every time, fum to 53S.lf you fail any of the rolls, turn at onceto z7g. 592 Restore both your srAMrNAand srln to their Initial scores, and regain 2 LUcKpoints. You can also reduce your porsor.rtotal by I points.Feelingrefreshed and rejuvenated, you leave the room along the new corridor; fum to 16. 595 You enter a long room which is lined on both sides with the statutesof Djaratiankings.At the end of the room is a raised platform on which rests an omate gilded cirest,its lid adomedwith falcon headsat each comer.You canseenothing else.If you want to takea closer look at the chest,tum to 556. Otherwise,you leave the chamberand are faced with the choice of going through the other door (tum to ry) or along (tum to 259). the new passageway
Beforeyou.standstf," f"rf,i?saing blackpyramid that is the Temple of Sithera!Your quarryrand your fate lie within. At the foot of the pyramid,an avenueof pillars leads up to a large dark opening, in front of which you can seetwo guardsdressed Djaratiangarb.Will in you boldly walk up to the entrance(turn to tgz) or look for anotherway into the temple(tum to zoEF
You and Farr chaseutorijln" back sheet after the cultist but lose him among the hustle and bustle of an animal market. Then you catch sight of a red-robed figure, on the opposite side of the square,moving away from you. As you elbow your way through the
596 You cannothave gone more than twenty metresalong the passage when you feel a slab shift under your foot as you take your next step. Testyour Luck.lf you are Lucky,turn to zor.l( you areUnlucky,fum to 5rE.
EE
597
The High Priestess tn"?it of the Cobrafalls to the of dais with a dying cry: 'Oh Sithera,aid us now!' Then shebreathes more.You have succeeded preventno in ing the Priestess from completingthe Ritual of Resurrection (regain1 LUcKpoint)! Hearingmgry shouts, you tum to seethe now reorganized cultistsadvancing towards you. While you are wondering how you are going to get out of this situation alive, the cult suddenly stop, their attention focused on the dais behind you. With a lump in your throat, you tum to seethat the eyesof the great statueof the goddess are glowing with a sinisterlight. A bandagedhand then rises above the lip of the stone coffin and grips the edge,followed by another,and the decomposing body of Akharis rises from the sarcophagus. The Mummy stands, almost two metres tall, and the long-dead Djaratianking piercesyou with a look of pure hatred! Akharis'sevil goddessmust have intervenedand used her dark powers from the DemonicPlaneto complete the resurrectionof her loyal servant.You must stop this honor or Akharis'scursewill still be fulftlled.The Mummy moans balefully and lumbersstiffly towards you. You are going to have to act quickly to deshoy Akharis.Will you: Use fire against the Mummy? Use the Watersof Life (if you have them)? jars Try to use someearthenware (if
you have anyf Use some other charm?
trtr
5gh1op
400
Try to removeAkharis'sdeath-mask?Turn to 295 Try to deshoy the sarcophagus from which he was raised? Tum to 257 Attack the Mummy with your sword? Turn to 97
Your bravery,skill and quick EventuallyLopar speaks: wits have foiled ALharis's retum to power and, for that, hundredsof unknowing people owe you a debt that can never be paid. But now you must rest. Lie down beside the fire and sleep.'And sleep you do, securein the knowledge that you have thwarted the nefariousplansof the Cult of the Cobra and savedall Allansiafrom the Curseof the Mummy.
400
You are suddenlyovercomeby exhaustion, now that you :ue able to relax properly for the first time in days.
More Fighting Fantasy by Wizard Books The Warlock of Firetop Mountain Steve/ackson and lan livingstone Deep in the cavernsbeneathFiretopMountain lies an untold wealth of treasure, guardedby a powerfulWarlock- or so the rumour goes. Several adventurers yourselfhaveset off for like FiretopMountain in searchof the Warlock's hoard.None has ever returned.Do you dare follow them? Your quest is to find the Warlock's treasure,hidden deep within a dungeon populatedwith a multitude of terrifying monsters. You will need courage, determinationand a fair amount of luck if you are to surviveall the traps and battles,and reachyour goal - the innermostchambers the Warlock's of domain. 1 84046 387 2
Deathtrap Dungeon lan livingstone unknownhorrors Down in the dark twisting labyrinth of Fang, mind of BaronSukumvit, awaityou. Devisedby the devilish the labyrinth is riddled with fiendishtraps and bloodthirsty monsters, whichwill test your skillsalmostbeyondthe limit of endurance. before you havetaken up the challenge Countlessadventurers and walkedthrough the carvedmouth of the Trialof Champions Shouldyou come out of the labyrinth, neverto be seenagain. of the labyrinthalive,you will be wealthybeyondyour dreams. Do YOU dare enter? 1 84045388 0
Creature of Havoc Stere /ackson The Citadel of Chaos Steve/ackson Deep insidethe Citadel of Chaos,the dread sorcererBalthus Dire is plotting the downfallof the goodfolk of the Valeof Willow.His battle plansare laid, his awesome army equipped, and attack is surelyimminent. Summoned a desperate plea for help, YOU are the Valeof by Willow'sonly hope. As star pupil of the GrandWizardof Yore and a mastersorcereryourself,you must strike at the very heart of BalthusDire'snightmareworld. Though you command many powerfulspells,the quest may be deadly,for who knows what creatureslie in wait in the Citadel of Chaos? 1 84045 389 9 Zharradan The necromancer Evilis festeringin Trolltooth Pass. Marr is closeto stealingthe secretsof Elvenmagicwhich would of makehim invincible. Nothingcould then preventhis legions ... Chaosfrom takingoverthe wholeof Allansia But what do you knowor careabout all this? ln this unique adventure, YOU are the Creatureof Havoc,a monstrousbeast with a taste for fighting. Ruledonly by hungerand rage,you you haveno knowledge ofyour past or destiny.lfyou survive, may begin to control your bestialnature and learnyour true for certain, the traps and purpose, is but success by no means terrors of Trolltooth Passare manv ... 1 84045391 0
City of Thieves lan Livingstone Terrorstalksthe night as ZanbarBoneand his bloodthirsty Moon Dogs hold the prosperous town of Silvertonto ransom. YOU are an adventurel a swordfor hire,and the merchants of Silvertonturn to you in their hour of need. Your missiontakesyou along the dark, twisting streetsof Port Blacksand seekthe help of the wizardNicodemus. to But Blacksand riddledwith thieves, is assassins foul creatures. and Shouldyou survive, you must journey to the most terrible place of all - the tower stronghold the Night Princehimself, of Za n b a rB one! 1 84045 397 X
House of Hell Steve/ackson on milesfrom anywhere a dark and stormynight' your Stranded mansionyou can only hope of refugeis the strange,ramshackle ... seei n the di stance of But enteringthe Houseof Hell hurlsyou into an adventure of terror.The dangers the and spine-chilling blood-curdling torrential storm outside are nothing comparedto the that awaityou within its gruesomewalls' creatures nightmarish Be warned!You must try to keepyour fear under control pointsand you will die of fright' Can collecttoo manyFEAR you makeit through the night without being scared- to death? 1 84045 4178
Eye of the Dragon lan liringstone In a tavernin Fang, mysterious a stnnger offers yOU the chanceto find the Golden Dragon,perhapsthe most valuable treasure allof Allansia. it is hiddenin a labyrinthbeneath in But DarkwoodForestand is guardedby the most violent creatures and deadlytnps. To begin your quest YOU must drink a life-threatening potion, and to succeedyou must find maps,clues,artefacts,magic items,jewelsand an imprisoneddwarf. 1 84046 542 1
Sword of the Samurat Steve/ackson and lan liringstone control The Shogun's is The land of Hachiman in gravedanger. invaders is slipping. Banditsroamthe landfreelyand barbarian the havebegun to nid acrossthe borders'All this because Dai-Katana the great sword SingingDeath - has been stolen from the Shogun. Your a champion, young Samurai' YOU are the Shogun's missionis to recoverthis wondrousswordfrom lkiru,the who holdsit hiddendeep in the Pit of Masterof Shadows, Demons. 1 84045 732 0
Talisman of Death Stere /ackson and lan liringstone The once-peaceful world of Orb is in terrible danger.Dark forcesare at work to unleashthe awesome might of the Evil One - and only YOU can stop them. YOURmissionis to destroy the Talisman Death before the of Dark Lord'sminionsreachyou. But beware!Time is running o u t... 1 84045 555 2
Bloodbones Stere /ackson and lan livingstone Lives! Bloodbones scourgeof the twelveseas, The dreaded pirate-lordCinnabar; of plaguedthe seafarers the Old World in a bloody reign of terror until a braveadventurerput an end to his evil' But now he is back from the dead, seekingrevente,with the dark powers ofvoodoo at his command' YOU haveyour own scoreto settle - Cinnabarmurderedyour family when you were a child. Only YOU can end the horrific slaughterby destroyingthe pinte captainand his crew of cutthroats. Come hell or high water Bloodbonesmust be stopped! 1 84046 765 7
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