Che Gower
of Azann
Deep in the rugged wilderness of the
Duchy of Anakon, there rises a
solitary tower, grim and forlorn.
For years there have been terrible
rumors concerning the occupant of
that bleak edifice, the sorcerer
Azann, Whispered tales have
circulated throughout the land of
children stolen in the dead of night,
and frightful ceremonies performed
in the name of some dark deity.
Now the very son of the Duke has
been lost, and all evidence points to
the Tower of Azann, Although
deeply angered and desperately
sorrowful at the heir's
disappearance, neither the Duke nor
the members of his court nor
anyone in all of Anakon is witli
to brave the terrors of that sinister
abode to rescue the child. What is
needed is an adventurer...a stalwart
warrior to stake his life on the
quest. You are that champion,18
How toWin
Your mission is to reseue the young heit
and escape the Tower with him. Incidentally,
a fabled gem — the Jewel of Dinakk — is
said to be in Azann’s possession, and you
may have the opportunity to acquire that
treasure as well.
* Ifyou escape the Tower with the child and
the Jewel, you win fameand fortune,
‘Ifyou eseape the Tower with the child only,
you win the gratitude of the Duke, but little
inthe way of wealth,
+ Ifyou escape the Tower with the Jewel only,
youare a wealthy adventurer, bué the venge-
ful Duke will haunt you always
If you escape the Tower with nothing, no
‘one will want to talk to you.
* If you die, at least your memory will be
respected
How to Start
The first thing you must do is generate
your character, You have 12 Characterietic
Points that you can assign among 3 charac-
teristics: Combat Strength, Agility, and Ma-
‘Skill. Combat Strength i important when
you encounter monsters wandering through
the Tower. Agility has several uses, including
keeping from harm in tight situations. Magic
Skill allows you to take advantage of magic
items and spell,
‘You must assign atleast 2 Characteristic
Points to each of these characteristics, Write
down your starting characteristic values on
the Adventure Log. Be sure to writ lightly
in pencil, because your values will change
during the game.
Next, pick two spells from the Magic
Spell Summary, and write them down on the
‘Adventure Log. Then, in the space on the
Log labelled “Current Level” write 1 (you
will be starting on the firs floor of the Tower,
Now, when you are ready to begin, you
can proceed to paragraph 040, and you are
‘on your way,
Using the Paragraphs
‘The paragrapis are the heart of The
Tower of azann. They provide the charac:
ters, deseripiions, and events that give the
adventure life 1 is important that players
hot read through the paragraphs before pay
ing. While iis intended that characters have
Some control over wiat befalls them, heran
dom hazards and benef that come assur.
prises in the paragraphs are the very essence
Ortbeadvenare
Going Up and Down Stairs. There are six
foe in the Tower of Arana endo chara
ter wll no doubt want to explore each of
them in is search. Togo up the cena stat-
case (which is adjacent (0 virtually every
room in the Tower) a player notes what level
he is starting from (fo instance, evel 1) and
rolls one de(rolling a5, by way of example).
‘The player then adds the two numbers to-
gether and turns to the paragraph indicated
{inthis case, 006) and follows the instruc.
tions. To go downstairs, the first digits the
floor you wish vo descend fo, and the second
digit &y again, a die roll. Remember, once
you ative ong new level, tochange the Cure
rent Levelon the Adventure Log.
Entering Rooms. Although a character is
never far from a staircase, the interior of the
‘Tower is confusing in its construction, and it
is casy to become lost, wandering sometimes
through the same room repeatedly in search
‘of some abject. Whenever a player wishes to
enter a room, he notes the level his character
‘occupies (2, Tor instance) and rolls one die
(olling, say, a 3). The player reads these
‘numbers in sequence and turns to the para-
raph indicated (in this case, 23) and follows
‘whatever instructions are there
Combat. The Tower is infested with all man-
ner of evil monsters, none of which intend a
player’s character any good. The paragraphs
often indicate an ambush or encounter with
these wandering creatures, ‘To perform a
combat, the player refers to the Monster Val-
ues Chart to determine the Combat Strength
and Agility of the creature that has been en-
countered. Then the character attacks (the
character always attacks first unless the para-
raph specifies otherwise) by subtracting the
‘monster's Agility from the character's Com-
bat Strength. Ifthe result isa negative num-
ber, the character must reduce either his
Combat Strength or Agility by one point. If
the result is zero, roll a die; ifthe result is
areater than the monster's Agility, the mon-
ster loses one point; if the same die roll is
eater than the character's Combat Strength,
the character aiso loses a point. Ifthe number
is positive, the player reduces either the mon-
ster’s Auilty or Combat Srength by one point
For example, a character with a Combat
Strength of 4and an Agility of Sencountersa
‘wraith (Combat Strength 2; Agility, 5). Sub-
tracting the wraith’s Agility of S from the
eharacter’s Combat Strength of 4 results in
=1, so the character must reduee either his
Combat Strength or Agility. He chooses 10
reduce his Combat Strength by I.
Next, the monster attacks by subtract-
ing the character's Agility from the monster's
‘Combat Strength. In the preceding example,
the wraith’s Combat Strength is 2 and the
character’s Agility is 5, for a difference of
=3 — the wraith is hit, and the player choos-
esto reduce the wraith’s Agility 104. Combat
proceeds in this manner until either the char-
acter or the monster (or monsters) is dead.
When more than one monster attacks,
the character takes them on one at a time,
‘A monster is dead once either its Aaility
‘or Combat Strength is reduced to zer0. A
character is dead when both his Acility and
‘Combat Strength are reduced to zer0,
Using Spells. The Summary of Spells gives
details on the uses and effects of the various
spells that the characters may use. These
spells may be used in combat or in movertent
throughout the Tower at any time,
Discovering Items. Scattered throughout
the Tower are various powerful weapons and
magic items. The paragraphs direct the char-
acter to the locations of these items from
time to time, and with a little luck and good
sense, a character can accumulate a potent
col'ection of these useful tools. Any time an
itera is acquired, the player should record it
‘on the Adventure Log. Losses should also be
recorded. Note that most items can be found
again if they have been lost if the paragraphs
direct the character to them again, (Some
items, such as the Emerald Rod, are lost per=
‘manently, however, and cannot be recovered.
If-a character is directed to such an item
again after having losit, treat the location as
empty.) Any time a character is directed to an
fem that he currently possesses, the location
is treated as empty.
‘A character may never carry more than
4 items (combined total of magic items and
weapons) at one time. Note that a character
is considered armed when he enters the Tow-
er, but the weapons he brings with him can
never be lost and do not count agains the to-
tal number of items that can be carried,
Nerve Checks. From time to time in the
paragraphs, particularly after a harrowing
experience orin an especially unpleasant situ-
ation, a character will be required to make a
Nerve Check. To do so, the player simply
adds together all of the character's current
Characteristic Points and rolls a die. If the
die roll is greater than the character's total
Characteristic Points, the character passes
the check. The paragraphs provide instruc-
tions as to the effects of failing a Nerve
Check.
Ducking Out. There are certain times in the
‘Tower of Azann when diseretion isthe better
part of valor, and a player’s character may
‘wish to extricate himself quickly from a room
‘or other location within the Tower. In stich
cases, the player rolls one die and compares
the die roll with the character's Agility. Ifthe
die roll is equal to or greater than the charac-
ters Agility, the attempt fails and the char-
acter must deal with whatever itis he would
rather avoid. If the die roll i less than the
‘character's Agility, the character may imme
diately roll for another stairway oF room,
Whether the attempt succeeds or fails, the
character loses one Agility point immediately
after resolving the die roll. A character with
‘an Agilty of zero may not attempt to duck out
Escape. To escape the Tower of Azann is no
simple matter. To get out, a character must
make his way to level 1 and roll for a room
‘that has portion of the paragraph marked for
escape. Such a paragraph will indicate range
of die rolls, The player rolls a die and, if the
die roll falis within the specified range, he
follows the instructions for escape in that
paragraph. If the die roll falls outside the
ange indicated, the character is subject to
whatever other instructions (other than for
ceseape) are specified in the paragraph.
‘Two or More Players
The Tower of Azann is designed to be
playable by a single player or by several.
‘When more than one player participates,
cach character may go his own way, making
paragraph decisions independently. In com-
bat, only one character may attack each
monster. Thus, if several monsters attack
several characters, a number of individval
combats may occut simultaneously
Tower of Azann
Creative Credits
Game Design:
Bob Ryer, Justin Leites, Gerard C.
Klug, Redmond Simonsen
Graphic Design:
Redmond Simonsen
Graphic Production:
‘Ted Koller, Manfred F. Milkuhn, Ken Stec19
SUMMARY OF SPELLS
‘Spell of Toleportation
Allows you fo instantly remove yourself
from any place to a random room, Rell
two dice; the first die isthe level and the
second the room. IF you roll an 11, how-
ever, you are automatically outside the
‘Tower again, Bach time you use this spell,
roll a die and reduce your Magic Skill by
the amount rolled up to @ maximum re-
duction of 3.
Spell of Resistance
Allows you to subtract 2 from any Nerve
Check die roll, or to disregard certain in-
fiuences mentioned inthe paragraphs
(these paragraphs specifically state that
you can use this spell). Each time you use
this spell, reduce your Combat Strength
by 1. If your Combat Strength falls below
1, you lose the power to use this spell.
Fireball Spelt
‘This potent enchantment produces an in-
fetno that will instantly incinerate any
monsters, no matter how many, that are
attacking you. As soon as you have used
this spell, your Magic Skill drops to zero,
and your Combat Strength ishalved (round
fractions up).
Spell of Regeneration
Allows you to shuffle your strengths.
Thus, you could increase your Combat
Strength by 2 reducing your Magic Skill
by 1 and your Agility by 1, or increase
your Agility by 2 by decreasing your
Combat Strength by 2, or re-arranging
yourcurrent points in any way you like
SUMMARY OF MAGIC ITEMS
Emerald Rod (078)
Allows you to increase your Agility as
‘much and as often as you wish. For each
point of Agility increase, however, de-
crease your Magie Skill by one point. If,
‘at any time while you possess the Emerald
Rod, your Magic Skill reaches zero, you
permanently lose the Rod.
Enchanted Sandals (078)
Allows you to teleport at random to any
oom in the Tower, Roll two dice; the first
die is the level and the second the room,
Each time you use the Sandals, your Asil-
ity isreduced by 2 temporarily, for as long
5 you are in the room to which you tele-
Port (as soon as you leave that room nor-
mally, the Agility points are regained).
Crystal Sphere (090)
Allows you to foresee ambushes. When-
‘ever you are attacked while in possession
ff the Sphere, you may attack twice be-
fore your opponent (your first opponent
‘only, if more than one) attacks you. Each
time you take advantage of this magic
item, your Magical Skill is reduced by
fone,”and the Sphere cannot be used if
your Magic Skill is reduced to zero, al-
though you may stilearryit,
Ruby of Kraesh (081)
Allows you to inerease your Magic Skillas
‘much and as often as you wish. For each
point of Magic Skill increase, however,
decrease your Combat Strength by one
point. You may not use the Ruby once
your Combat Strength reaches 2et0, al-
though you may continue tocarty it
WEAPON SUMMARY
Silver Dagger (030)
This deadly weapon allows you to attack
any opponent (your first opponent in an
encounter only, if more than one) twice
before he attacks you. Each time you use
the Dagger against an opponent, reduce
‘your Agility by one. Youcan never use the
Dagger if your Agility is less than 2, al-
though you may carry i
Great Bow (037)
When you have combat with more than
‘one opponent at a time, the Bow can be
used to attack each (excep? the first) with
a strength of 8. Each time you use the
Bow against an opponent, your Combat
‘Strength is reduced by 1, and you can nev-
er use the Bow or earry iif your Combat
Strength is ess than 3.
Great Axe (038)
‘The solid weight of this weapon is very re-
assuring. AS long as you carry the Axe,
you may subtract 2 from each Nerve Check
die rol. If your Combat Strength falls be-
Jow 2, you can no longer earry the Axe.
‘Spear of Grom (039)
This heavy weapon infuses you with
strength, raising your Combat Strength
by as many points as you wish, For cach
point of increased Combat Strength, how-
ever, reduce your Agility by I. IFyour Agil-
ity falls below 2, youcannot carry theSpear,
Players are encouraged (0 develop theit own
spells and Items for inclusion in the game.
Experimentation isan important par! of
role-playing
MONSTER VALUES CHART
playing games, As with spells and special
items, players are encouraged (0 develop
their own monsters or adjust those included.
It may take some time to balance monster-
character strengths, but the effort can be
very rewarding,
ADVENTURE LOG
is suggested that players copy this log, or a similar one of their own devising, for
repeated playing. SPI grants permission to copy this Adventure Log for personal
use only
Character Name
Curront Agility Value.
Current Combat Strength,
Current Magic Skill
Current Tower Level
Magic Items Possessed:
Notes:
‘Weapons Possessed:
Date,
Spells Possess.Adventure
Paragraphs
‘The following paragraphs should or be read
‘through in their entirety; players shoul read ind
vidual paragraphs only as directed. Once the in
Struetions of a paragraph have been completed
and no other paragraph sindicated, rll for a new
oom or stairway, The sytbol (m) indicates that a
‘ew paragraph should bereterred to,
(001. You dash through the door into the morning
sunlight withthe child and the Jewel. Noone pur
‘es. Aer resting fora few minutes onthe green,
farcen grass, you head off a thecity to collet your
Just rewards,
(002. You reach the nex level without mishap. —
(003. As you progress, cobwebs brush agains! your
face and hands with increasing regularity: Nerve
(Check, I you pass (> 038): if you fal (> OS)
004. You reach the nex level without mishap,
005. As you progress, an enormous troll wielding
‘cudgel zomes a you, Conduct combat.
006. 1f your Agility i 3 or more, you ascend (or
descend) without mishap. If your Agility i less
han 3 18).
(007. As you progress, the stairs Begin 1 weave and
Pitch, unbalancing you. If your Agility is 3 or
more, you make it ack 10 the level from which
‘you began; if your Agility itess than 3 (087)
(008. As you progzess, the ar is perced by a keen-
ing wail. Nerve Check. If you pass, you reach ihe
next level without mishap. Ifyou fail 115)
008. 1F your Agility is 3 or more, you reach the
rex level without mishap. If your Agility is less
than 3, you have alerted two goblins 10. your
presence, and they attack, Conduel combat,
010, The
ress, Sudden sive way allogethet. If
sour Agility is2or more, you manage o each the
level toward which you were ascending (or descen-
dingy 1'your Agi) isles than 20> 089)
(11. You have stepped into a demonic vortex of
blinding light, howing winds, and terrific cold. 1F
your Magic Skil is 3 or more (090). I your
Magic Skills es than 3091
O12 Roll adie. On a roll of 4-6, owo ogres enter
«the room. Conduct combat, Otherwise, proceed
unmolested.
Escape: 1-3 (110), “
01. Roll adie, Ona roll of Sor 6, you are atack
ed by wo roll. Conduct combat, Otherwise, pro-
eed without mishap,
Escape: |-4(> 110),
(014. Unless you are ying to escape (032),
Escape: 1-3(> 110)
016. Rolla die, On aollof -3 (021). Ona rol
of 4-60 022)
Escape: -3(> 110)
016. Justasmall, empty room. Proceed
Escape: Automatic» 110)
017. You dash through the door into the morning
sunlight with the child and the Jewel. Something
pursues you, but you cannot se it. Nerve Check
Tf you fail (018) Ifyou pas, you have escaped
unscathed and won,
018. A huge, ualy troll bears down on you and a
‘acks first 1 you manage to finish him off, you
escaped withthe child
919. A huge, ugly brute of a rol catches up with
you. Attack and fight it out. IFyou win, you have
managed to escape, coe
(20. You can cther throw the Jewel hack at your
tunseen pursues (037) oF simply try 10 outrun
watever is chasing you
(21. No sooner do you enter the room than you
are savagely attacked by a goblin. Conduct com-
batimmediaely,
(22. The room, apparenily a Kichen at one time,
iswell-itand contains noihing of interest
23. An empty room, with nothing of interest init
tall.
24, Rolla die. Ona rol of -4, nothing oveurs
and you proceed on your way. On a rollotS or 6,
two rolls jump you. Conduct combat,
028, Rolla die. Ona roll of or 6, nothing oscars
and you proceed on your way. On a roll of 1-4
e079,
026. Rell die. 1 he roll sequal 16 oF less than.
{your Magic Skill ® O80) Ife ols greater than
your Mage Skill, nothing oes and you comine
‘onyourway.
027. There is 4 deafening explosion that knocks
you tothe ground. Behind you's the sound of ady
ing creature. The Jewel comes floating back
toward you and, if your Agility is 3 oF more, you
atch it otherwise, i disappears aver the horizon.
Ingither ease, you have escaped, =
28. The wraiths ate quite anxious 10 com:
unica. “In fac, they are insistent. Fr years,
they have wanted todoaway with Azann, but hey
have lite or no power against him. They are the
Femains of children he has taken in the past, and
their thirst for revenge is unbounded, They extract
from you an oath thal you will il the wizard and
they send you on your way... 096),
(28. You can abandon the child in an effor to
make good your escape 119) or you can turn 0
facewhateverfllows( 018),
020. You come across a silver dagger fying on @
table, You can leave it alone and proceed or pick it
ee On) see ay ena
(081. The oom|s pitch black. I your Agility oF
more, you avoid falling into the yawning pit at the
centei of the room. If your Agility is less than
pe Fal (0s Rr 2 PAS
(22. Roll a die. If the die rol sequal to or les
than your Combat Strength (030). Ifthe de roll
isgreater than your Combat Sirength, nothing oc-
{utsand you continue on your way
(33. Nerve Check. If you pass, you may proceed.
you fal ® 116 a
(034. Seemingly trom out af the woodwork, 160
twolispring oattack. Conduer combat
(036. Roll die. On 1-4, 1wo apparently sedate
skeletons leap to Hife and atiack You. Conduct
‘combat. Ona $06, you proceed without mishap,
(036. {tsa nice room, a charming, lovely room. Sit
down fora few minuies and reeain some strength
Increase our Combat Strength by 1
(027. Groping your way through ihe gloom, you
encounter a great bow, You can leave i alone and
proceed on your way, oF pik it up (070)
838, A yreat axe appears before you, hanging ona
bracket. You can leave it alone and proceed,
orpickit up (070)
(088. You suddenly espy the legendary Spear of
Grom. You ca leaveit alone and proceed, or You
npickitup (070),
(040. You can go the Front door (© 093) or tothe
back door: (> 095) if your Agility i | or 2; (076)
i your Azlity is 3 or 4; (077) if your Agility is $
O41, Iva librargt You can’ make out much of
whats writen thee, but you pick up enough 9
learnoneaddtionalspellof yourchoise.
(42, This is dim and musty room that reeks of
Some. etal presence. You may hvetgate
(00 or race through as quickly as your legs wil
carry yougrogg),
043, Rolla die. On a roll of 1-4, nothing ours
and you proseed on your way, Ona toll of 5,3
soblins jump you. Ona roll of 6(> 01).
(044, Rolla die. Ona roll of 1-3, nothing ears
‘and you proceed on your way. On a roll of 6
eos,
(46. There is nothing in the room..except an
cogre..with an axe.-and he's mad, Conduct om
baimmeditey.—
046. in this room you find @ task of pure,
refreshing water. Vou fake drink and eet ke
icking up your heels Inzease your Agility by 2.
(047, The door stands open before you, bt sso
'y losing. Roll ade I the di ol sequal #0 or
seater than your Agi (088) If he die ols
ess than your Aiiy > 109)
(48, Nerve Check. If you pass 0 108. 1 y0u fo
(Con ee eee
(048, Roll a die. 1F the roll fs greater than y
Comba Strength 1) 1 the rll equal 10 oF
lesthan your Combat Strength 108)
50. Roll ade. On aol of 1-3 088). On rol
of 4or5. (119). Onarollof6( 116).
051. Rolla die. I the ells 1-3, nothing oours
and you continue on your merty way. If the rolls
eros
062. You siol ino the room, minding your own
053, Rolla die. On a rol of 1-3, nothing occurs
and you proceed. Ona rollof4-6( 03),
54, You Find a mail shir lying around and try
fon. I's enchanted! Rol adie: Ona roll of 74,
your Combat Strength increases by 2. Ona roll of
056. Rolla die. On atoll of 1-3, nothing occurs
and you proceed. Ona roll of 4-6( 07)
(56. You have a moment 10 caich your Breath in
057. Reduce your Agiliy by 1 and lose any one
‘seapon or magi em (our choice of which) you
hhave found in the tower, Then you ae attacked by
a aia, unpleasantesmelling spider. The spider at
{acks frst If you survive, rll for ascending stats
58. One goblin and one ogre come at you out of
058, Roll adie. Ona rollof 1-3, the room isempiy
and youcan proceed. Onarollof4-6(6016).
(060. The creature is razed eave tol, intent on
rearranging your flesh in erotesque ways. Your
ler attack reduces his Comb Strength by the
mount yourollon one de, Conduct sombat.
061. Roll die, On a roll of 1-3 (039). Onaral
of 46, you ate jumped by 3 goblins. Conduct
combs
(62. Nothing ere, Nothing val. Proceed
(063, You enter and, in the gloom, you hear
fooisieps and the sound of children’s voices.
Nerve Check, If you fail (116). If you pass
052)
(064, Pry. You've stumbled over a dozing trolland
iene his wrath, Conduct combs
065. Two iol, swapping grisly stories, ae inte
rupted by your entrance. Conds combat
(066. Roll a dic. Ona 1 or 2, nothing happens andyou proceed. On a 3-6, three skeletons arise and
Agbatle, Conduct combat,
067. There is nothing there at all, But the ex
perience of your journey through the hall hasbeen
Iharrowing, Nerve Check, If you pass, proceed
‘without mishap. If you fai 115).
068. Rolla die. On aro of 4, nothing happens,
Ona roll of $0 6( 08)
069, Roll a die, Ifthe die roll i les than your
Magic Skil, you can take and se the tem. If the
die Is equal (0 oF greater than your Magic Skil,
‘you fai to recognize te item's worth and leave I
‘behinds you proceed
(70. Roll a die. If the die rll fs les than your
‘Combat Strength, you can take and use the item.
If the die sequal 0 or sreater than your Combat
Strength, you fail to recognize the Ttem’s worth
and leave i behinds you proceed.
O74. As you siand dazed, 6 wraiths enter the
room. They draw on your Magic Skill 10 give
themselves strength to altack Arann, Conduct
‘combat between Azann and the wraiths (as you,
Stand idly by) fhe wraiths kill Azan (© 102). 1
‘Azann wins 103).
072. The goblin commands you 10 never harm
AAzann, and then sives you the Jewel of Dinakk,
‘which he had concealed in his armor. He then
promi dies, Proceed
073, The goblin dies without uttering another
ond il nee
O74. There is a boule filled with @ mysterious
smelling liquid, Yous leaveit and soon, ory 8
sip 112).
75. You are in a narrow, dim passage and cannot
secanything. You can walt and hope that your eves
Adjust (088) oF edge slowly forward and hope
forthe best (089),
78, You are in a narrow, dim passage and
barely sea par of red, baleful eyes gazing at you
You can attack briskly (B060) or proceed with
106). you fal (® 097)
097. Thieevil wizard shouts word of an unkown
tongue and two demons appear. You ean engage
the demons in combat (104) or duck out of the
oom (> 098)
098. A sudden violent jo of energy courses
"rough your body, and you hear she voices ofthe
child wraiths urging you to Tury, Ifyou have a
Spell of Resistance, you can use it. Ifyou have no
suchspell 100.
098. 1f you have the Jewel of Dinakk, you im-
mediately lose all your Combat Strength you do
hot have the Jewel (097),
100. The door slams behind you, trapping you,
and Azann engages you in combat. Before conduc.
Ting the combat, however, Nerve Check. Hf you
ass (> 108) I you fal (> 12),
401. The room contains one obviously very sick
obiin, You can kil him (088) without engaging
‘ncombat,orspeak with him (095).
102. The wraiths vanish as mysteriously a they
appeared, and you can free the hid and proceed.
103. Youare killed
104. Conduct combat normally, If you survive,
‘Arann engages you in combat, Before conducting
105. 1f you have the Jewel of Dinakk, you in
rmediately Tose all your combat stength: You a
emp cseape or throw the Jewel at Avani
(0H. Ifyou do not have the Jewel, conduct
combat Ifyou survive, you can Fee the child and
proceed zs
106. You can Tosh 10 attack Arann (0%), at
empr to speak to him (097), or duck out ofthe
oom (> 098).
4107. Roll a die and add your Magic Skill. 1 the
{otal is 9 or more, the Jewel explodes, destroying
both ise? and the wisard. You can then fre the
hill and prooeed. If the fra les than 9, you
‘may try toduck out Ifyou fal rola die, Ona 3
(e071), Ona 60 103
108. 1F you have the Jewel of Dinakk but not the
child (084). IF you have the child But not the
Jewel (082), [Fyou have both (017). IF you
hhave neither, you escape without further hin
drance
108. IF you have the Jewel of Dinakk but nor the
child (085). IF you have the child but not the
Jewel (083). IF you have both (001). IF you
hhave nether, you escape withou
M0. You can sae the ext clearly before you, but
before you reach it, you are autacked by three
goblins. Conduct combat, I you survive( 047),
AM. You can pus fiercely at the closing door,
hausting! yourself and. reducine your ‘Combat
Strength to I, in which cave (> 108), oF You can
10,
192. Rolla die, On 4, you ind the quid bea
plessantimbbation that immediately restores |
Point of your Combat Sirenth: Onaroller 3016,
the liquid i a disgusting substance that reduces
yourConbat Srengthby
1M. There is & sit of ancient, yet oddly tar
hished, armor that Seems 0 glow ally in the
turk. You cam approach i, entering the halo of
Tight the armor sheds (© 114) or past by.
194. Roll s dis. On a 1-3, you feel a rash of
surength,Ineease your Combat Steet by 2. On
46, you fel suddenly sapped by some mle
"ant magic nthe slow. I your Magi Sil is 3. or
‘more, yo can leave the ren without adverse ef
feet i your Magie Skill ses than 3, lone one
pointof Combat Strength
118. Your nerves ive way and you feel your
strength and wits fa you. Reduce your Combat
Strength, Magi Skil, nd Agi by Teach
196. You panic! Reduce your Magic Skill and
Combat Sitengihby2each,
7. This comforialy Farsised woo, You
es here for Bit regining Your strength
Rolla die. Ona roll ot if, sou gain 3 points (ap
piled as you wish). Ona rollot Sor6, you regain d
points,
118. Rolla die. Ona roll of 1-4, a goblin slashes at
you before you can duck, reducing your Combat
Strength by 1 Conduct combat, Ona roll of Sor
86)
119. The child ugs a5 you wry to pul him down,
and you fall sprawling on the ground, just 3s a
huge troll appears from the tower If your Agility
152 of ess, You are killed outright If your ABlty
is more than 3, have combat. If you win, you
‘scape, but the child has vanished. The Duke will
hot he plessed
¥20. Before your stared eyes, Azann siops ad-
vancing on you and makes a dramatic sweeping
lesture with his arms, and both he and the eld
‘nish int hi
a