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Tower of Azann

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0% found this document useful (0 votes)
262 views5 pages

Tower of Azann

rule

Uploaded by

Lowtech23
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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 Stec 19 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 and you 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

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