Gerald Lientz - Middle-Earth Quest - Rescue in Mirkwood - Text
Gerald Lientz - Middle-Earth Quest - Rescue in Mirkwood - Text
RESCUE IN MIRKWOO
lj
| 230 Time:30 Exp Pt: 30
_ Radagast gives a sharp whistle, and an owl flies to his
| shoulder. “My friend here will go with you, since I have
too many tasks to go myself. He often will be able to find
you a path where the forest seems impossible, and few
birds will dare bother you while he is along. If you are
beset by many foes, he will distract them and perhaps
turn the tide of battle.”
At Radagast’s direction, the owl flies over to you, perch-
ing on your shoulder. Add / to your OB in any combat if
the owl is with you.
by Gerald Lientz
Illustrations by
Liz Danforth and Richard Britton
à.
BERKLEY BOOKS, NEW YORK
Editorial Contributions: Chris Christensen,
Bruce Neidlinger, Kurt Fischer, Richard Britton,
Sean Murphy, Terry Amthor, Coleman Charlton
Production: Kurt Fischer, Sean Murphy,
Coleman Charlton, Richard Britton, John Ruemmler
ISBN 0-425-08687-9
es
AN INTRODUCTION TO THE
QUESTGAME™ SYSTEM
Based on the works of the greatest fantasy writer of all
time, Middle-Earth QuestGames invite the reader into the
world of brave and cruel Men, Hobbits and Elves, Orcs and
Trolls, and Wizards both good and evil. The continent of
Middle-earth, rich in adventure and conflict, provides the
perfect background for solo adventures. Welcome to the
fantasy and thrill of J.R.R. Tolkien’s Middle-earth!
THE MAPBOARD
The mapboard provided in this QuestGame gives an over-
view of part of the area in which your adventures will take
place. This map shows what you know about the area, but it
does not tell you everything that may happen.
Each space on the mapboard is labeled with a number
and a letter (i.e., 1A, IB, ... , 2B, 2C, ... , etc.). Each of
these labels refers to a section of the text, with the same
number and letter, near the beginning of the gamebook.
This “Location Text” tellsyou what you find and directs you
to further “Encounter Text” that provides choices and more
detailed information to guide you in your adventures.
Keep track of your location on the mapboard during
play. This is done by remembering the label of your loca-
tion, by using any small playing piece (i.e., a coin) to mark
8 o
- your location, or by tracing your path with a crayon or
greasepencil.
THE GAMEBOOK
The gamebook describes hazards, situations, and loca-
- tions that may be encountered during your adventures. As
- you read the text sections, choices will be given as to what
actions to take. The text section you read will depend on the
space you move into on the mapboard, the directions in the
text, and whether the actions you attempt succeed or fail.
As mentioned earlier, Location Text sections are in the
beginning of the gamebook and match the spaces on the
mapboard. These sections are labeled with a number follow-
ed by a letter. Encounter Text sections are toward the back
of the gamebook and are listed by three-digit numbers only
(e.g., *365"). Read the Location Text as you move into the
matching space on the mapboard, and read the Encounter
Text only when told to do so by the text.
Often Encounter Text will direct your *movement" in
areas that are not represented on your mapboard. In
- these cases, it can be very useful for you to keep track of
what you encounter and where you go (i.e., you should
record and map your path of travel).
PICKING A NUMBER
Many times during your adventures you will need to
pick a number (between 2 and 12). There are several ways
to do this:
1) Turn to the Random Number Table on the inside front
cover, use a pencil (or pen or similar object), close your
eyes, and touch the Random Number Table with the
pencil. The number touched is the number which you
have picked. 1f your pencil falls on a line, just repeat
the process.
2) Flip to a random page and look at the small boxed
number in the inside, bottom corner of the
. page. This number is the number which you have
|. picked.
3) If you have two six-sided dice, roll them. The 2o
the number which you have picked. (You can also roll 1
one six-sided die twice and add the results.) 1
Often you will be instructed to pick a number and add a
"bonus". When this happens, treat results of more than
12 as “12” and treat results of less than 2 as "2".
CHOOSING A SYSTEM
Before starting to play, decide whether you want to use
the Basic QuestGame System or the Advanced Quest-
Game System. If you have never played one of these
QuestGames and have never played role playing games,
we suggest that you use the Basic System and the pre-
created character provided. After you have mastered
that, use the Advanced System and create your own char-
acter.
CHOOSING A CHARACTER
There are three ways to choose a character:
1) You can use the completely created character provided
at the beginning of the gamebook.
2) You can create your own character using the simple
QuestGame character development system.
3) You can create your own character using MERP, the
Middle-earth Role Playing System (an ICE production
not included in this gamebook). When using MERP,
ignore the Action Tables and Combat Tables provided
at the end of this gamebook. Instead, use the guide-
lines and tables provided in MERP to resolve “actions”
and "combat" (see Optional Rules).
STARTING TO PLAY
After choosing a character to play and a system to use,
start your adventures by reading the Prologue found
after the rules section. From this point on read sections as
indicated by the text. When told to move on, read text
sections corresponding to spaces on the mapboard.
10 lum i
|
Eu BASIC SYSTEM
-MOVING ON
_ When the text tells you to move on, you may choose to
move into any one of the spaces on the mapboard adja-
cent to the space you are in. Then read the matching
Location Text. This text can of course lead to more
detailed adventures by directing you to a section of En-
counter Text. When the text tells you to move on in a ran-
dom direction, proceed as if the text just says move on.
When moving into a space where you have already
been, ignore any text references to conditions which no
longer exist. For example, if you defeat a Troll in a space,
leave the space and later return, you do not have to fight
the same Troll again.
TIME
When using the Basic System, do not keep track of
time. When the text indicates a choice of encounters bas-
ed upon time, read the text associated with the earliest
-time.
DAMAGE AND HEALING
As you adventure, you will take damage from fights,
traps, falls, etc. You must keep track of this damage in
terms of a total amount of damage taken (record the total
in the damage taken space on your Character Record).
Only your damage taken total changes during play; your
Endurance does not change.
If your damage taken exceeds your Endurance (see
your Character Record), you are unconscious. If this oc-
curred during a fight, you are defeated and must proceed
-as the text indicates. Otherwise, you are dead; your
adventure is over and you may begin again from the start.
If the text indicates that you “wake up”, change your
damage taken so that it equals your Endurance.
Each time you read a section of text that you have not
:
a
read before and that does not require you to pick a
number, or fight, or take an action, you may "rest",
automatically reducing your damage taken by one.
FIGHTING
Fighting consists of a series of “rounds”. During each —
“round”, you attack your opponent or you attempt to flee
and your opponent attacks you. Missile attacks and your
Missile OB are not used in the Basic System.
If you choose to fight an opponent or the text indicates
that you must fight, the combat is resolved in the follow-
ing fashion:
1) You attack (see below) your opponent and then he at-
tacks you. If you are surprised, reverse the order of the
attacks for the rest of the combat.
2) Repeat step 1, a round of the fight, until one of the
following conditions occur:
a) One of you is killed (a “K” result on the Combat
Table).
b)One of you has more damage taken than En-
durance. That combatant is unconscious and is
defeated. (This can also occur due to a ^U" result on
the Combat Table.)
c) You successfully run away. At the beginning of any
round of combat, you may elect not to attack for
that round. After your opponent makes his attack
for that round, you may attempt to run away (use
the Action Table):
* If you are successful, the fight ends and you
follow the text instructions or move on in a ran-
dom direction.
* If you are unsuccessful, you are still engaged and
must begin another round of the fight. (However,
you may attempt to run away again).
After a fight, the text will indicate what you are to do.
Process for Resolving An “Attack”:
1) Subtract the defender’s Defensive Bonus (DB) from the
attacker’s Melee Offensive Bonus (OB) and pick a
number.
2) Using the Combat Table on the inside back cover,
cross-index the number picked (in the vertical row on
the left side of the table) and the difference between the
OB and the DB (in the horizontal column at the top of
the table).
3) The result is the amount of damage that the defender
takes that round (increase his damage taken by that
amount). The special results “U” and “K” end the com-
bat immediately with the defender being knocked out
(U, Unconscious) or more rarely, killed (K).
EQUIPMENT
Whenever you acquire money and equipment, record
them on your Character Record in the spaces provided.
Silver pieces are “money” and may be used during your
adventures to pay for food, lodging, transport, bribes,
etc. Certain equipment may affect your abilities. If you
wish, refer to the Advanced System for the effects of ar-
mor and weapons. 4
TAKING AN ACTION
When the text directs you to take an action, refer to the
Action Table on the last page in the gamebook. Choose
one of the actions listed and follow the directions given.
Sometimes these directions will require you to use the
“bonuses” listed on your Character Record.
iEn 13
AP
STATS
Your character starts with certain mental and physical
attributes called "stats" (short for statistics): Strength
(St), Agility (Ag), and Intelligence (In). Before beginning
this adventure, determine the values of these stats. Pick a
number three times and assign one to each of the three
stats (the choice is yours). Then record them in the Stat
Value column on your Character Record.
Stat Bonuses
Each stat (St, Ag, In) may give a "bonus" when perfor-
ming certain activities; keep in mind that these "bonuses"
can be negative (or zero) as well as positive.
Each stat of 2—4 gives a bonus of -1
Each stat of 5—8 gives a bonus of 0
Each stat of 9— 10 gives a bonus of +1
Each stat of 11— 12 gives a bonus of +2
Record these bonuses in the Stat Bonus column next to
the Stat Values on your Character Record.
ENDURANCE
Your Strength stat determines the Endurance of your
character. During combat you will take damage due to
shock, pain, bleeding, etc. If this damage exceeds your
14 []
f Endurance, you will fall unconscious (pass out). Your
_ Endurance is equal to twice your Strength stat plus 20; re-
cord this on your Character Record.
SKILLS
The following 8 “skills” affect your chances of ac-
complishing certain actions during your adventures.
1) Melee OB Skill: This skill reflects your ability to attack
in melee (hand-to-hand) combat. OB stands for “Of-
fensive Bonus”.
2) Missile OB Skill: This skill reflects your ability to at-
tack using a missile such as a thrown spear or a bow.
OB stands for “Offensive Bonus”. (This skill is not us-
ed with the Basic System.)
3) General Skill: Use this skill when directed to perform
general activities by the text, including: Climb, Track,
Hunt, Ride, and Swim actions.
4) Trickery Skill: Use this skill when trying to move
without being seen or heard (i.e., sneaking), trying to
steal or take something held or protected by an oppo-
nent, picking a lock, escaping from bonds, and many
other similar activities.
5) Perception Skill: This skill reflects how much informa-
tion you gather through observation and exploration.
It also reflects your ability to talk and negotiate with
beings you meet during your adventures.
6) Magical Skill: This skill reflects your affinity with
magic and spells. Use this skill when you try to cast a
spell and when indicated by the text.
7) Running Skill: This skill reflects your chances of run-
ning away from danger.
8) DB Skill: This skill reflects your ability to avoid at-
tacks. DB stands for Defensive Bonus.
Skill Bonuses
For each of these skills, you will have a Skill Bonus.
Use your Skill Bonuses when you attempt certain actions;
keep in mind that these “bonuses” can be negative as well
as positive.
E [:] 15
When you start your character, you have a total of six
“+ 1 bonuses" to assign to your skills; the choice is yours
(see below). These bonuses may not be assigned to your
“DB” skill or your “Running” skill.
You may assign more than one “+1 bonuses” to any
given skill, but no more than three to any one skill. Thus,
two “+1 bonuses” assigned to a skill will be a “+2
bonus”, and three “+1 bonuses” will be a “+3 bonus”.
These bonuses should be recorded in the appropriate
spaces in the Skill Bonus column on your Character
Record.
If you do not assign any “+1 bonuses” to a skill,
record a “-2 bonus” in the appropriate space. The *DB"*
and “Running” skills do not receive this “-2 bonus”; in-
stead they are “0”.
Applying Stat Bonuses to Skills
In the Skill section on your Character Record you will
find a Stat Bonus column. Each space has a stat abbrevia-
tion next to it; in each space record the stat bonus cor-
responding to the abbreviation. (Refer to the pre-created
character if you need help in following these instructions.)
TOTAL BONUSES
At this point, you should have a bonus recorded in
each Stat Bonus space and each Skill Bonus space. Keep
in mind that these “bonuses” can be negative as well as
positive. For each skill, add the two bonuses and record
the total in the appropriate TOTAL BONUS space.
When the text instructs you to “add your bonus”, it
refers to these Total Bonuses.
During play you may acquire equipment or abilities
that may affect your bonuses. Use the Equipment
Bonuses and Special & Temporary Bonuses spaces to
record these bonuses. Of course, some of the Total
Bonuses will have to be recalculated when this occurs.
SPELLS
You may decide to use the Optional Spell Rules. If so,
for every “+1 bonus" that you do not assign to a skill,
16 [9
you may "learn" two spells that you may cast during play
(see Optional Rules).
MOVING ON
When the text tells you to move on, follow the same
process described in the Basic System: choose any one of
the spaces on the mapboard adjacent to the space you are
in and read the Location Text section corresponding to
that space.
UO
P
TIME
Keeping track of time adds a great deal of flavor and
excitement to the use of this QuestGame, but it does re-
quire that you keep a running total of the amount of time
that passes. If you desire an easier adventure, just use the
QuestGame as directed and ignore the text passages and
rules referring to time (see the Basic System).
Passage of time will be abbreviated at the beginning of
each text section as: Time: #, where # is the number of
minutes. As you read each text section, add this amount
to your time total.
Double these time figures when you move on in a ran-
dom direction.
EQUIPMENT
You may only wear: 1 suit of armor, 1 dagger (on belt),
1 cloak, 1 backpack, and 1 belt and pouch.
In addition, you may carry a number of pieces of
equipment equal to your Strength stat; this total may in-
clude a maximum of 3 weapons. If you lose your back-
pack, this number is reduced by half (round up), and you
lose any excess equipment along with the backpack.
Certain special items indicated by the text may be ob-
tained that do not follow these restrictions.
Armor has the following effects on your skill bonuses:
Plate Armor: +3 to DB; -3 to Trickery, Running, and
Magical bonuses
Chain Armor: +2 to DB; -2 to Trickery, Running, and
Magical bonuses
Leather Armor: +1 to DB; -1 to Trickery and Running
bonuses
Shield: +1 to DB; -1 to Magical bonus
If you damage an opponent, your weapon can provide
additional damage. (This additional damage applies to
each attack only when a damage result of 1 or more is ob-
tained.) For example: Using the Combat Table, you in-
Jlict "8" damage on your opponent. If you are using a
18 al
_ sword (+1 to damage), your opponent actually takes 9
damage points (“8” +1). If you are using a Battle-axe
(+2 to damage), he would take 10 damage points (“8”
f P!
| . +2 (only if opponent is wearing
+0 chain or plate armor)
Dagger. . E
_ Warhammer. . +2 (but -1 to OB)
Battle-axe . . . = +2
Quarterstaff ......... +1
Two-Handed Sword .. +3 (but -1 to OB)
Bare-Handed ......... -3 (and -2 to OB)
|
hand combat). You may attempt a Run Past action
(see the Action Table). If successful, proceed to step 1;
20 o]
otherwise, proceed to step 3. This completes one round
of the fight.
3) You are engaged in melee. You make a melee attack
against your opponent, and he makes a melee attack
against you. If you are surprised, reverse the order of
the attacks for the rest of the combat. This completes
one round of the fight.
4) Repeat rounds of the fight until one of the following
conditions occur:
a) One of you is killed (a “K” result on the Combat
Table).
b)One of you has more Damage Taken than En-
*durance. That combatant is unconscious and is
defeated. (This can also occur due to a “U” result on
the Combat Table.)
c) You successfully run away. At the beginning of any
round of combat, you may elect not to attack for
that round. After your opponent makes his attack
for that round, you may attempt to Run Past (use
the Action Table):
* If you are successful, the fight ends (follow text
instructions or move on in a random direction.)
* If you are unsuccessful, you are still engaged and
must begin another round of the fight at step 3.
(However, you may attempt to run away again).
MOVING AT NIGHT
If you wish to continue to move and adventure at
night, you will have the following disadvantages:
1) The amount of time required for any outdoor activity
is tripled (except for text passages involving fighting).
2) Treat all outdoor move on instructions as move on in a
random direction.
3) All of your bonuses are temporarily halved (round
down).
4) Instead of healing damage taken, you take 1 point of
damage for each hour of activity.
Until you “rest” (as decribed in the normal night rules),
disadvantages #3 and #4 above will continue to apply.
When you rest after having activity during the “night”,
your “time total” for the “next day” is restarted at:
your old time total - 900 (treat negative results as 0).
RACE
You may choose one of the Middle-earth races for your
character with the following results:
[ra 23
a
Man: Increase your General bonus by 1.
Elf: When underground, decrease your Perception by 1
and your Magical bonus by 1. When outdoors, increase
your Perception by 1 and your Magical bonus by 1. Ig-
nore disadvantages #1, #2, and #3 under the “Moving
at Night” rules.
Dwarf: When underground, increase your Perception
bonus by 1 and your General bonus by 1. Decrease
your Running bonus by 1. Ignore disadvantage #1 and
#3 under the “Moving at Night" rules. Dwarves may
not “learn” spells #7, #11, and #15.
Hobbit: Increase your Trickery bonus by 2. Decrease
your Melee OB by 2. Ignore disadvantage #1 and #3
under the “Moving at Night” rules. Hobbits may not
“learn” spells #3, #5, #7, #11, and #15.
i
[2] 25
> ie
Using Bonuses
During play you are often instructed to “pick a number
and add you xxxx bonus”, where xxxx is Running,
General, Trickery, Perception, or Magical. Then you are
given two or more possible places to “turn to” based upon
the result.
When using MERP, use these corresponding MERP
“Skill Bonuses” instead of the bonus indicated:
Quest
Game MERP Skill Bonus
Bonus
Running Moving Maneuver based upon armor worn
* General Climb, Ride, Swim, or Track
Trickery | Ambush, Stalk/Hide, Pick Lock, or
Disarm Trap
Perception Perception, Leadership & Influence
Magical Read Runes, Use Item, or Make a
Resistance Roll
The circumstances of the text passage usually make the
al 27
specific MERP bonus obvious (e.g., if the passage says
you are attempting to “swim”, you use the MERP Swim
Skill Bonus). If it is not obvious, use the one that seems _
most appropriate. .
When you use a MERP Skill Bonus, divide by 10
(round down). For example, a MERP Swim Skill Bonus
of 36 used in this gamebook would be a +3 General
bonus (in appropriate situations).
Resistance Rolls
The QuestGame system uses the Magical bonus to
resolve situations that would require “Resistance Rolls”
(RR’s) in MERP. When you encounter these situations,
follow the MERP RR procedure, using the bonus ap-
propriate for the situation (e.g., use the Poison RR bonus
versus poisons). When in doubt (with regards to spells)
assume that they are Essence spells.
If the RR involves an opponent or a trap, use the levels
given in the MERP Stats Table as the attack level for the
RR. Otherwise, use an attack level of 3.
If you fail an RR, follow the instructions indicated by
the lowest of the ranges given. If you successfully resist, -
follow the instructions indicated by the highest of the
ranges given.
If three ranges are given and you resist, use the highest
range. If three ranges are given and you fail an initial RR,
make a second RR. If you fail the second, use the lowest
range. If you resist on the second RR, use the middle
range. l
Magic Items
An item with a +1 bonus in the QuestGame system
should have a +5 bonus in MERP and vice versa.
Fighting
When the text indicates that you must fight, just use
the normal MERP combat system, your character’s
MERP combat stats, and your opponent’s MERP com-
bat stats (as given in the MERP Stats Table found in the
rear of this gamebook).
28 [2]
Like normal QuestGame fights, fights resolved using
MERP normally end in one of 3 ways: you are defeated,
your opponent is defeated, or you successfully run away.
Either you or your opponent is “defeated” when you
are rendered unconscious, killed, or incapacitated,
You may run away by making a MERP “medium”
moving maneuver (add your appropriate Moving
Maneuver Bonus) resulting in “100” or more. These
results are cumulative from round to round; thus you
might be able to run away over the course of several
rounds. For example, a result of “60” on the first round
and a “50” on the second round would mean that you suc-
cessfully “run away” at the end of the second round).
Taking Damage
Often the text will instruct you to increase your damage
taken by a certain amount. Here are some suggestions for
translating that damage into MERP damage (Pick a
Number will be referred to as “2— 12”):
QuestGame MERP
Damage Taken Damage
A fixed number The same number of MERP
concussion hits
(2—12) once A MERP "A" Critical Strike
+ 1-10 hits
(2—12) twice A MERP “C” Critical Strike
+ 1-10 hits
(2—12) 3 times A MERP "E" Critical Strike
+ 1-10 hits
LOCACION CEXC
Read only the text for the hex you are in.
1A Time: 70
As the sun sinks behind the Misty Mountains you come to
a small camp, almost hidden in a grove. Watching from
behind nearby bushes, you see half a dozen Elves around
a small fire.
* If yo walk into the camp, turn to 337.
* If you avoid the camp, turn to 238.
* If you want to steal supplies, turn to 141.
2A Time: 140
As you cross the rolling country leading to Mirkwood,
which looms like a great, gloomy green wall, you glimpse
a gray shadow lurking in the tall grass. Turn to 123.
3A Time: 170
You now stand within the towering gloom of the dread
forest called Mirkwood. The trees are so close together that
it is hard to pass between them their entangled foliage
[s
33
blocks the sun. You move carefully, awed and a «d
frightened. Suddenly, you realize that a babbling swarm
squirrels watches your every move from overhanging bran-
ches above you. 4
* [f you attack them, turn to 132.
* [f you ignore them, pick a number:
* If 2-3, turn to 390.
* If 4-8, move on.
* If 9-12, turn to 346.
4A Time: 170
You had thought that the first part of Mirkwood was tang-
led, but now you realize that it was just a mild sample. Here
the trees are so knotted and tangled that you and the
Princess see no way to move in the direction you had
planned. Turn to 342.
5A Time: 100(60)
A faint path runs northeast (5B) and southeast through the
Wood. Obviously, following it further south will do you
no good. Before you can choose, a stunted, scaled and
armed Orc comes lurching up the path, sees you, and
screams his battle cry. Turn to 265.
6A Time: 140
As you penetrate deeper and deeper into Mirkwood, the
Princess marvels at the dismal scenery around you. “This
forest is so strange, so vast!” she cries. “So many trees, and
it seems that no one has properly tended them for years!
It is difficult for me to understand, after growing up in our
neat, clean, bright little wood? Pick a number and add your
General bonus:
* [f 2-5, you are lost; move on in a random direction.
* If 6-9, turn to 227.
* Otherwise, move on.
7A Time: 140
As you patiently work your way through the woods, you
hear the crack of a dry twig too near for comfort. Turn
to 123. ]
iu
E Time: 170
Be he Wood is more tangled with undergrowth here than in
any spot you've seen before. The Princess appears as con-
- fused as you are. Turn to 398.
9A Time: 140
- This stretch of woods seems quiet and more peaceful than
any other. Even the sparrows and wrens seem more serene
here. Pick a number:
* If 2-6, turn to 124.
* [f 7-12, Pick a number and add your General bonus:
* If 2-6, you are lost; move on in a random direction.
* Otherwise, move on.
10A Time: 140(60)
A path runs northeast (10B) and south towards strange
lands. As you decide, the Princess cries out. You instictive-
ly reach for your weapon, spying an Orc out of the side
of your eye. Turn to 265.
14A Time: 4
A light breeze cools you both and stirs piles of dry leaves)
under your feet. Somewhere in the thickets nearby, you hear
vague grunts indicating some animal activity. Pick a
number:
elf 2-4, turn to 393.
elf 5-12, Pick a number and add your General bonus:
*[f 2-7, you are lost; move on in a random direction.
*Otherwise, move on.
15A Time: 140
Cawing blackbirds swarm from the hollows of nearby trees.
Turn to 374.
16A Time: 140
As you fight your way in and out of the tangle of
undergrowth and tree roots, you suddenly sense that some
danger waits just ahead.
*If you avoid the danger, move on in a random direction.
*[f you confront the danger, turn to 453.
17A Time: 140
You come to an area of woods well-supplied with nuts, ber-
ries and mushrooms. There appears to be enough food to
supply today's meals and to carry away more.
*If you don't eat anything, move on.
*If you eat, turn to 128.
18A Time: 140
Squirrels swarm all around, chattering madly, most of them
just out of reach.
*If you attack them, turn to 365.
*If you ignore them, pick a number:
sIf 2-6, turn to 201.
elf 7-9, turn to 311.
*If 10-12, turn to 217.
19A Time: 100(60)
A path runs northeast (5B) and south through the area;
you pause to consider taking it and notice a frightening
shadow moving in the bushes along the path. Zf you take
the path, turn to 186; otherwise, turn to 123.
36
20A Time: 140
E The angry cawing of dozens of large, shiny blackbirds
drowns every other sound. Pick a number:
: elf 2-6, turn to 247.
sIf 7-12, Pick a number and add your General bonus:
*If 2-5, you are lost; move on in a random direction.
*Otherwise, move on.
21A Time: 170
You come to an area of low hills much bigger and rougher
than any standing further to the west. Pick a number:
elf 2-7, turn to 356.
elf 8-12, Pick a number and add your General bonus:
*If 2-5, you are lost; move on in a random direction.
*Otherwise, move on.
22A Time: 170
As you struggle through the hilly area, you hear strange
noises. They seem to be coming from a nearby cave. /f you
explore, turn to 440; otherwise, move on.
23A Time: 170
As you hunt for a path through the hills, you suddenly hear
what might be a competitor traveling through the bushes
in the opposite direction. Turn to 123.
24A Time: 140
There’s hardly a sign of animal life in this section of the
wood, and you finally relax a little bit. Turn to 294.
25A Time: 140
This section of the wood seems featureless and identical
to much of the rest of the dreary, oppressed forest. Broad
masses of leaves block the sky. Turn to 434.
26A Time: 170
Path after path twists through the woods, all of them run-
ning to dead ends or turning back on themselves. In this
verdant maze, not even Radagast’s owl is of any help to
you. Pick a number: and add your General bonus:
*If 2-7, you are lost; move on in a random direction.
*Otherwise, move on.
ID
37
27A Time: =
The Princess refuses to go any further east. Scores of small
hawks nest and flutter among the low-hanging tree limbs;
somehow every one of them seems to be looking suspicious-
ly at you. Turn to 295.
1B Time: 100
To your immense shock and disbelief, you have trouble fin-
ding a path through the open ground here. Pick a number
and add your General bonus: if 6 or less, move on in a ran-
dom direction; otherwise, move on.
2B Time: 100
Odd, vine-ensnared trees and trembling bushes limit visibili-
ty in this area. What surprises await? Pick a number:
elf 2-6, turn to 445.
sIf 7, turn to 305.
*If 8-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
3B Time: 140
Even the fringes of Mirkwood are threatening, and you and
the Princess realize you must be wary of anything or anyone
you meet here. Pick a number:
elf 2-7, turn to 335.
*If 8-12, Pick a number and add your General bonus:
elf 2-5, you are lost; move on in a random direction.
*Otherwise, move on.
4B Time: 170
You stand in a large grove of the famous — or infamous
— Furry Oak of Mirkwood. The trees here are spaced a
little more widely and do not appear to be at war with each
other. Move on.
5B Time: 100(60)
A vague path runs northwest (5C) and southwest (5A)
through the area. As you study the trail, you suddenly see
a frightening pair of yellow eyes in the tall grass nearby.
If you take the path, turn to 186; otherwise, turn to 123.
[E
j 6B Time: 170
In spite of your disbelief, you realize that the looming
stands of trees really are trying to keep you from following
- your chosen route through the woods. Turn to 342.
7B Time: 140
You wonder why this area of the wood is so quiet and
restful. Turn to 294.
8B Time: 140
The absence of small animal noises warns you of danger
nearby. What could produce this brooding silence?
*/f you avoid the danger, move on in a random direction.
sIf you seek out the danger, turn to 453.
9B Time: 140
You and the Princess pause to rest for a few minutes, lean-
ing against the smooth trunk of one of the giant trees.
Somewhere nearby in the woods, sounds of frantic animal
activity reach you. /f you investigate, turn to 204; other-
wise, move on.
10B Time: 100(60)
A path leads northeast (11C) and southwest (10A) through
the area. As you try to decide what to do, swarming
blackbirds grow increasingly threatening, swooping and
cawing near your face and eyes. Pick a number:
*If 2-6, turn to 374.
*Otherwise, turn to 454.
11B Time: 140
Squirrels in great numbers scamper through the woods
around you.
sIf you attack them, turn to 132.
*If you ignore them, pick a number
If 2-6, move on.
*If 7-12, turn to 346.
DB Time: 140
Scores of Crebain swoop and dive at you, crying out as they
attack. Turn to 247.
a
39
13B Time: 170 |
Fear seems to fill this portion of the wood to the extent
that it confounds the senses. “I sense great danger ahead;
whispers the Princess, readying her bow.
If you avoid the danger, move on in a random direction.
*If you seek out the danger, turn to 453.
14B Time: 140
Mirkwood's bizarre plant life dominates this section of the
wood — there appears to be almost no animals around.
But considering some of the animals you have met, that
may be just as well. Turn to 124.
15B Time: 140
Not far away, from amongst nearby trees a cacaphony of
animal noises arises, some of them angry, others frighten-
ed, as if pleading for help. Pick a number:
*If 2-7, turn to 200.
*If 8-12, Pick a number and add your General bonus:
elf 2-7, you are lost, move on in a random direction.
*Otherwise, move on.
16B Time: 170
There seems to be nothing in the way of a path or land-
mark in this dark and dismal area of the wood. You weave
back and forth, trying to make some kind of progress. Turn
to 398.
sS
17B Time: 170
The forest grows more tangled than ever — not even the.
owl (if you have him) can find a certain path that walkers
can follow for any distance. Turn to 449.
18B Time: 140
Crebain fill the branches of nearby trees. As you move, they
drift down to lower and lower branches, surrounding you.
Turn to 295. m
19B Time: 100(60)
A path leads southwest (19A) and northeast (20C). Sud-
denly you hear a noise in the bushes. Zf you explore, turn
to 377; otherwise, turn to 327.
20B Time: 140
You walk as briskly as you can through the quiet wood,
the Princess a step behind you. Gradually, you realize that
it is not as quiet as you had believed. The source of the
rising noise seems to be nearby, in a thick stand of bushes.
If you explore, turn to 393; otherwise, move on.
21B Time: 170
Low hills make the going even tougher than it was before,
and make it harder to anticipate the coming of danger. Pick
a number:
*If 2-7, turn to 356.
*If 8-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
22B Time: 170
As you work your patient way up the next hill, searching
for the easiest path, you realize that you and the Princess
are not alone. Turn to 123.
23B Time: 140
The woods are suddenly filled with small falcons, all of
them fussing and flitting about your heads, threatening you
and the Princess. Turn to 247.
24B Time: 140
Nuts and berries are amazingly prolific here. You can easi-
ly eat a meal and fill your packs in minutes. Zf you eat,
turn to 168; otherwise, move on.
25B Time: 140
As you walk onward, a ferocious growling in the bushes
alerts you to a new danger. Turn to 123.
26B Time: 170
As you patiently weave your way back and forth among
the tangled trees, you come to an embarrassing discovery:
I
4)
all paths in this area seem to lead back to the same clear-
ing. Turn to 434.
27B Time: 140 The Princess refuses to go any further east. —
The squirrels gathering in the branches around here are very —
aggressive. Without provocation, they suddenly begin to —
pelt you and the Princess with nuts and twigs. Pick a
number:
elf 2-5, turn to 201.
*If 6-10, turn to 390.
elf 11-12, turn to 217.
1C Time: 100
As you and the Princess stroll through the rolling valley
land, you see two rough-looking men resting by the twisting
path just ahead. Turn to 189.
2C Time: 140
You walk through pleasant tall grass with the edge of the
wood already in sight to the east. Pick a number: if 2-8,
move on; if 9-12, turn to 305.
3C Time: 140
The edge of Mirkwood chills your blood as you pass into.
the shadow of the trees. Pick a number: if 2-8, move on;
if 9-12, turn to 305.
4C Time: 140
Suddenly you realize that every tree is filled with sharp-
beaked but smallish hawks, all of them watching you keen-
ly.Turn to 374.
5C Time: 140(60) —
An overgrown path runs northeast (5D) and southeast (5B).
You stop with a jolt and spy a huge spider web dangling `
ahead of you, right in the middle of the path. Zfyou take
the path, turn to 453; otherwise, move on in a random
direction.
6C Time: 170
As you and the Princess struggle to move forward, the trees
seem to bend together to block your way. Turn to 342.
ini
7C Time: 170
There seems to be no end to the aggressive trees, which bend
to slap at you and block your way. “Every step seems harder
than the last!" the frustrated Princess cries. Turn to 342.
8C Time: 140
As you stop to take a moment’s rest, trying to catch your
breath amid the heavy air, you sense unfriendly eyes watch-
ing you. Turn to 123.
9C 42Time: 170
The ground seems perfectly flat, every tree looks the same,
and the dense leaves block the sun and sky. It would be
very easy to get lost here, you think ruefully. Turn to 398.
10C Time: 170
Brush and trees now obscure every landmark, so that
neither you nor the Princess is sure which way to turn. Turn
to 434.
11C Time: 140(60)
A wide, twisting path leads southwest (10B) and northwest
(10A) through this amazingly peaceful section of woods.
Turn to 454.
E
45
than enough to resupply your dwindling stock of meals.
Your mouth waters at the sight of the ripe berries; the
Princess cries out with delight. Zf you stop to eat, turn to
131; otherwise, move on.
27C Time: 140
The Princess refuses to go any further east. Chirping,
swooping swallows dance down from every tree limb, hop-
ping lower and lower and growing more threatening every
minute. Turn to 290.
1D Time: 100
Hard as it is to believe in this open country, when a light
haze blocks the sun, you realize that you don’t quite know
where you are or how to get to where you are going. The
Princess seems to sense your uncertainty and nods, in-
dicating that you should move on. Turn to 434.
2D Time: 100
You are beginning to come across outlying groups of trees
which cut down the distance that you can see. Pick a
number:
*If 2-5, turn to 204.
*I[f 6-12, turn to 346.
3D Time: 100
Even approaching the looming green wall of Mirkwood
makes you aware of how much danger you are in. Pick a
number:
sIf 2-5, turn to 305.
*If 6-10, turn to 393.
*Otherwise, move on.
4D Time: 140
As you walk through the wood, small birds and animals
flee before you and the Princess. *Don't they know we mean
them no harm?" the Princess asks. You are relieved as they
scurry away. Move on. m
5D Time: 140(60)
A path runs southwest (5C) and northwest (5E). The relative
quiet of the woods here is suddenly shattered by the thud
of a limb crashing to the ground beside you. The Princess
looks at you with shock and fear in her Elven eyes, wonder-
ing what caused it. /f you explore, turn to 426; otherwise,
move on.
6D Time: 170
Great numbers of wrens flit among the trees above you.
Why are even the tiny birds of Mirkwood a threat and a
danger to you? Turn to 247.
7D Time: 170
There seem to be no animals in this area, but to your
dismay, the trees themselves are hostile, blocking your way
in an almost impassable wall. Turm to 342.
8D Time:7
Although the trees here do not get in your way as they have
before in this strange forest, they still seem to shift around,
making your path more confusing than ever. Turn to 398.
9D Time: 140
Suddenly your skin crawls; you sense danger lurking in the
trees ahead of you. “You feel it too?” the Princess asks.
"Something terrible awaits our approach?
*If you avoid the danger, move on in a random direction.
elf you investigate the danger, turn to 453.
10D Time: 140(60)
You come upon a path running northeast (11E) and
southeast (11C). As you stop to consider your options, you
notice a shadow moving through the woods near you. If
you take the path, turn to 186; otherwise, turn to 123.
11D Time: 140
You wish all the wood were as peaceful as it is here, with
no bothersome animals. Turn to 124.
12D Time: 170
You have heard of the hostility of Mirkwood’s trees in the
past, in many a tale around a winter campfire. Now you
[m
47
experience it yourself, as the trees bend and twist together
in an effort to block your way. Turn to 342.
13D Time: 140
Suddenly the clearing you chose for a brief rest is filled
with Crebain screeching and swooping at you. Turn to 374.
14D Time: 140
As you try to find a way among the trees, you hear an odd
noise near you. Turn to 356.
15D Time: 140
In this area, you sense that danger is waiting for you, a
silent and deadly danger. Even though you try to find a
way to avoid it, horror seems to lie across every path you
might choose. Turn to 453.
16D Time: 140
A rollicking gang of squirrels sport all around you, amaz-
ingly active. Pick a number: if 2-8, turn to 346; if 9-12,
turn to 390.
ini
6E Time: 140
. This seems to be one of the calmest and most peaceful sec-
tions of this blighted and dismal wood. You and the
Princess relax a little. Turn to 294.
7E Time: 170
There are few landmarks to guide you in this section, and
you realize that it would be terribly easy to get lost. The
Princess urges you to hurry. Turn to 434.
8E Time: 170
You and the Princess trudge slowly through the overgrown
wood, picking the easiest way you can find. You become
increasingly aware of a hubbub nearby; the noise rises as
you push on. Turn to 335.
9E Time: 140
The gloom of the wood is deepened by clouds of angry,
sniping swallows, clouds so thick that they block what lit-
tle light filters through the mass of leaves and branches
above your head. Pick a number:
*If 2-6, turn to 335.
*If 7-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
10E Time: 170
The trees seem to move about, blocking your path through
the forest, even though you retrace your steps and try
various routes. The Princess grows tense and demands that
you hurry. Turn to 398.
11E Time: 140(60)
You find a comfortable glen and stop to rest for a moment.
The wood is peaceful here, if dark and quiet, and only a
lonely raven or blackbird calls out in the still air. A path
runs northwest (10F) and southwest (10D). Turn to 454.
12E Time: 170
The trees seem to crowd together and mock your efforts
to pass, linking their swooping branches to block your
chosen way. Turn to 342.
o
51
—
|
13E Time: 140 —
You sense grave danger in the air around you and spy several
threatening shadows among the trees. As the sense of
something dangerous lurking nearby grows rapidly stronger,
you realize that it is too late to do anything but face it.
Silently the Princess readies her bow. Turn to 139.
14E Time: 140
You marvel for the hundredth time since you entered the
vastness of the wood — day after day, mile after mile of
sky-high trees and dark, tangled undergrowth! As you and
the Princess stop to catch your breath, you hear the sounds
of frenzied activity nearby. /f you explore, turn to 204;
otherwise, move on.
15E Time: 140
This section of woods is blessedly free of the animal life
that has been such a nuisance to you during the greater
part of our trip. Pick a number:
elf 2-7, turn to 335.
*If 8-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
16E Time: 140
Crebain seem to fill every branch and deafen you with their
noise. Turn to 247.
17E Time: 140
Dozens of scared small animals, fleeing madly by you, alert
you to the presence of some grave trouble in the next clear-
ing. From the side of your eye, you see Mélthien reach for
her bow and an arrow. /f you explore, turn to 453; other-
wise, move on in a random direction.
18E Time: 140
Even in this quiet part of the wood, where nothing active-
ly threatens you, you shiver with anxiety and perhaps some
of the pain that afflicts this forest. The Princess grows ever
more quiet, as if sensing the sorrow of the wounded
woodland. Pick a number: if 2-5, turn to 227; otherwise,
move on.
g]
E i
19E Time: 140
You find yourselves in another calm and peaceful region
of the wood, a relief to both you and the Princess. Turn
to 124.
20E Time: 140
As you move down a rough path among the trees you sense
danger in the too-quiet forest. The path behind you
vanishes in shifting shadows; the Princess looks for some
safe way around the looming danger. Pick a number:
*If 2-7, turn to 335.
elf 8-12, Pick a number and add your General bonus:
*If 2-7, you are lost; move on in a random direction.
*Otherwise, move on.
21E Time: 170
As you work your way through the tumbled growth and
grabbing vines, a deep feeling of fear seems to ride in the
air around you like a great invisible bird. The Princess
suddenly cries out and collapses. "The air is filled with
the horror of Mirkwood," she cries. “Many creatures
have suffered and died near here. I can feel their pain and
terror. Yet something remains that is not totally evil." Zf
you explore, turn to 103; otherwise, turn to 420.
22E Time: 170(60)
The rough, rocky hills make movement difficult and slow.
A path runs east (23E) and southwest (21D). “It’s quiet
here;’ the Princess whispers. Zf you explore, turn to 257;
otherwise, turn to 283.
53
23E Time: 140(60)
A path runs east (24E) and west (22E). Seeking the safer
alternative, you stop to look around further and hear so-
meone heavy coming down the path, approaching you fast.
elf you greet the traveller, turn to 370.
*If you hide, turn to 213.
*[f you run away, move on in a random direction.
24E Time: 140(60)
A path stretches before you, running east (25E) and west
(23E). Suddenly, swarming snapping squirrels fill the brush
beside the path. Turn to 346.
25E Time: 140(60)
A path through the woods runs west (24E) and northeast
(25F). “At least nothing in this part of the wood wants to
make a meal of us; you say to the Princess, who is un-
amused. Zf you take the path, move on; otherwise, turn to
398.
26E Time: 140
This peaceful area, where a shadowy but quiet glen lies,
allows you and the Princess a little relaxation. Turn to 294.
27E Time: 200
This is probably the most tangled, confusing part of the
forest. Such few landmarks as there are seem placed
merely to confound you. The Princess refuses to go any
further east. She sighs, anxious to get on with the
journey. Turn to 449.
IF Time: 140
As you and the Princess hike across the rolling country of
the Anduin Valley, you come across two rough-looking men
resting at a small fire. Turn to 189.
2F Time: 100
This open area is easy to walk through and a pleasant
region, but for the looming green wall of Mirkwood so
nearby. Mirkwood, forest of evil beasts and twisted plants
— you must soon enter it and conquer the shadows and
shapes that lurk within. A path enters the woods to the
(o)
southeast (3E). Pick a number: if 2-7, turn to 227; other-
wise, move on.
3F Time: 140
Lighted by a rare, stray sunbeam, a patch of bright berries
catches your eye. “This is too good to be true!" you cry
out. The Princess urges you to join her in picking and eating
the bright red berries by the handful. “Don’t worry. They're
not poisonous,’ she tells you. The berries are delicious, juicy
and refreshing, and provide you with one meal. Move on.
4F Time: 140(60)
A path runs southwest (4E) and east (SF). Suddenly, flocks
of small, dark birds flutter closely around your head. Turn
to 247.
SF Time: 140(60)
Before you lies a path which runs east (6F) and west (4F).
Just to the side of the path, noises of frenzied animal ac-
tivities arise. “What is it?” you ask the Princess, who puts
a long, Elven finger to her lips. Zf you explore, turn to 335;
otherwise, move on.
6F Time: 140(60)
A crude path runs east (7F) and west (5F) through the
forest, but before you choose the path or the woods as your
route, you must deal with the strange shadow lurking in
the bush nearby. The Princess silently readies her bow. {f
you take the path, turn to 186; otherwise, turn to 123.
7F Time: 140(60)
A path through the dense, dark woods runs west (6F) and
northeast (8G). “It is peaceful here" the Princess sighs,
“free of suffering? Turn to 454.
8F Time: 140(60)
An overgrown path runs northwest (8G) and east (9F)
through the woods here. As you and the Princess pause to
rest and think through your choices, you hear a harsh voice
"singing" a ghastly song, from just around a bend. Then
the “songbird” comes into sight — an armed Orc. Turn to
265.
k ;
oF Time: 140(60)
As you study the path running east (10F) and west (8F),
trying to decide whether to follow it or bushwhack a path
through the woods, more and more irritating sparrows flut-
ter around you, closer and closer to your heads. Pick a
number: if 2-7, turn to 454; otherwise, turn to 180.
10F Time: 140
A path runs west (9F) and southeast (11E). The sudden,
frightened flight of small animals warns you and the
Princess of a nearby danger. Turn to 139.
11F Time: 170
As you struggle to move on through the wood, the trees
seem to weave their limbs together to block your way. “This
accursed place!” you sigh. Turn to 342.
12F Time: 140
Dozens of active squirrels surround you, forcing you to deal
with them in some way.
eIf you attack them, turn to 421.
*Otherwise, turn to 346.
13F Time: 140
The chattering and screeching of large, glaring blackbirds
which fill the trees above you is almost deafening. Pick a
number:
*If 2-7, turn to 374.
ef 8-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
14F Time: 140
For a while you were certain that this section of the woods
was free of trouble. Suddenly, you are not quite so sure.
Turn to 356.
15F Time: 170
The massed trees seem to shift more closely together as you
approach them, forming a barricade impossible to squeeze
through. Turn to 342.
iE]
16F Time: 140
“Something is hiding in the shadow of that rock? the
Princess whispers. You nod, having spotted the movement
also. Suddenly you realize that many minutes have passed
since you noticed any small animals around. Turn to 139.
17F Time: 140
As you strike a trail through the deep forest, hunting for
an easier way through the growth, you hear a great noise
and the scurrying of frightened animals running away, chat-
tering as they take off. “I wonder what frightens them soj"
the Princess whispers. Zf you explore, turn to 242; other-
wise, move on.
5
21F Time: 170
The low hills make it even harder than ever to find a way
through the overgrown, entangling woods. A small clear-
ing suddenly appears, and from it leads a narrow, crude
path. Pick a number:
*If you take the path, turn to 100.
*Otherwise, Pick a number and add your General bonus;
*If 2-9, you are lost; move on in a random direction.
*Otherwise, move on.
22F Time: 170
You wearily climb over one more rock and tree-covered
hillside. Suddenly you realize that it might not be just a
rock's shadow off to the side — the shadow seemed to
move! Pick a number: if 2-7, turn to 456; otherwise, Turn
to 123.
(oj
General bonus:
*/f 2-5, you are lost; move on in a random direction.
*Otherwise, move on.
6G Time: 170
Interlocking tree branches block your way and confuse you
and the Princess. “They will not let us pass;' the frustrated
Princess cries. Turn to 342.
7G Time: 140
Several small hawks flutter and then swoop down upon
you. Turn to 295.
8G Time: 100(60)
You cautiously approach a path which leads southeast (8F),
southeast (7F), and northeast (8H) toward the Old Forest
Road. As you choose between taking the path and conti-
nuing through the woods, you hear someone or something
sneaking along the path. After a moment, an Orc appears.
Turn to 265.
9G Time: 100(50)
The Road runs northwest (8H) and east (10G). Evil, star-
ing Crebain fill the trees and watch you and the Princess
in an uncanny silence.
*If 9 days or less have passed since you started your
mission, turn to 332.
*Otherwise, pick a number:
sIf 2-5, move on.
sIf 6-8, turn to 180.
*If 9-12, turn to 228.
10G Time: 100(50)
The Road runs east (11G) and west (9G) through this wild
wood. Above and around you, large numbers of squirrels
— you are tempted to call them a “gang” — leap from limb
to limb and bound through the bushes, chattering freely.
“They seem to want our attention; says the Princess.
"What can they want of us?" Pick a number:
elf 2-5, turn to 346.2
*If 6-7, turn to 293.
*If 8-12, turn to 455.
11G Time: 100(50)
The Old Forest Road, which cuts east (12G) and west (10G)
through the woods here, seems quiet in this area. You listen
but hear no animal sounds from the nearby woods.
sIf 9 or less days have passed since you started your mis-
sion, turn to 332.
*Otherwise, turn to 455.
12G Time: 140(50)
Two rough-looking men smoking pipes sit by the edge of
the Old Forest Road, which slashes east (13G) and west
(11G) through the woods. The big men stand and greet you
and the Princess with only the barest courtesy. /f you take
the Road, turn to 189; otherwise, turn to 166.
13G Time: 100(50)
The Old Forest Road runs east (14G) and west (12G)
through here, offering escape or faster travel to your
destination.
*If today is the 8th or 9th day of your journey, turn to 332.
*Otherwise, pick a number: if 2-5, turn to 175; if 6-12, turn
to 455.
14G Time: 140(50)
Swarms of blackbirds suddenly hide the sky, even when you
stand in the middle of the Road which runs east (15G) and
west (13G). Pick a number:
*If 2-6, turn to 295.
*If 7-12, turn to 455.
15G Time: 100(50)
Running east (16G) and west (14G) through this ancient area
is the Old Forest Road, long ago the route of Wood-elves.
Suddenly squirrels by the score cover the road, dancing and
swarming as if possessed.
*lf you take the road, turn to 423.
*Otherwise, Pick a number and add your General bonus:
eIf 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
ira]
16G Time: 140(50)
The Road runs east (17G) and west (15G). You spy a sud-
den movement in the nearby bushes. Turn to 177.
17G Time: 100(50)
The Old Forest Road slices east (18G) and west (16G)
through the deep woods. You marvel at what determined
effort long ago carved this straight path through the an-
cient, bewildering woods.
If this is the 6th or 7th day of your mission, turn to 332.
*Otherwise, pick a number: if 2-6, turn to 175; if 7-12, turn
to 455.
18G Time: 100(50)
The Old Forest Road runs east (19G) and west (17G). You
come across two ragged men talking together by the side
of the Road. Turn to 189.
19G Time: 100(50)
You find the Old Forest Road, which runs east (20G) and
west (18G) through the tangled undergrowth and woods
here.
*If this is the 4th or Sth day of your mission, turn to 332.
*Otherwise, turn to 455.
20G Time: 100(50)
The Old Forest Road runs east (21G) and west (19G). En-
raged sparrows by the score swoop and dive across the road,
coming dangerously close to your heads.
elf you use the Road, Turn to 290.
*Otherwise, Pick a number and add your General bonus:
*If 2-6, vou are lost; move on in a random direction.
*Otherwise, move on.
21G Time: 100(50)
Here too the Old Forest Road cuts a path through the an-
cient, gloomy woods, running east (22G) and west (20G).
*If this is the 3rd or 4th day of your mission, turn to 332.
*Otherwise, turn to 455.
ID)
22G Time: 100(50)
The Old Forest Road runs east (23G) and west (21G). Two
wolves dash across the road, chasing squirrels. Suddenly,
they turn on you, coming so quickly that you have no time
to run. Turn to 428.
23G Time: 100(50)
Before you the ancient Old Forest Road runs east (24G)
and west (22G). Two scruffy-looking men linger at the side
of the Road, as if ready to take flight.
*If this is the 3rd or 4th day of your mission, turn to 332.
*Otherwise, ifyou are on the Road, turn to 189; if not, turn
to 166.
aj
CT"
1H Time: 100(50)
The Old Forest Road runs east (2H) and west. You come
to what appears to be a large trading caravan, resting after
the long trek on the Road.
*If you enter the camp, turn to 10l.
*Otherwise, move on.
2H Time: 100(50)
The Old Forest Road runs east (3H) and west (IH). You
hear strange, unsettling noises nearby, just off the Road;
the Princess looks to you to interpret them. Turn to 232.
3H Time: 100(50)
The Old Forest Road runs east (4H) and west (2H). As you
come to the edge of the forest, you notice two rough-
looking men standing in the shadows at the edge of the
Road. Their appearance and sudden interest in the Elven
Princess worry you immediately. Turn to 189.
4H Time: 100(50)
The Old Forest Road runs east (SH) and west (3H). So near-
by the Road, the woods are uncannily quiet and still. Then
suddenly you see the reason why. Turn to 232.
5H Time: 100(50)
The Old Forest Road runs east (6H) and west (4H). Hun-
dreds of wrens, sparrows, starlings and swallows perch in
the trees along the Road and watch you and the Princess
as you pass. You hope they are content to only sit and
watch. Pick a number:
elf 2-4, turn to 374.
elf 5-12, turn to 455.
6H Time: 100(50)
The Old Forest Road looks inviting as it leads east (7H)
and west (5H) through the woods. Suddenly you hear a
disturbance a little way off the Road. /f you explore, turn
to 426; otherwise, turn to 455.
7H Time: 100(50)
The Old Forest Road runs east (8H) and west (6H). Two
dirty men are cooking something over a small fire, just off
IE
246".
ot!
|226"!
236
Es side of the Road.
*If you are on the Road, turn to 189.
*Otherwise, turn to 166.
8H Time: 100(50)
A small path runs to the southwest (8G); running southeast
(9G) and west (7H) through the area is the venerable Old
Forest Road. Near thejunction of the Road and the path,
the ground is covered with nuts and berries. /f you eat, turn
to 131; otherwise, turn to 455.
9H Time: 170
The trees stand so close together that you cannot find a
way past or between them. Once more, you wonder if these
trees possess some instinct that drives them to block the
way. Pick a number and add your General bonus:
sIf 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
10H Time: 140
In spite of the nearness ofthe road, you can find no land-
marks to guide your steps. Turn to 434.
11H Time: 140
The Princess sharply asks you: “What are we doing slog-
ging along north of the road when my people lived to the
south of it?” You have no easy answer. Pick a number: if
2-5, move on; if 6-12, Turn to 393.
[9]
22H Time: 200
_ The difficult paths and steep slopes of the mountains add
hours to your travel time. Perhaps another danger is hiding
beside the only path you were able to find. Pick a number:
sIf 2-7, turn to 356.
sIf 8-12, Pick a number and add your General bonus:
*/f 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
23H Time: 140
As you and the Princess work your way through the woods,
you spy a shadow in a nearby bush. Turn to 123.
24H Time: 170
The tall, shadowy trees seem to bend and even to move in
order to block your chosen way. “How can this be?" you
ask, frustrated. “This is Mirkwood, not Greenwood the
Great?" the Princess replies. Turn to 342.
25H Time: 140
Angry and hot, the Princess angrily asks why you are north
of the road when your goal lies well to the south of it. You
are too frustrated by the character of Mirkwood to reply.
Pick a number: if 2-6, move on; if 7-12, turn to 227.
26H Time: 140
Something very unpleasant may be lurking behind a tall
oak just ahead of you, a voice inside you says. The Princess
seems unconcerned. Pick a number:
*If 2-6, turn to 356.
sIf 7-12, Pick a number and add your General bonus:
*If 2-6, you are lost; move on in a random direction.
*Otherwise, move on.
27H Time: 140
There seems to be no way to tell just where you are or how
to get to where you want to go. The Princess seems just
as baffled and frustrated by the evil chacater of these deep,
dark woods. She refuses to go any further east. Turn to 398.
Pick a number and add your General bonus:
sIf 2-5, you are lost; move on in a random direction.
*Otherwise, move on.
Bi
67
ENCOUNTER TEXT
100 Time: 20
The vague path grows more definite. You follow it to a clear-
ing. /f you have the Green Ring, move on; otherwise, turn
to 275.
101 Time: 10
After the standard courtesies you are taken to meet the
chieftain of the Caravan. Like any honest traveller, he is
glad to give you news of the road.
“You must remember,’ he says, “that Mirkwood is still
Mirkwood, with all the woe that the name implies. Rob-
bers, wolves and Orcs will pop up here and there along the
road. In addition, we saw a large bear near the road just
before we got to the western edge of the forest. Worse still,
where the road passes through the hills we saw signs of
heavy Orc activity. Travel with care"
*If you buy supplies, turn to 172.
*Otherwise, move on.
102 Time: 10 Exp Pt: 10
The Orcs advance towards you, the Prince, and the Princess,
snarling and threatening. The Princess may use her bow
(OB:1) every second round. The Prince may use his magic
bow every round (OB:2).
(each ORC OB:1 DB:1 EP:Pick a number and add 15)
*If you defeat the Orcs, turn to 140.
*If the Orcs defeat you, turn to 470.
103 Time: 30
Ifyou have encountered the family of Great Spiders before,
move on. Alerted by strange hissing noises, you move with
the utmost caution, creeping very carefully through the
heavy brush. You come to a large clearing, filled with sights
that would chill the blood of the most hardened observer.
Huge steely spider webs, bigger than any you have either
seen or imagined, fill the gaps between most of the trees.
Their hideous, oversized spinners are here too, obvious to
[]
the eye. Dozens of Giant Spiders perch on webs or tree limbs
or scuttleabout the clearing.
A harsh scream draws your eye to another curious sight.
Wrapped toe to chin in thick spider web, a pale, twitching
Orc hangs upside down from a tree limb, shrieking in fear.
A strange thought occurs to you: if the Spiders treat Orcs
in this fashion, could the beastly Goblins possibly become
your allies in your mission? You are afraid to even men-
tion the notion to the crouching Princess beside you.
*If you sneak by the Spiders, turn to 427.
*If you attack the Spiders, turn to 297.
sIf you talk to the Spiders, turn to 161.
*If you wait and watch, turn to 425.
104 Time: 10
The Bear at first looks startled, then growls, stands and
starts for you. Turn to 419.
105 Time: 10 Exp Pt: 9
The wolf lies bloodied and unmoving before you.
“You fought very bravely,’ the Princess commends you. “I
was ready to kill the beast had you faltered?
“Thank you, Princess; you reply, weary of combat with
the creatures of Mirkwood. Move on.
106 Time: 10
The Princess raises a hand in supplication when you refuse
to surrender. “I am sorry that you value your life so dear-
ly. You must hold no sense of sacrifice within you. I no
a
oer
l
longer care; Imust surrender. My brother will die if I do
not!”
She drops her bow and quiver of arrows and steps slowly
toward the grinning Orcs.
sIf you surrender, turn to 248.
sIf you refuse to surrender, turn to 240.
107 Time: 5 Exp Pt: I5
The Orcs howl in fear at the sound of the horn. Pick a
number and add your Magical bonus:
*If 2-3, one Orc flees, turn to 169.
sIf 4-5, two Orcs flee, turn to 169.
*If 6-7, three Orcs flee, turn to 169.
*If 8-9, five Orcs flee, turn to 169.
*If 10-11, seven Orcs flee, turn to 169.
*If 12, all the Orcs flee, turn to 471.
If you are facing fewer Orcs than indicated above, all of
the Orcs flee, turn to 471.
108 Time: 360 Exp Pt: 2
You come to your senses in a small room, your wrists tied
to the bed. Seated beside the bed is the Princess, who
smiles as you open your eyes.
“Finally you have rejoined me,” she teases. “We are in the
Woodmen’s town.” (Space 4E) “They are strange but
kind folk who live high in the trees.” I don’t blame them,”
you think. “It’s safer,” you manage to say. The Princess
smiles before saying more, holding a cup of water to your
lips. “I was beginning to think you would never stop bab-
bling and screaming. That moss you lay upon was a rare
but deadly variety that can steal a man’s mind or put him
to sleep forever. You are fortunate.” She pauses to untie
your bonds and take your hand; her touch is cool but re-
assuring. “I had a very difficult time bringing you out of
the spell of those evil plants! Fortunately, you are well;
now we can resume the search for my brother.”
You try to say something about feeling stupid for falling
under the spell. “I know that you may feel you have failed,”
: “I
the princess soothes you; but your heart is brave and true.
You need only be more careful and heed my warnings?
Slowly you stand and gather your things. “I’m ready!” Pick
- a number and increase your damage taken by that number.
Move on.
109 Time: 5 Exp Pt: 3
You charge into the clearing. Before the Orcs know what
has happened, you cut one down. You must now fight two
Orcs. The Princess can use her bow to help every second
round (OB:1).
(Each ORC OB:1 DB:1 EP:pick a number and add 18)
sIf you defeat the Orcs, turn to 244.
*If they defeat you, turn to 173.
°lf you run away successfully, move on in a random
direction.
i
EDI
n
knocked you out. They flew off, but took two of your meals
with them? You wearily stumble to your feet and gather —
your things. “I am not safe even from the birds of this for-
saken woods,’ you canbnot resist saying. Move on.
112 Time: 30 Exp Pt: 20
You speak politely to the Spider. She seems surprised and
pleased at your courtesy. “It is long since I have met such
politeness from Elves or Men” she says. “You must have
a gift?” She takes a silver ring with a green stone from one
claw and gives it to you. Add the Green Ring to your
Character Sheet. As you admire the valuable gift, the Spider
speaks again, “If you meet a large group of my kind in
the wood, this ring will insure that they treat you as you
deserve" You thank her effusively — over the protests of
the Princess — and make your way out of the lair. Move on.
113 Time: 30 Exp Pt: 9
The lifeless bodies of the bloodied birds saddens you. “It
is sad,’ the Princess concludes, “to see what the Shadow
has driven once-innocent ceatures to do" You can only
agree. Move on.
114 Time: 10
The huge black bear is relentless and knocks you down,
clawing and snapping at you with huge jaws. One swipe
at the Princess sends her rolling across the ground. Pick
a number: if 2-6, turn to 116; if 7-12, turn to 397.
115 Time: 20 Exp Pt: 25
Exhausted but pleased by your efforts, you stand over the
still bloodied body of the bear. “I cannot believe you
defeated him!” the Princess cries, flushed and weary. Look-
ing into the bear’s eyes, the Princess sighs. “He looks so
intelligent?” Move on.
116 Time: 20 Exp Pt: 8
Weak and groggy, you look for the Princess, but she is gone.
Unfortunately, you are not! The last sight you see is the
frothing mouth of the bear and his huge teeth and claws
tearing at your face. Your quest ends painfully as well as
unsuccessfully!
m
n
117 Time: 5 Exp Pt: 4
You put the horn to your lips and let loose a mighty blast.
Turn to 412.
118 Time: 10 Exp Pt: 5
Recognizing that the Princess is a Woodelf, the Woodmen
greet you with respect and ask if they can help you.
elf you wish to buy supplies, turn to 447.
*If you are broke, turn to 452.
ome
you have met Legolas.)
elf 2-3, turn to 108.
elf 4-8, turn to 207.
*If 9-12, turn to 110.
[5]
75
128 Time: 20
Knowing how far you have to travel, you are very pleased
that Mirkwood provides you with such good fare. Pick a
number: (Add 1 if you met Legolas.)
*If 2-3, turn to 153.
*If 4-6, turn to 287.
elf 7-9, turn to 195.
elf 10-11, turn to 198.
*If 12, turn to 194.
129 Time: 30 Exp Pt: 6
The trees weaken and part as the Princess sings, almost
keeping time to the beat. You are amazed and stand flat-
footed as she finishes. “Hurry!” she cries. Move on.
130 Time: 50 Exp Pt: 5
You turn and stagger away, desperately holding onto the
Princess, who leads you out of the danger zone. Once safe,
you collapse, holding your stomach and gasping for air.
“You must rest and recover before we continue she says.
You insist on standing and stumble off in what you think
is the right direction. Move on.
131 Time: 20 Exp Pt: 5
You eat the food provided by Mirkwood and then begin
to gather more supplies. Pick a number: Add 1 ifyou have
the pet squirrel.
*If 2, turn to 153.
*If 3-5, turn to 287.
*If 6-7, turn to 195.
*If 8 or more, move on.
132 Time: 10 Exp Pt: 3
When you attack the squirrels, they run off and scatter.
Pick a number and add your Perception bonus: (Add one
more if you have the Owl.)
*If 2-6, turn to 311.
elf 7-12, turn to 365.
133 Time: 90 Exp Pt: 2
You manage to open your eyes and blink at the weak
o
76
Mirkwood sunlight; the Princess is nowhere around. You
feel suddenly very weary and lie back to rest, never to
B. awaken. Your mission ends in a drowsy failure!
134 Time: 10
Shouting a warning, you and the Princess, who readies her
bow, stand prepared to fight. The old man turns and smiles,
gesturing gently with one open hand. Turn to 135.
135 Time: see below
At the old man’s gesture, you and the Princess drop your
weapons and stand frozen, unable to speak or move. You
watch helplessly as the old man strolls up to you and takes
all your weapons except your dagger and the Princess’ bow.
After staring at you in an admonishing manner for a mo-
ment that seems an hour, the old man slowly speaks in a
high, soft voice: “You are not evil but certainly unwise,
Think again before you draw a blade against one such as
I!” Pick a number and remain frozen in place for that many
hours. Then, gather your food and things and move on.
136 Time: 10 Exp Pt: 1
You kill the Squirrel and reach for your skinning knife, glad
to get any food in this forsaken place. Pick a number.
sIf 2-4, turn to 390.
sIf 5-12, turn to 380.
137 Time: 5 Exp Pt: 4
You cast the Fire Illusion Powder into the air, toward the
Orcs.
*If you have the Red Ring, turn to 223.
*Otherwise, turn to 431.
138 Time: see night rules Exp Pt: 20
In the morning, the wizard and his forest friends serve you
. a meal of berries, nuts, fruit and water. You and the Princess
- thank him for all his advice and information and part with
_ the kindly man, who already stands feeding the birds and
_ beasts flocking around him like hungry children. Move on.
i
ID)
nissan oe
139 i Time: 10
The lurking form proves to be a large grey Wolf, poised
to attack. |
*If you attack, turn to 310.
*/f you try to run away, pick a number and add your Run-
ning bonus:
*If 2-7, you do not get away, turn to 443.
*Otherwise, move on in a random direction.
[ni
145 Time: 10 In spite of your efforts, you have let these
two men surprise you, and you must fight them suffering
from that disadvantage. Turn to 304.
146 Time: 10 Exp Pt: 1
“What brings you to Mirkwood?” you call to him,
The old man rears back and laughs like a donkey. “The
view, child, the view!” he cries, laughing harder. “I sup-
pose you and you Elven friend are here for pleasure, eh?”
he asks, winking. His eyes glow like coals as he ap-
proaches you. The walking stick he grips in one hand
seems to cast sparks as it touches rock.
* If you run away, pick a number and add your Running
bonus.
* If 2-7, turn to 171.
* If 8-12, move on.
* If you talk more with Greenfield, turn to 276.
147 Time: 10 Exp Pt: 5
You watch the battle between Orcs and Spiders. Soon the
Orcs scatter the Spiders. There are 7 Orcs left conscious
and in fighting shape.
*If you attack the Orcs, turn to 298.
*[f you follow them, turn to 303.
*Otherwise, move on.
148 Time: 30 Exp Pt: 2
The flames lick at your clothing; the Princess seems unper-
Bj
turbed and calmly bats outthesmall firesonhertunic. You
dash off, fleeing the fire. The Princess follows. Increase
your damage taken by 2 and move on in a random direction.
149 Time: 30 Exp Pt: 4
From Legolas' description of him, you recognize the much-
storied Wizard, Radagast the Brown. You immediately hail
him.
*If you offer to help him, turn to 344.
*If you ask him for help, turn to 321.
150 Time: 5 Exp Pt: 10
The last thing you remember is a wolf leaping for your
throat. Pick a number and add 1 if you have the Owl.
*If 2-6, the Wolf kills you; your quest is over!
*If 7-12, turn to 225.
151 Time: 30 Exp Pt: 12
Your animal-friend frees you and the Princess from the web
and you all sneak off as the Spiders sleep. You are very weak
and sick from the poison. Increase your damage taken by
1 for each space you move into until you rest for a com-
plete day plus a night. ( Your current Endurance is 5.) After
resting for 24 hours, you will regain all of your Endurance.
Move on.
152 Time: 10 Exp Pt: 10
The bloody beast lies at your feet.
“What a fearsome creature!" the Princess exclaims. Move
on.
153 Time: 10 Exp Pt: 2
A pain starts in your stomach, shoots to your head and
then fills your whole body with agony. Before you hit the
ground, you are dead of poison. Your mission ends in
agonizing failure.
154 Time: 10
Frightened by its plight, the squirrel bites at you as soon
as it is free, then runs off. “Not even the squirrels of
Mirkwood will thank me" you moan, weary of mistreat-
ment at the claws and paws of the forest.
IE)
Fa will thank you? the Princess says, “if you succeed? Move
on.
155 Time: 20 Exp Pt: 1
As you near the hollow, the squirrel flees. The tree’s hollow
is filled with big nuts and acorns that look delicious.
*If you take the nuts, turn to 312.
sIf you leave them, climb down and move on.
156 Time: 30 Exp Pt: 25
You stand gasping, amazed, for the horrible Spider lies dead
at your feet. The Princess practically dances with joy.
“What a warrior!" she laughs. “You might almost be a
Wood-elf? Laughing with her, you look once more at the
dead Spider. Turn to 235.
157 Time: 10
As you edge carefully past the men, watching them all the
time, they jump up suddenly and ask you what you and
the maiden are about. As you try to mutter something
soothing, the men grow angrier, approaching you with ac-
cusing fingers.
“Your behavior is insulting!” screams the bigger one. “You
treat us as though we are thieves or brigands rather than
honest travellers. Now pay for your insult!” Drawing their
swords, both men move to attack you. Turn to 304.
158 Time: 10 Exp Pt: 6
The Bear throws you down with little effort, growling,
“Don’t be silly!" Then the beast stands and ambles off
through the woods as you rub your bruises. /ncrease your
damage taken by 3. “The beast spoke to me!" you cry,
astonished. “Stranger things will happen yet, I foresee,’ the
Princess replies somewhat ominously. You wonder who or
what lies behind the mask and body of the bear. “Come.
We must hurry,’ the Princess insists. Move on.
159 Time: 10 Exp Pt: 2
You have gone but a few steps when a cool, Elven hand
grabs your wrist and twists until you let go of the stolen
food.
i]
“Be gone, thief!” the Elf cries. “Next time I will not be
so kind!”
You sheepishly hurry past the furious Princess and con-
tinue your mission. Move on.
160 Time: 10 Exp Pt: 10
You throw the flame illusion powder, holding your breath.
The Princess ducks in anticipation. The Fire flashes, and
the Spidersflee.
*If you have the Red Ring, turn to 414.
*Otherwise, move on.
161 Time: 10 Exp Pt: 10
You and the Princess stride boldly into the clearing, your
arm raised in the universal sign requesting a parley. The
Spider Queen is easy to recognize — you turn towards her
huge, bloated figure and bow deeply.
“Oh noble Queen;' you begin, trying not to gag on your
words, “I am pleased to see that you are no friends to the
Orcs who loot and pillage your noble forest. Please allow
me and my companion to attack the miserable beasts, and
we will let you have their treasure as well as their mishap-
pen bodies. We want only your good will and some small
assistance with a minor task. Pick a number and add your
Perception bonus:
* If 6 or more, turn to 120.
* [f less than 6:
*If you have the green ring, turn to 241.
* Otherwise, turn to 479.
162 Time: 30 Exp Pt: 25
After resting, you and the Prince and Princess, who can-
not seem to stop holding one another, celebrate your vic-
tory over the Orcs. In the midst of your conversation, just
as you are telling the Prince how you saved the Princess
for the third time, the EIf holds up a hand and bows.
“I forget my duties, young friend. Forgive me; it is the
wounds,’ he explains. “We owe you — I owe you — a great
debt of gratitude. I give you this token of my appreciation
[ui
R^
for your efforts and ingenuity. Take this purse" The Prince
hands you a small leather pouch, which you take. “It holds
50 silver pieces. Also, please do me the honor of accepting
one of these Elven treasures; the choice is yours?
The Prince and Princess lay before you six treasures:
*A gold ring encrusted with jewels (worth five gold
pieces)
*A Harp that plays beautiful music when you will it (and
will reduce your damage taken by 1 each hour that it plays)
*An Elven Long bow (which adds +2 to your Missile OB)
with 20 arrows
*A set of woodsy clothing and boots that never wear out
(and add 1 to your Running bonus)
*A vial of medicinal herbs that heal any wound (reduce
damage taken to 0) and can be used 5 times
*A never-empty food pouch (provides 1 meal a day, for as
long as you have it)
Choose one item and enter it on your Character Record.
Turn to 480.
Bl
begin to protest but realize that there is nothing else
be done. When your head clears, the Princess helps you
up. “We must hurry,’ she'says. Move on.
171 Time: 10
You take two steps before your feet are frozen to the
ground. This loony old man must be some powerful
magic user, you conclude. The Princess appears to be as
immobilized as you are. Pick a number and add your
Magical bonus.
* If 2-7, turn to 276.
* [f 8-12, turn to 308.
172 Time: 45
You find that the merchants in the caravan have many
things you might need, if you can pay the price. A list of
normal prices follows:
CIDER(Qt.) 4 Coppen pieces
MEAL 6 Coppen pieces
DAGGER 4 Silven pieces
SHIELD 6 Silven pieces
SPEAR 6 Silven pieces
BACKPACK 40 Coppen pieces
ROPE so Copper pieces
TORCHES(6) 6 Copper pieces
WACERSKIN 4 Coppen pieces
4
However, like travelling traders anywhere they will -
to the odd copper. Enter what you bought on your
Character Record, (One silver piece — 100 copper pieces).
Then Pick a number and add your Perception bonus: (this
will determine what you actually pay)
elf 2-5, turn to 301.
*If 6-9, turn to 191.
*If 10-12, turn to 401.
173 Time: 240 Exp. Pt: 25:
You wake up with the Princess and a huge spider hover-
ing over you. The giant spider turns out to be the "Spider:
Queen." Your damage taken is reduced to 0. Turn to 249.
174 Time: 5 Exp Pt:
You and the Princess tiptoe past the first of the snoring:
Orcs. Pick a number and add your Trickery bonus: if 6 or:
more, turn to 361; if less than 6, turn to 358.
175 Time: 10
Two men dressed in hides scramble over rocks and shrubs
just ahead of you. They carry only spears and knives and.
are unaware of you. You overhear them conversing in a
harsh tongue unknown to you.
* If you follow the men, turn to 222.
* [f you call to the men, turn to 328.
* If you attack the men, turn to 376. 1
* Otherwise, move on.
76 Time: 20 Exp Pt: 6
You and the Princess pass the men, watching them every
step of the way. You don't relax until you've gone a mile
past them. Move on.
177 Time: 5 Exp Pt: 5
Before you can hide, 3 Orcs leap from the bushes and start
for you.
*If you face them turn to 451.
sIf you flee, Pick a number and add your Running bonus:
*If 2-7, you are surprised and must fight, turn to 451.
*Otherwise, move on in a random direction, but you
may not use the road.
178 Time: 10
You see a large trading caravan of long-bearded Dwarves
on the Road.
sIf you approach the caravan, turn to 181,
*If you avoid the caravan, move on in a random direction.
179 Time: 20
The woods are tangled and confusing here, where no clear
path beckons. Zf you have the owl, move on. Otherwise,
pick a number and add your General bonus: if 7 or more,
move on; if less than 7, move on in a random direction.
——— MZ
183 Time: 10
As you try to sneak away, a wolf springs onto you, sur-
prising you. It looks like a fight to the finish, you think to
yourself as you grab for a weapon.
(WOLF OB: 1 DB: 0 EP: 20)
elf you win the fight, turn to 105.
*If you lose, turn to 457.
184 Time: 10
The three of you stagger out of the dank and darkness in-
to the open air. Turn to 162.
185 Time: 10
Your opponent is a stray Orc. The trees prevent the Princess
from getting off a shot.
(ORC OB: 1 DB: 0 EP: 20)
*If you win, turn to 415.
*[f you lose, turn to 366.
186 Time: 10.
If you explore, turn to 121; otherwise, turn to 208. ID
4
187 Time: 20
As you study the vast Web, a Spider built to match
emerges from the trees. “What do you want?” it hisses.
*If you try to run away, turn to 459.
sIf you speak to the Spider, turn to 112,
*]f you attack, turn to 267.
188 Time: 60
You and the Princess despair at ever finding the hidden en-
trance. *I cannot believe my own failure will doom my
brother! I cannot give up!" she cries, fighting back tears.
elf you give up the search, turn to 379.
*/f you continue the search, turn to 461.
189 Time: 10
You notice that the men are well-armed in spite of their
ragged clothes. Your suspicions grow stronger when the
Princess whispers that she distrusts them on sight. You must
make a plan quickly to deal with this encounter.
*If you attack the men, turn to 233.
sIf you talk to the men, turn to 391.
*[f you walk by the men, turn to 220.
sIf you hurry past the men, turn to 436.
190 Time: 20 Exp Pt: 10
The huge, swarming bodies overwhelm you. Your mission
ends in failure as you die.
191 Time: 45 Exp Pt: 4
You talk and bargain and manage to get them to agree to
the normal prices. Refer to 172 for prices. Move on.
192 Time: 10
As the Princess sings, one huge old tree hurls a heavy limb
at her. Seeing it coming, you leap at her, trying to knock
the Princess out of the way. Pick a number and add your
General bonus: if 2-6, turn to 279; if 7-12, turn to 206.
193 Time: 10 Exp Pt: 5
After a few steps, you grow suspicious and turn back to
where you and the Princess had left your packs. You ar-
rive just in time to prevent a half-dozen squirrels from steal-
ing your food. “Not even the little creatures of this cursed
wood can be trusted?’ the Princess complains. “This is cer-
tainly not like home" Move on.
194 Time: 20 Exp Pt: 10
The first bite tastes funny. Remembering stories of
Mirkwood, you decided not to eat any more and toss the
food away. Move on.
195 Time: 60
The food makes you feel queasy, so that you must rest for
a while before you continuing. Move on.
196 Time: 10
The ring has no special qualities you can see, but the Spider
had had it for many, many years.
“There must be something to it!” you cry. “But what?”
Move on.
197 Time: 10 Exp Pt:4
You find a +1 Elvish short sword. “Charming craftsman-
ship!" the Princess says, grunting and unable to lift the
sword. Move on.
198 Time: 20 Exp Pt: 9
The food proves tasty and nourishing. You are delighted.
Pick a number and add half that many meals (rounded up)
to your supplies. Move on.
199 Time: 30 Exp Pt: 6
Soon a huge hideous Spider approaches you, slobbering
and hissing. You try to speak with it but it refuses to reply,
intent only upon devouring you.
"Goodbye!" you call to the Princess, who maintains a
steady, Elven demeanor in the face of certain death.
Your mission ends in agonizing failure and death in the clut-
ches of a Great Spider of Mirkwood!
200 Time: 20
You come into a little clearing, only a few yards across, and
you wonder why the squirrels that fill the trees are so ac-
Ini
. tive. Pick a number and add your Perception bonus:
elf 2-7, turn to 429.
elf 8-12, turn to 243.
201 Time: 20
The squirrels pelt you with nuts, as if teasing and scolding
you for daring to enter their woods. “All this nonsense
wastes time you lament, rushing past the irritating
creatures. Move on.
202 Time: 15 Exp Pt:2
The stick feels weightless in your hand and adds +1 to
your Magical Bonus. It is a Quarterstaff when used in
melee combat. Move on.
203 Time: 10
Calls from the camp hail you and the crawling Princess in
Elvish.
*[f you approach the camp, turn to 337.
*Otherwise, pick a number and add your Running bonus:
if 8 or more, move on; if less than 8, turn to 337.
204 Time: 20 Exp Pt: 4
*If you have a pet squirrel, move on.
Investigating the commotion in the nearby woods, you are
greeted by dozens of excited squirrels, frisking and scamper-
ing. They seem friendlier than most of the creatures you've
heard of in Mirkwood, and the princess laughs in delight
at their antics. Turn to 346.
205 Time: 60 Exp Pt: 2
The Princess helps you to our feet, though you feel sick
and shaky. “We were lucky,’ she says. “As you fell, the Orcs
heard voices and fled. But they took your weapons and the
foodbag with half our supplies" Move on.
206 Time: 30 Exp Pt: 10
You knock the Princess to the side, but the limb grazes your
head, stunning you. Pick a number and increase your
damage taken by half of that number: Turn to 458.
207 Time: 300 Exp Pt: 8
You awaken lying on bare ground, with a worried Elven
[1]
91
Princess shaking you as hard as she can.
“You slept and slept and slepi and would not wake, no mat-
ter my efforts, she moans, as you try to shake the cobwebs
out of your head. “Then when you woke, you knew nothing
and made no sense until finally you slept again here on the
bare ground. We have lost most of a day.’ You drag yourself
to your feet; your vision is hazy, your legs wobbly.
“Can you make it?” the Princess asks.
Without speaking, you pick up your things and march off
in what you think is the right direction. Then you pause,
confused. Move on in a random direction.
208 Time: 10 exp. Pt: 2
You tell the Princess, “If we ignore whatever’s hiding,
perhaps it will ignore us? "Perhaps not!” the Princess
replies. Pick a number.
elf 2-7, turn to 443.
ef 8-12, turn to 211
209 Time: 10
The members of the Caravan ignore you as you pass them.
Move on.
210 Time: 20
You fight the twisted, stunted Orc. The Princess may use
her bow every second round (OB: 1).
(ORC OB: | DB: 0 EP: 20)
*If you win the fight, turn to 415.
*If you lose the fight, turn to 366.
211 Time: 20 Exp Pt: 2
Whatever was hiding shows no interest in you. Turn to 454.
212 Time: 10
Move on in any direction that the path takes.
213 Time: 5
The stranger turns out to be an Orc. Turn to 319.
214 Time: 40
You search further for a way past the blocking, threaten-
ing trees.
g
*/f you have the Owl, turn to 250.
*/f you use the fire illusion powder, turn to 352.
sIf you search further for a way past, turn to 278.
- elf you cut a trail, turn to 410.
. 215 Time: 10
. Move on in a random direction.
216 Time: 20 Exp Pt: 10
Examining the Spider to make sure that it is dead, you find
something very interesting hidden by the web. Pick a
number.
elf 2-6, turn to 439.
sIf 7-9, turn to 197.
sIf 10-12, turn to 448.
217 Time: 30
A mass of 12 outraged Squirrels attacks you — the world
seems to be nothing but tiny teeth and claws and bushy
tails. You are surprised. 7reat all 12 Squirrels as one
opponent.
(All 12 SQUIRRELS OB: -3 DB: -2 EP: 16)
- e[f you win, turn to 142.
sIf you lose, turn to 382.
218 Time: 5 Exp Pt: 1
As the sun begins to sink, you see a movement high in the
trees. The Princess remarks, “Legend has it that the great
Rocky still flies in these woods. That's probably one of the
reasons that these squirrels are so vicious" Move on.
219 Time: 60 Exp Pt: 1
As the sack opens in your hands, the old man turns, points
and speaks sharply in a strange language. You and the
Princess wander away in a daze, not knowing nor caring
where you are. Move on in a random direction.
220 Time: 30 You and the Princess begin to walk silently
by the men, watching them closely. Pick a number and add
your Trickery bonus: if2-7, turn to 157; if 8-12, turn to 176.
ho yi |
94
227 Time: 10 Exp Pt: 1
A solitary, bearded old man dressed in skins suddenly ap-
pears from behind a boulder, walking with the help of an
oak cane. He tips his hat — made of animal pelts — and
introduces himself with a smile.
“I am Greenfield, a healer and merchant. Are you hurt? I
can provide healing herbs. Do you have any money?"
The man speaks so fast, you don't know which question
to answer first. Greenfield apparently interprets your
silence as a “no” to both questions.
“Well then," the old man says sadly, “I must be on." He
starts to shuffle off in his stained, muddy leather boots,
pausing to look back at you and the Princess.
* If you call to Greenfield, turn to 146.
* [f you attack him, turn to 320.
* [f you run away successfully, move on.
228 Time: 30
The birds attack you; you must fight. The Princess may
help you with a bow attack every other round. (OB: 1)
(ALL BIRDS OB: -1 DB: 3 EP: 13)
*lf the birds defeat you, turn to IHI.
*If you defeat the birds, turn to 113.
n
229 Time:
You decide to react to whatever is hiding nearby.
“I have had enough of these beasts!" you cry out, ex-
asperated.
*If you confront it, turn to 139.
*[f you try to run away, pick a number and add your Run-
ning bonus:
*If 2-7, you do not get away, turn to 183. i
*Otherwise, move on in a random direction.
230 Time: 30 Exp Pt: 30
Radagast gives a sharp whistle, and an owl flies to his !
shoulder. “My friend here will go with you, since I have `
too many tasks to go myself. He often will be able to find l
you a path where the forest seems impossible, and few birds
will dare bother you while he is along. If you are beset by —
many foes, he will distract them and perhaps turn the tide i
of battle"
At Radagast's direction, the owl flies over to you, perching |
on your shoulder. Add J to your OB in any combat if the —
owl is with you.
“My other help is more magical? The Wizard digs deep
into a pocket in his cloak and pulls out a small folded bit
of paper. “Take this powder. If you scatter it, an illusion
of a wall of flame will unfold, a vision which may daunt
or panic your foes. Save the powder until you can find no
other remedy for your trouble — you can only use it once.
Now let us find a more comfortable spot so that we can
sit down while I tell you some of the secrets of Mirkwood?"
If you follow Radagast, turn to 274; otherwise, move on
in a random direction.
231 Time: 10
You approach the Squirrel, wondering how to free him from
the spider web.
*If you have the Green Ring, turn to 435.
*If you alone free the Squirrel, turn to 462.
*If you and the Princess free the Squirrel together, turn
to 333.
[n
+i 1
232 Time: 10
If have met Grimbeorn, move on; otherwise, read on.
Your fears of what may lie within the wood increase rapid-
ly when you see a very large bear standing on its hind legs
in front of you. “How intelligent he looks!” the Princess
says.
*If you attack the bear, turn to 307.
*lif you speak to the bear, turn to 432.
*If you run away, turn to 245.
233 Time: 10
You and the Princess prepare yourselves to fight them. Your
readiness unnerves them slightly. Turn to 304.
234 Time: 60
You awake with a throbbing headache and scratches all over
your face and arms. The Princess comforts you with a cool
ointment. Turn to 458.
235 Time: 20 Exp Pt: 6
On one hideous claw of the dead Spider, a stone catches
the light. She is wearing a silver ring with a large green
stone, obviously a very valuable piece of jewelry. Add the
Green Ring to your Character Sheet.
*If you have the Analyze Item spell and use it, turn to 362.
*Otherwise, move on.
a
. 238 Time: 20 Exp Pt: 6
You try to sneak away from the Elven camp, crawling as
quietly as you can along the forest floor. Pick a number
and add your Trickery bonus: if 9 or more, move on; if
less than 9, turn to 203.
239 Time: 40
Nothing unusual happens among the Spiders. The Princess
asks, “Why are we waiting here so long? Is it worth the
danger?”
*If you want to take some other action, turn to 103.
*If you wait longer, turn to 237.
240 Time: 10 Exp Pt: 5
"Save your own precious life then! Leave!" the Princess
snaps at you. “I want no more of your help!" You grimly,
helplessly watch her walk empty-handed into the scaly
rough arms of a waiting Orc, who snorts at you. Blinded
by rage and failure, you stumble away, your mission ended
in death and disaster.
241 Time: 20 Exp Pt: 6
Instead of answering you directly, the gruesome Spider
Queen stares at your hand with every facet of her eyes.
“Young stranger; she asks almost sweetly, “How did you
get that ring with the green stone? It reminds me of one
that my cousin Mindweb took from an Elven warrior long
ago"
*If you admit to killing a Spider to get the ring, turn to 270.
sIf you say that a Spider gave you the ring, turn to 404.
242 Time: 20
You find an area where the trees are spaced more widely,
with Squirrels all around it. They take an immediate in-
terest in you. Turn to 252.
243 Time: 10
You see a large grey wolf leaping out of the bushes, bound-
ing towards you. You must fight it; there's no chance to run.
Turn to 310.
a
244 Time: 10 Exp Pt: 10
As the Orc falls to your attack, you see that the Spiders
have disposed of the rest. Their queen and some of her peo-
ple approach you.
*If you greet them, turn to 249.
*lf you run away, turn to 262.
245 Time: 10
Pick a number.
elf 2-6, move on in a random direction.
*If 7-12, you are surprised and must fight, turn to 226.
246 Time: 5 Exp Pt:15
The fallen wolves lay still and unbreathing before you. “You
are fast!" the Princess says, eager to leave the scene. “We
must hurry.’ Move on.
247 Time: 10
You try to decide how to deal with the birds.
eif you have the Owl, move on.
*Otherwise, Pick a number:
elf 2-6, turn to 180.
elf 7-12, turn to 445.
248 Time: 60 Exp Pt: 5
As prisoners, you and the Princess are carried to the inner
room of the cave that has served as both Elven storehouse
and Orc camp. “This is hardly the way I expected to come
here?" you mutter. A battered Elf, obviously the Princess’
brother, hangs by his wrists from the ceiling. You catch him
flashing a smile at his sister and marvel that he can do that
at a time like this. The Orcs make the situation clear quickly
— either he agrees to open the Treasure's hiding place for
them, or they will begin to torture. With no other choice,
the Prince instantly agrees.
Without further ado, the Orcs let the Prince down and un-
tie him. After massaging his wrists for a moment, he waves
the Orcs back a few steps, warning them that the Elven
magic that will open the hole is dangerous to bystanders
of other races, even Orcs. When the Orcs draw back into
o
a
m
il u
TP NUINNN
[9
102
most clifflike. In this steep face you see the dark mouth
- of a cave. Turn to 379.
258 Time: 5 Exp Pt: 4
You put the horn to your lips and let loose a mighty blast.
sIf you are at the cavern entrance, turn to 292.
sIf you are in the narrow corridor, turn to 107.
259 Time: 40 Exp Pt:12
After knocking senseless the two men, who lie at your feet,
you search them. Pick a number.
*If 2-5, you get 10 copper pieces and a dagger.
*If 6-11, you get 5 silver pieces, a dagger, and a leather vest.
eJf 12, you get a sword (additional +1 to your melee OB)
and 5 silver pieces.
Move on.
260 Time: 10
*If you attack the Orc, turn to 210.
*Jf you flee, Pick a number and add your Running bonus:
sIf 2-6, you are surprised and must fight; turn to 210.
*Otherwise, move on in a random direction.
261 Time: 20 Exp Pt: 11
You heave a sigh of relief and wipe the blood off your
weapon on the tunic of the fallen Orc. The Princess eyes
you with new respect and says, “You have the makings of
a fine warrior"
With a swagger in your step you move on.
262 Time: 10
. The Spiders let you go. You breathe a sigh of relief. Move
on in a random direction.
| 263 Time: 5 Exp Pt: 30
_As the illusion of flame appears, the ring causes it to
. become reality. A sheet of flame incinerates the Orcs. The
|smell is appalling. Turn to 471.
[E
103
264 Time: 10 Exp Pt: 4
When you speak to it, the Bear rears up on his hind legs
and slowly turns into a large, grey-bearded man. “I am
Grimbeorn;' he says, “Lord of the Beornings. How may
I serve you?”
Flabbergasted, you manage to tell him of your mission; he
nods gravely at all the important points. Then he replies.
“All folk of good will should encourage such a mission as
yours, although I cannot leave my own people to accom-
pany you? He bends and lifts a large axe from the grass.
“If you have the power and skill to wield this axe, you may
take it as my gift. It will help you in these woods" You take
the axe and swing it at a nearby fallen log. Pick a number
and add your OB: if 2-8, turn to 330; if 9-12, turn to 317.
265 Time: 10
The Orc lumbers along, his club held high.
*[f you used the path, turn to 260.
*/f you came through the woods, turn to 319.
266 Time: 10 Exp Pt: 5
In your turn you bow to the Spider Queen. “Oh great one"
you begin, “I have long sought a prisoner held in Mirkwood
by Orcs. Can you show my companion and I where they
live?”
“They live in a cavern, not far from here,’ she replies. Turn
to 280.
g
104
267 Time: 10
You must fight the Spider. The Princess may help with her
bow every second round. (OB:I)
(SPIDER OB:2 DB:2 EP:30)
*If you defeat the Spider, turn to 156.
eIf the Spider defeats you, turn to 236.
268 Time: 5 Exp Pt: 15
The Orcs howl in fear at the fire illusion. Pick a number
and add your Magical bonus:
sIf 2-3, one Orc flees, turn to 169.
sIf 4-5, two Orcs flee, turn to 169.
*If 6-7, three Orcs flee, turn to 169.
elf 8-9, five Orcs flee, turn to 169.
*If 10-11, seven Orcs flee, turn to 169.
*If 12, all the Orcs flee, turn to 471.
*[f you are facing fewer Orcs than indicated above, all of
the Ores flee, turn to 471.
269 Time: 60
The scent of the flower grows stronger and stronger, the
voice of the Princess weaker and weaker. Suddenly your
legs tremble and collapse, and you sink to the ground.
Everything goes black. Before you really know what hap-
pened, you are dead. Your mission has ended early and
unsuccessfully!
270 Time: 30 Exp Pt: 35
“A spider fought with me in the woods,’ you begin. “To
save our lives, I killed her?
The Queen actually smiles. “That is the best news I have
heard in many a year, for my wicked cousin often plotted
to supplant me as Queen! You are a great warrior, worthy
of honor"
You bow, stunned by her enthusiasm. Turn to 280.
271 Time: 369 Exp Pt: 6
As you near the strange shrubs the Owl screeches a warn-
ing hoot, then turns and swoops at you. Understanding his
i]
c"
warning, you turn and hurry away, realizing how narrow
your escape was. You tremble in every limb. As soon as the
faithful bird will let you, you sink down to rest on the coll
florr of the forest and recover from the effects. Move on.
272 Time: 80 Exp Pt: 25
The Prince lies still and pale in the sticky, steely webs. Sob-
bing, the Princess wipes his face and tries to breathe life
into his emaciated body. Exhausted, she gives up after a
few minutes. Quietly, the two of you sneak out of the cave
and along a nearby path to the Old Forest Road. The
Princess is quiet the entire way and you do not intrude upon
her grief.
“We have failed; she sighs upon reaching the Road. “I can
never face my people again! Take this for your efforts,
however tardy, and be gone! Leave me to my sorrow.”
She hands you a purse with 5 silver pieces in it. You part
sadly, your mission a deadly failure. Your quest is over.
273 Time: 10 Exp Pt: 5
You bow to the Spider Queen. “I need no reward,” you
say. “Orcs are enemies to all.” Move on.
274 Time: 40 Exp Pt: 10 `
“My feathered friends have told me that a band of Orcs
roamsthe dark heart of Mirkwood, living in a cave some
five leagues south of the Old Forest Road. West of them
there is a colony of Giant Spiders, huge ghastly creatures
who may well be even more dangerous than the Orcs. From
what I hear, the Orcs and the Spiders will never be friends.
“Now these Spiders can talk and think and plan, and you
might be able to deal with them in some manner. But never,
never trust them! Unlike their cousins who lived near
Thranduil's realm, they are not evil by nature. However, they
are not good, either. They live to eat, and they are willing
to eat any living creature that they can catch. Beware.
You nod, understanding for the first time the great danger
you and the Princess are in.
o
“There is a way that you might avoid the Spiders until you
get to the cave itself? Radagast continues. “Twenty miles
or so east of the hills, a path leads south out of the Road
and back towards the hills. Take it if you can. Watch out
for webs!
“Above all, remember this — no place in Mirkwood is really
safe unless you approach it with constant care. But enough
of this. The sun is setting. Spend the night with me and
start fresh in the morning:
sIf you spend the night with Radagast, turn to 138.
*Otherwise, move on.
275 Time: 10
The clearing is blocked by the largest spider web you have
ever seen. Pick a number:
*If 2-6, turn to 187.
elf 7-12, turn to 450.
216 Time: 20 Exp Pt:2
As he gets nearer, Greenfield seems to grow younger and
taller and broader; his beard turns from grey to black.
You draw back, amazed. Greenfield holds his walking
stick above the earth like a divining rod; it trembles in his
hand.
“You are not a servant of Evil,” he says quietly, “nor am
I. Heed what I say. Trust no one but the Princess and her
folk. Now be off! Hurry, for another suffers!"
As he disappears from view, growing more bent over and
haggard with each step, you regain your freedom of
movement and along with the Princess, hurry along on
your urgent mission. Move on.
277 Time: 30 Exp Pt: 4
As you dangle helplessly, the blood draining from your
hands, you wonder how gross and painful it will be to be
eaten by Giant Spiders. Suddenly you hear harsh voices and
battle cries quickly growing louder. A dozen Orcs burst into
the lair and attack the Spiders, quickly routing them. One
voice shouts, “Poor old Grunk is gone. We were a bit late?
Ini
107
Then the Orc laughs harshly.
When they see you and the Princess, the leader is delighted.
“Prisoners! And one of them a girl Elf. This will surely
convince our other Elven guest to open that hole!”
Laughing with delight, they cut you down from the tree
limb and carry you both off to the cave (space 22E). Turn
to 248.
278 Time: 30
You fight to find a way through the barrier of trees. Pick
a number and add your Perception bonus: if 2-7, turn to
458; if 8-12, move on.
279 Time: 30 Exp Pt: 10
You save the Princess, although you knock the breath out
of her. The branch hits you in the body. Pick a number
and increase your damage taken by that amount. Turn to
458.
280 Time: 10 Exp Pt: 2
“We cannot attack the cave?’ she explains, “for the evil Elves
once lived there and left spells that bar us from entering
it. But if you drive the Orcs from the cave, they will not
live to return to it!’ Her devoted followers seem to lick their
chops at the thought. Then the Queen continues, “Now,
fill your pockets with gold and rest a little" She produces
a small battlehorn, beautifully carved and painted. “Blow
this horn and all but the bravest will flee. If you can get
behind the Orcs, inside the cave, the horn will drive them
out into our webs?"
“My companion knows a secret entrance,’ you boast. “That
should put us in position. Thank you, noble Queen?” When
you get time to count, you find the Queen gave you 10 silver
pieces. She tells you that the Orc cave is in space 22E. Move
on.
281 Time: 40 Exp Pt: 5
You awaken in the sheltering arms of the Princess. You try
to speak but she hushes you.
“That beast beat you senseless; I circled behind him until
ini
1 I had a good shot and.." She points to the body of the fallen
. Orc, an arrow in his back. After thanking her, you rise to
your feet, feeling sore and weak but otherwise fine.
"Let's go!" you cry, eager to get on with your mission. Move
on.
282 Time: 10
The Orcs are surprised and slightly confused, but they are
beginning to mount an attack.
sIf you have and use the flame illusion powder, turn to 143.
*If you have and use the Spider's horn, turn to 258.
*Otherwise, turn to 169.
283 Time: 10
You walk on through the hills and woods. Pick a number:
elf 2-5, turn to 392.
sIf 6-12, Move on.
284 Time: 80
You push open the door and hurry into the room. The door
swings shut behind you as silently as it opened, though you
pay no attention to it because of another noise nearby. In-
stinctively you reach for your weapon, the Princess' ten-
sion palpable beside you. Turn to 340.
285 Time: 20 Exp Pt: 8
You bash and batter at the swinging limbs, finally driving
them back. “Hurry!” you call to the Princess. Move on.
286 Time: 5 Exp Pt: I0
You and the Princess creep up to and through the cave en-
trance without making a sound. The guard does not seem
to notice you. Turn to 465.
287 Time: 60 Exp Pt: 3
The food tasted fine, but almost as soon as you finish
eating, you began to wish that you had not. The food makes
you very sick for a while, so that you must rest before you
can get up and continue your mission. Move on.
288 Time: 10
You scream at the bear, putting your full voice into it, even
L i
though, in some ways, this seems an extraordinarily stupid
thing to do. Pick a number: if 2-6, turn to 341; if 7-12, turn
to 104.
289 Time: 20 Exp Pt: 2
At the last possible moment, you connect your sudden
weakness with the sweet-smelling white flower and try to
run away.
*If you succeed, turn to 345.
*If you fail, turn to 269.
290 Time: 5
Though noisy, the birds do not really bother or delay you.
Move on.
291 Time: 20 Exp Pt: 4
Your relief is great when the Spider Queen indicates agree-
ment. But can you trust her and her eight-legged giant
minions? “We will wait outside the cave and catch the Ores
when you drive them out. How will you signal us that the
time is ripe?"
You admit that you have no means, hoping that this will
not change her mind. “I could whistle" you add.
Fortunately, the Spider Queen is so taken with your speech
and the idea of a web-full of Orcs for dinner that she is
not upset by the shortcomings of your plan. Instead she
digs a claw into her own nest and pulls out an engraved
horn, its finish not marred by its filthy hiding place. “This
will do the job. Blow this horn and we will be ready for
the Orcs! It has an enchantment on it. When blown, your
enemy will panic unless he is unusually tough or brave.
When the Orcs flee its sound — and they will! — we will
be ready and waiting. I am sure a warrior such as you can
kill any of those who escape us, eh?”
Bowing deeply to the Queen, you take the valuable gift.
The horn is light in your hand. She tells you that the Orc
cave is in space 22E. Move on.
T !
292 Time: 10 Exp Pt: 2
The sound of the horn terrifies the Orcs, but since they have
no where else to run, they flee down the narrow corridor
at the rear of their sleeping quarters. You and the Princess
follow them into a room at the end of the passage. The
Orcs are gathered around a thin and battered figure.
Their leader shouts: “Throw down your weapons and sur-
render, orl will kill and dismember the Prince before your
very eyes!" After a moment of shock and agonized con-
siderations, the Princess speaks: “Do as the evil creature
says. We have no choice!"
elf you surrender, turn to 248.
*[f you do not surrender, turn to 106.
293 Time: 10
In spite of your peaceful intentions, six squirrels attack you,
moving too quickly for you to have a chance to escape.
(ALL 6 SQUIRRELS OB: -4 DB: -2 EP: 8)
*If you defeat them, turn to 313.*If they defeat you, turn
to 382.
294 Time: 20
Ahead of you in the woods, you see a large hedge with huge
white flowers. A sickly sweet smell and dusty pollen fill the
air around you as you get near. /f you have seen the flower
[B
m
before, move on; otherwise, pick a number: (Add 2 ifyou
have the Owl; add 4 if you have met Legolas.)
sIf 2-4, turn to 269.
elf 5-8, turn to 345.
elf 9-12, turn to 394.
295 Time: 10
You worry as the birds circle closer and closer. Pick a
number and add 6 if you have the Owl:
elf 2-4, turn to 180.
elf 5-8, turn to 228.
Jf 9-11, turn to 445.
*If 12, they do nothing, move on.
296 Time: 10
As you begin to lift the log, the little beast snaps at you,
almost catching your hand.
*If you leave the squirrel there, move on.
*If you continue to lift the log, turn to 323.
*If you ask the Princess to help, turn to 126.
297 Time: 5
With the Princess guarding your back, you must fight the
ferocious Spiders, who approach you ominously.
elf you use the flame illusion powder, turn to 160.
*Otherwise, turn to 472.
à
*If you attack him, turn to 134.
GJ
Time: 40 Exp Pt: 8
The Spider overpowers and defeats you. Your quest has end-
ed horribly.
301 ^ Time: 45 Exp Pt: 2
You prove to be a poor trader and can get no bargain. You
must pay double the normal prices. Refer to 172 for prices.
Move on.
302 Time: 5
Just as you approach the guard, you realize that he is only
faking and is aware of you. You are surprised and must
Sight the Orc. Turn to 467.
ki
113
305 Time: 10 i
If you have met the old man in brown, move on. As you
walk through the woods, you come upon an old man
dressed in brown. He is walking in front of you, weaving
slowly back and forth, and seems to be throwing something
to the side as he walks. A very large sack lies on the ground
behind him.
*If you met Legolas, pick a number and add your Percep-
tion bonus: if 2-5, turn to 299; if 6-12, turn to 149.
*If you have not met Legeolas, turn to 299.
306 Time: 50
You continue to wait and watch with the Spiders. Sudden-
ly you hear harsh battle cries. Then a dozen mad Orcs rush
the Spiders, crying out like beasts.
*[f you watch the fight, turn to 147.
sIf you attack the Orcs, turn to 109.
*[f you attack the Spiders, turn to 336.
307 Time: 10
You bravely run towards the bear, weapon in hand. Pick
a number: if 2-7, turn to 226; if 8-12, turn to 158.
[B
i T
314 Time: 5 4
You fall under an Orc’s blows. Pick a number: 7
*If 2-5, turn to 464.
*Otherwise, turn to 325.
315 Time: 5 Exp Pt: 2
While the Princess covers him with her bow, you sneak up
right next to the guard Orc. On your first attack only, you
may add both your melee OB and your Trickery bonus.
Turn to 467.
316 Time: 20 Exp Pt: 2
You catch a breath as the Squirrels vanish. “I do not under-
stand this forest? the Princess sighs. “Even the small beasts
are so strange and hostile" Pick a number and add your
Trickery bonus:
*If 2-5, turn to 201.
*/f 6-12, move on.
317 Time: 10 Exp Pt: 8
You chop the log with one blow. “Good man!" Grimbeorn
roars in delight. The Princess cheers too. “Take the axe!
May it bring you good fortune along the way" The axe will
add 1 to your melee OB and +2 to any damage given in
combat. Move on.
318 Time: 5
You have killed all the Orcs, but you still must find the
Prince. You finti 4 spears, 3 shields, a sword, 8 clubs, and
8 silver pieces. Move on.
319 Time: 10
*[f you try to avoid the Orc, move on.
*If you attack the Orc, turn to 210.
320 Time: 10
You face Greenfield, who wields only his walking stick:
(GREENFIELD OB:2 DB:4 EP:38)
* If you win, turn to 409.
* Ifyou lose, turn to 441.
n6
321 Time: 30
The old man introduces himself as Radagast the Brown and
listens attentively to your story. Then he pauses to think,
looking old and wise as a Wizard ought to look. Pick a
number.
*If 2-7, turn to 373.
elf 8-12, turn to 422.
322 Time: 40 Exp Pt: 2
You find your way to the back of the hill, a rough bush-
covered slope well-hidden from the entrance to the cave.
The Princess begins her search, softly reciting old family
stories to help her remember the secret. Turn to 461.
323 Time: 10
Frightened by its plight, the squirrel bites at you as soon
as it is free, then runs off.
“Not even the squirrels of Mirkwood will thank me?" you
moan, weary of mistreatment at the claws and paws of the
forest.
“J will thank you; the Princess says, “if you succeed? Move
on.
324 Time: 15 Exp Pt: 30
You strike the sleeping Orc, but your grip slips and you only
strike with the flat of the blade. The Orc screams and rolls
to the side grabbing for his weapons. You and the Princess
reach the narrow corridor opposite the main entrance. You
must turn and fight them here where they can only face
you one at time. You may not attempt to "run away" from
this fight. You must fight the Orcs that you did not defeat
while asleep (i.e., 9 minus number previously defeated). If
you did not defeat the Orc guard earlier, you must fight
him too. Turn to 282.
35 Time: 5
The Orcs take you prisoner. Pick a number:
* [f 2-8, turn to 248.
* If9-12, turn to 334.
ni
117
! E
326 Time: 20 Exp Pt: P|
The spell helps you to understand the runes carved on thel
horn.
1f this HORN be DIOWN FROM aMbush OR
surprise,
the hearts of foes shall be filled with fear.
Blow it hearty and use it wisely
FOR ONCE SOUNDED, it will disappear.
“What a find!” you exclaim.
“We must remember that we can use it only once" the
Princess reminds you. Move on.
327 Time: 5
A hideously grinning Orc springs from hiding and attacks
you raising his shiny sword. You are surprised. Turn to 210.
SS
m
; 19
336 Time: 60 Exp Pt: 2
You charge in and the Spiders flee in confusion. Not an
Orc is hurt. The Orcs surround you, thanking you, Before
you realize it the ones behind you seize you and the
Princess, bind you, and carry you off. Turn to 248.
ini
121
“Though the great darkness is gone, Mirkwood is still a -
very dangerous place, especially through the middle region
along the Old Forest Road, the area where your quest take
you. Giant Spiders, each capable of slaying Man or Elf,
live there. It is their realm. Some Orcs still live and hunt
there, as your brother discovered to his misery. Bears, wolves
and other beasts make the wood their home. Even the birds
and squirrels can sometimes be dangerous, for the Darkness
has enveloped them too, and they are often troublesome
to unwary travelers. The trees themselves will seem to link
together or move to block your progress. Many plants are
poisonous to a greater or lesser degree. Unless you are out
of rations and starving, I would eat nothing found in that
part of the forest. Do not nap on any beds of moss. The
Din Fuinen can steal your mind. At all costs stay well clear
of the “White Trumpet;’ a huge shrub with large, milk-white
blossoms. It can kill you even if you don’t touch it.
You want to interrupt Legolas to ask: is there anything I
can safely do in those accursed woods?
“From the Princess’ story, as you tell it,” the Elf-lord goes
on, “I would say that the Orcs must be somewhere in the
hills south of the Old Forest Road. That land lies more
than 50 leagues east of here, and probably some ways to
the north. The road would probably be your quickest
wasy, but it is also the most dangerous route to travel.
Going straight through the forest is slow and hard-going,
and not totally safe either.
“There is one who might help you even more that I, if you
can find him. I saw the Wizard called Radagast the Brown
yesterday, north of here near the edge of the forest. He
knows this area better than even the Elves. Watch for an
old man dressed in brown, carrying a staff and feeding the
birds and small animals. He may be touchy but he is good
at heart.
122
“Now, rest with us this night, share our meal, and start the
morning fresh and strong;’ Legolas concludes.
*If you rest with the Elves, turn to 416.
*/f not, move on.
338 Time: 10
In your hurry to get past and get away safely, you don’t
really pay attention to the men. Suddenly they leap to their
feet and surprise attack you. Turn to 145.
339 Time: 80 Exp Pt: 5
If you have one, your pet squirrel squeaks once and scurries
away as you enter the passage.
The passage slopes down to the inner room, and you walk
carefully in the dark, for you fear that a light will increase
your danger. The floor is somewhat uneven, but there are
no large objects or major holes in it to trip you. Finally,
after a long tense descent, you come to the bottom of the
passage. A cleverly designed eyeslit lets you examine the
inner room before opening the door. You peek in but it is
too dark to see anything.
*If you go through the door, turn to 284.
*[f you exit the passage and return to the cavern entrance,
turn to 379.
340 Time: 10
The only occupant of the dank, dark room is obviously
the Prince, who hangs by his wrists from the ceiling of the
cave, his clothes torn and his body battered and bruised.
*If more than 25 days have passed since you began your
mission, turn to 272.
*Otherwise, turn to 375.
341 Time: 10 Exp Pt: 5
The Bear looks startled, then turns and runs away at a
surprisingly brisk pace for so big an animal.
“Hurrah!” you cry out, pleased with your strategy. The
Princess smiles and asks if you can continue your mission
now. Move on.
a
123
342 x Time: 20
You find that there is no recognizable path to take, no clear
way to turn. You decide to ask the Princess for help. Pick
a number. r
elf 2-5, turn to 411.
*If 6-10, turn to 214.
*If 11-12, turn to 349.
343 Time: 30
As you and the Princess carefully approach the cavern
entrance, you notice that the guard appears to be almost
dozing.
elf you attack the guard, turn to 347.
*If you continue sneaking past the guard, turn to 286.
344 Time: 90 Exp Pt: 5
When you and the Princess offer to help him, Radagast
smiles in delight and gives each of you a small bag full of
seeds and grain. For an hour, you both help him feed hidden
nests of birds and small animals. When a large area has
been covered, he sits down against a tree, beckons you to
similar seats and smiles again. “Now what can I do for
you?" he asks.
You explain the difficult task that you and the Princess have
undertaken; he listens carefully, no longer a bumbling old
birdwatcher. Turn to 230.
345 Time: 20 Exp Pt: 3
You realize that something about this plant is evil and
dangerous and that you had better get away from it. As
you turn away, the Princess scolding you as she lends you
a hand, you feel dizzy and weak. Pick a number, halve it
(round up) and add the result to your damage taken. Move
on.
346 Time: 10
The Squirrels seem to be trying to lead you to something.
If you ignore them, turn to 316; otherwise, pick a number.
*If 2-6, turn to 311.
elf 7-12, turn to 444.
ini
124
347 Time: 30
You know the task in front of you now. Nervously, you and
the Princess check your weapons and prepare to attack the
Orc at the front entrance to the cave. Pick a number and
add your Trickery bonus:
elf 2-5, turn to 302.
*Otherwise, turn to 315.
348 Time: 30
To climb up to the hollow in the tree, pick a number and
add your General bonus:
ef 2-5, you cannot climb the tree. Move on.
elf 6-12, you climb the tree. Turn to 155.
349 Time: 20
You need to find a way through the trees. "Princess; you
ask softly, almost afraid that the trees will hear, “can trees
really possess the will to intentionally block our paths, as
these seem to do?"
“I have heard of such things; she replies, “but I never
believed the tales, until now? Pick a number and add your
Perception bonus: if 2-7, turn to 214; if 8-12, turn to 386.
125
350 Time: 20
As you desperately run through the woods, the princess $
suddenly gasps and falls, stung in the neck. You turn to
face the huge,Spider. You are surprised.
(SPIDER OB:2 DB:2 EP:30)
*[f you win, turn to 309.*If you lose, turn to 300.
B
366 Time: 60 Exp Pt: 4
You wake to the Princess tenderly bandaging your wounds.
Your enemy lies nearby, an arrow in his chest.
“You are very brave? she says, “but a little clumsy. 1 was
forced to dispense with the beastly foe myself!” You ache
all over and must rest a few minutes before you regain your
strength. Move on.
367 Time: 40 Exp. Pt: 30
The huge bear lies bloodied and quiet at your feet.
“I cannot believe you've slain that beast!" the Princess
cries, tending to your wounds. She looks at the bear,
sighs and says: *He looked almost intelligent, didn't he? I
mean, before the light left his eyes." You are forced to
agree. "But once we fought, I had no choice."
Your wounds dressed, you are ready to resume your mis-
sion. Move on.
368 Time: 60 Exp Pt: 3
You recover consciousness with the Princess bending over
you. “Those ragged men stole all your money, your rings
— everything except the dagger,’ the Princess explains
breathlessly. “I had to hide to escape their wrath?’ Move
on in a random direction.
369 Time: 20 Exp Pt: 3
Over the objections of the Princess, you steal 2 weeks of
grain and nuts from the old man's sack. Move on.
370 Time: 5
The stranger is an Orc. Turn to 260.
371 Time: 20 Exp Pt: 4
The little creature frees you! “We must hurry!" the Princess
cries. Move on in a random direction.
372 Time: 20 Exp Pt: 5
A sheet of flame engulfs the five visible Orcs. The other
seven Orcs rush out at the sound of screams. Turn to 315.
373 Time: 10 Exp Pt: 5
The Wizard whistles sharply, and a small but very intelligent
I]
129
E
looking owl flies to his shoulder. “My friend here will help
you; Radagast explains. “He knows the ways of Mirkwood
and is strong, brave and enduring. Now let us sit
comfortably together while I tell you of the forest? Turn
to 274.
374 Time: 10
The birds begin to look like a serious problem.
*If you have the Owl, move on.
*Otherwise, pick a number.
*If 2-6, turn to 228.
elf 7-8, turn to 180.
*If 9-12, turn to 445.
375 Time: 60 Exp Pt: 50
Feeble movements show that he still lives, though he must
have been pushed to the limits of endurance. Without fur-
ther delay, you steady the Prince, holding him around the
thighs, while his sister climbs your shoulders and cuts him
free so that you can lower him to the ground. Freedom gives
new life to the Prince. After only a moment or two he
shakes some feeling in to his hands and hurries to the back
wall of the room. There he grips two strange stones in a
particular way and concentrates for a moment. Suddenly
an opening appears in the rock. Many gleaming weapons
are revealed, and your eye catches sight of other marvelous
treasures. The Prince seizes a gold flask, opens it and drinks
deeply. A faint smell of fruit, wine and herbs comes from
it, and before your eyes the effects of weeks oftorture disap-
pear. He becomes once again a powerful and dangerous-
looking Elf warrior. Pulling a beautiful sword, a longbow,
and many other objects from the opening he bows to you,
smiles, and says softly, “Now to leave this place" You
whisper back, “Could we not take your treasures, escape
up the passage, and return later with more help to take care
of the Orcs? The odds are long, even for brave fighters?"
He looks at you, surprised. “Didn't my sister tell you, it
is not possible to exit this room by that passage? You may
o
130
only enter by it? With obvious reluctance he says, “These
treasures and my sister are too precious to risk, so we will
avoid combat if possible. However, if we do have to fight,
our best tactic isto have you face the Orcs in melee while
my sister and I fill them with arrows?’ He lends you the
sword from the treasure. When used, it will increase your
melee OB by 2.
The three of you begin to quietly and carefully sneak out
of the caverns. Pick a number and add your Trickery bonus:
sIf 2-8, turn to 387.
sIf 9-12, turn to 473.
376 Time: 10
You sneak up on the men, pulling your weapon. You may
attempt a “Sneak Attack.” (See the Action Table at the
end of the book.) Turn to 403.
377 Time: 5
You spot the twisted, stunted, scaly figure of an Orc in the
bushes. Turn to 265.
378 Time: 30
Your foe proves to be a stray Orc, a swaggering, drooling
scaly beast intent upon your demise. You grab your weapon
and enter the fight.
(ORC OB: 1 DB: -1 EP: 19)
elf you win the fight, turn to 261.
*If you lose the fight, turn to 281.
ID
131
379 Time: 30
You study the front of the cavern. An Orc is guarding the
entrance.
*[f you leave the area, move on.
*[f you hunt for the hidden entrance, turn to 322.
*If you try and sneak past the guards, turn to 343.
elf you sneak up and attack the guard, turn to 347.
elf you wait and watch until night, turn to 353.
380 Time: 10
Hearing a shocked gasp behind you, you turn to the
Princess. Her eyes wide with horror, she slaps you. “You
monster!” she screams. “How could you kill that helpless
baby? Leave me. I'd do better asking Dwarves for help!”
You realize your error and apologize, swearing that never
again will you kill so recklessly and needlessly.
After a long silence, the Princess says: “I accept your
apology.’ Move on.
381 Time: 10 Exp Pt: 10
You stand above the nearest snoring Orc, poised to strike
a fatal blow. /f you do not defeat an Orc in one round (ob-
tain a U or a K result on the Combat Table), he will awaken
and arouse the others. You may add both your melee OB
and your Trickery bonus to each of these attacks. Keep
track of how many you defeat.
(Each of 9 SLEEPING ORCS OB: 0 DB: -5 EP: 18)
elf you defeat all the Orcs, turn to 383.
*If you fail to defeat all the Orcs, turn to 324.
382 Time: 40 Exp Pt: 1
You slowly regain your senses, blushing redder than your
blood. To be beaten by squirrels! The Princess tries to cheer
you. “Do not worry. If you cannot beat the Orcs by
strength, I know you can outsmart them?’ A worried look
clouds her face, and she adds some bad news. “While I pro-
tected your face and throat after you fell, the Squirrels got
away with all but two of our meals” Write on your
Character Record that you have only 2 meals. Move on.
[n
132
383 Time: 5 Exp Pt: 2
After you finish with the last Orc, you and the Princess
give each other a relieved look as you realize you have taken
care of the last Orc.
elf you did not defeat the Orc guard earlier, turn to 364.
*Otherwise, turn to 140.
384 Time: 20 Exp Pt: 40
You are surprised but relieved to see the surviving Spiders
flee wildly through the woods. You search the clearing and
find 12 silver pieces, a helmet that fits you perfectly (and
adds 1 to your DB when worn), and a beautifully carved
and painted battle horn. The dangling Orc is still alive but
obviously beyond all help. He tells you that the Orc camp
is located nearby (in space 22E) and begs you to kill him
quickly. “We must hurry!" the Princess cries, reading your
thoughts exactly.
sIf you know and cast the Analyze Item spell, turn to 326.
*Otherwise, Move on.
385 Time: 10 Exp Pt: 5
You and the Princess creep as close as you can to the en-
trance, and attack the closest Orcs. You may add both your
melee OB and your Trickery bonus to your first attack, and
the Princess may make her bow attack on the first round
with an OB of 3 (first round only). Since you are fighting
at night, increase the Orcs' melee OB's by one. You are fac-
ing 10 Orcs. Turn to 282.
I
133
386 Time: 20
You ask the Princess, “Do you know any way to get past
these trees? I’m stumped!”
“I am sure of nothing here?’ she replies. “This strange forest i
defeats my woodcraft. But at home, I would sometimes sing
to the trees, and it seemed to me that they would respond?”
*If you ask the Princess to sing, turn to 411.
elf you do not ask the Princess to sing, turn to 214.
387 Time: 5 Exp Pt: 2
In the dim light you do not see the spear of one ofthe sleep- _
ing Orcs, You trip and make a horrible racket. As the Orcs
are roused, you and the Elves fall back into the narrow
passage leading to the inner chamber to make your stand.
The Prince seems almost happy to get the chance to pay
the Orcs back for their cruelty. Turn to 396.
388 Time: 30
As you make your way through the woods, you smell a very
strong sweet flower and sniff its pollen in the air around
you. It must be very close, hidden behind the brush, to smell
so strong. Pick a number: (If you have the Owl, add 2; if
you have seen the White flower before, add 4.)
*If 2-4, turn to 269.
*If 5-6, turn to 289.
*If 7-10, turn to 345.
*If 11-12, turn to 394.
ini
135
395 Time: 40
After sitting and talking with the men for a long time, never
revealing your true mission, you let your attention wander
for a moment. Poised for any such opportunity, the men
jump up and attack you. Turn to 304.
396 Time: 10 Exp Pt: 5
The Orcs are surprised and slightly confused, but they are —
beginning to mount an attack. ]
*|f you have and use the flame illusion powder, turn to 137.
ef you have and use the Spider's horn, turn to 117.
*Otherwise, turn to 102.
397 Time: 60 Exp Pt: 6
You awaken in intense pain and with great effort, open your
eyes to see the Princess binding your wounds. “I drew the
bear away, then dashed back and dragged you to safety,’
she explains. “I am glad you did;' you manage to get out.
You try to stand and fail, but with the help of the Princess,
get to your feet and pick up your belongings. “Let's go,’
you say, hoping you can. Move on.
398 Time: 20
You are not certain where to go. Pick a number: Add 6 if
you have the Owl.
*[f 2-9, you are lost. Move on in a random direction.
elf 10-12, move on.
f |
[uj i
399 Time: 10 Exp Pt: 2
The flash of light rouses the Orcs and they leap to their
feet, ready for battle. You and the Princess back up to the
cavern entrance so that you can face the Orcs one at a time
(if the Ore guard is still active, he is so surprised that you
are able to slip past him). You must fight 9 Orcs (plus the
Orc guard if you have not already defeated him). Turn to
282.
400 Time: 5 Exp Pt: 2
Walking carelessly along, you walk straight into a snare.
A net sweeps out of the bushes and trees and jerks you and
the Princess into the air. If you had. a pet squirrel he runs
off. The net is made of iron cord, too tough for you to
break quickly. Pick a number :
sIf 2-8, turn to 417. *Otherwise, turn to 433.
402 Time: 10
As you attack the Squirrels, they jump back at you. Pick
a number.
*[f 2-3, turn to 217.
If 4-8, turn to 390.
*If 9-12, turn to 293.
403 Time: 10
The men in hides pull their weapons and charge you.
(MAN #1 OB:0 DB:0 EP: 25)
(MAN #2 OB:0 DB:0 EP: 24)
* If you win the fight, turn to 389.
* If you lose the fight, turn to 441.
Im)
137
404 Time: 10 Exp Pt: 2
“Your cousin; you begin, shaking from head to toe. “Your
cousin gave me this ring because I saved her from the Orcs.
f
She.”
You get no further with your explanation. The Queen cries
in a terrible voice, “Rend them! Kill them! They helped my
most wicked and rebellious cousin. Kill! Kill! Kill!” At the
Queen’s command, twelve Spider warriors attack you.
(Each of 9 SPIDERS OB:1 DB:2 EP: 33)
(SPIDER QUEEN (who attacks last) OB:4 DB:3 EP:50)
*If you win, turn to 384.
*If you lose, turn to 190.
405 Time: 30 Exp Pt: 5
You follow the wildly excited Squirrels down a path as the
wood becomes increasingly dim. The very air carries fear
in it. At the end of the path, you come to a clearing. There
you see a Squirrel caught in the biggest Spider web you have
ever seen, “Oh, the poor little creature!” the Princess gasps.
*If you leave the Squirrel in the web, turn to 390.
*Otherwise, turn to 231.
406 Time: 60 Exp Pt: 2
You wake to the Princess tending your wounds. “I killed
the Wolf with a lucky shot,’ she explains, “just as it went
for your throat’ You praise her aim and thank her. Move
on.
407 Time: 10 Exp Pt: 5
Just before stepping into it you spot a snare and find it
would have trapped you with a net of iron cords. “Surely,
this is Orc made? the Princess whispers. “It would take
several of them to set this up. Perhaps it's the ones who
have my brother’
*If you explore carefully, turn to 257.
*Otherwise, move on.
408 Time: 10 Exp Pt: 2
The illusion of fire terrifies the Orcs, but since they have
[s]
138
no where else to run, they flee down the narrow corridor -
at the rear of their sleeping quarters. You and the Princess
follow them into a room at the end of the passage. The
Ores are gathered around a thin and battered figure.
Their leader shouts: “Throw down your weapons and sur-
render, orl will kill and dismember the Prince before your
very eyes!" After a moment of shock and agonized con-
siderations, the Princess speaks: “Do as the evil creature
says. We have no choice!"
*[f you surrender, turn to 248.
*If you do not surrender, turn to 106.
409 Time: 20 ExpPt:21
Greenfield lies bleeding before you, his beard grey and
his face wrinkled and aged. You search him but find
nothing but his pouch, which contains 2 meals and a vial
of healing herbs. (Reduce your damage taken by 1 with
each use; the herbs are usable twice.) The walking stick
lies beside him.
* [f you take the stick, turn to 202.
* Otherwise, move on.
410 Time: 30
You resolutely begin to hack a path through the blocking
trees, although the wind makes the limbs creak eerily. Large
limbs from the trees swoop to attack you.
(TREES OB:1 DB: 0 EP: 14)
*If you defeat the trees, turn to 285.
*If the trees defeat you, turn to 234.
411 Time: 30 Exp Pt: 4
At your request, the Princess sings an Elvish song to the
trees, hoping they will part at her wish. The song is half
lullaby, half war cry. Pick a number: (Add 2 if the Princess
has sung successfully before.)
*If 2-6, turn to 192.
*If 7-12, turn to 129.
3
412 Time: 5 Exp Pt: 15
The Orcs howl in fear at the sound of the horn. Pick a
number and add your Magical bonus:
e/f 2-3, one Orc flees, turn to 102.
*If 4-5, two Orcs flee, turn to 102.
*If 6-7, three Orcs flee, turn to 102.
elf 8-9, five Orcs flee, turn to 102.
*/f 10-11, seven Orcs flee, turn to 102
*If 12, all the Orcs flee, turn to 184.
sIf you are facing fewer Orcs than indicated above, all of
the Orcs flee, turn to 184.
413 Time: 20
The ring has no special qualities you can discern.
“I give up;' you say to the Princess, who appears equally
stumped. Move on.
414 Time: 20 Exp Pt: 25
A sheet of stunning flame sweeps the clearing, roasting the
dangling Orc, the Spiders and everything else in the area.
“What a sight!” you cry, elated,
“Let’s hurry!” the Princess says. Move on.
415 Time: 20 Exp Pt: 10
The scaly Orc lies dead in a pool of its own black blood.
You wipe your face in relief. The Princess heaves a weary
sigh. Move on.
416 Time: see night rules Exp Pt: 2
You sleep fitfully that night; in one nightmare, a horde of
Giant Spiders attacks you relentlessly as the Princess flees.
In another, bloodthirsty Orcs capture you as the Princess
sleeps nearby, unaware. As dawn breaks clear and beautiful,
“you rise and eat breakfast with Legolas and his Elves. After-
| wards, he rides south with his followers, and you and the
Princess are left alone. Move on.
| 141
417 Time: 210 Exp Pt: 5
After hours of work you get free. The Princess is excited.
“Obviously that net is Orc made. The cavern and my
brother must be near!”
*If you explore, turn to 257.
*Otherwise, move on.
418 Time: 20
You fall before the Spider, your weapon cast aside by the —
cruel giant. Pick a number; if 2-9, turn to 360; if 10-12, turn —
to 163. 1
419 Time: 20
You fight hard with the bear, who is ferocious and .
unyielding. The Princess may fire her bow every other round —
(OB: 1). i
(BEAR OB: 3 DB: 0 EP: 35) j
|
elf you successfully run away, move on.
*If you defeat the bear, turn to 115.
*If the bear defeats you, turn to 114. 4
420 Time: 10
A heavy silence covers this area. Pick a number and add —
your Perception bonus:
*If 2-7, turn to 103. |
*If 8-12, move on. i
421 Time: 10 |
*If you have the pet squirrel, move on. |
You try to drive the squirrels away, but instead of fleeing |
they mass and attack you. Pick a number. i
*If 2-7, turn to 390. j
*If 8-12, turn to 293. |
42 Time: 10 Exp Pt: 2
Radagast finds a soft spot by a tree and indicates a com- |
fortable place for you and the Princess to sit. Then he
begins to speak. Turn to 230.
142 |
423 Time: 20
The swarms of Squirrels practically climb your legs and
worry you to death. Then, as though at a signal, they vanish
into the woods. “Puzzling;’ the Princess notes. Move on.
424 Time: 10
As you try to sneak away, a wolf springs from the bushes
and attacks you, surprising you. You must fight the snarl-
ing beast at close range,
(WOLF OB: 0 DB: 2 EP: 18)
*If you defeat the wolf, turn to 152.
If the wolf defeats you, turn to 457.
Ni
NV
ae
i( VIRI
(]
433 Time: 30 Exp Pt: 5
Soon after it traps you Orcs come, let the net down and
bind you and the Princess tightly. They then carry you to
a great cavern. Turn to 248.
434 Time: 30
You begin to wander a little—obstacles on the ground make
it hard to follow a straight line. Pick a number and add
your Perception bonus: (Adding 4 if you have the Owl.)
[f 2-6, move on in a random direction.
*If 7-12, move on.
435 Time: 30 Exp Pt: 6
With little trouble, you and the Princess free the Squirrel,
which sqeaks its thanks. Move on.
436 Time: 10 Exp Pt: 2
You and the Princess rush past the men. Pick a number
and add your Running bonus: if 2-6, move on; if 7-12, turn
to 338.
437 Time: 5 Exp Pt: 4
You cast the Fire Illusion Powder into the air, toward the
sleeping Goblins.
*If you have the Red Ring, turn to 263.
*If you do not have the Red Ring, turn to 399.
438 Time: 30
The last sight you recall is the Wolf's savage teeth in your
face. Pick a number: if 2-9, turn to 457; if 10-12, turn to 406.
439 Time: 40 Exp Pt: 8
Once you have worked your way through all the leaves,
twigs and other garbage below the nest, you find a fine
leather purse, filled with 10 silver pieces. “Look at this!”
you exclaim to the Princess, who only wants to hurry on
and save her brother. "You're right, Princess! No more fool-
ing around!" Move on.
[s]
145
440 Time: 10
A large and angry bear confronts you, glaring but not
moving.
*[f you scream at the bear, turn to 288.
*If you attack the bear, turn to 419.
elf you run away, turn to 354.
442 Time: 20
The Princess’ insults bring many sharp replies about
double-dealing Elves. The Princess, incensed, replies in
kind. Suddenly, much against your will, you face a tough
Dwarf warrior who demands satisfaction when the Princess
refuses to apologize.
(DWARF OB: 1 DB: 3 EP: 32)
*If vou win the fight, turn to 460.
*If you lose the fight, turn to 170.
146
443 Time: 10
A large, grey Wolf leaps onto your back, biting at your ears.
You must fight for your life. You are surprised.
(WOLF OB: 0 DB: 0 EP: 29)
elf you defeat the Wolf, turn 429.
*If the Wolf defeats you, turn to 438.
444 Time: 30 Guided by the chattering squirrels, you and
the Princess find a small, frightened, bug-eyed squirrel trap-
ped between a fallen tree and a stone.
*If you ignore the squirrel, turn to 390.
sIf you kill it, turn to 136.
*If you try to lift the log, turn to 296.
445 Time: 50
The birds start swooping at you wildly—their screeching
is almost unbearably loud. Holding your ears and shielding
your faces you manage to press on, but they delay you.
Move on.
446 Time: 10
You Sneak attack the sleeping Orcs. Each has a DB:-5 while
you hit them in their sleep.
*If you fail to defeat any of them (a result of U or K) at
one blow, turn to 358.
*If you defeat all of them, turn to 282.
a]
147
447 Time: 30
The Woodmen supplies are not fancy, but they offer to sell
you what they have at the following prices:
MEAL 2 Copper pieces
DAGGER 3 Silver pieces
SHIELD 10 Silver pieces
SPEAR 3 Silven pieces
BACKPACK 20 Coppen pieces
ROPE 80 Coppen pieces
Enter what you bought on your Character Record, deduc-
ting the appropriate amount of money (One silver piece
= 100 copper pieces). Then move on.
448 Time: 10 Exp Pt: 4
You find a silken shirt that appears to be just your size.
The garment is in excellent condition and is clean in spite
of lying in the dirt and leaves for a long time. As you pull
it from the hiding place, the shirt accidently catches on your
sword point, which does not pierce the fabric. You realize
as you put it on that your new-won prize will make an ex-
cellent defensive garment. The Princess congratulates you.
Add 2 to your DB when wearing the shirt. Move on.
449 Time: 20 Exp Pt: 1
The Princess sighs, “Even from all the legends of our peo-
ple, I didn't really believe that Mirkwood was this vast and
confusing. Do'you know where we are?" You are not cer-
tain. Pick a number and add your Perception bonus:
*If 2-7, you are lost, move on in a random direction.
*[f 8-12, move on.
450 Time: 20
A squirrel, still struggling feebly, is trapped in the web. *Oh,
the poor thing!" the Princess cries.
sIf you do not help the squirrel, turn to 187.
*If you try to free it by yourself, turn to 462.
*If you and the Princess free it, turn to 333.
148
Time: 10 Exp Pt: 5
You jfightthe three robber Orcs. The Princess may use her
bow (OB:1) every second round.
(Each ORC OB:1 DB:0 EP:25)
[f you win, turn to 122.
2 you lose, turn to 205.
452 Time: 30
The Woodmen give you 3 meals. If you have no weapon
beside a dagger, they give you a spear. Move on.
453 Time: 10.
Coming into a clearing, you find a Giant Spider waiting
in its sticky, steely web. The wicked creature seems to smile
cruelly when it sees you. Jn a fight, the Princess may use
her bow every other round (OB: 1).
(GIANT SPIDER OB: 1 DB: ! EP: 25)
*[f you successfully run away, move on in a random
_ direction.
| *Jf you defeat the Spider, turn to 216,
*If the Spider defeats you, turn to 418.
| 454 Time: 10
_ You may continue to travel by using the path or by making
- your own way through the woods.
*/f you use the path, move on.
| eOtherwise, pick a number and add your General bonus:
| sIf 2-6, you are lost, move on in a random direction.
*If 7-12, move on.
| 455 Time: 10
You may continue to travel by using the Road or by mak-
ing your own way through the woods.
“elf you use the Road, move on.
*Otherwise, Pick a number and add your General bonus:
*If 2-5, you are lost, move on in a random direction.
| *Otherwise, move on.
x x 149
456 Time: "
The Princess suddenly stops, her arms limp at her sides, |
her face slack, looking as though she might collapse.
“What’s wrong?" you ask, coming to her assistance.
She speaks slowly, through clenched teeth. «p
feel...something evil.very near" She pauses to gasp for
breath before continuing. “I am not certain...what...it might
be. Yet the only other time...I have felt so...weak...was when
a large band of...Orcs attacked our camp?’ Your blood runs -
cold. “Orcs in great numbers nearby?” you ask. “Are you
sure?" You quickly look around for better cover. The
Princess nods. “My brother." she sighs, and you unders-
tand. The Orc camp must be very near! Move on. 1
457 Time: 60 Exp Pt: 2_
You wake to the gentle hands of the Princess binding your -
wounds. She smiles when she sees your eyes open. ge
tunately, the beast preferred our food to you. He ate half -
of our meals. Now you must rest a while more before we -
try to go" (Reduce your meals by half on your Character i
Record.)
“No;’ you say, rising with her help, “we have no more time
to waste" You gather your things and walk away, the
Princess just a step behind, scolding you for not healing
yourself properly. Move on.
458 Time: 60
The trees have stopped you. “I give up!" you cry out in
disgust. “We must try another direction? “Yes, but which?”
the Princess asks. Move on in a random direction.
459 Time: 10
Pick a number and add your Running bonus:
*If 2-7, you do not get away, turn to 350.
*Otherwise, move on in a random direction.
460 Time: 40 Exp Pt: 12
Treat any “K” result for your opponent as a “U”
While some of them check their fallen comrade, the other
Dwarves curse and threaten you.
[E
Is"
F“I am too weary to fight again; you whisper to the Princess,
; who stands at your side.
Then their chief waves them aside and begins to speak more
formally. “You fought well he intones, obviously upset and
. angered by your victory. “You are a credit to your own peo-
ple. Thus, we shall let you and your companion pass. But
be forewarned: cross our path again and you shall not live
to speak of it!"
Taking advantage of a rare example of Dwarven leniency
to opponents, you and the Princess hurry off. Move on.
461 Time: 90
Together you search for the entrance; the Princess appears
unusually frantic in her movements. Pick a number and
add your Perception bonus: if 2-8, turn to 188; if 9-12, turn
to 256.
462 Time: 10
Just as you free the Squirrel, the Princess shouts an alarm.
You turn to see a Giant Spider heading straight for you.
Trapped in this clearing, you must fight. The Princess may
make a bow attack (OB 1) every other round.
(SPIDER OB:2 DB:2 EP:30)
elf you win, turn to 156.
lf you lose, pick a number.
*If 2-7, turn to 300.
*If 8-12, turn to 253.
[s]
151
463 Time: 5
As you finish off the last of the squirrels, you spot what
appears to be a ferret watching you from the shadows. The
Princess remarks, “I hope that’s not a scout for the great
Swink. If you think these squirrels are bad you should see
the great ferret packs that run north of the Road? Move on.
464 Time: 5
You never wake up. You are dead, your quest is over.
465 Time: 5 Exp Pt: 5
The other Orcs still sleep scattered about a filthy cavern,
their harsh snores shaking the cave. You study the sleeping
Orcs. To reach the inner room, you must get by these sleep-
ing uglies.
*If you sneak past, turn to 174.
sIf you have and use the fire illusion powder, turn to 437.
*If you sneak attack the sleeping Orcs, turn to 381.
466 Time: 10
The only occupant of the dank, dark room is obviously
the Prince, who hangs by his wrists from the ceiling of the
cave, his clothes torn and his body battered and bruised.
*[f more than 25 days have passed since you began your
mission, turn to 272.
*Otherwise, turn to 475.
ZA
E
S
= (NN
467 Time: 5
The Orc guard is armed with a shield and a club. You must
silence him before he awakens his fellow Ores. The Princess
(ol
152
may use her bow (OB:1) every second round.
(ORC guard OB:1 DB:1 EP:Pick a number and add 18)
*If the guard defeats you, turn to 469.
sIf you do not defeat the guard after you have made two
attacks (and the Princess one), turn to 477.
*Otherwise, turn to 474.
468 Time: 5 Exp Pt: 2
When the spiders notice you and the Princess, they begin
to move towards you, ready to attack. Turn to 297.
469 Time: 90 Exp Pt: 5
You cannot believe that one Orc took you out. Pick a
number:
elf 2-5, turn to 464.
*If 6-12, turn to 476.
470 Time: 10 Exp Pt: 15
As you go down you see the Prince advancing with a drawn
sword. Pick a number:
elf 2-8, turn to 331.
elf 9-12, turn to 478.
471 Time:20 Exp Pt: 2
You and the Princess think that all of the Orcs are dead
or gone, but you are not sure. You carefully move towards
the room off of the narrow passage in the rear of the cavern.
Turn to 466.
472 Time: 10
Six spiders approach so that they face you one at a time.
The Princess may use her bow every second round (OB:1).
If you have the Owl, add 1 to your OB.
(Each of 6 SPIDERS OB: 1 DB:1 EP: Pick a number twice
and add 8)
*If you win, turn to 384.
*[f you lose, turn to 255.
4
153
473 Time: 60 Exp Pt: 15(
None of the Orcs detect your presence as you leave. The
three of you keep moving fast for about a mile, then you
stop to rest and reflect. Turn to 162.
474 Time: 5 Exp Pt: 8
The guard lies silent at your feet. After waiting for a few
minutes and hearing no cries of alarm from inside, you and
the Princess realize that any sounds that the guard made
were probably mistaken for Orcish snoring by those inside.
You find a club and a shield on the Orc guard.
*If you wish to enter the cave, turn to 465.
*Otherwise, move on.
475 Time: 60 Exp Pt: 50
Feeble movements show that he still lives, though he must
have been pushed to the limits of endurance. Without fur-
ther delay, you steady the Prince, holding him around the
thighs, while his sister climbs your shoulders and cuts him
free so that you can lower him to the ground. Freedom gives
new life to the Prince. After the Princess gives him a heal-
ing herb, he shakes some feeling into his hands and hur-
ries to the back wall of the room. There he grips two strange
stones in a particular way and concentrates for a moment.
Suddenly an opening appears in the rock. Many gleaming
weapons are revealed, and your eye catches sight of other
marvelous treasures. The Prince seizes a gold flask, opens
it and drinks deéply. A faint smell of fruit, wine and herbs
comes from it, and before your eyes the effects of weeks
of torture disappear. He becomes once again a powerful
and dangerous-looking Elf warrior. Pulling a beautiful
sword, a longbow, and many other objects from the open-
ing he bows to you, smiles, and says softly, “Now to leave
this place" Turn to 184.
476 Time: 30 Exp Pt: 5
You wake up as you and the Princess are being tied up by
a group of Orcs. Turn to 248.
GJ
154
477 Time: 5 Exp Pt: 2
The guards yells have aroused the Orcs who were sleeping
inside. Since you are at the cavern entrance and you can
face them one at a time. You must fight 9 Orcs (plus the
Orc guard if you have not already defeated him). Turn to
282.
478 Time: 5
The Prince and Princess fall to the Orcs. Since the treasure
trove is open, you are all killed. Your quest is over.
479 Time: 5
After you speak, the largest spider emits a series of chit-
tering sounds, and the other spiders attack. Turn to 297.
480 Time: 30 Exp Pt: 300
As you admire the wondrous gift you have chosen, the
Prince and Princess bow once more, with great dignity.
The Princess speaks:
"Understand that our presents are only the merest tokens
of our esteem. If you will, journey with us through the
forest. Visit us in our home in the White Mountains at any
time. There, we are safe — all good beings are. Our folk
and friends will see that you find your way" The Prince
smiles and steps into the conversation. “But be warned. If
ever our friends should ask the name of a brave and wise
hero to help them right a wrong, we will give them your
name! More adventures await you!" With a wave, the Elves
disappear into the woods. You heave a contented sigh and
turn to go. But where? What will you do now that you have
freed the Prince and defeated the Orcs and Great Spiders
of Mirkwood? Then the Prince's cheerful “warning” comes
back to you. You smile and stride off, keeping a vigilant
eye for trouble, walking a little taller than before you entered
these dark and evil woods.
THE END.
155
Based on J.R.R. Tolkien’s
THE HOBBIT™
and
THE LORD OF THE RINGS™
TOLKIEN TREASURY
AVAILABLE IN 1986!
I am (male/female) ——
years of age. I am in the ______ grade in school.
I live in a (small, medium, large)
town/city.
My favorite magazine is
I heard about this gamebook through a.
— — —— a family member, an
(a friend,
advertisement, other -
Tao
as)"
MD 40 15 50We M Reg
MF 48 NO 20 SSWQe M Reg
2 MD 40 NO 15. 50We M Reg
4 FA 55 NO 25 70Ra L Reg
2 FA 42 NO 40 3$Bi M Reg
1 FA 60 NO 40 55Bi M_ Reg
MD 45 NO 15 50We i Reg
MD 45 CH 20 SOPi M Reg
MD 50 CH 25 60Pi M Reg
Attack: You must fight your opponent.
Rui n Away: Pick a number and add your Ri
Mf theresult
ismore than7,follow
thetexti
The following three actions are onily allowed if the text in-
Idicates that your opponent is "unaware" "of you.
neak Away: Pick a number and add
bonus. If the result is more than 7,
wise, you must fight your opponent.
Sneak Attack: You must fight your opponent, Pick a
number and add your Trickery bonus. If the result is
more than 7, you may sneak up and attack. For your
first attack only, you may increase your OB by adding
AWCuow-douw-oco
ACououwiaiuwu-oOOOOGO
NU Ct^w
CO
Results:
# = A number result indicates the amount of damage
taken; if the total damage taken exceeds the com-
batant's endurance point total, the character is un-
conscious.
Unconscious (knocked out), wounded, and out of
action; see text for results.
Killed.
A Game based on
JRR. TOLKIEN'S
.THE LORD OF THE RINGS"
and THE HOBBIT™
'The Ring is destroyed and Sauron defeated, but
/deep within the dark forest of Mirkwood, danger
/lurks. Captured by Orcs; a son of Elvish nobility is
/ held in chains, his days numbered. You have been
asked by an Elvish princess to help her find her
brother and free him. Legolas has offered his
counsel, and Radagast might be persuaded to
provide a guardian owl. The reward is great—but
great enough to face Giant Spiders and a legion of
Orcs? Only you can decide!
A ROLE PLAYING ADVENTURE GAME...
WHERE YOU CONTROL YOUR
DESTINY!
* Choose a ready-to-run character
..-* Create your own character using the
QuestGame™ system
* Use your own MIDDLE-EARTH ROLE
PLAYING"" (MERD) character
* Compatible with other role-playing systems
Copyright 1985 TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING
inc., Berkeley, CA. Rescue in Mirkwood, Middle-earth Quest, The Hobbit and The
Lord of the Rings, and all characters and places therein are trademark properties of
TOLKIEN ENTERPRISES.
IRON CROWN ENTERPRISES, INC., holds the exclusive worldwide license for
FANTASY ROLE PLAYING GAMES and ADULT BOARDGAMES based on THE HOBBIT
and THE LORD OF THE RINGS.
08687
7183100295
b ISBN 0-425-08687-9
5 et
mining
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