The handle turns the first cog anticlockwise (top left of diagram). Follow the three pathways of cogs to determine the direction the final switch/cog of each path will turn – clockwise
(down arrow) or anticlockwise (up arrow).
If a final switch moves down, you must count up the total number of clockwise cogs that are used in the chain, to make that switch turn. If the final switch moves up, you must count the total
number of anticlockwise cogs that are used in the chain, to make that switch turn. This will give you three numbers, one for each switch. Put them in order, from top switch to bottom switch, to
arrive at a three figure number. This is your answer. Then turn to the paragraph number that matches your answer to see if you were correct. (For example, if you had 3 for the first switch, 6 for
the second and 8 for the third, you would turn to
368
.)
If you are unable to solve the puzzle, then you can have no choice but to leave the cogs and concentrate your efforts elsewhere. You may now examine the pipes, if you haven’t already (turn
to
692
) or head up the stairs to the forge (turn to
601
).
744
The hunter’s camp looms out of the mist like a military fortress, with high walls of staked wood and lookout towers bristling with crossbows. As you approach there is a
cry from one of the towers, then the gates swing open, admitting you inside.
A black-bearded man steps out from one of the huts, chewing on a fat cigar. He looks like an animal himself – with thick hair on his arms and chest, and a predator’s guile to his
steely grey eyes. He watches with interest as you set down your tigris trophy. Several of the other hunters have already hurried over, chatting excitedly and patting Jerem on the back. Your
companion seems happy to take the praise, recounting a colourful version of the night’s events that have little in common with what really happened.
‘Welcome to the jungle,’ grins the bearded man, walking over. He offers out his hand, which you take – wincing as his grip tightens like the coils of a snake. ‘Survival
of the fittest, my friend. And you chose the right side. Guess you’ll be wanting a cut.’ He releases your hand, much to your relief, and unfastens a purse of money from his belt.
‘I think this is fair reward.’ (You have gained 150 gold crowns.)
‘I’m Buckmaster Bill,’ he says. ‘And this here be my camp. Make yourself at home – we got supplies if you need them, for a price of course.’ He spits into the
mud before stuffing his cigar back into his mouth. ‘Come back here anytime – treat it like a home away from home.’
‘What about him?’ you ask, nodding towards a ten-foot giant who is currently performing a workout by lifting a wooden cart in each hand. A woman next to him is keeping count –
‘two hundred and eleven . . . two hundred and twelve.’
‘Ah, that’s our Nelson,’ grins Bill proudly. ‘Not the sharpest tool, but the only one I’d choose to watch my back in this den of snakes. A good fighter, that one
– I’d be willing to hire him out if you need his muscle. You look like someone that might have,’ he raises an eyebrow knowingly, ‘unfinished business to attend to.’
(Make a note of this entry number. You may return here at any time during act 2 to make use of the hunters’ services.)
Will you:
Visit the supplies tent? — |
Ask about hiring Nelson? — |
Ask what he knows of the jungle? — |
Ask about further work? — |
Leave the camp? — Return to the |
745
Amongst the remains of the drake, you find one of the following special rewards:
Drake’s chestguard | Drake’s defender | Drake’s scales |
(chest) | (left hand: shield) | (gloves) |
+4 brawn +3 armour | +2 speed +4 armour | +1 speed +4 brawn |
Ability: | Ability: | Ability: |
Lorcan approaches the banks of the pool and raises the palm of his hand. Suddenly the waters of the pool start to churn and spin, as if caught in the pull of a whirlpool. Then black blood sprays
up into the air as an object flies out of the water, straight into Lorcan’s fist. He turns, offering out the prize. ‘It’s your lucky day,’ he grins.
You lean away in revulsion when you realise he is holding the beast’s heart, its purple flesh blackened and scorched.
‘The demon’s kha can make you stronger,’ he insists. ‘You have the gift – I can see you do. Use it to take on the drake’s powers.’
If you wish, you may take the following item:
Drake spirit
(talisman)
+1 speed
Ability: drake career
By equipping this item, you automatically learn the drake career. (
NOTE
: As soon as the
drake spirit
is unequipped or you learn a new career, you lose the
abilities associated with the drake career.)
A drake warrior has the following special abilities:
Fiery temper (pa)
: Keep a record of all
results that your opponent rolls for
damage. For every two
results your
brawn
is increased by 2. At the end of the combat, your
brawn
returns to normal.
Searing mantle (pa)
: Your armour is coated in fire. This causes 1 damage to all opponents at the end of every combat round for every 4
armour
you are wearing.
When you have made your decision, turn to
551
if you still need to choose rewards, or
844
to continue.
746
By drinking the elder sap, you may also remove your hex. This will give you access to all of your abilities once again. However, if you are carrying the
glaive of souls
this weapon will automatically shatter and you will no longer be able to use it. Turn to
804
.
747
The tunnel rises steeply, its rough-hewn walls crusted with mould. Eventually, after nearly an hour of following the twisting path, you see a band of light ahead. Quickening
your step you hurry out of the tunnel, to find yourself at the edge of a rocky bluff. In the distance, protruding above the jungle canopy, are the crumbling ziggurats of a Lamuri city – and
beyond that an immense black volcano, its dark form brooding and ominous against the white haze. It reminds you of the black peak from your vision at Durnhollow – the mountain that rained
fire.
Congratulations, you have successfully navigated the dark interior. If you have the word
explorer
on your hero sheet turn to
817
. Otherwise, you may now
return to the quest
map
to continue your adventure.
748
With the deadly succubus defeated, you may now help yourself to one of the following rewards:
Dreamcatcher | Desolation robes | Shroud of nightmares |
(necklace) | (chest) | (cloak) |
+1 speed | +2 speed +2 magic | +1 speed +2 brawn |
Ability: | Ability: | Ability: |
When you have made your decision, turn to
636
.
749
Looking back towards the tower, you are relieved to see that there is no sign of the guardians. You can only assume that they returned to their original positions within the
rock.
‘Seems the plan worked,’ you smile.
Avian pulls himself up onto the bridge, his face ashen and beaded with sweat. When Virgil helps him to his feet, you see that the mage has removed much of his armour, leaving only leg-plates and
a silver-threaded tunic and breeches.
After brushing himself down, the mage slides his staff from its harness and reignites its headpiece with a crackle of magic. Then his gaze turns to Cernos, who is limping across the final
stretch of the bridge. ‘Time to finish the race,’ he states grimly. Turn to
762
.
750
You can sense the powerful enchantments trapped within the idol – ancient magics to command both rock and earth. Perhaps this is what the dwarves used to build their
breath-taking city, moulding intricate structures out of the bare volcanic rock. Such power could become a devastating weapon in the right hands . . .
If you wish, you may now take the following item:
Rock idol
(talisman)
+1 armour
Ability: geomancer career
While this item is equipped, the geomancer has the following special abilities:
Stone rain (co)
: Instead of rolling for damage after winning a round, you can cast
stone rain
. This will automatically inflict 1 damage
die to a single opponent, ignoring
armour
. In each consecutive round,
stone rain
will double its damage on the same opponent. (In the second round, you would roll 2 damage dice, the
third round 4 damage dice.) If you use another ability (of any type) or lose a round,
stone rain
ends. This ability will last up to three rounds (4 damage dice). It can only be cast once per
combat.
Tremor strike (sp)
: Make the ground beneath your enemies’ feet tremble. This lowers opponents’
speed
by 2 for two combat
rounds.