You clamber down the sides of the trench into the thick shadows. The bottom of the moat feels slimy underfoot, knotted with weeds. A toad croaks once, unseen in the gloom.
If the dwarf is still with the party, turn 119.
If the dwarf has been lost on the way here, turn to 129.
No, the dwarf just got sick of having to pay for everybody's expenses all the time, and quit.
You spot a secret tunnel entrance in the wall of the trench. This feature is common in isolated manor houses: an insurance allowing the occupants to escape if the manor should be besieged in time of war. You make your way along the tunnel until it widens into a flight of stone steps. These bring you up inside the manor, where you emerge via a concealed panel below the main staircase.
Turn to 6.
Sugar-daddy
and expert at spotting hidden entrance. So far, the dwarf seems to be doing all the important stuff, and the rest are just extras.
You step into the dilapidated entrance hall. Your first impression is of cobwebs and dust. The second impression is less favourable. Rats, startled by your arrival, emit frantic squeaks and go scuttling half-glimpsed into the darkness.
You gaze up the long sweep of the stairs. Under the grime of ages, a succession of nefarious faces glower from portrait on the walls. Each looks more depraved than the one before, until finally your eyes come to rest on what must be the likeness of Grim Dugald himself. You cannot even begin to imagine what twisted desires and rank indulgences could have formed those gross features - the hot jowels, the obscene smile and the stare brimming with cruel delight. If the Devil wore a human face, that would be it. You tear your gaze away despite a horrified fascination. Off to one side, below the stairs, steps lead down to the cellars. At the back of the hall is an archway. On the lintel over this is displayed Grim Dugald's coat-of-arms: a raised fist in scarlet, bearing a flail, on an ebon field.
If you go up the stairs, turn to 39.
If you go through the archway, turn to 51.
If you descend to the cellars, turn to 62.
Where do we explore first?
Adventure Sheet:
Asgrim the Barbarian
BODY: 8
MIND: 2
COMBAT: 5
SPEED: 3 2
Battle Order: 1
Items Carried:
1) Bastard Sword
2) Garlic
3) Jewelled Breastplate (wearer takes no damage on a roll of 1 or 2 in combat, -1 SPEED)
Anvil the Dwarf
BODY: 7
MIND: 3
COMBAT: 4
SPEED: 2
Battle Order: 3
Items Carried:
1) Battleaxe
2) Money pouch (6 silver)
3) Holy Water
Fortunato the Wizard
BODY: 4
MIND: 6
COMBAT: 3
SPEED: 3
Battle Order: 4
Items Carried:
1) Dagger
2) Empty
Spells: HEAL BODY, ROCK SKIN, PASS THROUGH ROCK, GENIE, SWIFT WIND, TEMPEST, FIRE OF WRATH, BALL OF FLAME, COURAGE
Eildonas the Elf
BODY: 6
MIND: 4
COMBAT: 4
SPEED: 4
Battle Order: 2
Items Carried:
1) Sword
2) Rope
Spells: SLEEP, WATER OF HEALING, VEIL OF MIST