63
Not wishing to touch it, you find a stick on the path, which you use to flick the bottle out of the water. It hits the tunnel wall, smashing into tiny pieces to reveal a piece of crumpled yellow notepaper. You unfold the paper to find the words ‘combination lock number: 181’ printed on it. You place the piece of paper in your pocket and walk on. Turn to 278.
278
The sewer comes to an end at a point where it feeds into a sewage pipe in the brick wall. The pipe is too narrow to crawl into, not that you would want to anyway! There is no alternative but to go back to the shaft you passed and climb out of the sewers. Turn to 173.
![Image](https://i.imgur.com/Y6cY7An.png)
173
You climb up the iron rungs until you reach the manhole cover at the top of the shaft. You push on it and are relieved to see that it lifts up. You climb out of the shaft and find yourself standing in a small room with bare, white-painted walls. There is a white door in one wall with a key in the lock. The key turns and the door opens into a main corridor exactly like the one you left to go down to the sewer. Going left would only take you back to where you have already been so you decide to head right towards a flight of ascending stairs. Turn to 250.
![Image](https://i.imgur.com/dToLOZ3.png)
250
The rickety stairs lead up to the ground floor of the castle. You are relieved to be back in daylight after being held captive for so many days in near darkness. Your eyes water as they adjust to the bright light of the sun’s rays pouring through a window high up in the wall opposite the top of the stairs. There are several life-size portraits hanging on the brightly-patterned walls. A vivid red carpet runs along the centre of a stone-floored hallway on either side of the stairs. If you want to inspect the paintings, turn to 354. If you want to go left along the hallway, turn to 223. If you want to go right along the hallway, turn to 113.
Please make your votes before 9:00 AM PST or an option receives 2 votes to guarantee that they will be counted.
Adventure Sheet
No Name Nova
STAMINA: 55
INFORMATION:
None
DOLLARS $: 6
ITEMS AND EQUIPMENT:
‘Hendrix’ Bag
String
Small Key Stamped With ‘9’
Hack Saw
Sports Clothes
3 Boxes of Bullets
Wallet
Blacksmith’s Tongs
Rope and Grappling Hook
Gold Locket With Gold Chain
Yellow Notepaper Printed With ‘combination lock number: 181’
MED KITS:
1 Med Kit (+8 STAMINA)
WEAPONS: DAMAGE
Barehanded: 1d6-3
Small Penknife: 1d6-2
Baseball Bat: 1d6
Crowbar: 1d6
Pistol: 1d6+2
GRENADES: 2 (2d6+1)
TOTAL NUMBER OF ZOMBIES KILLED: 19
RESURRECTIONS: 6