You guys are awesome. This is the best rationale for a decision ever.
Roll two dice, then add 2 to the total rolled. If this new total is less than or equal to your SKILL, you have managed to grab the helm: tum to 286. If the total is greater than your SKILL, you have failed - and the guard will get in a free strike against you for 2 points of damage to your STAMINA. You can try up to three times to grab the helm - if you can't do it in three tries you won't be able to do it at all! If you decide after fewer tries to fight normally, or if you fail three times, turn to 159.
(6+2=8, we pass.)
You grab the helm and throw it to the ground. As you do so, the warrior's eyes roll back in his head and he falls to the floor in a swoon. He manages to utter a few words, before his soul leaves his body in a ghastly, convulsing fit; he blesses you and whispers, 'The Moon Sword.' Then he is dead, released from the chaotic, warping control of the malign helm which was put upon him. Gain 2 LUCK points for releasing this man from his torment.
You search the room and find a sword with a moonstones set in the hilt. This is a keen-edged blade and its balance feels good in your hand. It is a Magic Sword with very useful powers! First, it will add 1 to your SKILL when you use it, and it can increase your SKILL above Initial level without restriction (so if your Initial SKILL was 12 and you have not lost any SKILL points, your SKILL is 13 with this sword). Secondly, the Moon Sword contains precious magical revitalizing charges - just three of these. If you draw a charge from the Moon Sword - you can do this a t any time except during a combat - roll one die and add 1. This is the number of points of STAMINA you regain from drawing this magical charge. Remember to keep track of how many charges you use and how many of the original three remain.
You leave the chamber with this excellent find (add it to your Possessions). You can now head straight towards the portcullis or double back towards the door now opposite you if you have not been that way round the ledge before.
So putting the pretty but cursed helm on our head is contraindicated, but at least we got another magic sword for our collection. Just killing the guard would've meant we'd get nothing, as there's too many weapons to sift through without his dying hint.
Going to assume the majority are still in favour of not backtracking to the sludge.
The portcullis is made of thick iron bars, and a massive lock prevents you from simply lifting the barrier. There is also a kind of pulley device on the opposite side which looks suspiciously like the trigger for a mechanical trap of some sort. If you have an Iron Key, (we do).
You are fairly certain that the Iron Key will open the portcullis - but what of that trap? You're going to have to take a risk here: you must open it. But you can hold one item in the hand not turning the Iron Key before you do this. Write down which item in your possession you will have, ready to hand, as you open the portcullis; then tum to 280.
What item are we going to hold, here? Complete list is below, on the adventure sheet:
Adventure Sheet
Huge Nuge
SKILL 11/11
STAMINA 15/17
LUCK 12/12
Skills: Blindsight, Acute Hearing, Tracking, Move Silently
Equipment: 9/12 Provisions
Boots with hidden coin compartments
7gp (hidden in boots)
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 1 bag
Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)
Brandy, 2 tots
29-ray Silver Amulet
Metal Torch
Rope
Baalberith's Scimitar (+1 SKILL)
Book entitled The Three Hundred and Thirty Incantations of Ssassuzlit
Moon Sword, 3 revitalising charges