Special abilities
If you defeat your fiery opponent, turn to
377
.
336
You awake to find yourself lying in a patch of long grass, your pack and belongings resting beside you. As you stumble groggily to your feet, you try and remember what happened.
You were talking to the queen in the dryad grove and then . . .
‘I see you’re awake at last.’
You spin round, readying your weapons – then relax, when you see it is Bern. The ranger is sat watching you, chewing on a stem of grass. ‘The queen asked me to do her a little
favour,’ he grins, standing. ‘To take you to Cornelius. Are you ready?’
Looking around, you see that you are both standing in a meadow, surrounded by the dark trees of Mistwood. There is no sign of the dryads or their peaceful, idyllic grove.
‘Was I dreaming?’ you ask, scratching your head.
Bern gives a snort of laughter. ‘Don’t worry, the queen has that effect on most people. Now, do you want my help, or not?’
Still a little befuddled by what has happened, you find yourself agreeing to the ranger’s kind offer. Turn to
430
.
337
As you start to wade across the pool, you are suddenly thrown off balance by something pulling at your legs. You quickly realise that the entire mud pool has started to move
– sliding past you at great speed. Within moments, you are standing on dry, stony ground, as the thick sludge is sucked up towards the centre of the pool.
Then, in one fluid motion, the sludge rises up, moulding itself into a humanoid shape. The objects that were once lying in the mud are now sticking out of the creature’s body at various
angles.
With a wet-sounding roar, the mud golem slithers towards you, clearly with the intention of smashing you to pieces with its enormous, sludge-dripping fists:
Special abilities
Mud pie: At the end of every combat round, the golem flings a mud pie at you. Roll 2 dice – if the amount
is the same as or less than your
speed
then you take no damage. If the amount is higher than your
speed
, you take 2 damage. This ability ignores
armour
.
If you defeat the mud golem, turn to
283
.
338
(You must pay a fee of 5 gold crowns to enter the guild.) The thieves’ guild has the following items for sale for 40 gold crowns each:
Boots of swift flight | | Footpad’s cover | | Blackjack |
(feet) | (head) | (main hand: club) | ||
+1 speed +2 brawn | +2 brawn +1 armour | +3 brawn | ||
Ability: |
As a pickpocket you may return to the guild at any time. (Make a note of this entry number on your hero sheet). If you wish to leave the guild and explore the rest of the town,
turn to
348
.
339
Still shaken by your encounter, you warn the woman to be more careful when using the roads. Lady Roe attempts to look serious as she listens to your heated speech, but you
notice the corners of her mouth twitching, as if she is restraining herself from laughing.
‘Oh I know – it was awful!’ she says at last, her eyes twinkling mischievously. ‘We should have taken more care. I was just so excited at the thought of seeing Papa
again. I’ve been east, visiting my cousin at Fairwater View. I do so love the country – such simple ways . . . but Papa’s grand occasion, well I couldn’t miss it for the
world. He promised me it will be the best ever!’
The woman places a hand on your arm. ‘Please, I would be honoured if you would join me.’
340
Ignoring the woman’s grief-stricken howls, you continue onwards through the swirling fog. Roll a die. If you get
or less turn to
457
. Otherwise, turn to
438
.
341
You cleave through the tree’s rotten trunk, releasing more of the noxious green smoke. With a final gasp, the tree creaks and shudders – then becomes still, its
branches drooping by its sides. The pitiful creature is dead. You may now take one of the following as a reward:
Dryad’s band | | Barkskin greaves | | Sprig of corruption |
(ring) | (feet) | (left hand: wand) | ||
+1 brawn | +1 speed +2 armour | +2 speed +3 magic | ||
Ability: | Ability: | Ability: |
You also find a pouch of 30 gold crowns nestled within the creature’s decaying wood. Return to the quest
map
to continue your adventure.
342
As you enter the cave, your eyes widen further in amazement. Instead of being a damp, gloomy space, the cavern is filled with colour and light. From the holes and spaces in the
rocky ceiling, amber columns of sunlight stream down across a carpet of rose petals and woven reeds. They form a natural pathway, leading up to a bed of purple blossom at the centre of the cave.
And there, lying on top of it, is a magnificent white stallion. The beast’s eyes are closed, as if in sleep; its ragged breathing the only sound in the still, silent cave.
‘Follow me,’ says Talandra, leading the way up the path. ‘The queen is here, also.’
At first you wonder who or what she is referring to – then, as you get closer to the horse, you see a woman lying perfectly still next to it, her eyes closed and her own breathing stilted
and irregular. She is like all the other dryads you have met – green-skinned with mottled patches of grey and brown. But her beauty surpasses all. As she lies in slumber, her blond hair
cascades around her thin body like spun gold, mirroring the delicate leaves that adorn her robes.
‘My queen,’ gasps Bern, rushing to her side. ‘What happened here? How long has she been like this?’
‘Since the unicorn’s horn was lost to us,’ says Talandra. She walks over to a carved wooden table set beneath a natural overhang of rock. From it, she takes an arrow and hands
it to Bern, who studies it with interest.
‘That was the arrow that brought down the unicorn,’ says Talandra, her face hardening. ‘The hunters took the horn. Without it, the grove will lose its magic. The queen already
weakens . . . trapped in a slumber from which she cannot awake. Their magic, their fates, are intertwined. Without the horn, the unicorn will pass away and our dear queen will . . .’ She
stops, taking a deep breath to compose herself. ‘Bern, can you help us?’