You may also learn the monk career. The monk has the following abilities:
Focused strike (co)
: (requirement: fist or fist weapon in each hand.) Use
focused strike
to ignore your opponent’s
armour
and apply your full damage score to their
health
. This ability can only be used once per combat.
Meditation (co + pa)
: Instead of rolling for a damage score, you can cast
meditation
. This automatically heals 1
health
at the
end of every combat round for the duration of the combat.
The abbot dismisses you with a wave of his hand. You rise and leave the chamber, returning to the courtyard. Turn to
460
.
503
A tremor throws you off balance, your final blow landing wide of its mark.
‘You saw your death!’ snarls Virgil, his eyes burning with a zealous rage. ‘And I will deliver it!’ He swings Ragnarok, its arc sending a whirling torrent of crimson
magic washing across the balcony. The ground bursts open at its passing, rock and stone disintegrating to dust. The wave slams into you . . . armour folds, bones crack and splinter. It beats
against you with the fury of a hurricane, trying to lift you off your feet. In the distance you hear a roaring sound, growing louder and more insistent . . . building in tempo. A jet of lava
spirals up past the balcony, hanging in space for a single heartbeat then dropping back to the lake in a shower of droplets.
‘Die!’ Virgil’s second swing sends another flood of magic in your direction.
All you see is crimson light, then you are sent hurtling backwards across the lake of lava. Such is the power of the blast that it drives you straight into the opposing wall, smashing through
the rock and out the other side. Dust is everywhere – and you are falling.
A dry wind whips at your face, tearing at your clothing. Rocks streak past. Everything becomes a fast-moving blur. The mountainside spins into sight only to sweep away again, replaced by
dazzling sunlight and blue skies. Then you are looking at the plain below, pockmarked with craters.
My vision. This is my vision
. . . You try and beat your wings, to slow your descent, but
there is no response. They flap uselessly against your back, torn and shredded.
Then the sun is gone, its light snuffed out. It is as if a great shadow has stretched across the dome of the world.
When the sky rolls back into view all you can see are dark clouds, lit by flecks of blazing rock. The deep rumble has now become a thunderous, earth-splitting roar. A moment later a black wave
of ash washes over you, obliterating everything. Turn to
558
.
504
You take a moment to admire the view, adding the details to the scholar’s map. Make a note of the key word
west view
on your hero sheet. Then turn to
756
.
505
You hear the scuffing of feet on stone. Turning, you see Scar-face standing in a doorway, his fur matted with mud and dust. He nods in greeting. ‘We stand together,
bright claw.’
The witch lurches towards you, her black robes rustling across the stone. ‘Unfortunate you are still alive, tigris, but no matter. Together, you will make a most splendid feast.’
Scar-face and Scowler exchange a silent look – then they both spring forward as one, claws raking the air. You immediately follow their lead and charge into the fray:
Special abilities
Mental daggers: You must lose 2
health
at the end of each combat round.
Delirium: If you take health damage from the succubus’ damage score, you are immediately inflicted with
delirium. If you win a combat round, roll a die. If the result is
or
then your attack misses its mark and you cannot roll for damage. If the result is
or more, you can roll for damage as normal.
Revenge of the tigris: Scar-face and Scowler add 4 to your damage score for the duration of this combat.
If you manage to defeat the succubus, turn to
519
.
506
The face sinks back into the marble. An instant later and there is a dull scraping sound as the door trembles and then begins to lift up, sliding into some hidden recess. A
small chamber is revealed, lined with stone shelves filled with books and carved tablets. A small desk and chair occupy one corner, fashioned from the surrounding rock. Resting on the table is a
note, scrawled on parchment, and a glowing crystal ball.
Will you: |
Read the note? — |
Examine the crystal ball? — |
Search the shelves? — |
Leave? — |
507
Amongst the putrid mould and clumps of animal hair you spy a number of interesting items. Some appear to be from previous adventurers. As well as a pouch containing 20 gold
crowns, you also find one of the following rewards:
Hair of the wolf | Lycanth’s teeth | Feral falcate |
(cloak) | (ring) | (left hand: dagger) |
+1 speed +1 brawn | +1 brawn | +1 speed +2 brawn |
Ability: | Ability: | Ability: (requirement: pariah) |
When you have made your decision, you return to the courtyard. Turn to
510
.
508
Whoever searched the room previously clearly had something specific they wanted to find – as, amongst the wraps of linen, you discover several bundles of gold and
jewellery that any common thief would have quickly pocketed. You find 100 gold crowns and a sickle-shaped dagger, encrusted with gems. If you wish, you may now take: