You stand in the Hammerhold Inn with your companions, Erik the Ranger, Rift the Wizard, Tira the Sorceress, and Torrock the Shaman. You were sent to Fort Dolor in the kingdom of Nerrakis, to seek information on the Brotherhood of the Crescent Moon, and the fate of the dragon Aurumendor. You are a dwarf, and your name is Barrick.
You and your friends have found a magic key, and a golden orb which appears to fit within the key. You debate whether to place the orb into the key.
If you wish to place the orb within the key, turn to p. 59.
If you wish to continue on to Fort Dolor without trying the key, turn to p. 80.
If you wish to leave the Inn and return home to your village, turn to p. 321.
You slip the orb through the triangle at the end of the key. The orb falls to the ground and shatters. Warm colors of red, orange, and yellow rise up in a mist and take the wispy shape of a dragonborn form dressed in red and yellow robes with gold and red dragons inlaid. The spirit form speaks directly into your mind.
I am Landegar, a wizard of Arkhosia, and now a spirit guide for the Valiant Dwarven Warrior who has claimed the Key of Bonderstrong. Son of stone, you and your companions are the eighth to claim the Key. The great warrior and my great friend, Ferrol Ironfell, grandson of Bonderstrong…
You awake with a snort.
...twelve strong magical Wards that are bound to this tableau will be restored, and the Key will wait until is needed again.
Time is short. I can answer three questions from you or your companions to help guide you before I return to join the Guardian. Know that the spell that binds my spirit here is limited. Ask now, even as I fade.
To ask how to find the nearest huge pile of treasure, turn to p. 99.
To ask how the key has been used in the past and future, turn to p. 40.
The spirit answers your question:
The dwarves used the key to open doors in their mines. The other end of the key is a great source of radiant power.
To answer your second question, in the future, the key may find treasures that Ironfell did not find, and to fight a terrible shadow.
If you wish to ask where the dwarven mines are located, turn to p. 42.
To ask for another mug of ale, turn to p. 44.
The spirit answers your third and final question:
The key is the answer. The three points of the triangle are a map of the location of the three strongholds of the dwarves – Hammerfast, Hammerhold, and Hammerfell. The Tiefling empire took them over. Only Hammerfast retains a semblance of its former glory.
As the spirit answers the final question, you see its form begin to fade and then disappear. You and your companions are alone in the Inn.
To examine the Key of Bonderstrong for magic, turn to p. 65.
To ask for another mug of ale, turn to p. 44.
To depart immediately for Fort Dolor, turn to p. 102.
You carefully examine the Key. The wizard Rift and the sorceress Tira help you with their vast arcane knowledge. You realize that this is not an ordinary key – it is a weapon. In your gnarled and scarred dwarven hands, you can use this key as an axe, to send a shower of flaming radiant war axes raining down upon your foes. You can also use the Key to aid in opening locks, and to create magic unbreakable locks.
The Key also contains a sentient creature, who whispers to you even now. This is a potent weapon, and your mind is troubled.
To throw away the Key and rely on your trusty old axe, turn to p. 66.
To keep the Key, and trust to dwarven luck, turn to p. 68.
You tie the Key around your neck. If it was good enough for the likes of Ferrol Ironfell, it is certainly good enough for you.
The day grows late. The snow has stopped, and your companions are eager to quit the Inn and head onwards.
If you want to spend another night at the Inn, turn to p. 82.
To set off in the deep snow to Fort Dolor, turn to p. 105.
The snow is deep, but your horses are strong. Your wagon is piled high with trade goods, to cover your spying activities in Fort Dolor.
For a while, you progress smoothly through the snow. Soon, however, it grows colder. Your horses begin to whiney and complain. The frost is beginning to bother your companions. You, as a dwarf (and filled with ale), feel no pain.
Up ahead, you see a bridge crossing an icy creek. Standing before the bridge are several strange looking creatures. The ugliest one, a goblin by his looks, shouts for you and your companions to “Halt!”.
“I am Splirge!” he shouts in a commanding voice. “Of the Hand of the Brotherhood of the Crescent Moon. It is 5 gold per foot or hoof to cross the bridge. Pay or die!”
To meekly pay the toll, turn to p. 110.
To laugh in his face, turn to p. 116.
To try to find a way around the bridge, turn to the next page.
You and your companions decide to go around the bridge. Your friend Tira guides her horse towards the river. As soon as the horse’s hoof touches the icy stream, the horse rears up, throwing its rider.
The goblins scream “Kill them!” “They have not paid the toll!” “Arrrgggg!”
Erik the Ranger is in the wagon with you. He turns to you. “Show them the Key,” he says. “That may frighten them into submission.”
If you wish to bring out the Key, turn to p. 121.
To ignore Erik’s advice and throw an axe at the biggest goblin, turn to p. 96.
To hide under some blankets in the wagon, turn to p. 320.
You hide underneath the blan <flip>
You bring forth the Key from beneath your chain mail shirt. “Behold, I bear the Key of Bonderstrong!” you shout in your most raspy dwarven voice.
“Arrrrrrr! He has the Key of Bonderstrong!” “Thief, kill him!” “The key belongs to the Brotherhood. He has stolen it!”
To say “Oops,” and return the Key to the rightful goblin owners, turn to p. 220.
To attack with the power of the Key, turn to p. 153.
To attack with your bare hands, turn to p, 160.
You raise the key above your head. Calling forth the spirit of your dwarven ancestors, you shout to your companions, “Attack!”
A blinding hail of glowing axes descends upon the hapless goblin bridge wardens. They scream in terror as the glowing blades slice into them. Even after the initial shower passes, the area remains unsafe to all enemies who enter.
Your friends attack. Torrock summons a spirit of primal power to do his bidding. Tira lets loose with a dazzling blast of chaotic energy at Splirge. Rift suddenly disappears off of her horse, appears in the middle of the goblins, and releases a shroud of fire from her fingers. Erik, in a feat worthy of the heroes of old, runs across the back of two horses, drawing his two long swords in the process, pounces down like a wolf in front of Splirge.
Unfortunately, with Erik gone from the wagon, the horses bolt.
To stay within the wagon and try to calm them down, turn to the next page.
To grab your axe and leap out of the wagon, turn to p. 161.
You grab your axe, and leap over the side. As you leap, your mailed boot catches the side. You tumble out, right onto your head. Shaking you head, you rise to your feet, only to find yourself facing two foes.
To taunt your opponents and attack them both, turn to p. 180.
To attack the nearest goblin first, turn to p. 179.
Your taunts enrage the goblins. They rush towards you in a frenzy. “Give us the Key!” they shout. Swinging your great axe, you laugh as you slice them both down, dead.
Erik the Ranger has been blinded.
If you want to run to Erik’s aid, turn to p. 182.
If you want to attack the nearest goblin, turn to p. 179.
Three new goblins appear from a hidden cave.
You spot the nearest goblin and charge towards him, wildly swinging your magic axe.
Erik is now blinded and hexed. He cannot move from where he stands, lest he be destroyed.
If you want to run to Erik’s aid, turn to p. 182.
If you want to attack another goblin, turn to p. 190.
You continue to fight goblins.
Erik, hexed and blinded, swings wildly and kills a goblin. Rift’s icy terrain knocks over some goblins. Tira’s wild burst of Chaos destroys two goblin minions. In the meantime, Torrock calms his horse down, and charges after the cart and other horses, who have disappeared down the mountain pass.
Finally, Erik, with a massive swing of his sword, manages to cut down his foe and shake off the hex.
The rest of the goblins flee in terror.
To chase after the goblins, turn to the next page.
To ignore the goblins and search the dead for treasure, turn to p. 242.
You chase after the goblins. One of the little fiends runs around a bend and up a hidden trail. Puffing after him, you quickly lose sight of the pest. Behind, you can hear Torrock shouting “Wait for me!”.
You also hear shouting from the mouth of the hidden cave. It sounds like Rift has discovered a poison dart trap, the hard way.
If you want to wait for Torrock, turn to p. 239.
If you want to continue chasing the goblin, turn to p. 261.
If you want to run to Rift’s aid, turn to p. 262.
You come to a halt, your breath steaming in the icy air. Torrock huffs up beside you. “I tied the horses to a tree. Or a rock, I can’t remember. Ah well, no matter.”
Listening, you hear muffled shouts coming from within the mountain beside you. It sounds like Tira and Rift have both discovered the poison darts. Suddenly, a crack opens up in the mountain, and a hand appears.
To cut off the hand with your axe, turn to the next page.
To wait and see who appears, turn to p. 243.
To ignore the hand and break out a pint of ale, turn to p. 321.
Just as your raise your axe to strike off the hand, Erik’s face appears from the hidden doorway. “Hold on there big feller,” he calls. “It’s only me, Erik.”
You shake the sweat from your eyes. “Sorry about that,” you mutter. “Got a little axe crazed…”
You suddenly stop. Was that a crunching noise you heard? “Tira, are you eating those lizards-on-a-stick again?” Tira’s eyes flash with a sudden chaotic gleam. “Watch it, dwarf. My powers are unpredictable, and might just decide to strike you where it hurts the most!”
There it is again, that crunching noise.
If you want to rest for a few minutes, turn to p. 281.
If you want to rush to investigate the crunching noises, turn to p. 283.
After a brief rest, you feel relaxed and happy. The world isn’t such a bad place, even if there are goblins who want to brain you, dragons that would snap you up in a heartbeat, and demons that would blast your very soul. It’s adventure time!
To investigate the crunching noises, turn to p. 283.
To give it all up and return home to your village, turn to p. 321.
As you enter your ancestral village, Ardis Gundrun bounds towards you, her beard glistening and her big <flip>
You slowly make your way up the trail, following the horrible crunching and chittering. You see a mass of giant spider webs covering the trail. Something is eating up here, and it sounds hungry.
To charge around the corner and attack, turn to p. 301.
To send the ranger up ahead to scout, turn to the next page.
A nod, a brief smile, and Erik the Ranger melts into the forest. Moments pass, no sound is heard, save the chittering and chomping. Suddenly, Erik is again beside you. His eyes gleam. He raises his hands and begins to communicate what he saw in the rapid silent gestures known to all rangers. You and your companions stare at him open-mouthed. “Sorry,” he mutters. “There were five creatures, feeding on a giant spider. They looked like giant bugs, covered in scales and with sharp spikes for feet.”
You raise a questioning eye at your friends. “Kruthik?” asks Rift. “Definitely,” exclaims Tira. “Let’s kill them!” cries Torrock. The shaman appears eager to face off against these primal enemies.
To charge around the corner and attack, turn to p. 301.
To sneak quietly through the woods and achieve total surprise, turn to p. 296.
Moving with all the stealth and grace of the dwarven race, you stomp through the trees. Snap! Crunch. Oooof! “By Moradin’s bones these woods are full of sticks!” You peer through the leaves. The giant bugs have stopped feeding and are staring straight at you.
If you want to return home to your village, turn to p. 321.
To charge ahead and attack the nearest bug, turn to p. 301.
“For the dwarven women!” you cry, as you raise the Key of Bonderstrong. You unleash a hail of radiant axes down on the hapless bugs. Two of the smallest wither under the blows. Chittering madly, the others race towards you, their jaws snapping.
Tira steps out from the trees. Her bolts of chaos bounce from one kruthik to another, leaving long gashes, and killing one outright. Suddenly, a great blast of fire erupts in the middle of the clearing, killing the two adult kruthiks. “Woo woo!” shouts Rift. Only the kruthik hive lord remains.
The shaman Torrock summons his ghostly companion, who attacks the hive lord. Weakened and dismayed, the hive lord burrows beneath the earth.
To throw an axe into the hole, turn to p. 304.
To jump into the hole and attack, turn to p. 305.
Erik jumps into the hole after the fleeing hive lord. Summoning your dwarven resolve, you leap into after him. “Ahh, this is more like it,” you think to yourself. “A fight in the good solid earth.” You strike with your axe, a dizzying blow. The hive lord stops, stunned. Tira drops a wintry blast down the tunnel, followed quickly by a scorching burst of fire from the wizard. The hive lord, stunned, stabbed, frozen, and fried, is dead.
To search the nearby woods for more kruthik, turn to p. 310.
To search the clearing, turn to the next page.
The clearing appears to contain only the remains of an ancient altar to Moradin, the patron god of dwarves. Two glowing pods of red and blue are filled with a restorative mist, helpful to those in battle. Too late for you now.
Returning to the cave, you find treasure! 150 gold pieces from the goblins, and a glowing ruby. You also find some armor bearing the crest of Nerrakis.
Turn to the next page.
You continue on your journey. Arriving late that day in Fort Dolor, you find the guard towers unguarded and the gates open. No one is about, but smoke rises from the chimney of a building just to the northwest of the gates.
To be continued…