zombie crew aside like a scythe through wheat. Then suddenly a black-cloaked figure blocks your path, a twisted sword held in its shrunken black hand. It is a Helghast, and you must fight it to the death.
Helghast: COMBAT SKILL 23 ENDURANCE 30
It is an undead creature, so remember to double all ENDURANCE points that it loses as a result of your possessing the Sommerswerd. It is immune to Mindblast.
If you win the combat, turn to 309 .
238
Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.
No Weapons Allowed Inside
You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave. 11 You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)
The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called ‘Cartwheel’. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0–9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.
Illustration XIV —An attractive young woman spins a black dish divided into ten sections marked 0–9.
To play ‘Cartwheel’, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table . If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, 12 you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.
You may play as many rounds of ‘Cartwheel’ as you wish until either you lose all your Gold Crowns, or you decide to pick up your winnings (maximum of 40 Gold Crowns).
If you have lost all your Gold Crowns, turn to 169 .
If you have winnings to collect, or if you wish to withdraw with what money you have left, leave the building and turn to 186 .
[11] The restriction on Weapons inside the gaming-house is merely flavourful text and has no effect on your Action Chart .
[12] In the game of ‘Cartwheel’, the number 0 is adjacent to the number 9. For example, if you bet on 9, and the silver ball falls on 0, you win 5 Gold Crowns for every 1 that you staked.
241
A hush descends on the tavern as the man you have accused turns to face you.
‘You've got a careless tongue, stranger,’ he says menacingly. ‘It should be cut out before it does any more harm.’ He draws a curved dagger and attacks you. The crowd form a circle around you both, preventing either of you from escaping. You must fight this man to the death.
Trickster: COMBAT SKILL 17 ENDURANCE 25
If you win the combat, turn to 21 .
242
Much of your time at Hammerdal is taken up by training with the Sommerswerd. Day by day your skill with the wondrous blade improves, and as you progress, so you learn more of its marvellous properties.
When you use the sword in combat it will add 8 points to your COMBAT SKILL total (10 points if you possess the Kai Discipline of Weaponskill with any sword). It has the ability to absorb any magic used against you and doubles the total of all ENDURANCE points lost by undead enemies (e.g. Helghast) during combat. 13
You also come to realize that it is the only weapon in all of Magnamund that can kill a Darklord, and for this reason above all others the Darklords are bent on thwarting your quest.
Turn to 152 .
[13] The Sommerswerd is a weapon-like
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