yourself to one of the following rewards:
Highwayman’s coat
Ghost rider’s spurs
Gloves of the night fiend
(chest)
(feet)
(gloves)
+1 speed +1 magic
+1 speed
+1 brawn
Ability: fear
Ability: reckless
Ability: fiend’s finest
With the way clear, you follow Eldias up the stone stairs that lead to the church. Turn to 168 .
49
Jolando’s safe house is an elegant-looking mansion on the east-side of upper town. However, its outward appearance is sadly deceiving. Once past the front door the
interior is an empty shell, crawling with rot and mould – and the occasional rat.
It appears that Jolando’s belongings amounted to little more than a pallet bed, a chamber pot and a rusted old trunk. Opening it up, you discover that the trunk is empty – but this
will provide a useful area for you to store items safely.
You may store any extra backpack items or items of equipment in the safe house during act 1. If you swap equipment (weapons, backpack items etc.) during a quest or while exploring Carvel, you
may put the item you are replacing in your safe house by turning to this entry number. This will prevent it from being destroyed. You can only keep a maximum of four objects in your safe house:
You can only re-equip items from your safe house when you visit this entry number
between
quests. When you are done, return to your previous entry number.
50
The armour and weapons are coated in dirt and grime, but it is clear that these were once prized treasures belonging to a great hero. With your only exit closing rapidly behind
you, there is no time to waste.
You may grab any two of the following items:
Great divider
Shadow-dyed cloak
Trollskin gloves
(main hand: axe)
(cloak)
(gloves)
+1 speed +1 brawn
+1 magic
+1 armour
Ability: bleed
Ability: wisdom
Once you have made your decision, turn to 95 .
51
The sheet of parchment has a pattern drawn on it, with the words ‘A stitch in time saves nine,’ across the bottom. Next to the parchment are nine squares of cloth
with the numbers one to nine stitched on them. This looks like some form of puzzle.
The pattern shows an arrangement of squares. You assume you need to place the nine pieces of cloth on the pattern, so that a number is in each square. There is only one of each
number, so the pattern should finish up with the numbers 1 to 9 arranged within the grid. Then the symbols will give you a three digit number.
‘Look Maxi! Someone wants to play!’ The child’s voice squeals with excitement. ‘They think they’re cut from the same cloth as me, but I bet they can’t make me
a number of three. Each stitch adds one or they’ll come undone. Get it right and they’ll run and run. So, what’s my answer?’
If you are able to solve the puzzle then turn to the appropriate entry number. Otherwise, after much head scratching, you decide to give up on this foolish task. You leave the room via the
half-open door. Turn to 391 .
52
‘Hello me dear, a new face round here if I’m not mistaken,’ the woman looks up from the barrel tap, flashing you a toothy grin. ‘I’ve a good
memory for a face and a smile. So what’s it to be, me sweet?’ She slams the newly-filled mugs onto the bar, sending bubbles of froth floating through the smoky air. ‘Don’t
keep a lady waiting, mind.’
Will you:
Ask about local rumours? — 5
Ask what she knows of Carvel? — 82
Ask what she knows of Durnhollow? — 38
Ask if she remembers a witchfinder with gold teeth? — 18
Turn your attention back to the taproom? — 47
53
‘Oh, that one.’ You catch the flicker of a smile from beneath the man’s hood. ‘I sent her packing with the rest of her half-breed crew. I had to teach
one or two of them a lesson, mind.’ He tilts back his flask, emptying the last of its contents into his mouth. He screws up his face as he swallows. ‘Yeah, don’t you be worrying
about them. They’re barred from the coaching inn – no food or ale means they’ll have