glass phial and throw its contents into the Speaker’s
astonished face. He staggers back, clawing at his skin as it sizzles and burns. You back away, gagging as a sulphurous smoke fills the air.
Then the man’s cries suddenly become a bestial roar as he begins to transform. His body widens, splitting out of the flimsy blue robes to reveal muscular black skin. From his back, two
enormous leathery wings expand outwards, their veins pulsing with a hellish light. Finally, the Speaker removes his hands from his face, to reveal a demonic visage, contorted with rage.
‘See me for how I truly am,’ he snarls. ‘Now, you will pay for your insolence!’
If you have the words black book written on your hero sheet, turn to 121 . Otherwise, turn to 217 .
143
You slay the goblin, its lifeless body sinking down into the mire. Exhausted, you pull yourself up onto the bank, your clothes sagging heavily from the mud and water. After
taking a moment to recover, you clamber to your feet and begin your pursuit of the remaining goblin, following its trail through the undergrowth. Turn to 150 .
144
In his haste, the ruffian trips and falls, sprawling onto his stomach. Before he can get back to his feet, you are on top of him, pinning him to the ground. ‘Ger off
me!’ he shrieks. ‘The boss made me do it! The boss! We ain’t had any fresh meat for ages.’
Suddenly, the door to the farmhouse is flung open and a wiry man in a long open coat comes running out, brandishing a sword.
‘Let him go!’ he demands. You barely have chance to draw your weapon before the leader is upon you, his blade whipping through the air in a steel blur.
* Once you have lowered the leader’s health to 12 or less, turn to 230 .
145
‘I should go,’ says Martha anxiously. ‘I don’t want to be caught here with . . . that thing.’ She points to the giant turnip. ‘You should
too,’ she adds. ‘The villagers will not be forgiving if they suspect us both of dabbling in witchcraft.’ Martha runs to the door, checks that the coast is clear and then departs
without another word.
Finding yourself alone in the cottage, you wander over to examine the well-stocked shelves in Beatrice’s kitchen. If you wish, you can help yourself to any of the following:
Healing salve (1 use)
Miracle grow (1 use)
(backpack)
(backpack)
Use any time in combat to restore 6 health
Use any time in combat to raise your brawn by 2 for one combat round
You stuff the herbal mixtures into your backpack, then give Beatrice Fletcher a final nod of farewell. Return to the map to start a new quest.
146
You return to the gate without incident. Fetch is waiting for you on the other side, pacing up and down impatiently. He jumps to attention as you approach.
‘At last! At last!’ he hisses, withdrawing the key from his robes and fitting it into the lock. ‘I thought you’d become another addition to the graveyard.’ With a
dull click, the gate is unlocked. You pull it open and pass through, banging it shut behind you.
‘Well?’ asks Fetch, watching you intently from beneath the brim of his hood. ‘Did you get the book?’
Will you:
Leave the book in the tomb? — 280
Take the book from Valadin? — 271
147
The spider drops onto its back, its hairy legs trembling and shaking in their death throes. You may now take the following item:
Spider’s leg (1 use)
(backpack)
It may come in useful, one day
You break through the rest of the webbing and leave the cave. Turn to 208 .
148
Beatrice gives you a shocked glare. ‘Do you realise what will happen to me if Martha wins? I’ll be the laughing stock of the whole village. I’ve never lost
– look!’ She stabs a finger in the direction of her turnips. ‘Look at them. My poor little beauties are suffering in this wretched heat and I’ve done everything –
everything! Martha is using witchcraft to get the better of me. I always knew she was a bad apple. Lost her husband last year and with all
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