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378 Time: 30 "I must try to get back to the Deep and report to

Gamling!" You hope no one is in the tunnel to hear you say this, but talking aloud is somehow reassur- ing. You strike off in the direction which you judge to be the right one. Pick a number and add your Perception bonus:

• If 2-4, turn to 280. • If 5-9, turn to 109. • If 10-12, turn to 270.

379 Time:0 ExpPt:5

Just as you feel you are about to be knocked over the cliff, you move aside and whirl about, blindly swinging your weapon. Contact! For an instant you get a close look at the man who would have assailed you; he is a Dunlending warrior! However, you are sure that it is not the same one you saw earlier with Herulf.

He emits a horrible cry as he falls over the edge of the precipice. Turn to 428.

380 Time: 5

You tell all that you remember of the day's events, including your witnessing of Herulf's par- ley with the Dunlendish spy at the Back Gate. Gamling, however, remains somewhat skeptical of your wild story, as do those Riders who have gathered around you to hear it. "Do you have proof of these things you tell of?" asks Gamling.

"No, Commander," you reply sternly, "but I do not lie. I think Herulf is a traitor and has passed documents to the enemy. And if I do not miss my guess, I would say that there are other agents of the White Hand among our ranks."

"Thank you for your opinions and report," con- cludes Gamling. "I will confront Herulf when there is time. But now, we must prepare for siege. The White Hand marches upon us this night!"

You are ordered to the Burg's battlements. Turn

to 389.

381 Time: 0

The Orc's axe strikes your leg. Pick a number

and increase your Damage Taken by that amount. • If your Damage Taken total now exceeds your

Endurance, turn to 412. • Otherwise, turn to 434.

382 Time: 0

You see Herulf in the dark grey middle-distance, a solitary figure moving among the flickering shad- ows of the wind-blown courtyard. He passes around the far side of the inner Burg wall, making his way toward the main doors of the Keep, no doubt. He strides swiftly yet quietly. You move away from the tower to follow him. Pick a number and add your

Trickery bonus: • If 2-9, turn to 357. • If 10-12, turn to 426.

383 Time: 0

Slowly, you pass through the open portal. Pick a

number and add your Perception bonus:

• If 2-6, turn to 145.

384 Time: 5

You strike the first Orc in the back, but do not kill him outright. Surprised, both Orcs fall over the charred body of their mate and fumble for then weapons. Readying your weapon again, you en gage in combat.

You fight the two Orcs. (ORC#1 OB:1 DB:1 EP:2) (ORC#2 OB:2 DB:-1 EP:12)

Award yourself 15 Experience Points for each Orc you defeat.

• If you defeat both Orcs, turn to 248. • If an Orc defeats you, turn to 360.

• If you successfully Run Away, turn to 279.

385 Time: N/A Exp Pt: 15

You defeat the Half-ore whose brethren are also slain behind him by other men of Rohan. This latest assault on your length of the wall subsides for a few moments, and the defenders here have time to regroup. Legolas, who has now come back into view, sheathes his glittering sword, and retrieves all the spent arrows he can find. You are about to join him when, abruptly, you are called away by a senior officer. Orcs are forcing the Deeping Wall!

You run along the parapet with some twenty other warriors to the Deeping Wall gate. Just then you hear a tremendous crash like ten thunderclaps and see a flash reflected off the bulwarks. What sorcery? Men cry up from the Deep behind the wall. Orcs stream through the culvert! Your force of men is diverted to the new threat. You reach the Deep by way of a long stair down from the wall, and there see many Orcs and men.

No quarter is being given in this frenzied battle, and you will soon be in it! Then you see a strange sight indeed. Several of the Orcs charge a solitary figure. It is Gimli, the Dwarf! But no matter how may assail him, the same number of severed Orc- heads come rolling back. And the corpses mount. Now there is one Goblin you see who circles behind the Dwarf, to take him from behind. But not if you have a say! With a cry of "Death to the White

386 Time: 0

"I slew him on the plateau over the Burg," you proclaim. "He was there awaiting a company of men of Dunland, but they never arrived."

"What news!" exclaims the elder warrior. "I know someone who wants to meet you." Turn to 439.

387 Time: 5

In your haste, you take the stairs two at once. Unfortunately, just as you reach the bottom, you tumble over in a crashing heap, having missed the last step! Your weapon and equipment stir up such a ruckus that the Deep itself seems to hear you, sending word of your clumsiness all the way back to the Aglarond. Oh, will nothing go right this day?

You lie still for a moment and listen for other sounds as intently as you can. When the crickets resume their sullen chirping, you take stock of your own situation. Waves of sharp pain pulse up from your ankle. You have twisted it during your fall. A curse must be upon you!

You hear movement nearby and try to distinguish if it could be the Dunlending coming back to dis- pose of you. Swiftly, you reach for your weapon and ready it. Nothing approaches. After a moment, you use the spear to help you rise to your feet, and though it pains you to do so, you stand to test the weight your ankle will take. Satisfied you can continue, you prepare yourself. Subtract 1 from your number picked the next time you use your Running bonus. Turn to 346.

388 Time: 0 You push back the lid of the great stone container, and just as you do, a flashing figure leaps at you from the inside! Its eyes bum with a red flame and it claws at you with talons of hard, white bone. Aghast, you stumble backwards, crashing up against the chamber's wall. The bone-creature advances, eyes blazing and teeth snapping. What have you released? Take an action:

• If you successfully run away, turn to 168. • If you fight, turn to 158.

389 Time: 20