AD&D Adventure Gamebook #02 (Super Endless Quest) - The Ghost Tower.pdf
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CHARACTER STATS CARO
THE GHOST TOWER
NAME:
AGE:
Carsten So/dar
24
CHAR. CLASS:
_
Fi_· h te_r
_ __
g_
_
COMPANIONS: Flip
<Thief)
Sulex (Clerk)
SKILL POINTS:
Carsten Flip Sulex
(C))
(8)
(8)
fighting
Stnngth
O"xtnity
l'<:::--
Wisdom
HIT POINTS:
f----+----+-"'---=""-J
-=--t=
- -=-t-- - - 1
Carsten
22
Flip
12
Sulex
10
+
+
+ _ __
=
=
=---
Flee
Freeze
Protection From
Evil
Protection Against
Petrification
SULEH'S SPELLS:
Cure Light Wounds
Cure Light Wounds
Detect Evil
Detect Magic
Dispel Evil
Flamestrike
ATTACKED BY A LIVING STATUE!
You and your companions-Flip, the irrepressible
halfling thief, and Sulex, the cautious cleric-have
made your way deep into the dreaded Ghost Thwer of
Castle Parcesstar.
Cautio:usly you enter a mysterious, darkened
chamber. As your eyes become accustomed to the
gloom, you are startled to see sever.al gigantic figtl!"es
in warriors' garb, poised in
a
variety of threatening,
warlike postures. You breathe a sigh of relief as you
r~alize
the still, shadowy figures are only statues.
As you make your way carefully past the mysteri-
ous statues, your eye catches a sudden movement.
One of the statues moved! And another! They're not
statues at all, and one of them is advancing toward
you threateningly, its huge battle-ax
·raised
high
over its head. As the towering yellow-skinned.crea-
ture advances toward you, you-realize you're going to
have to fight it.
Can you defeat this fearsome creature?
Roll two dice and add the result to your fighting
skill score.
If
the total is 11
·or
more, turn to 44.
If
it is
leas than-11, turn to 204..
Whatever the outcome, only your decisions, and the
luck of the dice roll, can help you escape from
THE GHOST TOWER
__-.-
~--
rrr'9'"
~--~~
A
SUPER
ENDLESS QUEST™
Adutnturt Gamtbooh #2
The
GHOST TOWER
SY JEAN ILASHFIELO
.
Cowr
Art
~I
lltlth
Parlllnsoa
llltttitr
Art
~I
lanw
Dag
PRODUCTS OF YOUll IMAGINATION"'
TSR, Inc.
Plik z chomika:
Matrinicz
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