From the way the text puts it, I don't think this will be the only time we will be turning to that section.....As you make your way along the barely perceptible track, spindly branched trees enroach further onto the path, until you are picking our way between distended knotty holes and half-protruding roots. The sun sinks, veiled behind heavy grey clouds and the dark silhouettes of trees. A carrion bird croaks hoarsely into the dusk and then is ominously silent. You wonder where you should make camp for the night, as the air is getting noticeably colder around you. In fact the chill feels more like what you would expect of a midwinter night. You take another step forward, your booted heel crunching on a thick layer of ground frost. Hearing a perceptible crackling in the air around you, you watch as feathery tendrils of ice spread across the trunks and naked skeletal branches of the gnarled trees, covering everything in a hoar frost. Icicles form on the ice-heavy boughs and your breath mists in clouds before your face. This sub-zero scene sparkles, glitters and glows under the ghostly luminescence of a moon near full. Some battle of the seasons is taking place at this spot but that is not the only change that is occurring at this moment. Write the number 103 at your Adventure Sheet and turn to 20.
While coming to this section t many times isn't good in the long run, for now we get some nice power-up!The lycanthropy is steadily spreading throughout your body and changes are being wrought at the core of your being. In fact, perversely the curse of the werewolf is making you physically stronger and more adept. Increase your current and Initial SKILL score by 1 point and your current and Initial STAMINA score by 2 points. You must also increase your CHANGE score by 1 point. And there are other changes you are becoming aware of, too, which might not be altogether unbeneficial. Roll one dice and turn to the paragraph indicated. Remember each of the following may occur only once. If you roll a number you have rolled before, roll again.
Dice roll 1 Turn to 51
Dice roll 2 Turn to 248
Dice roll 3 Turn to 469
Dice roll 4 Turn to 106
Dice roll 5 Turn to 305
Dice roll 6 Turn to 354
SKILL is now at 11/11
STAMINA is now at 12/17
CHANGE is now at 3
Dice roll = 1!
Handy.....that means we effectively fight with a SKILL of 12 against certain opponents.The Call of the Wild - You have gained a howl like a wolf, which those you fight will find very unnerving. When you use this new ability in battle you may reduce the Attack Strength of your opponent by 1 point. However it will not affect magical creatures, artificial constructs or the Undead. Make a note of this special ability on your Adventure Sheet and then turn to the paragraph with the same number as the one your were last instructed to write down.
I don't think we've come across any way to learn an Ice Sprite's name so...threaten or not?Tearing you eyes away from the cold gaze of the moon, you pull your cloak tighter about you in an attempt to keep out the freezing chill. Deciding it would be easier !o keep moving for fear of succumbing to hypothermia, you continue onwards through the icy night. And then you catch sight of something darting through the wintry woods. But when you turn your head to get a clearer view of the glittering figure it is gone again. Folklore has it that the wild, untamed places of this accursed land are haunted by elemental spirits, not evil as such but capricious, their intention unknowable and therefore jut as dark ed unsettling. With another sharp drop in temperature around you, the being reveals itself, leaping onto the path. It is no more than three feet tall and looks like it is made entirely out of ice. Its hair consists of spiky upstanding icicles, its nose and chin are pointed and sharp, its arms and legs stick-thin. The creature's hands and feet end in glinting talons of ice and its mouth is spread unnaturally into a shark-like grin. The sprite cocks its head to one side, and fixes you with its penetrating ice-blue gaze. Its teeth are never still, chattering constantly. All the while it gibbers to itself: 'Icicle nose and frozen toes, shudder and judder to come to the snows. Silvers of ice and frost are ice, leave the hearth and pay the price!' The curious creature continues its caper about on the frozen path in front of you, effectively blocking your way. If you think you know the ice sprite's name, turn to 118. If not how will you proceed from here? If you want to threaten the creature to make it leave you alone, turn to 218. If you would rather try another, less aggressive, approach, turn to 265.
Adventure Sheet:
SKILL 11/11
STAMINA 12/17
LUCK 9/12
CHANGE: 3
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol
Gold: 0
Provisions: 7 Meals (+4 STAMINA)
Codewords: Avokez, Egarts, Dloterof
Special Abilities: The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)