



Pero mi curiosidad es mayor y me hace gastar por gastar!

68.68.
He offers you a Luck Charm for 20 Gold Pieces. If you decline this and continue to wander around the fete, turn to 140. If you buy the Charm, pay him the 20 Gold Pieces and turn to 225.
225.225.
A Luck Charm can be used three times only, so you must keep track of how often you use it. Any time you are required to make a dice roll (including a combat roll) you can activate the Charm instead. Using the Charm means that you do not need to roll the dice - you can proceed as if you had rolled whatever score you wanted. You must decide in advance when you use the Charm; you cannot use it to change the outcome of a dice roll after you have attempted and failed.
Remember that this item will work only three times, so use its powers wisely. Turn to 140.
140.140.
A short fat man blunders carelessly into you as he emerges from behind a caravan. He murmurs an indistinct apology as he brushes past. Roll one die. If you roll a 4 or better then you have your wits about you - turn to 109. On a roll of 1-3, your attention is elsewhere - turn to 193.
109.109.
You catch sight of the glint of a knife as the fat man tries to cut the strings of your money pouch. Your blood boils and you pull your sword from its scabbard with a bellow of rage. The Cutpurse attempts to escape by running between two tents, but a pile of crates blocks his way and he has to turn and face your wrath.
CUTPURSE VIGOUR 9
Roll two dice:
score 2 to 4 You are wounded; lose 3 VIGOUR
score 5 to 12 The Cutpurse loses 3 VIGOUR
If you win, turn to 237.
237.237.
You check the little man's pockets and find several pilfered money pouches. His ill-gotten gains amount to 17 Gold Pieces. He also wears a cornelian ring in the shape of a skull, which you may take if you wish. Remember to note anything you take in the appropriate box on your Character Sheet. You find some grass to clean the blood from your sword, then step out from between the tents as if nothing had happened. Turn to 118.
118.118.
You see a young couple outside the beer tent: a swarthy gypsy lad and his plump country maid. You ask where you could find someone with a crystal ball, and without looking away from the eyes of his paramour the lad replies, 'You want Gypsy Gayl. She's the best fortune teller for twenty leagues and more.' He points towards her caravan. Turn to 12.
12.12.
You climb the steps of the brightly painted caravan, push aside the silk curtain across the doorway, and cautiously enter. It is dimly lit. There is a strange herbal smell - incense, perhaps? Exotic and colourful fabrics hang down in drapes, disguising the size of the caravan's interior. You feel heady and disorientated, as though you have stepped from the noise and bustle outside into another world.
As your eyes adjust to the gloom, you notice with a start a figure who sits at a velvet covered table. She is clad in the same brilliant colours that adorn the caravan. You are pleasantly surprised to discover that Gypsy Gayl is no wizened crone, but a ravishing sultry beauty with red-gold hair and long-lashed eyes of sea green. She beckons you forward. Finally you notice her crystal ball on the table. It shimmers and reflects all the myriad colours in the room.
You have fleetingly considered several plans, and now must decide which to use. Will you:
Ask her to tell your fortune? Turn to 52.
Suggest she reads her own fortune? Turn to 162.
Try to steal her crystal ball? Turn to 263.
Invite her to join you in a drink and spend some time looking around the fete? Turn to 58.
52.52.
If you have any money left, you must cross her palm with a Gold Piece. She gazes into her crystal ball. There she sees much of your past and a little of your future. A soft smile plays on her lips. 'Your intentions are clear to me,' she says. 'If you desire my crystal ball you must pay more than gold for i t . . .'
Suddenly she draws a slender dagger and pricks your finger with the point of it. A single droplet of dark blood falls on to the ball and seems to be absorbed into its glistening surface. You reel with momentary weakness; you have permanently lost 1 point from your normal VIGOUR score. A Salve of Healing will not restore this, and nor will anything else. In exchange for the drop of lifeblood, Gayl gives you a second crystal ball which she takes from a casket behind her. You accept it and leave, feeling you have indeed paid dearly for this item. Turn to 208.
208.208.
You now have the crystal ball you needed. Make sure you have noted it down on your Character Sheet. Do you have the four leaf clover as well? If not, turn to 256. If you have this item, turn to 273.
273273.
Now that you possess the crystal ball, the teardrop and the four leaf clover, all you need is a fragment of a chivalrous knight's armour. Will you:
Go to the joust being held tomorrow? Turn to 36.
Go to see Hrothgar, a scholar who is renowned for his private collection of arms and armour? Turn to 152.