En fin, ya van 3 que dicen de esperar... pues esperemos

149 Mientras te acuestas en la paja, escuchando los pocos sonidos de la mazmorra a tu alrededor, el tiempo parece detenerse. Sólo el repiqueteo regular del agua que gotea proporciona la cadencia de los segundos que pasan.149 As you lie in the straw, listening to the few sounds in the dungeon around you, time appears to stand still. Only the regular patter of dripping water provides the cadence of passing seconds.
Sometimes a guard passes the door to your cell. Although you can see nothing beyond this room, his smell gives away that he is not human.
If you want to continue waiting, turn to 259.
If you want to get up and walk towards the bars, turn to 292.
259 Ya no prestas mucha atención a los sonidos de la mazmorra, pero entonces escuchas algo nuevo. Un resoplido o ronquido procedente de una de las celdas más alejadas.259 You pay very little attention anymore to the sounds in the dungeon, but then you hear something new. A snorting or snoring sound from one the cells further off.
If you want to keep quiet, turn to 141.
If you want to go to the bars and look to see who's with you in the dungeon, turn to 134.
134 Movido por la curiosidad, te acercas sigilosamente a los barrotes de tu celda e intentas escuchar de dónde provienen los ronquidos. Parece provenir de una celda oscura junto a la tuya. Sin luz, no puedes ver quién está acostado allí. Sin embargo, sacudes y golpeas los barrotes para despertar a tu vecino.134 Curious, you sneak up to the bars of your cell and attempt to hear where the snoring is coming from. It appears to come from a dark cell next to yours. With no light, you cannot see who is lying there. Nevertheless, you rattle the bars to wake your neighbor.
It takes a while, but then you hear the drowsy complaint of an old man: "Hey there, stop it! You'll attract the guards, fool!"
Turn to 214.
214 Escuchas un grito desgarrador: "¡Silencio! ¡No hablar aquí!" Es el discurso entrecortado de un Gartak, una criatura peluda y rechoncha que se asemeja a un jabalí, pero con forma humana. ¡Ahora reconoces el hedor! No debes tomar a la ligera a estas criaturas, criadas para la agresión, especialmente cuando sus amos, los magos de Tul-Sar-Mar, la arcaica Fortaleza de los Lagartos, están cerca.214 You hear a piercing shout: "Over! Not talk here!" It is the broken speech of a Gartak. Now you recognize the stench! You must not take lightly these creatures, bred for aggression, especially when their masters, the magicians of Tul-Sar-Mar, the archaic Lizard Fortress, are near.
A moment later the squat Gartak stands before you, his scimitar drawn, and looks you up and down. His grimy, black pelt reeks of rotted fish. A bunch of keys jangle at his belt. He appears to be the warden. His broad, vacuous grin complemented by disgusting brown tusks triggers your rage.
If you want to seize the Gartak and pound him against the bars, turn to 204
If you want to ask him why you're here, turn to 287.
If you want to ignore him, turn to 144.
204 Al instante, tu garra se lanza entre los barrotes, sujetando la cabeza del sorprendido Gartak y golpeándola repetidamente contra el despiadado metal. Cuando la negra y peluda criatura agita impotentemente su espada corta, la hoja se engancha en los barrotes y se rompe. Después de empujarlo contra los barrotes por cuarta vez, el Gartak finalmente se derrumba inconsciente con un leve gemido y cae boca abajo en el sucio canal.204 Instantaneously, your claw darts between the bars, pinning the head of the surprised Gartak and smashing him repeatedly against the merciless metal. As the Blackpelt helplessly waves his short sword, the blade catches in the bars and breaks.
After you heave him against the bars for the fourth time, the Gartak finally slides down with a faint moan and comes to lie face-down in the gully.
If you want to take the key ring and free yourself turn to 125.
If you want to leave the motionless Gartak and wait, turn to 158.
125 Te estiras todo lo que puedes, tiras del Gartak hacia los barrotes y agarras el manojo de llaves. Después de varios intentos encuentras la llave correcta y abres la puerta. Para estar seguro, arrastras al guardia inconsciente al interior de la celda y lo registras minuciosamente. Aparte de su espada corta y su maltrecha armadura de cuero, no encuentras nada. Desafortunadamente, el arma rota de Gartak no sirve de nada.125 You reach out as far as you can, pull de Gartak to the bars, and grab the key ring. After several attempts you find the
right key and open the door. To be safe you drag the unconscious guard into the cell and examine him thoroughly. Apart from his short sword and badly worn leather armor, you don't find anything. Unfortanately, the Gartak's broken weapon is of no use.
Write down the Warden’s Key Ring (Utensil) on your adventure sheet.
Turn to 215.
273 "Por favor, no te ofendas, pero solo habría sido una carga", explica el frágil soldado con la cabeza inclinada. Entonces cambia de semblante cuando una idea pasa por su mente: "¡Espera! Tengo algo para ti".273 "Please don't take offence, but I would only have been a burden," the frail soldier explains with bowed head. Then he has a thought: "Wait! I have something for you."
Feverishly, he searches the straw under his cot, lifts a loose slab in the floor and takes out a somewhat worn parchment scroll.
Turn to B2!
B2 El pergamino es una representación esquemática de la Torre Ningal, el cuartel general de las Sombras. “Le he robado el mapa a uno de los guardias. Lo cogí la misma noche que me quitaron la vista”, te dice con orgullo el otro cautivo.B2 The parchment is a schematic representation of the Ningal Tower, the headquarters of the Shadows. "I have stolen the
map from one of the guards. I took it the same night they took my eyes," the other captive tells you proudly.
Shown on the torn sheet of paper are all seven levels, the dungeon beneath the sea, the observation platform, as well as various passageways. If this document should fail into the hands of the armies of the Free Lands, they would have an enormous tactical advantage.
"I could not verify the plan, of course, but perhaps you can do it for me," the old man tries to convince you to take the parchment.
Write down the Map of the Night Tower (Special Item) on your adventure sheet if you want to take it.
Also write down FATE POINT #2!
Taking leave of your fellow prisoner with a short nod, you hurry to the connecting door that separates this wing from the rest of the prison. Suddenly you hear voices. Fearing discovery, you hide in the darkness beside the door.
Turn to the 1st chapter at 282.
282 Desde tu escondite escuchas a dos personas detenerse en la puerta. Cuando la puerta se abre, un guardia Gartak baja los escalones con paso firme. Detrás de él camina un guerrero Ugarith con el pelo blanco hasta los hombros y luciendo una espléndida coraza. Su inmaculada piel es tan negra como la tuya.282 From your hiding place you hear two people stopping at the door. As the door swings open, a Gartak guard stomps down the steps. Behind him strides an Ugarith warrior with shoulderlength white hair and wearing a splendid breastplate. His flawless skin is as black as yours.
"Master Aonus," the Gartak snarls submissively. "Everything good here."
"Certainly," the warrior replies coolly, with the guard not even warranting a glance from his black eyes.
When the two are halfway to your former cell, you gather your courage and slip through the door. You have only moments before the two notice your escape.
Turn to 150.
150 Con cuidado, dejas que la puerta se cierre por completo. Echas el cierre desde afuera y doblas la llave en la cerradura. Esto debería permitirte un poco de tiempo para adelantarte a tus perseguidores.150 Carefully, you let the door between swing shut. You lock it from the outside and bend the key in the lock. This should allow you a little time to get ahead of your pursuers.
You are standing in a spacious gallery illuminated by wavering torchlight. Drops of water form rivulets on the rough stonework.
Not far from you, at the end of the right section of the corridor, there is a small guard house. You can hear the rasping grunts of a sleeping Gartak.
If you want to walk to the right, turn to 102.
If you want to walk to the left, turn to 217.
Parecen provenir134 Movido por la curiosidad, te acercas sigilosamente a los barrotes de tu celda e intentas escuchar de dónde provienen los ronquidos. Parece provenir
Escuchas un grito agudo214 Escuchas un grito desgarrador
Tiene toda su lógica, es un soldado. Está ciego y es viejo y sabe que no puede escapar, no puedes llevarlo a cuestas, tarde o temprano lo tendrás que abandonar, o en un encuentro con los guardias lo matan. El único servicio que te puede prestar es ayudarte a escapar, con la esperanza de que sus superiores organicen una misión de rescate, o un canje de prisioneros, o que un ejército ataque la torre, también como buen soldado sabe que su deber es ayudar a sus camaradas. Como dice él, un mapa de la fortaleza es de un valor incalculable tanto para una misión encubierta de rescate como para un ejército que asedie la torre, que incluso puede entrar en la fortaleza por uno de los pasajes en un golpe de mano.
Me he quedado asombrado. Pensaba que estabas en un simple castillo en un peñón al lado del mar, cuando estás en una auténtica ciudad excavada en la roca de una montaña de centenares de metros de alto, unos 500, a juzgar por la escala del barco en el puerto interior.Por cierto, qué guapísima la ilustración de la torre![]()
Vale, la situación es repetida pero ahora ya no estaría el Ugarith. Ir a la izquierda nos mostrará un nuevo camino, supongo, pero yo optaría por atacar al Gartak y degollarlo mientras duerme. Con suerte nos hacemos con su arma, que vamos sin nada.
Mmm... nada, por dejar la decisión abierta, digo de atacar al Gartak![]()