The Watchtower - Text Edition 2013

A micro-gamebook adventure from the Chronicles of Arborell.
Text Edition - Written and Illustrated by Wayne Densley 2013



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Introduction
When first constructed the Watchtower at Millerain guarded the edges of human settlement in the new world of Arborell, and for two centuries it served its purpose well. In these modern times it lies abandoned and desolate, the frontiers of the realms of Men found hundreds of leagues further to the north and west. It is however, no longer empty. Something has found a home within its crumbling battlements, spreading malice and malcontent upon the surrounding rural communities. Citizens have gone missing, and with their loss a pall has settled upon once peaceful settlements. Whatever lurks within the high tower wishes itself to remain hidden and undisturbed. It is your intention that this will not remain so.


Game Objective:
You are a Ranger of the Watch, one of an elite regiment of soldiers charged with maintaining the security of the Kalborean Union. Given orders to investigate the cause of the disappearances you believe it is the Watchtower that harbours the cause of such misery. Your orders are clear, your duty to search the tower and destroy all that hides within.


Character Generation:
As a Ranger of the Watch you are a soldier of considerable skill and efficiency. Trained in the use of all weapons, and expert in close-quarter combat you stand resolute before any attacker. You are as ruthless as you are efficient, and you have absolutely no sense of humour. For this adventure your weapon of choice is a long sword.

The following character attributes are yours to determine. Spread 30 character points between the three Strength, Agility and Endurance attributes listed below, but keep those points within the ranges given in brackets. Strength plus Agility equals your Combat Value. Record this value below for reference later.

Strength (5 - 11): ______
Agility (3 - 5): ______
Combat Value : ______
Endurance (10 - 20): ______

Weapon: Long sword

(These character attributes should be recorded separately, along with any items found and any record you might keep regarding combat resolution.)


Combat Resolution:
If you are required to fight the following rules apply;

  • Record the name, combat value (CV) and endurance points (EP) of your opponent on a sheet of paper.
  • Roll 2d6 and add your combat value (CV) recorded above to the number you have thrown. This is your combat strength for the round.
  • Throw 2d6 and add the number rolled to your opponent's combat value. This is your adversary's combat strength for the round.
  • Compare both combat strengths. The higher combat strength wins the round and an amount of endurance points must then be taken from the loser's total endurance points. If the winner of the round has a combat strength four or more points higher than his opponent then he has struck a heavy blow and four endurance points must be taken. If the winner of the round wins by three points or less, he has struck a minor blow and only one endurance point need be deducted from the loser's endurance points.
  • Repeat this combat process until either yourself or your opponent's endurance points fall to zero. At that time the combat has been resolved and one of you will be dead.
Please note that this adventure is compatible with the Windhammer Enhanced Combat System and the rules for combat given in that system can be used in place of the standard combat process described above. If you do not already have a copy of this advanced combat system it WECS can be obtained as a free download from .


Restoring Endurance:
During this adventure your character's endurance will fall as injury and misadventure take their toll. You will find as you search the Watchtower a range of foodstuffs, liquids and a powerful regenerative bread known as Nahla. Consuming these foods will increase your character's endurance, and you have the choice of eating them when found, or keeping them for when the need arises. Remember though, that the Endurance you have at the beginning of the adventure is the maximum available and cannot be exceeded.


Playing The Watchtower Text Edition
This text edition of The Watchtower micro-gamebook is provided in a traditional gamebook format utilising section references that supply the framework for an interactive fantasy adventure. Each section reference provides the player with a set of options that can be used to negotiate a unique path through the story, one that leads ultimately to the objective of the game. In this gamebook adventure it will be the choices you make that will see you successfully to its end.

Unlike the original map-based adventure this text edition does not rely on graphical cues to provide the environment within which the story is set. Because of this the text edition includes additional narrative and has some minor changes to accommodate the new format. It is however, the same adventure with the same challenges and objectives.

You will need a sheet of paper, two six-sided dice and a pen or pencil (or their screen-based equivalents) to play The Watchtower. Keeping a record of clues uncovered, items found, or to document any combat resolution will make your journey here easier. To begin your adventure start at section 1.





Sections

1
It is a truth of every Ranger's life that theirs' must be a solitary existence. For the long years of their duty they hunt the creatures that would do harm in the realms of Men, and in that service have proven both ruthless and determined. You are a Ranger of the Watch, a warrior and protector, and one that has learned the value of patience. For two nights you have waited in the undergrowth surrounding the tower, watching as shadowed figures moved purposefully to and from the abandoned structure. You could have taken any one of them alone, but to have them all within the confines of the Tower will ensure that none can escape your sword. In the twilight of the third evening you believe you have them all accounted for, and decide that it is time to begin.

With the suns of Arborell setting against the horizon you move forward, taking to the tower's broken entranceway and silently moving into an open area on the ground floor. In the half-shadows of evening you can see well enough to make out that you have entered a large open space, one that would have served as a common area for the soldiers that once manned the tower. To the west there is an archway leading to a Kitchen, to the east a chamber that would have served as an Armoury, and to the north a Laundry annexe. In the north-west corner is a stairway rising to the First Level above, and upon the floor in the north-east quarter you see what appears to be a trapdoor. The floor itself is covered in a thick layer of dust upon which you can discern a host of bootprints and drag marks. There can be no doubt that the tower is indeed the centre of an enterprise its inhabitants have taken considerable trouble to keep secret.

Outside the remains of the day flee westwards and with their passing a chill wind grows, blustering from the north and whistling around the old tower. In the distance you can hear the low rumble of thunder and you have no doubt that a storm is on the march. It is cold, it is dark, and without hesitation you begin your mission.

If you would investigate the Armoury to the east first turn to section 28.
If the Kitchen seems a good place to start turn to section 18.
If you would rather head north and search the Laundry turn to section 21.
If you would take a closer look at the bootprints turn to section 9.
If you are curious about the trapdoor to the north-east turn to section 14.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


2
Surveying the First Floor from the stairs you see evidence of a long occupation here. The Hordim have used the tower as a base of operations and it is an incursion that must be brought to an end. Outside a peal of thunder crashes against the stone walls about you and in its rolling aftermath you see a form rise from one of the sleeping alcoves. Immediately the Hresh sees you and starts to cry out, but its attempt at raising an alarm is smothered by another shuddering roll of thunder. Before the creature can fill its lungs with air again you charge it down, crashing into its side and splaying it bodily upon the floor. The warrior does not remain still. In one swift movement the Hresh regains its feet and attacks.

Clothed in a loose-fitting uniform and wielding a scimitar the Hordim closes upon you. The Hresh Warrior has a combat value of 14 and an endurance of 10. If you win this combat continue with your mission. If not, it will be here that your adventure will end.

If you are victorious the following options are available:
If you would conduct a general search of the level turn to section 24.
If you would search a large alcove you have noticed in the south-east corner of the level turn to section 27.
If you would instead choose one of the sleeping alcoves and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather leave this floor and use the stairway in the south-western corner to ascend to the Second Level of this watchtower turn to section 12.


2a
From behind the central stairway there arises a blur of shadow, one that rushes towards you, a glint of metal in the darkness the only hint of its intent. The shadow is a Hresh Warrior and as it closes you prepare yourself for the violence to come.

The Hresh Warrior has a combat value of 15 and an endurance of 10. If you win this combat continue with your mission. If not, it will be here that your adventure will end.

If you have not yet done so and would begin a general search of the Observation Level turn to section 22.
If you would make directly for the row of beds against the northern wall turn to section 20.
If there is good cause to make for the stairway to the battlements above turn to section 17.
If you are more curious about the articles resting upon the table in the south-western corner of the level turn to section 15.


2b
The battlements are old and neglected, and in the dark you can see little except the dark forms of ballista mountings in each corner. These old stone mounts are each enclosed within a protective stone wall and anything might be hidden within them. Carefully you move towards the first of the emplacements but are brought to a halt by the sounds of something running up the central staircase. As a dark shadow a warrior rushes onto the battlement and calls out to someone else you have not yet seen. Only for a moment does the Hordim remain still before turning towards you. The shadow is a Hresh Warrior and as it closes you prepare yourself for the violence to come.

The Hresh Warrior has a combat value of 15 and an endurance of 9. If you win this combat continue with your mission. If not, it will be here that your adventure will end.

The Hresh had called out to another Hordim on the battlement but you cannot yet see him. The Hordim must be on the other side of the level, your view obscured by the pile of crates and the all encompassing gloom of night. Quickly you move to find him.

Turn to section 28a.


3
With the key in hand you test the lock and hear its tumbler turn. With a muffled click the trapdoor unlocks and you heave it sideways, uncovering a long flight of stairs and the sounds of movement below. For a moment you listen, the muffled clink of chains and the low murmur of voices all you can discern against the rumble of the growing storm. Carefully you descend into the darkness and find more than a dozen villagers chained within a large cellar below. Placing your finger to your lips you quell their pleas and break the lock that holds them captive. With sword in hand you lead them back to the Ground Floor and then motion for all to make for the exit and the safety beyond. Only when the last of their number has disappeared into the night do you turn and consider your next move.

These villagers have been freed and no alarm has yet been raised. Carefully you consider what you should now do.

If you would investigate the Armoury to the east turn to section 28.
If the Kitchen seems a good place to start turn to section 18.
If you would rather head north and search the Laundry turn to section 21.
If you would take a closer look at the bootprints turn to section 9.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


4
The laundry is a dank and odorous chamber and as you move to search its confines you smell something dangerously familiar. From a large clay jar in the corner there comes a steady fume that quickly corrupts the air about you. You have triggered a gas trap and have only a few moments to live. Test your Agility by throwing one dice. If you throw a number equal to, or less than your Agility value you are able to escape the spreading fume and can continue with your mission. If you throw a greater number then the gas will overwhelm you and your quest here will be over.

If you survive this trap you will have been forced from the Laundry back out into the common area of the Ground Floor and are indeed lucky to be alive. If this is your fate you have the following options before you.

If you would investigate the Armoury to the east turn to section 28.
If the Kitchen seems a better choice turn to section 18.
If you would take a closer look at the bootprints turn to section 9.
If you are curious about the trapdoor to the north-east turn to section 14.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


5
Quietly you enter the largest of the sleeping alcoves. In the dark you can see little, but a faint tug at your pant leg tells you that you should have been more careful. In a crushing explosion a booby-trap detonates, throwing your lifeless remains across the cold stone floor and against the opposite wall. In this life your quest is over.

THE END


5a
In a flurry of robes the Mutan Overseer attacks. About you the storm is a roil of blustering winds and torn cloud, the rain that has deluged the tower leaving the stone slick and your footing unsure. In one sliding arc the Mutan swings his axe, its curving blade cutting through the air near your neck. Against this assault you deflect its edge and thrust forward with your sword against the Mutan's now exposed right shoulder. Your lunge misses but it causes the Hordim to fall backwards to avoid injury. It is an opportunity you do not let pass. In one fluid movement you rush forward and attempt to drive your sword into the creature as it struggles to regain its feet. In desperation the Mutan kicks out with its leg, sweeping your foot sideways and knocking you off balance.

Backing away you steady your footing and attack again. The Mutan is on its feet but it has injured itself on the hard stone and you take full advantage of its discomfort. This time you sweep your sword in a wide arc, feinting the Mutan to try and block the stroke. The Hordim obliges, throwing its axe out to foil your strike but it is exactly what you need. As the creature focuses on the blow you rush forward, crashing into the Hordim with all the strength you can muster. The Overseer is caught by surprise and falls back again onto the stone with a jarring crack. Before your foe can react you are upon him, your sword thrusting down into his undefended chest. In a gurgling cry the Mutan dies and you are left alone upon the battlements, only the storm rumbling in the dark.

Standing straight you consider the Mutan's prone form and look about the battlement. The pile of boxes seems innocuous but a closer inspection uncovers a large supply of the grey powder secreted within. There is enough here you think, to kill the population of a small town, and you determine that your mission will not be complete until you return all the research notes and samples of the powder to Army Intelligence for proper analysis. Upon the Watchtower however, your task is done.

THE END



6
The common area remains dark and quiet, the growing storm a rumbling backdrop that masks your footfalls upon the cold flagstones. In the shadows you consider what you should do next.

If you have not already done so and would investigate the Armoury to the east turn to section 28.
If the Kitchen seems a good place to continue turn to section 18.
If you would rather head north and search the Laundry turn to section 21.
If you would take a closer look at the bootprints turn to section 9.
If your interest lies with the trapdoor to the north-east turn to section 14.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


7
You stand at the top of a stairwell that connects the First and Second Levels of the Watchtower. As with the First Level this Second level once served as a barracks, a similar series of sleeping alcoves lining the eastern wall. Looking into the shadows you have no doubt that Hresh have spent some time here, although you cannot yet fathom their purpose. Carefully you move forward.

Turn to section 11.


8
Quickly you climb the central stairway and find yourself standing upon the watchtower's battlements. Overhead the night is a patchwork of rushing cloud riding upon a blustering wind, and as you look along the old stone crenellations you can see the remains of weapons mounts in each corner and a jumble of broken packing crates to the south-east. In the uneven light you can sense that there is something else here as well.

If you would begin by conducting a search of each of the ballista mounts turn to section 2b.
If you would search the crates in the south-east instead turn to section 28a.


9
For a moment you pause and look closer at a bootprint clearly outlined in the dust at your feet. It is as long as a man's but thicker in form. It has been made by a Hresh warrior and by the number of prints that litter the floor there is definitely more than one of them.

If you would investigate the Armoury to the east turn to section 28.
If the Kitchen seems a good place to start turn to section 18.
If you would rather head north and search the Laundry turn to section 21.
If you are curious about the trapdoor to the north-east turn to section 14.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


10
You have found a stairway that rises towards an all-weather Observation deck above. Here the winds blow freely down the stairwell, the smell of rain evident as you consider your next move.

If you would use these stairs and ascend to the Observation Level above turn to section 26.
If you would continue your mission by searching the alcove in the northern corner turn to section 25a.
If you would search instead the other apparently empty alcoves turn to section 18b.
If you would look at a pile of old boxes stacked within the centre alcove turn to section 25b.
If you would rather search the larger alcove at the south-eastern corner of the level turn to section 5.


11
Outside the storm builds, flashes of lightning illuminating the debris-strewn floor in momentary flickers of brilliant light. Thunder rumbles against the tower's old stone and from within the gloom you can hear rain spattering upon a series of wooden shutters that block each of the floor's small windows. Against this backdrop you carefully move into the centre of the level's common area, the line of alcoves no more than dark cells upon the eastern wall. Each is only larger than the space needed for a bed and small cupboard but most appear to be empty. Only the northern alcove, and one at the centre of the line of sleeping cells appear to hold anything. In a blast of lightning you see movement from one of the alcoves and in that moment realise that something has seen you also. Almost before you can defend yourself a Hresh Warrior charges from the shadows. In a clash of metal you block its first strike then press forward.

The Hresh has a combat value of 14 and an endurance of 6. If you win this combat continue with your mission. If however, it is you that falls it must be to another life that you will have to look for greater success.

If you would continue your mission by searching the alcove in the northern corner turn to section 25a.
If you would search instead the other apparently empty alcoves turn to section 18b.
If you would look at a pile of old boxes stacked within the centre alcove turn to section 25b.
If you would rather search the larger alcove at the south-eastern corner of the level turn to section 5.
If there seems more advantage in making for the stairwell in the north-western corner turn to section 10.


12
You have found a stairway that rises to the Second Level of the Watchtower. For a moment you pause, listening for any sign of movement upon the floor above. You can hear nothing except the growing tumult of the storm.

If you would take this stairway turn to section 7.
If you would rather remain on this floor and continue searching the First Floor turn to section 24.


13
Quickly you move towards what, in the gloom, appears to be an empty bed covered by a worn cotton sheet. What you find beneath the linen cover is a woman, tightly restrained but still alive. Without a word you remove the makeshift leather straps that bind her and motion for her to make for the stairway. If she is to survive she will have to find her own way out. When you see her taking the stairs you return your attention to what remains on this level. Unfortunately something has found you instead.

Turn to section 2a.


14
In the floor you see the outline of a large trapdoor, of a type that should uncover a stairway to a lower level or cellar. Quickly you move to it and grab at a large iron ring, your intent to pull it open. The door is however, very heavy and locked down tight. For a moment you put your strength against it but find it solid and unmovable. It will not be opened without the iron key that fits its brass escutcheon.

If you have an Iron Key you have the option to go down into the basement below. If you wish to do so turn to section 3. If you do not, then you will have to find the key first. Consider the options given below and continue with your mission.

If you have not already done so and would investigate the Armoury to the east turn to section 28.
If the Kitchen seems a good place to continue turn to section 18.
If you would rather head north and search the Laundry turn to section 21.
If you would take a closer look at the bootprints turn to section 9.
If however, you would rather leave this floor and take to the stairs in the north-west corner turn to section 30.


15
Moving towards the table in the south-west corner you find a collection of scrolls, journals and small paper packets filled with a grey powder. The scrolls are written in a dialect of the Hordim and you recognise them quickly for what they are. What you have found are research notes, and you understand now what the Hordim have been doing here. The grey powder is a poison and from the notes you can see that it is being altered so that it is specific to Humans alone. Luckily the Hordim have not yet perfected its chemistry and you cannot let them succeed. This is no simple raiding party. They are experimenting on human subjects and for you that presents a greater problem. Research is not a function of the Hresh for they serve as warriors alone. There is a Mutan Overseer here and he will not be far from his experiments.

If you have not already done so and would begin a general search of this level turn to section 22.
If you would make directly for the row of beds against the northern wall turn to section 20.
If you would instead make for the lone bed in the south-eastern corner turn to section 13.
If there is good cause to make for the stairway to the battlements above turn to section 17.


16
Quickly you search the contents of the Armoury. In a corner you find a small shield discarded upon the floor. It is old and well-used but still serviceable. If you wish to take this shield increase your combat value (CV) by 1 point then return to the main common area by turning to section 6.


17
You have found a stairway that leads upwards to the Watchtower's battlements above. Through the open stairwell the rushing clouds are illuminated by lightning, and silhouetted against the tempest a shadowed figure moves furtively. There are more Hordim above.

If you are ready to leave this level and go after the Hordim on the battlements above turn to section 8.
If you have not already done so and would make directly for the row of beds against the northern wall turn to section 20.
If you would instead make for the lone bed in the south-eastern corner turn to section 13.
If you are more curious about the articles resting upon the table in the south-western corner of the level turn to section 15.


18
Carefully you make your way to the Kitchen and find within a series of tables and wash-sinks, old cupboards and piles of discarded food packets and containers. With only a few moments to spare for the task you search the chamber for anything that might prove of use. Within a collection of baskets you find food that may be edible. Roll 1d6. If you roll an even number the food is edible and can restore 4 endurance points when eaten. Otherwise it is spoiled and must be discarded. As you search further you find also a number of packets of Nahla bread, each wrapped in waxed paper. Most are spoiled but you find two that are still edible. These you take with you. Each will restore 2 points to your endurance level when eaten. When you are done you return to the main common area and consider your next move.

Turn to section 6.


18a
As you search the alcove you find a large quantity of old wooden boxes, thrown haphazardly into its dark corners. All are broken and most have been pulled apart, no doubt in preparation for their use as firewood. At the entrance you find however, a number of packets of Nahla bread, each wrapped in waxed paper and kept within a small wooden chest. Most are spoiled but three of the breads are still edible. These you take with you. Each will restore 2 points to your endurance level when eaten. When you are done you look out onto the First level and consider your next move.

If you have not already done so and would search the larger alcove in the south-east corner of the level turn to section 27.
If you would instead choose one of the other sleeping alcoves against the eastern wall and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather leave this floor and use the stairway in the north-wester corner to return to the Ground Level of this watchtower turn to section 29.
If you would use the stairway in the south-western corner to ascend to the Second Level of this watchtower turn to section 12.


18b
You search the alcoves and find little but dust and the wind-blown debris of a structure neglected for far too long. In the last of the smaller alcoves you find something however, that gives you reason to pause. Upon the ground is a small packet, wrapped in paper but opened at one end as if something has been pulled from it. You pick up the wrapper and smell its interior. The odour is very familiar, being a type of sweet loaf popular at fairs and country markets. Opening the packet fully you find only the remnants of its contents, but there is enough to indicate that it was opened only within the last day or two. Discarding the wrapper upon the floor you continue on.

If you have not already done so and would continue your mission by searching the alcove in the northern corner turn to section 25a.
If you would look at a pile of old boxes stacked within the centre alcove turn to section 25b.
If you would rather search the larger alcove at the south-eastern corner of the level turn to section 5.
If there seems more advantage in making for the stairwell in the north-western corner turn to section 10.


19
A Mutan! Crouching against the northern battlement the creature is whispering urgently into a small iron device. You shout a challenge to the Hordim Overseer and it answers. From the shadows the creature rises to its full height, its hand reaching for a large, ornately decorated battle-axe. Without a further word the Mutan advances towards you.

The Mutan has a combat value of 17 and an endurance of 9. (If you have killed more than five Hresh on this mission increase your combat value by +1 for the duration of this combat.) If you kill this Overseer turn to section 5a. If not it will be to a latter life that you will have to strive for greater success.


20
Carefully you move towards the line of beds and find in one a man, restrained and unmoving. You check if he is alive but you can find no sign. He is covered only with a sheet and has a grey powder about his lips. Carefully you inspect the man's body and find no obvious cause of death but you notice the discarded sheets upon the other beds are all stained with the same grey residue. You cannot help this man so you turn and consider what you should do next.

If you have not yet done so and would begin a general search of the Observation Level turn to section 22.
If you would instead make for the lone bed in the south-eastern corner turn to section 13.
If there is good cause to make for the stairway to the battlements above turn to section 17.
If you are more curious about the articles resting upon the table in the south-western corner of the level turn to section 15.


21
In the Laundry you find a pile of clothing, consisting of a mix of human field-wear and Hordim camouflage uniforms. It is an odd accumulation of bits and pieces that has been taken from a large number of individuals, and for a moment you pause and consider what it could mean. The uniforms belong to Hresh and most likely an insurgency crue. This would explain who has been taking the local villagers but the question of why the Hordim are here must yet be answered.

If you would wish to return to the main living area turn to section 6.
If you would search this Laundry further turn to section 4.


21a
With thunder rumbling against the tower's old stone you take the stairs back to the First Level and continue your mission.

If you have not already done so and would search the box filled alcove turn to section 18a.
If you would instead choose one of the other sleeping alcoves against the eastern wall and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather use the stairway in the south-western corner to make for the Second Floor turn to section 12.


22
As you look about the Observation Level you hear a noise. From the battlements above a Hresh walks down the stairs cradling a bundle of cut wood. He is unarmed and cannot be allowed to live. Before the Hordim can raise an alarm you drive your sword through his chest, toppling him sideways onto the hard stone floor. Without a further sound you move forward.

If you have not yet done so and would make directly for the row of beds against the northern wall turn to section 20.
If you would instead make for the lone bed in the south-eastern corner turn to section 13.
If there is good cause to make for the stairway to the battlements above turn to section 17.
If you are more curious about the articles upon the table in the south-western corner of the level turn to section 15.


23
Quickly you search the alcove and find nothing but the accoutrements of a warrior, his clothing and equipment neatly arranged upon a series of makeshift shelves. In the shadows you look through these possessions and find nothing of value to your mission nor any further clues to the Hordims' purpose here. You are about to turn about when you see something heavy seated within a leather purse, hanging from a wooden peg hammered into the wall. Curious, you take the purse and loosen its drawstring. Carefully you pull a dust covered metal object from its interior. You have found a large Iron Key. For a moment you inspect the key then place it in your pocket. Leaving the alcove you consider your next move.

If you have not already done so and would conduct a general search of the level turn to section 24.
If you would instead choose one of the other sleeping alcoves and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather leave this floor and use the stairway in the north-wester corner to return to the Ground Level of this watchtower turn to section 29.
If you would use the stairway in the south-western corner to ascend to the Second Level of this watchtower turn to section 12.


24
As you search the First Level you find upon the dust covered floor a set of bootprints you cannot identify. Kneeling down you outline one of the prints with your finger and consider what you have discovered. They are longer than any you have seen before, and judging by the gait, left by a creature of unusual height. Standing, you survey the floor and ponder your next move. In the dark you can see little, but you do notice that one of the sleeping alcoves is filled with boxes and old crates.

If you wish to search the box filled alcove turn to section 18a.
If you would search a larger alcove you have noticed in the south-east corner of the level turn to section 27.
If you would instead choose one of the other sleeping alcoves against the eastern wall and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather leave this floor and use the stairway in the south-western corner turn to section 12.
If you have reason to return to the Ground Floor at this time make for the stairs in the north-west corner and turn to section 29.


25
Quietly you enter the alcove and find a Hresh warrior asleep upon an old mattress. Before the Hordim can awaken you kill him and search his quarters. What you find is curious indeed. Amongst a pile of sacks lining the eastern wall of the alcove you find boxes containing a multitude of small, finely made paper envelopes. They hold nothing within, but appear to be stored here for use elsewhere. You take one of the envelopes and put it into your pocket. A further search shows that the Hordim has nothing that can aid your mission so you move on.

If you have not yet searched the box filled alcove and wish to do so turn to section 18a.
If you would search a larger alcove you have noticed in the south-east corner of the level turn to section 27.
If you would rather leave this floor and use the stairway in the south-western corner turn to section 12.
If you have reason to return to the Ground Floor at this time make for the stairs in the north-west corner and turn to section 29.


25a
Rubbish lies strewn about the floor and within the debris you can see the remnants of discarded clothing and a number of personal items. Stooping you pick up a small comb, its decoration that of a young woman's liking. Looking around you wonder what has become of its owner and without really thinking you place the item in your pocket. Without any further delay you move forward, making for the alcove in the northern corner of the level. In the shadows you find an unmade bed and the equipment of a Hresh warrior. Nothing is of use so you turn about and consider what you should do next.

If you would search instead the other apparently empty alcoves on this floor turn to section 18b.
If you would look at a pile of old boxes stacked within the centre alcove turn to section 25b.
If you would rather search the larger alcove at the south-eastern corner of the level turn to section 5.
If there seems more advantage in making for the stairwell in the north-western corner turn to section 10.


25b
The alcove is filled with the remnants of old wooden boxes and broken furniture. At first glance it looks like someone has attempted to clean up the living area here but a closer look shows that the alcove is being used to store wood alone, most likely for a fire. There is nothing here that gives any further clue as to the purpose of the Hordim within the Watchtower so you move on.

If you would continue your mission by searching the alcove in the northern corner turn to section 25a.
If you would search instead the other apparently empty alcoves turn to section 18b.
If you would rather search the larger alcove at the south-eastern corner of the level turn to section 5.
If there seems more advantage in making for the stairwell in the north-western corner turn to section 10.


26
You reach the top of the stairs and come to a halt. Within this Observation Level you can see a row of beds across the northern wall, a further bed standing against the south-eastern corner and a central stairway that leads to the battlements above. Curiously all the large viewing windows here have been boarded up and sealed, and in the dark of the night shadows veil all about you. In the lower south-west corner you see also a table covered in papers and a collection of unidentifiable devices and medical instruments. Carefully you move forward.

If you would begin a general search of the Observation Level turn to section 22.
If you would make directly for the row of beds against the northern wall turn to section 20.
If you would instead make for the lone bed in the south-eastern corner turn to section 13.
If there is good cause to make for the stairway to the battlements above turn to section 17.
If you are more curious about the articles resting upon the table in the south-western corner of the level turn to section 15.


27
Within this alcove you find a Hresh sleeping upon a makeshift bed. Before you can kill the creature the warrior wakes and jumps to his feet. From the dark and shadows the Hordim attacks.

The Hresh has a combat value of 16 and an endurance of 9. If you win this combat you can either search the alcove for anything of value or continue with your mission. If you fall it will be here that your adventure will end.

If you wish to search this alcove turn to section 23.
If you have not already done so and would conduct a general search of the level turn to section 24.
If you would instead choose one of the other sleeping alcoves and search it for further evidence of the Hordims' purpose here turn to section 25.
If you would rather leave this floor and use the stairway in the south-western corner to ascend to the Second Level turn to section 12.
If you have reason to return to the Ground Floor at this time make for the stairs in the north-west corner and turn to section 29.


28
Carefully you move towards the the Armoury and find within its confines a collection of broken shelves and disused weapon racks. The Watchtower has remained abandoned for many years and the dust and decay here highlights its ongoing neglect. Outside a crash of lightning lights up the sky, and as you move further into the chamber you see the furtive silhouette of something waiting for you in the darkness. Out of the shadows a Hresh Warrior rushes you, its charge no more than a blur in the dark. Determined not to let this Hordim call out an alarm you run straight at it, your sword lunging for its chest. In a clash of metal the combat begins.

The Hresh Warrior has a combat value (CV) of 15 and an endurance (EP) of 10. If you win this combat you may either return to the main common area and continue with your mission or conduct a further search of the Armoury. If you would return to the common area turn to section 6. If you would search the Armoury instead turn to section 16.

If you lose this combat however, it will be here that your adventure will end. If this is your fate it must be to a latter life that should look for better luck and greater success.


28a
Upon the battlements you make for the pile of crates but come to a standstill when you see a shadowed form crouching against the far wall. For a moment you wait, hoping to gain a better view of the Hordim. The long arms and elongated head give you reason to take a firmer grip upon your sword.

Turn to section 19.


29
In the gloom of the First Level of the Watchtower you stand at the top of a stairway that leads down to the Ground Floor below. All about you is darkness, the First Floor veiled in shadows. It appears that this level served as a barracks, the eastern wall lined with a series of sleeping alcoves, the floor littered with broken furniture and discarded food. In the south-western corner you can also see the dark shadow of a stairway leading to the levels above.

If you wish to explore this First Level turn to section 2. If it is your intent to use these stairs to return to the Ground Floor turn to section 30.


30
Before you is a stairway that connects the Ground Floor to the First Level above. You listen intently but can hear nothing beyond the howl of the winds and the clatter of wooden shutters loose upon their mountings.

If you would take these stairs and make for the First Level turn to section 29.
If however, this is the second time you have used these stairs to make for the First Level turn to section 21a.
If you have used these stairs to return to the Ground Floor, turn instead to section 6.



The Watchtower Text Edition is the intellectual property of the author, Wayne F Densley, and all rights are reserved by him. Any questions regarding this title, or any other book in the Chronicles of Arborell series can be answered by emailing the author at toll@arborell.com