alices_nightmare Page 8
If you want Alice to follow this new path through the maze, turn to 70. If you would prefer her to step back through the misty surface of the looking-glass, turn to 104.
155
Standing before the glass, her pulse racing, Alice takes a deep breath, closes her eyes, and steps forward…
She feels only the slightest resistance, like a gauzy veil against her face, and the solid stone floor gives way to a squelchy quagmire underfoot. Slowly, she opens her eyes…
Record the word ‘Portal’ on Alice’s Adventure Sheet, write the number ‘233’ next to it, and then turn to 145.
156
As Alice continues to tumble down the well she sees a dresser racing up to meet her. If you want Alice to grab whatever she can from the dresser, turn to 178. If not, turn to 12.
157
The Stone Satyr remains silent as it commences its attack, which only makes the experience all the more terrifying for the poor child. (The Stone Satyr has the initiative.)
STONE SATYRCOMBAT 9 ENDURANCE 10
If Alice somehow manages to defeat the animated statue, turn to 188.
158
Is Alice armed with a Pair of Scissors? If so, turn to 175. If not, turn to 195.
159
“You shouldn’t purr so loud,” Alice says, rubbing her eyes, and addressing the kitten, respectfully, yet with some severity. “You woke me out of – oh! – such a dream! I dreamed I was far from here, and had such adventures, and then I dreamed that I woke up and found myself at home…”
Alice’s words falter and she gets up out of the arm-chair, placing the purring kitten carefully back on the cushion, and approaches the large looking-glass that dominates the room.
Beside the great arm-chair, upon a table standing on the hearth-rug, is a chess set.
“Kitty, can you play chess?” Alice asks the kitten, feeling muddle-headed. “I’m asking it seriously, because I dreamt that I was playing chess. Or at least I think I was playing chess. There was certainly a Red Knight and a White Knight, and the Red Queen and the White King’s Castle…”
Alice stumbles over her words again as she peers at the reflection of the room in the great mirror.
“Now, if you’ll only attend, Kitty, I’ll tell you all my ideas about Looking-glass House. First, there’s the room you can see through the glass – that’s just the same as our drawing room, only the things go the other way. I can see all of it when I get upon a chair – all but the bit behind the fireplace. Oh! I do so wish I could see that bit! Well then, the books are something like our books, only the words go the wrong way; I know that, because I’ve held up one of our books to the glass, and then they hold up one in the other room.”
Alice breaks off as she tries to read the names on the spines on the books on the bookcase in the Looking-glass house… And finds that she can read them without any problem at all.
“The books in the mirror are the right way round,” Alice tells the kitten, “but then… that must mean that we are inside the Looking-glass house.”
Alice’s mind suddenly feels clear at last. “This isn’t real!” she exclaims.
Picking up a poker from beside the fireplace, Alice’s takes a step closer to the mirror.
“None of this is real!”
Raising the poker, she swings it at the looking-glass.
The mirror shatters, shards of silvered glass cascading down about her, revealing nothing but the black void of oblivion beyond. And then the fireplace fractures, as does the table and the chess set, the arm-chair, and even the kitten, and Alice’s world falls apart around her…
Turn to 49.
160
The air is thick with the pine-scent of the evergreen boughs all about Alice. Reaching another junction, this time should she head north (turn to 140), go east (turn to 170), or make her way south through the maze (turn to 180)?
161
The coin lands with a plop in the pool where it proceeds to sink to the bottom, and Alice’s wish is granted. Add 1 point to her Logic score, and then turn to 241.
162
Alice endures the agony of her body being torn apart by the monstrous beast, her head rolling away across the swampy ground until it comes to rest beside the root bole of a gnarled tree…
Alice opens her eyes. She is back in the library and there is no sign of the battle she has just been involved in having taken place here. (Restore half the Endurance points Alice lost in her battle with the Jabberwock.)
Deciding that it is best if she doesn’t read any more books, just in case she finds herself trapped in one of them for good, Alice puts the slim volume back on a shelf and leaves the library.
Alice may now also use The Pen is Mightier ability a total of four times, rather than three. Make a note of this on Alice’s Adventure Sheet, and then turn to 454.
163
The two thugs on the gate lower their weapons as the burlier and uglier of the two gives the command, “Attack!”
Can Alice use the The Pen is Mightier ability to save herself now? If so, and you want her to do so, turn to 183. If not, turn to 193.
164
Alice is still stuck in the Hall of Doors. If she hasn’t done so already, she could try drinking the contents of the bottle on the table (turn to 387), or alternatively she can keeping trying the doors to see if one of them will actually open (turn to 339).
165
The courtyard of the ivory tower is full of stone statues of knights on horseback and infantry soldiers. Alice makes her way between theses silent sentinels to the castle keep, climbing a spiral stone staircase to the top.
Within the uppermost chamber of the tower she finds a white marble sarcophagus. Carved into the lid is an armoured king at his repose, a stone sword gripped in his hands. As Alice watches, the statue blinks and the marble figure starts to gnash his teeth, a hideous transformation overcoming the carving as the mists return.
The dead king’s features flatten and bright orange fur bursts from his face. His eyes turn yellow and his teeth becomes large fangs as he opens his mouth wider and wider as he gives voice to a savage roar.
Turn to 452.
166
Alice has found her way into a tidy little room with a table in the window. Lying on the table are a fan and a pair of white kid gloves. Covering one wall is what can only be described as a very extensive rabbit family tree – or should that be family warren? – but of more interest to Alice is the bottle standing next to a looking-glass. There is no label with the words ‘Drink Me’ on it but Alice has a feeling that, “Something interesting is sure to happen whenever I eat or drink anything.”
If you think Alice should drink from this bottle, turn to 177. If not, she will have to leave the room through another door to her left (turn to 516).
167
Alice backs away from the advancing statue and is unable to stifle the terrified cry that escapes her mouth. The shrill scream echoes around the chamber, the acoustics of the grotto amplifying it, until Alice’s eardrums are throbbing from the noise. (Add 1 to Alice’s Insanity score.)
But it is not only Alice who is adversely effected by the resonating scream. The stalactites that hang from the roof of the cave start to vibrate in sympathy until – just as the Satyr is about to grab Alice – with a sharp crack, the largest breaks away from the ceiling and plummets to the ground. As luck would have it, the stone spear lands directly on top of the animated statue, smashing it into a thousand pieces that scatter across the floor at Alice’s feet, where they can do her no harm.
Turn to 188.
168
The Rabbit’s eyelids flicker open one last time and Alice can hear the grinding of gears as he articulates his message.
“Seek out the Seer, only he can help you remember what has been forgotten. Enter the Fungus Forest and find the Caterpillar. The mists will lead you to him.”
And then the White Rabbit speaks no more, and with one final whirring click, his internal clockwork falls silent too.
Turn to 179.
169
Her heart pounding in her chest, Alice runs at the sinister Tick-Tock Men as the mechanical horrors scrape their gleaming metal claws together, sending sparks flying from the keenly-honed blades.
If you think Alice should now make use of her The Pen is Mightier ability, turn to 189. If not, turn to 209.
170
Alice comes to another turn in the trail. Should she go north (turn to 257) or west (turn to 160)?
171
As the Grandfather Clock climbs over the desk, in order to be able to reach her, Alice steels herself for battle. (The Grandfather Clock has the initiative.)
GRANDFATHER CLOCKCOMBAT 8 ENDURANCE 9
If the Grandfather Clock makes a successful hit against Alice, roll one die (or pick a playing card). If the number rolled is odd (or the card picked is red) the elder Tick-Tock Man cuts her with its scissor-like clock-hand fingers, causing Alice 2 Endurance points of damage. However, if the number rolled is even (or the card picked is black) then the mechanical horror hits her with its swinging pendulum, causing her 3 Endurance points of damage.
If Alice survives her epic battle with the Grandfather Clock, turn to 152.
172
The monstrous creature lies dead at Alice’s feet, its head no longer attached to its sinuous neck.
One, two! One, two! And through and through
The vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
“And hast thou slain the Jabberwock?
Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!”
He chortled in his joy.
‘Twas brillig, and the slithy toves
Did gyre and gimble in the wabe;
All mimsy were the borogoves,
And the mome raths outgrabe.
Alice closes the book. She is back in the library. There is no sign of the hard fought battle she has just won having taken place here. (Restore Alice’s Endurance score to the level it was before she fought the fictional Jabberwock.)
Deciding that it is best if she doesn’t read any more books, just in case she finds herself trapped in one of them forever, Alice puts the book back on the shelf and leaves the library.
Alice may now also use The Pen is Mightier ability a total of four times, rather than three. Make a note of this on Alice’s Adventure Sheet, add 1 to her Combat score, and then turn to 454.
173
At the south-east corner of the garden Alice finds herself at a turn in the gravel path surrounded by a number of marvellously trimmed topiary. She stares in wonder at the artistry and horticultural skill that has been demonstrated here. One of the hedges has been cut to resemble a charging Unicorn, another looks like a rearing Lion, and there is one shaped like a Wyvern, with its wings outstretched and great thorns for claws. And all of them are life-sized.
As the child is marvelling at the mythological monsters, the Wyvern turns its head towards her, hissing, the Lion gives a guttural growl, and the Unicorn gives a shrill whinny. Alice’s first instinct is to run but the foliage creatures quickly surround her, blocking off any obvious means of escape.
Her heart pounding in her chest, Alice senses that she doesn’t have long before the thorn-clawed creatures rip her to shreds and turn her into just so much compost to feed the roots of the hedges. What is she to do?
Try talking to the topiary? Turn to 198.
Try to vault over the living bushes? Turn to 266.
Prepare to fight? Turn to 299.
Try to think her way out of danger? Turn to 217.
Use the Curiouser and Curiouser ability? Turn to 417.
174
“Well here’s an annoyance beyond all annoyances,” says Alice, stopping before a large pit that has been dug across the path before her. There is no way round it and the only way Alice will be able to cross it is if she jumps across.
If you want Alice to attempt to jump across the pit, take an Agility test; if she passes she clears the pit and continues on her way (turn to 510), but if she fails she misses the edge and plunges into darkness (turn to 204).
If you would rather Alice not attempt to jump across the pit, she will have to go back the way she came (turn to 90).
175
Unfortunately, the Scissors are ineffective against the stony shell of the Rock Lobster and so Alice will not gain the damage bonus she would normally receive from using the Scissors in battle. Better to save them than end up blunting them against the rock-hard carapace. Now turn to 195.
176
“You’ll chew ‘er bones, one by one?” challenges the right-hand head. “But what about me?”
“You can suck the marrow out of ‘em after I’m done,” replies the left-hand head.
“Contrariwise, I could chew ‘er bones and you could such the marrow out,” counters the first head to speak.
“I know what you’re thinking,” says the head on the left; “you’re going to chew ‘er bones and suck out all the meaty juices!”
“But it isn’t so, nohow!” argues its brother.
With the two heads lost in their argument now, Alice creeps away from the cave and upon reaching the safety of the treeline, when she is sure she is out of sight of the Ogre, she sets off at a run.
As she hears the sounds of blows being exchanged, as the battle of words becomes a battle of pugiling fists, Alice sees the battlements of a ruined fortress appear over the tops of the twisted trees away ahead of her.
Turn to 512.
177
The effects of the contents of the bottle take affect much sooner than Alice had expected: before she has drunk half the bottle, she finds her head pressing against the ceiling, and she has to stoop to save her neck from being broken. “That’s quite enough,” she says. “I hope I shan’t grow any more – as it is, I can no longer fit through the door.”
But Alice keeps on growing and growing, and very soon has to kneel down on the floor: in another minute there is not even room for this, and she is forced to lie down with one elbow against the door and the other arm curled round her head. Still she goes on growing, until, as a last resort, she puts one arm out of the window, and one foot up the chimney. “Now I can do no more, whatever happens.”
Luckily for Alice, the little magic bottle has now had its full effect, and she grows no larger. (Add 4 to Alice’s Endurance score.) Still it is very uncomfortable, and there seems to be no way of her getting out of the room again as things stand, so what should Alice do?
Drink the rest of the contents of
the bottle in the hope that it might
make her shrink again? Turn to 197.
Eat a piece of Curious Cake
(if she has such a thing)? Turn to 215.
Drink a tot of Shrinking Potion
(if she has some left)? Turn to 225.
Wait and see if the effects of the
potion wear off? Turn to 235.
If you would rather Alice use her` Curiouser and Curiouser ability, turn to 186.
178
Flinging out a hand, Alice snatches a jar from the dresser shelf. Written on a label stuck to the glass in a spidery hand are the words ‘Orange Marmalade’, and the jar is full.
Add the Jar of Marmalade to Alice’s Adventure Sheet and make a note that it contains enough for four portions. Alice may choose to eat a portion of the Marmalade at any time, apart from when she is in the middle of combat, and will replenish up to 4 Endurance points by doing so.
Now turn to 12.
179
Alice runs from the house, tears streaming down her cheeks, so overwhelmed is she by what she has
just witnessed. Behind her lies death and destruction, while before her lies a gloomy forest. And yet even its dark depths seem preferable to remaining at the White Rabbit’s House a moment longer.
Turn to 397.
180
Every turning seems to bring Alice to yet another branching of the ways. Which way should she go now?
North? Turn to 160.
South? Turn to 210.
West? Turn to 4.
181
The Slug recoils at Alice’s advance at first, but then acidic slime begins to bubble from its mouth and the child knows that this battle is not one that is going to be easily won.
If you want Alice to use The Pen is Mightier ability in her moment of need, turn to 232. If she has a jar of Slug Pellets, now would seem like a good time to use them (turn to 211), otherwise she is going to have to fight the gigantic garden mollusc (turn to 201).
182
The Crocodile’s jaws crank open exposing teeth like iron spikes. Steeling herself accordingly, Alice prepares for the fight of her life. (Alice has the initiative.)
CROCODILECOMBAT 7 ENDURANCE 8
If Alice is victorious, turn to 240. If it is the Crocodile that is victorious, Alice’s adventure ends here.