Temple Of Terror
The dark, twisted power of the young Malbordus is reaching its zenith. All he needs now is to retrieve the five dragon artefacts which have been hidden for centuries in the lost city of Vatos, somewhere in the Desert of Skulls. Each day that passes brings him closer to them and only *you* can stop him!
Your mission is to reach the lost city before Malbordus and destroy the treasure he seeks.
But beware! Each step you take leads you closer to your doom...
Perhaps it was because he was born during a full moon, with wolves howling
around his mother's forest hut, that Malbordus's nature was evil. Perhaps it was
something more sinister than that. But it is certain that, after his mother
abandoned him, Malbordus grew up in Darkwood Forest in the care of Darkside
Elves. He was taught the Elves' wicked ways, and also discovered powers of his
own. He could make plants wither and die simply by snapping his fingers; he
could make animals obey him with his piercing gaze. The Elves urged him on and
helped him develop his powers, so that they could teach him the arcane and evil
magic of the ancient Elf Lords - magic so vile and powerful that it kills
unworthy users. In pursuit of such evil powers, Malbordus grew into manhood. In
order to prove to the Elves that he was ready to receive the Elf Lords'
knowledge, he first had to pass a test. He was ordered to journey south to the
Desert of Skulls to find the city of Vatos. In the city were hidden five Dragon
artefacts which he would have to find and collect. A simple incantation would
bring the Dragons to life to serve the force of evil. Malbordus would then
instruct them to fly him back to Darkwood Forest, where a massive army would be
assembling. He would receive the ancient powers and lead the hordes of chaos
across Allansia in an unstoppable wave of death and destruction.
It was only by a stroke of luck that these terrible plans were discovered. On
the edge of Darkwood Forest lived a strange old Wizard named Yaztromo. Something
of an eccentric, he lived alone in his tower, practising simple magic and
communicating with animals and birds. He was alway willing to sell small magic
item, so that he could afford to have brought to him delicious cakes from all
over Allansia. His sweet tooth was the cause of his only link with the outside
world. as he rarely left his tower. It was therefore much to everyone's surprise
that he came huffing and puffing into the village of Stonebridge. What could
possibly have forced old Yaztromo to venture through Darkwood Forest to
Stonebridge? All the Dwarfs who lived there were eager to find out, and a
message was sent to Gillibran, their king.
After the rigours of a recent quest, you are resting in Stonebridge, enjoying
the merry company of the Dwarfs. Your wounds are almost healed and the local
blacksmith has honed the blade of your sword as only Dwarfs can. Resting on a
porch with your feet up on the railing, you are intrigued by the commotion in
front of you in the village square. Followed by a throng of inquisitive Dwarfs,
Yaztromo climbs the stone steps of Gillibran's house and is warmly greeted at
the top by the king. The crowd falls silent when Gillibran raises his hand, and
Yaztromo turns to speak. You slide out of your chair and join the crowd to hear
what the Wizard has to say. With a glum expression, his face almost as long as
his beard, Yaztromo relates the bad news concerning Malbordus. The Dwarfs look
up apprehensively as though expecting the five Dragon to descend upon them at
any moment. He calls on then to show courage, saying, 'Friends, look on he
bright side. At least we are warned of our impending gloom, thanks to my pet
crow who overhead the conversation between the Dark Elves and Malbordus. What we
must do now is find somebody who can reach the lost city before Malbordus and
destroy the Dragon artefacts. We need a fearless young warrior who is willing to
risk life and limb to save us all. Is there one among you who would volunteer?'
Each Dwarf looks around to see if another has dared to accept the challenge.
Standing there watching the worried Dwarfs, you realize that there is only one
thing you can do. With a wry smile on your face, you raise your arm in the air
and offer your services. Yaztromo sees you and says, 'Haven't I seen you
somewhere before? Never mind, you look like the kind of person we want. Make way
for our brave volunteer. We must leave for my tower immediately. Come along,
let's be off. You have a lot to learn, but I cannot teach you much until we are
safely through Darkwood Forest and inside my laboratory.
You hardly have time to cram your belongings into your bacpack before the
impatient Wizard leads you out of Stonebridge towards his tower on the southern
edge of Darkwood Forest.
For an old man, Yaztromo is surprisingly sprightly. You cross Red River and the
ploughed fields beyond, and soon reach the edge of the forest. Yaztromo still
doesn't stop. He takes a narrow path leading into the dark wall of trees. The
light fades; branches and knotted roots obstruct the twisting path and make the
walk very tiring. You ask Yaztromo why he seems unconcerned at the possibility
of being attacked by forest monsters. He chuckles and tells you that his magic
is well known and respected by all the creatures for miles around - none would
dare challenge Yaztromo! After spending a peaceful night in the forest, you
reach Yaztromo's tower by mid-morning the next day. You follow him up the spiral
staircase to a large room at the top of the tower. Shelves, cupboards and
cabinets line the walls and are filled with bottles, jars, books, boxes and all
manner of strange artefacts. Yaztromo slumps down into his old oak chair, by now
looking quite tired from the long journey. He reaches into his pocket and pulls
out a fragile pair of gold-rimmed spectacles. After placing them on his nose, he
peers at you over the top of them, and you feel quite unnerved by his piercing
gaze. Finally he says, 'Anybody who would hope to defeat Malbordus must
certainly know a little magic. So I will give you a copy of my spell book. By
the way, I would like you to know how privileged you are to learn my magic. But
a crisis is a crisis. Now, let's get on with it. The old Wizard looks at you
solemnly and says, 'Every minute is vital: you must begin your journey
immediately. Without doubt, Malbordus will learn of your mission to thwart him
and may send an assassin or two after you. My crow will lead you as far as
Catfish River. A grim task is ahead of you, but our thoughts will be with you.'
Yaztromo leads you back down the spiral staircase and out into the open.
Suddenly he gives a shrill whistle; a large crow immediately swoops down from
the top of the tower and settles on his shoulder. 'Now, crow, guide our friend
as far as Catfish River and make sure you keep a good lookout. The last thing we
want is an ambush on our own doorstep.' You shake hands with Yaztromo and
reassure him that you will destroy the Dragons of Vatos before Malbordus can
attain his evil goal. He then commands his crow to fly south. The crow squawks
and flies off. You hurry after it, turning just once to wave goodbye to old
Yaztromo. Walking through the tall grasses, a shiver runs down your spine at the
thought of Malbordus's assassins coming after you. You travel steadily south,
only deviating twice to circumvent danger spotted by the crow. Three hours
later, you arrive at the banks of Catfish River at a point where it is spanned by a rope-bridge...