The Dark Flags

The next room is cool and silent. Its floor is paved with flagstones, some light, a few dark. At the centre of the room is a pale, shapeless blob that you cannot identify but you suspect might be a discarded cloak or some sort of large fungus.

"Ah, well!" Sir Escart says, relief palpable in his voice. "You've found your way to a relatively safe place! All you have to do here, dungeoneer, is to reach the exit without standing on the dark stones. Keep in mind that your journey lies downwards. Those stairs are no use to you."

You can easily see the dark stones: avoiding them will be simple. You take a step forward.

As your first footstep rings out in the room you hear the unnatural, quiet wail of a Skull-Haunting, which rises up out of the pale blob, pulling free like an air bubble until it coalesces into a grotesque, translucent mockery of a skull. It senses your presence and gravitates towards you. This, you certainly don't need!

"It shouldn't have done that unless you stepped on a dark stone," Sir Escart mumbles. Then he grunts. "Better make your way out, dungeoneer, and quickly!"

Roll a dice. If you get 1-5, you manage to evade the haunting without stepping on a flagstone. You may continue.

If you step on one you summon a second skull, which rises out of the lump and joins the other one in its pursuit of you. If that happens, roll twice. From here on, every dice roll costs you one level of your Life Force clock. If you get 1-5 both times, you may leave via the Continue link below. For every 6 you get, another skull appears and chases you. If you get 3 skulls in the room, they block your path and you cannot leave, and your quest ends here.


If you survive, continue