By J. H. Brennan
Someplace within the realm of Avalon is an open gateway into the ghastly state of the lifeless. via it come hideous monsters and foul plagues. It has to be closed or Avalon should be destroyed.
King Arthur wishes a different hero for this outstanding Quest, for a grisly dying turns out definite. No-one has ever again alive from the horrors at the different part. That hero is YOU.
Take the magic sword Excalibur, your wits and braveness, and begin your trip to the Gateway of Doom!
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Extra resources for The Gateway of Doom (Grail Quest, Book 3)
Adventurers sometimes find them, although nobody has ever discovered what they do. And since you can never take them off once you put them on, you might as well wear this one. And now, since there is nothing more up here on the mountain (not even another bear) and no way down except the way you came, you'd better go back to the Village at 4 and decide on some other course of action. 44 Something funny is happening. Well, perhaps funny isn't exactly the right word, since the lid of the casket is slowly opening and out of it is rising a slim, deathly pale figure in white gloves, evening suit and an opera cloak, staring at you with deep-set red eyes and smiling at you with top teeth so long they actually come down over his lower lip.
It tastes better than it sounds and will heal a double dice roll of LIFE POINTS each time you use it. Return to 97 and use any door. 69 A peculiar room this, peculiarly shaped and with a deep purple velvet curtain closing off the northern section. Cold, isn't it? There are little glittering crystals on the walls, like ice, except they are green and pink. You touch one curiously and promptly get a cold burn. This stuff is colder than ice, colder than anything you've ever experienced. You're shivering already.
So he lives here, in this oak tree. An eccentric wizard to be sure, since you know he also lives (sometimes) in a log castle and (sometimes) in a crystal cave. But not wishing to be left behind, you follow him quickly — almost too quickly since the running round and round the spiral staircase makes you feel distinctly dizzy. The staircase ends in a hallway and while there is no sign of Merlin you notice a doorway ajar and go in to find him seated at a table in the middle of a surprisingly comfortable room, hunched over a large crystal ball which is emitting a weird bluegreen light.