The Sorcerer's Crown
Morris Simon
Doomed from the Start!
Your quest to discover what new evil powers your rival Arno is unleashing on Tikandia seems doomed from the start as the swift galley quickly approaches. The archcleric's armed paladins are determined to board your ship. Your mind races as you study your father's spellbook. Suddenly your eye falls on a spell called "Polymorph Other!'
Perhaps you could transform your pseudodragon familiar Rufyl into some kind of giant sea creature to destroy the galley, or perhaps even into a huge, winged roe to transport you safely to shore.
"I don't like either of those ideas, Master," Rufyl protests mentally, reading your thoughts.
Rufyl is worried, and rightfully so, at the thought of using an untested spell, but the galley is almost alongside your ship now, and you've got to do something!
What will you do?
If you want to polymorph Rufyl into a giant sea creature to attack the galley, turn to 20. If you'd rather transform him into a huge roe to fly you to safety, turn to 3.
Whatever decision you make, you're sure to find thrills galore as you seek to discover the powerful secrets of The Sorcerer's Crown