By M. E. Breen
Darkness falls so speedy in Howland that the folk there haven't any be aware for night. One minute the sky is gentle, the following minute it truly is black. yet darkness is available in other kinds, too, and for thirteen-year-old Annie, the distress she endures in her Uncle’s family makes the black of evening look virtually soothing. whilst Annie escapes, her course takes her first to a deadly mine the place a important stone is being stolen via an enemy of the king, and later to the king’s personal halls, the place a determine from Annie’s earlier makes a startling visual appeal. all of the whereas, stated sightings of kinderstalk— mysterious, wolf-like creatures that prowl Howland’s darkish forests—grow extra widespread. Eloquent, suspenseful, and imbued with fairy-tale motifs present in The Brothers Grimm, it is a riveting coming-of-age tale of a woman who needs to discover ways to belief her instincts if she’s to steer the folks she is destined to rule.
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Additional info for Darkwood
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.