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You head into a large cavern filled with a red glow. Not
far away is a wide crack in the cavern floor. The glow from
inside the crack throws fiery red light onto the ceiling. You
can feel beads of sweat on your forehead.
Suddenly a flame shoots up. And a dragon’s head
appears in the crack. This must be what the people in the
caverns call a firewing! A sheet of flame shoots from its
mouth, blocking your retreat. Then the firewing rises to-
ward you, its wings beating. . . .
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BANTAM BOOKS
TORONTO » NEW YORK * LONDON * SYDNEY * AUCKLAND
RL 4, IL age 10 and up
THE CAVERNS OF MORNAS
A Bantam Book / February 1987
ISBN 0-553-26200-9
Published simultaneously in the United States and Canada
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1
Not long ago, you left your own land of Gallaria to
travel to the kingdom of Frome. Since then, you’ve
come to regret your curiosity about the fabled beauty
of Frome! Soon after you entered the kingdom you
were thrown into the dungeons of the evil tyrant Karg.
Using your wits, and with a bit of luck, you man-
aged to escape from the castle into the mysterious
surrounding forest. There, you were helped by a wiz-
ard who told you that to escape from the kingdom of
Frome you would have to pass through the Caverns
of Mornas, deep under the forest. With the help of the
wizard and others you met in the forest, you learned
the spells that would let you pass the deadly guard-
ians of the caverns. Now that you’ve entered the cav-
erns, you must find your way out, through the exit
that is said to lie beyond the forest.
You’re in a circular room carved into the stone just
inside the caverns. Over your head, a ring of light
shows where you entered from the forest. As your
eyes adjust to the dim light, you see an arched door-
way in the stone wall. You peer through it and see a
stairway. Without hesitation, you start down the stairs.
You climb down, down, down, until the stairs end
at the beginning of a long, straight street.
There’s a large building in the distance, and you
head for it. Before you reach the building you see a
group of strangely dressed figures coming toward
you. You freeze, prepared to run if necessary.
Turn to page 6.
2
In the center of the hall is a long, narrow table laid
out with food, mostly edible roots. Everyone starts to
eat, and Tano gestures for you to join them. As you
eat, you ask Tano how he and the other refugees got
past the deadly guardians at the entrance to the cav-
erns.
“Astar, Karg’s benevolent brother who ruled before
him, taught us the magic spells necessary to get
here,’ Tano answers. “That was before Astar himself
escaped into these caverns. We followed soon after,
but we have found no trace of him down here.”
You ask Tano again if he knows a way out of the
caverns.
“Since you are newly arrived from the world
above,” he says, “you cannot be blamed for not
knowing the customs that we have developed since
coming here. We can tell you nothing in answer to
that particular question unless you bring us a proper
mank.”
[cirrinnn ne
You take a few steps out onto the floor. It’s so slip-
pery you can hardly keep your balance! The place
seems deserted. Then, as if by magic, a small crea-
ture suddenly appears just in front of you. He’s carry-
ing a bow and a few arrows. He circles around you,
gliding gracefully over the icelike surface on wedge-
shaped feet.
“Have you come to trade?” the skater asks, stop-
ping beside you. “Perhaps you’d like one of our
bows. They’re small, but very strong.”
“| have some mushrooms, and—”’
“Ugh!” the skater interrupts. “Mushrooms are not
to our taste. We only accept firewing scales. They’re
very hard and as sharp as a razor. We use them to tip
our arrows.”
Turn to page 2.
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8
The stairway down to the level of the dwarfs pro-
ceeds at a gradual incline, and you have no trouble
seeing the broad stone steps in front of you by the
light of the torches posted along the way.
At last you reach the bottom of the stairway. You
slump against a wall under a torch and check your
map of the dwarfs’ level.
To your right are gemstone mines. You can hear a
faint clinking sound coming from that way, as if tools
were being raised and lowered in rhythm. If you go
that way you’llpass the stairway that leads down to the
next level.
To your left are a bridge, a large cavern called the
king’s hall, and another stairway down to the next
level.
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You start down the stairway, which is well lit by
torches. After a while, you reach the level of the
dwarfs, where you stop and rest.
The stairway starts again a few feet away. The stairs
become very steep, and you must feel your way from
one step to the next.
Finally, you come to where the stairs pass through
a wide shelf of rock. You want to check your map of
the skaters’ level before continuing down, but there
isn’t enough light here to read it. Even in the dim
light, though, you can see that there’s a cave a few
feet away. A soft glow of light is coming from within.
You reach into the pouch and pull out seven maps:
one master map of the Caverns of Mornas, and one
map for each of its six levels. Then you slip the maps
and the mushrooms inside the pouch.
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23
But one of the clay people materializes from a
nearby wall. “We are friendly to most strangers,” he
says. “But you have violated our sacred pit. You must
leave this level at once, or else we will drown you in a
pool of mud.”
He grabs you with viselike hands and tosses you
into a tunnel in the floor of the passageway.
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“Here is a mank from us,” the clay man says,
handing you the statue. “We do not know how to get
out of the caverns, for our world is inside. But per-
haps you can trade for the information.”
You thank the clay people for the statue. “Now,
how do | climb up to the next level?” you ask. No one
responds to your question. After a long minute of si-
lence, you produce another mushroom and give it to
Loomu.
“The ramp near here is too steep to climb,’
Loomu says. “The way up lies across our gravel pit.
You cannot enter it alone. It is sacred to us. But | can
take you across.”
Soon you’re crunching across a deep pit of gravel
where eerie black shadows flit on the walls. You
emerge on the other side and look back to see
Loomu walk into a wall and disappear. You can’t tell if
he somehow walks through the wall or merges with
the clay.
Shaking your head in puzzlement, you start up the
steps to the level of the lizard people.
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You go through a long, curving passage and come
out in a wide cavern. Fingers of stone shaped like
huge icicles hang down from the high ceiling. Tall,
thin pillars, tapered to points at the top, rise from the
floor. A flickering light plays through the cavern.
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41
You slide faster and faster down the ramp until you
land with a splash in a pool of mud.
You climb out, feeling foolish, but there’s nobody
around to see how wet and muddy you are. At least
there are torches on the walls here. You stare at them.
They’re so high up that it seems as if someone would
have to scale the mud walls to light them. By their
light, you check your master map and your map of
the level of the clay people.
You’re close to a narrow stairway that leads down to
the level of the firewings. Through a passageway to
the east lies the large open cavern called the gravel
pit. Maybe you’ll find the clay people there.
Py VALTER Rn v
46
You wait in the room for a few hours. The chance
to steal the dwarfs’ gems might lure Lorel, the master
trader, up here, you reason. But nobody comes. At
last you trudge back down the corridor to the stairway
leading down to the levels below.
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52
The lizards hiss at you angrily. You’re sure they’re
about to attack you. There’s no way for you to escape.
Then, suddenly, the lizards scatter. Some scurry
into holes in the wall. Others dive back into the water
and swim away. Wondering what could possibly have
frightened them, you turn and see a creature that is
part man, part lizard, at the back of the cave. He’s
carrying a long spear.
“Quick! Before they regroup,” he says. “I must get
you off thisss level. The lizards become furious when
a stranger disturbs their lake.’ His hissing voice is
friendly and soothing. “Don’t worry. They will forget
you quickly, and then you can come back later if you
wish.”
He leads you up through a shaft at the back of the
cave. You emerge on the eastern shore of Lizard
Lake. The lizard man propels you down a short corri-
dor to a stairway. ‘“‘Thisss will take you down to the
level of the clay people,” he says.
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You stumble through a dimly lit tunnel, heading for
the clinking sound that you hear in the distance. You
have to be careful not to trip on the jagged floor.
The sound gets louder. Up ahead you can just
make out several small figures hacking away at the
walls of the tunnel with picks. Every time a pick
strikes the wall, a shower of sparks flies from the spot.
At the foot of each figure is a pile of small stones that
shine with a cold blue light.
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80
The stairs down to the firewings’ level are covered
with tiny pebbles, and you feel as if you’re walking on
marbles. The light isn’t very good, either, and walk-
ing is doubly hard.
You think you see a spot on the step ahead of you
that’s free of pebbles. You put your foot down.
Whoops!
The bottom of the stairway rushes up toward your
head.
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You sit and rest on the shore of the lake with your
feet dangling in the water. The water temperature is
just right—not warm, but not cold either.
Suddenly, something grabs you by the feet and
pulls you under. You struggle, but whatever has you is
pulling you rapidly down into the depths of the lake.
You can’t see anything under the water. Everything
is a translucent green. Whatever has you by the feet is
very strong. No matter how you struggle, you can’t
break loose. Just when you’re about to run out of oxy-
gen, you’re pulled into an underwater cave and then
up to a pocket of air. You manage to grab hold of a
shelf of rock and pull yourself out of the water.
The faint luminescence of the walls enables you to
see around you. You’re in a cave all right, and sur-
rounded by lizards. Not lizard people, but real lizards.
Pe 0 Na A a ee
Go on to the next page.
88
Something goes past you in a blur, then comes
back. When it stops, you see a thin, perfectly formed
humanlike creature about two feet tall. Its feet are
wedge-shaped, and you realize how it moves so
fast—it uses its feet like ice skates!
Lene a a
Turn to page 5.
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93
You crouch on the ledge, dizzy with the heat and
fumes coming up from beneath you. Suddenly,
there’s an explosion from the caldron below, and a
geyser of white-hot lava leaps up into the air. Globs of
molten rock splatter the underside of the narrow rock
shelf you’re on. Then there’s a rumbling, and the
walls begin to shake. You cling to the ledge to keep
from being tossed off your perch.
When the shaking stops, you look around desper-
ately for some way to escape. There’s no chance of
climbing back up the slippery shaft. But you see a
small opening not far away in the wall. A narrow rope
bridge leads across the caldron to it. Summoning all
your Courage, you cross the narrow bridge on your
hands and feet until you reach the opening. It’s just
large enough for you to crawl inside. Fortunately, the
air’s a bit cooler in the narrow tunnel you find yourself
in. You crawl along, glad to get away from that fiery
caldron.
Turn to page 5.
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98
You come out onto a balcony overlooking a river of
lava that flows at the bottom of a long, deep cavern.
Checking your map of this level, you see that there
are only two ways to get off the balcony: the stairway
up and the tunnel.
_
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Turn to page 69.
100
When you reach the level of the lizard people, you
find yourself inside a dome-shaped room with three
doorways carved into the stone walls.
Checking your map of this level, you see that one
door is the entrance you just came through; one leads
to the Zindril Tombs; and one leads to Lizard Lake.
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Go on to the next page.
Up and up you climb. Finally, you reach
the top and look out on a spectacular view.
You’re in a narrow valley surrounded by tow-
ering snowcapped mountains.
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104
You walk down the passage to the Zindril Tombs.
You see large stone coffins, each bearing the worn-
down features of some kind of enormous insect. A
faint, sweet odor hangs over the room. There’s a spe-
cial stillness here, and you grow tired. Then you fall
into a deep sleep.
When you awake, a lizard woman is shaking your
shoulder. “Good thing | came down thisss way!” she
hisses. “You might have slept for centuriesss. Stay
out of the Zindril Tombsss!”
She leads you back down the passageway to the
dome-shaped room, where she vanishes abruptly
through the door to Lizard Lake. You follow her.
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Turn to page 49.
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107
When you reach the fiery cavern, you move cau-
tiously around the wide crack in the floor. You’re in
luck; the firewings must be sleeping. You head for the
tunnel that leads to the trader’s cave.
2
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Turn to page 109.
108
You’ve only taken a few slippery steps when the
clay man Loomu rises from the mud pool and joins
you. Within minutes you’re climbing up the stairs on
the other side of the gravel pit.
You stop to wave goodbye to Loomu, but he’s al-
ready disappeared back into the pool of mud.
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116
“The Tandris Mountains!” you exclaim out loud.
Your home, Gallaria, lies beyond them.
You start up the path that leads through the moun-
tains. You aren’t home yet, but you’ve left the Cav-
erns of Mornas behind you—and you’re ready for the
adventures that lie ahead.
The End
117
Cautiously, you peer out into the cavern. No fire-
wings are anywhere in sight. Taking no chances, you
keep far away from the wide crack in the floor. But as
you hurry around it, a glint of gold wedged in the
edge of the crack catches your eye. You dash forward
and snatch it up. It’s a firewing’s scale!
Clutching the scale, you continue on toward the
stairwell on the other side of the cavern. You head
back up the stairway.
be
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Turn to page 95.
118
In moments, you’ve drawn a crowd of lizard peo-
ple. They point at you and make strange sounds that
you guess is laughter. Finally, you get mad. “Get me
out of here!” you shout.
The sound echoes through the cavern. The stone
fingers around you begin to vibrate. Some crack and
fall away, giving you just enough room to squeeze out
of your cage. But more of the sharp stones snap off
the ceiling of the cavern. The lizard people flee in
terror.
You’ll have to come back to finish your transaction
with Vosss! You run blindly away through the cavern
until you come to an opening in the ground. As far as
you can see, it’s smooth inside and goes down at
about the same angle as a child’s slide.
You lie down on your stomach and feel down in-
side the ramp. It’s wet and slippery with mud. Some-
how you reach a little too far. You start sliding forward.
You try to stop yourself, but you can’t!
Announcing the
Super Adventure #1
Super Sweepstakes!
Twenty-five lucky winners will have the
adventure of a lifetime on a $200 spending
spree! It could be YOU! Look for entry
coupons and the official rules wherever
Bantam Choose Your Own Adventure Super
Adventure is sold. No purchase necessary.
Sweepstakes ends April 30, 1987.
YOUR ULTIMATE CHALLENGE!
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offer expires B87. si 1
THE CAVERNS OF MORNAS _
PROBLEM:
In your flight from the kingdom
of Frome you’ve reached the
mysterious Caverns of Mornas—
six levels of labyrinths, each
more dangerous than the last.
To trace your way through the shi
GOAL: levels until you find the master —
trader Lorel—then bargain your ©
way out of the Caverns. :
|
DO oO 200 WAY TO ESCAPE™...
|| FIND IT—OR BE
TRAPPED FOREVER!
76 783'0025
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