By Joseph Delaney
The 1st e-book within the exhilarating new myth series from Joseph Delaney, the multi-million-selling writer of The Spook's Apprentice - the muse for the motion picture 7th SON.
Welcome to area thirteen. right here warriors struggle. dying isn't distant . . .
Leif has one ambition: to turn into the easiest fighter within the infamous area thirteen. right here, punters position wagers on which fighter will draw first blood. And in grudge fits, they guess on which fighter will die.
But the rustic is terrorized via the creature Hob, an evil being who delights in torturing its humans, exhibiting his devasting energy via difficult an area thirteen combatant in a struggle to the demise every time he chooses. And this is often precisely what Leif wishes . . .
For he understands Hob's crimes good. and on the center of his ambition burns the will for vengeance. Leif goes to tackle the monster who destroyed his kin. whether it kills him.
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Additional info for Arena 13 (Arena 13 Trilogy, Book 1)
Score below three and you'd better fall to 72. 91 The corridor runs north/south, ending in a flight of gloomy stone steps at its southern end. The steps lead downwards into darkness, broken by 93-94 92 just the barest flicker of dull red light somewhere below. ' complains EJ. ' Taking the steps down will lead you to 81. But you ignore him, since an adventurer often has to do grotty things no ordinary squeamish mortal would face up to. You open the first pouch and discover therein . . Two vials of Healing Potion!
Now stop messing about with ducks when you've a kingdom to save. Return to 20 and decide what to do from there. 64 Climbing down, are you? Better check to make sure you don't slip and break your neck. Roll two dice. Score 4 or below and go to 45. Score 5 or more and turn to 37. 65 The tunnel, which runs east/west ends in a blank wall to the west and a crossroads to the east at 44. 66 Roll two dice to determine how many LIFE POINTS you have lost falling down this stupid pit. If the result kills you, go to 14.
Torches have been set in wall brackets so you can see a long way. There are three openings in the western wall and one towards the northern end of the eastern wall. These places can get confusing without a map, Pip. The first opening on the western wall will take you to 148. The second may be reached at 154. The third at 110. If you decide to go via the eastern opening, however, turn to 113. Or you may continue north on the corridor you're in at 131. 129 By the haggis-infested sporran of St Andrew, 129 you're under attack already.