Master of Chaos

This is not the shortest or easiest path; it is more gratifying to face difficult situations and barely succeed. Rather than minimizing risk, this solution includes as many interesting parts as possible, while avoiding sections that are blatantly harmful or provide no useful information. You may need high initial scores; this path assumes favorable dice rolls.
						Clothing,
						Acute Hearing, Animal Wisdom, Blindsight,
						2 GP
  1  Try to stop the Orc's brutal flogging				St-3
 62  He turns on you with a snarl					St-3
375  You hear conversation from the deck above
334  The crewman curses the Dark Elf on board
172  Passively suffer the Second Mate's beating				St-2
237  He lurches away to pick on someone else				St-3
153  Attack a tentacle lunging at the Captain	Ball and chain
299  Fight the TENTACLE 7/6 with ball and chain				At-3
357  A lithe Dark Elf severs the tentacle
130  You gulp down some thick treacly grog				St+4
215  Agree to the trusty slave's escape plan	-Ball and chain
164  You see a sleeping crewman in the boat
368  You hit him hard to keep him unconscious
199  You row into Ashkyos and sell the boat	6 GP, 2 Provisions
229  Visit the warehouses
185  You stroll into the Warehouse district
 23  Apprehend the young thief
218  You grasp for the boy but he escapes
387  Accept the merchant's job shifting cargo	4 GP
 86  Stay in this district in the morning	4 GP			St+4
279  Agree to be Vesper's look-out man		[Vesper]
 41  You keep watch and see some patrolmen				St+2
291  You hide around the corner in the shadows
353  Talk further with Vesper in the morning	Saffron [240 grams]	St+4
111  Head for the markets to sell the saffron
240  Hang around in the Market district		15 GP, -saffron
116  You see an ugly man kicking a mongoose
 17  The animal looks distinctly intelligent
144  It looks up pleadingly at you
249  Buy the mongoose
160  You follow behind the talking mongoose	-3 GP, Jesper,		Lu+1
						Silver Whistle
181  Jesper is with you in the market stalls
323  Buy the two weird-looking eggs		-2 GP
  7  The eggs hatch and you sell the chicks	10 GP			No+1
193  You set off for Entertainer's Square
 53  Jesper is with you in the great open space
 44  Tell Jesper he doesn't have to do tricks
282  Stay in this district			5 GP, -Jesper
  2  You hear a conversation from two men	[Kidnap at Kanstrin's]
 96  Spend more time in Entertainer's Square
  9  A roar goes up from a giant bull-ring
208  Challenge the Half-Ogre to combat
 49  Defeat the GLADIATOR 9/14			Sword, leather armor, shield
389  You will be the talk of the town		12 GP,			St+4 No+2
						-sword, -leather armor,	-shield
229  Visit the shops
384  Try Ali Haji-Sheikh's Weapons Store
 91  Pay for useful supplies, do more shopping	-15 GP, backpack,	No+2
						waterskin, sword, leather armor, shield
384  Visit Bokhannon's Stables and Travel Shop
150  Buy passage on a riverboat to Rahasta	-10 GP, ticket [243]
229  Visit the docks
  5  The docks are teeming with diversity
104  Ignore the robed figure and continue
 70  Fight the sadistic Captain
 93  Attack parakeet then CAPTAIN SHAGROT 9/11				St-4
278  You stroll away to somewhere safer		Magic scimitar		At+ Lu+1 No+2
229  Visit the infamous Old Quarter
 26  The Old Quarter is a morass of degeneracy
337  Try to stop the runaway mule
 74  The cussed-looking animal careers about
165  You deftly grab the mule around the neck
288  You render it docile with a few words
  8  The grateful merchant rewards you		4 GP
394  Pay a visit to Kanstrin's Guursh Bar
 64  Bribe your way in past the huge bouncer
259  Pay the bribe to get inside
344  The ugly brute gives you a nasty smile	-2 GP
148  Leave and check the back of the building
317  Run upstairs to attack the shadowy figure
169  You see some caltrops on the stairs
374  You leap over them and attack
234  Fight the FOOTPAD 8/7						At+
118  Do as the nervous man tells you
 43  You recognize the Dark Elf's face
100  You search the body of the footpad
325  Talk with the Dark Elf			4 GP
 21  Head for Stavian's Gambling Hall		Potion of Healing, Bronze Bracelet,
						[kill Vardrath]
311  Head for the bar and order some food
239  The gambling catches your eye		-1 GP			St+4
188  Gamble with the men
397  Try your luck gambling with the Gnomes	GP
 61  Agree to help the Gnomes at the cemetery	2 GP
273  Enter the tomb with them
231  Get the dead body out of the coffin	Iron bar
 75  You heave the body and ascend the stairs	-Iron bar
135  A pale figure stretches out a hand to you
214  Attack the Necromancer as he walks away	5 GP
194  Battle Vardrath the NECROMANCER 9/13				At+
342  He is not able to cast a spell
123  You have slain this vile servant of Evil
179  It's time to find somewhere safe to sleep	Iron Key
 27  Pay one Gold Piece for bed and breakfast
220  You sleep comfortably and eat a fair meal	-1 GP			St+4
229  You are ready to leave the city
243  You blow the Silver Whistle
 40  Your friend comes scampering towards you
366  Jesper is bright-eyed and frisky		Jesper
 73  You do not have to leave immediately
 66  Do some last-minute shopping
384  Revisit Ali Haji-Sheikh's Weapons Store
 91  Sell extra items, do more shopping		3 GP, -sword
384  Try the food shops
 33  Continue your shopping elsewhere		-GP, Provisions
384  Visit Sukifiri's Magic Shop
275  Buy the Luck Ring
207  It can be used just once			-6 GP, Luck Ring
275  Buy the Ring of Endurance
340  It helps resist extreme cold and heat	-7 GP, Ring of Endurance
275  Continue the journey ahead						No+1
388  You have a riverboat ticket
331  You board the Smeraglion out of Ashkyos	-Ticket, -2 Provisions
 25  A shape slithers in your cabin as you rest
221  Jesper's ferocious snarl wakes you
151  He thrashes the River Python about
254  A huge bolt narrowly misses you		-2 Provisions
307  It streaks past into a hapless passenger
358  Go straight for Captain Grotniss
 81  Defeat the PIRATE CAPTAIN 8/9					At+
201  By nightfall you are in Rahasta		15 GP			St+
364  Go past the half-human locals to a tavern
272  A cloaked figure moves to sit with you	-1 GP			St+1
257  You must sleep now							St+4
166  Jesper leads you to a local family
301  Buy some food in the morning					St+4
 54  Leave for Kabesh				-GP, Provisions
114  You stride through the blasted Dead Lands
327  The robed nomads offer you shelter		-4 Provisions
319  Their leader wishes to speak with you
131  Baalberith explains and Jesper perks up	[Sphere of Hazdur Sk x St]
263  You slip away to the tent set up for you	-Jesper, 10 Provisions
399  You eat breakfast in the morning					St+4
  4  Visit the ruined houses
155  Enter the building and investigate		-1 Provision
 30  Talk with the tall man holding a warhammer
383  Kanestin is here to find a magical tome
 84  Promise him help in finding the book
338  Head for the Mausoleum straight away
109  Destroy both SKELETONS 6/5 6/6 together	Lantern			At+ St-2
333  You begin a search of the Mausoleum
396  Take the book with you and go elsewhere	5 GP, 330 Incantations of Ssassuzlit
  4  Visit the ruined Senate House
 42  Go straight into the arched entrance
106  Descend the stairs leading down
 85  Your light reveals a ten-legged creature
 71  Stay and fight the huge scorpion
 97  Kill the venomous MUTANT SCORPION 7/8				At+
236  You can make out a small wooden casket
359* Give the golden ball to Baalberith		Sphere of Hazdur
 56  You stay with the nomads and rest		-Sphere of Hazdur,	St+4 Lu+1
						6 Provisions, Potion of Stamina
  4  Visit the warehouses in the morning
146  You manage to react just in time and jump	-1 Provision
391  A sharp-spined tentacle flails at you
264  Fight the CHAOS MUTANT 7/8						At+
182  Search the large building thoroughly
378  You find a trapdoor in the floor
 24  One of the packing cases falls on you				St-3
290  Descend the steps to the Chaos Pits
173  Step around the ledge to the right
117  Attack the guard turned away from you
248  Snatch the strange helm from his head
127  You manage to grab the helm and throw it				St-
286  Double back towards the door opposite you	Moon Sword		At+1 Lu+2
 82  Enter the yeasty room and eat some sludge
339  Head for the metal portcullis		2 Provisions		St+6
352  You are certain the Iron Key will open it
103  Hold your Moon Sword ready
280  Deadly snakes rain from overhead
140  Fight the venomous SNAKE SWARM 6/7					At+1
228  A mutant horror slavers for your flesh
296  Battle the ZOALINTH 9/14						At+1
309  It gives a sickening gargle as you kill it
382  Sit down by the Master of Chaos
209  Grab the mage's strange ring					St+4
274  You snatch the ring and he screams in fury
105  Put the ring on your own hand
241  The dark mage prepares to cast a spell	Ring of Skill		At+2
163  You run into a barrier of sharp bones				St-4
316  You avoid a writhing ball of tentacles				Lu-1
204  You close with the sword-wielding wizard
289  Fight SHANZIKUUL 11/16						At+3
306  His amulet glimmers and he disappears
  3* Quickly leaf through a magical book
110  You gibber out a Spell of Fortifying				St+10 Lu+2
 68  He reappears and you continue your fight
289  Battle SHANZIKUUL 11/ to the death					At+3
349  An event of unutterable horror takes place
267  Drink a potion and use the Luck ring	-Potion of Stamina	St+ Lu+
216  Defeat Naas the DARK ELF 10/13					At+3
400  The wizards hold a feast in your honor	Staff of Power, amulet