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Into the Tower - A Choose-Your-Own-Path Book: Hari Conner Into the Tower - A Choose-Your-Own-Path Book
Hari Conner
R271 Discovery Miles 2 710 Ships in 12 - 17 working days

Full of winding tunnels and fearsome magical traps for intruders, the tower of the reclusive spellbinder princess is usually impossible to breach—apart from tonight. Once every ten years the gates of the Locked Keep open for the masquerade ball, and it’s your one chance to get inside. Choose to sneak, charm or fight your way up to the room of confiscated magical objects at the top of her tower, where there is something you desperately want… Welcome to Into the Tower, a fantasy heist where the reader chooses their path, trying to make their way through magic, monsters, and perils to the top of the mysterious spellbinder princess’s tower. Into the Tower expands on the world of Into the Dungeon, bringing even more excitement and adventure from award-winning writer and artist Hari Conner. If you survive your journey up the tower, you can find out the secrets of the princess’s past and why she locked herself away, become one of the monsters slowly consuming humanity, lose yourself forever in the source of all magic, destroy the world—or even, on the right path, change it for the better.

The Biracial Butterfly (Paperback): Lennox Benson The Biracial Butterfly (Paperback)
Lennox Benson; Illustrated by Hari Conner
R292 Discovery Miles 2 920 Ships in 10 - 15 working days
Into the Dungeon - A Choose-Your-Own-Path Book (Paperback): Hari Conner Into the Dungeon - A Choose-Your-Own-Path Book (Paperback)
Hari Conner
R176 Discovery Miles 1 760 Ships in 12 - 17 working days

You have heard tales of a place…a passage hidden away in the ruins of a forgotten castle, full of terrible dangers, and, for those who dare to face them, endless reward… Provisions are gathered, blades sharpened, and, trying to shake the feeling of dread, you set out to find your way…Into the Dungeon. Into the Dungeon is a 100+ page choose-your-own-path game-in-a-book, where all you need to play is a pencil. The reader gets to decide which way to go and how to explore, with hundreds of different paths through the story. On some paths you'll find untold riches, ancient artifacts, strange creatures or secret passages, on others, you'll barely make it out alive (or die horribly.)

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