ASSAULT ON THE FORTRESS OF EVIL by AL SANDER

AMATEUR ADVENTURE DESCRIPTION:

We are proud to present this exclusive and original amateur adventure on the Official Fighting Fantasy™ Gamebook's web site, written by Al Sander.

BACKGROUND

Like the setting of the sun, the light from the crystal dominating the centre of the room, faded, then slowly died. The young mage, who had been clutching the gem as if it were a lifeline, slumped back into his chair, sweat streaming down his face, and shivers of fatigue running through his body. He looks to the older man, also a wizard. “It no use, he’s gone. Our last hope is gone”. The old man sighs and slowly looks towards the young man. “There is one final hope”, he exclaims sadly.

You are awoken from your sleep by the sound of pounding at your door. You groan. You only just arrived in the great city of Salamonis, and got a room at the Inn of the Silver Eagle, late last night after a long and tiring journey. You are about to tell the person knocking to go away clearly, when you suddenly become aware of the urgency of the knocking. You open the door to your room … and some time later, as you’re being lead through the royal palace of Salamonis, you reflect that you are glad you did so. The young, richly dressed courtier, whose lead you this far, has sketchily explained the nature of your mission. Followers of the Festering Lord, god of disease, have recently reclaimed an abandoned monastery and have begun a ritual that will cause a plague, greater than any before, to strike Salamonis. The ritual is well underway, and will be complete at midday today, the hottest time of day, in the hottest day of the year. It is believed that they hope to hold the city hostage to their evil powers, and force King Salamon to allow open worship in the city as the price of them ending the plague. “King Salamon will never agree to their terms. He would rather the destruction of the city and death of all within before he would give way to these terrorists”, the young man explains, leading you through a sturdy, iron bound door.

The room you are lead into is small. Dominating your view is a small table, on which is heaped a small number of items, which, even from where you stand, seem to glow with the inner power of magic. “The only chance we have to stop this ritual is for us to magically transport you into the centre of the fortress and hope you can disrupt the ceremony. To ensure your success, we have gathered several items of great power for your use. Now you must choose”.

Turn to paragraph 1

EQUIPMENT AND TRAPPINGS

You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in chain mail armour. You have a backpack to hold your Provisions and any other items you may come across. In addition, you may take one bottle of a magical potion, which will aid you on your quest. You may choose to take a bottle of any of the following:

A Potion of SKILL restores SKILL points
A Potion of Strength restores STAMINA points
A Potion of Fortune restores LUCK points and adds 1 to initial LUCK

These potions may be taken at any time during your adventure (except when engaged in a battle). Taking a measure of potion will restore SKILL, STAMINA or LUCK scores to their initial level (and the Potion of Fortune will add 1 point to your initial LUCK score before LUCK is restored). Each bottle of potion contains enough for one measure; i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up your potion. Remember that you may only choose one of the three potions to take with you on your trip, so choose wisely!

AUTHORS NOTES

FOOD and WATER

Every adventuring warrior knows that food is vital as a form of sustenance. You begin this mission with 5 meals to consume during your arduous journey. However, there is one point to remember in using these vital supplies: the text shall instruct you to eat a meal at certain times in your adventure. This means you’ll have to erase one meal automatically without gaining STAMINA! Venturing into any adventure may prove arduous indeed; therefore you need food just to keep your strength up. This then leads to a second possibility: if you have no provisions and the text tells you to eat a meal, you must reduce your STAMINA by 3 points! Any other time you eat a meal, you may restore 4 lost STAMINA points, except during combat or when performing any other similar action.

You also have a water flask in your possession, containing enough for three drinks. There will be opportunities to refill your flask to its maximum capacity. Should your flask be empty when you are instructed to drink, you must lose 3 STAMINA points.

Play Online: Click here to play online - Read Rules: Click here for rules

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Fighting Fantasy™ - Wizard BooksŪ.

© Copyright 2003-2008, Fighting Fantasy - Wizard Books®. All rights reserved. No reproduction without permission.
email: mail@fightingfantasygamebooks.com • Site design by Dave A Holt FF Consultant.