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.