CLAW OF THE FLESHLESS KING
by ANDREW GALE
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 Andrew Gale. From the depths
of the void comes an ancient terror that will use all its strength
to conquer your world.
BACKGROUND
When you first got the message that you were
the sole beneficiary of someone’s Will, you thought it
to be a joke; most of your relatives were still living and of
full health. Yet, the curious man in the suit was adamant. Three
days. He said. You were to meet him in the offices of Serakub
Ltd law firm in the Titan building uptown.
Arriving at the address, you still thought it
a joke: The building was still under construction. Yet a hand
painted sign got the better of you and directed you to the 33rd
floor via the newly installed service elevator. Upon the elevator
doors opening you were struck with amazement when you were greeted
by an opulent waiting room with large comfortable chairs, a
well-tended indoor garden complete with a fountain and classical
music playing in the background. You sit down in one of the
chairs, the soft leather making you relax instantly. You think
about all the people in your life that would….?
Your reverie is interrupted by the strange man
you met the other day. Still wearing the same suit, he carries
a briefcase and –if you didn’t know any better –
you’d say he had a metallic sheen to his skin. The Lawyer
ushers you into a large meeting room and closes the door behind
you. He bids you to sit down at the oval mahogany table and
goes to a stand by the window and pours you a glass of water.
As you move to sit, you notice a tape recorder and a brass key
on a metal chain arranged in front of you on the table. Bringing
over the glass, the Lawyer asks you to press play on the tape
recorder. The recorded voice is muffled and indistinct. It sounds
like the person is reading from a letter.
To Whom It May Concern:
It is almost twenty years since I returned
to this city, bearing what now I call the ‘Burden of My
Life.’ This burden lies hidden, in a Safety Deposit Box
of the First National Bank downtown. The key that accompanies
this recording will open the box. On no account must you-
I am sorry. I am getting ahead of myself.
Where do I start? Twenty years ago I disappeared from the face
of the Earth and returned here bearing an artifact of terrible
power. People want it. Powerful People. They will stop at nothing
to get their hands upon it. If they get what they desire, they
will unleash a terrible destruction upon the universe; it has
the power to summon Death and those who worship the darkness
will sit at his right hand and rule with him.
This artifact is the Talisman of Death.
I have returned many times to the standing
stones outside of the city limits, beseeching the beings of
Light that helped me recover the Talisman for more aid. They
sent another of their kind -Suma- to find another Champion of
Fate to bear the Talisman beyond the Claw of the Fleshless King.
If you are listening to this missive now, I can only assume
that Suma has done his work.
I must go. I need to draw them away from
the Talisman. Go as soon as you are able and retrieve the Talisman
from its hiding place. The Fleshless King is clawing his way
across the dimensions and…wait…<sounds of a chair
moving> …<sharp metallic scraping sound>…<heavy
breathing>…<muffled noises>…<static>
You press stop.
Looking up, you can see the Lawyer; his face
is silhouetted by the afternoon sun coming in through the window,
illuminating him in a golden aura. Shielding your eyes from
the glare, you struggle to make out his features. ‘How….?’
You begin.
His voice seems to come from all around you,
rich and sonorous.
‘My time here has ended. Go now, Champion
of Fate. Recover the Talisman and leave the city. Beware the
Agents of the Fleshless King; they wear many faces.’
The glare increases until you are forced to
avert you gaze completely. At once, the blinding light is gone.
And you are left sitting alone. Looking around, you see a dusty
storage area, cardboard boxes line the walls. There is no sign
of the offices of Serakub Ltd. Was it all a trick of your mind?
Moving back towards the elevator, you kick
an object in the sawdust and it skitters across the wooden floor.
Bending down, you pick up a small brass key attached to a chain.
Impossible!
Turn to 1
EQUIPMENT AND TRAPPINGS
An important note is that you start this adventure
without a weapon of any kind! To reflect this, you start out
with a penalty to your Attack Strength. Whenever you enter a
combat without a weapon, you must deduct 3 from your Attack
Strength before comparing the result to your opponents. That
is, when you roll two dice to add to your skill, deduct three
and then compare it to your opponents Attack Strength. Should
you find a weapon during the course of your adventure, you may
remove this penalty. Remember, a weapon could mean the difference
between life and death.
EQUIPMENT AND POTIONS
As an adventure set in the modern world, you will start your
adventure with a bare minimum of equipment, but you may find
or buy other items during your travels. You are unarmed. (See
the section entitled WEAPONS for all the information regarding
this). You are dressed in a business suit and have a mobile
phone. Your wallet contains an ATM card and cash to the total
of $200.
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.
HINTS ON PLAY
This adventure is dangerous – Armageddon has begun. You
might well fail on your first attempt. Make notes and draw a
map as you explore - this map will prove invaluable when making
further forays in this adventure, and it will enable you to
progress more rapidly to unexplored sections. Remember: when
you are travelling through any environment, it is a good idea
to make a note of where such encounters lie in the adventure
ahead, including useful objects and information to aid you on
your dangerous quest.
Be wary about testing your Luck, unless a paragraph
instructs you to do this! When it comes to fights, you should
Test your Luck only to keep yourself alive if an opponent's
blow would otherwise kill you. However, be warned! If you decide
to use Luck in this way, be certain your adversary is worth
it- Luck points are precious!
You start this mission with very few possessions,
but will be given opportunities to collect food, weapons, and
items. However, choose your equipment carefully - although many
are precious or magical, others are red herrings and of no real
value at all. You will soon realise that paragraphs make no
sense if read in numerical order. It is essential that you read
only the paragraphs you must turn to when playing the adventure.
Reading other sections lessens the excitement and surprise during
play. The only true way to success in this adventure involves
minimal risk; even if your character scores are low, you should
be able to find magical artefacts and weapons that may increase
your chances of victory in battle.
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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.