ESCAPE FROM OBLIVION by ROBIN HORTON

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 Robin Horton.

BACKGROUND

The people of Brice do not have much imagination when it comes to names. Their main port is a ramshackle, Byzantine morass of back streets, dead end alleys and bizarre twists and turns, so they call it the City of Mazes. They build a university and town serving it and call it Quill. And they build a massive walled redoubt from which foreigners are barred and call it the Forbidden Fortress.

However, you had to admire their black sense of humour. Their largest prison camp is one in which people simply fade away, forgotten by the outside world, unmourned by all. And they call it Oblivion.

Of course, as you grew up in Royal Lendle you had no thoughts of ever entering Oblivion. But you were born at an unfortunate time. As you hit early adulthood Brice’s continuous threats on the borders could not be ignored and you were called into the Gallantarian army. You showed a natural aptitude for leadership in your training and were rapidly promoted to a leading command position within your regiment.

However your first taste of action proved disastrous. Your country was ill prepared, you realize, there was no overall defensive plan and the superbly oiled Brician machine and the army was swept deep into its own territory. Fortunately, the Bricians outran their supply lines and had to halt. In the meantime, your troops were sent in advance to prise out a Brician regiment. Although you and your men fought well, you were caught outnumbered and out-sourcered and as a result large numbers were captured. The Bricians, cock-a-hoop with their early war success, sent you – with your commanding officer and a thousand men – to the square, black stone walled incarceration of Oblivion.

Three years on, you muse, as you scratch the date on the wall of your communal cell. The 30-foot long wooden hut is the home to 100 men, there are a dozen others in the camp more or less full. There are 657 men left still alive. There is little news of the war. Occasionally you hear whispers from the Bricians, they are not optimistic. The guards are being changed with alarming regularity now. Many of the replacements are carrying wounds. You shudder every time you consider how Gallantaria is surviving under such an onslaught. Maybe the war will be over soon, you muse. The Bricians are brutal and ruthless, but they do not simply kill their prisoners without good reason. Of course, a Brician good reason can be refusing to obey an order, trying to escape, or insulting a Brician soldier, but your commanding officer has instructed your men to keep quiet and ride it out. Eventually you will be returned home, to a free Gallantaria.

You hope.

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AUTHORS NOTES

Equipment and Potions

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 and carry ten gold pieces. You also have a knife, which you use while making threats to the scumbags that inhabit Port Blacksand .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!

Hints on Play

This adventure is dangerous. 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 traveling 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 realize that paragraphs make no sense if read in numerical order. It is essential that you read only the paragraphs you are instructed to go to. 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 artifacts 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.

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