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.
Turn to 1
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.