THE WICKER HAMPER by
SEAN LOFTIS
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 Sean Loftis.
BACKGROUND
You're on vacation in the big city. Your room
at the Wayfaring Stranger has been paid for in advance for the
next two weeks, but your cash reserves have dwindled down to
almost nothing. In an effort to cut back on expenses, you decide
to set out on foot and explore your surroundings. There should
be plenty of things to see and do in a big city without costing
you an arm and a leg (yeah, right!). If you can't find a museum
or art gallery, then perhaps you can find some local street
performers or a flea market to while away the hours.
With this thought in mind, you're attracted
to a large crowd of people on an otherwise vacant lot. You can
hear a voice mumbling over a loudspeaker, but you can't make
out anything it's saying or where it's coming from. A picket
sign at the edge of the assemblage reads:
ESTATE AUCTION
of "The Amazing Mumsford"
All proceeds to pay child support in arrears
You can't recall ever hearing of anyone by
that name (at least, not anyone real, anyhow), but from their
title, you decide they must have been in showbiz. You decide
that there's a good chance something of interest might be auctioned
off, and you press forward through the throng to see what's
for sale.
However, when you finally catch sight of the
auction block, you're disappointed to discover that the auction
is nearly over and most of the items have already been claimed.
From the looks of things, the "Amazing" Mumsford must
have been a two-bit, amateur magician. Everything that's left
is either cheap, gaudy, or broken — or some combination
of all three — and the only thing that remains to be sold
is a lichen covered wicker hamper, like the kind you put in
the closet to keep your dirty underwear in.
And then, it happens. You get a tickling deep
in your nasal cavity that will not be denied. And one sneeze
later, and the auctioneer pounds his gavel and announces that
you're the proud owner of a rotting wickerwork. And despite
your pleas and declarations that you weren't really bidding
at all, you're quickly parted from what little cash still remains
you. Your only consolation is that they offer free delivery
to your hotel room. With a heavy heart, you head back to the
Wayfaring Stranger in the hopes of catching something decent
on TV.
AUTHORS NOTES
WEAPONS
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.
ADDITIONAL STATS
In addition to your attributes, there are two
other values you need to keep track of as well. These are DAYS
PASSED and SCORE, and you must keep a track of these on your
Adventure Sheet. These both begin at zero and only change when
the text instructs you to modify them.
There will be times during your adventure when
you will come across an unusually dangerous situation and your
SKILL, STAMINA or LUCK will be tested to the full; for example
you may be instructed to Test your Skill, ‘adding 2 to
the number rolled’. This simply means that when you roll
two dice you must add 2 to the total; if you had rolled a 1
and a 3, for example, your modified total would be 6 (1 + 3
+ 2 = 6). You then compare this outcome with your current SKILL
score to discover whether you have succeeded in the test.
Since this is only a micro adventure, many of the standard Fighting
Fantasy rules aren't used — and thus aren't included.
You begin this adventure with no possessions or equipment, and
you can only restore attributes when specifically told to do
so by the text. However, unlike most other Fighting Fantasy
Gamebooks, you'll be free to return to previous sections to
pick up an item you might need or to catch up on your rest.
Also, unlike most of the other Fighting Fantasy Gamebooks, this
adventure has more than one possible solution, and your performance
will be rated on a point system (hence the SCORE box on the
Adventure Sheet).
You can restore lost
STAMINA by drinking Healing Potions. You
start the game with ten of these potions. You must keep
track of how many potions you have left by filling in the details
in the Healing Potions box of your Adventure Sheet. Each time
you drink a potion you may restore up to 4 points of STAMINA,
but remember to deduct 1 potion from your Healing Potions box.
You may stop and drink any number of Healing Potions (as many
as you have left in fact) at any time except when engaged in
a battle or, of course, when you have run out. Your STAMINA
score may never exceed its initial value unless specifically
instructed on a page. Drinking the Potion of Strength (see later)
will restore your STAMINA to its initial level at ant time;
except when engaged in a 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.