Part novel, with its exciting story, and part game, with its elaborate combat system, this book holds many adventures in store for you. Each page presents different challenges, and the choices you make will send you on different paths and into different battles. You may get lost in the maze, have your strength sapped by a hideous Wight, die in a battle with Orcs, or fall to any one of the dozens of creatures guarding the Warlock's treasure-vaults. Or, with courage, determination and a fair amount of luck, you may survive through all traps and battles to the innermost chambers of the Warlock's domain where the treasure is hidden.
Magic and monsters are as real as life in this sword-and-sorcery treasure hunt which will keep you spellbound for hours on end!
HOW TO FIGHT CREATURES OF THE UNDERWORLD
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a shield together with a rucksack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.
To see how effective your preparations have been you must first use the dice to determine your initial SKILL and STAMINA scores. [references to the book's character sheet cut]
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
(I rolled a SKILL 11, STAMINA 16, LUCK 10 character. Glass jaw but otherwise pretty nice.)
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee might be given, but if not - or if you choose to attack the creature anyway - you must resolve the battle as described below.
First record the creature's SKILL and STAMINA scores [...] The scores for each creature are given in the book each time you have an encounter. The sequence of combat is then:
2. Roll the two dice once for yourself. Add the number rolled to your current SKILL score. The total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature's Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other's blows - start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature's or your own STAMINA scores (and your LUCK score if you used LUCK - see over).
7. Begin the next Attack Round (repeat steps 1-6). This sequence continues until the STAMINA of either you or the creature you are fighting has been reduced to zero (death)
Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.
If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your haversack contains enough Provisions for ten meals. You may rest and eat only when allowed by the instructions on a page, and you may only eat one meal at a time. Eating a meal restores 4 STAMINA points. Whenever you eat a meal, add 4 points to your STAMINA and deduct 1 point from your Provisions. [another bit on writing things down cut] Remember that you have a long way to go, so use your Provisions wisely!
Remember also that 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 any time.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any one 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, and LUCK 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 two measure, i.e. the characteristic may be restored twice during an adventure. Each time it is used make a note on your Adventure Sheet.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
There seemed to be some truth in the rumor that the Warlock's treasure was stored in a magnificent chest with two locks, and the keys to these locks were guarded by various creatures within the dungeons. The Warlock himself was a sorcerer of great power. Some described him as old, others as young. Some said his power came from an enchanted deck of cards, others from the silky black gloves that he wore.
The entrance to the mountain was guarded by a pack of warty-faced Goblins, stupid creatures, fond of their food and drink. Towards the inner chamber, the creatures became more fearsome. To reach the inner chambers you would have to cross a river. The ferry service was regular, but the ferryman enjoyed a good barter, so you should save a Gold Piece. The locals also encouraged you to keep a good map of your wanderings, for without a map you would end up hopelessly lost within the mountain.
When it finally came to your day of leaving, the whole village turned out to wish you a safe journey. Tears came to the eyes of many of the women, young and old alike. You couldn't help wondering whether they were tears of sorrow shed by eyes which would never see you alive again...
(I do love how nothing here indicates the Warlock is evil in any way. We're literally just a D&D Murder Hobo here.)
The very mountain itself looks menacing. The steep face in front of you looks to have been savaged by the claws of some gargantuan beast. Sharp rocky crags jut out at unnatural angles. At the top of the mountain you can see the eerie red coloring - probably some strange vegetation - which has given the mountain its name. Perhaps no one will ever know exactly what grows up there, as climbing the peak must surely be impossible.
Your quest lies ahead of you. Across the clearing is a dark cave entrance. You pick up your sword, get to your feet and consider what dangers may lie ahead of you. But with determination, you thrust the sword home into its scabbard and approach the cave.
You peer into the gloom to see dark, slimy walls with pools of water on the stone floor in front of you. The air is cold and dank. You light your lantern and step warily into the blackness. Cobwebs brush your face and you hear the scurrying of tiny feet: rats, most likely. You set off into the cave. After a few yards you arrive at a junction. Will you turn west or east?
(Ah, completely uninformed choices. Also, what type of potion do we want? This is an Ian Livingstone book so we get a free Potion.)
You [name to be determined]
SKILL 11/11
STAMINA 16/16
LUCK 10/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potion: One of either Skill (restores SKILL to Initial score when drunk), Strength (same but with STAMINA) or Fortune (restores current and Initial LUCK to Initial score +1).
EDIT: I didn't notice that the Potions in this can be used twice, instead of once like in later books. Fixed that.