Now, whether by fate or fortune, the Aleph has arrived in Khul and been entrusted to YOU for safekeeping. YOU must use its unearthly powers to transport you through the dimensions and overcome the many obstacles in your way until you can return it to its rightful owner. But beware, for others also seek to own the Aleph – especially the terrifying Spectral Stalkers!
Two dice and a pencil are all that you need to embark on this astonishing adventure, which is complete with its elaborate combat system and a score sheet to record your progress.
Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you, and it’s up to YOU to decide which route to follow, which dangers to risk and which foes to fight. Nothing has prepared you for an adventure like this!
You are a warrior, a skilled and hardy adventurer. You will use dice to determine your exact attributes.[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.
These are your Initial scores, and you must keep a permanent record of them. Any of your scores may change during your adventure, but they will exceed their except on very rare occasions, when you will be instructed on a particular Initial amounts only very rarely. You must keep a record of all changes to your scores - so write small or use an eraser.
Your SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. Your STAMINA is your health and fitness, and your ability to survive wounds and physical hardship. Your LUCK score shows how lucky you are.
Luck
SKILL and STAMINA scores are given in the text for each adversary that you face. Write these numbers in the first vacant Monster Encounter Box on the Adventure Sheet. Make a note also of any special abilities or instructions that are unique to this particular opponent. The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: go to step 4. If your opponent's Attack Strength is higher, it has wounded you: go to step 5. If both Attack Strengths are equal, you have avoided each other's blows - start a new Combat Round from step 1.
4. Deduct 2 points from your opponent's STAMINA. You may be able to deduct extra points if you use your LUCK (see below) or if you have a special weapon.
5. Deduct 2 points from your own STAMINA. You may use your LUCK to reduce the seriousness of this loss (see below.)
6. Make sure you have recorded on the Adventure Sheet all adjustments to the STAMINA and LUCK scores of either yourself or your opponent.
7. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.
You may from time to time be given the opportunity to escape from your opponent. If you decide to do this, the battle ends - but the enemy automatically wounds you once as you turn your back and flee. Note that you may use LUCK to minimize this wound, as for any other (see below.)
Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.
Whenever you wound an opponent, you may Test your Luck: roll two dice. If the total rolled 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 it, and you deduct 1 point less than normal from its STAMINA.
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 upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.
Your SKILL score will not change much during your adventure, and you should change it only if given specific instructions to do so in the text. As SKILL is a measure of combat prowess, it can be reduced by losing your weapon or by the effects of poison, for instance; acquiring a magical weapon could increase your SKILL - but remember that you can only use one weapon at a time!
Stamina
Your STAMINA score will change frequently during your adventure as you suffer wounds and then recover. At various times you will be given opportunities to eat meals and to acquire Provisions. Eating a meal normally restores up to 4 points of STAMINA, although there will be times, when you get very hungry, when you will need to eat a meal simply to avoid losing STAMINA; you may eat only one meal at a time, even though you may have more in your backpack. Unless specifically stated, your STAMINA may never exceed its Initial score.
Your TRAIL score shows how easy it is for the Spectral Stalkers to find you. At the start of your adventure your TRAIL score is zero- the Spectral Stalkers do not even know of your existence, and have no chance of finding you. At various points in your adventure, however, you will be instructed to add TRAIL points to your score. Thus, the longer you spend on your travels, the greater the risk that the Spectral Stalkers will find you.
At other times you will be instructed to Test your Trail Score. The procedure for this is: roll three dice. If the total rolled is equal to or more than your TRAIL score, you remain undetected; if the total rolled is less than your TRAIL score, you have been detected by the Spectral Stalkers.
Often you will be told to add a point to your TRAIL score and then to Test your Trail Score immediately afterwards.
You start this adventure with no inkling of the heavy task that is about to fall to you, and no premonition that in the days to come you will be pursued by a pack of nightmarish creatures more inexorable than Bloodhounds and more vicious than Wolves. Instead, you are carefree: you have no employment and your backpack contains Provisions for only two more meals, but your purse is full and you have the world to go adventuring in. Your trusty sword is, as ever, at your side.
It is recommended that you make notes and draw a map as you explore. There is a way to succeed that involves little risk, even if you start with low Initial scores. There are many more routes that lead to failure and unpleasant fates.
BACKGROUND
You are beginning to wish that you had never ventured into this dark and smelly tent. The raucous shrieks and music and laughter of the fairground sound dim and distant, even though the grubby canvas of the fortune-teller's tent is the only thing that separates you from the merry-making crowds. You could be outside in the sunshine enjoying the Midsummer Fair instead of waiting in half-darkness for this ancient half-Elven charlatan to start his card-reading act.
A gust of cold wind swirls around you without disturbing the smoke that clogs the air. Suddenly apprehensive, you shiver. The fortune-teller seems momentarily alarmed, but then clears his throat and begins to turn over the cards, one by one.
Each disc of thick parchment bears a faded picture. The first few are familiar - a shining gemstone, a tramp with his meager belongings tied in a bundle, a skeleton wielding a scythe. The fortune-teller's explanation is equally ordinary - the usual patter about a great treasure and going on a long and difficult journey, and the threat of terrible danger. Since when did your life as an adventurer contain anything but treasure, travel and danger? You regret giving the old half-Elf a Gold Piece; you now have only 8 Gold Pieces left in your purse and there are many more stalls to visit before nightfall.
Then you notice that the fortune-teller has stopped mumbling. He is staring at the card he has just turned over. His hands are shaking. The face of the new card is completely blank and slightly luminous. At last he manages to stutter: 'It - it isn't possible! None of these cards is blank! But if this is so . . This card represents your destination, soldier. I fear for you.'
"Why? What does it mean? Where is my destination?"
'Not in Khul,' wails the fortune-teller. 'Nor anywhere in this world. You will travel further than any man can imagine, with a perilous burden and a dreadful pursuit at your heels. Go from here. A storm approaches. Prepare yourself: you will be plucked from this world ere long.'
You step outside to find dark clouds racing across the sky. The crowds are dispersing and the fairground folk are struggling to secure their tents against a rising gale. The paths across the fields to Neuburg are thronged with townspeople scurrying home. You decide to shelter from the storm in the forest and you set out alone towards the dark line of trees . . .
It is a winged creature unlike any that you have seen before, and it is badly hurt. Its silver, gossamer-thin wings and its bright robes have been tom into tattered shreds; its small humanoid body bears grievous wounds. It stirs as you approach, and stares at you with huge round eyes. With its last reserves of strength it holds out to you the bundle that it carries, and tries to speak: 'Stranger! I am dying . . . I have failed. Take this burden from me! Take it! Archmage Globus . . . he must . . . Too late! I am dying. Take it! . . . and beware the Spectral Stalkers!'
The creature dies. You pick up the bundle. It seems to be a hard ball wrapped in a cloth. Will you put the bundle in your backpack and continue on your way or unwrap the cloth and look at its contents?
[Insert Name Here]
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 0
Equipment: Trusty Sword
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 8
EDIT: fixed some typos