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Random Sol Solo Adventure Adventure: Fantasy Dungeon by J. Pingo Lindstrom
RANDOM SOLO ADVENTURE: FANTASY DUNGEON
Copyright © J. Pingo Lindstrom, 2015. All Rights Reserved. Illustrations are Copyright © Respective Owner. EBOOK VERSION 1.00 www.PenguinComics.com
Random Solo Adventure: Fantasy Dungeon A note on the e-book version...
When reading, you can click on the page indicator to move to that page. If you get lost, or for any other reason wants to turn back to the last viewed page, most PDF-readers can do that by pressing ALT and LEFT ARROW. This book was made to entertain. It was made by me, not a big corporation or huge publishing house. I hope that you will like it - that you will have lots of fun. If not - maybe you will like my next book in the series.
The illustrations and fonts used in this book are from various sources. All images are Copyright respective owner. Fonts used in this book: Charnel House , by Bolt Cutter Design-Industrial Strength: www.boltcutterdesign.com Old Retro Labels TFB, by zanatlija manfred-klein.ina-mar.com VampyrBats, VampyrBats, by M Klein 7-2004: manfred-klein.ina-mar.com Futura Std, Linux Libertine, Arkham Additional images by: R. Fl owers: rflowers.deviantart.com vectorLady.com | freevector.com | dezignus.com Vector Open Stock: www.vectoropenstock.com William Miller & H W Williams | rustyphil | Pingo® OpenClipArt.org: j4p4n | HCforLife | GDJ | johnny automatic | Firkin | Gerald G | ivak jpneok | jgm104 | liftarn | melwe | IggyOblomov | obi | jabbamp alexg | AJ | mazeo Cover images by: CanStockPhoto.com: CanStockPhoto.com: drizzd | Andreus Layout, text and design by: J. Pingo® Lindstrom Lindstrom
Either way - I ask that you please do not spread this. It is sold for a super low price, but took many months to compile. I kindly ask you to tell any friend who want to read it, to buy a copy. Thank you in advance - I appreciate it! J. Pingo Lindstrom December, 2015.
All resources used are freeware, Creative Commons Attribute, or similar copyright notices. Illustrations and fonts are Copyright © Respective Owner. All text and the game system is Copyright © J. Pingo Lindstrom & PenguinComics.com PenguinComics.com 2015. All Rights Reserved. Pingo® is a Registered Trademark. No reproduction allowed - except for the Character Sheet that can be copied freely. freely. The Character Sheet may be downloaded from: www.PenguinComics.com
The Random Solo Adventure Christmas, probably 1986 I received the game book The Warlock of Firetop Mountain as a gift. I don’t remember who gave it to me, but I do remember that all other presents vanished. I spent the rest of the holiday alone, with this first ever Fighting Fantasy publication, a couple of dice, paper and a pencil. It might have been one of the best Christmas’ ever!
p I started writing this book because I have always been very fascinated by solo adventures. Especially the Fighting Fantasy and the Lone Wolf series, are great books that gives the reader hours and hours of delight. What really intrigued me was the fact that the books were exciting – and yet still interesting enough to try again and again, just to see what could happen if you choose differently. Mapping out dungeons, even trading and talking to other people, became magic. As a young teenager, it was difficult to understand that a small pocket book could hold so much entertainment. I read comics, not books. The interactivity was never understood among my parents, or older siblings. Maybe interactive books are a piece of the past – but I believe that there is still interest for them, and maybe even a n ew audience. When I started to develop the book you now are reading, my first thought was to make my own solo adventure and publish it myself. My second thought was to write a book for Fighting Fantasy . But I wanted to do something different.
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When I came across some of the random dungeon maps that exist, I thought that this could be combined with solo adventure books. It took some thinking, but I soon had a game-system that I liked. And here it is. My first Random Solo Adventure .
4 I did not just want to write a random dungeon encounter book – I felt that a book like this should include adventures, or at least some sort of quests. So even though the book uses many of the ideas that the random maps use, this book also includes the ideas that the solo adventures have with adventures, goals, clues and solutions. I have also tried t o include trade and some communication, as well as a fighting system created by myself. I wanted to do something that is extremely simple to use and understand. Something that always has been important to me is that the player should not need any other devices than paper, pencil and dice. This is of course a very difficult task – but I wanted to try. I believe this little book proves that the ideas I had were actually possible to achieve. This is the first version and the first part. There might be items that has to be tweaked, things that needs to be changed. So be it. But at least it is the Random Solo Adventure that I wanted to create. Hopefully, you will have many fun times playing through this, or these, adventure(s). And remember: it never ends!
J. Pingo Lindstrom November, 2015.
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Preparations Before you start on your journey, there are a few preparations you will need to do. You will need three things to be able to enjoy this book and its adventures to its full extent. The first thing you need to do is t o get a character sheet. You can copy the one included with the book ( page 118). This character sheet is also available as a download on the book´s website (www.PenguinComics.com). You may freely print and copy the character sheet as much as you want. The second thing you will need to get is a pencil and an erasor. You will need this to be able to change the values on the character sheet during play. The third and last thing you will need is a six-sided dice. The die will be used to create the randomness of the adventure. When you have this, we will create your character. The following pages will inform you how to do that. After creation of the character, you will have to find out, or choose, which journey you are taking this time. There is also another way to play this random adventure. Instead of creating a character and using the six-sided dice, you may just read and flip through the book as you please and choose your own outcome. This is not as rewarding as playing it with the die and prepared character, but it is still an enjoyable way of fantasy adventuring...
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Character Sheet Lets start with your Hero. Do you have the dice, pencil and character sheet ready? Good, then lets begin.
Weapons Weapons increase your fighting skill. If you encounter a weapon, it will look like this:
There are TWO (2) VALUES that we need to write down. The first one is HIT POINTS (HP) and the second one is GOLD (G).
SWORD, HP: +2 (Page 99)
Lets start with HIT POINTS (HP). Each character starts with 2 HP. Write this down on your character sheet. Now roll the dice and note the value in the box for GOLD (G). Choose a name for your character, and you´re finished! Now, lets go through this so you fully understand what the character sheet is all about. Your Hit points (HP) are used for three things: 1. To measure how good you are at your fighting skill. 2. To measure how strong you are. 3. To measure your health.
First, there is the name and the HP-modifier of the weapon. If you choose to use this weapon, you write this in the WEAPON box on the Character Sheet. You then add the HP-modifier to the WEAPON MODIFIER box on the Character Sheet. Second, there is a page reference (the last item of the above line). You should go to this page to read more about this particular weapon, what it does and the story about it. There is only space for one (1) weapon – if you choose a weapon you either have to discard or sell (if possible) any other weapon you currently have on hand.
At the beginning of the adventure this means that your character is below average. He is just not that good at fighting! This is solved by adding a WEAPON to your character. You will encounter weapons in the adventure.
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You will only be able to sell weapons when prompted to do so. The weapon modifier (in this case +2) is added to your current HP during any dice rolls in fights (see Fights on page 16).
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Items and Potions You also have one space each for one ITEM and one POTION. You have space for one at the time. When you find an item you will have the choice to pick it up and bring it with you – as goes for the potion. If you however already have an item or a potion, you either have to use it or discard it (or, in some cases, sell it) before the new item or potion may be added to your Character sheet.
As with weapons you have a box for the function and also a page reference. Write this information down on your Character sheet every time you pick up an item or a potion, for future reference throughout the game. Please note that items have many other uses than just effecting your Hit points. They can have modifiers that are very different – like this:
SKELETON KEY, SKELETONS VANISH (Page 94)
You may only sell a potion or an item, if prompted to do so. This particular (and very powerful) item makes Skeletons vanish! They simply disappear if you meet one – in the game this is treated as if you won the fight. However, this particular item does not work on any other creature – it only kills skeletons. Remember that you can sometimes use an I TEM or a POTION you might have with you, during fights. It depends of what type it is. At many places in the adventure you will use the HP-roll to test other things – trying to open a door by using your strength, jumping over an abyss and many other similar situations. The weaker your character gets, the tougher these situations become. Potions looks like this:
HEALTH POTION, HP +2 (Page 95)
Therefor, you will also find potions, magic items and other things that raises your HP. Carefully read the information regarding these items to be able to use them properly throughout the adventure. On the Character Sheet you will see that you have a place for this with name and function of the item, HP-change and also what page that item refers to (so you can go back and check the information if needed).
Items looks like this:
HEALTH RING, HP+1 ( Page 91)
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Fights In the adventure you will reach different types of monsters that you will need to fight. It might look like this:
SKELETON, HP: 2
The battle is done by rolling the dice for you and the monster, in turns. If you, or the opponent, rolls equal or lower than its own HP, then that counts as a hit. Now, lets say that you are CEDRIC THE GREAT with HP: 2 and the GOLDEN SWORD with a +2 HP modifier. This gives you a weapon skill of totally 4 HIT POINTS. The battle starts with you rolling the dice for your character. Lets say that you roll 3. That is below or the same value as your weapon skill, and therefor you succeed in hurting the Skeleton.
Every time a character is hurt in a fight, that character removes one (1) HP. So in this case, the Skeleton now removes 1 HP from his HP and ends up with 1 HP left. Now you roll for the Skeleton. If you roll 1, then the Skeleton hits you, and you loose 1 HP. This you deduct from the 2 HP that are written in your HI T POINTbox, meaning that you end up with 1 HP left. Remember that the +2 HP modifier form the sword is a MODIFIER when fighting – not actually health that you gain. If you instead roll 2 or higher for the Skeleton, the Skeleton misses, and it is your turn again. This goes on until either you or the Skeleton has zero (0) or less HP left. If your character ends up with 0 or less H P, the Character is dead. The game is then over, and you have to start over from the beginning.
Gold The next thing you rolled a dice for was Gold (G). Gold is used to buy items from merchants in the game, pay toll-fees or bribe monsters. Sometimes this works – sometimes it does not. Sometimes you do not even have the chance to use your Gold – you just have to run or fight! The Gold will increase and decrease as you use it. You start out with what you rolled – a number between 1 to 6. The adventure text will inform you about how to increase or decrease the Gold as you reach these points in the adventure. Tat is it for the aracter sheet, battle and gold. Now you are ready to go on and do the next part of the preparations: oose your adventure!
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The Journey What good would a random adventure be if you had to solve the same quest over and over? Not that much fun, right? So, to be able to go on the journey, you will get to either choose, or randomly find out, what your quest is. Each adventure starts at the guest house ”The Two Headed Werewol” where you, the Hero, has spent the night in protection of the storm raging outside. In the early morning you are woken up by some commotion downstairs. As you reach the lower f loors, you see the in-keeper and his wife caring for a wounded man on the floor. No one else is there. The wounded man asks for help – he has a quest he needs to solve, but now, when he’s dying, he wants you to take over and reach the goal for him. For it, you will be handsomely rewarded by the King, who was the one initially calling for this quest. If you agree – move on. Otherwise, close the book and come back later. So you’re still here? Great! Now lets see what the wounded man was set out to accomplish. Roll your dice. Write this number in the FIRST JOURNEY BOX on your Character Sheet. If it was 1 or 2, then the man says: ”You are to find...”
Turn to page 20. If it was 3 or 4, then the man says: ”You should kill...”
Turn to page 21. If it was 5 or 6, then the man says: ”You need to rescue...”
Turn to page 22.
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The Journey - Finding... You are supposed to find something. Or someone. But what? The man is unconscious, but suddenly he wakes up again. Slowly, he speaks. Roll your dice again. Carefully note the second number in the SECOND JOURNEY BOX on your Character Sheet. What did you roll? 1. ”You are to find... the Key to the magic cabinet... Give it to the King. He needs the magic potions in the cabinet to win the war.” 2. ”You are to find... the Sword of Conjuring. With it, you will become the King´s most important Knight, and will save the Kingdom from the evil Dragons...” 3. ”You are to find... the Magic Crystal... with it, the King´s Wizard will fight the Dragons.” 4. ”You are to find... the Magic Formula of Wing-keeper. The King´s Wizard will use it and the Dragons will drop from the sky...” 5. ”You are to find... the Book of the Valiant. The King will make his Knights stronger, and win the war.” 6. ”You are to find... the hidden Treasure of the Dungeons. The King will use it to get more warriors – and you will be part of the sharing.” Now you have two numbers written down in the JOURNEY boxes. These are important in the end, so you know what page to go to when you have solved the quest. The man in front of you dies. You have taken the oath to help him on his journey, and now it is up to you to prove it.
Turn to page 25 and start the adventure...
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The Journey - Killing... You are supposed to kill someone! Or something, perhaps? But what? The man on the flo or looks up at you. He grabs you by your collar and whispers into your ear: Roll your dice again. Carefully note the second number in the SECOND JOURNEY BOX on your Character Sheet. What did you roll? 1. ”You need to kill... the Monster that dwells deep inside the dungeon. You will know which one when you find it...” 2. ”You need to kill... t he Dragon that rules the Underworld. The Kingdom won´t be safe until this beast is gone!” 3. ”You need to kill... t he Sorcerer that cowardly hides in the deep dungeons. Kill him and end the suffering of the Kingdom´s people.” 4. ”You need to kill... the Witch of the Mountain. Her spells kills the crops and poisons the water. Kill her so the Kingdom will prosper again.” 5. ”You need to kill... t he Knight of the Dead. Together with his undead armies, he´s the biggest threat to the King.” 6. ”You need to kill... the Demon of the Deep. Something has crawled up from the underground – the most fearsome beast we have ever seen...” Now you have two numbers written down in the JOURNEY boxes. These are important in the end, so you know what page to go to when you have solved the quest. The man in front of you dies. You have taken the oath to help him on his journey, and now it is up to you to prove it.
Turn to page 25 and start the adventure...
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The Journey - Rescuing... You have to rescue someone! But who? The man on the flo or breathes heavily. He turns to you and talks... Roll your dice again. Carefully note the second number in the SECOND JOURNEY BOX on your Character Sheet. What did you roll? 1. ”You have to rescue... our King’s daughter – the Princess Imida. She was captured by the monsters from the underground. Ger her back!” 2. ”You have to rescue... the blacksmith Xerxes, caught in a battle, he was brought underground to work the mines.” 3. ”You have to rescue... twelve farmers. They were captured by evil goblins and brought into the mountain’s deep darkness.” 4. ”You have to rescue... Agnolia the Magician – the master wizard of the Kingdom. Placed in a lead cage, he could not perform magic to escape and was dragged into the mountain by the monster forces.” 5. ”You have to rescue... Berthold the Priest – our theological leader and the most important person in the civil community. The Kingdom will have civil war if he is not brought back alive!” 6. ”You have to rescue... Knight Angelica – the only female knight in the Kingdom. She was abducted by demons after a major battle.” Now you have two numbers written down in the JOURNEY boxes. These are important in the end, so you know what page to go to when you have solved the quest. The man in front of you dies. You have taken the oath to help him on his journey, and now it is up to you to prove it.
Turn to page 25 and start the adventure...
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It is early morning still, when you arrive at the foot of the mountain. A small creek with fresh water reminds you of the good l ife you have – on the outside of the d ungeon. What will you find inside the deep darkness? Will you survive your quest? Now is the time to find out... Before you left ”The Two Headed Werewol”, the in-keeper gave you a dagger. Note this down on your Character Sheet:
DAGGER, HP +1 (Page 99)
Save some birds and the water stream, it is silent. You eat an apple and drink some of the fresh water, but soon decide to enter the cave in front of you. You feel a shiver. There is something that is weird with this whole place. Things change! Things change constantly! The creek on the l eft is wider now – the creek is smaller on the right side. Was it like that when you arrived, are you imagining things? Questioning what you see might not be the best way to help you through the ordeals ahead. Instead, you take a deep breath and step inside the dark cave. A smell of fungus and a fresh spider webs hits you. As you stand in the entrance you look back one last time. You see a stone wall where the opening was – as if there’s been a mountain wall there for thousands, millions, of years. Things do change around here! Have that in mind when going through this adventure. There is no turning back – there is no map to draw. Everything changes! The only way out is a way you have not yet found. If there is any! Now turn the page and enter the CORRIDORS of the Dungeon!
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CORRIDORS You are walking down a long dark corridor. A few scattered torches light up the dark corners, but you still walk slowly and carefully. There are no sounds – the whole place seems deserted. Roll the dice to see where the corridor leads.
1 or 2
A straight corridor...
Go to page 28
3 or 4
The corridor turns...
Go to page 28
5
You see something...
Go to page 31
6
Dead end!
Go to page 29
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CORRIDOR: FORWARD
CORRIDOR: DEAD END!
You are in a long dark corridor that keeps going forward.
The corridor unexpectedly ends in a brick wall. Or is it a wall?
There is no other choice than to keep walking. After a few minutes you end up by something in the wall. As you come closer, you notice that it is an entrance.
You have a feeling that there might be a secret passage somewhere.
Check it out at page 32, or keep walking.
If you have the SECRET DOOR MAP, and want to use it, then do so and turn to page 32. Otherwise, roll your dice and see if you can find a hidden passage.
If you choose to keep walking, go back to page 26. 1 or 2
You find a secret door...
Go to page 32
3 or 4
Something comes closer from behind...
Go to page 55
5
It’s a trap!
Go to page 84
6
It is just a wall. Turn back to see if you missed anything.
Go to page 26
CORRIDOR: TURNING LEFT CORRIDOR: TURNING The corridor turns left and right – both equally dark and humid.
You decide to turn left. You arrive at another long, dark corridor. The pressing dungeon makes you uneasy as you walk down the aisle – but soon you see something in the distance. What is it?
To the left you can hear the roars of some creepy underground dweller – but to the right the silence is mortifying!
Roll your dice.
The choice is yours.
1 or 2
The corridor turns again.
Go to page 28
3 or 4
Something walks your way.
Go to page 55
Do you want to turn left?
Go to page 29
5
Something shines on the dungeon floor!
Go to page 31
Do you want to turn right?
Go to page 30
6
It’s a trap!
Go to page 84
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CORRIDOR: TURNING RIGHT
YOU SEE SOMETHING!
For some reason the light always seems to be brighter every time you turn right. Is that how this dungeon was created? Maybe always turning right means that you are on the right way to your goal?
What is that? Is that an item, a potion, some gold? At least it is not a monster! Do you want to check out the item in front of you? If not – keep walking. Go to page 26.
Or maybe not... Soon you see something ahead. What is it?
A
Roll your dice.
1
It’s a trap!
Go to page 84
2 or 3
The corridor turns again.
Go to page 28
4
Something shines on the dungeon floor!
Go to page 31
5 or 6
Something walks your way.
Go to page 55
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Otherwise, examine the item. Roll the dice.
1
You find an ITEM
Go to page 77
2
You find a POTION
Go to page 75
3
You find a WEAPON
Go to page 78
4
It’s a trap!
Go to page 84
5
You find one piece of GOLD.
Go to page 26
6
A trap-door to a Mysterious Passage...
Go to page 74
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A DOOR The door in front of you is moldy, but obviously still in use. The rusty hinges seem to squeak even when t hey are not moving. Do you want to take the risk of encountering a monster by opening the door – or turn back? It is your choice. Either go back to the corridor ( go to page 26), or try to open the door. Roll the dice.
The door is locked.
Go to page 34
3, 4 or 5 The door opens into a room.
Go to page 35
6
Go to page 84
1 or 2
It’s a trap!
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A LOCKED DOOR The door is locked. Not strange, when you think about all the treasures that could be hidden inside! You can not hear anything from inside – maybe it is a huge archive of magic books, gold from a hidden mine – or maybe the insides hold a sleeping monster?
ROOMS You enter the room. But what kind of room is this? Does it hold monsters or treasures? Are there any more exits that you can escape through, if you end up in a fight – or is it simply an empty closet? Your eyes gets used to the dim light in the room.
If you want to leave the room to its silence, then go back to the corridor (go to page 26).
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If you have the LOCKPICK ITEM and want to use it to open the door, go to page 35. If you do not have this item, you can use your strength to push the door open. Roll the dice!
4 Roll the dice.
If the number is lower or equal to your HP (without any weapon modifier), the door squeaks, the lock breaks and the door opens.
Go to page 35.
If the number is higher than your HP, you fail at breaking the door open.
Go back to the corridor, page 26.
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1
A small room
Go to page 36
2
A large room
Go to page 37
3
A big hall
Go to page 39
4
A merchant’s office
Go to page 40
5
A secret dungeon cell
Go to page 48
6
A stairway
Go to page 52
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A SMALL ROOM
A LARGE ROOM
This small room is lit by one small torch on the opposite side.
A larger room that seems to hold many secrets.
There are no other entries to the room, and the shadows play games with your eyes. You can not really see if the room is empty – or holds treasures or fearsome beasts!
There are paintings on the walls, a few torches spread out.
You rub your eyes and search your inner strength to find out what lurks in the dark.
The shadows are dancing, and you can almost see movements. Or does your mind just play tricks on you? Is there someone – or something – here? A sound is heard – a scratchy sound, like a rat. Or a monster! You have a feeling that you are not alone.
Roll the dice.
1 or 2
You see a chest by the wall.
Go to page 43
3 or 4
There is a monster in here!
Go to page 55
5
A merchant looks up from behind a desk.
Go to page 40
6
The room is completely empty. You turn back to the corridor again.
Go to page 26
Roll the dice.
1 or 2
You see a small chest. The rest of the room is empty.
Go to page 43
3 or 4
There is a monster here!
Go to page 55
5
The room looks empty, save a shiny item on the floor.
Go to page 31
You hear a click...
Go to page 84
6
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A BIG HALL This huge hall is impressive. It is lit by oil lamps and torches in the further areas. Mostly, it looks much cleaner and proper than any other part of the dungeon you have seen so far. This must be an important room – at least for someone. This is the time t o start looking for clues! You have a quest to solve and this room might have something to do with it. You move into the room, even though you can not clearly see what the darkness behind the tall pillars hold...
Roll the dice.
1
A clue!
Go to page 54
2
There is someone here!
Go to page 55
3
A merchant sits behind a desk, deep inside the hall.
Go to page 40
4
Oh no! A trap!
Go to page 84
5
The room holds nothing of value, but there is another door.
Go to page 32
There is a dusty chest in the corner.
Go to page 43
6
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A MERCHANT In front of you is a merchant. He looks up from his dusty desk, filled with books and lit only with a small candle – so small it almost doesn’t help the merchant with his writing. The merchant adjusts his greasy thick glasses and looks up at you. He greets you welcome to his domain, and asks the purpose of your visit. You have three choices. Either check out his items, leave him alone and go back to the corridor – or rob him. If you decide to leave him alone, go back to the corridor ( page 26). If you want to take your fighting chance and rob him – go to page 86. If you rather want to trade with him – lets find out what kind of merchant he is.
Roll the dice.
1 or 2
This merchant trades magic potions.
Go to page 44
3 or 4
This merchant trades weapons.
Go to page 45
5 or 6
This merchant trades interesting items.
Go to page 46
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A CHEST The chest in front of you is made of wood with metal sidings. The lock seems sturdy, even though it is rusty and obviously has not been opened for years. One has to be careful with chests in dungeons – they can either hold gold and treasures – or traps! What do you want to do? Try to open the chest – or go back to the corridor? If you choose to go back, turn to page 26, otherwise...
j Roll the dice.
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1, 2 or 3 The chest breaks open, and in it lies a treasure...
Go to page 79
4
The horror! A trap!
Go to page 84
5
Amazing! You find a clue!
Go to page 54
6
The dusty chest is empty. Go back to the corridor.
Go to page 26
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A MERCHANT: MAGIC POTIONS
A MERCHANT: WEAPONS
The merchant presents his goods – bottles and jars with different kinds of magic potions. Drink the blue one and your health is restored – drink the red one and your fighting skill will increase. There are so many different potions – most of them useless for your adventure though – as the forest growing, farming and rain making potions.
This merchant holds a good selection of weapons. Some of t hem are useless for you – as the lances, bigger axes and other clumsy things that would have no use in the dungeon. But his selection of daggers and swords are impressive, and you decide to at least have a short look.
But there are others to choose from. If you want to buy one of these potions, then remove the amount of GOLD from your Character sheet and write down the potion on the sheet. You can only have ONE (1) MAGIC POTION at each time. You can SELL any potion you have with you now to t he merchant. You receive half the price on the list. Check the appropriate page to read more about the potion. When you are finished with your shopping – go back to the corridor at page 26.
If you want to buy a weapon from this merchant, then deduct the amount of GOLD from your Character sheet. Then add t he WEAPON to your Character sheet. Remember that you can only hold ONE (1) WEAPON at the time.
HEALTH POTION
Cost 4
Page 95
DOUBLE HEALTH POTION
Cost 8
Page 97
FIGHT SKILL POTION
Cost 6
Page 96
ANTI-GOBLIN POTION
Cost 2
Page 95
ANTI-SKELETON POTION
Cost 4
Page 95
ANTI-MONSTER POTION
Cost 12
Page 96
LUCKY STRIKE POTION
Cost 4
Page 97
LUCKY TRAP POTION
Cost 6
Page 98
FLYING POTION
Cost 8
Page 98
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You can also SELL any current weapon that you carry, to the merchant for half the price. You can read more about the weapons on each weapon’s page. When you are finished with your shopping – go back to the corridor at page 26.
DAGGER
HP+1
Cost 4
Page 99
SWORD
HP+2
Cost 6
Page 99
AXE
HP+3
Cost 10
Page 99
MORNING STAR
HP+4
Cost 14
Page 100
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A MERCHANT: ITEMS The merchant in front of you deals with trinkets and things. Behind him is a bookshelf filled with curious items – magic and not magic, dangerous or sometimes completely harmless.
Check each item’s page for more information on that item. When you are finished with your shopping – go back to the corridor at page 26.
If you want to buy an I TEM from this merchant, then check the price list, deduct the amount of GOLD from your Character sheet and then add the item to your Character sheet. Remember that you can only hold ONE (1) IT EM at the time. You can also SELL any item you currently hold at half the price.
46
HEALTH RING
HP+1
Cost 4
Page 91
FIGHTER’S NECKLACE
HP+1
Cost 4
Page 91
LOCKPICK
Cost 6
Page 90
BOOK OF CLUES
Cost 14
Page 92
THE SECRET DOOR MAP
Cost 12
Page 93
THE TRAP RING
Cost 10
Page 91
SKELETON KEY
Cost 6
Page 94
GOBLIN BOMB
Cost 4
Page 92
MONSTER RING
Cost 8
Page 93
ROPE
Cost 8
Page 94
47
A SECRET DUNGEON CELL The dark, smelly, disgusting cell has not been opened for ages! How could anyone survive in a tiny stone-wall prison like this? There are skeleton parts on the floor, suggesting that no one can. But the little light from the corridor creates movements in the shadows. Is there actually something in here? Lets find out. Roll the dice.
1, 2 or 3 The cell is empty. You leave the cell.
Go to page 26
4, 5 or 6 There is someone here!
Read below
o THE SECRET DUNGEON CELL: PRISONER The prisoner screams when he sees you! It must have been years since this door was last opened. How did he survive? With ripped clothes and a thin skinny body, the prisoner stands up. Are you a threat, or a savior? It is difficult to know in these dungeons. How does the survivor react? Is he too crazy by his time in the cell – or is he simply happy t o be rescued? Roll the dice.
1, 2 or 3 The survivor attacks you.
Go to page 51
4, 5 or 6 The prisoner smiles and starts to talk.
Go to page 50
48
49
THE PRISONER
THE PRISONER ATTACKS!
He tells you a story similar to your own – an adventurer on a quest, searching for the clues to help your Kingdom, the King and your world to prosper. But he was caught by t he goblins and thrown into this cell. This was years ago – he doesn’t even remember what the quest was anymore.
Scared of what the outside brings – the prisoner has become too used to his miserable life in the cell and can not be reasoned with. He attacks you head on – you have to fight him.
PRISONER
But he does have one thing... Before he ask you what way you came from – he gives you t his thing that might help you on your own adventure. What is it?
HP 3
If you survive the fight, turn to page 73.
Roll the dice.
1 or 2
An item
Go to page 77
3 or 4
A magic potion
Go to page 75
5
A weapon
Go to page 78
6
A clue!
Go to page 54
50
51
A STAIRWAY You enter a stairway – of course leading further down into the darkness of the dungeon. As you walk down the stone steps, you hear rattling chains and muffled growls. Deep inside the mountain lurks the most fearsome and evil monsters. But there might also be a better chance of finding the clues to help you solve your quest. It is dark and moist – slippery and dangerous. The stairway ends in another corridor. But beside you, at the foot of the stairs, lies something... Roll the dice.
1, 2 or 3 A clue!
Go to page 54
4
An item...
Go to page 77
5
A magic potion...
Go to page 75
6
A weapon...
Go to page 78
52
53
A CLUE! You are lucky – you find a clue! Your journey sooner or later leads to its end. In front of you is a piece of the puzzle to end your adventure – but it is not over yet!
A MEETING From the darkness emerges a body. You can not see clearly at first – the light is dim, but you are prepared for a fight, just in case. But you also know that the underground does have some interesting people – as merchants and other adventurers. And maybe, just maybe, this person – or thing – might know something about your own quest! Lets find out... Roll the dice.
1
You meet a GOBLIN
Go to page 60
2
You meet a SKELETON
Go to page 61
If this is the first time you get a clue – then mark 1 in the CLUE box on your Character sheet.
3
You meet a DEATH WARRIOR
Go to page 62
4
You meet a SORCERER
Go to page 64
If this is the second time you get a clue – then mark 2 in the CLUE box on your Character sheet.
5
You meet a CHIMERA
Go to page 65
6
You meet an ADVENTURER
Go to page 66
If this is the third time you get a clue – then mark 3 in the CLUE box on your Character sheet. Depending on which quest you are on, the clues are different. Check the two QUEST BOXES on your Character sheet, and then turn to the correct page.
If the first number is 1 or 2, then turn to page 56. If the first number is 3 or 4, then turn to page 57. If the first number is 5 or 6, then turn to page 58.
54
55
CLUE: FIND... You are close to finding what you are searching for. A piece of a map gives you some peace in mind – it is both proof that the underground is not completely changing, and also that the item you look for is down here somewhere. If this is not your third clue, then turn back to the corridor and search for what is missing in the puzzle. Go to page 26 . If this is your t hird clue (check your CLUE BOX on your Character Sheet), then go to the page as shown below.
Check what your QUEST BOXES say, and turn to the correct page: 11, 12, 21 or 22 then turn to page 101. 13, 14, 23 or 24 then turn to page 102. 15, 16, 25 or 26 then turn to page 103.
CLUE: KILL... Finding your target has proved more difficult than you thought – but the small clue in front of you is at least one more piece of the puzzle. It is a piece of a pergament, describing where the target resides. If this is not your third clue, then go back to the corridor, and page 26. If this is your t hird clue (check your CLUE BOX on your Character Sheet), then go to the page as shown below. Check what your QUEST BOXES say, and turn to the correct page: 31 or 41 then turn to page 104. 32, 33, 42 or 43 then turn to page 105. 34 or 44 then turn to page 106. 35, 36, 45 or 46 then turn to page 107.
56
57
CLUE: RESCUE... The dungeon is filled with prison cells, small jails and barred doors that hold skeletons from dead adventurers and other creatures, unlucky enough to have died in captivity. But somewhere in these dungeons are also what you seek to save! But where? The clue in front of you, a piece of a stone plate, talks about a dungeon deeper down into the mountain. That’s where you have to go. If this is not your third clue, then go back to the corridor.
Turn to page 26. If this is your t hird clue (check your CLUE BOX on your Character Sheet), then go to the page as shown below. Check what your QUEST BOXES say, and turn to the correct page: 51, 52, 61 or 62 then turn to page 108. 53, 54, 63 or 64 then turn to page 109. 55, 56, 65 or 66 then turn to page 110.
58
59
GOBLIN
SKELETON
The tiny Goblin is maybe more surprised to see you, than you him. But still, he is prepared to fight!
The Skeleton looks more agile than you thought a skeleton could look. This monster looks terrifying!
The Goblin draws his dagger. You can choose to escape. But greedy Goblins can always be bribed.
The Skeleton attacks you. You can choose to escape.
If you want to to run away, then remove 1 HP from your HIT POIN TS and turn to page 26.
If you choose to escape, then remove 1 HP from your HIT POI NTS and turn to page 26.
If you want to bribe the Goblin, then remove 2 GOLD. Turn to page 26. Otherwise – stay and fight:
GOBLIN
HP 2
If you survive the beast, turn to page 69.
Otherwise – stay and fight:
SKELETON
HP 3
If you survive the beast, turn to page 69.
60
61
DEATH WARRIOR The fearsome Death Warriors that dwell underground are not beasts one wants to meet. But you have – and now you do not have many options. The dark sword in the Death Warrior’s hand seems to be heavy, but he swings it with ease. You can choose to escape. If you choose to escape, then remove 1 HP from your HIT POI NTS and turn to page 26. Otherwise – stay and fight: A Death Warrior’s powerful weapon does 2 HP in damage.
DEATH WARRIOR
HP 4
If you survive, turn to page 69.
I 62
63
SORCERER
CHIMERA
You meet a Sorcerer! All magicians are not dangerous – but most are. Especially down here in the dungeons. The magic curls around his hands and arms as shiny snakes.
The worst creature you can meet in the dungeons is the Chimera. And in front of you is just that enormous beast. The eyes glows like red fire. Its only drawback is its size. You have the chance to escape.
You can choose to escape.
If you choose to escape, then remove 1 HP from your HIT POI NTS and turn to page 26.
If you choose to escape, then remove 1 HP from your HIT POI NTS and turn to page 26. You can also try to talk to the wizard. If you want to try t o reason with him, turn to page 67.
Otherwise – stay and fight: When fighting a Chimera, his magic eyes makes your skill weak. You can not add more than maximum of +2 weapon modifier during this fight (and of course never more than your weapon, if any). A Chimera also does 2 HP in damage.
CHIMERA
HP 6
If you survive, turn to page 69.
Otherwise – stay and fight: When fighting a Sorcerer, his magic makes your skill weak. You can not add more than maximum of +1 weapon modifier during this fight (and of course never more than your weapon, if any).
SORCERER
HP 5
If you survive, turn to page 71.
64
65
ADVENTURER
TRY TALKING TO: SORCERER
Other eager adventurers have also chosen to risk their lives in t he dungeons. Some come out from the mountain with millions in gold – some die burned by dragon fire or drowning in the lizard pits.
You try to talk to the Sorcerer. It is not unheard of – some of these underground wizards are quite interested in chit-chats with the local adventurers, to find out the news of the outside world.
In front of you stands one of these young foolish few.
Though – some are not as eager to talk. Lets see what this wizard has in mind...
Do you want to talk to the adventurer? Turn to page 70. If you want to turn back, without a word, then turn to page 26.
Roll the dice.
Otherwise – stay and fight: 1, 2 or 3 He wants to talk to you ADVENTURER
HP 3
Go to page 89
Go to page 64 4, 5 or 6 He does not want to talk to you (but you can not use the option of talking again)
If you survive, turn to page 73.
66
67
SURVIVING: BEAST In front of you lies the dead beast. You carefully look around to see that no other evil monster lurks in the darkness. Luckily – you seem to be alone. For now! You quickly go through the pockets, bags and trashy clothes-pieces that the monster dragged with it. Roll the dice.
68
1
You find nothing
Go to page 26
2 or 3
You find some GOLD. Roll the dice again. This is the amount of Gold you can add to Character sheet.
Go to page 26
4
You find an ITEM
Go to page 77
5
You find a POTION
Go to page 75
6
You find a WEAPON
Go to page 78
69
TALKING TO: ADVENTURER
SURVIVING: SORCERER
The adventurer tells about the beasts he killed, the treasures he found and the dangers he has coped with. But still – there is something he has not found. The exit! And you know, as well as he, that the cave you entered through is of no use anymore. There has to be another exit.
The evil wizard is dead! Finally. Even in death, the wizard oozes magic. Carefully, you lift up the robes and go through the pockets of the Sorcerer. Somewhere there might be some treasures. Yes! His gold purse! Roll the dice. You find this amount of GOLD in his pockets. Write this down on your Character sheet. You go through the rest of the Sorcerer’s pockets. Roll the dice again.
The adventurer shows you a map that he has drawn during his journey. You recognize a few of the places – and as you discuss you both understand that an exit is more likely to be further down than anywhere else. He thanks you for your advice and hurries on.
1, 2 or 3 You find a magic POTION
Go to page 75
4 or 5
You find a CLUE
Go to page 54
6
You find more GOLD Roll the dice again. Add 5 to the amount and add this to the Character sheet.
Go to page 26
But before he leaves, he turns to his pockets and gives you a token of his appreciation. Roll the dice.
1 or 2
The Adventurer gives you 1 GOLD
Go to page 26
3
The Adventurer gives you an ITEM
Go to page 77
4
The Adventurer gives you a POTION
Go to page 75
5
The Adventurer gives you a WEAPON
Go to page 78
6
The Adventurer gives you a CLUE
Go to page 54
70
71
SURVIVING: CHIMERA
SURVIVING
The evil Chimera is dead!
Killing something that is not a monster, is never fun. But at least you know that your kind can have some important items in the pockets.
Something amazing happens. The Chimera vaporizes in front of you. The green smoke floods your nose – you feel powerful, you feel strong. You HEAL and feel very powerful. Add 2 HI T POINTS to your Character sheet.
You search the pockets and bags for treasures. Roll the dice. This is the amount of GOLD you find. Add this to your Character sheet.
Where the corpse of the Chimera was, you can now see a treasure! Finally a reward for all the hardship you have been through.
Turn to page 79.
Roll the dice again.
72
1
You find nothing more.
Go to page 26
2
You find some more GOLD. Roll the dice again. This is the amount of Gold you can add to the Character Sheet.
Go to page 26
3 or 4
You find a WEAPON
Go to page 78
5
You find an ITEM
Go to page 77
6
You find a POTION
Go to page 75
73
MYSTERIOUS PASSAGE
A POTION
You spot a dark shadow figure by an underground river. As he turns, you can see it is a skeleton with a huge sword by his side. But instead of attacking you, he holds out his hand – asking for the toll fee to pass the river.
A potion in a small bottle – magic! If you want to bring the potion with you, then remove any potion you currently carry, and add the new one on your Character sheet.
Do you want to pay him and pass to the other side, or turn around?
If you pay him, deduct 1 Gold.
Go to page 86
If you choose to turn around:
Go to page 26
If you choose to attack him:
Go to page 88
What type of potion is it? Roll the dice.
1
HEALTH POTION
( Page 95)
2
FIGHT SKILL POTION
( Page 96)
3
LUCKY STRIKE POTION
( Page 97)
4-5
LUCKY TRAP POTION
( Page 98)
6
FLYING POTION
( Page 98)
When you are done, return to the corridor at page 26.
74
75
AN ITEM A nice little item – sometimes, you get lucky! If you want to bring the item with you, remove any item you currently carry with you, and add this new one on your Character sheet. What type of item is it?
Roll your dice.
HP+1
(Page 91)
1
HEALTH RING
2
LOCKPICK
( Page 90)
3
THE SECRET DOOR MAP
( Page 93)
4
THE TRAP RING
(Page 91)
5-6
ROPE
(Page 94)
When you are done, return to the corridor at page 26.
76
77
A WEAPO W EAPON N
TREASUR TRE ASURE! E!
A weapon. Rusty, and old. But it still looks sharp and good enough to kill with! If you want to take the weapon, then remove any weapon you currently carry and add this new weapon to your Character sheet. What weapon is it? Roll the dice.
In front of you lies a treasure! Finally something that made it worth exploring these dangerous hallways. The glow from the torches makes the treasure sparkle. sparkle. Lets find out how big it is, and what it contains.
1, 2 or 3 DAGGER
HP +1
( Page 99)
4 or 5
SWORD
HP +2
( Page 99)
6
AXE
HP +3
(Page 99)
When you are done, go back to the corridor at page 26 .
Roll the dice.
78
1, 2 or 3 A tiny treasure treasure
Go to page 80
4 or 5
A large treasure
Go to page 81
6
A huge treasure
Go to page 82
79
A TINY T INY TREASURE TREA SURE
A LARGE L ARGE TREASUR TRE ASURE E
There is not much of value in this treasue.
This is a fairly large treasure.
After going through the contents, you see that most is brass, old copper rings (mostly green) and some iron utensils.
Most of the contents is actually valuable, and you see some interesting items as well. It is almost difficult to choose what you should bring!
But here and there is a gold coin, and maybe even some useful items.
Roll the dice. Add 5 to the amount.
Lets see what you can gather from this tiny treasure.
The total is the amount of GOLD you should add to your Character sheet.
Roll the dice. This is the amount of GOLD you find. Add it to your GOLD box on the Character sheet.
Now roll the dice again.
1, 2, 3 or 4
You find an item
Go to page 77
5 or 6
You find a potion
Go to page 75
Now roll the dice again.
1, 2 or 3 You find find an item
Go to page 77
4 or 5
You find a potion
Go to page 75
6
You find nothing more
Go to page 26
80
81
A HUGE TREASURE It is amazing what some monsters store away in this damp dungeon – only for adventurers to pick up on their journeys! What lies in front of you is a really big treasure with several items and potions – and if you look closely, there might even be a clue to your quest! There might even be a working weapon. Lets see what you find. Roll the dice. Add 10 to the amount. The total is the amount of GOLD you should add to your Character sheet. You also find something else.
Roll the dice again.
1 or 2
You find an item
Go to page 77
3 or 4
You find a potion
Go to page 75
5
You find a weapon
Go to page 78
6
You find a clue!
Go to page 54
82
83
A TRAP!
DUNGEON!
The underground is filled with traps. You should know this. But carelessly, you have managed to trip one of these traps. At a moment, you feel a shiver – maybe it is poisoned? Do you have a TRAP RING I TEM? If so, the item magically resets the trap and you are safe! Go to page 26. If you have a LUCKY TRAP POTION and want to drink it, then use it (discard it) and go to page 26. What type of trap is it, and how much damage did you take? Roll the dice.
You hit the dungeon floor with a thump. Rats, skeletons and old rags are scattered around the tiny cell. There is no obvious way out. You loose 2 HP. If you are still alive, keep reading – otherwise you die and your journey ends here. Still alive? Great... The room has four stone walls and the only door that you can see is the trap door above you. Without a rope, you can not climb up. Do you have a ROPE? If so – go to page 26. Do you have a FLYING POTION and you want to use it – then discard it and go to page 26.
1, 2 or 3 It is a small nail trap that hit your hands. You loose 1 HP. 4 or 5
The trap releases a stone that hits your head. You loose 2 HP.
6
You fall through the floor! The fall ends in a dungeon.
Do you have the SECRET DOOR MAP and want to use it – then discard it and go to page 26. If you have neither of these things, you can t ry to search for a way out.
Go to page 85
Roll the dice.
If you are still here – and not dead (HP 1 or more left), then turn to 26.
1 or 2
You find a secret door!
Go to page 26
If you died from the trap, your journey is over. The game ends here.
3 or 4
You find a rope! Note it on your Character Sheet.
Go to page 26
5 or 6
There is no secret door. If you have no rope or flying potion, your journey ends here.
B C
The game is over.
84
85
MYSTERIOUS PASSAGE: PASSING You pay the skeleton (remember to deduct 1 Gold). He allows you to enter his small wooden boat. You wait for a few minutes, and then he starts to push the ship – using a large pole – over to the other side. On the other side, you can see something in the shadows. What is it? Roll your dice...
1
You can see an item
Go to page 77
2
You can see a potion
Go to page 75
3
You can see a weapon
Go to page 78
4
You can see another adventurer Go to page 66
5
You can see a monster
Go to page 55
6
You find a clue!
Go to page 54
k MERCHANT: FIGHTING The Merchant is not happy with your decision, but draws his dagger and prepares to fight you.
MERCHANT
HP: 3
If you win, go to page 73 .
86
87
MYSTERIOUS SKELETON The Mysterious Skeleton is surprised, but quickly draws his weapon. It is bigger and most certainly stronger, than a regular skeleton. You still have the opportunity to escape. If you do so, remove 1 H P from your HIT POINTS and turn to page 26.
TALKING TO: SORCERER The sorcerer is a bit surprised when you start t o talk. He is not used to adventurers that speak – but instead flee in terror, when they meet him. The magician is proud and boastful – but after a small conversation he is ready to trade with you – if you want to.
As the fight is about to start, the Mysterious Skeleton sets the boat adrift. You can no longer use it to pass.
If you want to attack the sorcerer, then turn back to page 64 . If you rather want to end the conversation and leave, without trading, then go to page 26. If you chose to trade, you can sell the same items that he offers you – but to half the price. When you are done trading, return to page 26.
Stay and fight:
MYSTERIOUS SKELETON
HP 5
If you survive the beast, turn to page 69.
88
LOCKPICK
Cost 8
( Page 90)
THE SECRET DOOR MAP
Cost 14
( Page 93)
ROPE
Cost 10
( Page 94)
HEALTH POTION
Cost 6
( Page 95)
ANTI-SKELETON POTION
Cost 6
( Page 95)
LUCKY TRAP POTION
Cost 8
( Page 98)
89
ITEMS THE LOCKPICK ITEM
HEALTH RING
This small iron ring does not look much to the world – but you can add ONE (1) extra HP to your HIT POINTS as long as you wear it.
The LOCKPICK is a small piece of metal, used to pick locks. It works on almost all the locks – however, you need to be careful! If too much force is used, the lock pick can break. If you want to use your LOCKPICK, then roll the dice and add your HP -1 (without any weapon modifier). If the value is lower or equal to zero (0), then treat this as 1. 1-4
The door opens – go to page 35 .
5
The door can not be opened, even with this item. You can try to open it by force ( go back to page 34) or leave it be ( go to page 26).
6
The LOCKPICK breaks. Remove it from your item list on your Character sheet. The door is still locked. You can try to open it by force ( go back to page 34) or leave it be ( go to page 26).
THE TRAP RING
All traps in the underground has a fail safe – and this little item makes it possible for you to save yourself, by using this fail safe! You can only use it once, and only when you have triggered a trap. After using it, discard it from your item list.
FIGHTER’S NECKLACE
The FIGHTER´S NECKLACE is a beautiful chain of gold, filled with nice gems. But it is not only nice to l ook at – it also gives you ONE (1) additional HP during fights. This modifier is only added on top of your fight modifier – not on your overall Hit Points (HP).
90
91
BOOK OF CLUES
MONSTER RING
The BOOF OF CLUES is an amazing collection of knowledge, collected through generations. In these pages you will find ONE CLUE. When you have read it, you can discard it (remove it from your Character Sheet).
The MONSTER RING is a very powerful item. All Monsters (Goblins, Skeletons, Death Warriors and even Chimeras) fear you and choose not to engage in combat.
After reading the book, INCREASE the value in your CLUE box and go to page 54.
Treat each fight against any of these beasts as a win. However, it only works once. When you want to use it, treat the fight as a win and discard the item.
THE SECRET DOOR MAP
When searching for a secret door – this map always helps! At least once. You can only use it to look for a secret door and only when prompted to do so. Use it as described in the text, and then discard it.
GOBLIN BOMB
The GOBLIN BOMB isn’t really a bomb – it is a small medallion in the shape of one. But it keeps the Goblins at arms length. As soon as a goblin sees you, they run away, screaming in fear. If you meet a Goblin, you immediately win the fight. This only works against Goblins, and as lon g as you wear the item.
92
93
SKELETON KEY
The SKELETON KEY is an amazing item – all Skeletons vanish from the site! As soon as you encounter a Skeleton – it instantly disappears. You do not have to fight any Skeletons as long as you carry this key and you immediately win the fight.
POTIONS HEALTH POTION
The HEALTH POTION adds TWO (2) HP to your H IT POINTS. Increase your HIT POINT value on the Character sheet and discard the item from your potion list. You can not raise your HIT POINTS (HP) to a higher value than 6, with this potion.
ROPE
A ROPE is necessary sometimes. Especially if you have ended up in a pit and can not get up. Or down! Use the rope as instructed in t he text. ANTI-SKELETON POTION
The ANTI-SKELETON POTION is thrown at the Skeleton when it emerges from the shadows. Use it once on a Skeleton to have it disappear. Treat the fight as a win and discard the potion.
ANTI-GOBLIN POTION
The ANTI-GOBLIN POTION is thrown at the Goblin when he attacks. Use it once on a Goblin to have it disappear. Treat the fight as a win and discard the potion.
94
95
ANTI-MONSTER POTION
DOUBLE HEALTH POTION
The ANTI-MONSTER POTION is thrown at a Skeleton, Goblin, Death Warrior or Chimera. Use it once on the monster to have it disappear. Treat the fight as a win and discard the potion.
The DOUBLE HEALTH POTION adds FOUR (4) HP to your HIT POINTS. Increase your HIT POINT value on the Character sheet and discard the item from your potion list.
FIGHT SKILL POTION
You can not raise your HIT POINTS (HP) to a higher value than 6, with this potion.
The FIGHT SK ILL POTION can be used in one battle of your own choice. Drink it during the battle, and you can add TWO (2) HP to your Fight skill modifier during this fight. When the fight is over, the item is removed and your Fight skill is back to normal.
LUCKY STRIKE POTION
The LUCKY STRIKE POTION wins any battle! If you feel that the fight is not going your way – drink this potion and be done with it! Treat the fight as a win and discard the item.
96
97
LUCKY TRAP POTION
All traps are not in perfect working order – and this potion takes that into consideration. At an instance where you triggered a trap, drink this potion and the trap will not be released. Discard the item and follow the instructions.
WEAPONS DAGGER
The dagger is a simple, but effective, weapon. It is common in the dungeon, mostly because it is small and light. Modifier: HP +1
FLYING POTION
Sometimes it is needed to defy gravity. Drink this potion and fly up when needed. Since the dungeon usually has a low ceiling, only use this potion if you are prompted to do so.
SWORD
A sharp sword might be the difference between life and death in the dark dungeon! With this shiny steel weapon you have a much better chance of winning the battles against the evil monsters. Modifier: HP +2
AXE
More powerful than the sword: the axe. Swing it, and your opponents flees in fear. With this weapon, you can handle almost all the fearsome beasts you will meet in the dungeon. Modifier: HP +3
98
99
MORNING STAR
THE END: FINDING THE KEY
The most powerful weapon you can carry: the morning star. A dangerous piece of metal, created for the knights of the Kingdom. First forged by the dwarves, later created by the King’s own black smiths. Now, it is in your hands. No monster is strong enough for you now. Modifier: HP +4
Finally - after hours, days, of hunting through the dungeons, it is there in front of you. The Key to the magic cabinet. The King has searched for this item for years. The cabinet is sealed with magic locks, impossible to break through with force. Only the right key will unlock it. The war has raged on, and now the magic potions are needed on the battle field. You put the small key in your pocket and tries to remember the way out. But you hear somthing! The Guardian of the Key has heard you!
Turn to page 113.
THE END: FINDING THE SWORD It has been long hours in the dungeon, but at last the Sword of Conjuring is in your grasp. With it, you will become the King´s most important Knight, and will save the Kingdom from the evil Dragons. But as you take the sword, an evil spirit rises.
Turn to page 113.
100
101
THE END: FINDING THE CRYSTAL The dragons that are attacking the kingdom will never be defeated without the Magic Crystal. With it the King´s Wizard stand a fighting change. Now, it is in your hands. Glowing with a faint dark blue light, almost like a small star. As you put the crystal in your bag, you can see a shadow figure in the distance. You now see that it is the Crystal’s genie!
Turn to page 113.
THE END: FINDING THE BOOK You have found the book! The Book of the Valiant! It is crucial to your King’s war. With the book he can train his knights to be the strongest in the known world. Not even dragons can stop them now. You carefully pack the book and turn around – only to see a beast!
Turn to page 113.
THE END: FINDING THE FORMULA Trinkets, bottles, flasks – and there, the Magic Formula of Wingkeeper. Rolled in a tiny glass is the paper with the magic text. The King´s Wizard will use it and the Dragons will drop from the sky. Or so he says...
THE END: FINDING THE TREASURE There it is - the biggest, largest, greatest treasure of the dungeons. Just in front of you – in a big crate.
But almost when you’re out of the chamber, a beast arrives!
With the vast amount of gold and gems, the King will be able to afford more warriors. But as you fill your bags with gold, a monster arrives!
Turn to page 113.
Turn to page 113.
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THE END: KILLING THE MONSTER
THE END: KILLING THE DRAGON
You read your last clue – turn the last corner – and see the huge monster sleep in front of your feet.
It has ruled the underworld for decades. A fearful dragon, the oldest of its kind. Now you are standing just a few feet away.
It is truly terrifying – long it has lured in the dungeons – but now it’s final moments are upon it!
You slash your sword, it tries to burn you – but with some l uck you succeed to escape its fire.
The King will grealy award you – if you can kill it...
But the Kingdom is not safe yet. You have to fight the dragon!
Turn to page 113.
Turn to page 113.
THE END: KILLING THE SORCERER He hides in the dungons as a coward – at least, that is what you have heard about the Evil Sourcerer. But now, as he stands in front of you, he doesn’t strike you as a coward at all. He raises his arms and send red flames at you, as you turn your weapon against him. Your final, and most important foe, of the dungeon, the Evil Sorcerer, has to be defeated!
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THE END: KILLING THE KNIGHT Knight of the Dead. Never had you thought that he was this big! But at least he is alone in his large throne room now. The undead armies of the King of the Dead are on the battle fields, fighting your King. Now, it is up to you to finish this, once and for all. As the Knight stands up, you draw your weapon. A fight for life or death. Can you possibly kill this enormous Knight? You have to kill the Knight of the Dead.
Turn to page 113.
THE END: KILLING THE DEMON
THE END: KILLING THE WITCH On the f loor in front of you is a strange woman. You understand, from your clues, that this is who you have been searching for all the time: the Witch of the Mountain. Her spells kills the crops and makes the water undrinkable. Her death will make the Kingdom prosper again.
Dwelling in the darkest abyss of the dungeon – the Demon of the Deep. It has crawled up to face you – the only one foolish enough to tackle this dangerous enemy. You have waited for this moment for so long – and now you want it to count. The Demon of the Deep has to die, and you have to free the world of this terror. And so the fight begins.
Turn to page 113.
You raise your weapon for the death blow. But she is quicker than you, and with in a spell, she magically makes a weapon appear. You now have to kill the Witch of the Mountain.
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THE END: RESCUING THE PRINCESS
THE END: RESCUING THE ADVISOR
The King’s daughter – the Princess Imida – was captured by the monsters from the underground. The last clue lead to her dungeon.
André the Dwarf – the King´s best friend and advisor – was captured by a Sorcerer and brought into the mountain’s deep darkness.
You try the keys you have found in your adventure, the lockpick – but nothing works!
Now you finally stand in front of his cell. You talk to him, finds out where his capturers hid the key, and opens the door.
Finally, you swing your weapon – and the lock breaks open. The princess thanks you, falling into your arms.
You help him sneak out of the dungeon – careful not to alarm any more monsters – or the Sorcerer!
But as you both are trying to escape, her guard arrives. Fight!
But the Sorcerer has heard you! He arrives with his spells ready for destruction. You have to kill the Sorcerer.
Turn to page 113.
Turn to page 113.
THE END: RESCUING THE FARMERS As you turn around the corner, you see the dungeon cells with the twelve farmers – some of them sleeping, some just starring into the oblivion. They see you, and rush to their rescuer.
THE END: RESCUING THE MAGICIAN The master wizard of the Kingdom, Agnolia the Magician was placed lead cage by a monster from the dungeon. He could not perform magic to escape and vanished into the mountain. In front of you is that cage!
You break open the lock and frees them. Together, you all sneak out of the dungons – only to be surprised by the Goblin King!
You break it open. Agnolia hugs you, thanks you for his freedom. And as you hear the monsters return, Agnolia raises his hands – most of the monster’s flee in terror, but the Monster Leader is still there!
Turn to page 113.
Turn to page 113.
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THE END: RESCUING THE PRIEST Berthold the Priest – the theological leader and the most important person in the civil community – was captured by the dungeon beasts. As you break him free from his wooden cage, goblins rush towards you both. Berthold tells about a secret passage – and you swiftly make your way. You are soon both escaping through an unknown stone door in the mountain – but suddenly, a Goblin Master Warrior sneaks up on you!
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THE END: RESCUING THE KNIGHT The only female knight, Angelica, was abducted by demons after a major battle. You crush the lock to her prison door, and she gets free. The leading demon Xemath hears her escape and attacks you!
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THE LAST BATTLE Your last opponent stands in front of you. You know that this will not be an easy battle. But you have no choice. Between you and the outside, the wilderness, is your final fight.
You have to fight one last time:
FINAL OPPONENT
HP: 7
If you kill your last enemy and are still alive, then turn to page 114. If you die, then the adventure ends here...
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THE RETURN OF THE ADVENTURER The King greets you to his court. You have done him – and the whole Kingdom – a wonderful service. Forever, you will be by his right side, as one of his most fearsome and most respected Knight’s.
The adventure took you through dangers and dungeons and you met demons and disaster. But it doesn’t have to end there! As the King t reats his closest friends and allies a wonderful feast, he personally thank you for your efforts. If you want, you can start again and try another quest. Otherwise – close the book, and come back another time...
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The End
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