Warlock 04
Warlock 04
Warlock 04
2
This issue also gives you the opportunity to help decide the future of
Fighting Fantasy. Complete and return the 'Feedback' page and you
might win an autographed set of Gamebooks, as well as help us with
our plans for the future,
If you decide to send back the ‘Feedback’ page, why not include a
Another year of Fighting Fantasy is before us and it looks like being a letter for ‘The Warlock’s Quill’ or a monster for ‘Out of the Pit’? Or you
M O N S T E R ! Lots of new Gamebooks are coming out (see ‘Fighting might like to write an article. Next issue, we will be featuring a Fighting
Fantasy News’), and other related merchandise too. Fantasy adventure written by one of the runners-up in the competition,
along with all the regular features and competitions. Until then, keep
In this issue we feature the winning entry of the Adventure on bashing the orcs.
Competition of Warlock 1 . Congratulations to Paul Struth for creating
The Dervish Stone. We also congratulate Ian McDonald for winning
the Cartoon Competition of Warlock 2 . His wily wizard Arkenor
captures the spirit of the lighter side of Fighting Fantasy and we
needed Cure Light Wound spells cast on us to fix our split sides. We
hope that Arkenor will become a regular feature of Warlock.
Copyright © Steve Jackson and Ian Livingstone, 1985 The Dervish Stone 23
Illustration copyright © the individual artists
All rights reserved by Paul Struth
Except in the United States of America, this publication is sold subject to the condition
that it shall not, byway of trade or otherwise, be lent, re-sold, hired out, or otherwise
circulated without the publisher's prior consent in any form of binding or cover other Warlock 4 Competition
than that in which it is published and without a similar condition including this
condition being imposed on the subsequent purchaser and Crossword Solution 50
3
Beyond the southern limits of human civilization lie endless desert
wastes. Here and there are scattered tribes of squat ape-men and
brutish Neanderthals, but ruling over them all are the C A A R T H .
Legend has it that they are descended from the same lineage as men
and orcs; but where men came from apes and orcs were crossed with
swine, so the C A A R T H were crossed with snakes!
Standing over two metres tall, these evil humanoids have blunt
reptilian heads, crowned with a bony ruff at the back of the neck,
which leads down into a ridged, spined back. Cold eyes bulge from the
top of their snouts, and their mouths are full of needle-like fangs. Their
bodies and limbs are smooth and hairless, but their hands and feet end
in bestial talons. They are highly intelligent, and their knowledge is
said to be as wide as man’s. They are much stronger than men,
however, and are fearless warriors who fight with teeth and talons as
well as with swords, javelins and bows. In their intricate stone cities
hidden in the wastelands, it is said, they are ruled by mighty sorcerers
and high priests, who practise vile demonic rituals and worship the
dreadful snake demon, Sith. What is certain is that the C A A R T H
armies are strong and disciplined, and have spread cruel dominion
over much of the southern lands, taking slaves and high taxes of all
they conquer. They are kept from spreading such a rule further north
only by the more temperate climate, but those who have encountered
C A A R T H war parties have rarely lived to tell of it – their bodies are
This issue we present a blood-curdling selection of monsters that have just usually found much later, staked out on the hot sand to die.
been created by Marc Gascoigne, but are yet to appear in any Fighting
Fantasy Gamebooks. They will, however, be appearing in a book of monsters
due out later this year – a chilling compendium edited by Marc.
DEATH SPIDER
SKILL: 14
STAMINA: 9
Type: Demon
Habitat: Hell, dungeons, ruins
Number Encountered: 1
Reaction: Hatred
Intelligence: Very high
Some demons pass the time by roasting the souls of the damned over
steaming pits of brimstone and sulphur. Others enjoy trying to tempt
holy men, as they fast in the wilderness, with the delights of being evil,
just once. And some stalk the earth as D E A T H S P I D E R S , luring
adventurers to hell as a spider lures a fly. These diabolic creatures
appear as massive grey-black spiders, but instead of normal arachnid
heads they have demonic heads, with a malevolent travesty of a
human face, dripping fangs and stubby horns. Almost five metres
across, they lurk in dungeons and ruins, ready to trap an unwary
explorer.
CAARTH
S K I L L : 10
STAMINA: 11
Type: Humanoid
Habitat: Wilderness, desert
Number Encountered: 2 to 7
Reaction: Hatred When encountered, they will usually be in the centre of, or at least
Intelligence: High close by, a large web. This near-invisible tangle of sticky, silver strands
is the demon’s link with the Realms of the Damned, and is used to
‘With a stifled gasp, the ape-man fell forward, dropping his brandished capture its victims. When it attacks, the D E A T H S P I D E R tries to
club; a throwing-dagger protruded from the small of his back. There bite its opponent, both to inflict damage and to inject a paralysing
was alight step on the stone floor of the ruined temple, and I looked up poison. If its attack succeeds, the adventurer must Test his Luck. If he
into the coldest, cruellest pair of eyes I ever wish to meet . . .’ fails, he is paralysed by the venom, and will be dragged on to the web
From Travels, by the seer Belisarius and bitten until he dies.
4
Once stuck to the web, the corpse oft he dead adventurer, together KRELL
with the D E A T H S P I D E R and its ghostly web, will start to
SKILL: 6
dematerialize, and return to the demon’s plane, where the soul of the
STAMINA: 5
victim can be extracted at its pleasure, and tortured for the rest of
Type: Animal
eternity!
Habitat: Wild- – Forest, jungle
Tame – Towns, and anywhere men are
Number Encountered: Wild – 1 to 6
Tame – 1
Reaction: Friendly/wary
STRANGLE WEED Intelligence: Average
SKILL: 8
STAMINA: 13 Originally found in the steamy jungle of the east, K R E L L are
Type: Plant six-armed ape-like creatures. Covered in thick mats of brown hair,
Habitat: Forests, ruins they are incredibly nimble, and swing dextrously through the trees at
Number Encountered: 1 to 3 great speeds. In the wild, K R E L L are very hard to find, since they are
Reaction: Neutral/unfriendly very shy creatures, who blend into the thick jungle foliage. They live in
Intelligence: Low small family groups, hunting and eating parrots, rats and other small
creatures, as well as fruit and roots.
The main body of the plant grows up to four metres high, and can
easily be mistaken for a real tree-trunk, with its rough, bark-like
surface. From around the top of this thick stem as many as fifty thin
tendrils droop to the ground. The S T R A N G L E W E E D uses them
as a fisherman would, to trap the small creatures it usually lives off.
Each tendril is about six metres long, and ends in a cluster of bright,
pungent-smelling flowers. When an unsuspecting creature stops to
nibble, or disturbs the tendrils in any way, the rest of the creepers lash
around it. Squeezing with prodigious strength, they choke the prey to
death, and then raise it to the top of the stem and squash its juices out
into a shallow hollow, where they are slowly digested over the next few
hours.
5
6
7
Even hardy adventurers often have a difficult time overcoming all the through the right-hand door, you will benefit somehow. Or traps can
monsters they encounter on their quests. But I am sure that many have be complex, requiring more thought than simply choosing one of two
suffered wounds caused not by monsters, but by the devious traps that options. Visual clues in an illustration of a trap can be spotted. Simple
are set inside the Gamebooks. How many have bad memories of the mathematical puzzles can be applied to tricks to make them more
portcullis levers in The Warlock of Firetop Mountain, or the deadly challenging, as in the Statue Room in Deathtrap Dungeon. There is
devices riddled throughout Deathtrap Dungeon? Traps are the perfect obviously plenty of scope for tricks and traps.
obstacles to thwart even the toughest adventurers, since overcoming
them often requires brain instead of brawn. Traps can be applied to doors, floors, tunnels, rooms, stairs and
passageways, and feature arrows, daggers, spears, teleporters,
Traps can be simple – for instance, if you walk through a left-hand chutes, rolling boulders or iron balls, gas, acid, fire, poison – the
door, something unpleasant is going to happen to you, but if you walk possibilities are endless.
As an example, a common trap is a stone which falls down from the Another example is the floor of a room which pivots at its centre and
ceiling when triggered by the opening of a door. deposits the unfortunate adventurer down into lower rooms/pits/
cellars. Wounds may be received as a result of the fall and, even worse,
escape may not be possible if the adventurer does not already possess
a pole or some rope.
8
Tricks can be presented in the form of riddles, rhymes, illusions, However, the adventurer might have found a ring of illusion-detection
animated objects, dialogue, unseen messengers, puzzles and ana- earlier in the adventure, and will be given a chance to see the illusion
grams in or on scrolls, walls, etchings, paintings, carvings, doors, should he or she opt to open the door. Another example might be that
pillars, idols, fountains, ashes, ceilings, floors, chests, chalk, etc. the adventurer walks into a room where there is a lantern. The door
A passageway appears to come to an end at a doorway. The slams shut behind the adventurer and a genie emerges from the
adventurer may be given the options of trying to open the door or lantern. The genie asks the adventurer a riddle which, if answered
walking back down the passageway. The door is in fact an illusion correctly, will benefit the adventurer, but will cause injury, if answered
which has been placed over a pit. If the adventurer tries to open the incorrectly.
door, he or she will fall down the pit and lose S T A M I N A points.
9
10
11
12
13
Dear Warlock,
9. Starship Traveller
8. The Warlock of Firetop Mountain (this low
only because of the maze)
7. Caverns of the Snow Witch
6. The Forest of Doom
Dear Warlock, Dear Warlock, 5. The House of Hell
4. Island of the Lizard King
When I first saw your magazine in a book- I have played Fighting Fantasy for about two 3. The Citadel of Chaos
shop, I was very pleased that someone had years now, and I think that, although the rules 2. City of Thieves
written a magazine all about the Fighting are generally pretty good, they would be And now, drum roll please...
Fantasy Gamebooks. I have all the Fighting improved by the addition of Experience 1. Deathtrap Dungeon!
Fantasy Gamebooks and Sorcery! books. I am points as in Dungeons & Dragons. The Ian, give yourself a pat on the back. Old
eagerly waiting for more. Ever since I bought method I have devised for myself is this. For Sukumvit prepared some really nasty traps
The Warlock of Firetop Mountain, I have been every monster I face (and beat), I determine its and some lovely surprises in this excellent
enthralled by the sheer imagination of the Experience point value and record it. At the book. I staggered through to the sunlight with
books. I have bought some of another make, end of the adventure, I add my scores up and S K I L L 12, L U C K 7 and S T A M I N A 4! I had
but found them only pale shadows of the try to gain enough to rise a level. I determine fifteen dead creatures under my belt, and a
Fighting Fantasy Gamebooks – they are the the value of each creature by the formula thumping headache. Crumbs! I hate that
best, and I mean that. I would rather Warlock 3(x + y) revolting little Trialmaster. When I had to kill
magazine came out every month, but there is 4 Throm I was so cross with the dwarf that I just
so much work to do that I suppose it would be had to kill him as soon as I could.
almost impossible. Congratulations on such where x is the S K I L L and y is the S T A M I N A of Anyway, I'll sign off now. So, until I under-
an excellent magazine and may your S K I L L the creature. For instance, a Goblin (S K I L L 6, stand the rules of Market Mayhem make mine
(at writing Gamebooks) never fail. S T A M I N A 6) has a value of
a Warlock!
3(6 + 6) = 9
The very best of L U C K . 4 Yours, desperate to get my name in print,
Stephen Taylor Patrick Fahy,
Newport, Isle of Wight Having devised this, I gave it a trial run on Epping, Essex
The Warlock of Firetop Mountain. I ended the
Thanks for the praise, Stephen. Your cheque adventure with 297 points.
is in the post! – Ed. I suggest four levels, as shown below.
Level Experience Experience
Title Level Points
Fighter 1 0–500
Dear Warlock,
Warrior 2 501–1000
Champion 3 1001–1500
Please could you alter the Fighting Fantasy Hero 4 1501–2000
rules to make them seem more lifelike. I think
that for every 5 S T A M I N A points lost, 1 The bonuses for each level are:
S K I L L should be deducted. If I was down to 1
S T A M I N A point and still had 10 S K I L L points, Fighter: none
I would be able to fight as well as if I had 24 Warrior: +1 on Attack Strength and –1 on
S T A M I N A points. In real life, if I was hanging Test your Luck dice rolls.
on to life by a piece of cotton, I would not be Champion: +2 on Attack Strength and –2 on
the fittest fighter in the world. Anyway, I just Test your Luck dice rolls. P.S. Hope you like the cartoon of Ian and
thought I would point this out. Hero: +4 on Attack Strength and –4 on Test Steve!
your Luck dice rolls. When sustaining
Yours sincerely, wounds, you only take half damage. Anybody who dares to portray Ian as a bald
Russell Cooper wizard and Steve as a gorilla deserves to stay
Southport, Merseyside Take it or leave it! lost in the Maze of Zagor! But your idea of
S. Wilson rating the Gamebooks inspired us to give other
We receive many letters suggesting changes Sheerness, Kent readers the opportunity to have their say.
to the Fighting Fantasy game system, some of Hence 'Fighting Fantasy Feedback' on page 21.
which we think would improve the ‘realism’. This is a good idea, but it could lead to OK, everybody, let us have it! – Ed.
In fact, loss of S K I L L points as a result of problems. The monsters would have to be-
loss of S T A M I N A points is a rule which has come increasingly tougher in each new
been incorporated in the forthcoming Free- Gamebook, so as to be a challenge to Heroes.
way Fighter. However, Fighting Fantasy is Otherwise the adventures would be too easy.
meant to be very ‘playable’, so that complex However, Fighters going through the same
'rules do not inhibit the excitement and speed adventure are likely to be cut to ribbons in the
of the adventure. But readers are obviously first room. But again, readers can adopt these
welcome to adapt the rules as they wish to advanced rules if they wish – Ed.
suit their own requirements – Ed.
14
Dear Warlock, Dear Warlock,
There is only one thing I want to ask. Why on I’ve bought the first three issues of Warlock
earth is there a box for ‘Initial Magic’ and and frankly I’m disappointed. Ian Livingstone
‘Magic Spells’ in The House of Hell adventure and Steve Jackson are both excellent and
published in Warlock 3? There is no mention experienced gamers and you've got the might
of magic in the rules or the actual game! (But of Puffin and Games Workshop behind you. So
apart from that, I thought the game was why can’t you print some original material?
excellent.) Issue One – A reprint of WoFTM. We’ve
already played that! So what if you've changed
Yours quizzically, the routes to the Warlock; the art and the
Michael Waite locations are still the same.
Dorchester, Dorset Dear Warlock, Issue Two – Caverns of the Snow Witch.
What's the point of printing half an adventure
Aaah . . . er, hum, yes. The answer to that one is I am female and I read Warlock. Is this and then releasing the full version as a FF
simple. In fact it can be summed up in one unusual? It seems to be. I know girls are book?
word: ‘Oooops . . .’ – Ed. ‘supposed’ to read slightly brainless novels Issue Three – House of Hell. Same thing.
and magazines but, believe it or not, there are What a con! Can’t you print adventures by
some of us out here who enjoy sci-fi and other people if the work's too much, instead of
Dear Warlock, fantasy, including RPGs and FF books. wasting our time?
In the third issue of Warlock, all the And for Satan's sake, don't start a ‘Game-
Thank you for producing three excellent competition winners were boys and all letters book Club’.
magazines in the first year. I have all nine published were by boys. Do you receive
Fighting Fantasy books and the three in letters from girls? If so, why not publish Yours (with bah and humbug)
Sorcery! and I am eagerly awaiting The Crown them? I would like to see more women Daniel Clayton
of Kings and House of Hell. I think the best involved in the whole idea of Fighting Fan- Salisbury, Wilts
book is Scorpion Swamp. I didn’t like tasy, as there are those of us who play RPGs
Starship Traveller; I am just not into space and enjoy them. Awww. Just when we were beginning to
adventures (sorry, Steve). Anyway, I have a We don’t all have affixed diet of love stories! think that people actually enjoyed Fighting
suggestion. Fantasy . . . Seriously though, Archmage
Why not hold a Fighting Fantasy conven- Yours hopefully Clayton will now find that Warlock is pub-
tion? There could be talks, and it would allow L. Heilbronn (The Amazon) lishing new adventures sent in by readers so
us adventurers to meet Steve and Ian and talk Maida Vale, London perhaps his time will not be wasted by future
to other FF fans. Also, how about letting us issues. – Ed.
choose some characters as in D&D and print Dear Warlock,
advice in Warlock on how to use them in
adventures? Sorry about the back of this letter (Cairon’s
Anyway, must continue with reference 37 of letter was written on the back of an ‘Entry
Scorpion Swamp . . . Form for Show and Sale of Commercial
Goats’!! – Ed.) Anyway, I thought that, since
Yours excitedly there is a Disneyland in America and there will
Paul Cater Malden, Essex be an Asterix Land in Paris, why not a Fighting
Fantasy Land in Britain? Can you imagine the
A Fighting Fantasy convention! A great idea rides: a Roller Ghoster, Halter Skeletons, a
and one which we took up with the Grand Fang House and a Big Wail!
Wizard at Penguin. He hummed and aahed I’d have it in Aberystwyth.
and mumbled something about ‘Maybe we
could have a special Fighting Fantasy section Yours wraithfully Cairon
at the next Puffin show . . .’ We’ll keep Lewis Tennant
working on him. – Ed. Tregaron, Dyfed
15
Additional Ideas for
Fighting Fantasy: The Introductory Role-playing Game
Fighting Fantasy: The Introductory Role-playing Game was designed Because of this, many areas covered by the more complicated RPGs
to introduce Gamebook readers to the world of the more complicated were left out. Warlock has had many letters from readers and players
Role-playing Games, like Dungeons & Dragons (see Warlock 3), suggesting additional rules for Fighting Fantasy. In the first article,
Warhammer, Traveller, etc. As these RPGs can be quite difficult for the Graeme Davis sets out his own suggestions on how adventurers can
new player, Fighting Fantasy simplified many of the rules and cut out a gain Experience and actually become stronger, or more skilful, the
lot of paperwork, so that players familiar with the Gamebooks could more they play.
start playing with minimum hassle.
16
Here is an example: Zappo the Magician (S K I L L 7, M A G I C 8) has
amassed 80 Experience points. He may now try to roll 8 or more with
two dice in order to increase his M A G I C score, or he may wait until his
Experience point total reaches 140 and attempt to improve his S K I L L .
If he elects to improve his S K I L L , he may not change his mind later on
– he must amass 140 Experience points and attempt to improve his
S K I L L , and may not attempt to improve his M A G I C until he has done
this and then amassed another 80 Experience points.
A suggestion here, should the GamesMaster wish to keep the
necessary checks, is that a Wizard character records two sets of
Experience points – one relating Solely to S K I L L and the other relating
solely to M A G I C . S K I L L Experience would be gained for fighting and
M A G I C Experience for casting spells successfully. The amount of
M A G I C Experience would vary according to the type of spell cast. For a
Creature Copy spell, for example, the Wizard would gain Experience
points equal to the full S K I L L score of the creature copied – but only if
the copy actually killed its original. If not, the Wizard would gain, in
M A G I C Experience points, half the number of S T A M I N A points of
damage which the copy did to its original, provided that this came to Comments
no more than the original's SKILL score. Spells which do not directly
affect an opponent, such as Luck, Skill and Stamina, gain the Wizard by Steve Jackson
only 1 M A G I C Experience point each time they are cast. Defensive
spells, such as Shielding and some types of Illusion, gain the caster Graeme’s suggestions are excellent, and give adventurers a real ‘reason’
M A G I C Experience points equal to the SKILL score of the monster that to be continuing their quests. Their ultimate goal becomes to keep on
the spells were used against, less the number of S T A M I N A points of
improving their characters – a goal which becomes increasingly hard to
damage which the monster managed to inflict upon the Wizard after
achieve. I have only three criticisms of this Experience system:
the spell was cast. These are only general guidelines, and a
GamesMaster should be able to work out appropriate Experience 1. Initial S K I L L or M A G I C can have an unbalancing effect on this
point rates for any spell according to its nature and the way in which method of increasing Experience. A character with an Initial S K I L L of
the Wizard will use it. 7 is at a considerable disadvantage against a character who began
with an Initial S K I L L of 11 or 12. To a certain extent this is ‘the luck of
the draw’ or ‘the lottery of life’, but it seems a little unfair that a
first-time player who happens to roll a S K I L L of 11 is, if an Experience
Scores Above 12 – Legendary Heroes system is being played, as experienced as another player who started
The maximum S K I L L and M A G I C scores a character may have under with a S K I L L of 8 and has fought many battles to reach a similar S K I L L
the Fighting Fantasy rules is 12. Although characters will have to do a
of 11. I would suggest here that, if an Experience system such as
lot of great deeds to gain a score of 12, many will get there sooner or
later. Then the GamesMaster has a problem – where do they go from Graeme's is used, all beginners start of with a S K I L L of 7 or 8 (dice to
here? decide which).
An adventurer wishing to improve a S K I L L or M A G I C score of 12 2. Advancement from 8 to 10 (in S K I L L or M A G I C ) is tough.
must amass 120 Experience points and then roll a total of 12 on two Advancement from 10 to 12 is tougher. But advancement beyond 12
dice. His S K I L L or M A G I C will then increase to 13. To improve from 13 must be almost impossible, since it involves having to roll double 6,
to 14, he must amass 130 Experience points, roll 12 with two dice – and then another roll! But, as Graeme points out, these characters are the
then roll at least 1 or more with an extra die roll. To improve from 14 to stuff of legends. However, there must be scope here for creative
15 needs 140 Experience points, 12 with two dice and 2 or more with
GamesMasters to hide rare treasures around their dungeons which
the third roll, and so on. This will allow progression as far as a score of
will allow modifiers on these Experience rolls – for instance, an
18, which will be extremely difficult to obtain. A character with such a
score will be the stuff of legend. Even in fantasy, such characters are Armband of Strength which will add 2 to Experience rolls. But, as the
very rare indeed. article points out, GamesMasters must resist the temptation to be too
generous here.
3. Personally, I am not in favour of L U C K being included in an
Experience points system. I see L U C K as an unchanging characteris-
Luck tic; you are born either Lucky or Unlucky. Even in a fantasy world, I do
This has been left until last because it functions in a different way to not envisage characters 'becoming luckier' as they go through life.
the S K I L L and M A G I C attributes. A character may be permitted by the S K I L L and M A G I C can be improved through training, experience and
GamesMaster to increase his or her L U C K score in a similar way, with
use; L U C K is not like that. It is not possible to ‘practise your L U C K ’. I
a separate record kept of L U C K Experience points.
Each successful L U C K check might give the character 1 L U C K would keep the Experience system for S K I L L and M A G I C only.
Experience point; alternatively, each successful L U C K check in
combat might be worth 2 L U C K Experience points, while others are
worth only 1. Other situations in which L U C K Experience might be
awarded by the GM are when a character solves a puzzle (L U C K is
often related to intelligence and common sense), finds a secret door
or disarms a trap. Optionally, L U C K Experience might also be awarded
when a character's current L U C K score is increased during the
course of a game, when he or she receives a blessing, for example, or
wins a fight against all the odds. The GM will be able to find many
occasions where a character has been Lucky without actually making
a L U C K check. Because it is not possible to lay down any guidelines for
when this type of L U C K Experience should be awarded, the Games-
Master should be careful not to be too generous. Characters with very
high L U C K scores can sometimes affect the balance of a game as
radically as those with very high S K I L L .
17
MAGIC IN FIGHTING FANTASY
by Tony Smith
Another noticeable omission from the Fighting Fantasy rulebook is magic-users, but simply to keep complexity to a minimum. In this
the use of magic. Adventurers are not given the option of becoming article, Tony Smith describes how GamesMasters may handle magic.
Wizards in the Role-playing Game. Again, this was not to discourage
Magic is hardly touched on by the Fighting Fantasy rulebook. This Casting a Spell
article deals with spells that may be cast by the players at any
Once the spell has been learned, the player may go off and use it when
reasonable time during the game. This magic is not necessarily
necessary. Casting a spell requires two things: deep concentration
instrumental in the completion of the players' quest, but it may
and energy. The energy comes from the caster's body and as a result
certainly help them in their task – and add a little spice to the game.
causes a slight loss of S T A M I N A points, the amount of loss depending
It is the GamesMaster's task to make sure that the players carry out
on the spell. All spells draw energy from the caster, which helps to stop
their quest or adventure within the boundaries laid down by the rules.
the players casting spells over and over again. The concentration
The same is true with magic. But what are the rules governing magic?
aspect means that the caster must not take part in any fight or move at
The game would hardly be well balanced if one member of the party
all while he or she is casting a spell.
was able to zap off Sleep spells at every monster which raised its ugly
So, in a combat situation, the other players must try to protect their
head; the game would soon become very boring for the other
companion. The caster must also be able to move his arms around and
adventurers. The following are suggestions for the creation of a magic
speak the spell out loud. Just being able to think about it is not good
system which can be used in FF games.
enough. Thus a player tied to a post with his mouth gagged is in no
position to cast a spell of levitation and float off above the heads of his
enemies. The player also has to be able to see the object or creature he is
casting the spell on. It should also be borne in mind by the GM that it
Learning a Spell
takes time to cast a magic spell. Reasonable times are 2–3 Combat
Rounds during a fight and 30–60 seconds in other situations.
First, the caster must learn the spell. This takes time and, of course, a
copy of the spell (spells are usually found on ancient scrolls and in
spellbooks). To learn a spell, a player must sit down and read it
thoroughly. This process takes about four minutes and must be done
Effects of Spells
in peace and quiet. This gives the devious GamesMaster the chance to
roll up a Wandering Monster – say, after three minutes – causing the Once cast, a final question remains. Will the spell be successful?
player’s deep concentration to be broken, so that he or she will have to There are a number of ways in which a spell can fail. Firstly, the caster
start all over again when the beast has been dispatched. But don’t may not be a particularly skilful sorcerer. Second, the person(s) or
overdo this; it leads to very disgruntled adventurers! Note that most object(s) upon which the spell is cast may prevent the spell from
scrolls and spellbooks have spells cast upon them so that the words of working. Remember, though, that even if the spell does not work, the
the spell disappear after they have been read . . . caster still loses energy, and hence S T A M I N A points.
18
Every time a spell is cast, the GM should roll two dice against the A New Character Class
caster’s S K I L L . A successful roll (equal to or less than the caster’s
The use of magic in Fighting Fantasy can also lead to different
S K I L L ) means that the spell is working so far, and the GM should
character classes. Previously, every adventurer was a Warrior, relying
proceed to the next stage. If, however, the spell fails, the GM should say
on their skill at swordplay. Now GMs may like to introduce the class of
so. The caster has lost all his concentration and won’t be able to work up
Magic-User, for those skilled in the arts of wizardry.
enough to recast a spell for 20 minutes. Of course, that doesn’t mean
The use of magic can be rewarding, both to the GamesMaster and to
that another player cannot use a spell of his own.
the players. The rules chosen by the GamesMaster should be enough
In the next stage, the GM should decide whether the thing upon which
to ensure that the players do not rely too heavily on their magical
the spell is being cast will affect the spell's success. A troop of orc
abilities. The spells are thereto give aid and as something to fall back
warriors will have no resistance to a Paralyse spell, but a Mage might. He
on when things get a bit tricky.
may even be able, if he is powerful enough (and the GM will have to
So, good casting! And remember . . . There are orcs out there, just
decide on this), to turn the spell back on the caster – an interesting
waiting to be zapped!
situation to GamesMaster, especially if the caster’s S K I L L is high
enough to turn the spell around again! GamesMastering this sort of
situation will depend entirely on judgement.
Another situation is where the caster may be trying to open a
magically locked door. If a special object, such as a crystal key, is
required to open it, the GM might feel that the players must search for
the object, rather than just use magic. So, in this case, he would simply
announce that the spell had failed, and thus disguise the real nature of
the door, which would not have been opened by a spell anyway.
A useful way for the GM to control the use of spells is to say that
certain spells must be cast with a magical artefact. For example, an
adventurer may learn a Levitation spell but find that, in order to cast it,
Some Typical Spells
he needs a Jewel-Studded Medallion. Thus another hunt will ensue for
the necessary Medallion. NAME STAMINA ARTEFACT EFFECT
COST REOUIRED
ZAP 4 None Fires lightning blast from
caster’s finger to monster,
causing 1–6 points of damage
FOF 4 None Creates a force-field around
one person lasting for
1 minute or 5 Combat Rounds
HEALING 2 None Causes 1–6 S T A M I N A points
to return to another player
MIRROR 1 Gold-backed Causes 1–3 mirror images of
IMAGE Mirror the caster, lasting for 2
minutes or until the task
is complete
GOB 1 1 Goblin When cast, each tooth used
tooth for turns into a Goblin under
each the command of the caster;
Goblin Goblins disappear when
job is done
Types of Spell
In this article, I have not set down hard and fast rules for a Fighting
Fantasy Magic System. Instead, this article is intended to contain
some suggestions, which may be implemented – or ignored – by the
GamesMasters. As far as the actual spells themselves are concerned, I
will leave this to the GM’s imagination, although a few are listed below.
A useful ‘reference’ book is the Sorcery! Spell Book (note, however,
that this book is no longer available as a separate volume; the spells
are now listed in the back of each Sorcery! volume). Also worth noting
is Gamebook 2, The Citadel of Chaos, in which magic is an integral
part. The GM will have to decide in some cases how long the spell
works after it has been cast. For example an Invisibility spell may last
for 3 minutes. The cost in S T A M I N A points must also be decided,
although suitable values are given for all the Sorcery! spells.
19
The most exciting news this issue is the Freeway Fighter
decision of the Grand Wizard at Penguin to
publish a Fighting Fantasy Gamebook every In the year 2022, an unknown disease deci-
month! Here are the adventures you can look mates the population of the Earth, While
forward to in the next few months. civilization attempts to survive inside the
fortress towns, the highways are controlled
by the new barbarians in cycle gangs and
Space Assassin customized cars. Your mission is to drive your
In this Gamebook, you take the part of a weapon-filled Dodge Interceptor through the
futuristic assassin sent to capture a madman barbarian territory to an oil refinery, and
bent on the destruction of your world. You return to your town with much-needed petrol.
must find your way through the mazes and
hazards of his giant spacecraft in order to Temple of Terror
succeed.
In a race across the Desert of Skulls to the lost
city of Vatos, you must find the five dragon
artefacts before the evil Malbordus. If Malbor-
dus succeeds, the dark elves' army will have
its powerful leader and Allansia will fall into
an era of chaos.
Rings of Kether
You are a Narcotics Investigator for the
Galactic Federation and are sent to the Aleph
Cygni star system to crack a suspected drug
ring. Posing as an interstellar travelling
salesman, you begin your mission on the
planet Kether.
Seas of Blood
Talisman of Death You are the captain of a pirate vessel and
As mentioned last issue, this is a quest to must sail with your band of seasoned cut-
return to your own world, carrying the fear- throats across the Inland Sea, searching for
some talisman with you. gold and slaves in a race against your greatest
rival, Abdul the Butcher.
Fighting Fantasy fanatics may be interested Games Workshop has released two jigsaws of
to learn that the Gamebooks, as well as being the book covers of The Warlock of Firetop
exported to the Commonwealth countries, Mountain and The Forest of Doom. Both
are being published in Germany, France, jigsaws are 500-piece puzzles. Games Work-
Italy, USA, Holland, Denmark, Norway, shop’s Warlock of Firetop Mountain game is
Sweden, Spain, Portugal, Israel, Yugoslavia still under development and is scheduled for
and even Japan! a Christmas 1985 release.
20
Since the appearance of The Warlock of Firetop Mountain in August
1982, the world of Fighting Fantasy has grown and grown. To make
sure that we continue to develop it according to your wishes, we have
decided to carry out a survey of readers' likes and dislikes. Those of
you who include your names and addresses will be eligible for the
prize draw. The winner will receive Fighting Fantasy Gamebooks 1–10
autographed by Steve Jackson and Ian Livingstone.
.....................................................................................
4. Which Gamebook featured the best interior black
and white illustration?
...................................................................................
8. Which Sorcery! Gamebooks have you bought? (Please
circle)
1 2 3 4
......................................................................................
......................................................................................
......................................................................................
21
11. Would you like to see more board games in future 16. Do you think the Fighting Fantasy game system
issues of Warlock? (Please circle) should: (Please tick)
YES NO
Stay the same? ....................................................................................
Be made more complex? .......................................................................
12. Would you like to see Fighting Fantasy Role-playing Be simplified? .......................................................................................
Game scenarios in future issues of Warlock? (Please
circle)
17. Do you always play through the Gamebooks strictly
YES NO according to the dice rolls? (Please circle)
YES NO
13. Would you like to read fiction in Warlock? (Please
circle)
YES NO
.....................................................................................
.....................................................................................
ADDRESS ......................................................................
......................................................................................
......................................................................................
......................................................................................
22
23
How to fight creatures The sequence of combat is then: Using Luck in Battles
of the Desert 1. Roll both dice once for the creature. Add its On certain pages of the book you will be told
S K I L L score. This total is the creature’s to Test your Luck and will be told the
Attack Strength. consequences of your being Lucky or Un-
Before embarking on your adventure, you 2. Roll both dice once for yourself. Add the lucky. However, in battles, you always have
must first determine your own strengths and number rolled to your current S K I L L the option of using your L U C K either to inflict
weaknesses. You have in your possession a score. This total is your Attack Strength. a more serious wound on a creature you have
sword and a backpack containing Provisions 3. If your Attack Strength is higher than that just wounded, or to minimize the effects of a
(food and drink) for the trip. You have been of the creature, you have wounded it. wound the creature has just inflicted on you.
preparing for your quest by training yourself Proceed to step 4. If the creature’s Attack
in swordplay and exercising vigorously to Strength is higher than yours, it has If you have just wounded the creature, you
build up your stamina. wounded you. Proceed to step 5. If both may Test your Luck as described above. If you
Attack Strength totals are the same, you are Lucky, you have inflicted a severe wound
To see how effective your preparations have have avoided each other's blows – start the and may subtract an extra 2 points from the
been, you must use the dice to determine your next Attack Round from step 1 above. creature's S T A M I N A score. However, if you
initial S K I L L and S T A M I N A scores. On page 4. You have wounded the creature, so sub- are Unlucky, the wound was a mere graze and
25 there is an Adventure Sheet which you tract 2 points from its S T A M I N A score. You you must restore 1 point to the creature’s
may use to record the details of an adventure. may use your L U C K here to do additional S T A M I N A (i.e. instead of scoring the normal 2
On it you will find boxes for recording your damage (see opposite). points of damage, you have now scored only
S K I L L and S T A M I N A scores. 5. The creature has wounded you, so sub- 1).
tract 2 points from your own S T A M I N A
You are advised either to record your scores score. Again you may use L U C K at this If the creature has just wounded you, you may
on the Adventure Sheet in pencil, or make stage (see opposite). Test your Luck to try to minimize the wound. If
photocopies of the page to use in future 6. Make the appropriate adjustments to you are Lucky, you have managed to avoid the
adventures. either the creature’s or your own S T A M I - full damage of the blow. Restore 1 point of
N A scores (and your L U C K score if you S T A M I N A (i.e. instead of doing 2 points of
used L U C K – see opposite). damage it has done only 1). If you are
Skill, Stamina and Luck 7. Begin the next Attack Round by returning Unlucky, you have taken a more serious blow.
to your current S K I L L score and repeating Subtract 1 extra S T A M I N A point.
Roll one die. Add 6 to this number and enter steps 1–6. This sequence continues until
this total in the S K I L L box on the Adventure the S T A M I N A score of either you or the Remember that you must subtract 1 point
Sheet. creature you are fighting has been re- from your own L U C K score each time you Test
duced to zero (death). your Luck.
Roll both dice. Add 12 to the number rolled
and enter this total in the S T A M I N A box.
Restoring Skill, Stamina and Luck
There is also a L U C K box. Roll one die, add 6
to this number and enter this total in L U C K Escaping
Skill
box.
On some pages you may be given the option
of running away from a battle should things Your S K I L L score will not change much
For reasons that will be explained below,
be going badly for you. However, if you do run during your adventure. Occasionally, a page
S K I L L , S T A M I N A and L U C K scores change
away, the creature automatically gets in one may give instructions to increase or decrease
constantly during an adventure. You must
wound on you (subtract 2 S T A M I N A points) your S K I L L score. Your S K I L L score can
keep an accurate record of these scores and
as you flee. Such is the price of cowardice. never exceed its Initial value unless specific-
for this reason you are advised either to write
Note that you may use L U C K on this wound in ally instructed.
small in the boxes or to keep an eraser handy.
But never rub out your Initial scores. the normal way (see opposite). You may only
Although you may be awarded additional Escape if that option is specifically given to
you on the page. Stamina and Provisions
S K I L L , S T A M I N A and L U C K points, these
totals may never exceed your Initial scores,
Your S T A M I N A score will change a lot during
except on very rare occasions, when you will
your adventure as you fight monsters and
be instructed on a particular page.
undertake arduous tasks. As you near your
Luck goal, your S T A M I N A level may be danger-
Your S K I L L score reflects your swords-
ously low and battles may be particularly
manship and general fighting expertise; the
At various times during your adventure, either risky, so be careful!
higher the better. Your S T A M I N A score re-
in battles or when you come across situations
flects your general constitution, your will to
in which you could either be Lucky or Unlucky Your backpack contains enough Provisions for
survive, your determination and overall fit-
(details of these are given on the pages five meals. You may rest and eat at any
ness; the higher your S T A M I N A score, the
themselves), you may call on your L U C K to time except when engaged in a battle. Eating
longer you will be able to survive. Your L U C K
make the outcome more favourable. But a meal restores 4 S T A M I N A points. When you
score indicates how naturally lucky a person
beware! Using L U C K is a risky business and if eat a meal, add 4 points to your S T A M I N A
you are. Luck-and magic-are facts of life in
you are Unlucky, the results could be dis- score and deduct 1 point from your Pro-
the fantasy kingdom you are about to explore.
astrous. visions. A separate Provisions Remaining box
is provided on the Adventure Sheet for
Battles The procedure for using your L U C K is as recording details of Provisions. Remember
follows: roll two dice. If the number rolled is that you have a long way to go, so use your
You will often come across pages in the book equal to or less than your current L U C K score, Provisions wisely!
which instruct you to fight a creature of some you have been Lucky and the result will go in
sort. An option to flee may be given, but if not your favour. If the number rolled is higher Remember also that your S T A M I N A score
– or if you choose to attack the creature than your current L U C K score, you have been may never exceed its Initial value unless
anyway – you must resolve the battle as Unlucky and you will be penalized. specifically instructed on a page.
described below.
This procedure is known as Testing your
First record the creature’s S K I L L and Luck. Each time you Test your Luck, you must Luck
S T A M I N A scores in the first vacant Monster subtract one point from your current L U C K
Encounter Box on your Adventure Sheet. The score. Thus you will soon realize that the Additions to your L U C K score are awarded
scores for each creature are given in the book more you rely on your L U C K , the more risky through the adventure when you have been
each time you have an encounter. this will become. particularly Lucky. Details are given on the
24
pages of the book. Remember that, as with quest. You may choose to take one of the Remember also that you may choose only one
S K I L L and S T A M I N A , your L U C K score may following: of the three Potions to take on your trip, so
never exceed its Initial value unless specific- choose wisely!
A Potion of Skill – restores S K I L L points
ally instructed on a page.
A Potion of Strength – restores S T A M I N A
You will realize that entries make no sense if
points
read in numerical order. It is essential that you
A Potion of Fortune-restores L U C K points
read only the entries you are instructed to
Equipment and adds 1 to Initial L U C K
read. Reading other entries will only cause
These Potions may be taken at any time confusion and spoil the fun!
You will start your adventure with a bare
during your adventure. Taking a measure of
minimum of equipment, but you may find or
Potion will restore S K I L L , S T A M I N A or L U C K The one true way involves a minimum of risk
buy other items during your travels. You are
scores to their Initial level (and the Potion of and any player, no matter how weak on initial
armed with a sword and are dressed in leather
Fortune will add 1 point to your Initial L U C K dice rolls, should be able to get through fairly
armour. You have a backpack to hold your
score before L U C K is restored) easily.
Provisions and any treasures you may come
across. You start with 20 Gold Pieces. Each bottle of Potion contains enough for two
May the luck of the gods go with you on the
measures, so the characteristic may be res-
adventure ahead!
In addition, you may take one bottle of a tored twice during an adventure. Each time it
magical Potion which will aid you on your is used make a note on your Adventure Sheet.
A long time ago, in a world far, far away, a dervish priest called succeeded in passing them all. The location of the cave was forgotten
Shanhara found a large and beautiful diamond. So wonderful was it, until only legends of the Lost Cave of the Dervishes remained. Now
that adventurers and fortune hunters came from all over to try to steal you have found a parchment telling you to seek the Stone of Shanhara.
it – none succeeded. The diamond, known as the Stone of Shanhara, Will you succeed or fail?
was kept in a cave filled with traps that were so formidable that no one
25
6
You take the Glass Eye of Ylaruam the Master
Mage out of your backpack and use it to scan
the gully. In the shadows you see three
Nomads in dark robes skulking about and,
taking care to avoid them, you continue down
the road and out of the gully. Add 1 L U C K
3 point and turn to 127.
Cautiously, you pull back the tent flap and
enter. Inside are two half-cat, half-man crea- 7
tures who attack you as soon as you are You dive to the side of the passageway and
inside. the boulder rolls by, missing you by inches.
You are very fortunate. The boulder rumbles
SKILL STAMINA on, hits the wall behind you and comes
First L A U P E R 7 5 rumbling back after you! Roll two dice. If the
Second L A U P E R 6 6 number is less than or equal to your S K I L L
score, turn to 200. If the total is greater than
If you win, you find 4 Gold Pieces and a silver your S K I L L score, turn to 72.
goblet worth 10 Gold Pieces. Will you go back
to the rise (turn to 85), search the black tent
(turn to 55), or search the second brown-
8
yellow tent (turn to 20)? The chamber is a spacious one indeed. The
floor is tiled in black and white and along the
far wall are many statues holding real bows
and arrows. In the centre is the stand with the
Stone of Shanhara on it. Will you walk across
to it stepping on white tiles (turn to 84), or
stepping on black tiles (turn to 51)?
1
9
The dust rises thickly from the parched earth The bronze key fits perfectly into the lock and
of the hillside as you slither down it. You turns. Cautiously, you open the door, You see
come to rest on a fairly flat ledge overlooking a long hallway ending in a flight of stone stairs
the town of Alasiyan which squats on the going up. In the wall of the hall there is a door;
edge of the almighty Twin Sun Desert. It is listening at this you can hear the sounds of
early afternoon and the heat of the suns is raucous laughter and rowdy singing. If you
beating down on you. Carefully you lower want to open the door, turn to 166. If you
yourself to the ground and remove your dusty want to climb up the flight of stairs, turn to 45.
boots. Suddenly you sit up again quickly –
4
there is something sharp in the ground. You
You enter the room. As you do so the man 10
think it might be a thorn from one of the
nearby bushes, but excavation reveals a points a finger at you and a bolt of lightning You draw your sword and face your last
dagger. You dig around and discover other slams into your chest. Lose 4 S T A M I N A opponent – Kuperan the Fire Giant, Monarch
items-bones, armour preserved by the dry points. ‘Finish the intruder off,’ orders the of the Sands. He is extremely powerful, so
desert air, and a little wooden chest with the man and the ‘Hobgoblin’ stalks towards you. beware.
name JAKOR ONE-EYE on it. You prise the It is in fact a Thoul, a horrible combination of a
Troll, Hobgoblin and Ghoul! F I R E G I A N T S K I L L 12 STAMINA 18
lid off with the dagger and find 20 Gold Pieces
and an old piece of vellum parchment with If you do defeat Kuperan, leap on to your
THOUL SKILL 9 STAMINA 7
small, brown, spidery writing on it. Slowly and Griffin and turn to 182.
carefully you read it, and are amazed at what it
He has the ability to paralyse you if he scores
contains. four separate wounds on you during this 11
battle. If you win turn to 30.
You wipe your bloody sword clean. Add 2
L U C K points for your victory. You may eat
5 Provisions here, and then either walk back,
You walk out of Alasiyan. It is now beginning climb up the rise and continue (turn to 85), or
to get dark and you must seek shelter, Not search the tents. Which tent will you search:
wishing to sleep in the lawless town, you the black one (turn to 55), the first brown-
yellow one (turn to 3), or the second brown-
decide to sleep just outside among a group of
yellow one (turn to 20)?
beehive buildings. To go to sleep here turn to
52, or do you have an appointment at the ‘Den
of Thieves’ (turn to 71)?
26
13 20
You march across the burnished sands of You push aside the tent flap and enter. Inside
Twin Sun Desert, taking the easy way. The is one of the half-man, half-cat creatures you
sand is very loose and you often sink in it up to met earlier. He snarls and bares his claws!
your knees. The wind moans like a beast in
agony refusing to die. You soon almost wish LAUPER SKILL 7 STAMINA 6
you were in Alasiyan. Then you hear voices
from over the next dune. Turn to 38. If you win, you find a rug worth about 15 Gold
Pieces. Will you go back to the rise (turn to
85), or search the black tent (turn to 55) or
17 the first brown-yellow tent (turn to 3)?
You hail the masters of the caravan. Fortu-
nately, they are law-abiding merchants who
are amply protected by a dozen men-at-arms.
You may eat Provisions here. You ask the
merchants about the Stone of Shanhara. ‘You’d
better go and see the Hermit of the Hills,’ says
one of the merchants, ‘though he is mad, quite
mad.’ Turn to 134.
14
You turn into the hills. The going is tough, but
at least there is more wind up here. Suddenly,
you hear a terrifying shriek and turn around to
see a Giant Hawk gliding down out of the sky 21
upon you! Roll one die. If you roll 6, turn to
You have come too far to be defeated at the
176. If you roll any other number, turn to 122.
last hurdle. You take one item out of your
backpack (you choose) and lay it on the
pedestal, at the same time snatching the
Stone of Shanhara. Test your Luck. If you are
Lucky, you make it out of the chamber
without springing the trap (turn to 48). If you
are Unlucky, you hear an ominous grating
noise and a wall comes down, sealing you in
the chamber for ever. Your adventure ends
here.
22
As you approach the strange group, one of
the Nomads walks over to you. He is tattooed
with the mark of the Twin Sun. ‘Greetings,
stranger,’ says the Nomad. ‘As you can see,
we’re having a little difficulty getting our
Sandcrawler to move out of the sand. Lend a
hand, will you?’ Will you join the struggling
Nomads (turn to 64), or talk to the creature
(turn to 97)?
18
You walk on through the dusty streets. You 23
come to a wide, open square with a well in the Cautiously, you step inside. There is a terrible
middle. You may sit down on the steps of the grating noise and the iron gates shut behind
well and eat Provisions. On one side of the you! From out of the dark loom two giant hairy
square is a house much larger than the others, goblins, armed in plate-mail and wielding
guarded by two Hobgoblins in leather armour. battleaxes.
It you want to go over and investigate the
house, turn to 146. If you think it a place to SKILL STAMINA
15
be left well alone, turn to 15. First B U G B E A R
You leave the square behind and keep on GUARD 8 8
walking. After a short while, you come to the Second B U G B E A R
outskirts of the town of Alasiyan. On the GUARD 8 9
right-hand side of the road you can see a
building with a sign saying ‘The One Safe Wall If you win the battle, turn to 189. If you have
Inn’. If you wish to enter this building, turn to any Gas Capsules, turn to 132.
77. If you wish to keep on walking out of
Alasiyan, turn to 5. 24
After half an hour the Town Guard returns and
16 19 sets you and the young man free. You are led
You gather all your stuff together, including Kuperan bellows furiously and whispers upstairs, where the scribe hands you your
the diamonds if you took any, and leap into something to his Dragon. Immediately, the backpack, and you are forced to sit down and
the air. You reach a ledge with your first jump, great Dragon opens his mouth and a bolt of answer a few questions about yourself. You
and your second jump takes you right to the lightning goes flying straight towards you. You may eat Provisions here. Alas, your Potion is
top. You wait for the Roc to leave the nest, and your Griffin tumble to the ground. The confiscated, as the young man said it would
which you then approach cautiously. Turn to Griffin will never move again, nor will you. Your be. Lose 1 L U C K point. When the scribe is
63. adventure ends here. done, you are allowed to go free. Turn to 59.
27
25 28 30
You are searching around in the nest, looking You try to sleep again, but are unable to settle The man is surprised at your success and
for the map of the Lost Cave of the Dervishes, down with the foul corpse of the Night Ghoul introduces himself as Gumpas, Sorcerer-
when a great wind stirs up. The parent bird nearby, so you get up and drag it off into a Governor of Alasiyan. Then with a peal of
has returned. It is a Giant Roc! tomb. You may eat Provisions before you go wicked laughter he points his finger and
to sleep, which you manage to do at last. You another fireball shoots towards you. Test your
GIANT ROC SKILL 10 STAMINA 12 awake late next morning. Turn to 57. Luck. If you are Lucky he misses. If you are
Unlucky, it hits you, causing 4 S T A M I N A
If you win this battle, turn to 63. As soon as points of damage. Do you have a Magic
you suffer your third wound, turn to 91. Throwing-knife? If so, turn to 156. If not, turn
to 36.
26
You put your hand into the flames and are
31
burnt – lose 1 S T A M I N A point-but manage to
pull the dagger out. It is covered in jewels and You leap a full ten feet into the air and clear
the hilt is shaped like a cat. It is a Dagger of the pit! You are amazed – you must have
Dervish Killing. Add 1 L U C K point. You may found a pair of Boots of Leaping. Add 2 L U C K
now go back to the rise (turn to 85), search points. However, you are still in a nasty
the first brown-yellow tent (turn to 3), or position. Will you leap up on the Goblins’
search the second brown-yellow tent (turn to Griffin (turn to 171), or will you be bold and
20). leap upon the Blue Dragon of the Fire Giant
(turn to 54)?
27
You swing across the rope – but it has 29 32
become frayed and snaps under your weight. You distrust this natural skylight and so you Though you keep looking and listening for
You begin to fall! Test your Luck. If you are creep around the edge of it and continue until movement, you are surprised when three
Lucky, you manage to grab hold of the edge you come to a deep pit. A rope hangs within Nomads with blowpipes jump out in front of
of the far side and get out and continue (turn reach from the cave’s roof. Will you jump you and shoot darts at you. Test your Luck
to 79). If you are Unlucky, you can do nothing across the pit (turn to 124), swing across on three times, once for each dart. If you are
to prevent you plunging to your death. Your the rope (turn to 102), or do you have some Lucky all three times, turn to 105. If you are
adventure ends here. Boots of Leaping (turn to 174)? Unlucky at any time, turn to 86.
28
33 36 39
The wall slams down with frightening finality Slowly the Sorcerer-Governor vanishes as he You take the bag of sand from your backpack
–but it is behind you. Cheerfully, you stride on mutters a few magic words, and only the and lay it on the pedestal as you snatch the
towards the cobwebs. You hear ominous wicked laughter tells you that someone is still Stone of Shanhara. You wait for a while,
rumblings, and a boulder smashes through in the room. During your fight you must add 2 feeling very tense. Nothing happens. Add 2
them and rolls through the light straight points to his Attack Strength because he is L U C K points. Then, stepping only on the
towards you! You dive for the side of the invisible! white tiles, you very cautiously exit the dusty
passageway. Test your Luck. If you are Lucky, chamber of the Stone of Shanhara and go
SORCERER-
turn to 7. If you are Unlucky, turn to 168. back towards the cave entrance. Turn to 48.
G O V E R N O R S K I L L 10 STAMINA 12
29
44
‘Now,’ says the hermit taking out a stone jar
with three holes in it. ‘This jar has three
compartments. In one of them is the scorpion.
Put your hand in one. If you aren’t stung, I’ll
tell you all I can.’ Which will you choose to put
your hand in: the first hole (turn to 114), the
second hole (turn to 152), or the third hole
(turn to 138)?
45
Cautiously, you ascend the stone stairs. You
are on a landing, and opposite you is a door.
Plucking up your courage, you turn the
handle; the door opens slowly. Inside is a long
table sitting at the far end of which is a rather
fat but richly dressed man with a Hobgoblin at
his side. If you wish to slam the door and run
off, turn to 15. If you wish to enter the room,
turn to 4.
46
Cautiously, you enter the Lost Cave of the
Dervishes and light your lantern. There is a
thick coating of dust and cobwebs are
everywhere. As you brush through, you find,
to your horror, that two Crab Spiders are
emerging from the gloom.
SKILL STAMINA
First C R A B
SPIDER 5 7
Second C R A B
SPIDER 7 6
47
During the conversation the ‘young’ man
notices that you are worried by the loss of
your Potion; he offers his services as a thief to
get it back for 5 Gold Pieces. ‘If you want me,’
42
he says, ‘call in at the Den of Thieves tonight.’
Evidently, the Giant is Kuperan. He has red Cheered by this news, you decide to settle
skin, and jet black hair and beard. He wears 43 down and wait for the return of the Guard in
bronze armour. He is a Fire Giant! At his side, half an hour or so. Turn to 24.
The tracks made by the Sandcrawler are easy
and dwarfed by him, is an evil-looking Orc
to follow, and you make good progress up a
Mercenary in plate-mail, armed with a sword 48
slight slope, until you reach what could
and bow and arrows, Will you: You walk on down the corridor towards the
almost be defined as a road. You hear the
entrance, until you reach the deep pit again.
Throw a Magic Throwing-knife? Turn to 177 sound of cartwheels, so you run up the dune
You are just deciding whether to jump or
Draw your sword? Turn to 82 to spy on the cart. It contains three reptiles
swing across, when there is a horrible grating
Pull out a Gas Capsule and and several others. Will you hide (turn to noise and a wall starts coming down on the
threaten to let it off? Turn to 145 133), go out to meet them (turn to 154), or other side. You’ll have to act quickly. If you
throw a Gas Capsule (turn to 198)? have Boots of Leaping, you make it to the
other side (turn to 79). If not, either swing
(turn to 27) or jump (turn to 67) across the pit.
30
52
You fall asleep, but awake with a start when
you hear a hissing and feel something brush
against your leg. You wake up-but it is only a
cat. Suddenly a shadow falls across you, and
you look up to see what appears to be a living
corpse with rotten flesh hanging from its
bones standing over you. It is a Night Ghoul.
NIGHT
GHOUL SKILL 8 STAMINA 7
31
58 with the mark of the Twin Sun, is telling tall
The wall slams down with frightening finality stories of life in the desert. Will you go closer
– and you are on the wrong side of it. You to listen (turn to 173), or move on (turn to
hack away at it, but cannot make any impres- 18)?
sion. You are doomed to sit with a door to
your back and a pit in front of you – and who 60
knows what foul things will clamber out of its The whole convoy of Griffins and the Dragon
depths? Your adventure ends here. stops and circles round a large pit in the sand,
at the bottom of which is a huge mouth with a
59 tongue snaking out of it. ‘Prepare to meet the
You walk through the streets of Alasiyan and Earth Demon,’ bellows the Giant. Your Griffin
watch the people as they go about their daily dives down and banks to throw you off its
business. You notice a crowd of people and back. Test your Luck. If you are Lucky, turn to
go over to see what’s happening. A small, 162. If you are Unlucky, turn to 199. 61
dwarfish Nomad in dark robes, and tattooed You watch the area through the Glass Eye and
see three tents, from one of which smoke is
coming. Outside, two half-man, half-cat crea-
tures are ‘playing’ with a great tawny cat. You
are so absorbed that you are in danger of not
noticing a club being swung at you from
behind. Test your Luck. If you are Lucky, turn
to 50. If you are Unlucky, turn to 144.
62
You walk on and on into the dead wastes of
the desert. The sand burns your feet through
your boots. You kick something hard and
white-the skull of some unfortunate animal?
The dust devils whirl around and around you.
You feel faint and begin to suffer delusions.
You collapse into the sand. Your adventure
ends here.
63
You walk up to the nest and carefully avoid
breaking the three eggs within. You search
about and find a piece of parchment woven
into the lining of the nest. To your joy, it is the
map you have been seeking. Following the
directions carefully, you pass through many
thorn bushes until you reach the cave en-
trance. Turn to 159.
64
You set your backpack down on the sands
and join the chain of struggling Nomads
fighting with the massive beast, which keeps
bucking, and trying to throw you all off
balance and escape into the endless dunes of
Twin Sun Desert. Roll two dice. If this total is
less than your current S T A M I N A score, turn
to 181. If it is equal to or greater than your
current S T A M I N A score, turn to 103.
65
You go to the entrance of the cave; it’s getting
dark outside. What a day – nearly the Earth
Demon’s breakfast in the morning and now a
Hermit’s guest at night! You settle down and
may eat Provisions here, but you will gain only
2 S T A M I N A points, as you have to share them
with the old man. You go to sleep eventually
and awake next morning. Turn to 150.
66
You are led down some steps and thrown into
a small dingy cell with sandstone walls.
‘Hello,’ says an elfin-like young man. ‘What
are you in here for?’ You explain glumly about
the Potion and he laughs: ‘Oh, they’ll set you
32
free in half an hour or so, but they’ll confis- any L U C K points) for every item. If you are 73
cate your Potion – they always do.’ If you wish Unlucky, it is stolen. Lose 3 L U C K points for
The Goblins fall screaming from the Griffin’s
to wait for release, turn to 24. It you wish to this encounter. At length, you fight free and
back, and you soon master their mount. You
ask why Potions are confiscated, turn to 88. continue out of the gully. Turn to 127.
are now able to draw the sword you got from
the Orc. Will you fly off into the desert (turn to
67 70
19), attack the creatures on the Blue Dragon
Jumping deep pits is not something you want With a little grin on his face the Nomad Trader (turn to 54), or do you have a Gas Capsule
to make a hobby of, especially when you are pulls out a large case and opens it, to show (turn to 80)?
burdened with a backpack. Test your Luck. If you what he has on offer. What will you buy:
you are Lucky, you just manage to reach the Gas Capsules at 3 Gold Pieces each? (Turn to 74
other side (turn to 79). If you are Unlucky, turn 120); a Glass Eye at 5 Gold Pieces (turn to
195); a Sword at 10 Gold Pieces (turn to You walk on into the cave until you come to a
to 191. If you wish to relinquish your equip- place where the sky comes through the roof,
ment (sword, backpack, armour, etc.) and 128); or a Knife at 7 Gold Pieces (turn to
186)? If you don’t want to buy anything, turn creating a pool of light upon the floor. Do you
take only the diamond, you can be assured of wish to walk straight through the light (turn to
clearing the pit (turn to 79). to 163.
56), or will you distrust it and walk around the
71 edge (turn to 29)?
68
You find the Den of Thieves with very little
‘Here – get on your Griffin,’ snarls a cat-like 75
difficulty, the ‘young’ man is waiting for you.
humanoid. You mount and the half-cat, ‘My trade only work nights,’ he explains. He The Hobgoblins see you and draw their
half-man creature mounts another, and flies leads you quickly to the scribe’s office and swords; one hurls a heavy bone at you. Test
alongside, controlling yours. Another Griffin orders you to keep watch. In a short while he your Luck. If you are Lucky it misses. If you
flaps by, carrying two Goblins, followed by is back with your Potion! Pay him 5 Gold are Unlucky, it hits you – lose 2 S T A M I N A
Kuperan and some of his court on a Blue Pieces and depart. Add 1 L U C K point. Turn to points.
Dragon! Will you jump down from your Griffin 125.
to the desert below (turn to 157), or stay put SKILL STAMINA
and see what happens next (turn to 60)? First H O B G O B L I N 7 4
72
Second H O B G O B L I N 6 6
You run as fast as you possibly can, but the Third H O B G O B L I N 7 5
69 boulder moves faster. You run on desperate- Fourth H O B G O B L I N 6 4
You follow the Nomads into an enclosed area ly, but it catches up with you and rolls straight
of rocks and think you have them trapped, over you, mashing you to the tunnel floor and If you wish to Escape turn to 192. If you win,
until three more appear on top of the gully crushing the fabled Stone of Shanhara to turn to 101.
and throw a weighted net down on you from dust. The trap may have destroyed what it was
which you cannot escape. They rifle your designed to protect, but it has got the thief as 76
backpack. Test your Luck (but don’t deduct well. Your adventure ends here.
All the arrows miss you, but you don’t manage
to travel far that day as the monsters are out
33
34
searching for you on their half-eagle, half-lion
flying steeds. Eventually the pursuit is given
up, and you begin to really travel the sands of
the desert realms of Kuperan the Fire Giant.
Test your Luck. If you are Lucky turn to 113. If
you are Unlucky, turn to 62.
77 80 83
You enter the inn. It is a dark, noisy place, You hurl the capsule at the Blue Dragon and it You go and sit down at a table. You may eat
filled with smoke; it is also pretty rowdy as you explodes on impact, releasing the poisonous Provisions here, while you watch the foolish
find out when a Goblin goes flying past you gas. The Blue Dragon chokes once or twice antics of the many drunk creatures in the
into the wall. There is a bar, above which a and then banks over, throwing all its passen- room. A Goblin comes up to you and says,
sign says ‘Humanoids Welcome’. If you wish gers, including Kuperan, into the Earth De- ‘Snurd Hideflayer?’ He is heavily armed. What
to go to the bar, turn to 100. If you wish to go mon’s mouth. Add 3 L U C K points and turn to will you say? If you say ‘Yes’, turn to 34; if
and sit down at a table alone, turn to 83. 37. ‘No’, turn to 151.
81
The walk to Alasiyan takes you about fifteen
minutes, but at least it is all downhill. The
town is a collection of mud-brick houses and
is unwalled because there are few raiders
here. Nevertheless, there are some sizeable
78 buildings. The Town Guards walk up to you
You march up to the castle-type building. The and demand to search your backpack. Will
walls are thick, black, baked-mud affairs, you agree (turn to 130), refuse (turn to 94), or
reinforced with crude iron. The great iron have you found the Potion (turn to 158)?
gates of the building are open. In the distance
a jackal howls mournfully. If you want to light 82
your lantern and step inside, turn to 23. If you
want to ignore this spooky place and go to ‘Aha!’ says the giant. ‘We have a swordsman
sleep among the rocks, turn to 99. in our midst. But I have given up fighting 84
personal battles – Talus!’ At that, the bronze
statue jumps down and attacks you! You walk across the room, stepping on the
79 white tiles. You reach the stand on which the
You are on the right side of the treacherous BRONZE Great Stone of Shanhara is lying, but nothing
pit – but the wall has nearly come down to GOLEM SKILL 10 STAMINA 9 happens. The archer statues remain motion-
floor level in the time you have spent crossing less. Examining the stand, you see that it is
it! You try to slither underneath to reach the If it scores three successive hits, you are booby-trapped in some way, so that the
other side. Roll two dice. If the total is less hugged to death. You must lose 1 point every lessening of weight would cause a chain of
than or equal to your current S K I L L score, time you wound the Golem, because of the events to stop you escaping. Do you have a
turn to 33. If it is greater than your current liquid fire which it has for blood. If you win, bag of sand? If you do, turn to 39. If you do
S K I L L score, turn to 58. turn to 121. not, turn to 21.
35
85
You walk along the rise for quite awhile, until
you come to a place where it begins to slope
down towards what might even be defined as
a road! You hear the sound of cartwheels, so
you crouch down and observe the cart’s
occupants. They are the three reptiles and
several others. Will you hide (turn to 133), go
to meet them (turn to 154), or throw a Gas
Capsule (turn to 198)?
86
The muscles in your body start to stiffen as
the poison runs through your bloodstream.
You sink to the ground unconscious. When
you wake up, you find that three items (you
choose) have been stolen from your back-
pack. Lose 1 L U C K point. Angrily, you con-
tinue up the road and out of the gully (turn to
127).
87
You creep over to the corner where the statue
stands. It is indeed made of bronze and looks
like Kuperan, except for the fact that it has
magic symbols etched on its forehead. Too
late you realize that this is a Golem.
BRONZE
GOLEM SKILL 11 STAMINA 9
88
‘I don’t know really,’ confesses the young man,
‘but it might be to do with the fact that
the governor of Alasiyan, it is said, is a wizard
of some power. Yes,’ he muses, ‘I used to have
several doses of a Potion of Longevity a day.’
‘How old are you?’ ‘Oh, I’m 379 years old,’
laughs the ‘young’ man. If you wish to
continue talking, turn to 47. If you wish to
wait for the return of the Guard in half an hour
or so, turn to 24.
36
89 93 97
You find a Magic Ring of Animal Control, but The arrows thud into your back and you fall You talk to the Sandcrawler, trying to entice it
that is all, apart from a pair of iron war claws. head first into the sand. The Orc comes up out of the sand, while the bewildered desert
You may eat Provisions here. Will you go and slings you over his shoulder. For those Nomads watch. Have you a Ring of Animal
down to the heat-haze (turn to 40), go on with less fussy tastes, there will be a grand Control? If you have, turn to 53. If you have
following the path along the top of the rise feast tonight. Your adventure ends here. not got this item, turn to 175.
(turn to 85), or go across the rise to the other
side (turn to 2)? 94 98
‘A troublemaker, eh?’ sneers one of the You just manage to scrape over to the other
90 guards. They draw their swords and you do side despite the weight of your equipment.
‘You lie,’ snarls the Hobgoblin menacingly. likewise. You breathe a sigh of relief and continue on to
‘There are no appointments today!’ You must a large chamber which houses the fabled
fight. SKILL STAMINA Stone of Shanhara. Turn to 8.
First T O W N
SKILL STAMINA GUARD 7 4
99
First H O B G O B L I N Second T O W N
GUARD 6 6 GUARD 6 6 You settle down to sleep in the rocks, but it is
Second H O B G O B L I N cold. You never knew deserts could be so
GUARD 5 7 If you win the battle, head on into Alasiyan cold at nights. Have you a rug? If so, wrap
(turn to 59). yourself up in it tightly. If not you suffer from
If you defeat both Hobgoblins, turn to 184. exposure – deduct 2 S T A M I N A points. Turn to
You may Escape from this battle by turning to 95 148.
15.
You walk further up the hillside. Suddenly
there is a terrible rumble and you look up to 100
91 see a landslide coming down on top of you. A glass of spliced liquor costs 3 Gold Pieces.
The Roc’s giant wings catch you – lose 3 Test your Luck. If you are Lucky, you make it If you cannot afford this price, you will have to
S T A M I N A points-and you are hurled over back to the cave (turn to 119). If you are leave the inn (turn to 5). Otherwise you may
the cliff into the Valley of Diamonds. Fortu- Unlucky, the landslide buries you and your pay the price and buy a drink – add 1
nately, you land in soft sand half-way down adventure ends here. S T A M I N A point – and then either stay at the
and slither the rest of the way. Turn to 155. bar (turn to 118), or sit down at a table alone
96 (turn to 83).
92 The cat-like humanoid wounds you – lose 2
You try to climb the steep sides of the Valley S T A M I N A points. The battle is on. 101
of Diamonds, but to no avail. You slip down You search the dead Hobgoblins, and find
the bank again – lose 1 S T A M I N A point. You LAUPER SKILL 7 STAMINA 7 little but knives, bones and dirty rags. Hidden
have no alternative but to wait and see what in a box under the table, however, are 4 Gold
happens. Turn to 143. Deduct 3 points from your Attack Strength Pieces. You may now either leave the house
because you are unarmed. If you win, turn to and continue (turn to 15), or go up the flight
194. of stone steps (turn to 45).
37
102 106
You have a few doubts about the rope but still The Orc sees the predicament you are both in
swing across on it. To your relief, it holds, and and leaps into the air-and with an astonished
you reach the other side. You continue until shriek falls straight into the Earth Demon’s
you reach a chamber containing the fabled mouth. Will you try to jump out of the pit (turn
Stone of Shanhara. Turn to 8. to 31), or will you hang on for dear life (turn to
116)?
107
With difficulty, you clamber back up to the
rocks further up the hillside and search in all
110
the clefts – and at length find the Magical
Potion. It is marked, in the same spidery You step over the dead Lizard-men – you may
writing, C O N T R O L H U M A N and is good for add 1 S K I L L and 2 L U C K points for your
one dose. You suddenly hear a hissing noise. victory. The others in the cart are four humans
Turn to 112. and a Goblin, who are chained together
because they are slaves. You free them and
103
108 find rotten fruit, manacles, leg-irons and rope
Despite your combined efforts, the Sand- in the cart. Will you continue (turn to 126), or
You rush out and tie yourself to the Roc’s leg
crawler slips away. ‘Well, that’s that,’ says one
with the rope. You are just in time, as well, as ask questions (turn to 149)?
Nomad. ‘But thank you for your services,
the Roc soon takes off with the snakes in its
traveller. Follow the tracks and you will be
mouth. You reach the top of the valley and, 111
safe.’ Will you ignore the Nomad and strike
after untying the rope and waiting for the Roc
out across the desert (turn to 62), or follow Roll two dice. If the number is equal to or less
to fly off, you approach the nest. Turn to 63.
the Sandcrawler’s tracks (turn to 43)?
than your current S K I L L score, you succeed
in this tricky manoeuvre – add 1 L U C K point
104 and turn to 35. If the total is higher than your
You fall asleep, feeling that you have estab- current S K I L L score, you lose your balance
lished yourself. Snoring peacefully between a and fall off into the awaiting mouth. Your
Kobold and a Nomad, you do not notice the adventure ends here.
Orc Mercenary approaching: he stabs you to
death in the dark. Your adventure ends here.
112
105 109 Your hand is bitten (lose 1 S T A M I N A point),
When the Nomads see that their darts have ‘If that’s the thanks we get . . .’ splutters the and you withdraw it hurriedly, remembering
missed, they run off into the rocks. Are you merchant, and calls the guards. You are the warning about the Guardian. But luckily it
angry enough to chase after them (turn to surrounded by twelve burly men-at-arms is only a small green lizard-the Guardian has
69), or will you shake your head and walk on wearing chain-mail. They run you through probably died or wandered off long ago – and
up the road and out of the gully (turn to 127)? without mercy. Your adventure ends here. you may proceed to the town. Turn to 81.
38
113 117 121
You are lost in the Twin Sun Desert! Your The Orc sees the predicament you are both in, You step back, smiling-add 3 L U C K points.
water dries up and your food goes bad. and leaps ten feet to the top of the pit. Then, The Giant is enraged and orders the guards to
Fortunately, you stumble across a merchant with an evil cackle, it leaves you and the seize you. ‘Tomorrow,’ he warns, ‘you’ll be
caravan bound for Alasiyan which you can Griffin to slide slowly into the ever-hungry the next tribute to the Earth Demon.’ You are
board for 5 Gold Pieces. Once in Alasiyan, you jaws of the Earth Demon. Your adventure marched off to the dungeons below the
may try again, perhaps . . . ends here. castle. Turn to 153.
114 122
The Giant Hawk scratches your face – lose 2
You put your hand in carefully . . . but there is
S T A M I N A points. You draw your sword and
no scorpion in it. ‘Well done,’ cries the Hermit.
fight this unexpected assailant.
‘I don’t exactly know where the Lost Cave of
the Dervishes is, but 1 do know that a map to GIANT HAWK S K I L L 9 STAMINA 9
its location is held in the great nest overlook-
ing the Valley of Diamonds.’ Turn to 65. If you win the battle, turn to 131. If you wish to
118 Escape, turn to 160.
115 While you are at the bar, a creature with a face
like a hyena says, ‘He doesn’t like you,’
123
Very carefully, you close the door and man-
age to sneak out of the house without anyone pointing at a mean-looking Lizard-man. You You are just turning away from the heat-haze
noticing you. Outside, you nearly trip over the turn back to your drink. ‘Come to that,’ he when you meet a half-man, half-cat creature,
dead guards, so you arrange them in suitable says, ‘I don’t like you either.’ Will you leave mounted on a great snarling war-cat!
positions and then move on into the square. (turn to 5), or fight (turn to 135)?
SKILL STAMINA
Turn to 15. WAR-CAT 9 8
119 LAUPER 10 6
116 You enter the cave. All is quiet, till you hear a
If you win this battle, turn to 89.
You clutch vainly at the slippery sand sides of wailing, and then an old man rushes out at
the pit. The Griffin dies and releases its grip – you. ‘The Hermit?’ you ask. ‘The very same,’
and both of you slide into the ever-hungry he replies. You ask him about the Stone of 124
jaws of the Earth Demon. Your adventure Shanhara, but he wants you to try the Test of You decide not to trust the rope, so you jump
ends here. the Scorpion. If you will try it, turn to 44. If you across. Unfortunately, your equipment and
want to leave this madman, turn to 165. leather armour weigh you down. Test your
Luck. If you are Lucky, turn to 98. If you are
Unlucky, turn to 191.
120
The Gas Capsules are designed to be thrown
by hand at someone or something. They
explode on impact and release a cloud of
poisonous gas. Buy as many as you want. You
may now move on (turn to 18), or buy
something else (turn to 70).
39
40
125
You hurriedly leave the scene of the crime
with your Potion. You return to the mys-
terious beehive buildings and may eat Pro-
visions here before falling asleep. Turn to 52.
126
You continue along the road until it reaches a
gully. It is early evening and shadows fall
across one side of the gully. Resolutely, you
press on, keeping a watch for robbers or
bandits in the shadows. Have you the Eye of
Ylaruam? If you have, turn to 6. If you have
not, turn to 32.
130 134
You hand the two guards your backpack and Do you wish to thank the merchants and turn
127
they search through it, muttering and shaking aside from the path to head into the hills (turn
Night is falling. The road curls up to a huge, their heads. At length one declares, ‘Your to 14)? Or do you suspect trickery here and
low building that looks something like a weird provisions are all right, but we’ll have to see
castle. To go up here, turn to 78. Alternative- wish to attack them (turn to 109)?
the master about the Potion of Skill/Strength/
ly, you may spend the night among the rocks
Fortune. Please come with us to the office.’
(turn to 99). Deduct 5 S T A M I N A points if you
Will you agree to this request (turn to 179), or
have not eaten since you left Alasiyan.
refuse (turn to 94)?
131
You walk up into the hills. Eventually, you
come to a cave in the hillside, outside which is
a large boulder. You may eat Provisions here.
Then you may either light your lantern and
enter the cave (turn to 119), or go further up
the hillside (turn to 95).
128
The sword is a magical one made by the 132
Dwarfs of the Copper Mountains. When
You take one Gas Capsule and throw it at the
fighting in battle, you may add 1 point to your
Attack Strength if you are using this sword. If Bugbears. It explodes and releases the
you want to move on now, turn to 18. If you poisonous gas. The Bugbears drop their 135
want to buy something else, turn to 70. battleaxes and sink to the ground clutching
You draw your sword and the two evil
their throats. Add 1 L U C K point. You walk past
creatures are almost beside themselves with
the dead guards. Turn to 189.
129 glee as you do so. The fight commences.
You break free of your guard, a cat-like
humanoid, and run for the desert. A howl
133 SKILL STAMINA
goes up from the monster guards. Quickly, From your high vantage-point, you watch the GNOLL 8 4
the Orc pulls out his bow and shoots two cart rumble by. You may eat Provisions here. LIZARD MAN 7 7
arrows at you. Test your Luck. If you are When the cart has gone, you slither down to
Lucky, turn to 76. If you are Unlucky, turn to the road and, after some brief thought, walk If you win, you decide to leave the inn. Turn to
93. on in the opposite direction. Turn to 126. 5.
41
42
136
You step forward. The Dervish twirls his
sword in defiance. Resolve this battle.
137
You work away all night- lose 2 S T A M I N A
points for not getting any sleep – but cannot
escape, for the walls and door of the cell are
made of solid rock. In the morning the guards
come to fetch you. Turn to 183.
138
You put your hand in carefully – but there is
no scorpion in it. ‘Well done,’ cries the Hermit.
‘I don’t know exactly where the Lost Cave of
the Dervishes is, but I do know that a map to
its location is held in the great nest overlook-
ing the Valley of Diamonds.’ Turn to 65.
139
The Sorcerer-Governor becomes visible
again when he is dead. Hurriedly, you search
him and the room. You find 25 Gold Pieces.
For your incredible victory you may add 1
S K I L L point, 2 S T A M I N A points and 1 L U C K
point. You may also eat Provisions here
before you leave the house. Turn to 15.
140
You follow the track for someway and shortly
see a caravan of about six wagons coming
towards you. Do you wish to meet the people
in the caravan (turn to 17), or will you turn
aside and strike out into the desert (turn to
62)?
141
You draw your sword and the Nomad gives a
shriek of anger and rage. Resolve this battle.
43
honoured if you would stay the night,’ mutters 150 156
Kuperan. You press your advantage and ask
You set off with the good wishes of the Hermit You throw your knife; it whistles down the
questions regarding your quest. The Giant is
– add 1 L U C K point. You go down the hillside table towards him-and stops suddenly, as if
reluctant, but he has no choice while you
and follow the old man’s directions to the it has hit an invisible force-field. Lose 1 L U C K
have your Gas Capsule. He says he doesn’t
great nest. Cautiously you approach; it is point. The Governor turns to face you, his
know where the Lost Cave of the Dervishes is,
indeed a nest, with three eggs inside. Test dagger drawn. Turn to 36.
but that the old Hermit of the Hills might. You
your Luck. If you are Lucky, turn to 63. If you
laugh and put away your Gas Capsule. Add 1
are Unlucky, turn to 25. 157
L U C K point. As it is night-time outside, the
monsters soon begin to fall asleep. Turn to You leap from the back of your Griffin. The
169. 151 height is too great. You land in a crumpled
The Goblin scowls, ‘Where is that son of a pile on the sand, your neck broken. Kuperan
desert rat? I’ll cut his throat for him!’ and gives a howl of rage and decides to give the
stomps off. You breathe a sigh of relief and guard to the Earth Demon instead. Your
spend the rest of the time avoiding quarrels adventure ends here.
and generally listening in. At length you
decide to leave the inn. Turn to 5. 158
Before the guards can reach you, you pull out
152 the Potion of Human Control which you found
You put your hand in the hole and feel an in the rock cleft and swallow what remains of
intense pain shoot through it and up your the fluid. ‘Hey!’ cry the guards, ‘What are you
arm. You withdraw it quickly – but it is too doing?’ ‘You don’t want to search my back-
late. You have chosen wrongly. You slump to pack and I can pass freely,’ you intone. The
146 the ground, and your adventure ends here. guards look at you dumbly and allow you to
You march across the square to the house walk past them. Add 1 L U C K point. Turn to 59.
and make for the door, which is a large stone 153
affair. The Hobgoblins bar your way and the Your cell is dusty and dark. The guards have 159
tallest growls, ‘No admittance without the removed your sword, but you still have your Standing before the cave entrance is a
Governor’s appointment.’ Have you an backpack and you may eat Provisions here. Dervish on guard. Obviously the cave wasn’t
appointment? If you have, turn to 90. If you Will you go to sleep (turn to 172), or try to get lost to everybody! You will have to attack the
have not, turn to 170. away in the night (turn to 137)? Dervish to gain entrance (turn to 136). But if
you have a Dagger of Dervish-killing, turn to
147 178.
You search the dead Dervish and find 3 Gold
Pieces, a silver crucifix and a bag of sand. You 160
may keep two of these items and throw the You run on until you find a hole in the rocks, a
other away. Make up your mind which you will crevice where you can hide from the Hawk.
keep and which one you will throw away, and Nevertheless, it wounds you again – lose 2
then enter the cave. Turn to 46. S K I L L points – before eventually giving
up and flying off. Turn to 131.
148
It seems you are destined not to have a quiet 161
night on this adventure! As you lie down, a You find three Lizard-men in leather armour,
hungry Rock Toad approaches. and four humans and a Goblin who are
154 chained together. The cart contains rotten
ROCK TOAD SKILL 8 STAMINA 6
fruit, manacles and leg irons, also a length of
You walk into the road and hail the drivers.
Each attack round, roll one die. On a roll of 1, rope. Take what you will, then turn to
They are three Lizard-men, who attack you
2 or 3, the encounter is as normal. On a roll of 126.
quickly.
4, 5 or 6, you are dragged to the Rock Toad’s
mouth by its snaking tongue and bitten – lose SKILL STAMINA
4 S T A M I N A points. If you win, turn to 193. First
LIZARD-MAN 8 8
149 Second
LIZARD-MAN 9 8
You ask questions regarding the Stone of Third
Shanhara, but none of the prisoners has LIZARD-MAN 8 7
heard of it. One of the humans, an old man,
tells you to seek the advice of Kuperan the If you wish to Escape turn to 126. If you win,
Fire Giant – if you can survive his castle and turn to 110.
courtiers! Turn to 126.
155
You land, a little dazed, on the floor of the
Valley of Diamonds. The sides look very steep
to climb. What most amazes you, though, is
the fact that the valley floor is not strewn with 162
rocks, but with diamonds. You may gather Desperately, you claw out, and manage to
some diamonds here, to the value of 100 Gold catch the Griffin’s wing and pull yourself back
Pieces, and eat Provisions if you wish. If you into the saddle. The cat-like humanoid urges
want to try to climb out of the valley, turn to his Griffin to the attack. Roll two dice. If the
92. If you have Boots of Leaping, turn to 16. total is equal to or less than your current
Alternatively, you may wait and see what S K I L L score, turn to 185. If the total is more
happens (turn to 143). than your current sT A M I N A score, turn to 96.
44
45
163 169 175
The Nomad’s grin fades. ‘A curse on you, you Will you go to sleep among the monsters? If The Sandcrawler, huge beast as it is, only
desert rat! May all your Provisions rot in the you will, turn to 104. It you want to stay buries itself deeper in the sand. The Nomads
desert.’ And they will. When you leave Ala- awake, what will you do? You could investi- look at you with disgust. Lose 1 L U C K point.
siyan, cross off all your Provisions. Lose 3 gate the bronze statue (turn to 87), or try to You decide to leave. Will you head out into the
L U C K points. If you want to attack the angry assassinate Kuperan while he sleeps (turn to desert (turn to 62)? Or will you follow the very
Nomad, turn to 141. If you want to move on, 167). obvious tracks of the Sandcrawler (turn to
turn to 18. 43)?
170
164 ‘Then be off with you,’ snarls the Hobgoblin 176
As you step back from the dead snakes, a angrily, ‘and stop wasting my time.’ If you The Giant Hawk seizes you in its talons and
Giant Roc comes down to seize their corpses wish to move on, turn to 15. If you wish to you are carried away, your sword knocked
for food. Maybe you can catch hold of the attack the Hobgoblin for his insolence, turn to from your hand. You are set down in a huge
Roc’s leg? If you have any rope, turn to 108. If 197. nest filled with babies the size of normal-sized
you have not got any rope, turn to 196. hawks. Your adventure ends here.
171
165 You easily leap up to the Goblin’s Griffin. The 177
Whatever happens, you don’t want to try the two creatures curse – they can’t use their Your aim is true – but the knife clatters off
Test of the Scorpion, so you head out into bows at such short range. You do not have Kuperan’s splendid armour. ‘Tomorrow,’ says
Twin Sun Desert again, after saying goodbye time to draw the sword you got from the Orc, the Giant as his guards seize you, ‘you’ll be
to the old man. Test your Luck. If you are but as you are all fighting unarmed, you do the next tribute to the Earth Demon!’ You are
Lucky, turn to 113. If you are Unlucky, turn to not need to deduct 3 points from your Attack dragged off to the dungeons beneath the
62. Strength. castle. Turn to 153.
SKILL STAMINA
166 178
First G O B L I N 5 5
The door swings open, revealing a room with Second G O B L I N 5 4 You step forward. The Dervish twirls his
bare walls. However, there is a table in the sword in defiance. Suddenly the dagger
room and seated around this are four Hob- If you defeat both of them, turn to 73. shoots from its place on your belt straight into
goblins. If you want to attack them, turn to 75. the Dervish’s chest, killing him instantly. Add
If you want to leave, Test your Luck. If you are 172 1 L U C K point. Will you search the Dervish
Lucky, turn to 115. If you are Unlucky, turn to (turn to 147), or go on into the cave (turn to
75. You get a good night’s sleep despite the hard 46)?
stone floor and the constant scamperings of
Hellrats in the dark – lose 1 portion of your
167 Provisions to the rats. In the morning the
You creep with drawn sword towards Kuper- guards come to fetch you. Turn to 183.
an, as he sleeps on his stone chair. Unfortu-
nately, you trip on a sleeping Lizard-man and 173
he wakes up. Your battle awakens the other
monsters. The Nomad stops as you draw close. ‘Ah, I can
see you are a man of the world,’ he says.
LIZARD-MAN SKILL 8 STAMINA 6 ‘Where are you headed? What, Twin Sun
Desert? Then you’d better purchase some
If you win, turn to 82. items from me.’ Will you? If you want to see
what he has to offer, turn to 70. If you want to
move on, turn to 18. 179
168
Taking your backpack, the guards lead you
You cannot get out of the way of the boulder through Alasiyan to a low building with an
in time! It rolls over you, mashing you to the 174
archway for a door. Inside is an elderly scribe
tunnel floor and crushing the fabled Stone of You jump almost effortlessly across the deep and another guard. He takes one look at the
Shanhara to dust. Your adventure ends here. pit and walk on until you reach an archway. offending Potion and says to his guard, ‘Take
You walk through this and come out into a him down to the cell!’ You are led off,
wide, spacious chamber containing the huge struggling. Turn to 66.
and beautiful Stone of Shanhara. Turn to 8.
46
47
180 seems to be a track through the desert (turn to
140). 197
The Goblin’s Griffin swings around towards you
and the two archers fill you with arrows. As you and the Hobgoblins draw swords, the
Kuperan bellows with evil laughter as you pitch 189 second Hobgoblin joins the fray as well!
forward into the waiting mouth of the Earth You walk on up the corridor until you reach an
Demon. Your adventure ends here. archway over which two torches burn. There SKILL STAMINA
are steps leading down beyond it, and you can First H O B G O B L I N
181 hear shouts, laughter and talking in several GUARD 6 6
languages. Grimly, you walk through the Second H O B G O B L I N
Your combined efforts manage to subdue the
archway and down the steps. Turn to 12. GUARD 5 7
Sandcrawler. ‘Thank you, traveller,’ says the
Nomad, and hands you a pouch containing 5 If you wish to Escape, turn to 15. If you win,
Gold Pieces. Add 1 L U C K point. ‘Don’t go into 190 turn to 184.
the desert,’ he warns. If you wish to ignore The Bronze Golem bashes you savagely across
him and set out into the desert, turn to 62. If the face and the now awakened Kuperan
you wish to obey him and follow the Sand- laughs, ‘Play with Talus would you? Tomorrow
crawler’s very obvious tracks up a rise, turn to
you’ll be the next tribute to the Earth Demon!’
43.
The guards come and drag you off to the
dungeons beneath the castle. Turn to 153.
182
With all your opponents dead, you urge the 191
Griffin to fly off into the desert. But as you
The equipment is the fatal difference. You are
leave, the Blue Dragon breathes lightning at
too laden to jump across to the other side, and
you. Test your Luck. If you are Lucky, the bolt
with a scream of horror you plunge down and
misses you (turn to 37). If you are Unlucky, it
down into the pit. You will not survive the fall.
hits you, killing you and your Griffin instantly.
Your adventure ends here.
Your adventure ends here.
183 192
You run out of the house with the Hobgoblins
You are dragged out of your cell and led
outside into the brilliant sunshine of Twin Sun after you, their rage doubled at seeing their
Desert. Here a pack of half-eagle, half-lion fallen companions by the door. Fortunately,
flying creatures and a select group of guards you manage to lose them in the square and
await you. Will you try to Escape now while are able to continue. Add 1 L U C K point. Turn
you still have the chance (turn to 129), or go to 15.
peacefully (turn to 68)?
193
184 You slay the foul Rock Toad. You may eat 198
You search the Hobgoblins and find a bronze Provisions here before going to sleep again. You throw your Gas Capsule and it explodes on
key. Then you try the door of the house – it is Next morning you awake and, ignoring the impact, enveloping the cart in poisonous gas
locked, but perhaps the bronze key unlocks it? castle, set off into the desert. Test your Luck. and killing all the occupants. Lose 1 L U C K
If you wish to try opening the door with the If you are Lucky, turn to 113. If you are point for being cowardly. You wait for a while
key, turn to 9. If you wish to move on, turn to Unlucky, turn to 62. to make sure they are dead and that the gas
15. has cleared. You slither down to the road. You
194 may continue (turn to 126), or you may
search the cart (turn to 161).
185 The Lauper tumbles from his mount and falls
As you pass, you pull the cat-like humanoid screaming into the mouth of the Earth Demon.
from its saddle and it falls screaming into the His Griffin flies off across the desert. Will you 199
mouth of the Earth Demon. His Griffin flies off urge your Griffin to follow? If so, turn to 19. If The Griffin throws you clear of its back and
across the desert. Will you follow? If you do not, turn to 49. helplessly you plummet straight down into the
want to follow the other Griffin, turn to 19. If Earth Demon’s awaiting mouth. The crowd on
you don’t want to, turn to 49. 195 the Blue Dragon cheer and laugh before the
Fire Giant orders the convoy to head
The Glass Eye is a snip at 5 Gold Pieces! It was
186 homewards. Your adventure ends here.
fashioned long ago by a Master Mage of
The knife is a Magic Throwing-knife, which can Alasiyan called Ylaruam, and when you look
be thrown at any time in any battle and will through it, you can see distant things far more 200
automatically inflict 2 S T A M I N A points of clearly – just like a pair of binoculars! You may You gather up your last reserves of energy and
damage to the victim. It can only be used add 1 L U C K point. If you want to move on run for the circle of light at the end of the
once. If you want to move on now, turn to 18. now, turn to 18; if you want to buy something tunnel. You just make it to the entrance before
If you want to buy something else, turn to 70. else, turn to 70. the boulder. Quickly, you leap to one side and
in the next moment the boulder comes
187 196 rumbling out and crashes down the hillside,
splintering the thorn bushes as it goes. You sit
The path up the ‘slight’ rise is tiring and You rush out and catch hold of the Roc’s leg.
back against the baking rocks and breathe a
difficult. Once at the top, you can see some You are just in time, as the Roc rises into the
sigh of relief. Eagerly, you pull the fabled
tents and activity going on down below, but it air with the snakes in its beak. As it flies up
diamond, the Stone of Shanhara, from your
is obscured by the heat-haze. Do you have the you start to lose your grip on the Roc’s leg.
pocket and hold it up to the light of the Twin
Eye of Ylaruam the Master Mage? If you do, Soon you fall off and plummet to the ground.
Suns. The myriad points of light sparkle like
turn to 61. If you do not have this item, turn Your adventure ends here.
nothing else in this world. You place it down
to 123.
beside you and gaze out across the desert in
the direction of Alasiyan. You have succeeded
188 where many others have failed, but this does
You walk for most of the day until late not dwell on your mind for too long. Getting up
afternoon. You can now see hills to the north and dusting yourself off, you pick up the Stone
of you. If you want to head towards these, of Shanhara and stride down the hillside
turn to 14. Alternatively, you may follow what towards your next adventure.
48
49
First prize £20 Five runner-up prizes of £10
In issue 2, we ran a Cartoon Competition for comic-strip artists. The winning entry and
runner-up are featured in this issue. We received so many entries that we decided to run another
competition. This time we are looking for a single frame cartoon, in black and white only, along
the lines of the one below. It should be based on an unlikely incident in the world of Fighting
Fantasy. We will publish the winning entry and some of the runners-up in a future issue of
Warlock.
Rules
1. All entries must have the entrant’s name,
address and age attached and must be
accompanied by the official entry token
(below).
Warlock Competition
Penguin Books Ltd
536 King’s Road
London
SW10 0UH
England
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