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Special Note: Throughout this gamebook, you will find references to FF and GD. These stand for Fighting Fantasy style and Golden Dragon style combat. Choose the style you like best, and only take the choices relevant to your preferred combat style. These references will only remain here temporarily, since we are currently working on resolving the method of combat most preferred by club members.

Since writing the original combat rules, I have suggested a compromise loosely based on the Lone Wolf combat system (this idea was arrived at due to the suggestions of various gamebook club members), but this has not been implemented yet. Anyone wanting to test how these rules work can do so by using just the Skill and Life Points and special entries of the FF combat style. According to the gamebook survey results so far, the vast majority of club members prefer the modified Lone Wolf method over the other two, so unless more votes come in supporting the other styles, it appears that the Lone Wolf style will become the standard.

1
You awake on your back to find yourself with cold stone behind you, in a total void of darkness. You don't know your name or where you are or how you got here. You are wearing Leather Armour (FF: increases your Skill by 1///GD: decreases damage taken by 1) and sturdy hiking boots. You also have a small backpack with nothing inside, although how you got all this equipment is a mystery. You turn over onto your belly and push yourself up to your knees, slowly rising to your feet in the darkness... there is no other sound. The air is moist and humid. The temperature feels sultry. You raise your invisible hands before you and cautiously begin to search blindly, eyes wide open, panting heavily with fear and wonder. After a few steps your hands meet with a smooth surface, what appears to be wood. Do you:
Search for a handle? go to 2
Knock on the surface? go to 3
Proceed to hug the wall and move towards your left? go to 4.
Or move towards the right? go to 5
Or wait and listen? go to 6

 

 

 

 

 

2
You move your hands thoroughly around the smooth wood wall before you, starting at the top and moving downwards, until your hands reach the floor once again... you find no handle. But you think you can hear quiet mumbling. Do you:
Knock on the surface? go to 3
Press on against the wall and move towards your left? go to 4.
Or right? go to 5
Wait and listen? go to 6
Press your ear against the surface? go to 7

 

 

 

 

 

 

3
You knock on the surface and wait. Suddenly, the wall before you falls backwards, overflowing with an alarming clamber of metal as a bright light source stings your eyes, forcing you to shut them immediately. Next you hear are deep, angry grunts and heavy footsteps shuffling around you... then you are struck from all sides by the unknown assailants! You yell and scream innocent submission but to no avail; your anguish hugs the stone below you... The End. Go to Top of Page.

 

 

 

 

 

 

 

 

4
You slowly move cautiously across the wall towards your left. The surface changes to cold stone after your first step. The utter doom of silence cloaks your frame. After many steps of what feels like several minutes, the wall comes to an abrupt halt. Do you:
Proceed to follow the wall around the corner? go to 8
Return to the wooden panel? go to 2

 

 

 

 

 

 

5
A step towards your right reveals the end of the wooden panel and the beginning of cold stone under your palms. After a few moments of trekking through silence you are at a corner, and continue to your right. Your right foot hits something and you halt to inspect the obstacle. Judging by its shape and texture it appears to be a cylindrical object made of wood. There also appears to be some rune-like shapes etched into the side. The moment your fingers finish passing over them, a bright light bursts from the object, blinding you momentarily. It takes you a few moments for your eyes to accustom to the light. You look around you. You are in a small room with a wooden door-like panel on the middle of the far wall, and a corridor leading north next to it. The walls are of pure black stone. Above you there is a hole on the ceiling, probably from whence you came. You also find a Sword (does 4 points of damage per hit) on the floor behind you. You pick it up. Now do you:
Push the panel? go to 9
Enter the corridor? go to 10

 

 

 

 

 

6
You listen to the dark pool of silence for a few moments and hear angry grumbling from beyond the surface before you... from your left comes a discomforting breeze of putrid air... Do you:
Proceed to examine the wooden surface before you? go to 2
Move towards the left? go to 4
Move towards the right? go to 5

 

 

 

 

 

 

 

 

7
Listening at the panel, you hear grunting noises. You think that this may be some form of communication, but you do not understand it. Judging from the number of "voices", you suspect there may be two or three creatures in here. Do you:
Knock on the surface? go to 3
Press on against the wall and move towards your left? go to 4.
Or right? go to 5
Wait and listen? go to 6

 

 

 

 

 

 

 

8
Continuing to follow the wall, you step on something sharp which cuts your foot (take 1 point of damage). Cautiously reaching down, you find a sword lying here (does 4 points of damage). Picking it up, you continue to follow the wall, until you once again find a corner to the left. Deciding to continue following the wall, you find a stick lying on the ground. Picking this up, you notice strange carvings on the stick, and running your hand along them produces a bright light, which blinds you momentarily. Looking around, you discover that you are in a small room with a wooden door-like panel on the middle of the far wall, and a corridor leading north next to it. The walls are of pure black stone. Above you there is a hole on the ceiling, probably from whence you came. Do you:
Push the panel? go to 9
Enter the corridor? go to 10

 

 

 

 

 

 

9
You push on the panel with all your might. Make a Strength check (remember to reduce your current Strength by 1 after this).
If you succeed go to 11
Otherwise, your only option is to go through the corridor. Go to 10

 

 

 

 

 

 

 

 

10
You continue down the corridor. You notice that the floor is rather damp, and foul smelling. It is also covered with moss and fungus. After about 50 feet, it branches left and right. Do you:
Go to the left? go to 13
or right? go to 14

 

 

 

 

 

 

 

 

11
Forcing open the door, you burst into a small room with 3 armed Scavenger Orcs! They are surprised by your entry, allowing you one free attack without retaliation. None are wearing armour, but they all have shields and wield Short Spears.
Go here for FF style combat, or here for GD style combat.

 

 

 

 

 

 

 

 

 

 

 


For the first 6 rounds, they will fight with an effective skill of 8, since they have been blinded by your light.

Scavenger Orc (3): Skill 8 (11), Life Points 6. Damage (Short Spear) 3.

Remember, the second Orc to attack you will add 1 to it's skill, and the third will add 2 (multiple combat rules).

If you win, turn to 12
Otherwise, Go to Top of Page

 

 

 

 

 

 

 

 

 

 

 


For the first 6 rounds, they will fight with reduced skill, since they have been blinded by your light.

Scavenger Orc (3)........Life Points 6 each

Roll 2 dice:
Score 2: All 3 Orcs hit you, lose 9 Life Points
Score 3: 2 Orcs hit you, lose 6 Life Points
Score 4 to 5: 1 Orc hits you, lose 3 Life Points
Score 6 to 12: You hit an Orc (you chose which one), and do normal weapon damage.

If you have just killed an Orc, and this is your 5th combat round or less, go here
If you have just killed an Orc, but this is your 6th round of combat, go here
If this is your sixth round of combat, go here
Otherwise, Go to Top of Page
Otherwise, continue fighting.


Scavenger Orc (3)........Life Points 6 each

Roll 2 dice:
Score 2 to 3: All 3 Orcs hit you, lose 9 Life Points
Score 4 to 5: 2 Orcs hit you, lose 6 Life Points
Score 6 to 8: 1 Orc hits you, lose 3 Life Points
Score 9 to 12: You hit an Orc (you chose which one), and do normal weapon damage.

If you have just killed an Orc, go here
If you have been killed, Go to Top of Page
Otherwise, continue fighting.


Scavenger Orc (2)........Life Points 6 each

Roll 2 dice:
Score 2: Both Orcs hit you, lose 6 Life Points
Score 3 to 4: 1 Orc hits you, lose 3 Life Points
Score 5 to 12: You hit an Orc (you chose which one), and do normal weapon damage.

If you have just killed an Orc, and this is your 5th combat round or less, go here
If you have just killed an Orc, but this is your 6th round of combat, go here
If this is your sixth round of combat, go here
If you have been killed, Go to Top of Page
Otherwise, continue fighting.


Scavenger Orc (2)........Life Points 6 each

Roll 2 dice:
Score 2 to 3: Both Orcs hit you, lose 6 Life Points
Score 4 to 6: 1 Orc hits you, lose 3 Life Points
Score 7 to 12: You hit an Orc (you chose which one), and do normal weapon damage.

If you have just killed an Orc, go here
If you have been killed, Go to Top of Page
Otherwise, continue fighting.


Scavenger Orc.............Life Points 6

Roll 2 dice:
Score 2 to 3: The Orc hits you, lose 3 Life Points
Score 4 to 12: You hit the Orc and do normal weapon damage.

If you have just killed it, go to 12
If this is your sixth round of combat, go here
If you have been killed, Go to Top of Page
Otherwise, continue fighting.


Scavenger Orc.............Life Points 6

Roll 2 dice:
Score 2 to 5: The Orc hits you, lose 3 Life Points
Score 6 to 12: You hit the Orc and do normal weapon damage.

If you have just killed it, go to 12
If you have been killed, Go to Top of Page
Otherwise, continue fighting.

 

 

 

 

 

 

 

 

 

 

 

12
Looking through the Orcs possessions, you find 8 Gold Pieces. You can also take a shield (FF: increase your skill by 1/GD: roll d6 reduce damage taken by 1), up to 3 Short Spears (each doing 3 damage) and may Rest here in safety for as long as you desire. This room seems to have been a temporary home for the Orcs, and contains food (which looks quite nauseating to you, so you don't bother with it), water (you can fill a canteen here) and three (rather short and uncomfortable) bunks. There are doors to the north and south (which may be broken, depending on your previous actions). You decide to leave via the Northern door.
Go to 13

 

 

 

 

 

 

 

 

 

 

 

13
Turning to the left, your senses tingle at the sound of water up ahead. Continuing, the stone passage opens out into a roughly cut stone cavern. A rushing torrent of black water cuts through the centre of the chamber like a sharpened knife cutting through bone. There are two tunnels leading from this cavern on this side of the river, and a larger cave in the far side. Yet your eyes are drawn towards the scattered bones of a long dead adventurer on the far side of the river and the glittering treasures which lie around it. Rather than heading back into the darkness you decide to continue onwards. The river is roughly 12 feet wide so will be quite an obstacle to leap over, yet you can see that the waters are not very deep and you could probably wide through them. Will you...
Step into the chilling waters and carefully drag your way to the other side? Turn to 16
Or take a few steps back and make a daring leap across the river? Turn to 15

 

 

 

 

 

 

 

 

 

 

14
The stone corridor continues for some distance until it opens out into a roughly cut stone cavern, as you enter you are nearly blinded by the dazzling sunlight streaming through a gaping hole in the roof. Unfortunately it is some twenty feet above you and the walls are quite steep. Looking around you spy a wooden door set into the far wall and notice that the walls are covered in a peculiar green moss. Several small saplings are also growing out of cracks in the floor, bathing in the refreshing sunlight. Will you...
Pick a few pieces of moss off the wall and try eating them? Turn to 19
Risk life and limb to climb the walls and attempt to leave by the hole in the roof? Turn to 20
Or leave by the wooden door opposite? Turn to 21

 

 

 

 

 

 

 

 

 

 

15
Your heart pounds heavily and you concentrate for a few moments before
taking a running leap. Make a Skill check.
If you succeed turn to 18.
If you fail turn to 17

 

 

 

 

 

 

 

 

 

 

 

16
As soon as you plunge into the quick moving river you realise that you have made a mistake. The incredibly strong current drags you through the waters towards a gaping cave in the far wall. The water is icy cold and the current is rough enough to drag you under several times. Lose 2 life points and 3 strength. Eventually you control yourself enough to look around and see that you are being pulled down a darkened tunnel with a low roof of stalactites. You are cold, frightened and... is that a waterfall you hear ahead?
Turn to 22 to find out

 

 

 

 

 

 

 

 

 

 

17
Although you land firmly on the other side you land on a part of the cave coated in slippery algae and you fall backwards into the river. Before you can surface the strong current drags you through the waters towards a gaping cave in the far wall. The water is icy cold and the current is rough enough to drag you under several times. Lose 2 life points and 3 strength. Eventually you control yourself enough to look around and see that you are being pulled down a darkened tunnel with a low roof of stalactites. You are cold, frightened and... is that a waterfall you hear ahead?
Turn to 22 to find out

 

 

 

 

 

 

 

 

 

 

18
With a cry of triumph you land on the far side of the river easily, and survey the new half of the cavern. First of all you rummage through the skeletons belongings and find several items of interest. A crystal ring is on one of the bone fingers and you take this, you may wear it if you wish (make a note that you are doing so). There is also a rusty dagger (inflicts 2 points damage, but -1 skill when using it) and 7 gold pieces in a small velvet pouch which you remove and keep at your side. Once you have taken what you wish you decide to leave this cavern and enter the gaping blackness of the cave mouth that looms in front of you. Turn to 23

 

 

 

 

 

 

 

 

 

 

 

19
YUCK! What in the world possessed you to EAT that stuff?!? It tastes disgusting and you nearly choke to death - lose 1 Life Point. As you wipe your watering eyes, however, you notice that a strange warmth passes through your body. As it reaches you arms and legs, you feel your muscles bulge with power. The moss must be some sort of of steroid or stimulant. Too bad it tastes like ogre dung.

On your next Strength test only, you may add 3 to your current Strength (due to the unnatural stimulation of your body, this will allow you to bypass your maximum strength.) You can scrape off some more and store it; you get about enough for 3 doses. However, each time you use it, you must lose 1 Life Point. You may only be under the effect of one dose of moss at a time.Now, to get out of this room. Will you...
Risk life and limb to climb the walls and attempt to leave by the hole in the roof? Turn to 20
Or leave by the wooden door opposite? Turn to 21

 

 

 

 

 

 

 

 

 

 

20
Gritting your teeth, you begin your ascent. The hole is a mere 20 feet up; however, the walls are steep and the moss is very slippery. Make a Skill check, adding 2 to your die roll.
If you succeed, turn to 24
If you fail, turn to 25

 

 

 

 

 

 

 

 

 

 

21
It seems this room has been left to the rodents. Garbage and rotting wood are strewn about. Rats, cockroaches, and other vermin you don't care to try and identify scatter at your entrance. There is a stairway in the wall to your right leading down. Will you...
Search through the refuse? Turn to 26
Go down the stairs? Turn to 27

 

 

 

 

 

 

 

 

 

 

22
Fortunately for you, it's not. You can see several rocks ahead that are causing some rapids. Spotting one rock near the shore, you desperately swim to it. Clinging for dear life, you manage to gather your strength long enough to finally drag yourself to shore.

You lay on the ground panting for a little while before you think of your equipment. Some of it could be missing! You frantically search your belongings. Roll 1 die for each piece of equipment you have. If you roll a 1 or 2, that item is gone.
Now that you've taken inventory, where will you go? Will you...
Follow the river upstream? Turn to 28
Follow the river downstream? Turn to 29

 

 

 

 

 

 

 

 

 

 

23
The walls are glowing! It's not very bright, but there is definitely a small amount of light coming from the cavern walls and the stalactites. You've never seen anything like it. You can't see any exits currently, but there's bound to be one around here somewhere. As you explore the cavern, you can hear the sound of a bat flitting through the cavern. It's fairly loud, but you can't see the little critter. Finally you catch a glimpse of a bat-shaped shadow in the corner of your eye. Turning, your mouth drops in shock as you see the bat for the first time. He's huge! Four feet long with a six foot wingspan. He's heading straight for you...you gulp as you realise you're just the right size for this thing's meal!
Go here for FF style combat, or here for GD style combat.

 

 

 

 

 

 

 

 

 

 

 

Giant Bat (1): Skill 7, Life Points 8. Damage (Teeth and Claws) 4.

If you win, turn to 30
Otherwise, Go to Top of Page

 

 

 

 

 

 

 

 

 

 

 


Giant Bat (1)........Life Points 8

Roll 2 dice:
Score 2 to 5: The bat hits you, lose 4 Life Points
Score 6 to 12: You hit the bat, and do normal weapon damage.

If you win, turn to 30
Otherwise, Go to Top of Page

 

 

 

 

 

 

 

 

 

 

 

24
You are able to keep your footing and continue upwards towards the light. As you get closer, you notice that the light doesn't come from a hole...it is emanating from a piece of amber lodged in the ceiling. Will you take it out?
Yes? Turn to 31
No? Turn to 32

 

 

 

 

 

 

 

 

 

 

25
You slip and fall, landing on the cave surface below you. Subtract 1d6-3 Life Force. Roll 2d6: if you roll 11 or 12, subtract 1 skill point.
If you decide to attempt once more, go to 20
If you decide to leave by the wooden door, go to 21

 

 

 

 

 

 

 

 

 

 

 

26
Seeking through the refuse, you encounter a huge White Worm lurking beneath the remains, and crawling out towards you:
Go here for FF style combat, or here for GD style combat.

 

 

 

 

 

 

 

 

 

 

 

Huge White Worm: Skill 7 Life Force: 8 Damage: 2.
Special: If the worm's total Skill roll exceeds your character's by 4 or more, your character has been semi-paralysed. Reduce your character's Skill by 6 next round (this may cause your character to suffer this result again).
If you win, go to 33
Otherwise, Go to Top of Page.

 

 

 

 

 

 

 

 

 

 

 


Huge White Worm.....Life Force: 8

Roll 2d6:
2: The worm paralyses you as your skin comes into contact with its poisonous body oil. Subtract 2 life force and next round roll 2d6-8.
3: You are stung by the worm's barbed tail; subtract 3 life force from your total.
4: You are bitten by the worm's black maw; subtract 2 life force from your total.
5-9: You open a horrible gash in the worm's disgusting white body. Subtract 2 from its life force.
11-12: Your weapon cracks through the worm's black cranial shell, causing instant death as the white and black blood seep from it's fatal wound, and the bloated body slowly curls into itself.

If you win, go to 33.
Otherwise, Go to Top of Page

 

 

 

 

 

 

 

 

 

 

 

27
You cautiously make your way down the winding staircase all the while resisting the urge to puke from the inhuman stench that gets stronger as you plunge. You almost slip on the slimy stairs and emerge into what appears to be the bottom of a dark black pit. The floor is littered with unidentifiable decomposing corpses, crawling with white worms of varying sizes. At the far left end of the pit there is a rope ladder hanging from the top. Your eyes cannot make out what appears to be a shiny metal object, some feet out in front of you. To your right, the pit slopes downward. Do you:
Make your way to the ladder? Go to 34
Make your way across towards the object? Go to 35
Wade through the sea of abominating nausea down the slope? Go to 36

 

 

 

 

 

 

 

 

 

 

 

28
Following the riverbank upstream leads you to a duel staircase set into the wall. Both lead upwards. One climbs left, the other climbs straight in front of you. You see a few fish skeletons littering the stairs before you. Turning around you see below that this is where the river bends, right around this outcropped archway. Do you:
Ascend the left staircase? Go to 37.
Ascend the frontal staircase? Go to 38.
Head back downstream? Go to 29

 

 

 

 

 

 

 

 

 

 

 

29
Heading downstream, the riverbank bends into a strange cavern. Before you are several stone brick walls, making up 4 archways, that appear to have been constructed by dwarves, judging by their architectural patterns. There is a thin old man, sitting cross-legged before the junctions, wearing a beaten hat with a feather stuck on top, apparently engaged in rolling some rune-engraved dice on the floor. He ignores you as you approach his mysterious presence. There are fish skeletons strewn around the floor around him, and a bag leaning on the wall behind him, between the 2nd and 3rd archways. Do you:
Sit down before the mysterious old man? Go to 39.
Attack the mysterious old man? Go to 40.
Say something to the mysterious old man? Go to 41.
Go around the mysterious old man to the bag? Go to 42.
Approach the archways? Go to 43.
Turn around and make your way back upstream? Go to 28

 

 

 

 

 

 

 

 

 

 

 

 

30
Witnessing the bat's polymorphing remains, you discover the reason behind it's incredible strength. It was actually a shape-shifter. Recovering from the startling encounter, you inspect the walls closer. They are covered in a fluorescent moss. You decide to gather some fluorescent moss into a pouch, and continue searching the cavern. As you hug the wall, searching for a hidden door, your foot slips into a man-sized hole on the ground. Upon closer examination, you realise it is pitch black within, even after sticking your light-source inside! Do you:
Drop a rock inside? Go to 44
Ignore the dark hole and continue searching the walls? Go to 45

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