Post by sylas on Sept 1, 2018 22:10:09 GMT
A little adventure I decided to write as a bit of practise. It's the first story I've written without any prior planning so it's far from my best work. Took me about 7 hours in total. Uses standard FF rules for Tests, battles, and use of provisions.
THE 7TH QUEST
Roll your attributes if you are starting with a new character.
Skill: ½d6+6, Stamina: 1d6+12, Luck: 1d6+6.
If you are using a character you have used before, set your current attributes to their Initial values and delete all possessions.
If you have either 2 circles or 5 stars marked on your character sheet, turn to 4.
If you don’t yet have that many marked on your character sheet, read on.
Background
You arrive at the lobby of the Adventurer’s Academy later than planned. It is only when you have handed over the 10 gold pieces for the tuition fee that you notice there is just one flyer left pinned on the wall: QUEST 7 – STORM THE WIZARD’S TOWER. You moan that a wizard is far too difficult an adversary for a budding adventurer and would prefer a different quest.
The clerk looks down at you from the pedestal telling you to come earlier if you want other choices, but none of the quests are easy.
‘You’re paying to learn, aren’t you? No risk, no reward. Such is the life of an adventurer. Now go see the quartermaster before you lose your chance.’
Grumbling, you take the last flyer and head for the camp as instructed.
Turn to 1.
1
‘Ah. Storm the Wizard’s Tower – a fine choice,’ says the quartermaster jovially when you hand over the flyer. You tell him it was the only thing left.
‘An adventurer’s road is never a straight path. You must be wary of the obstacles in your way. Often, you must make the best of the only choice you have. Fortunately, that is not the case here.’
He lays three items on to the table to help you on your quest. The first is a Magic Sword enchanted to harm supernatural beings, such as spectres, that normal weapons cannot. Next is a suit of Chainmail Armour that will provide much needed protection against the dangers ahead. In combat, reduce any Stamina damage you receive by 1 point. However, due to its weight, you must add 1 to the dice roll whenever you are instructed to Test your Skill. Lastly is a chequered Shield that will defend against oncoming blows in combat. Reduce the Attack Strength of any opponents you face by 1. You may choose only ONE of these.
In addition, you may take any of the following items: a normal sword, leather armour, and a backpack containing 3 provisions. This is a temporary loan, of course, and you must return these possessions when the quest is over. You tell the quartermaster you are ready and he directs you to a shimmering portal. Taking a deep breath, you step through. Turn to 5.
2
You grab the bottle and smash it on the ground. The room is instantly filled with dense vapours that the Homonculus finds most irritating. It seems to have no adverse effect on you, however. Turn to 32 but you may deduct 2 from your opponent’s Attack Strength for the duration of the battle.
3
You bring forth the Lightning Rod and concentrate on invoking its power. The Homonculus screams fearfully as bolts of lightning blasts the roof of the tower open and strikes everything inside. Lose 4 Stamina points! If you are still alive, you are rewarded by the sight of a dying Homonculus, now little more than a charred husk on the floor. With its last breath it spits, ‘Fool! You…are only supposed to use it…outside.’ Then it expires. Turn to 33.
4
You can gain nothing more from the Adventurer’s Academy – you have all the training you need. The choice is now up to you. If you don’t feel an adventurer’s life suits you after all, you can give it up without any embarrassment; you have already done your best. If you feel ready, then the world of wonder and danger awaits you. Be on your guard, for in the lands you are about to explore, the threats are real, the risks are great, but the rewards can also be worth it. Prepare yourself as you head for the nearest city to see what adventures are in store for you.
5
You come out of the portal on to a clifftop so high that looking down makes your knees weak. You try to focus on the view ahead where you see several great pinnacles of rock jutting from the sea below. Spanning the gaps between each of these is a rope bridge. In the distance, you see the wizard’s tower standing on the last pinnacle of rock. It stabs the sky like a needle and dark clouds have formed over it.
This hardly seems fair. It will take at least an hour to reach the tower, and on the bridge you are open to an attack from anywhere. Suddenly, you hear the quartermaster’s voice calling to you through the portal.
‘Be brave, young warrior. You never know what lies ahead until you have explored it.’
Then you are left in lonely silence again save for the crashing of the waves and the cry of the gulls above. Strengthening your resolve, you begin crossing the bridge. Turn to 6.
6
Despite the creaking of the wooden planks, the bridge is sturdy and the ropes holding it aloft are strong. You reach the first pinnacle of rock without incident…and the next, and the next. You are just wondering what you were worried about before when a thick cloud of hissing fog builds up in front of you. As it clears, something has appeared on the bridge – a monstrous Hellhound as big as a wolf growls menacingly at you. It bares its teeth snarling. Do you want to:
Throw it some food? (turn to 8)
Attack immediately? (turn to 9)
7
Your challenge echoes through the den but nothing comes to meet you in battle. Tentatively, you look into the first lair, only to find some skeletal remains. You investigate the other lairs and the result is the same – the lions have been dead for years. You laugh and make for the exit. Regain 1 Luck point for your bravery and turn to 30.
8
Some dried meat seems to be in order and the hound eyes your offering hungrily. To appease it, you must give it 2 meals – delete these from your possessions. You take the opportunity to edge past while it is distracted. So much for a guard dog, you think. Turn to 12.
9
The monster engages you in battle and soon you discover that you are facing a dangerous enemy given your surroundings.
HELLHOUND SKILL 7 STAMINA 6
You cannot Escape. At the start of each attack round, roll 1 die. If the result is 1 or 2, the hound breathes gouts of flame at you, burning you for 1 Stamina point of damage. If you are still fighting after 4 attack rounds, turn to 13. If you win, turn to 11.
10
Not very wise to drink something you don’t recognize. To see what effect the potion has on you, roll two dice and deduct 6 from the result. If the total is zero or more, regain that many Stamina points. If the total is less than zero, lose that many Stamina points.
If your Stamina is reduced to zero, turn to 14. Otherwise, turn to 31.
11
You slay the monster and put out the small fires still licking at the rope bridge. Just as you are about to celebrate your victory, the body of the Hellhound vanishes in a puff of smoke! In its place is a small stoppered bottle – there is smoke swirling inside of it. It could be dangerous but if you want to take the Bottled Smoke, add it to your possessions. Turn to 12.
12
You reach the wizard’s tower without meeting any further encounters. Looking around the tower, it is made of smooth stone with a single door at its base and a single window on the highest floor. It’s not very big, certainly not as imposing as it looked from across the bridge. The door isn’t even closed. You enter cautiously. Turn to 15.
13
The fire spurting from the monster’s maw has set the rope alight behind you. Sensing this new danger, you break off the fight as the bridge buckles. You watch in horror as the flames burn through. The rope snaps, crackles, and pops its sinews causing the bridge to collapse! You flatten yourself against the planks hanging on desperately to whatever you can.
Test your Skill. If you are unsuccessful, your fail to hang on and fall into the abyss (turn to 14). If you are successful, you manage to hold on even as the broken bridge crashes against the cliff-face. Lose 2 Stamina points for the cuts and bruises you sustain. If this reduces your Stamina to zero, the pain loosens your grip and you fall (turn to 14 immediately). Otherwise, you breathe a sigh of relief and climb upwards. Turn to 12.
14
All goes dark and you cry out in the face of oncoming doom…but nothing happens. Suddenly, a bright light dazzles you. As it clears, you find yourself back in the quartermaster’s camp. The quartermaster comes over and smiles.
‘Don’t look so surprised; we weren’t about to let anyone die on our watch. The moment your life was in peril, we transported you away from harm. We’re not here to lose young adventurers (or equipment) so recklessly; we’re an academy after all. But the dangers you faced, the victories you gained, and the lessons you learned will do you good. Remember them well for one day, the consequences of your actions will be all too real and your experiences will be invaluable. With enough practise, on that day, you will be ready.’
As you leave, you ponder on these words and wonder if the quest was even winnable. Whatever the case, the quartermaster was right. You do feel like you have learned something and are all the better for the experience.
Increase your Initial Stamina by 1 and mark a star on your character sheet. Stars carry over to future adventures should you wish to try this quest again or a different one using the same character.
15
You enter a large stone room lit with bracketed torches. There is a small chamber to the right and a flight of stone steps to the left leading to the floor above. A wooden statue rests in the centre of the room. Before you can decide what to do, there is a puff of smoke as a little Homonculus (a wizard’s familiar) suddenly appears in front of you hovering on tiny wings. It points a bronze wand at you.
‘Clear off, or my master will reduce you to ashes. This is your only warning.’
The little critter casts a spell before it disappears. Moving awkwardly on creaking limbs, the wooden statue comes to life! As it approaches, you see the finer details of its features having the semblance of, who you presume is, the wizard of the tower. You must fight this strange being.
WOOD GOLEM SKILL 8 STAMINA 6
You may choose to Escape up the stairs. If you do, the golem strikes you painfully as you flee. Lose 2 Stamina then turn to 19. If you fight and win, you can spend some time investigating the chamber down here (turn to 16), or choose the stairs after all (turn to 19)? If you fight and your Stamina is reduced to zero, turn to 14 instead.
16
The chamber contains all sorts of paraphernalia typical of a wizard’s study from herbs and scrolls to small artefacts and ritual tomes. You browse the shelves and desks not really understanding how anything works. You know that while you should leave no stone unturned, you should also beware the Scitalis hiding in plain sight. If you decide against touching anything, you head upstairs (turn to 19). If you take a chance at one of the items, roll one die. If the number is odd, turn to 17. If it is even, turn to 18.
17
You pick up a valuable-looking tome and peruse through its pages for a spell to use. Eventually, you find a page you can read. As you stumble through the pronunciation of the arcane words, something begins to take shape in the air. It is only when the horns, the jaws, and the viscous talons have formed, that you realize your mistake. Uttering a soul-rending scream that chills your blood, the entity launches itself at you.
DEMONIC SLAYER SKILL 9 STAMINA 2
If you do not have a Magic Sword, you cannot harm the demon or prevent it from rending you apart. If you do have a Magic Sword, you have a slim chance of victory given that it has not yet fully formed and one good strike will banish it. If you are slain by the demon, turn to 14. If you succeed in banishing it, you quickly head upstairs before you inadvertently bring more trouble upon yourself. Turn to 19.
18
You are intrigued by a slim mahogany wand similar to the one used by the Homonculus. It is engraved with two bolts of lightning and crackles at one end when you hold it. This feels like a powerful artefact – note the Lightning Rod in your possessions. Turn to 19.
19
At the top of the stairs, you come on to a landing with two doors to your left and one straight ahead. Again, the despicable Homonculus appears before you.
‘So, you won’t take no for an answer, eh? Well if you insist, I can tell you how to meet your doom. The first room contains nothing to fear if you are brave enough. The second will leave you seeing stars that definitely do not spell your fortune. The third leads into the Lion’s Den. My master’s pet lions haven’t eaten in years and they’ll be glad to have you on the menu. But you’re not likely to survive any of them. So, how do you wish to die?’
You’ve had enough of the critter’s taunting and lash out with your sword only to hit nothing but air as it vanishes. Pondering its cryptic ‘advice’, which door will you enter?
The first? (turn to 20)
The second? (turn to 21)
The third? (turn to 22)
20
The door slams shuts behind you and there is no handle on this side. You are in a litter-strewn room with a series of cogs set along the wall. There is another door on the opposite side of the room. Looking around, the floor can hide anything and you can’t work out what the cogs operate. Will you:
Sift through the litter (turn to 23)?
Cross the room normally (turn to 24)?
Be extra cautious (turn to 25)?
21
You find yourself standing in a ritual chamber with two pentagrams marked on the floor. At your entry, the pentagrams glow brightly and smoke rises from its centre. Two demonic beings are solidifying as you ready your sword. Do you stand and face them (turn to 27), or flee between the pentagrams to the door on the far side of the room (turn to 28)?
22
You walk into a chamber lit only by the light coming in from the exit on the far side. Bizarrely, it does resemble a lion’s den within a wizard’s tower. You count three lairs in all and detect a faint growling in the air followed by what sounds like snoring.
If you let sleeping lions lie and tiptoe towards the exit, turn to 29.
If you shout a challenge and face the beasts, turn to 7.
23
Gingerly searching through the rubbish, you find nothing of use. However, you do succeed in cutting your hand badly on a piece of broken glass. Lose 2 Stamina points and 1 Skill point. You’re wasting time. Will you now cross the room normally (turn to 24), or be extra cautious (turn to 25)?
24
You reach the door without activating any tripwires or pitfalls and wonder what the room is even used for. Shrugging your shoulders, you exit the room. Turn to 30.
25
Slowly but surely, you edge forwards being wary of hidden dangers. Test your Luck. If you are Lucky, turn to 24. If you are Unlucky, turn to 26.
26
You’ve gotten halfway when you hear the snap of a wire and the cogs begin turning frantically. The room instantly becomes a vortex of flying debris and you are caught in its centre. Roll one die and add 1 to the number rolled. The result is the number of Stamina you must lose from the barrage. (Turn to 14 if your Stamina is reduced to zero.)
If you are still alive, you run forwards blindly until you reach the door and make a hasty exit. Turn to 30.
27
You are in desperate trouble here. The two summoned beings are hellish Demonspawn and if you do not have a Magic Sword, you cannot harm them and will be slain (turn to 14 at once if this is the case). If you do have a Magic Sword, you have a fighting chance .
FIRST DEMONSPAWN SKILL 6 STAMINA 5
SECOND DEMONSPAWN SKILL 6 STAMINA 6
You must fight them together and cannot Escape. Turn to 14 if your Stamina is reduced to zero. If you slay them both, you find nothing else in the room and leave. Turn to 30.
28
The two demons strike out, raking your body as you dash between them. Lose 4 Stamina points. If your Stamina is reduced to zero, turn to 14. If not, you reach the exit wounded but intact. Turn to 30.
29
You dare not risk any provocation and move slowly past the lairs. You cannot see into them – it is too dark for that – but you can feel pairs of eyes boring into your soul. Lose 1 Luck point. When you reach the far side of the lair, the lions still haven’t made a move to attack. Not hanging around to discover why, you exit the chamber. Turn to 30.
30
You come through into a wizard’s lab containing whole assortment of unrecognizable potions and other weird formulas. There is even a potion brewing in a transparent, tubular apparatus at the moment. When it finishes, the concoction pours out into a glass vial giving off a bitter-sweet aroma. You may drink it if you wish (turn to 10), or leave it and head up a spiral staircase (turn to 31).
31
The staircase spirals up into the top floor – a large spacious room containing something you did not expect. The all-powerful wizard is here…albeit gagged and tied down within a complex arcane circle. As you stand wondering how to proceed, the hateful Homonculus appears once more, hovering threateningly before you.
‘I warned you to leave; you did not listen. Now you know the tower’s secrets and must be destroyed!’ You have time for one action as the critter prepares to cast a spell at you. You may only choose an option if you have the relevant item in possession. If you attack, it will retaliate straight away. Will you:
Throw the Bottled Smoke? Turn to 2.
Activate a Lightning Rod? Turn to 3.
Attack with your sword? Turn to 32.
32
Finally you have a chance to bring your blade upon the little pest. The Homonculus is tiny but it is much quicker than you are and, armed with the bronze wand, may prove a far deadlier opponent than you first thought.
HOMONCULUS SKILL 10 STAMINA 4
You cannot Escape. Each time the Homonculus hits you, it unleashes an eldritch blast from the wand reducing your Stamina by 3 points. A Magic Sword, if you have one, will prove useful in this combat and you may add 1 to your Attack Strength. If you manage to kill the thing, turn to 33.
33
Having defeated the Homonculus, you go over to the wizard, warning him not to try any tricks as you free him. The wizard stands up, dusting himself down.
‘Do not worry, young warrior; I am not your enemy. I am the wizard who devised this quest. It was to test new adventurers, providing trials and valuable lessons for them to learn from. They will fare better when they eventually go to roam the lands of danger. Unfortunately, my familiar has made a mockery of it. I gifted it a magic wand and free roam of the tower for its loyal service but was not aware of its malicious intent until it was too late. The wretched creature tricked me into the arcane circle where my magic was crippled and I was overpowered. It wanted the tower and its artefacts for itself, and altered the trials to become more deadly for its own amusement. I apologize for allowing that to happen. But you have triumphed nonetheless, and your victory will hold you in good stead.’
The wizard is right. Your wits and your prowess have improved from the experience, and you should be proud to have seen the quest through to completion. It has been a long day at the Adventurer’s Academy but for once, you feel like you are finally getting somewhere.
Add 1 to your Initial Skill and mark a circle on your character sheet. Circles carry over to future adventures should you wish to take on another quest using the same character. You may not attempt this quest again.
THE 7TH QUEST
Roll your attributes if you are starting with a new character.
Skill: ½d6+6, Stamina: 1d6+12, Luck: 1d6+6.
If you are using a character you have used before, set your current attributes to their Initial values and delete all possessions.
If you have either 2 circles or 5 stars marked on your character sheet, turn to 4.
If you don’t yet have that many marked on your character sheet, read on.
Background
You arrive at the lobby of the Adventurer’s Academy later than planned. It is only when you have handed over the 10 gold pieces for the tuition fee that you notice there is just one flyer left pinned on the wall: QUEST 7 – STORM THE WIZARD’S TOWER. You moan that a wizard is far too difficult an adversary for a budding adventurer and would prefer a different quest.
The clerk looks down at you from the pedestal telling you to come earlier if you want other choices, but none of the quests are easy.
‘You’re paying to learn, aren’t you? No risk, no reward. Such is the life of an adventurer. Now go see the quartermaster before you lose your chance.’
Grumbling, you take the last flyer and head for the camp as instructed.
Turn to 1.
1
‘Ah. Storm the Wizard’s Tower – a fine choice,’ says the quartermaster jovially when you hand over the flyer. You tell him it was the only thing left.
‘An adventurer’s road is never a straight path. You must be wary of the obstacles in your way. Often, you must make the best of the only choice you have. Fortunately, that is not the case here.’
He lays three items on to the table to help you on your quest. The first is a Magic Sword enchanted to harm supernatural beings, such as spectres, that normal weapons cannot. Next is a suit of Chainmail Armour that will provide much needed protection against the dangers ahead. In combat, reduce any Stamina damage you receive by 1 point. However, due to its weight, you must add 1 to the dice roll whenever you are instructed to Test your Skill. Lastly is a chequered Shield that will defend against oncoming blows in combat. Reduce the Attack Strength of any opponents you face by 1. You may choose only ONE of these.
In addition, you may take any of the following items: a normal sword, leather armour, and a backpack containing 3 provisions. This is a temporary loan, of course, and you must return these possessions when the quest is over. You tell the quartermaster you are ready and he directs you to a shimmering portal. Taking a deep breath, you step through. Turn to 5.
2
You grab the bottle and smash it on the ground. The room is instantly filled with dense vapours that the Homonculus finds most irritating. It seems to have no adverse effect on you, however. Turn to 32 but you may deduct 2 from your opponent’s Attack Strength for the duration of the battle.
3
You bring forth the Lightning Rod and concentrate on invoking its power. The Homonculus screams fearfully as bolts of lightning blasts the roof of the tower open and strikes everything inside. Lose 4 Stamina points! If you are still alive, you are rewarded by the sight of a dying Homonculus, now little more than a charred husk on the floor. With its last breath it spits, ‘Fool! You…are only supposed to use it…outside.’ Then it expires. Turn to 33.
4
You can gain nothing more from the Adventurer’s Academy – you have all the training you need. The choice is now up to you. If you don’t feel an adventurer’s life suits you after all, you can give it up without any embarrassment; you have already done your best. If you feel ready, then the world of wonder and danger awaits you. Be on your guard, for in the lands you are about to explore, the threats are real, the risks are great, but the rewards can also be worth it. Prepare yourself as you head for the nearest city to see what adventures are in store for you.
5
You come out of the portal on to a clifftop so high that looking down makes your knees weak. You try to focus on the view ahead where you see several great pinnacles of rock jutting from the sea below. Spanning the gaps between each of these is a rope bridge. In the distance, you see the wizard’s tower standing on the last pinnacle of rock. It stabs the sky like a needle and dark clouds have formed over it.
This hardly seems fair. It will take at least an hour to reach the tower, and on the bridge you are open to an attack from anywhere. Suddenly, you hear the quartermaster’s voice calling to you through the portal.
‘Be brave, young warrior. You never know what lies ahead until you have explored it.’
Then you are left in lonely silence again save for the crashing of the waves and the cry of the gulls above. Strengthening your resolve, you begin crossing the bridge. Turn to 6.
6
Despite the creaking of the wooden planks, the bridge is sturdy and the ropes holding it aloft are strong. You reach the first pinnacle of rock without incident…and the next, and the next. You are just wondering what you were worried about before when a thick cloud of hissing fog builds up in front of you. As it clears, something has appeared on the bridge – a monstrous Hellhound as big as a wolf growls menacingly at you. It bares its teeth snarling. Do you want to:
Throw it some food? (turn to 8)
Attack immediately? (turn to 9)
7
Your challenge echoes through the den but nothing comes to meet you in battle. Tentatively, you look into the first lair, only to find some skeletal remains. You investigate the other lairs and the result is the same – the lions have been dead for years. You laugh and make for the exit. Regain 1 Luck point for your bravery and turn to 30.
8
Some dried meat seems to be in order and the hound eyes your offering hungrily. To appease it, you must give it 2 meals – delete these from your possessions. You take the opportunity to edge past while it is distracted. So much for a guard dog, you think. Turn to 12.
9
The monster engages you in battle and soon you discover that you are facing a dangerous enemy given your surroundings.
HELLHOUND SKILL 7 STAMINA 6
You cannot Escape. At the start of each attack round, roll 1 die. If the result is 1 or 2, the hound breathes gouts of flame at you, burning you for 1 Stamina point of damage. If you are still fighting after 4 attack rounds, turn to 13. If you win, turn to 11.
10
Not very wise to drink something you don’t recognize. To see what effect the potion has on you, roll two dice and deduct 6 from the result. If the total is zero or more, regain that many Stamina points. If the total is less than zero, lose that many Stamina points.
If your Stamina is reduced to zero, turn to 14. Otherwise, turn to 31.
11
You slay the monster and put out the small fires still licking at the rope bridge. Just as you are about to celebrate your victory, the body of the Hellhound vanishes in a puff of smoke! In its place is a small stoppered bottle – there is smoke swirling inside of it. It could be dangerous but if you want to take the Bottled Smoke, add it to your possessions. Turn to 12.
12
You reach the wizard’s tower without meeting any further encounters. Looking around the tower, it is made of smooth stone with a single door at its base and a single window on the highest floor. It’s not very big, certainly not as imposing as it looked from across the bridge. The door isn’t even closed. You enter cautiously. Turn to 15.
13
The fire spurting from the monster’s maw has set the rope alight behind you. Sensing this new danger, you break off the fight as the bridge buckles. You watch in horror as the flames burn through. The rope snaps, crackles, and pops its sinews causing the bridge to collapse! You flatten yourself against the planks hanging on desperately to whatever you can.
Test your Skill. If you are unsuccessful, your fail to hang on and fall into the abyss (turn to 14). If you are successful, you manage to hold on even as the broken bridge crashes against the cliff-face. Lose 2 Stamina points for the cuts and bruises you sustain. If this reduces your Stamina to zero, the pain loosens your grip and you fall (turn to 14 immediately). Otherwise, you breathe a sigh of relief and climb upwards. Turn to 12.
14
All goes dark and you cry out in the face of oncoming doom…but nothing happens. Suddenly, a bright light dazzles you. As it clears, you find yourself back in the quartermaster’s camp. The quartermaster comes over and smiles.
‘Don’t look so surprised; we weren’t about to let anyone die on our watch. The moment your life was in peril, we transported you away from harm. We’re not here to lose young adventurers (or equipment) so recklessly; we’re an academy after all. But the dangers you faced, the victories you gained, and the lessons you learned will do you good. Remember them well for one day, the consequences of your actions will be all too real and your experiences will be invaluable. With enough practise, on that day, you will be ready.’
As you leave, you ponder on these words and wonder if the quest was even winnable. Whatever the case, the quartermaster was right. You do feel like you have learned something and are all the better for the experience.
Increase your Initial Stamina by 1 and mark a star on your character sheet. Stars carry over to future adventures should you wish to try this quest again or a different one using the same character.
15
You enter a large stone room lit with bracketed torches. There is a small chamber to the right and a flight of stone steps to the left leading to the floor above. A wooden statue rests in the centre of the room. Before you can decide what to do, there is a puff of smoke as a little Homonculus (a wizard’s familiar) suddenly appears in front of you hovering on tiny wings. It points a bronze wand at you.
‘Clear off, or my master will reduce you to ashes. This is your only warning.’
The little critter casts a spell before it disappears. Moving awkwardly on creaking limbs, the wooden statue comes to life! As it approaches, you see the finer details of its features having the semblance of, who you presume is, the wizard of the tower. You must fight this strange being.
WOOD GOLEM SKILL 8 STAMINA 6
You may choose to Escape up the stairs. If you do, the golem strikes you painfully as you flee. Lose 2 Stamina then turn to 19. If you fight and win, you can spend some time investigating the chamber down here (turn to 16), or choose the stairs after all (turn to 19)? If you fight and your Stamina is reduced to zero, turn to 14 instead.
16
The chamber contains all sorts of paraphernalia typical of a wizard’s study from herbs and scrolls to small artefacts and ritual tomes. You browse the shelves and desks not really understanding how anything works. You know that while you should leave no stone unturned, you should also beware the Scitalis hiding in plain sight. If you decide against touching anything, you head upstairs (turn to 19). If you take a chance at one of the items, roll one die. If the number is odd, turn to 17. If it is even, turn to 18.
17
You pick up a valuable-looking tome and peruse through its pages for a spell to use. Eventually, you find a page you can read. As you stumble through the pronunciation of the arcane words, something begins to take shape in the air. It is only when the horns, the jaws, and the viscous talons have formed, that you realize your mistake. Uttering a soul-rending scream that chills your blood, the entity launches itself at you.
DEMONIC SLAYER SKILL 9 STAMINA 2
If you do not have a Magic Sword, you cannot harm the demon or prevent it from rending you apart. If you do have a Magic Sword, you have a slim chance of victory given that it has not yet fully formed and one good strike will banish it. If you are slain by the demon, turn to 14. If you succeed in banishing it, you quickly head upstairs before you inadvertently bring more trouble upon yourself. Turn to 19.
18
You are intrigued by a slim mahogany wand similar to the one used by the Homonculus. It is engraved with two bolts of lightning and crackles at one end when you hold it. This feels like a powerful artefact – note the Lightning Rod in your possessions. Turn to 19.
19
At the top of the stairs, you come on to a landing with two doors to your left and one straight ahead. Again, the despicable Homonculus appears before you.
‘So, you won’t take no for an answer, eh? Well if you insist, I can tell you how to meet your doom. The first room contains nothing to fear if you are brave enough. The second will leave you seeing stars that definitely do not spell your fortune. The third leads into the Lion’s Den. My master’s pet lions haven’t eaten in years and they’ll be glad to have you on the menu. But you’re not likely to survive any of them. So, how do you wish to die?’
You’ve had enough of the critter’s taunting and lash out with your sword only to hit nothing but air as it vanishes. Pondering its cryptic ‘advice’, which door will you enter?
The first? (turn to 20)
The second? (turn to 21)
The third? (turn to 22)
20
The door slams shuts behind you and there is no handle on this side. You are in a litter-strewn room with a series of cogs set along the wall. There is another door on the opposite side of the room. Looking around, the floor can hide anything and you can’t work out what the cogs operate. Will you:
Sift through the litter (turn to 23)?
Cross the room normally (turn to 24)?
Be extra cautious (turn to 25)?
21
You find yourself standing in a ritual chamber with two pentagrams marked on the floor. At your entry, the pentagrams glow brightly and smoke rises from its centre. Two demonic beings are solidifying as you ready your sword. Do you stand and face them (turn to 27), or flee between the pentagrams to the door on the far side of the room (turn to 28)?
22
You walk into a chamber lit only by the light coming in from the exit on the far side. Bizarrely, it does resemble a lion’s den within a wizard’s tower. You count three lairs in all and detect a faint growling in the air followed by what sounds like snoring.
If you let sleeping lions lie and tiptoe towards the exit, turn to 29.
If you shout a challenge and face the beasts, turn to 7.
23
Gingerly searching through the rubbish, you find nothing of use. However, you do succeed in cutting your hand badly on a piece of broken glass. Lose 2 Stamina points and 1 Skill point. You’re wasting time. Will you now cross the room normally (turn to 24), or be extra cautious (turn to 25)?
24
You reach the door without activating any tripwires or pitfalls and wonder what the room is even used for. Shrugging your shoulders, you exit the room. Turn to 30.
25
Slowly but surely, you edge forwards being wary of hidden dangers. Test your Luck. If you are Lucky, turn to 24. If you are Unlucky, turn to 26.
26
You’ve gotten halfway when you hear the snap of a wire and the cogs begin turning frantically. The room instantly becomes a vortex of flying debris and you are caught in its centre. Roll one die and add 1 to the number rolled. The result is the number of Stamina you must lose from the barrage. (Turn to 14 if your Stamina is reduced to zero.)
If you are still alive, you run forwards blindly until you reach the door and make a hasty exit. Turn to 30.
27
You are in desperate trouble here. The two summoned beings are hellish Demonspawn and if you do not have a Magic Sword, you cannot harm them and will be slain (turn to 14 at once if this is the case). If you do have a Magic Sword, you have a fighting chance .
FIRST DEMONSPAWN SKILL 6 STAMINA 5
SECOND DEMONSPAWN SKILL 6 STAMINA 6
You must fight them together and cannot Escape. Turn to 14 if your Stamina is reduced to zero. If you slay them both, you find nothing else in the room and leave. Turn to 30.
28
The two demons strike out, raking your body as you dash between them. Lose 4 Stamina points. If your Stamina is reduced to zero, turn to 14. If not, you reach the exit wounded but intact. Turn to 30.
29
You dare not risk any provocation and move slowly past the lairs. You cannot see into them – it is too dark for that – but you can feel pairs of eyes boring into your soul. Lose 1 Luck point. When you reach the far side of the lair, the lions still haven’t made a move to attack. Not hanging around to discover why, you exit the chamber. Turn to 30.
30
You come through into a wizard’s lab containing whole assortment of unrecognizable potions and other weird formulas. There is even a potion brewing in a transparent, tubular apparatus at the moment. When it finishes, the concoction pours out into a glass vial giving off a bitter-sweet aroma. You may drink it if you wish (turn to 10), or leave it and head up a spiral staircase (turn to 31).
31
The staircase spirals up into the top floor – a large spacious room containing something you did not expect. The all-powerful wizard is here…albeit gagged and tied down within a complex arcane circle. As you stand wondering how to proceed, the hateful Homonculus appears once more, hovering threateningly before you.
‘I warned you to leave; you did not listen. Now you know the tower’s secrets and must be destroyed!’ You have time for one action as the critter prepares to cast a spell at you. You may only choose an option if you have the relevant item in possession. If you attack, it will retaliate straight away. Will you:
Throw the Bottled Smoke? Turn to 2.
Activate a Lightning Rod? Turn to 3.
Attack with your sword? Turn to 32.
32
Finally you have a chance to bring your blade upon the little pest. The Homonculus is tiny but it is much quicker than you are and, armed with the bronze wand, may prove a far deadlier opponent than you first thought.
HOMONCULUS SKILL 10 STAMINA 4
You cannot Escape. Each time the Homonculus hits you, it unleashes an eldritch blast from the wand reducing your Stamina by 3 points. A Magic Sword, if you have one, will prove useful in this combat and you may add 1 to your Attack Strength. If you manage to kill the thing, turn to 33.
33
Having defeated the Homonculus, you go over to the wizard, warning him not to try any tricks as you free him. The wizard stands up, dusting himself down.
‘Do not worry, young warrior; I am not your enemy. I am the wizard who devised this quest. It was to test new adventurers, providing trials and valuable lessons for them to learn from. They will fare better when they eventually go to roam the lands of danger. Unfortunately, my familiar has made a mockery of it. I gifted it a magic wand and free roam of the tower for its loyal service but was not aware of its malicious intent until it was too late. The wretched creature tricked me into the arcane circle where my magic was crippled and I was overpowered. It wanted the tower and its artefacts for itself, and altered the trials to become more deadly for its own amusement. I apologize for allowing that to happen. But you have triumphed nonetheless, and your victory will hold you in good stead.’
The wizard is right. Your wits and your prowess have improved from the experience, and you should be proud to have seen the quest through to completion. It has been a long day at the Adventurer’s Academy but for once, you feel like you are finally getting somewhere.
Add 1 to your Initial Skill and mark a circle on your character sheet. Circles carry over to future adventures should you wish to take on another quest using the same character. You may not attempt this quest again.