Featuring art by Michael Sheppard

Dedicated to Jonathan Green

 

THE STORY SO FAR

 

You have been held prisoner for many months now. Your band of merchants was ambushed by a huge volume of Orcs on a journey towards Salamonis. You all put up a valiant effort until the Orcs numbers proved far to great. Surprisingly, there were few casualties and every survivor was imprisoned. The prison rooms are barely enough to sustain one man let alone the seven others you shared with. As for the other captives, they was in another hold across the way. You have all had to do hard labour, digging and carving out new tunnels for a slave master you haven't even identified yet. Then you noticed members of the party in the other cell started to go missing and nobody knew their fate. Eventually none of the other cells inmates showed up, and your own cellmates started to get taken away one at a time every few days as well.

Now, there is only you left. You don't know who your captor is, where you are, or even where you have been doing labour as you have been gassed unconscious between cell and workplace so you do not memorise the route. You are malnourished, unarmed and at emotional breaking point with fear of your fate. You need to escape. You form a plan.


RULES FOR PLAY (skip rules and play here)



SKILL, STAMINA, LUCK,

To determine your Initial SKILL, STAMINA, LUCK, scores:

 SKILL Roll one die. Add 6 to the number and enter this total in the SKILL box. You start this adventure with minus 3 SKILL as you are unarmed. As soon as you find a weapon, you may restore your SKILL to its initial level.

 STAMINA Roll two dice. Add 12 to the number and enter this total in the STAMINA box. You start this adventure with minus 4 STAMINA as you haven't been fed adequately as a prisoner.

 LUCK Roll one die. Add 6 to the number and enter this total in the LUCK box.


For reasons that will be explained below, all your scores will change constantly during the adventure. You must keep an accurate record of these scores, and for this reason, you are advised to write small in the boxes or to keep an eraser handy. However, never rub out your Initial scores, except on those very rare occasions when the text specifically tells you so.

Although you may be rewarded additional SKILL, STAMINA, LUCK  points, these totals may never exceed your initial Scores, except on very rare occasions, when you will instructed on a particular page. SKILL reflects your general expertise in fighting and combat; the higher the better. STAMINA reflects your general constitution, your overall will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. LUCK indicates how naturally lucky a person you are. Luck – and Magic – are facts of life in the fantasy world you are about to explore.


BATTLES During your adventure, you will often come across pages in the book, which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if choose to attack the creature anyway – you must resolve the battle as described below. 6 First, record the opponent’s SKILL and STAMINA scores in the first empty Encounter box on your Adventure Sheet. The scores for each opponent or creature are given in the book each time you have an encounter. You should also make a note of any special abilities or instructions, which are unique to that particular opponent.

The sequence of combat is then: 1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents Attack Strength. 2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength. 3. If your Attack Strength is higher than your opponent’s is, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from steps 1 above. 4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6. 5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6. 6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over). 7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your opponent dies, you are free to continue with your adventure. If you die, your adventure ends and you must start all over again by creating a new character.

LUCK At various times during your adventure, either in battles or when you come across other situations in which you could either be Lucky or Unlucky (details of these are given in the relevant pages themselves), you may use LUCK to make the outcome more favourable to you. However, beware! Using LUCK is a risky business and, if you are unlucky, the results could be disastrous. The procedure for Testing your Luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the outcome will be in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and will be penalised. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus, you will soon realise that, the more you rely on your LUCK, the more risky this procedure will become.

USING LUCK IN BATTLES

In battles, you always have the option of using your LUCK either to score a more serious wound on an opponent you have just wounded or to minimise the effects of a wound you have just received.

If you have just wounded an opponent: you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound; deduct an extra 2 points from your opponent’s STAMINA score. However, if you are Unlucky, however, your blow only scratches your opponent, and you deduct only 1 point from your opponent’s STAMINA (instead of scoring the normal 2 points of damage, you now only score 1).

If the opponent has wounded you: you may Test your Luck to try to minimise the wound. If you are Lucky, your opponent’s blow only grazes you; deduct only 1 point from your STAMINA. If you are Unlucky, your wound is a serious one and you must deduct 1 extra STAMINA point (i.e., a total of 3 points from your own STAMINA). Remember: you must subtract 1 point from your LUCK score each time you Test your Luck.

You start this adventure with minus 3 Skill as you are unarmed. Your SKILL score will not change much during the course of your adventure. Occasionally a paragraph may give you instructions to increase or decrease your SKILL score, but it may not exceed its Initial value unless you are specifically instructed to the contrary. There may be times during your adventure when you will be told to Test your Skill. The procedure for this is the same as that for Testing your Luck: roll two dice. If the number rolled is less than or equal to your current SKILL score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current SKILL score, you have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your SKILL each time you Test your Skill. Your SKILL score can never exceed its initial value unless specifically instructed on a page.

Luck Additions to your LUCK score may be awarded in the adventure when you have been particularly lucky or created your own luck by some other action. Details are given, where appropriate, in the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its initial value unless specifically instructed on a page.

 

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