Steve Jackson and Ian Livingstone
Illustrated by Russ Nicholson
Puffin Books
Puffin Books, Penguin Books Ltd. Harmondsworth. Middlesex, England
Viking Penguin Inc., 40 West 23rd Street, New York, New York 10010. U.S.A
Penguin Books Australia Ltd, Ringwood. Victoria, Australia
Penguin Books Canada Limited, 2801 John Street, Markham, Ontario, Canada L3R 1B4
Penguin Books (N.Z.) Ltd, 182-190 Wairau Road Auckland 10. New Zealand
First published J982
Reprinted 1982 (five times), 1983 (thirteen times). 1984 (seven times),
1985 (twice)
Copyright © Steve Jackson and Ian Livingstone, 1982
Illustrations copyright © Russ Nicholson. 1982
All rights reserved
Made and printed in Great Britain by
Richard Clay (The Chaucer Press) Ltd.
Bungay. Suffolk
Set in VIP Palatino
Except in the United States of America,
this book is sold subject to the condition
that it shall not by way 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 than that in which it is
published and without a similar condition
including this condition being imposed
on the subsequent purchaser
CONTENTS
HOW TO FIGHT CREATURES OF THE UNDERWORLD
9
EQUIPMENT AND POTIONS
l6
HINTS ON PLAY
17
ADVENTURE SHEET
18
RUMOURS
20
THE WARLOCK OF FIRETOP MOUNTAIN
23
Dedicated to Joanna Ashton,
a true Galadriel of the spirit...
and to Anne and Neville,
the real wizards.
HOW TO FIGHT CREATURES OF THE UNDERWORLD
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a shield together with a rucksack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.
To see how effective your preparations have been, you must use the dice to determine your initial SKILL and STAMINA scores. On pages 18-19 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
You are advised to either record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
Skill, Stamina and Luck
Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
There is also a LUCK box. Roll one die, add 6 to this number and enter this total in the LUCK box.
For reasons that will be explained below, SKILL, STAMINA and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Battles
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 you choose to attack the creature anyway - you must resolve the battle as described below.
First record the creature's SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.
The sequence of combat is then:
1. Roll the two dice once for the creature. Add its SKILL score. This total is the creature's Attack Strength.
2. Roll the two dice once 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 that of the creature, you have wounded it. Proceed to step 4. If the creature's Attack Strength is higher than yours, 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 step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature's or your own STAMINA scores (and your LUCK score if you used LUCK - see over).
7. Begin the next Attack Round (repeat steps 1-6). This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below). You may only Escape if that option is specifically given to you on the page.
Fighting More Than One Creature
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
Luck
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if you are unlucky, the results could be disastrous.
The procedure for using your luck is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck. Each time you 'Test your Luck', you must subtract one point from your current LUCK score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.
Using Luck in Battles
On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.
If you have just wounded the creature, you may Test your Luck as described above. If you ar
e lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature's STAMINA score. However, if you are unlucky, the wound was a mere graze and you must restore 1 point to the creature's STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).
If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.
Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
Restoring Skill, Stamina and Luck
Skill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your haversack contains enough Provisions for ten meals. You may rest and eat only when allowed by the instructions on a page, and you may eat only one meal at a time. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording details of Provisions. Remember that you have a long way to go, so use your Provisions wisely!
Remember also that your STAMINA score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages 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. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
EQUIPMENT AND POTIONS
You will start your adventure with a bare minimum of equipment, but you may find other items during your travels. You are armed with a sword and are dressed in leather armour. You have a rucksack (haversack, backpack) on your back to hold your Provisions and any treasures you may come across. You also carry a lantern which lights your way.
In addition, you may take one bottle of a magical potion which will aid you on your quest. You may choose to take a bottle of any of the following:
A Potion of Skill - restores SKILL points
A Potion of Strength - restores STAMINA points
A Potion of Fortune - restores LUCK points and adds 1 to Initial LUCK
These potions may be taken at any time during your adventure. Taking a measure of potion will restore SKILL, STAMINA or LUCK scores to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).
Each bottle of potion contains enough for two measures i.e. the characteristic may be restored twice during an adventure. Each time it is used make a note on your Adventure Sheet.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
HINTS ON PLAY
There is one true way through the Warlock's dungeon and it will take you several attempts to find it. Make notes and draw a map as you explore - this map will be invaluable in future adventures and enable you to progress rapidly through to unexplored sections.
Not all rooms contain treasure; many merely contain traps and creatures which you will no doubt fall foul of. There are many 'wild goose chase' passages and whilst you may indeed progress through the dungeon, you will not take the Warlock's treasure unless you have picked up certain specific items on the way.
Several keys will be found in dungeon rooms. Only by arriving at the Warlock's treasure with the correct keys to open his chest will you get to his treasure. You can expect many frustrations in Firetop Mountain.
The one true way involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily.
May the luck of the gods go with you on the adventure ahead!
RUMOURS
Only a foolhardy adventurer would embark upon such a perilous quest without first finding out as much as possible about the mountain and its treasures . Before your arrival at the foot of Firetop Mountain, you spent several days with the townsfolk of a local village some two days journey from the base. Being a likeable sort of person, you found it easy to get on with the local peasants. Although they told many stories about the mysterious Warlock's sanctuary, you could not feel sure that all - or indeed any - of these were based on fact. The villagers had seen many adventurers pass through on their way to the mountain, but very few ever returned. The journey ahead was extremely dangerous, that you knew for certain. Of those who returned to the village, none contemplated going back to Firetop Mountain.
There seemed to be some truth in the rumour that the Warlock's treasure was stored in a magnificent chest with two locks, and the keys to these locks were guarded by various creatures within the dungeons. The Warlock himself was a sorcerer of great power. Some described him as old, others as young. Some said his power came from an enchanted deck of cards, others from the silky black gloves that he wore.
The entrance to the mountain was guarded by a pack of warty-faced Goblins, stupid creatures, fond of their food and drink. Towards the inner chambers, the creatures became more fearsome. To reach the inner chambers you would have to cross a river. The ferry service was regular, but the ferryman enjoyed a good barter, so you should save a Gold Piece for the trip. The locals also encouraged you to keep a good map of your wanderings, for without a map you would end up hopelessly lost within the mountain.
When it finally came to your day of leaving, the whole village turned out to wish you a safe journey. Tears came to the eyes of many of the women, young and old alike. You couldn't help wondering whether they were tears of sorrow shed by eyes which would never see you alive again...
Now turn over.
1
The steep face in front of you looks to have been savaged by the claws of some gargantuan beast.
At last your two-day hike is over. You unsheathe your sword, lay it on the ground and sigh with relief as you lower yourself down on to the mossy rocks to sit for a moment's rest. You stretch, rub your eyes and finally look up at Firetop Mountain.
The very mountain itself looks menacing. The steep face in front of you looks to have been savaged by the claws of some gargantuan beast. Sharp rocky crags jut out at unnatural angles. At the top of the mountain you can see the eerie red colouring - probably some strange vegetation-which has given the mountain its name. Perhaps no one will ever know exactly what grows up there, as climbing the peak must surely be impossible.
Your quest lies ahead of you. Across the clearing is a dark cave entrance. You pick up your sword, get to your feet and consider what dangers may lie ahead of you. But with determination, you thrust the sword home into its scabbard and approach the cave.
You peer into the gloom to see dark, slimy walls with pools of water on the stone floor in front of you. The air is cold and dank. You light your lantern and step warily into the blackness. Cobwebs brush your face and you hear the scurrying of tiny feet: rats, most likely. You set off into the cave. After a few yards you arrive at a jun
ction. Will you turn west (turn to 71) or east (turn to 278)?
2
Test your Luck. If you are Lucky, you escape without attracting the Ogre's attention. If you are Unlucky, you curse as you kick a small stone which goes skidding across the cavern floor. You draw your sword in case the Ogre has heard it - turn to 16. If you were Lucky, you creep down the corridor back to the crossroads. Turn to 269.
3
The bell gives a dull clang and after a few moments you see a withered old man climb into a small rowing boat moored on the north bank. He rows slowly across to you, moors the boat and limps towards you. He asks you for 3 Gold Pieces. When you protest at the price he mumbles some flimsy excuse about 'inflation'. He begins to get angry at your protestations. Do you pay him the 3 Gold Pieces (turn to 272) or threaten him (turn to 127)?
4
You find yourself in a north-south corridor. To the north the passage turns east some metres ahead. To investigate, turn to 46. To the south, the passageway also turns east. Turn to 332 to go south.
5
A rough timber doorway is on the east wall of the passage. You listen at the door and can hear a jolly sort of humming sound. Do you want to knock on the door and go in (turn to 97) or will you continue northwards (turn to 292)?
The Warlock Of Firetop Mountain Page 1