
Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope. Star pupil of the Grand Wizard of Yore and a master of magic, only you can undertake a mission which strikes at the very heart of Balthus Dire's nightmare world. Who knows what monstrous creatures await you there?
Steve Jackson has created a thrilling adventure of sword and sorcery for you, with an elaborate combat system, a dazzling array of spells to use and a score sheet to record your gains and losses. All you need is two dice, a pencil and an eraser.
Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you and often your only choice is to kill or be killed!
Steve Jackson is the co-founder (with Ian Livingstone) of the hugely successful Games Workshop chain.
HOW TO FIGHT THE CREATURES WITHIN THE CITADEL
You are the star pupil of the Grand Wizard of Yore. You have a knowledge of magic which is not perfect, but with a little luck will be adequate for this quest. You also have in your possession a sword and are well practiced in swordplay. You are quite fit and you have been exercising to build up your stamina.
As in The Warlock of Firetop Mountain, you must first determine your own strengths and weaknesses before setting off. Readers of The Warlock of Firetop Mountain will be familiar with most of the following rules, but are advised to skim through them as there are several points where the two books differ because of the use of magic in The Citadel of Chaos.
(The rules of The Warlock of Firetop Mountain are the same as those of City of Thieves and Deathtrap Dungeon, as well as Island of the Lizard King.)
First of all, you must use the dice to determine your initial SKILL and STAMINA scores. On pages 20-21 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.
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
Roll two dice. Add 6 to the result.
(I rolled a SKILL 12, STAMINA 18, LUCK 8 character. So we kick ass but are kind of frail and really hapless.)
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. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, 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 you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Battles
You will often come cross pages in the book which instruct you to fight a creature of some sort. An option to flee or use magic spells may be given, but if not -or if you choose to attack the creature anyway- you must resolve the battle as described below.
2. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
3. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
4. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
6. Continue this combat until either your opponent's or your STAMINA is reduced to zero.
(I will roll battles whenever we enter one, and show turn-by-turn rolls if that is desirable.)
Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.
If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
(Won't use this unless instructed to by y'all; LUCK is freakishly important out of combat in this, that much I do remember.)
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. You may only restore your SKILL score by using a Skill Spell (see over.)
Stamina
Your STAMINA score will change a lot during your adventure as you fight monsters and injure yourself. You may only restore your STAMINA score by casting a Stamina Spell (see USING MAGIC). You are well advised to ensure that you include several Stamina Spells in your original choice of spells. Remember also that your STAMINA score may never exceed its Initial value.
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. You may otherwise only restore your LUCK score by using a Luck Spell (see USING MAGIC.)
Roll two dice. Add 6 to the number rolled and enter this total in the Magic Box on your Adventure Sheet. (Rolled a 1 and a 6 for a total of 13.)
Your MAGIC score determines how many Magic Spells you may use during your quest. These spells may be chosen from the list following this section. After considering the spells available, enter your choices in the Magic Spells box on your Adventure Sheet.
If, for example, you roll a 4 and a 3, your MAGIC score will be 13 (i.e. 4+3+6), which means you will be able to use thirteen spells during your adventure. From the list of spells given below, you may choose thirteen spells as you please. Perhaps you would like to take three Stamina Spells, five E.S.P. Spells and five Fire Spells-or maybe you would prefer one each of the twelve spells plus an extra Creature Copy spell. The choice is yours.
Each time, during the adventure, that you use a spell, you must cross it off your list (even if it is not effective.) If you have taken more than any spell, you must reduce the remainder by one each time you use it. You will sometimes be given the option to use spells and find that you have not got them with you, or have used them all up. In these cases, you may not choose these options.
As you will have no idea of the dangers lurking within the Citadel the first time you enter, you will no doubt choose spells which will not be as effective as you would like. But on subsequent adventures, you will choose your spells more wisely. Also, don't worry if your MAGIC score is low. Even the lowest possible score will provide you with enough spells to complete your quest if you make the right choices and are blessed with a little luck!
This spell will allow you to conjure up an exact duplicate of any creature you are fighting. The duplicate will have the same SKILL and STAMINA scores, and the same powers, as its original. But the duplicate will be under the control of your will and you may, for example, instruct it to attack the original creature and then sit back and watch the battle!
E.S.P.
With this spell you will be able to tune in to psychic wavelengths. It may help you to read a creature's mind or may tell you what is behind a locked door. However, it is sometimes prone to give misleading information if more than one psychic source is close to one another.
Fire
Every creature is afraid of fire, and this spell allows you to conjure up fire at will. You may cause a small explosion on the ground which will burn for several seconds or you may create a wall of fire to keep creatures at bay.
Fool's Gold
This spell will turn ordinary rock into a pile of what appears to be gold. However, the spell is merely a form of illusion spell - although more reliable than the Illusion Spell below - and the pile of gold will soon turn back to rock.
Illusion
This is a powerful spell, but one which is a little unreliable. Through this spell you may create a convincing illusion (e.g. that you have turned into a snake, or that the floor is covered in hot coals) with which to fool a creature. The spell will immediately be canceled if anything happens which dispels the illusion (e.g. you convince a creature that you have turned into a snake and then promptly crack it over the head with your sword!). It is most effective against intelligent creatures.
Levitation
You may cast this spell onto objects, opponents and even yourself. It frees its receiver from the effects of gravity and as such will cause that receiver to float freely in the air, under your control.
Luck
This spell, along with the Skill and Stamina spells, is special in that it may be cast at any time during your adventure, except in a battle. You need not wait for a choice to appear on the page. Once cast, it will restore your LUCK score by half your Initial LUCK score (if your Initial LUCK score is an odd number, deduct the extra 1/2). This spell will never take your LUCK score over its Initial level. Thus if you cast two Luck spells together, your LUCK score will only be restored to its Initial level.
Shielding
Casting this spell creates an invisible shield in front of you which will protect you from physical objects, e.g. arrows, swords or creatures. The shield is not effective against magic and, of course, if nothing outside it can touch you, you will not be able to touch anything outside it.
Skill
This spell will replenish your SKILL score by half its Initial value and may be cast at any time during your adventure, except in a battle. For full rules, see the Luck Spell above. The Skill Spell works exactly in the same way.
Stamina
This spell will replenish your STAMINA score by half its Initial value and may be cast at any time during your adventure, except in a battle. See the Luck Spell for full rules.
Strength
This spell has the effect of increasing your strength greatly and is very useful when battling strong creatures. However, it must be exercised with caution as it is difficult to control your own strength when it is suddenly increased by so much!
Weakness
Strong creatures are reduced by this spell to miserable weaklings. It is not successful against all creatures but when effective, those creatures become puny and much less of a challenge in a battle.
A faithful half-elf sent on a spying mission to the Black Tower came galloping back to the Vale three days ago with a frantic warning. From within the caverns of Craggen Rock, Balthus Dire had recruited an army of Chaotics and was preparing them to attack the Vale within the week.
The good King Salamon was a man of action. Messengers were sent throughout the Vale that day to prepare defenses and to summon the menfolk to action. Riders had also been sent to the Great Forest of Your to warn the half-elves that lived there and to make an appeal for allied forces. King Salamon was also a wise man. He knew well that the news would inevitably reach the Grand Wizard of Yore, a white sorcerer of great power, who lived deep within the forest. The wizard was old, and wold not last through a battle of this magnitude. But he schooled a number of young magicians, and perhaps one of his students in the magic arts with courage and ambition would aid the king and his subjects...
You are the star pupil of the Grand Wizard of Yore. He has been a difficult Master and your own impatience has often got the better of you. Perhaps a little too headstrong, you left immediately for Salamon's court. The king welcomed you enthusiastically and explained his plan. The battle could be avoided without bloodshed if Balthus were to be assassinated before his army could be amassed.
The mission ahead is extremely perilous. Balthus Dire is surrounded, in his Citadel, by a multitude of appalling creatures. Although Magic is your strongest weapon, there will be times when you must rely on your sword to survive.
King Salamon has briefed you on your mission and warned you of the dangers that lie ahead. One way through the Citadel is the best for you to take. If you discover it, you will be successful with a minimum of personal risk. It may take you several trips to find the easiest way through.
You leave the Vale of Willow on the long hike to the Black Tower. At the foot of the hill of Craggen Rock, you can see its outline against the dark sky...
Now turn over.
Unnamed Adventurer
Skill: 12/12
Stamina: 18/18
Luck: 8/8
Magic: 13/13
Equipment: Sword, Leather Armor
Backpack:
Spells:
(So what spells do we want to select? We have 13 total.)
EDIT: added poll and fixed some tags.