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Steve Luxton. dark Dungeons. Osney Mead. John Sibbick. by Cubicle 7 Entertainment Limited of Riverside House. of proud Heroes. is a trademark of Steve Jackson and Ian Livingstone and is used under license Advanced Fighting Fantasy is © Steve Jackson all rights reserved Additional writing is © copyright Graham Bottley 2011 Internal illustrations are © copyright Russ Nicholson. OX2 0ES.co. Diego Buldrighini (order #4105749) 1 . mysterious wizards and foul monsters. For further information about other Cubicle 7 Entertainment games please check out our website and forums at http://www. including the Fighting Fantasy shield.Arion Games The Roleplaying Game Graham Bottley Steve Jackson and Ian Livingstone Welcome to a world of adventure. under license. where you can be almost anything you desire and where you can encounter great Dragons and find vast treasures. UK.cubicle7. Welcome to the world of Advanced Fighting Fantasy. A world described in this book but brought to life in your own imagination. This book contains all you need to start playing one of the most exciting games you have ever played. Design and Patents Act 1988. Oxford.uk Steve Jackson and Ian Livingstone hereby assert their moral right to be identified as the authors of Advanced Fighting Fantasy in accordance with the Copyright. the world of Fighting Fantasy! Fighting Fantasy is © Steve Jackson and Ian Livingstone all rights reserved Fighting Fantasy. Once you start reading. you will find yourself lost in a fantastic world. Chris Waller and Kelvin Green This edition of AFF is printed and distributed. gloomy forests.
you'll need to know whether you can slash out at him with your sword before he zaps you with a bolt of magical energy. it is that. Well. everyone who plays has a voice in deciding on the script. most importantly. proud heroes and crazed monsters. But just what does that mean. So if you are going to be the Director. a key to the wonderful world of fantasy role-playing games and the Fighting Fantasy game specifically. now's your chance. Howard and Fritz Leiber. with everyone playing the part of one of the heroic stars! Unlike a film or computer game however. thieves and sorcerers. everyone will have to choose what his or her respective character says and does — and do it with sufficient skill. Well. You need look no further than the pages of this very file to discover everything you could ever wish to know in order to create the fantasy world of your favourite books and movies . First. it is a game for two reasons. finally. Tolkien. But think how much more fun it would be actually to be there. R. And. from Conan to Willow. grab some friends and some six-sided dice. makes decisions about the game world and interprets the rules is called the Director. As its title indicates. samurai and ninja. it's much more than that. This book should really only be read by the Director so that the players don’t find out what will happen during the adventure. rescue the princess or bring home the treasure. we are referring to the books of a whole range of writers. to a dark. because there's still plenty of fun and excitement to be had here. this usually means that a group of friends sit round a table and act out a story together. but that's not all it is. even by the most experienced of adventurers! You'll find that this game updates many of the basic rules found in the Fighting Fantasy gamebooks. because we use a few simple rules to decide on the outcome of chancy events: if your hero is having a showdown with the evil wizard. or become the hero of an epic swords-andsorcery novel? The very best fantasy movies and books are wonderful excuses for letting the imagination run riot on an awesome scale. freeing it from the trappings of everyday life and letting it stalk through worlds full of excitement and danger. This quickstart is designed to let anyone run a game of Advanced Fighting Fantasy. certainly. you ask.WHAT IS A ROLEPLAYING GAME? H ave you ever wanted to star in your own fantasy movie. solving problems and winning through to the conclusion. R. Robert E. Dragons and Ores. and a whole range of films. medieval world where magic really works – a world of knights and brigands.and. to be doing all the things your heroes do. including J. And what we are going to do is to re-create these fantasy worlds via the medium of 'role-playing'. And second. you roll dice according to the easy rules which we will go into in detail later on. At its simplest. this is simply Advanced Fighting Fantasy. spend a few minutes reading the game rules and adventure itself and happy adventuring! Diego Buldrighini (order #4105749) 1 . A world where adventure and excitement lurk round every corner. when we say 'fantasy'. The person who describes the action. We have taken nothing away from the original rules. you may well be familiar with some of the concepts and rules we are going to present here. we call it a game because the main intention is for everyone to enjoy themselves and have endless amounts of fun! Veterans Start Here If you have already played any of the marvellous range of Fighting Fantasy gamebooks (such as The Warlock of Firetop Mountain or Deathtrap Dungeon). we have simply added more details. The Advanced Fighting Fantasy Quickstart is a complete introduction to a whole new experience. It's as if you and your friends are going to create a fantasy film right there in front of you on the tabletop. to become your heroes! Well. To decide this sort of thing. to slay the dragon. That's quite all right. they hope. the wildest flights of your imagination -right there on the tabletop in front of you! New Adventurers Start Here You may think that what you have in front of you is just a slim book.
To test a Characteristic. the Hero could add their Climbing special skill rating to their SKILL when making the climbing test. each Hero also has several Special Skills. with Characteristics. regardless of the target number. In addition to the standard Characteristics. The appropriate page should be photocopied. they may add the Sword special skill to their SKILL characteristic. may have a modifier of +1 or +2. Battles Heroes will often face foul creatures and evil monsters in combat. If a Hero is swinging a sword in combat. Namely SKILL. The LUCK characteristic is simply a natural indicator of how fortunate your Hero is. Every Player should select one of these Archetypes to play as their Hero in the adventure given here. Your STAMINA is your general constitution. If you are new to this game in particular. These add on to SKILL (or MAGIC in some cases) when appropriate. and so has an attack total of 15 (6 + 2 + 3 + 4). Under no circumstances should any of the Players read this section. Example: Harwood the Mercenary is fighting an armoured Orc in a dungeon room. SKILL reflects your general fighting ability. as it will give away the secrets of the adventure to come. a fairly easy task. If you will be the Director and will actually run the adventure. Testing a Characteristic is used to find out if a Hero or monster can achieve something. If the total is equal or less than the value of the Characteristic. you will need to read through this section as well and then read through the section for the Director that actually describes the adventure itself. this section is then for you. A roll of 2 (double 1) will always succeed. the Director may add a small modifier to the value of the Characteristic to represent a task being easier or harder. Rules of the game All Heroes have four main Characteristics. These Heroes are complete characters. physical prowess and agility. This is the Hero’s attack total. and the battle is resolved as follows: 1: The Player rolls two 6-sided dice (2D6) and adds the result to his SKILL and any appropriate special skill. Once everyone has read through the appropriate section(s). whilst climbing a sheer wall may have a modifier of -2 or even more. Some Characteristics can be tested. Some Heroes Diego Buldrighini (order #4105749) 1 . In some cases. and these Heroes also have a MAGIC characteristic and a MAGIC POINTS score. simply roll two 6-sided dice (also written as 2D6) and add the values together. LUCK and MAGIC. although most are self explanatory. and a roll of 12 (double 6) will always fail. Harwood has a SKILL of 6 and a Sword Special Skill of 2. read through the first part that describes Heroes and the basic rules. toughness and is also a measure of how long you can stand up in a fight. Harwood’s Player rolls a 3 and a 4. Special Skills and equipment all ready detailed. The Director is the final arbiter of whether a special skill can be used. each Player should choose a Hero and leap into the adventure! To facilitate a quick entry to the game for the players. or to roleplaying games in general. A dvanced Fighting Fantasy is a simple game to play. a selection of Heroes are presented at the end of this section. providing a very fast way to get started with the game. Trying to climb a tree. then the action succeeds. or copied onto a blank Hero sheet. The first of these is how competent your Hero is at casting magical spells.THE INTRODUCTORY ROLEPLAYING GAME also have the ability to cast magical spells.THE INTRODUCTORY ROLEPLAYING GAME FIGHTING FANTASY . that nevertheless has lots of options and specific rules. By reading through these few pages you will be able to play a Fighting Fantasy adventure straight away! If you are going to play one of the Heroes in the adventure. and the second how many spells can be cast. Thus if a Hero is trying to climb a tree or a wall.
events go against the Hero. This new value is used for the next test. then the single combatant must declare which MAGIC Some Heroes have the ability to cast magical spells and cause some truly spectacular effects. Harwood has an attack total of 14. A Hero will restore his LUCK score at the end of the adventure. A Director may ask for LUCK to be tested to see if a Hero is caught by a trap. and whatever remains is deducted from their current STAMINA. Example: Harwood’s player rolls a single dice. these points are expended when a spell is cast. Eating will restore 2 STAMINA. Example: The Director rolls a 4 on one dice. The Orc has an attack total of 13. A Hero may restore STAMINA lost in combat either through drinking a magical Potion of STAMINA (which restores STAMINA to its Initial level) or by eating or sleeping. A Hero may Test their LUCK when requested to by the Director. If the Goblin only had an attack total of 11 on that round. and the Goblin has an attack total of 15. affected by a magical spell. both fighters have avoided each others blows and the combat round ends. and the Director rolls a 1 and a 5. quite obviously. This. Diego Buldrighini (order #4105749) 1 . If the test for LUCK is successful. If both totals are the same. and looking at the monster description we can see that the armour will only stop 1 point of STAMINA damage. The Director must deduct 2 points from the Orc’s current STAMINA total. 6: Progress to the next round of combat and repeat! If any of the combatants reach 0 STAMINA. Sleeping will restore 4 STAMINA. events go the way of the Hero. the Hero must reduce his current LUCK score by 1. The result from this chart is deducted from any damage. although a Hero may only receive this benefit twice per day. Wizards also have a Magic Point score. 3: Which ever combatant has the highest attack total wins that combat round. they will fall unconscious. he will inflict a wound. In addition to the MAGIC Characteristic. Example: Harwood is now fighting a Goblin and an Orc. which represents the ability of the Wizard to cast magical spells. although they do not have to. resulting in a 5. 5: The loser also rolls one 6-sided die and looks at the armour chart on their Hero sheet (if they have an armour that is!!) or given for the monster. and a monster can be considered to be dead. or indeed any other situation that is not governed by SKILL. Harwood decides to attack the Orc first. The result from that chart is the amount of STAMINA damage inflicted on the opponent. This is the monsters attack total. and if the test for LUCK is unsuccessful. the Orc has an attack total of 9. This process will apply to combats between two opponents. 4: The winner of the combat round rolls one 6-sided die and looks at the appropriate weapon chart on their Hero sheet or given in the adventure for the monster. LUCK All Heroes have a LUCK Characteristic.2: The Director rolls two 6-sided dice and adds the result to the monsters SKILL. Replenished each day. Example: The armoured Orc has a SKILL of 7. Example: Harwood has a higher attack total than the Orc and so wins that round of the combat. of his opponents he will attack. reflects how fortunate the Hero is. Looking on his Hero sheet we can see that this results in 3 points of STAMINA damage inflicted with his Sword. Whether the test succeeds or not. These Heroes also have a MAGIC Characteristic. but will in turn be hit by the Goblin. All combatants must roll attack totals as normal. although if the “extra” opponent has a higher attack total than the single combatant. This “extra” combatant cannot however be injured if he has a lower total. If more than one enemy fights a single combatant. Harwood wins his battle with the orc. the Goblin would neither inflict nor receive damage.
All of this gold collected in the bottom of the well. by pointing out that it is a several day trip etc. treasure hunters from far and wide set off to find it. It should also be remembered that a lantern being carried down a dark corridor advertises the presence of the adventurers from some way off. This is rule number 1! Once all of the above has been read and understood. read out loud the italicised section of text. detailed on his Hero sheet. making all rolls for the enemies and indeed playing the roles of the enemies. an additional +2 modifier is applied to the MAGIC characteristic for each preparatory round. The Director Central to the action. A Hero can carry 10 items of equipment at any one time in addition to their weapon and armour. The Director should first make sure that he has read through the adventure.Every Wizard will have a list of spells on their Hero sheet. The Director should allow the adventure to proceed as he sees fit. the player must declare the fact at the beginning of a round. If this happens. If there are more or less. and these should also be recorded on the sheet. Some of the locations are lit. and make their wishes. and in which hand. The nonitalicised text is to inform the Director only and should never be read out. with each player choosing a Hero sheet. Not ideal in a fight. THE WELL This adventure is set at the bottom of an ancient well. When the well dried up. where nobles and princes of long ago used to come. the Wizard must deduct the appropriate number of Magic Points from their temporary total. recuperate and stock up with equipment. related occurrence that may happen is the Heroes will want to return to the nearest town to rest. The adventure contains descriptions of the rooms and their contents. and when the characters enter a new location. This must be carried in one hand. Equipment A Hero will start with various pieces of equipment. the Director should adjust the number of monsters encountered. This should also be discouraged. Then. One factor that will arise is the question of light. the whole party may be plunged into darkness. although a couple of events may occur that will need attention. The first is the Heroes wishing to stop and rest the night in order to restore STAMINA. the Director is responsible for reading the adventure. if he so desires. Above all. A Hero will almost certainly find new equipment and treasure during the course of an adventure. a total of 2 always succeeds and a total of 12 always fails. the spell casting fails. grab some dice and have some fun! Diego Buldrighini (order #4105749) 1 . Above all. A Wizard may.reuse those from Room 3) once or twice as they try to rest. but for many areas. for to do so would spoil the game. But when they reached the well.. found near to the highway between Salamonis and Chalice. get some friends together. cast in their gold pieces. When a Wizard attempts to cast a spell. the game should be fun for all concerned: Director and players alike. spend extra rounds preparing a spell before it is cast. and may also offer some advice if there is but a single Hero. hoping for riches. As with normal tests. the Heroes will need to supply their own light source. In either case. characteristics for monsters encountered and advice on how to run the challenges that will be found here. detailing the effects and magic points required to cast. the spell is cast. If the total is higher. The Director should read this section carefully before play. Under no circumstances should any player read the adventure. and that player flees or the lantern is damaged or dropped. have fun! This Adventure is based upon the assumption that there will be 2-3 Heroes. and also understands the basic rules presented here. If only one lantern is lit at a time. If the total of the two dice is equal to or less than the MAGIC characteristic. which of course cannot then be used to hold a weapon or shield. The player must then roll two dice and test their MAGIC characteristic. If this happens. All of the described Heroes have a lantern on their equipment list and a tinderbox to light it. the Director should read the following adventure. They should soon get the hint! The second. they found that the quests ahead of them were far more dangerous than they had thought…. This introductory adventure will take the Heroes down an ancient well in search of treasure and fame. the Director should harass them with a few less powerful creatures (such as Goblins . The Players should be clear which of them is carrying a lantern. describing the action.
Diego Buldrighini (order #4105749) 1 .
If any Hero asks to listen at the door. suggesting it is not used frequently. they rush towards you. The presence of so many tracks around the well convinces you that this is the right place. There is nothing else of interest at the bottom of the well. but are of very low quality and are in poor repair. the Hero will hear murmured conversation. warty. leads away to the north. lit by torches in brackets on the walls. and you wonder what lies beyond? The heavy wooden door sits within a dressed stone doorway. but does not appear to be locked. eastern and western walls. The Goblin statistics are: Goblins SKILL STAMINA Weapon: Dice Roll Damage Armour: Roll Protection 5 5 Shortsword 1 2 1 2 3 2 4 3 5 3 6 3 Leather Scraps (Light Monster armour) 1 2 3 4 5 6 0 0 0 0 1 1 If the Goblins are all killed. Stone shelves around the walls are stacked with bones and skulls. The walls of the tunnel are built from masonry. the tunnel is dark and so it is likely that a lantern will need to be lit. The door looks very solid. you can see a room beyond. and there is a strong rope attached to the wellhead. As your eyes accustom to the gloom. You should not tell the Hero whether the roll was successful or not. The four Goblins will rush to attack the Heroes as they enter and are wild and vicious. and several decomposing corpses lie in heaps on the floors. Although the Heroes will be vary wary of the floor of this room. ugly. Although there is some light at the bottom of the well itself. The white tiles glow only because of a natural property of the quartz they are made from. you can see a wooden door at the end. and faint footprints can be seen in the earth of the tunnel floor. 4: This room has three exits. 1: As you let go of the dangling rope. There are three other doors. and shows a room that appears to be a charnel house. north. 2: As you proceed carefully along the tunnel. If the test is successful. The weapons and armour of the Goblins may be taken. and after taking a deep breath you take a good hold of the rope and slowly climb down. south and east. your feet touch down onto dry earth. so for any further heroes to climb down the rope. you should make a roll in secret testing the Heroes SKILL Characteristic. The floor however is a pattern of shiny black and white tiles. There is a large metal ring to open the door. There are 6 silver pieces spread across the table along with a set of crude bone dice. you can see that a tunnel. The white tiles appear to glow with an inner light. without being able to make out any words. As the door is opened. but no furnishings or occupants. with guttural cries. What really draws your attention however are the four 5: The door creaks heavily as it opens. blocking the way. one each in the northern. grey-skinned creatures playing dice at a table in the middle of the room.Area Descriptions You have found the well in the wilderness without too many problems. some of those at the bottom will have to move into the tunnel. adding on their Awareness Special Skill if they have it. there is actually nothing sinister about the tiles. All seems perfectly still until the corpses begin to stir! Diego Buldrighini (order #4105749) 1 . 3: As you open the door. the room may be examined further. There is room for only two Heroes at the bottom of the well itself. the GOBLINS grab their rusty shortswords from the table and. some two metres high. suspecting a trap. dangling down into the darkness.
Giant Spiders SKILL STAMINA Weapon: Dice Roll Damage Armour: None 7 8 Bites 1 2 2 2 3 3 4 3 5 3 6 3 Diego Buldrighini (order #4105749) 1 . and is not a pleasant place to stay. there are actually three giant Spiders living in webs suspended 3m above the ground. Any Hero who does approach must test for LUCK. with a large iron-bound chest sitting on it. and the sole remaining active tool is almost at the end of its life. but the magic is old and fading. and has not yet returned…. The room does smell due to the rotting corpses of the Zombies. it will struggle feebly until released. 8: The floor of this room is dusty. Your attention is drawn by a scratching noise to the furthest part of the wall where a solitary pick appears to be feebly working all by itself! The tools were all originally enchanted to excavate a tunnel all by themselves. Littered across the floor are several broken picks. These extra STAMINA are lost when the ring is removed. Although this room appears empty. There is also a secret door in the western wall of this room. although a sharp musty smell pervades here. such that anyone who approaches the chest may fall into it. animated by a foul Necromancer. hammers and spades. Once spotted. the Director should make a secret test against the SKILL characteristic plus Awareness special skill. The broken tools on the floor are in that state due to the fading of the enchantment. There appears to be no other furniture or ornament in this room. western and southern doors. before coming to a rubble-strewn end. Within the chest can be found 112 gold pieces. although a further test is required to find the secret catch to open the door. assuming the Hero has a set of lock picks. you can see a rough stone floor with much loose debris. A success means that the door is found. If any Hero searches the room. the room can be investigated further. although there is absolutely nothing of interest apart from a large number of old bones. If the active pick is taken away. and is criss-crossed with multiple tracks between northern. the Spiders will descend on lines of silk and attack. Once the Zombies have been re-killed. a bejewelled leather glove (worth another 30 gold pieces) and a plain silver ring. The Necromancer left one day to raid a nearby village. There is a hidden trapdoor directly in front of the chest. The Zombies have no will or intelligence of their own and will attack until they are beaten down. who used the Well as a base of operations several years ago. A success indicates that the Hero has narrowly avoided falling into the pit. all thrown down the well in days of yore. Zombies SKILL STAMINA Weapon: Dice Roll Damage Armour: None 6 6 Club 1 1 2 2 3 2 4 2 5 3 6 3 7: This corridor stretches for only ten metres or so. at which point it will float slowly back to this corridor. You should secretly test the SKILL plus Awareness special skill for all Heroes as they enter the room. The Ring adds a bonus of +2 STAMINA to whoever wears it. Any that succeed will see the webs suspended overhead. requiring either the key (found in room 14) or a successful test against the SKILL characteristic and the Locks special skill. The Chest itself is locked. The far side of the room has a narrow stone shelf in the centre. 6: As you open this door. although they may be hanging on to the edge by their fingertips! A failed test means that the Hero falls into the pit and takes 1 dice worth of STAMINA damage. These Zombies have been commanded to attack any intruders into the room.The three corpses on the floor are actually Zombies.
the river itself poses a potential danger. a player should be asked if they will finish the whole portion. the sound of rushing water gets louder and louder. after the death of their other brother Hungie. a box can be found under the counter with 14 gold pieces and 9 silver pieces.When a Spider inflicts a blow with its bite. The spiders have the desiccated corpses of 2 previous adventurers suspended in their web. 1-2 Drinker feels happy and light-headed 3-4 Drinker slurs speech and loses co-ordination.5m in depth. Within a few metres. 9: This door opens to reveal a surprisingly well-lit and warm room. The Heroes will have to work out a safe way of crossing. and so even a strong swimmer would struggle (a -3 penalty to any swimming attempts). since fleeing Shagradds Hives of Peril. The restored LUCK may not be raised above the initial level. A similar small beach can be seen on the far side with a tunnel leading away into darkness. Gloister and Bread Home made Vittles Pookies Stew Orc Ale 3gp 3gp 3gp 2gp 10: As you proceed down the short corridor. 5 Drinker becomes violent and will attack the nearest person! 6 Drinker becomes violent as  but will fall unconscious after 3 rounds. a 3 or 4 denoting 2 damage etc). Although there are no monsters living in the river. There is also a secret door in the eastern wall which opens into a corridor leading to room 6. Each Hero may only restore 4 STAMINA points by eating. and they run a canteen for the other dungeon monsters! The two Dwarfs have lived here for many years. Two Dwarfs stand behind the counter. As with room 6. Loses 2 SKILL for 30 minutes. two daggers and 16 silver pieces will be found. as any Hero who is swept away will never be seen again. tastes foul but restores 1-6 LUCK points! The taste is so foul. their takings for the past two days. There is only one other exit. some three or four metres in width. and so shoulder height to the Human and Elf Heroes. but what draws the eye is the wooden counter down the western side of the room and the two large tables with benches. The cooks enjoy what they serve. they will heft their axes and fight back: Dwarfs SKILL STAMINA Weapon: Dice Roll Damage 7 6 Axe 1 2 2 2 3 2 4 3 5 3 6 3 Armour: Leather Cuirass Roll 1 2 Protection 0 0 3 0 4 0 5 1 6 1 The board reads: If the Dwarfs are defeated. it will also inflict an extra 1-3 points of damage due to poison (roll a single dice. One of the Dwarfs says “Welcome to Pookie’s eating house!” The Dwarfs are Pookie and Glantie. all of which will be served to the Heroes at one of the tables. The Vittles (meat-filled pastry balls) and Stew (meat and vegetables) will each restore 2 STAMINA points. this door will require separate awareness tests to find and to open. this beach lies alongside a rushing river. with a 1 or 2 denoting 1 damage. It will be over the head of any Dwarf Hero! The river flows quite quickly. unique so far in this dark and gloomy dungeon. The river is nearly 1. and a blackboard hangs on the wall behind. Pookie only has 2 portions of Gloister. a sword. which is laden with pots and dishes. a door on the far side. They have several items on the menu. a runny and smelly cheese. If any of the Heroes decide (or drunkenly) attack the Dwarfs. Will wake after 10 minutes and suffer the effects of [3-4] above. A Hero drinking the Orc ale must roll one dice to find out the effect: Diego Buldrighini (order #4105749) 1 . and if these are searched. Gloister. the corridor widens slightly to become a small beach! Composed of small stones and fine stand.
only a metre wide walkway protruding two or so metres into the void. you can use the room description below. whilst the two Zombie bodyguards block the coridor. and a sepulchral voice intones: “Ah. The victim may be woken by loud noises. torches burst into life around the doorway. but if it looks like he is about to lose the fight. Another similar walkway protrudes from the northern wall. will cower and plead for mercy. and is looking to use the old Well as a base of operations. If affected. this spell will animate a corpse with a spark of living spirit. and ahead you can see…… The above text is intentionally not finished. shaking etc. several rooms. you see a circular room more than five metres across. The Necromancer will do his utmost to kill the Heroes. The chest is locked. As you edge closer. Alternatively. This will be repeated until his co-adventurers find some way of rescuing him from his never ending fall. the resulting skeleton will be missing that body part. briefly described below. The Necromancer has several spells at his disposal. with the Magic Points required to cast given in brackets. This corridor can be used to add on a new room. The spell itself takes a whole hour to cast. four rubies (each worth 25gp) and the Necromancers Spell Book. and a large chest. There is no floor in front of the door. Inside can be found 150 gold pieces. although this is difficult. Sleep (2) This spell will put one victim to sleep for 5 minutes. but the key can be found upon the Necromancer’s body. if you have already decided this adventure is long enough for your players (and the time available. Weakness (1) This spell may be cast against one target within 5m who may test for LUCK to avoid the detrimental effects. forcing it to return as an undead under the control of the caster. Raise Skeleton (6) A favourite with Necromancers. A failure means that the Hero falls into the pit…. If the corpse is incomplete. How the Heroes deal with this is up to them. and so may be jumped. stairs down or indeed anything else you can think of. and will cancel out both normal light and the Dark Seeing talent. fresh corpses for me to use!” This room is the living space and workroom of the Necromancer who animated the Zombies in room 5.only to reappear from overhead 2 minutes later. and requires a corpse of some kind. wounds. Only darkness can be seen below. and also has two Zombie guards (Use the profiles given for room 5 for these). The darkness can be cancelled with a Light spell or a counterspell. but if affected. The Director should try to target the strongest Hero first with Diego Buldrighini (order #4105749) 1 . this spell will create a 5m radius circle of absolute darkness around the caster. still falling. but he is thoroughly evil and untrustworthy and will attempt to escape or harm a Hero given the slightest opportunity. The room itself is hexagonal in shape and contains a bed (with obligatory black sheets!). covered with nameless body parts and vile liquids. 11: This corridor leads away into the gloom. The target may test for LUCK to avoid the effects. The spells known to the Necromancer are given here.5m. Any Hero may test his SKILL (and may include the Jump special skill) to see if he can jump the gap. the sleep is normal. The area of darkness will not move. Necromancer SKILL STAMINA MAGIC 6 14 10 MAGIC POINTS 14 Weapon: Dice Roll Damage Armour: None Quaterstaff 1 2 1 2 3 3 4 3 5 3 6 3 12: As you open the door. Darkness (1) When cast. He has returned from his travels. and ahead appears to open up into a hexagonal room. but will otherwise last for 3 minutes.11: This corridor leads away into the gloom. a workbench. next to the only exit from the room. the target suffers a -1 penalty to both the SKILL characteristic and any damage rolls for 5 minutes.. his spells. The distance between the ends of the walkways is about 1.
a key ring with four large iron keys (one for the chest in room 6. or the candle physically extinguished. burning the book. The Chalice has a deep red liquid in it that smells like red wine. albeit a fairly crude one. Diego Buldrighini (order #4105749) 1 . worth 5 gold pieces). making it sticky as you pass the door. It is wine. once human. This room was (and indeed is) a torture chamber. who acts as a jailor for the dungeon. They will also find a pouch with 17 silver pieces and a small red gem. with three heavy doors cut into the far wall. face twisted with madness and body ruined by torture. The Ogre eats. but its only furnishings are a large wooden table against the southern wall.13: This large square room has doors in the north. The candle. both will lose all magical enchantment and become normal. A person may drink as many times as they like. the Hero will actually cast a spell. As the door opens further you can see a ragged figure. There is another heavily barred door on the far side of this awful room. There are 4 draughts in the chalice and each drinker must roll one die: Ogre SKILL STAMINA Attacks Weapon: Dice Roll Damage Armour: Dice Roll Protection 8 10 2 Large Club 1 2 2 2 Furs 1 0 3 2 4 3 5 3 6 4 2 0 3 0 4 1 5 1 6 1 1 2 3 4 5 6 Restore 2 STAMINA Deduct 2 STAMINA Restore all STAMINA Deduct 1 SKILL Restore 3 LUCK Deduct 2 LUCK If the Ogre is killed. you recoil from the horrible scene within. and causing 1 dice of damage to all in the room! 15: This door is locked. and indeed is a magical candle that will never burn out. they must immediately test their LUCK. They will find. sleeps and indeed does everything else in this room. This room houses an Ogre. if the candle is ever removed from the candle holder. Three metres tall. west and eastern walls. you are met by a blast of fetid air. If this test is failed. and one in which no Hero would wish to stay any longer than he has to. summoning a fireball! This will explode. but will affect everyone who drinks from it differently. Sat upon the tree stump is one of the ugliest humanoids you have ever seen. spikes. which of course stinks terribly! The Ogre himself is a creature of chaos. racks and other implements of torture and torment litter the floor of this small room. The figure leaps towards you with an incoherent scream. the muscular OGRE hefts his massive club and lurches towards you…. The table has a lit candle in a wooden candlestick. You can see a large and crudely smoothed natural cave. the pages appear to be covered with spidery writing. If any Hero attempts to read the writing. Knives. you hear a high keening sound issuing from the foul darkness beyond. This is a disturbing room. Dark residues coat the tools and the floor. However. in amongst the layers. chalice and candle. a golden chalice and a leather-bound book on its top. another for the door to room 15 and two unidentifiable ones). does not seem to burn down at all. with a lumpy and misshapen body. if watched. Unless the Hero is stopped within a minute or so.. As you unlock and open this door. The floors are covered with stinking furs and the only furniture is a large tree stump. twisted and insane: 16: As you ease open this heavy door. if opened. the Hero will begin to read out loud in an unknown tongue. 14: As you open the door. the Heroes can search the Ogre’s matted and greasy furs. long fingernails stretched towards you. The book has thick vellum pages and. There is nothing of any value in the room.
this small cell is empty. some years ago. “Grsssss” hisses the figure as it begins to rise. A Ghoul is actually a type of undead. they should be congratulated for their bravery and SKILL! This quick start section does not cover character improvement or provide price lists for the Heroes to spend their loot on. He has been kept as a pet by the Ogre and occasionally tortured. but regardless of the result. The straw underneath is foul-smelling. Any Hero who approaches to hear the figures last words will however receive a nast surprise. If the Heroes search. roll a secret test against their SKILL and Awareness. and thick. attacking them wildly. a Diego Buldrighini (order #4105749) 1 . and the chains are just for show. the movement disturbs numerous rats from their feasting amongst the filth on the floor. A failed test indicates that the Hero is paralysed for 1D6 combat rounds and may not act at all.Prisoner SKILL STAMINA Weapon: Dice Roll Damage Armour: 7 6 Fists 1 1 None 2 1 3 1 4 1 5 1 6 2 reanimated corpse that feeds on the dead and the living alike. Aftermath If any of the Heroes survive the adventure. There is nothing of worth in the room. 18: This door opens to reveal an emaciated and broken figure chained to the far wall. Otherwise. He cannot be reasoned with or calmed. Bones. they are not bound to the creatures arms. admitting unaccustomed light. this room has nothing of interest. even if the Heroes could stomach searching through the filth on the floor. and experience bigger and better adventures still! 17: As this door opens. The figure is actually a Ghoul. The figure chained to the wall appears to be an emaciated human. Apart from the infestation of rats. read on into the heart of the book. but if you have enjoyed this section. As the door opens. just inform them that nothing has been found. who is only just hanging onto life. rags. The Ghoul will attempt to kill and eat the first Hero that approaches it. and imagines the Heroes are Orcs and Goblins. and several small holes in the wall provide escape routes for the fleeing rodents. Ghoul SKILL STAMINA Attacks Weapon: Dice Roll Damage Armour: 8 7 2 Claws 1 2 None The insane man was once an adventurer. 2 2 3 3 4 3 5 3 6 3 Special: Any Hero who has to actually takes a wound from the Ghoul must immediately Test their LUCK. He is totally and irreversibly insane. straw and other ordure litter the floor. who was captured in the dungeon. the figure slowly lifts it head to look at you.
much more and will provide all of the rules you need for many years of adventure. There are also more Advanced Fighting Fantasy books planned. Complete game rules covering most adventuring situations. Titan is a complete guide to the world of Advanced Fighting Fantasy. what then? There are more books you can use to expand your adventures. Wizardry.com Also available from any good games store and many other online retailers. food and much much more are described here in a very entertaining style. Diego Buldrighini (order #4105749) 1 . Fast dungeon generation system. Monsters and other enemies. A guide to the world of Titan. Comprehensive but fast combat system. Also includes a guide to creating your own playable races. to bring you even more adventure. The full rulebook contains: Full Hero creation rules allowing you to create almost any character you can think of. Advanced Fighting Fantasy is a classic for the modern age. And once you start really exploring the world of Advanced Fighting Fantasy.cubicle7store. The Advanced Fighting Fantasy books are available direct from Cubicle 7: http://shop. Out of the Pit will provide a surprise around every corner! This quickstart guide is designed to give you a taster of both the game system and the adventures you can have in the world of Titan. with only a little thought. History. Maps and illustrations bring the world to life. The full Advanced Fighting Fantasy rulebook will give you much. The Fighting Fantasy books published by Wizard books and available in any good bookshop are also perfect for inspiration and are. Fully illustrated and with game statistics for each one. Designed to be easy to learn. including guidelines for creating your own. peoples. compatible with the Advanced Fighting Fantasy system. quick to start playing yet provide years of gaming. from the harmless Jib-Jib to the ferocious Snattacat and from the bizarre Aakor to the shambling Zombie. Geography.WHAT IS IN THE FULL ADVANCED FIGHTING FANTASY BOOK? W e hope that you have enjoyed playing through “The Well” and enjoyed the Advanced Fighting Fantasy system. Out of the Pit brings you 250 monsters that are found on Titan. Magical and mundane treasures. Sorcery and Priestly magic rules. Gods. and provide the perfect backdrop to your Advanced Fighting Fantasy adventures.
Diego Buldrighini (order #4105749) 1 .
Diego Buldrighini (order #4105749) 1 .
Diego Buldrighini (order #4105749) 1 .
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