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www.fightingfantasy.

com
Presents a Fighting Fantasy amateur adventure

Sanctuary of Souls
By
Kieran Coghlan

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FightingFantasy.com
Amateur Adventure

Sanctuary of Souls
Two dice, a pencil and an eraser are all you need to embark on this competition
adventure, which comes complete with its own elaborate combat system and a score sheet
to record your progress. It is up to YOU to decide which routes to follow, which dangers
to risk and which foes to fight.

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CONTENTS

INTRODUCTION 4

ADVENTURE SHEET 8

BACKGROUND 9

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INTRODUCTION
You are about to take the lead roll in an adventure that will make you into a living
legend, renowned and respected throughout the world. Before you take part in this quest,
you must first determine your own strengths and weaknesses. You use dice to work out
your initial SKILL, STAMINA, and LUCK scores. On pages 8 is an Adventure Sheet,
which you may use to record details of your adventure. On it, you will find boxes for
recording your SKILL, STAMINA and LUCK scores. Write your scores on the
Adventure Sheet in pencil so you can erase previous scores when you start again. You
may make photocopies of the sheet for use in future adventures.

You use dice to work out your initial scores on an Adventure Sheet, which you may use to
record details of your adventure. On it, you will find boxes for recording your SKILL,
STAMINA and LUCK scores. You are advised either to record your scores on the
Adventure Sheet in pencil or to make photocopies of the sheet for use in future
adventures. Full details governing rules can be found in any of the Fighting Fantasy
Gamebooks as well as on the Official website: www.fightingfantasy.com.

SKILL, STAMINA, LUCK

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

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

 STAMINA Roll two dice. Add 12 to the number, box on the Adventure Sheet.

 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 and 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 score 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 score 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

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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.
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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.

ESCAPING FROM BATTLES


On some pages you will be given the option of Escaping from a battle should things be
going badly for you. However, if you do run away, your opponent automatically scores
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 given to you on the page.

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

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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.

Skill
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.
At various times during your adventure, 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. Drinking the Potion of SKILL (see later) will restore your SKILL to its initial
level at any time; except when engaged in a battle.

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. 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.

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Provisions
Everyone knows that food is vital as a form of sustenance. The text shall instruct you to
eat a meal at certain times in your adventure. This means you’ll have to erase one meal
automatically without gaining STAMINA! Venturing into any adventure may prove
arduous indeed; therefore you need food just to keep your strength up. This then leads to
a second possibility: if you have no provisions and the text tells you to eat a meal, you
must reduce your STAMINA by 3 points! Any other time you eat a meal, you may
restore 4 lost STAMINA points, except during combat or when performing any other
similar action.

EQUIPMENT AND POTIONS


You will start your adventure with a bare minimum of equipment, but you may find or
buy other items during your travels. You have a backpack to hold your Provisions and
any other items you may come across.
In addition, you may take one bottle of a magical potion, which will aid you on your
mission. 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 (except when engaged in a
battle). 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 one measure; i.e. the characteristic may be
restored once during an adventure. Make a note on your Adventure Sheet when you have
used up your potion.

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BACKGROUND

"The demon walks among us!"

You smirk to yourself; the Abbot is always being over-dramatic to get attention. You
look around at your fellow classmates. Brother Vengis is listening intently to the abbot as
always. He always was a bit too serious. Brother Mendi is pulling faces to the other
members of the class. He is a few years older than you are, but he has been visiting his
parent’s for the last few years. Both were ill and died shortly before he returned, but he
does not seem to be particularly upset about it. Sister Ariasna is looking out the window
dreamily running her fingers through her curly blonde hair. It is odd to think the four of
you are the most senior acolytes in the sanctuary. You have all been serving the Lady
Aurosa, Goddess of peace since childhood. Now after twenty years you are about to leave
the sanctuary in a few short weeks. You will all be made full warrior priests of Aurosa
and must leave the safety of the sanctuary in the mountains of Kazan, in South-Western
Khul in order to vanquish evil and spread the word of Aurosa to the people. Aurosa is a
more or less forgotten Goddess in Titan now. In fact your small monastery is really the
last order left that still worships her. You are hopeful that you can rectify that situation
when the time comes. For now though, you turn your attention back to the abbot. Perhaps
some of his teachings will come in useful?

Later that night, you are awakened from your dreams of adventuring in far off lands by a
primal scream. Casting a nervous glance out your window you see the cause of it. Many
dark bat like creatures fly through the air around the Sanctuary, screaming in bloodlust.
More screams come, but this time it is not the screams of the fell beasts, but screams of
acolytes being attacked! You hear the demons smashing at the sanctuary’s main gates and
you know their purpose; the demons have come to destroy your order. Whispering a
prayer to Aurosa you leap out of bed and pill on your leather jerkin. Now is the time to
see if you are ready for the life of adventure!

Turn to 1

NOW TURN OVER

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1
You instinctively run for your mace, hoping it will be some protection of whatever forces
of darkness have invaded the sanctuary. Outside your room you can hear the screams of
your fellow acolytes; some butchered in their sleep, others futilely trying to stand up to
their demonic opponents. Part of you wishes to hide in your room and hope the demons
somehow miss you, but you know you cannot abandon your comrades. Whispering a
prayer to Aurosa you open the door of your room and enter the landing. The carnage that
greets your eyes is horrifying. Bodies of lesser acolytes lie strewn and blood soaked, none
of them still draw breath. You give a slight smile when you see the bodies of two frog-
like demons amongst them; at least the demons will not have a complete victory. You
realize that you are doing no good here and must move on quickly if you are to be of any
help You could go back into your room and climb out the window, using the ivy-strewn
walls to climb to elsewhere in the sanctuary (turn to18). Alternatively you could open the
door to Sister Ariasna's room to see if she is still alive (turn to37). Finally you could
continue down the landing to the stairs that lead to the main hall, although judging from
the screams this is where the demonic forces seem to be concentrated (turn to 8).

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You enter the library and are unsurprised to find it has been ransacked. Books are strewn
everywhere and bookcases lies in a broken heap. A groan from the corner of the room
alerts you and you run over to find Brother Vengis lying in a pool of blood, a dagger
marked with arcane writing sticking into his side. On seeing you he mutters something
undecipherable. You realise he will die soon without any aid. Do you possess the cup of
Healing? If so, turn to 45. If not, there is little you can do for him. Turn to 31.

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Sleeping in the middle of the corridor you are travelling is the biggest Hell Hound you
have ever seen. Such creatures are servants of chaos and enjoy killing with their flaming
breath. The creature is snoring loudly and you think you have a chance of sneaking past.
Test your Luck. If you are Lucky, turn to 41. If you are Unlucky, turn to 24.

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Aurosa is obviously with you as you manage to reach the door without any of the arrows
hitting you. Thankfully the door is unlocked and you open it and enter the room beyond.
Turn to 10.

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After descending the stairs you find the reason for the loud noise you were hearing. A
repulsive Chaos Ogre, his face covered in warts and pustules, is battering a long dead
acolyte with his massive club. With a scream of rage you launch yourself at him.

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CHAOS OGRE Skill:9 Stamina:12

If you win, the only thing you find on his body is a piece of parchment bearing the
inscription: "two forward." Wondering the significance of this, if anything, you decide to
exit through a nearby door that you know leads to the library. Turn to 2.

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The symbol begins to glow and the fire is butted back by a strange blue light emerging
from it. A strange, but pleasant voice speaks inside your head:
"Know this, my servant. I am Aurosa and you are my Chosen One and it is up to you to
right the wrongs of this traitorous wretch."
You are honoured by what you have just heard, but there is little time to dwell on it now.
Mendi, dismayed that his attack was defeated is preparing another spell. He throws some
dust to the ground and it immediately catches fire. Out of this fire rises a demon; more
powerful than any you have seen before. The creature is huge, red and winged. It
brandishes a whip in one hand and a fiery sword in the other. It is a Fire Demon, one of
the most powerful creatures of the lower planes. It is not fully formed yet and it is still
relatively weak so you may be able to defeat it. As you prepare for battle Mendi flees
through a corridor to the south, laughing maniacally the whole time. This will be your
greatest challenge.

FIRE DEMON Skill:10 Stamina:10

If you win, turn to 11.

(PART 2 by David Holt)


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The corridor you are following leads into a small chamber where you behold a
magnificent sight. A large statue in the shape of a dragon's head is against the wall to
your right and facing the wall on your left. The intricate carvings on the statue are not its
most remarkable feature however. Rather it is the large crimson fireballs that are blasted
out of the statue's mouth and collide into the opposite wall. This feature must be a
defensive measure to protect something of great importance in the catacombs. What it is,
however, you have no idea. At any rate your immediate concern is dealing with this
daunting obstacle. If you wish to take the cavern's only other exit you will have to get
past this thing somehow. If you decide not to risk it, you may return the way you came
and try to go down the corridor guarded by the skeletons (turn to 14) or take the other
passage (turn to 25). If you wish to risk slipping past the fireball shooting statue you must
Test your Luck. If you are Lucky, you manage to dodge the fireball and continue into the
corridor beyond (turn to 20). If you are unlucky however, you do not have a chance to
scream before you are burnt to a cinder by an oncoming fireball.

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The sickly smell of blood invades your nostrils as you walk down the stairs though it
cannot prepare you for what you are about to witness. Bodies of acolytes lie ripped and
torn all over the hall. Thankfully however all but one of the demons here have been
vanquished. The lone survivor of this carnage stands in the middle of the room, howling
for blood. Resembling a wolf but standing on his hind legs the creature looks a
formidable opponent. You are not afraid though; your blood boils at the sight of this
creature standing in the entrance hall of your holy Sanctuary. With a cry of vengeance
you charge the foul beast.

WOLF DEMON Skill: 8 Stamina: 7

If you win, you hear the baying of more of the creatures coming from outside. Knowing
you could never defeat so many of these beasts you rush to the safety of a nearby door.
Turn to 28.

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The wall appears solid enough, despite the shimmering. However, there is a strange script
inscribed upon it:
"GL MPBCP RM QNCYI RM RFC YPAFYLECJ IGQQ RFC UYJJ RSPL RM
PCDCPCLAC RFGPRW DMSP"
If you understand this you will know what to do. If not you must exit through the eastern
corridor. Turn to 26.

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You enter a plain, sparsely furnished room. There is a door in the east wall and a staircase
leading down to the catacombs. You have no time to ponder, which route to take however
as you are not alone in the room. Two skeletons, each holding large swords, are coming
towards you. You step back into the doorway knowing that this will mean they can only
approach you one at a time. Your mace is excellent at smashing bone so any damage you
do to the skeletons will be doubled.

FIRST SKELETON Skill: 7 Stamina: 7


SECOND SKELETON Skill: 8 Stamina: 6

If you win, you begin pondering where to go. The door leads to the library. The
catacombs however, are forbidden to acolytes although they would offer the best
defensive position against the invading demons. If you wish to take the door to the
library, turn to 2. If you would rather take the stairs down into the catacombs, turn to 22.

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The Fire Demon leaves no remains. Mendi has escaped and you doubt you would be able
to catch up with him; he always was a fast runner. Ariasna is fine now that the freezing
spell has worn off her and she points towards a door in the northern wall, which has been

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broken into, probably by Mendi. Curious as to what exactly is going on you decide to
investigate. Turn to 50.

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The corridor soon splits into two. Heavy snoring seems to be coming from the left
corridor. The one on the right appears to be silent, but there are a few bloodstains on the
walls. The choice is yours. To go left, turn to 17. To go right, turn to 26.

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The last thing you hear as the cold steel enters your heart is the maniacal laughter of the
cowled figure. Your adventure ends here.

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With a cry to Aurosa you charge the skeletons. They drop their throwing knives and draw
their rusty swords. Fight them all together, but because your mace is so effective against
bone, you can double whatever damage you do to them.

FIRST SKELETON Skill: 6 Stamina: 8


SECOND SKELETON Skill: 7 Stamina:6
THIRD SKELETON Skill: 7 Stamina:7

If you win, you head down the passage they came out of. Turn to 36.

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The shrine to Aurosa has unsurprisingly been trashed. The idol of her has been broken
and all the offerings are scattered everywhere. Most worryingly of all a huge hole has
been made in the roof and you can see that the sky is filled with large, bat-like demons.
You could search the shrine for anything useful, although it is highly likely that one of
the bat creatures outside would spot you and come at you from the hole in the roof. If you
wish to search the shrine anyway, turn to 23. If you would rather climb back down the
ladder and take the stairs out of the loft turn to 39.

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Your persistence has been rewarded. You discover a brick on the wall which is of a
slightly more greyish hue that the rest of them. Pushing it in causes a section of the wall
to swivel away revealing a dark staircase, undoubtedly leading to the catacombs; a
section of the sanctuary that acolytes are normally forbidden to enter. Deciding that the
catacombs would probably be the safest place during this crisis, you walk down the
staircase. Turn to 20.

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17

The corridor reaches a T-junction. Believing that the left corridor will take you back the
way you came, you decide to go right, although this is the direction the snoring is coming
from. Turn to 3.

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You gingerly step on to the windowsill and give the ivy that covers the wall a doubtful
look. It looks sturdy enough and you're not really in a position where you can dither on
your decision. You grasp hold of the ivy and swing your whole body on to it hoping it
will take your weight. Thankfully it does and you offer a thankful prayer to Aurosa.
Looking around you see you could either climb up the ivy to the loft window (turn to 47)
or you could climb down to window that you think leads to the pantry (turn to 28).

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You dash for the ladder, but can hear the bat creature is in hot pursuit. Test your Luck. If
you are Lucky, you manage to reach the ladder and quickly climb down it. The creature
can no longer reach you. You head down the stairs to leave the loft (turn to 39). If you are
unlucky however, you do not make the ladder before the creature's talons dig into your
back (lose 3 Stamina points). You feel yourself moving into the air and realize with
horror that the disgusting creature is dragging you out through the hole in the roof! Turn
to 43.

20
The room you enter is dark and covered in dust and cobwebs. Obviously it is a region of
the catacombs that has few visitors. A strange bluish light grabs your attention and you
start at the appearance of a ghostly female walking to your left. She walks into a northern
wall and afterwards it shimmers. If you wish to investigate this wall, turn to 9. If you
wish to flee this place there is a corridor exiting it to your east. Turn to 26.

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The evil fire burns like nothing you could ever have imagined. In a few short seconds you
are dead and Sister Ariasna will soon follow. You have failed in your quest.

22
You descend the stairs into the dark and dismal catacombs. It is much colder down here
and you shiver as you survey the area. You are in a large room, covered in dust and
cobwebs. There are three passages exiting the room. Before you can decide which
passage to take however, three skeletons come running in from the centre passage. They
stop on seeing you and fling their throwing knives at you with deadly aim. If you have a
shield you can protect yourself against the knives. If not the knives sink into you. Lose 5

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stamina points. If you wish to charge the skeletons, turn to 14. If you would rather flee,
you can escape through the passage on the left (turn to 25) or the right passage (turn to 7).

23
You are luckier than you expected in your search. Underneath a scrap of purple cloth you
find a golden medallion carved in the shape of the Sun with a woman's face painted on:
the Holy Symbol of Aurosa. Holding the medallion gives you a warm and happy
sensation and you proudly put it round your neck (record it on your adventure sheet).
Your joy is short lived however, as you hear the screech of a bat Creature and turn to see
it bearing down on you. If you wish to flee towards the ladder, turn to 19. If you would
rather prepare for this battle, turn to 30.

24
As you sneak past you brush past the creature's behind and in a second it is up, snarling
and blasting fire at your face (lose 4 Stamina points). Do you have a companion? If so,
turn to 38. If not, turn to 29.

25
As you walk along the cold, dank corridor you are alarmed to hear the skittering of many
small insects crawling about around you. Suddenly, one of the creatures drops from the
ceiling and latches on to your face sticking it's cruel pincers into your flesh you give a
scream as more of the killer ants latch on to you. Rolling around on the ground allows
you to get rid of the foul creatures, but not before you have lost 4 Stamina points due to
the many bites you have received. Eager to get away from this place you run down the
corridor. Turn to 49.

26
The corridor immediately swings to the north and continues in that direction for quite a
while. You are halfway along the corridor when you hear the sound of a large creature
coming towards you. A creature with a bull's head and a human body appears out of the
gloom. It is a Minotaur and you must fight it.

MINOTAUR Skill:9 Stamina:9

If you win, you continue along the corridor and emerge into a large cavern. Turn to 33.

27
Whilst rummaging under Mendi's bed, you cut your arm on something razor sharp (lose 2
stamina points). Fishing around for the culprit you find a dagger made of black steel.
Surely this is a symbol of darkness, abhorrent to the order? Wondering what on earth
such an item doing in here, you decide to exit down the nearby staircase despite the loud
banging you can hear from that direction. Turn to 5.

15
28
You find yourself in the pantry. It is unoccupied although obviously someone or
something was here earlier as much of the food has been scattered. You do however find
a small loaf of bread which you can take with you (add 1 to your provisions). You do not
like the demonic howls you hear coming from the door of this room so you decide to take
the stairs up to the next floor. Turn to 39.

29
The creature leaps at your throat.

HELL HOUND Skill:9 Stamina:6

The hellhound will attempt to breathe fire on you at the end of every attack round. When
this happens roll a die. A roll of 1 or 2 mans the creature has breathed fire on you and you
must lose an extra 2 Stamina points regardless of who won the attack round.
If you win, you continue along the corridor until you reach a large cavern. Turn to 33.

30
The creature dives at you with its talons, but you are ready for it. You swing wildly with
your mace hoping to drive it away. Unfortunately you leave your arm exposed and the
creature quickly wraps its talons around it. The creature, to your great horror, then begins
to pull you off the ground towards the hole it flew in by. This will be a hard fight to win.
Turn to 43.

31
He tries to say something, but the strain is too much for him. With his last ounce of
strength he kicks a nearby bookcase and it swivels to reveal some dark steps no doubt
leading into the catacombs. Vengis then gives a short sigh and dies. You close his eyes
and mumble a short prayer to Aurosa in order for Vengis to ascend into the next life. You
embark down the forbidding stairs hoping that you will find a way to end this nightmare
once and for all. Turn to 22.

32
As soon as you touch the crystal, your arms begins to ache and you can feel that your
bones are about to break. You try to throw the accursed crystal away, but you cannot; the
pain makes you grip it tighter. Soon your spine and skull begin to break and another
corpse is added to the room.

33
Standing in the middle of the cavern is a cowled figure, wrapped in dark robes and
holding a scroll in one hand and a dagger of dark steel in the other. On seeing you he
begins to laugh and points his finger at you. Suddenly, you cannot move an inch. Still

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laughing he advances towards you with his dagger. Do you have a companion? If so, turn
to 44. If not, turn to 13.

34
You kiss the wall and it glows a radiant blue. The light hurts your eyes and makes your
head swim. You soon lose consciousness.
When you come to you find yourself lying on a couch in a marvellous, marble decorated
room. Sitting across from you is a beautiful woman with white dove-like wings. She
smiles on seeing you awake.
"I am Deianeira, Archangel in the service of Lady Aurosa. The goddess is proud of you
acolyte, but you cannot hope to defeat the forces of darkness on your own. First I will
give you a blessing to make you more powerful."
You feel a warm sensation in your body and you feel more confident in your abilities.
Increase your initial Skill by 1 and set your current skill to this new score. Deianeira
continues:
"There is another in the catacombs who may help you, but you will have to find that
person on your own. But I will put you on the right direction."
She smiles and begins to glow bright white. You close your eyes from the blinding light
and when you open them again you are in new surroundings. You are in a corridor
running north to south. You decide to follow it north. Turn to 49.

35
You open the trapdoor to find it has been trashed by the demons. The main doorway has
caved in on itself and dead acolyte’s lies around the room, which must have been a
bedroom for the younger acolytes. You find that one of the dead acolytes is holding an
ornately carved, golden chalice. You recognize it immediately; it is the Cup of Healing, a
sacred relic of your people. How this low ranking acolyte got a hold of it is anybody's
guess, but it seems likely he was trying to drink from it, but was killed before he could.
You put the chalice in your backpack hoping it will come in useful. If you wish to search
the room further, Test your Luck. If you are Lucky, turn to 16. If you are Unlucky, turn to
46. If you would rather not waste any more time here, you may exit out the trapdoor and
try the other one (turn to 48).

36
Of all the sights you have seen so far, the most horrific one confronts you in the room at
the end of this corridor. Many acolytes lie twisted and broken all along the room. Clearly
this is where the acolytes were trying to make a stand against the demonic forces. Most
worryingly of all however, is that there does not seem to be a single wound on any of
them. What kind of creature could do this? Clasped in one of the older acolyte's hand is a
large blue crystal. If you wish to take the crystal, turn to 32. If you would rather make a
hasty exit from this place of death, you may take the corridor that leads from the north of
this room. To do this turn to 12.

17
37
You open the door, but there is no sign of Ariasna in her room. Thankfully there are no
signs of blood or of a struggle so you surmise that she has escaped unharmed. Checking
her room for anything of use you find her family shield lying by her bed. Knowing that
she would not mind you borrowing it in this situation you strap it on to your arm (note it
down on your adventure sheet). You guess that Ariasna probably escaped by climbing out
her window and you should try and team up with her, as the two of you working together
would be far more of a match for the demons. You head for her window. Turn to18.

38
The creature is about to leap at your throat when Sister Ariasna's mace comes crashing
down on the back of its head, silencing it forever.
"Looks like I'm not so useless after all", she smirks.
With a laugh you continue along the corridor and eventually enter a large cavern. Turn to
33.

39
You emerge on to balcony overlooking the Great Feasting hall. The hall looks a shadow
of its former splendour; tablecloths and ornate tapestries have been ripped, tables
smashed and candle sticks lay strewn across the room. Thankfully there are no bodies
here; perhaps some of the survivors have found a place to make a stand? This is the least
of your worries however, because across the Great Hall on the opposite balcony, three
skeletons have emerged and are preparing to shoot you down with their bows. Realizing
you are powerless to stop them you run along the balcony hoping to get to the far end
before they hit you. Test your Luck. If you are Lucky, turn to 4. If you are unlucky, turn
to 42.

40
Just as the corridor turns right you get a mace swung into your face (lose 2 Stamina
points). Falling to your feet you look angrily at the culprit only to find it is Sister
Ariasna! Realizing it is you she hit; she puts her mace away and bends down to help you
up.
"I'm sorry", she says sheepishly, “I heard you coming around the corridor and assumed
you were one of those beasts. Where did they come from anyway? They've killed
everyone!"

18
You can offer her no answers you are as in the dark as she is. She is in a worse condition
than you are. Her hair is matted and covered in sweat and her clothes are covered in
blood although she assures you that it is the blood of demons rather than her own.
Realizing that she would be a valuable ally you decide to head off together along the
corridor. Turn to 3.

41
You manage to slip past the sleeping hellhound and continue along the corridor until you
enter a large cavern. Turn to 33.

42
Two arrows thud into you as you dash for the door (lose 4 Stamina points). Silently
cursing you reach the door and are relieved to find it is unlocked. Turn to 10.

43
Your ascent is simply terrifying. The gruesome demon attempts to drop you over the
sharp rocks surrounding the sanctuary, but you hold on with an iron grip. Eventually the
demon passes over the sanctuary roof and you drop rather painfully on to the roof tiles
(deduct 2 Stamina points). The creature spirals in the air and then turns round to finish
you off. This time you will not be made a fool of!

BAT DEMON Skill: 9 Stamina: 8

If you win, you see there are two trapdoors leading back into the sanctuary from here. If
you wish to open the one on the left, turn to35. If you would rather take the one on the
right, turn to 19.

44
Just as you are about to be stabbed in the heart the figure is given a smack in the ribs by a
mace. You had forgotten Sister Ariasna! She fights bravely against the figure and even
manages to pull his cowl off; to reveal Brother Mendi! She stops stunned giving Mendi
the chance to freeze her like he did to you. Laughing once more he begins to taunt you.
"Your weak Goddess has not helped you fools. Lord Haizdan has promised me power if I
free him from his eternal prison. He is a true God! He would not have let my family die
like that murderous witch Aurosa!"

Mendi has made a mistake however. By not killing you while he had the chance he has
allowed his spell to wear off. You give a cry to Aurosa and charge Mendi. His smile
fades for a second, but is quickly replaced when he shoots a cone of red fire from his
hands right at you! Do you possess the holy symbol of Lady Aurosa? If so, turn to 6. If
not, turn to 21.

19
45
You lift the chalice to Brother Vengis' lips and as you do so a rich-looking purple liquid
appears in the cup. Vengis drinks deeply from the wondrous cups and gives a slight
smile.
"My thanks", he mutters, "but it will do me little good for I am wounded by a
cursed dagger. You must be careful; my fellow servant of the Lady Aurosa, for one of our
number has betrayed us to these infernal demons."

He tries to say something else, but the strain is too much for him. With his last ounce of
strength he kicks a nearby bookcase and it swivels to reveal some dark steps no doubt
leading into the catacombs. Vengis then gives a short sigh and dies. You close his eyes
and mumble a short prayer to Aurosa in order for Vengis to ascend into the next life. His
comment about there being a traitor bothers you immensely, but at least you are
forewarned (add 1 Luck point). You embark down the forbidding stairs hoping that you
will find a way to end this nightmare once and for all. Turn to 22.

46
You find nothing in your search of the room. Disappointedly, you decide to leave and try
the other trapdoor on the roof. Turn to 48.

47
You pull yourself up to the bare loft and are sickened by the site that greets you. Two rat-
faced demons are poking the carcass of a dead acolyte with their daggers on hearing you
approach they turn and snarl. One of them runs at you with his dagger, while the other
continues his mutilation of your dead comrade.

FIRST RAT DEMON Skill: 6 Stamina: 5


SECOND RAT DEMON Skill: 7 Stamina: 6

If you beat the first one, the second will then attack you. If you beat them both you have
two choices. You could climb a rickety ladder that leads to the shrine of Aurosa (turn to
15) or you could head down a flight of stairs which will lead you towards the main part of
the sanctuary (turn to 39).

48
The trapdoor leads to Brother Mendi's room. Sadly he is not here; you could have done
with an ally. Unlike most of the other room this one has not been ransacked yet. If you
wish to make a thorough search of it, turn to 27. If you would rather go down a nearby
flight of stairs from where you can hear a loud booming noise, turn to 5.

49

20
You have not progressed far along the corridor before reaching a junction. Many
footprints in the dust lead over to the right. Perhaps they are the footprints of your
comrades? If you wish to go right, turn to 36. If you would rather avoid the owners of the
footprints, go left by turning to 40.

50
The two of you enter an ornately decorated room containing many scrolls and tomes,
most of which are now scattered about the place. Lying in the centre of the room
groaning softly is the Abbot. His wounds are serious and it appears Mendi burnt him
badly with his magical fire. Not even the fabled Cup of Healing would be of much use to
him now. On seeing the two of you enter he motions you to come closer.

"Mendi has betrayed us all to the dark force known as Haizdan, a dark god from a
forgotten era banished millennia ago by the servants of Aurosa and Brandig, god of
knowledge", gasps the Abbot and you can tell talking is painful for him. "The two of you
must stop him. He has already got the first scroll he needs to release Haizdan. All he
needs now is the second one from the monastery of Brandig and Haizdan will be free
once more. You are the Chosen One of Aurosa. It is your duty to stop him. I am afraid
that this adventure is only beginning for the two of you."

You smile grimly. Mendi and his evil master will pay for what they have done here!

21

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