E FIGHTING FANTASY BOOKS

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E FIGHTING FANTASY BOOKS FIGHTING FANTASY BOOKS l-l Over 13million copiessoldwotldwidc! z t- z (h E z Ell t- oe N oa l+ 54 ;e B: ? Pulffln Book! LEGENDOF ZACOR Tagorl The very name ol the W.rlo.k of Lrelop Mounrain {rikes teEor Inlo a1ltaho hear it. Bani$ed from I\e vro'ld of Titan by a hmic advmtuer the sorGr is slowly but sdy 'again,ng hr, +rength ir anolher lan4 t,r, fd away. Within Castle AJgent in the dngdom of Andrillia, Zasor has been haftfod€d into a Dedonj sn his maEroi powere will know Two dice, a pocil and m erass are aI you Deed to embark - F ishtins Fanta s! Gan ebaoks Steve fackson and Ian Livingstone THE WARLOCKOF fIRETOP 23 PHANTOMS OF FEAR Presenr ' MOUNTAIN : THE CITADELOF CIIAOS 10 CIIASMS OF MALICE WARRIOR J THI FORESTOI DOOM ;]. BATTLEBLADE THE ABYSS 4 STARSHIPTIAVELLER 1:. SIAVES OF 5 CITY OF THIEVES 6 DEATHTRAPDIAICfON J4 STEALEROF SOUIS OF DARKNESS 7 ISLANDOF THELIZARD KJNC 1T DACGERS ;; ARMTES oF DEAII 9 CA\'€INS OF THE SNOW YfIICH J3. VAULT OF TH! VAMPIRES r1 TALISMAN OF DEAIH 41.r"t-AsTER Ol CtrAos 1] FREEWAYFICIITER &. BLAC( I'EIN PROPHEC1 THF LICHLORD 4 TIM?LE OF TERROR 4] THEKIEP Of 15 THERINGS OF XETHER 44 LECENDOf THESHADOW 17 APPOINTMINTWITH FE'A R ,T5SPECTML STALKERS 46 TOWEROF DESTRUCTION 19 DEMONSOF THEDEEP 47 THE CNIV'ISONTIDE 20 S}IORD OF THE SAMURAI 43 MOONRUNNER :1 TRIAL OF CHAMPIONS 49 SIEGEOF SIARDATH Z2 ROBOTCOMMANDO RITURN TO fIRITOP :3 I4ASKSOF MAYHEM 'O MOIJNTAIN 24 cREATtmE OF IIAVOC 51 PLAGUEOF THEUNDEAD :5 BENEATHNICH'IMARE NICHT DRACON Ian Livingstone CASTLE 'T SPELLBREAKER 26 CR1?I OF THE SORCERER 'J Illrctratedby Martin McKenna Stevela&sons SORCERYI 1 THE SHAMUTANTI HILLS THE SEVENSERPENTS ] KHARE CITYPORTOI TRAPS 4' THECROWN OF KINCS IICmING FANTASY - The lntroductorv Rolc Plavin8 Cme THE RIDDLINC REAWR - Fou Thn ing Adventures Ihe Iichbnr f'nrxv Novel. rrr riolllooTH wAPs ch'o, ln\ider AIJni' DEMONST€ALER Chadda Da mme Retums SHADOW\,jASTER Chadda Darkmne md D@th The Adveea Fighting lmtcay S]std OUT OF THE PIT - Fi3lltu\S Fantasv Monsten TITAN The FEhhnr F,nt:sv wo d D. Nr oNLLR A; h rrcd o rR Wdld ol {o'.PL,tra c.ne' BLACKSANDT More Adlancd'.t'o FightingFadtasv PUFFINBOOKS CONTENTS Publilh€dby r|f Pcisuin crcup P€isuin 3@k Ltd :7 w4hk lji! r,ndor w3 tq Eistcn Pssuii Book.usA hc, rTt Hu&o Sh4r,N.w yqL Nq yo r@r,Lrs^ Phsurn B.qis Ausdalji Lrd"Rinswood, v(b6 Audbth Pcnsun B.ok C.ndr Lt4 f AL:m Av.nui Tqonb, or1e. Ced. qv ,E P.$uh 8..& Na u4 ,3-tF w.nu Rdd Alrdtird te New zcirnd p{suin j]4 Eot' n s d.d or6.G frnmndlwotdr Mitlxq rJshnd INTRODUCTION 7 ADV!NTURE SHEET coiept.opFcht E skx dcoi mdhi Llv'ns$.i.,reel re (pFshl o rr Lvrnd@. te, 32 l[6h'r"-@pvlBtu@ MfrMd@ aF] 4htJ *Md BACKGRouND ^x Jv Th.-o J' sh'q,rturForhsber,-1r,o LEGEND oF zAGoR rypld bv Ddq rnbmdjotutLid, Eunsay surotk FrmRtn MdndPhordPrdho 45 Frinr€da bshnd by chF ltd sr 116 Plc F:ct dE utuh{ s.b oa rln h@r * erd r6id rorh.otrdirimrh{ishallnor,bywryolhrd!qodlryie'' ^nda bctar, elold, hrad our,q orheMn! dE nlkrt wnhourrhe p![tra.,?r prio,.onmr h ey fom or bindinsor.ovs orhs rhanthd i whrchft n publin\cddd wirhoul : ini|fi coDdi6@hdudins thD oidit on h€ill8 inpo$l n Lh. pNhs4 'ulslqued INTRODUCTION Beforeembarking on your advenLue,you musLfirst determineyour strengthsand wealnesses.These are parLlydetermined by dice.You mustiniLially choose a Hero to play in the adventure;6rst you may wish to read through this Introduction and the Background which follows and then return here lo make the choice of whichcharacter to play.Your oplionsare, Anvar the Barbarian: As a Barbarian.you are im- menselytough and resilient Hardenedby years of living, hunting and travelling in hills and mor:ntains, you are as skilful a fighter as any in the land of Amarilliaand you are proud of yow skill. You know almost nothing of the ways oI magic, though and, in all irr-rth,you don't muchcare for it Magic is lhe affair of book-readingmilksops! You prefer a good, clean fight andyou fearnothing and no man Braxus the Warrior: Your name bespeaksyour honou! it is Lhename of a long-deadAmarillian king and, who knows, noble blood may flow n your veins,too You areas skrlful a warrioras any Barbarian and,while you areslightly less resihent, you arebetter able Lo use magic PerhapsLhe most versatileof any type of adventurer,you are skilled with sword and bow, andable to usemagical weapons lo besteffect Stubble the Dwarf, Grumpy and tetchy you may be ('Stubble houble: is a commonwamihS among those rolled. If you are Sallazaradd 4 to the number rolled. who know you),but a tough warrioryou certainlyare. Enter your total in the sKrLLbox on the Adoenture You have that nativestreak of good luck which many Sheet. Dwarfs fiom Grundia possess,and when exploring dunSeonsand mines you havesome special advantages Slamina merehLrmans do notpossess.You'lluse rnagic ifyouhave Eachcharacter determines his srAMrNAdifferently, If to, but you preferLo put your faith in your trusLyaxel you are Anvar roll one dice and add rB to the number rolled. If you Sallazar the Wizard: No bard will ever sing epic talesof are Braxusor Stubble,roll two dice and add you yourprowesswith weapons,but what doesthab maLter? 12 to the total rolled.If areSallazar, roll three diceand Yotr area masteroi magic:you cancommand spells to add 6 to lhe total. Enterthe completetotal in the srrvrr,r avoid,conluse. weaken ordefeal enemies, and you know box on theAdvenlure Sheet. how [o use magical items in ways mere warriors could not-You ar€an advenLurer ofguile and stealth, and if you Luck Roll you areforced to ffghL- well, you will not die easilyat the one dice.lf areStubble, add 5 to the number rolled.If you handsof anyenemyl By a quirkof fate,you havethe same areAnvar, add a to the numberrolled. lf you name as the one-time Grand Wizard of Amarillia, and are Braxusor Salla?rr,add 3 to the number rolled. Enter your you immodesflyaspirc to his rank,if not his tragicfate. tolal m the Lucxbox on the AdomhneSheeL On pages3z-5 there areAdoenture s,sefr which you Megic Poillts may use to record fhe details of your chosencharacter. Your character starts the advmfure with a certain On it you wrll ffnd boxesfor recordingyour sxrr-r- number of Magic Points. If you are Anvar, you have r STAMTNA, LUCKand Magic Point scores.You are Magic PoinL If you are Braxus,you have 3 Magic advisedeilher to recordyour scoreso^ the AdoenLure Points.If you areSlubble, you have.z Magic Points,If Sfuafin pencil or to make photocopiesof the sheet for you are Sallazar,you have 7 Magic Points. use in fufure adventures. For reasonsthat will be explained below, sxrr.r-, srAMINn"LUCK and Magic Point scoreschange con- Skill, Stamina,Luck and Magic stantlyduring an advenLure,You mustkeep an accurate record of these scores and for this reason you are skitL advised either to write small in the boxes or to keep an eraserhardy. Roll one dice.If you areAivar or Braxus,add 6 to the Br.rtnever rub out your lrifi4l scores. numberrolled. If you areStubble, add 5 to the number Although you may be awarded additional sxrr.r-. E STAMTN, LucK and Magic Points,these totals may The sequenceof combat is then: never €xceedyow InitiaLscores except on very rare r. Roll for the creature occasjons,when you will be instructedto this eff€ct two dice once and add its sKrLL score. This total is the creature'sAtback Strength. Your SKILLscore reflectsyour swordsmanshipand yourself, generalfighting expertisejLhe higher Lhebetter. Your 2. Roll two dice once for Add the number your sTAMINAscore reflects your constitution rolled to current sKrLLscore, This total is Seneral your your will to survive, your determination and overall Altack Strength. fitness;the higher your srAMrNA"the longer you 3. If your ALtackSbength is higherthan that of your will be able to survive Your LucK score indicates opponent,you havewounded ib proceedto Step4. how naturally lucky a person you are (and whether If Lhe creature'sAttack Strength is higher than you are able to avoid ceftain hazardsand perils yours, it has woundedyou; proceedto Step 5. If during your adventure).Your Magic Points score is a both Attack Strengths are the same, you have measureof how effectively you are able to use spells avoided each other's blows; start the next Attack and magical items you may 6nd along the way (and Round from step r" above. also how adept you are at avoiding magical kaps You have the treature, 2 points and hazards). Luck - and magic are very much 4. wounded so s,ubtract from its score.You rnay your ruc( factsof life in the fanfasykingdom you are about to sraMrNA use (see exProre, here to do additional darnage below). Proceed to step6. you, Battles 5. The creaturehas wounded so subtractz pohts from your own srAMrNA score.Again, you may You will often come acrossparagraphs in the book userucK at this sta8e(see below), which instructyou to ffghLa creatureof someso . An option to fleemay be given,but if il is not or if you 6. Make the appropriate adjusfments to €ither the your (a.nd your chooseto attack the creaLureanyway - you must creature'sor or4.nsr,tvlr.re score to LUCKscore if you usedLucK; see below).
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