THE COLD HEART OF CHAOS
by AL SANDER
AMATEUR ADVENTURE DESCRIPTION:
We are proud to present this exclusive and
original amateur adventure on the Official Fighting Fantasy™
Gamebook's web site, written by Al Sander. Within the adventure
you assume the role of a young dwarf, from a large clan that
resides in Salamonis who has been told of a most secret tale
of your ancestors; and their hold that resides in far north
of the Icefinger Mountains. These Dwarves throughout history
have blocked the power of Chaos from ever entering the world
of Titan with the construction of the Pillar of Stability, which
is located in the abandoned hold of your people. The Pillar
of Stability has begun to lose power and it is your task to
save Allansia...
BACKGROUND
You are a young dwarf, one of a large clan that
resides in Salamonis. You have had the best of education, and
have been told a most secret tale of your ancestors; about the
hold they lived in far north of the Icefinger Mountains, and
the ritual they performed that blocks the power of chaos from
ever entering this world again. Part of this ritual was the
carving of the Pillar of Stability, which is located in the
abandoned hold of your people.
Knowing this tale, you are certain something
has gone wrong. Throughout much of you life you have heard travelers
tales of the spreading of chaos, the growing boldness of those
that worship the chaos gods, and the increasing effectiveness
of their spells. Less than a year ago, Salamonis was threatened
itself by a group of chaos cultists hoping to bring pestilence
down upon the city itself. You reason that the Pillar of Stability
must be losing power. None of the elders or your tutors want
to investigate, indeed they just scoff at your reasoning. So
you resolve to make the trek to Grimwoden, the halls of your
ancestors, and find out first hand about the pillars. You are
going alone. The only other dwarf that you feel would have aided
you is one of your old tutors, Diuron. Sadly he was taken prisoner
by a band of goblin mutants many years ago, and is almost certainly
dead.
You packed everything that you could afford,
given your limited funds, and lack of aid by your people. Then
you set off north through the dwarven town of Stonebridge, and
then the human town of Fang. Although the trip was not without
danger, it pales in comparison to the problem you face now.
You’re well past the Icefinger Mountains, far from any
habitation. Poor weather has slowed you considerably and you
have only enough food for two more days. You know you are getting
close to Grimwoden, but it could take you weeks yet to locate,
and your path back to civilisation is even longer still. As
the wind howls through the night outside your tent, you reflect
grimly that you are almost certainly doomed. Morning is coming,
and with morning, the end stages of your epic trek.
ADDITIONAL TRAPPINGS
You will start your adventure with a bare minimum
of equipment, but you may find or buy other items during your
travels. You are armed with a battleaxe and are dressed in chain
mail armour. You have a backpack to hold your Provisions and
any other items you may come across. Items you can take are
marked in Italics. Currently in your backpack you have 2 provisions,
a tent, snowshoes, kindling, and a bedroll.
AUTHORS NOTES
The relative lack of starting Provisions makes
the adventure somewhat harder but it should still be reasonably
easy (I.e. most people should take 1-3 attempts if playing fairly).
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This item has been published here with permission
from the author(s) and may not be reproduced without permission.
This is a fan submission and its contents are completely unofficial.
Some characters, places, likenesses and other names may be copyright
Fighting Fantasy™ - Wizard BooksŪ.