The Citadel of Chaos by Steve Jackson [WORK IN PROGRESS]

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Who knows what monstrous creatures lie in wait in the Citadel of Chaos?

The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates.

And yet venture you must, for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!

Two dice, a pencil and an eraser are all you need to make your journey.

YOU decide which route to take, which monsters to fight, and where to use your special knowledge of the magic arts.
 
THE
CITADEL OF CHAOS


Deep inside the Citadel of Chaos the dread sorcerer Balthus Dire, is plotting and scheming the downfall of the good folk of the Vale of Willow.
His battle plans are laid, his awesome army equipped, and attack is surely imminent.
Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope.
Star pupil of the Grand Wizard of Yore and a master of magic,
only you can undertake a mission which strikes at the very heart of Balthus Dire's nightmare world.
Who knows what monstrous creatures await you there?

Steve Jackson has created a thrilling adventure of sword and sorcery for you,
with an elaborate combat system,
a dazzling array of spells to use and a score sheet to record your gains and losses.

All you, need is two dice, a pencil and an eraser.
Many dangers lie ahead and your success is by no means certain.
Powerful adversaries are ranged against you and often your only choice is to kill or be killed!


Steve Jackson is the cofounder (with Ian Livingstone) of the hugely successful Games Workshop chain.
 

HOW TO FIGHT CREATURES WITHIN THE CITADEL​


You are the star pupil of the Grand Wizard of Yore. You have a knowledge of magic which is not perfect, but with a little luck will be adequate for this quest. You also have in your possession a sword and you are well practised in swordplay. You are quite fit and have been exercising to build up your stamina.

As in 'Warlock of Firetop Mountain', you must first determine you strengths and weaknesses before setting off. Readers of 'Warlock of Firetop Mountain' will be familiar with most of the following rules, but are advised to skim through them as there are several points where the two books differ due to the use of magic in 'The Citadel of Chaos'.

To see how effective your preparations have been, you must use the dice to determine your initial skill and stamina scores. There is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your skill and stamina scores.

You are advised to either record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
 

Skill, Stamina and Luck​

Roll one die. Add 6 to this number and enter this total in the skill box on the Adventure Sheet.

Roll both dice. Add 12 to the number rolled and enter this total in the stamina box.

There is also a luck box. Roll one die, add 6 to this number and enter this total in the luck box.

For reasons that will be explained below, skill, stamina and luck scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional skill, stamina and luck points, these totals may never exceed your Initial scores, except on very rare occasions, when you will be instructed on a particular page.

Your skill score reflects your swordsmanship and general fighting expertise; the higher the better. Your stamina score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your stamina score, the longer you will be able to survive. Your luck score indicates how naturally lucky a person you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
 

Battles​

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 you choose to attack the creature anyway - you must resolve the battle as described below.

First record the creature's skill and stamina scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each rime you have an encounter.

The sequence of combat is then:

1. Roll the two dice once for the creature. Add its skill score. This total is the creature's Attack Strength.

2. Roll the two dice once 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 that of the creature, you have wounded it. Proceed to step 4. If the creature's Attack Strength is higher than yours, 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 step 1 above.

4. You have wounded the creature, so subtract 2 points from its stamina score. You may use your luck here to do additional damage (see over).

5. The creature has wounded you, so subtract 2 points from your own stamina score. Again you may use luck at this stage (see over).

6. Make the appropriate adjustments to either the creature's or your own stamina scores (and your luck score if you used luck - see over).

7. Begin the next Attack Round (repeat steps 1-6). This sequence continues until the stamina score of either you or the creature you are fighting has been reduced to zero (death).
 

Escaping​

On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in 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 specifically given to you on the page.
 

Fighting More Than One Creature​

If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
 

Luck​

At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if you are unlucky, the results could be disastrous.

The procedure for using your luck is as follows: roll two dice. If the number rolled is equal to or less than your current luck score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current luck score, you have been unlucky and you will be penalized.

This procedure is known as Testing your Luck. Each time you 'Test your Luck', you must subtract one point from your current luck score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.
 

Using Luck in Battles​

On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.

If you have just wounded the creature, you may Test your Luck as described above. If you are lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature's stamina score. However, if you are unlucky, the wound was a mere graze and you must restore 1 point to the creature's stamina (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).

If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are lucky, you have managed to avoid the full damage of the blow. Restore i point of stamina (i.e. instead of doing 2 points of damage it has done only i). If you are unlucky, you have taken a more serious blow. Subtract i extra stamina point.

Remember that you must subtract 1 point from your own luck score each time you Test your Luck.
 

Restoring Skill, Stamina and Luck​


Skill​

Your skill score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your skill score. A Magic Weapon may increase your skill, but remember that only one weapon can be used at a time! You cannot claim 2 skill bonuses for carrying two Magic Swords. Your skill score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your skill to its Initial level at any time.
 

Stamina and Provisions​

Your stamina score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your stamina level may be dangerously low and battles may be particularly risky, so be careful!

Your haversack contains enough Provisions for ten meals. You may rest and eat only when allowed by the instructions on a page, and you may eat only one meal at a time. Eating a meal restores 4 stamina points. When you eat a meal, add 4 points to your stamina score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording details of Provisions. Remember that you have a long way to go, so use your Provisions wisely!

Remember also that your stamina score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your stamina to its Initial level at any time.
 

Luck​

Additions to your luck score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with skill and stamina, your luck score may never exceed its Initial value unless specifically instructed on a page. 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.
 

Using Magic​

I addition to Skill, Stamina and luck scores, you must determine your Magic score in a similar way.

Roll two dice. Add 6 to the number rolled and enter this number in the Magic box on you adventure sheet.

Your Magic score determines how many Magic Spells you may use during your quest. These spells may be chosen from the list following this section. After considering the spells available, enter your choices in the Magic Spells box on your Adventure Sheet.

If for example you roll a 4 and a 3, you Magic score would be 13 ( i.e. 4 + 3 + 6 ), which means you will be able to use 13 spells during your adventure.
From the list of spells given below, you may choose thirteen spells as you please. Perhaps you would like to take 3 Stamina Spells, 5 E.S.P. Spells and 5 Fire Spells - or maybe you would prefer one each of the twelve spells plus an extra Creature Copy Spell. The choice is yours.

Each time, during the adventure, that you use a spell, you must cross it off your list (even if it was not effective). If you have taken more than one of any spell, you must reduce the number available of that spell by one each time you use it. You will sometimes be given the option to use spells and find you have not got them with you or have used them all up. In these cases, you may not choose these options.

As you will have no idea of the dangers lurking within the Citadel the first time you enter, you will no doubt choose spells that which will not be as effective as you would like. But on subsequent adventures, you will choose your spells more wisely. Also don't worry if you Magic score is low. Even the lowest possible score will provide you with enough spells to complete your quest if you make the right choices and are blessed with a little luck!
 

Magic Spells


Creature Copy Spell

This spell will allow you to conjure up an exact duplicate of any creature that you are fighting. The duplicate will have the same Skill and Stamina score, and the same powers as it's original. But the duplicate will be under the control of your will and you may, for example, instruct it to attack the original creature and then sit back and watch the battle!
 
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E.S.P. Spell

With this spell you will be able to tune into psychic wavelengths. It may help you to read a creature's mind or may tell you what is behind a locked door. However, it is prone to give misleading information if more than one psychic source is close to another.
 
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Fire Spell

Every creature is afraid of fire, and this spell allows you to conjure up Fire at will. You may cause a small explosion on the ground which will burn for several seconds or you may create a wall of fire to keep creatures at bay.
 
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Fools Gold Spell

This spell will turn ordinary rock into a pile of what appears to be gold. However, the spell is merely a form of illusion spell - although more reliable that the Illusion Spell below - and the pile of gold will soon turn back to rock.
 
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Illusion Spell

This is a powerful spell, but one which is a little unreliable. Through this spell you may create a convincing illusion ( e.g. that you have turned into a snake, or that the floor is covered in hot coals ) with which to fool a creature. The spell will immediately be cancelled if anything happens which dispels the illusion ( e.g. you convince a creature that you have turned into a snake and then promptly crack it over the head with your sword! ). It is most effective against intelligent creatures.
 
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levitation Spell

You may cast this spell onto objects, opponents and even yourself. It frees it's receiver from the effects of gravity and as such will cause that receiver to float freely in the air, under your control.
 
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luck Spell

This spell along with the Skill and Stamina Spells' is special in that it may be cast at any time during your adventure, except in battle. You need not wait for a choice to appear on the page. Once cast it will restore your Luck score by half your Initial Luck Score ( if your initial Luck Score is an odd number, deduct the extra half ). This spell will never take your Luck Score over it's Initial level. Thus if you cast two Luck Spells together, you Luck score will only be restored to it's Initial level.
 
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Shielding Spell

Casting this spell creates an invisible shield in front of you which will protect you from physical objects, e.g. arrows, swords and creatures. The shield is not effective against magic and, of course, if nothing outside can touch you, you will not be able to touch anything outside it.
 
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Skill Spell

This spell will replenish your Skill score by half of it's Initial value and may be cast at any time during your adventure, except in battle. For Full Rules see the Luck spell above. The Skill spell works in exactly the same way.
 
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Stamina Spell

This spell will replenish your Stamina score by half of it's Initial value and may be cast at any time during your adventure, except in battle. For Full Rules see the Luck spell above. The Stamina spell works in exactly the same way.
 
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Strength Spell

This spell has the effect of increasing your strength greatly and is very useful when battling strong creatures. However, it must be exercised with caution as it is difficult to control your own strength when it is suddenly increased by so much!
 
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Weakness Spell

Strong creatures are reduced to miserable weaklings by this spell. It is not successful against all creatures but when effective, those creatures become puny and much less of a challenge in battle.
 
Equipment

You will start your adventure with a bare minimum of equipment. You are armed with a Sword, and dressed in Leather Armour. You carry a Lantern to light your way and a backpack to hold any treasure or artefacts you may find on your way. Be sure to record all your finds in your Equipment box on your Adventure Sheet. When these are used in any particular encounter, the story will tell you whether that item is destroyed or left behind. If it is lost in this way you must cross it off your list of Equipment and you may not use it later in the adventure.
 
History

The lawful good folk of the Vale of Willow have lived for some eight years in awe and fear of the demi-sorcerer, Balthus Dire. In awe - since his power is truly awesome - and in fear ever since word leaked from his domain that his ambitious plans of conquest were to commence with the Vale itself.

A faithful half-elf sent on a spying mission to the Black Tower came galloping back to the Vale three days ago with a frantic warning. From within the caverns of Craggen Rock, Balthus Dire had recruited an army of Chaotics and was preparing them to attack the Vale within the week.

The good King Salamon was a man of action. Messengers were sent throughout the Vale that day to prepare defences and to summon the menfolk to action. Riders had also been sent to the Great Forest of Yore to warn the half-elves that lived there and to make an appeal for allied forces. King Salamon was a wise man. He knew well that the news would inevitably reach the Grand Wizard of Yore, a white sorcerer of great power, who lived deep within the forest. The wizard was old and would not last through a battle of this magnitude. But he schooled a number of young magicians and perhaps one of his students in the magic arts, with courage and ambition, would aid the King and his subjects.......

YOU are the star pupil of the Grand Wizard of Yore. He has been a difficult Master and your own impatience has often got the better of you. Perhaps a little too headstrong, you left immediately for Salamon's court. The King welcomed you enthusiastically and explained his plan. The battle could be avoided without bloodshed if Balthus were to be assassinated before his army could be amassed.

The mission ahead of you is extremely perilous. Balthus Dire is surrounded, in his citadel, by a multitude of appalling creatures. Although Magic is your strongest weapon, there will be times when you must rely on your sword to survive.

King Salamon has briefed you on your mission and warned you of the dangers that lie ahead. One way through the Citadel is the best for you to take. If you discover it, you will be successful with a minimum of personal risk. It may take you several trips to find the easiest way through.

You leave the Vale of Willow on the long hike to the Black Tower. At the foot of the hill of Craggen Rock you can see it's outline against the the dark sky............
 
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The sun sets.

As twilight turns to darkness you start your climb up the hill towards that forbidding shape silhouetted against the night sky.

The Citadel is less than an hour's climb.

Some distance from it's walls you stop to rest - a mistake, as it seems a fearful spectre from which there is no escape.

The hairs on your neck prickle as you look towards it.

But you are ashamed of your fears.

With grim resolve you march onwards towards the main gate, where you know guards will be waiting.

You consider your options.

You have already thought about claiming to be a herbalist, coming to treat a guard with a fever.

You could pose as a trader or an artisan - perhaps a carpenter.

You could even be a nomad, seeking shelter for the night.

As you ponder the possibilities and the yarns you will have to spin to the guards, you reach the main trail leading up to the gates.

Two lanterns burn on either side of the portcullis.

You hear muffled grunting's as you approach and two misshapen creatures step forward.

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On the left stands an ugly creature with the head of a dog and the body of a great ape, flexing it's powerful arms.

It's opposite number is indeed it's opposite, with the head of an ape on the body of a large dog.

This latter guard approaches you on all fours.

It stops some metres in front of you, raises itself on it's hind legs and addresses you.

Which story will you opt for?

Will you pose as a herbalist? Click here [261]

Will you claim to be a tradesman? Click here [230]

Will you ask for shelter for the night? Click here [20]
 
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You try the handle and it turns, opening into another hallway.

Some distance along, the passageway turns to the right and ends shortly in another door.

On this door is a sign which reads 'Please Ring For Butler'.

A rope - evidently the bell - hangs by the door.

Will you ring as instructed [40] or try the door handle? [361]
 
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6

The path runs alongside the river for several metres and then cuts back into the rock.

You follow the path for some time.

Click here [367]
 
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8

She watches in astonishment as an exact duplicate of herself appears between the two of you.

She backs off a little as you instruct your creation to attack.

But as they get closer to one another, a strange thing happens.

They seem unable to get close to one anther, like two spinning tops, and keep bouncing apart.

But your own copy has at least forced the creature back some distance away from you, allowing you to run the Citadels main entrance.

Click here [218]
 
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9

Under you Illusion Spell, the crowd of onlookers see you start playing the game.

You watch for a couple of rounds and the tension mounts.

You decide it prudent to leave the room without wasting more time.

Click here [31]
 
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10

You feel around in the rock and eventually find a small lever.

As you pull this lever, the rock face crumbles slightly and a narrow opening appears.

You climb through this opening and find yourself in a passageway.

Down the passageway to the left you can see a door and decide to investigate.

Click here [249]
 
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