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

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13

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The handle turns and you open the door into another room, where there is plenty of activity.

Three ugly old women with long noses and chins are scooting around the room - which seems to be a kitchen of some kind - taking various ingredients from the cupboards and adding them to a broth in a large kettle.

There is a joint of meat roasting on a spit under a large chimney.

As you look more carefully you can tell the meat is not, in fact, an animal, but a whole Dwarf, turning black in the fire.

One of the women glances at you and says. 'Ah, you must be the new servant.......or are you the next meal?'

Whereupon they all begin to cackle and shriek with laughter.

Will you let then believe you are the new servant they are expecting [32] or do you want to investigate the room further? [215]
 
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The shadow of the wall makes it very difficult to see.

A loose stone slips and you lose your balance.

Teetering on the edge on what you realise must be a deep pit.

Test your Luck.

If you are Lucky, you regain your footing and step back to safety.

You can then walk around the pit and continue [79]

If you are Unlucky, you fall in [100]
 
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The dagger is indeed a work of art and was undoubtedly worth a fair price.

The blade is made of shiny metal and the hilt is a peculiar green leather, inlaid with stones.

You read an inscription which tells you that it is an enchanted throwing dagger which never misses.

In a future combat, you may use this dagger to throw at an opponent.

It will automatically inflict 2 Stamina Points of damage without the need the need to roll for Attack Strength.

But you may use it only once.

You put the dagger in your belt and set off towards the Citadel.

Click here [245]
 
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All manner of strange foodstuffs are in the cupboards.

Eyeballs, tongues, small lizards, vials of liquids, herbs and berries of all different shapes and sizes.

One particular bottle, of a green translucent liquid catches you eye.

You have no time to read the label there and then, so you put it quickly in you pocket while they are not looking.

You tell them that their kitchen appears to be in order and leave through the door at the far end of the kitchen. [93]
 
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He points to a section above the floor. which you peruse.

You eventually choose one volume and settle down to read through it.


Balthus Dire is apparently third in a line of Sorcerer Warlords ruling over the Black Tower and the Kingdom of Craggen Rock.

He rose to power after the death of his Father, Craggen Dire, some years ago.

The Dire's have been masters of Black Sorcery for generations, but their strength and power last during the night-time only; sunlight is like poison to them.

Shortly after his Fathers death, Balthus Dire married the Lady Lucretia, herself a Black Sorceress, and since that time they have ruled together over the Kingdom of Craggen Rock.

As you finish the book, you notice the librarian is holding his hand to his ear. apparently listening to something.

He glances up at you, quizzically.

You may look for another useful book which may aid you on your quest [84], or attempt to leave the library through the door behind him [31].
 
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The staircase creaks as your foot falls on it.

You try to ascend as quietly as possible, but the old timbers groan under your weight.

Suddenly one of the stairs clicks as if to trigger a switch of some kind.

To your surprise, all of the stairs flick downwards!

You are now standing on a smooth, steep slope!


Try as you might, you cannot keep your balance and you fall down the slope, tumbling head over heels.

If you wish to use a Levitation Spell, you may fly up and out of danger, to land on the balcony above [363]; otherwise Click here [254].
 
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'What brings you to these parts?' She demands.

You tell her your story, carefully avoiding telling her of your real mission.

She advises that if you know any magic, you should flee from this place.

The creatures you have met so far do not compare with those that you will come across within the Citadel Tower itself.

She tells you that you will never meet the master without finding the Fleece first, and bids you luck on your mission.

Add 2 Luck Points for the information you have leaned and set off onwards. [6]
 
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You open the door and step out into a passageway which continues onwards for some time.

It swings to the left and then back to the right, until you can see an archway ahead that opens up into a large room.

You head forwards into the room. [169]
 
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You taste the wine and, as you are considering it's flavour, you hear a clinking noise.

You turn to look in the direction that the noise is coming from and you are horrified to see that the bottles in the racks are moving on their own.

One bottle flies from it's place and hurtles towards you, narrowly missing your head and smashing on the wall behind you.

Another flies at you, then another, until you are being pelted by bottles from all directions.


You realise that your only defence is a Shielding Spell.

Cast this Spell if you can. [372]

If you cannot cast this Spell. [219]
 
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The door opens, allowing you into a large, circular room.

You scratch you head quizzically.

In the centre of the room you can see a small 'island', surrounded by a wide trench. on which stands a chest. locked with metal fastenings.

The trench is too wide to jump and is very deep.

Just inside the door is a length of rope.

A door leads from the room, opposite the door you came in through.

Will you:

Ignore the box and walk around trench to the other door? [206]

Cast a Strength Spell and leap across the trench? [133]

Pick up the rope and formulate a plan? [239]
 
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As you hold out the gold pieces, the three creatures stop in their tracks.

They gasp as they look at your coins.

An invisible hand snatches them from you and lays them on the ground.

They look at you and a voice demands:
'More'!

You pull out all your Gold Pieces and throw them into the centre of the room.

A voice rings out: 'Well, stranger, you are indeed welcome here in the house of the MIKS. We thank you for your gift, if you are heading on, take the door ahead of you, but beware of the Ganjees. We wish you luck with your journey'.

You may add one Luck Point for the MIK's good wishes and leave through the door ahead of you. [206]
 
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You cast the Spell and conjure up a ball of fire in your hands.

They stop in their tracks and watch you carefully.

You toss the ball towards then and they shriek in fright, rolling away in terror from your obvious powers.

While you still have control over the Spell, you create three smaller fireballs and pitch one at each of them.

They howl and scatter, rolling up the corridor away from you.

You may now proceed up the left hand passageway [243], or up the right hand passageway [2].
 
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Cautiously you approach the little man.

As you get close a single eye opens and looks you straight in the face.

A wide grin spreads between the creatures ears and he disappears!

'Good mornin' to yer!' says a chirpy little voice behind you.

You swivel round to see him standing there, still grinning.

'I'm O'Seamus, the Leprechaun!' he chuckles and holds out his hand to you.

He seem friendly enough - will you shake his hand and try to befriend him [271] or draw your sword [131]?
 
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The beast is immensely powerful.

You draw your sword and the battle starts:

Clawbeast - Skill 9 Stamina 14

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When you have inflicted your fourth hit on the creature Click here [241].
 
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31

You leave the room through the door at the far end, which opens into a short passageway ending at a large wooden door.

The handle on this door turns, letting you into a large chamber.

Click here [169]
 
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32

Stepping over the bodies, you approach the gate and call for the gatekeeper, hiding in the shadows as he approaches.

He sees the bodies and comes out to investigate, whereupon you nip inside the gate and lock him out.

Click here [251]
 
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33

As you try to rise, the Orc and the Goblin grab you and hold you down, while the Dwarf advances with his club.

Click here [213]
 
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36

'Pah!' says the Gark, 'I do not fool that easy. Throw your lumps of brass away.'

It dawns on the creature that if you are offering a bribe, you must be an intruder, which - for a Gark - is quite a stunning piece of logical thinking!

It slaps you hard with it's great hand, knocking you unconscious onto the floor.

The last words you hear before you pass out are the proud Gark's: 'Into the jail with this one!'

When you have removed your wasted Fools Gold Spell Click here [234].
 
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You draw out the skin and the creature hisses loudly.

All it's heads retreat and it remains still, watching you.

There is a door on the far side of the room and you slowly make your way towards it.

Halfway across the room, a head darts out and snatches the fleece from your hands.

But instead of attacking you, the Hydra slinks back into a corner.

You move on to the door cautiously. [229]
 
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The door opens into a short passageway which is paved with small stones.

A short distance further on, an ornately carved door marks the end of the passageway.

But just before the door, a side passage leads off to the left.

You approach the door, listening for any signs of life inside.

As your hand touches the handle, a voice says 'Do not knock; just enter!' from inside.

Will you enter the room as instructed [132] or will you decide against this room and take the passage leading off to the left [306]?
 
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You take out the jar and, as you do so, the Ganjees gasp.

'Racknee!' says a voice.

'You have returned!'

And with those words, an invisible hand snatches the jar from you, lays it on the ground and opens the lid.

The Spider-Man turns towards you and growls a little growl.

You draw your sword as the creature scuttles towards you angrily.

You must fight the creature.

Spider-Man - Skill 7 Stamina 5

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As soon as the Spider-Man gets it's first hit on you, Click here [208].

If you win without it wounding you, you must now face the Gangees with your sword. Click here [248].
 
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After several moments the door opens slowly and a hunchbacked, mis-shapen creature with rotten teeth, ragged hair and tattered clothes stands in front of you.

'Yes, sir (heh, heh) - what can I do for you?' growls the half human creature.

'I am expected', you reply, and walk past him through the door with confidence.

He is a little bewildered by your manner and stammers, not knowing whether to challenge you or not.

'Which way to the reception room?' you demand.

He squints at you through one eye and motions towards a left fork in the passageway a short distance ahead.

Will you believe him and take the left fork [243], or do you distrust this shifty creature and take the right fork [2]?
 
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The three women shuffle together in a huddle and mutter under their breath to one another.

With a little chuckle, one of them turns to you and says, 'Yes, stranger we'll help you on your way.'

She fixes you with ice cold eyes and points her finger first at you and then at the wall behind her.

The room goes dark, you feel a rushing sensation and, when the darkness clears, you are in another room.

Click here. [257]
 
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43

As you cast the spell, his grip loosens.

Gradually his strength ebbs until he releases his grip and slumps back, panting, on the ground.

Lose one more Stamina point as you nurse your wounded arm and cross the Weakness Spell of your list.

You can continue on you way. [14].
 
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46

With a motion, you fling your hand forward and point to the floor beneath the Sorcerer.

Smoke and flames burst from the ground.

Balthus Dire jumps back a little, startled, then closes his eyes to concentrate.

As they open, you can see a fire burning within the pupils themselves.

He steps forward into the flame you created.

Taking a handful of flaming rubble, he throws this at you.

Will you duck to avoid it [195] or jump out of the way [74]?
 
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'Never!' screams the Sorcerer, spinning round from the shadows to face you.

This time it is you who feels the quake of fear as you see that he has also changed himself - but into a creature that may cause a Fire Demon to stop in it's tracks.

Balthus Dire's face has become so ugly and witch like and his hair now seethes and squirms with small, hissing snakes.

Will you retreat from this creature [232] or leap forward with your trident [199]?
 
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