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

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51

You slash about madly with your sword but cannot hit the creature.

Either it is extremely quick, or it has no solid body for you to hit!

It's teeth are now tearing at your flesh and you can feel blood on your leg.

You will have to protect yourself with your magic or face certain death from this unseen creature.

Will you cast a Strength Spell [301], a Weakness Spell [159] or if you cannot cast or will not cast either Click here [280].
 
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The door opens and you stride forwards, slamming it shut behind you.

A short distance ahead, you reach a three-way junction, where you take the northwards passage.

This continues for several metres leading to another door.

You can hear laughter and merriment on the other side.

Cautiously you open the door into a large room where a party of a dozen or so creatures, of all shapes, sizes and colours, are playing games.

As you step into the room, a voice shouts, 'Look, this must be Glaz-Doz-Fut!' whereupon they all welcome you, inviting you to join the fun.

Evidently they are expecting someone and have mistaken you for their missing guest.

Will you play along and join them [385], or will you tell them they are mistaken and try and make your way to the door on the other side of the room [227]?
 
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'What do I want with you berries?' She laughs.

'My appetite died with my body!'

And as you look closer you can see that she too is nothing but a Ghost.

She floats across in the air towards you.

Click here [194].
 
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56

The Black Elf approaching you is skinny and ragged.

He asks if you are a guest or an adventurer.

You tell him you are a guest, come down to sample the wine he keeps in his famous wine cellar.

With a certain pride, he shows you the vintage bottles he keeps for his lord, the Demi-Sorcerer.

Some of them, he claims, have magical powers.

He offers to let you sample the wine.

Will you try a sample of:

The Red Wine? [120]

The White Wine? [163]

The Rose Wine? [334]

Decline his offer and make your way onwards? [95]
 
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The creatures become suspicious as you press them for information.

The Dwarf springs to his feet brandishing a wooden club, while the Goblin and the Orc grab swords and glare at you.

The Goblin's mistress shrieks and steps back several paces as the others advance towards you.

You will have to fight them.

You may use a Magic Spell:

Levitation Spell [33]

Illusion Spell [295]

Or you may draw you sword and fight [213].
 
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61

You advance with your sword, the Devlin stops . . . then springs at you!

You slash with your sword but cannot harm the creature, which is now on top of you.

It's flaming body is burning your flesh and you are in agony.

Still it holds on and you pass out in shock.

You fall to the ground never to wake again as the Devlin makes sure that your body is scorched beyond recovery.

You will, after all, be the next meal for the creatures of the Black Tower. . .
 
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62

With the Gargoyle out of action, you decide to investigate the box in the creature's pedestal.

Test you luck.

If you are lucky, you may take the pouch of 10 Gold Pieces locked inside.

If you are unlucky, you do not manage to open the box.

Leave the room [140].
 
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You listen at the door and can hear squeaky voices laughing and squabbling.

You try the handle and the door opens.

Inside is a brightly coloured room.

A few small beds are in one corner and strewn about the floor a small mannequins of various brutish creatures.

Along the right-hand wall is a large box and just beyond the box is a door.

In the centre of the floor, looking up at you quizzically, are three small creatures.

They are human-like but have green skin, pointed ears and slit-like eyes.

What will your approach be?

Will you:

Draw you sword and prepare to fight them? [286

Look in your pack to find something to offer them? [3]

Walk confidently across the room to the far door? [366]
 
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65

You kneel before him and bow.

He is indeed your master now.

You have failed in your mission.
 
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66

They look at each other and chatter.

One steps forward and holds out a small cube which looks as though it has been made from some kind of bread or cake.

At his request, you pop it into your mouth and chew it.

As you swallow it, you feel suddenly strong again.

Restore your Skill and Stamina scores to their initial levels and add 1 Luck Point.

You thank him for the food, thank them all for their company and head for the doors [270].
 
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67

You begin you fight with the creature.

Your first blow is lucky and severs one of it's six heads.

The other five strike at you and to your horror two more heads grow where the other one died!

One of the heads bites deep into your arm.

Lose 4 Stamina Points.

Your sword is obviously going to be of little use.

Will you use a Creature Copy Spell [143] or something from your backpack [226]?
 
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The creature is not very talkative, but you do discover that you are in the dungeons beneath the Black Tower and you will probably never be released, unless you are given to the Ganjees for sport.

When you question him about Balthus Dire, he goes silent.

You had better try a Spell to get you out of this prison.

Click here [193].
 
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71

You draw your sword and hack at the tentacle.

The tentacle will not fight back as will a normal creature, but instead is trying to drag you into a large hole in the ground which is opening around its base.

You do not need to roll for the tentacle, as it has an Attack Strength of 15 and a Stamina Score of 2.

Throw for combat in the normal way, but if your own Attack Strength comes to less than 15, do not subtract any points from your own Stamina.

However, if you do not defeat the creature within 3 Attack rounds, it succeeds in dragging you into it's lair and your adventure is over.

If you do defeat it, you can peel the tentacle off your leg and proceed to the main entrance to the Black Tower. [218].
 
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72

Luck is not with you.

Your first glance at the Serpent-headed creature was enough to seal your fate.

You cry out in anguish as you feel your joints begin to seize and your limbs become heavy and uncontrollable.

As the Gorgon's stony stare takes effect.

you fight for balance - but lose it and crash to the floor.

Your petrified body cracks on impact and you now lie in several pieces- before Balthus Dire.

You have failed in your mission.
 
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73

Either you may try to cut yourself free from the Sewer Snake, or you may ward it off with a Spell.

If you will fight this creature, resolve this battle:

SEWER SNAKE - SKILL 6 STAMINA 7

If you win [112].

If you wish to cast a Strength Spell, add 3 to your dice roll on your Attack Strength.

If you wish to cast a Fire Spell [282].
 
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75

You step through the doorway, close the door behind you and wait for some time.

You hear the footsteps run closer and reach the door.

Incomprehensible chattering's on the other side of the door eventually die down and again you hear footsteps.

This time moving away from you.

You ring for the butler. [40].
 
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76

While you were pulling out your Berries, Balthus Dire has been concentrating on a Spell.

He looks up and bursts. Out laughing.

'Slumburberries!' he cries.

'And what are you expecting me to do? Pop them in my mouth?'

He snaps his fingers and his Spell materializes. [191].
 
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79

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In the far comer of the courtyard, you come across a peculiar bush with branches twisting out from the central stalk as if in agony.

The leaves are diamond-shaped, with small berries underneath, flat and tablet like.

You may take some berries with you on your adventure and creep further along the wall to the main entrance to the Citadel. Click here [218].
 
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80

As you leap across the table, the sorcerer spins round.

You stumble and crash to the ground as you see that he has changed into a creature much more dangerous than you.

His Face is now that of a witch, and his hair is now a mass of snakes, writhing and hissing at you.

Will you continue your attack [199] or retreat from him [232]?
 
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81

The Ape-Dog laughs and tells you that Kylltrog is a lazy good-for-nothing and is not worth saving.

You breathe a sigh of relief as he walks back and shouts for the gatekeeper.

Moments later the gatekeeper appears and opens a small doorway to let you in.

Click here [251].
 
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82

You fall into the trench.

Franlically, you try to grasp the edge as you tumble over, but without success.

Head over heels you tumble down the pit, and your last memory is your final crash as you hit the ground below, which kills you instantly.

You have failed in your mission.
 
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83

The man is a merchant You fell him you are of the same profession and you chat for some time about prices and profits within the Black Tower.

He says he has never bleen allowed above the ground floor of the Citadel, as merchants are rather despised inside.

You bid him farewell and press onwards [245].
 
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84

As you study the shelves, you hear a commotion behind you.

You wheel around in time to see Orc-like creatures, armed and on guard, materializing one after the other behind you.

They advance and surround you.

The tallest one moves his face close to yours and blows a puff of breath straight into your eyes.

The room spins and you slump to the ground, unconscious.

Click here [234].
 
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85

You cast your Spell and wait for a fireball to appear on the and of your torch.

The torch flickers, just enough for you to see that there is a door on the far side of the room, but then goes out again.

The Ganjees laugh once more at your efforts to thwart them.

You feel a blow on the head which knocks you to the ground again.

Lose 2 Stamina Points.

Will you:

Try an Illusion Spell? [395]

Take something from your backpack? [322]

Draw your sword? [248]
 
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86

As you cast your spell, the two creatures watch in amazement as you rise in the air, float over their heads towards the gate, over the wall and into the Citadel.

You land on your feel inside the gate and look around.

But beware!

They‘will be sure to alert the Citadel guards.

Cross the Levitation Spell you have just used off your Adventure Sheet.

Click here [251].
 
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87

You create a large fireball in your hands and throw it at the creature.

It has no effect.

The Gargoyle swipes at you and the blow knocks you off your feet.

Lose 2 Stamina points.

You had better avoid this beast by leaving the room and trying the middle door on the balcony.

Click here [64].
 
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89

The key turns, the lock clicks open and you look inside the box.

Inside the box is a glass jar and in this jar is a spider.

But not a normal spider; this creature has the face of an old man.

He is talking to you, but you cannot make out what he is saying.

A noise startles you and you spin round to see that the door, the one you came through, is beginning to open.

You put the jar in your bag and make for the other door. [237].
 
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