QUOTE |
IN THE FOOTSTEPS OF A HERO A FIGHTING FANTASY GAMEBOOK by VICTOR CHENG BACKGROUND Adventure has forever been a distant thought for one like you. You are not a Warrior. You are not a Wizard. You are simply a young lad working at the stables in Port Blacksand, under the care of your guardian, the stableman. A kind and goodly fellow, the stableman has looked after you for more than a decade, teaching you to ride and take care of horses. You have worked hard, receiving only meagre wages for your exhausting duties. But you have no complaint, for the stableman, himself, is scratching a living. Nonetheless, you are still well fed and allowed to stay in a small living area above the stables, which is ultimately better than the grubby inns Blacksand can offer. Best of all, the stables overlook a training ground. Some time ago, a sergeant of the despicable City Guard, deemed it necessary to train and discipline Lord Azzur's troops. The idea didn't get very far, of course. Most of the soldiers merely lazed around or sat yawning with boredom till each session was over. The sergeant left the city without ever knowing of his greatest pupil. From a young age, you have dreamt of an adventurous life in the outside world but felt too unprepared. In the time you had to spare, you would constantly spy on the training ground from your window upstairs when a session was in progress. You watched, learned then practiced the art of swordplay and combat manoeuvres in the confines of your room. Years passed. Now, growing into adulthood, you find that your arduous work has built up your strength and confidence. What's more, you require less sleep to regain energy, and that means more hours to continue your self-training. Soon you will be ready to join the world's heroes on a path of adventure. NOW TURN OVER |
QUOTE |
1 The day goes on like any other and you have already been busy at work. The streets at midday are as packed as early morning. Blacksand is a living nest of beggars, thieves, traders and a whole host of disreputable miscreants. The city is not a safe place. Each and every citizen, down to the smallest child, carries a weapon of some sort. Yours could be better, for you carry only a rusty shortsword. Until you acquire a sturdier blade, you must reduce your SKILL by 2 in combat - make a note of this. A cry in the street nearby suddenly grabs your attention. Two ruffians, wielding clubs, are harassing a peg legged man. His cries for help go unheeded. If you leave your duties to aid him, turn to 12. If you"d rather not get involved, turn to 22. |
QUOTE |
12 You charge at the two men waving your shortsword. But the thieves are not interested in a street fight; only in their ill-gotten gains and run away as you arrive. The peg leg may be a few gold worse off but is grateful not to have received any bruises as well. He is a fortune-teller by trade and, in payment, offers to read yours free of charge. You feel obliged to let him. "Mmmm. Your life is immersed in adventure, for adventure is your guide in life," he tells you, "Yet, if you miss opportunities presented to you each day, your adventure, and hence your life, will never truly begin. Look to the future, not the past. Follow what you regard as important in your life." The man carries on down the street leaving you to ponder on his advice. Turn to 22. *Seems to me we are wise to keep this advice close at hand* 22 The stableman calls you over to groom the horse that came in last night. The graceful mare has skin white as snow with a holy symbol painted on to its flanks. It takes an immediate liking to you as you give it a good grooming. When you finish, your tutor has another job for you. Horseshoes are in short supply, about an extra two-dozen at least are needed for tomorrow. A batch of saddles also needs collecting from the local tailor's. He throws you a pouch containing 30 Gold Pieces before dealing with a pair of excitable stallions that are being brought in. Where will you go first? Will you go to the tailor's (turn to 43), or the blacksmith's on the other side of the city (turn to 17)? |
QUOTE |
43 The stableman is one of the few people left in Blacksand who knows that Dollan Wain the tailor used to be an expert maker of saddles. Ever since he realised that clothing was far more profitable than saddlery, he threw his old career to the gutters. Now he makes saddles only for personal contacts. A bell hanging above the doorway rings noisily as you enter. The bumbling tailor, dressed in his usual extravagant clothing, walks out from the storeroom and greets you warmly. You tell him that you have come for the saddles the stableman ordered. Wain asks for payment in advance, explaining that he will cart them over at night. The fee comes to 15 Gold Pieces. If you have this amount, you hand over the gold and bid Wain good day. Turn to 2. If you don't have enough gold, turn to 30. |
QUOTE |
2 Have you been to the blacksmith's yet? If you haven't, you go there now. Turn to 38. Otherwise, you return to the stables. Turn to 9. 38 The noise of the bustling crowds fills your ears as you enter the Market Square. All around you are a colourful range of entertainers and exotic traders. The first stall you pass has a plethora of delicious food on sale at one Gold Piece per meal. If you wish to buy any, mark them down as provisions. You may buy no more than three meals since you don't have a backpack to contain them in. Continue by turning to 4. (please advise if you wish to make up to three purchased) 4 To your right, a merchant is selling a variety of common and unusual goods. Will you go over to see if anything takes your fancy (turn to 46), or keep walking (turn to 16)? |
QUOTE |
16 A crowd of people have formed a ring around a stage, screaming wildly with excitement. As the event reaches a finale, there is a boisterous round of applause as loud as firecrackers, followed by another cheer. Shoving your way through, you see it is a contest. A large bowl-shaped tank of water, in which a tiny silver fish swims, takes up almost the entire stage. On the rim of the tank, awaiting his next challenger is a surprisingly thin man clad only in a loincloth. Peculiar features make him look somewhat less than human. His partner, or master, is a tall comical character, dressed not far from the likes of a ringmaster. Presently, he is putting on a dramatic display of showmanship to round up his audience and further contestants. "Can you believe it? Another victory for the amazing Barracuda! Come on! Come on, folks! You have no doubts he can be beaten. Don't overlook this opportunity," he shouts, as if in a theatrical play. "Who out there has the skill and speed to match Barracuda, and snatch the Silverling before him? Only two Gold Pieces to compete, that's two measly Gold Coins, and the prizes today are well worth your effort. And should you win, you get your gold back as well. Come on forwards, people. You won't get a better offer than that." If you want to enter the contest, turn to 24. If you"d rather give it a pass, turn to 29. |