Charms and Tiny Arrows


by Andrew Wright


0


Fighting Fan-Tales!

Welcome to Charms and Tiny Arrows. This is an entrant in the 2010 Fighting Fantasy Valentine’s Day competition. All you need to play are a pencil, an eraser and dice. Adventure sheets and rules are available at www.fightingfantasy.com. Simply enter your adventurer’s details on the Adventure Sheet and begin your adventure. Good Luck!

Editors Note: Implemented as a turn-to adventure only, you will have to track your own stats and combat etc.

Read the Rules

Read the Implementation notes (and cheating)

Generate Character and begin your adventure.


rules


Inventory
You start the adventure with a dagger, a small bow, and a quiver of 6 arrows. You can shoot an arrow at the start of combat. Cross the arrow off your Adventure Sheet, roll two dice and Test your Skill. If you are successful, your arrow hits and you may deduct 2 stamina points from your opponent’s score. If you are unsuccessful, your arrow has missed. Also, be sure to add any items you find during your adventure to your Adventure Sheet.

Continue Rules

Return to Index

Skip to Generate Character and begin your adventure.


rules1


YOUR ADVENTURER

Kupidus Flutterwing
In this adventure you play Kupidus Flutterwing, a tiny Sprite and personal servant to Crown Princess Infatua of the kingdom of Amoria. Sprites are small Faerie-like humanoids around forty centimeters tall, with a pair of iridescent membranous wings, with which they fly about.









Skill7
Stamina6
Luck11
EquipmentDagger, Small Bow
Quiver6 Arrows
SpellsCharm, Drowse, Glimmer, Push


Continue Rules

Return to Index

Skip to Generate Character and begin your adventure.


rules2


Casting Spells
You have four magic spells at your disposal for this adventure. However, you may only cast each spell once during the adventure. When you cast the spell, cross it off your Adventure Sheet and turn to the paragraph number indicated. Note that the spells are not always reliable and you will often have to Test your Luck to see if the spell is successfully cast or not. Your spells are:

Charm
Casting this spell will cause a small group of irritating or aggressive vermin to become relaxed and passive, obeying one simple single order you may give them.

Drowse
When cast on a hostile adversary, this spell will make them tired and sleepy for a short period of time. They won’t actually fall asleep, but neither will they be in a fit state to attack you.

Glimmer
This spell will create a green glowing light that will allow you to see your way in a darkened room for a short period of time.

Push
Casting this spell will allow you to cause one visible target to stumble and fall, as if you have actually given them a short sharp push.

Return to Index

Go to Generate Character and begin your adventure.


background


BACKGROUND
Among the towering Cloudcap Mountains of the Mauristatian highlands lies the tiny kingdom of Amoria. Pressed on all sides by Vampires, Werewolves, carnivorous Apes and worse, Amoria has long eked out a precarious existence. The current king, Rumancias IV, is renowned for two things: his constant wheeling and dealing across the treacherous landscape of Mauristatian politics; and the astounding beauty of his daughter, the Princess Infatua.

The princess has fallen in love with Prince Eres of Crolia, a neighbouring kingdom, and a marital alliance her father whole-heartedly approves of. However, the prince cares only for hunting and fighting, and has little interest in marriage. Ever the wily politician, King Rumancias invites the prince to Amoria for a stay, in the hope that his daughter will win Eres over.

On the morning of the visit of Prince Eres, the princess hurriedly seeks out your help.

‘Kupidus, Kupidus, where are you Kupidus?’

‘Here, your highness,’ you say, fluttering down from a beam where you were just about to eat breakfast. ‘What is your command?’

‘I dreamed of Asrel, goddess of love!’ says Infatua excitedly. ‘She told me to seek out three great objects of power if I am to win the heart of Prince Eres. But I am required in court all day! Perhaps you could find these objects for meâ?¦’

‘Certainly, your highness. Describe them for me.’

‘I need a Blue Rose from the castle gardens, a Chocolate Heart from the kitchen, and a Love Poem from the quill of Obeccion the Bard.’

‘Your wish is my command, your highness,’ you reply, flying away to begin your quest.

Neither of you notice the quietly cackling form of the wizened crone Desmelda lurking in the shadows of the hall. An aging wise-woman sidelined by Rumancias’ ambitions and a strident foe of Crolia (whose barbaric soldiers killed her son); Desmelda will make your day far harder than you could possibly imagine. An ordeal for which you will need all your cunning, ingenuity, charms and tiny arrowsâ?¦

What will you get first?

The flower turn to 24
The chocolate turn to 8
The poem turn to 17

NOW MAKE YOUR CHOICE AND TURN OVER


1


At the centre of the Walled Garden, you find an overgrown rosebush bearing a single Blue Rose. Desmelda has obviously been here too however, working her vile magic, as the rosebush has other ideas about you plucking its solitary bloom. When you approach the plant, it suddenly animates and lashes out at you with thorny branches! Do you want to fight the rosebush (turn to 18), or will you cast a spell: Drowse (turn to 12)?


2


The Grinnygog shrieks at you with a sound like fingernails drawn across smooth slate. You swoop down to attack as it flails about itself with stony claws, while its taloned feet grip tightly onto the chimney top.

GRINNYGOG skill 6 stamina 5

You can shoot an arrow at the imp if you have one. If you wish to give up the quest for the Love Poem and Escape, turn to 15. If you defeat the Grinnygog, turn to 23.


3


You zip through the maze of roof-beams to confront the creature. It reveals itself as a horrid little Gremlin, holding onto a rafter with one ink-stained hand and slashing the air with a serrated knife held in the other. ‘It’s too late!’ it screeches at you, gesturing to a shaft above and behind it. ‘My friend took the inkwell and you’ll never get it back!’ You will have to defeat the Gremlin to enter the shaft.

GREMLIN skill 4 stamina 3

You cannot shoot an arrow at the Gremlin â?“ it’s so shadowy up here that getting close enough to target it brings you within striking distance. If you wish to give up the quest for the Love Poem and Escape, turn to 15. If you defeat the Gremlin, turn to 7.


4


You have defeated the enchanted rosebush! Add 1 luck point for your victory. Triumphantly (and carefully!) you pluck the Blue Rose and add it to your possessions. Note it on your Adventure Sheet. Then you leave the Walled Garden to contemplate the next stage in your epic quest. Turn to 15.


5


Next up is the cellar. Dyolf doesn’t know what exactly is down there but he does know that it is big and angry! Aloft on membranous wings you zip down the stairs to the cellar and enter a wide stone chamber full of dusty barrels and racks of wine bottles. Something large, black, and shiny skitters across the floor towards you, gnashing its mandibles together! Do you want to fight the creature, whatever it is (turn to 9), or will you cast a spell: Glimmer (turn to 13).


6


You cast Drowse on the Killer Bees. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and the insects attack - turn to 11. If you are Lucky, the spell works and the bees drop to the path in a dozing stupor, buzzing faintly amid the gravel. You can harvest some nourishing pollen from their recumbent forms - restore 1 stamina point if injured. Turn to 1.


7


In a flutter of wings you dart up the shaft, which seems to be the flue of an old forgotten chimney. Shooting out the end and into the sky above the keep, you are attacked by the gnarled form of a malevolent stone imp, which swings at you with flint-like claws. It is a Grinnygog, and it resembles a small gargoyle as it squats on the chimney top, the inkwell placed carefully by its feet. Do you want to attack the creature to claim the inkwell (turn to 2), or will you cast a spell: Push (turn to 16).


8


Searching for the Chocolate Heart takes you to the kitchen, which falls under the jurisdiction of the head cook, a red-nosed individual known as Dyolf. He somberly informs you that the kitchen is currently overrun with vermin, which happened soon after the wise-woman Desmelda stopped by for some herbs from the pantry and a bottle of wine from the cellar. ‘If you get rid of all the pests for me, I’ll rustle up a Chocolate Heart!’ says Dyolf. First up are the rats in the pantry. There’s four of them - big ugly brutes with bristly fur and naked scaly tails. Do you want to fight the rats (turn to 21), or will you cast a spell: Charm (turn to 14).


9


You swoop down to slay the beast on the floor, which rises up to meet you, long feathery antennae waving menacingly in your direction. As it lashes out with spiny forelimbs and clacks its mandible blades together you realize you face a Giant Cockroach!

GIANT COCKROACH skill 6 stamina 4

You cannot shoot an arrow at the cockroach – it’s so dark that getting close enough to target it brings you within charge range. If you wish to give up the quest for the Chocolate Heart and Escape, turn to 15. If you defeat the Giant Cockroach, turn to 19.


10


You cast Glimmer upon the rafters. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and you will have to attack the creature in the shadows – turn to 3. If you are Lucky, the spell works, and a sickly green glow illuminates the dusty roof-beams. It reveals the creature to be a spiteful Gremlin armed with something sharp and shiny! Turn to 3 to fight the creature, but you may ignore the instruction about not being able to fire an arrow at the Gremlin, because you can see it much better thanks to your spell.


11


As the Killer Bees stream towards you in attack formation, you rise to meet them on gossamer-thin wings, brandishing your dagger!

KILLER BEES skill 7 stamina 3

You cannot shoot an arrow at the bees – individually, they are too small to hit. If you wish to give up the quest for the Blue Rose and Escape, turn to 15. If you defeat the Killer Bees, you can harvest some nourishing pollen from their corpses – restore 1 stamina point if injured. Turn to 1.


12


You cast Drowse on the rosebush. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and the plant attacks you – turn to 18. If you are Lucky, the spell works and the rosebush immediately becomes quiescent, its branches drooping sluggishly to the overgrown grass that surrounds it. Turn to 4.


13


You cast Glimmer upon the scene in the cellar. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and the creature attacks – turn to 9. If you are Lucky, the spell works, and a sickly green glow illuminates the chamber. It reveals the creature to be an enormous Cockroach well over a metre long! Turn to 9 to fight the beast, but you may ignore the instruction about not being able to fire an arrow at the Giant Cockroach, because you can see it much better thanks to your spell.


14


You cast Charm on the rats. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and the rodents attack – turn to 21. If you are Lucky, the spell works and the rats immediately stop screeching at you from their lair in the pantry. Instead, they trot out and form a neat line in front of you. You order them to scamper off and infest Desmelda’s chambers, eating anything they may find within! Then you snaffle a few Vittles from the pantry as a snack – restore 2 stamina points if injured Turn to 5.


15


Which object will you attempt to track down next? Bear in mind you can only try to find each object once. You could try finding the flower (turn to 24), the chocolate (turn to 8), or the poem (turn to 17)? If you have retrieved, or tried to retrieve all three objects, turn to 25.


16


You cast Push upon the Grinnygog. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and you will have to attack it instead – turn to 2. If you are Lucky, the spell works, causing the creature to stumble and fall from the chimney with a long drawn-out wail of despair. It hits a parapet of the keep and shatters into a hundred small rocky fragments that go bouncing across the battlements. Turn to 23.


17


Obeccion the Bard is usually found lurking in the solarium on the west side of the keep, where afternoon sunlight filters weakly through cream-coloured plaster windows. Sure enough, you spy him here sitting at a desk and staring forlornly at a blank sheet of parchment.

‘Writer’s block?’ you inquire delicately.

‘Hardly!’ the bard snorts. ‘Blasted imp – I’m sure it’s a familiar of that wretched hag Desmelda – stole my inkwell and scarpered, up there into the rafters!

It seems you’ll need to retrieve Obeccion’s inkwell in order for him to compose a Love Poem. Flitting your wings, you ascend to the rafters and roof-beams. Something is indeed trying to hide here – a small humanoid creature with a biggish head. Do you want to fight it (turn to 3), or will you cast a spell: Push (turn to 22) or Glimmer (turn to 10)?


18


You flit and dart about the rosebush, hacking away with your dagger at the flailing foliage. Meanwhile, its tangled branches attempt to ensnare you in a barbed embrace from which you will not recover!

ENRAGED ROSEBUSH skill 4 stamina 6

You can shoot an arrow at the rosebush if you have one. If you wish to give up the quest for the Blue Rose and Escape, turn to 15. If you defeat the rosebush, turn to 4.


19


You have defeated the Giant Cockroach and freed the pantry and cellar of vermin! Add 1 luck point for your victory. Using a rag to wipe stinking yellow ichor off your dagger, you return to the cellar to tell Dyolf of your deeds. The cook is delighted, and happily provides you with a Chocolate Heart. Note it on your Adventure Sheet. He also allows you a glass of magical Mauristatian Merlot if you want. The wine will restore up to 4 stamina points, but you will have to deduct 1 skill point for the remainder of your adventure due to mild inebriation. Then you leave the royal kitchens to contemplate the next stage in your epic quest. Turn to 15.


20


You cast Charm on the Killer Bees. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and the insects attack – turn to 11. If you are Lucky, the spell works and the insects immediately cease hostilities, hovering about you (and bumping into you occasionally) with what can only be described as apian affection. You send them off to trouble Desmelda, wherever she may be! Turn to 1.


21


Dagger in hand you zip about the pantry on translucent wings, attacking the angry rats one at a time!

First RAT skill 3 stamina 2
Second RAT skill 2 stamina 2
Third RAT skill 4 stamina 2
Fourth RAT skill 2 stamina 2

You can shoot an arrow at one of the rats if you have one. If you wish to give up the quest for the Chocolate Heart and Escape, turn to 15. If you defeat the rats, you can snaffle a few Vittles from the pantry as a snack – restore 2 stamina points if injured. Turn to 5.


22


You cast Push upon the thing hiding in the rafters. Roll two dice and Test your Luck. If you are Unlucky, the spell doesn’t work and you will have to attack the creature in the shadows – turn to 3. If you are Lucky, the spell works, causing the creature – a horrid little Gremlin – to stumble and fall wailing out of the roof-beams. You swoop down and grab the creature by the scruff of its neck. ‘It’s too late!’ it screeches at you, gesturing to a shaft above and behind it. ‘My friend took the inkwell and you’ll never get it back!’ ‘We’ll see about that!’ you reply, dropping the Gremlin, which goes howling to its doom on the floor below, and zipping up towards the shaft. Turn to 7.


23


You have defeated the Grinnygog! Add 1 luck point for your victory. Quickly, you snatch the inkwell, fly back down the chimney and present it to Obeccion the Bard. He is overjoyed, and, suitably inspired by your account of Princess Infatua and Prince Eres, quickly scrawls out an epic Love Poem, entitled: Ode to a Small Sprite I Did Find in My Solarium. Note it on your Adventure Sheet. Then you leave the solarium to contemplate the next stage in your epic quest. Turn to 15.


24


The hunt for the Blue Rose takes you to the Walled Garden, tucked away in a corner of the royal keep. Scrallus the Gardener says there is a bush of such blooms amid the tangled topiary. However, he adds that the crone Desmelda was here earlier, and since she left, “things have been a bit strange”. This is confirmed the instant you flutter down a gravel pathway between the shrubbery, when a drove of large, golden-furred Killer Bees rises into the air and surrounds you menacingly. Do you want to fight the Killer Bees (turn to 11), or will you cast a spell: Charm (turn to 20) or Drowse (turn to 6)?


25


You return to the chambers of Princess Infatua, who herself has had a long day in court with the Crolian delegation.

‘Do you have the objects of power that Asrel foretold, Kupidus?’ she asks you anxiously.

Well, do you? For each of the following items recorded on your Adventure Sheet, award yourself one point: Blue Rose, Chocolate Heart, and Love Poem.

Then, add up all the points you scored and consult the relevant section below to see how you fared on this adventure.

Points Fate
0 Failure! You have failed to acquire any of Asrel’s foretold objects. Without them, Prince Eres spurns, and is even embarrassed by, the entreaties of Princess Infatua, no matter how beautiful she is. He returns to his father’s kingdom in a foul mood, and fairly soon both Amoria and Crolia are at war, much to the delight of the crone Desmelda! You know not the outcome of the war however, for you personally are sent to the frontlines as a scout. Here you meet a sticky end under the spiked mace of a Crolian warrior. Such is lifeߪ

1-2 Partial Success. You find several of Asrel’s objects but not all. Prince Eres is impressed by both Amoria and Princess Infatua, but does not commit himself fully. He returns to Crolia pledging to return some day. Meanwhile, the witch Desmelda continues to scheme from her cauldron room in the royal keep. Enemies of the kingdom press in closer from all sides. What will be the fate of Amoria and yourself? Who can tell? That may well be the subject of another adventureߪ

3 Success! You find all of the required objects and present them to Infatua. Infused with the spirit of Asrel, she beguiles Prince Eres, who extends his stay. Soon, a marriage is arranged between the prince and princess, and both their fathers take the unusual step of using the happy occasion to announce a joint succession. King Eres and Queen Infatua become rulers of the united Kingdom of Crolamoria, and you attain the exalted rank of head of the Royal Council! Congratulations!

Desmelda meanwhile, is exiled to a distant corner of the kingdom where she scratches out a pitiful existence as a specialist in animal husbandry, particularly swine. She troubles you and the kingdom no moreߪ