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Assault On The Frozen Fortress
Assault On The Frozen Fortress
on the
FROZEN
FORTRESS
5. The story will tell you when you may collect items. Leave
room to write down what you collect.
Once you have done this, you have made your character! You
are ready to take them on an adventure!
Character Classes:
Your character’s Class determines how they can act in combat,
as well as how effective they are when facing challenges outside
of combat.
Rogue
Health Dexterity Power Magic
9 3 1 2
A rogue is not especially strong, but can make up for that with their
great agility and reflexes. They are fast and precise, and adapt as
their circumstances require.
Skills:
Scout
You spot an enemy’s weak point and your next attack roll against them (that
hits) does triple damage. However all enemies get to take an extra action
against you this round.
Evasion
The next three times you would take damage, you instead take none. However
all enemies get to take an extra action against you this turn.
Traits:
Fortunate
Can re-roll an attack (twice per battle).
Warrior
Health Dexterity Power Magic
12 1 3 1
Warriors are strong and powerful in all things. When confronted with an
obstacle, the warrior rarely seeks to move around it, and instead will move
straight at it. Be the obstacle a monster, a wall, or an awkward topic of
conversation.
Skills: Traits:
Primal Yell Powerful
Your next three attack rolls are ‘Primal’ Can add +1 to an attack roll (once per
(when your warrior rolls a die, values battle).
below 4 count as 4). All damage that Powerful Lv. 2
you *receive* is doubled until your Can add +2 to an attack roll (once per
Primal attacks are spent. battle).
Reckless Charge
Take 3 damage, and increase your
Power stat by 1 for this battle.
Mage
Health Dexterity Power Magic
10 1 1 4
The mage is studied and wise, and can command powerful magic spells.
Comfortable in matters of the arcane, but often uneasy in situations
requiring force or speed.
Skills:
Psychic Barrier
Roll a die, if you roll above a 3 then the damage you receive is halved for the
rest of this battle.
Incantation
You begin an incantation with a magical charge of 1, on each subsequent turn
you may either:
1. Roll a die and add its value to your magical charge, or
2. End the incantation and make an attack roll, adding the magical charge of
the incantation.
Traits:
Manipulate
Can decide an enemy action (once per battle).
Story Progression
To move through the story is relatively straightforward: like
most stories you must start at the beginning - but where you go
from there is up to you! Read through the story until you must
make a choice, and follow wherever that choice takes you.
As you read, you will see Bold Text which indicates things you
should make note of, such as:
• Picking up an item
• Learning some important information
• Being joined by a non-player character
Bold Text can also indicate times when you must roll your
dice to see how a situation resolves, such as:
• Ability Checks
• Battles
Ability Checks
Sometimes events in the story will test your character, they
will usually appear like this:
This indicates that you must roll a die and add the specified
stat (in this case, Dexterity). The value you get will be used to
determine whether you were successful or not.
You will be asked to make checks of your character’s Dexterity,
Power, and Magic, depending on the circumstances in the story.
Battles
At points in the story you must battle various opponents.
The first step of any battle is to write down the names and
health stats of the enemies you face. You may wish to write a
copy of your own character’s statistics too, as they can vary a bit
during battle and this can save making constant changes to your
main character notes.
Actions: Description:
Rounding:
When working with numbers that aren’t integers (whole
numbers), always round to the nearest odd number. For example;
both 0.5 and 1.5 count as 1, both 2.5 and 3.5 count as 3.
You won’t often need to round when playing, but when you do
(such as when taking half damage), this is the rule.
Items
Along your adventure, you may find some items that you can
collect and use:
Hunk of half-
... It's disgusting!
eaten flesh
Tips
Some sage advice for new adventurers:
• Pay attention - You will learn many things on your
adventure, there is no telling what information might save your
life later on, so note anything that seems important.
• Fight smart - study your opponents and choose what type of
attack is most likely to deal damage. Don’t try to use magic
attacks on an enemy with strong magical defence.
• Stay organised - Your character notes are essentially you
during this adventure, try to keep them tidy so you can clearly
see what items and knowledge you have, and be prepared to
add, remove, and change things in them as you go.
• Be brave! - It is OK to be afraid sometimes, but an
adventurer always acts with courage when it counts!
A Note On "Cheating"
Nobody can stop you from going back and undoing a choice
you have made, or pretending your dice are rolling better than
they really are, or giving yourself a lot of potions… and if you
want to do that, that is fine!
The rules and story have been made with the intention of
providing a fun experience for players, but if you enjoy playing a
different way then please do so! This is a game of many choices,
and how you play is also up to you.
1
Everyone knows the stories - on the darkest night of the year,
within the deepest depths of winter comes the coldest horror, the
freezing fright,
The Frost King.
You were just a child on that solstice night, many years ago.
Living a happy life in a quiet village, until the Frost King flew
overhead and on a whim decided that everyone in your village
would die.
You still remember the flames, the bodies, the screams, and
most of all - the terrible laughter of the Frost King as he and his
minions tore apart everything you held dear.
But the Frost King made his greatest mistake on that night - he
left a single survivor, you.
(turn to 16)
2
You hear the distant clatter and rattle of machinery, dully
falling through the cavern rock above you, and see that the
source of the miasma is a series of pipes poking out from the
stone above.
You must be right beneath the fortress' dreadful workshop!
Thinking back on your research, you are filled with trepidation
to know that some distance above, hundreds of goblins are
building tools for the Frost King's next wave of destruction,
his "toys".
You press on through the miasma, thankful that it seems to
thin as the path leads upwards and towards a doorway (turn
to 123).
3
Here in the cave where you landed after the fall, faint flecks of
snow dance their way through a hole in the roof above. It looks
like it would be tricky to climb back up, but you could try (turn
to 41).
Looking about you, there are two paths;
The path to the left that you have returned from no longer has
the sound of haunting music, but you now know it is a dead end.
5
As you make your way down a wide corridor, an ominous
feeling fills you with dread.
At the back of the corridor is a door, from beyond which you
hear a terrible laughter, a laughter that has haunted your
nightmares for years...
Game Over!
7
You resist the goblin's magic, but he doesn't give up! He keeps
trying to cast some foul spell - but your resistance is too strong,
and the strain for the goblin seems to be causing him a great deal
of pain...
You see more goblins are coming and don't have time to wipe
away the chunks of brain and skull, you can rush all the way to
the vent at the back of the walkway (turn to 126).
8
The figure is large and imposing. Silhouetted by the flames of
the furnace, they seem like a demon to you.
Their hulking form steps closer, there is no escape!
Fire Feeder
Clumsy Swing
A powerful attack, but it misses
completely
Punt
You are knocked off-balanced and your Health: 9
next attack roll is -1
DEX: 1
POW: 3
Hammer fists MAG: 0
2 Damage
Stunning hit
1 damage, and you cannot act on your
next turn
Standing at least twice your height, the Fire Feeder is a huge
opponent. Perhaps more menacing even than their incredible
strength, is their odour of death that clings to them.
10
You stay in your hiding place and try to hold on to your sanity.
You don't know how much time passes, but by the time your
senses return, the music has stopped - both room and cave seem
empty of danger, the Frost King now gone.
You step from the cave exit and into the music room (turn
to 94).
11
🎲 ⭐ Make a Magic Check now to see if you can distract
the beasts!
Game Over!
13
Scouting the wall around the right side of the Fortress, you
eventually find a small ventilation hatch. A little steam rises from
it, dissipating into the cold night air.
You can crawl in, but it will be a tight fit.
14
You hear a chiming from an ornate clock resting on the
mantlepiece above the hearth.
The beautiful Elf looks from it to you and smiles.
Looking into the room, you see a man you haven't seen since
you were a child - the Frost King!
He plays a great organ in the centre of the room. His back to
you, you are unnoticed and manage to resist the pull of the
music to steal yourself away to a hiding place within the tunnel
you came from.
You wait to see if the Frost King noticed you...
You try to find the nerve to rush in and attack, but to your
shame you do not have it.
You try to find the strength to sneak back through the cave,
but the music still holds you.
(turn to 10)
16
Years later, you stumble through the snowy wastes at the peak
of the world.
All that is left in your pack after the long journey here are 🔸 3
Rations and 🔸 3 Darts.
You have spent your life until now with one goal in mind,
travel to the home of the Frost King, his Frozen Fortress, and kill
him.
Before the next solstice, the Frost King will die by your hand...
17
The Elf stares at you, eyes glistening. You realise that they are
trying to mesmerise you with some kind of magic!
18
The Elf does their best to make you feel safe and comfortable,
you have some time to speak.
19
You heave with all your might, and feel the fixings give way
the slightest bit. Summoning the very last of your strength, with
a yell and exhausting display of force - You break free of your
bonds, the chains that bind you being pulled straight from their
fixings upon the wall!
But once the clanging stops, you hear another sound - the
sleigh is beginning to leave! You must chase after it!
(turn to 44)
20
Air rushing past you, you leap into the back seat of the sleigh,
and hold on tightly.
The cold wind stinging your face, you look out and see a
mountainside rushing up to meet you, you can do nothing but
duck inside the sleigh and hope.
21
You successfully sneak behind the sleigh and both beasts
without making even the slightest noise. You reach the opposite
door and enter the back room corridor (turn to 5)...
22
"Do'n worreh!" Mofflepip yells to you through the rushing
wind, "Ahv, go' a plan!"
The old dwarf takes one of the Frost King's bladed weapons
from his large sack, and then begins to cut material from the sack
itself. He takes one end, throws the other to you and shouts
"JUMP!"
The two of you leap from the sleigh, and the large square of
material between you and Mofflepip fills with air, slowing your
descent like a parachute.
You watch as the sleigh smashes into the ground below, and a
few moments later you land safely with Mofflepip.
The End!
23
The Elf smiles more warmly than ever.
(turn to 18)
24
You follow the fortress wall to the left for some distance, but
the blizzard wind picks up - stronger and stronger it blows, you
can barely see through the snow ahead of you.
And one step doesn't find solid ground, you fall forward!
Game Over!
25
You try to press one of the keys of the organ but it barely
moves, you realise the strength required to make even the
slightest sound with this instrument must be immense.
26
You continue crawling, following the occasional twist and the
infrequent turn, unsure how far this tiny passage extends.
Your hands begin to sweat, and sometimes slip a little against
the surface beneath you... is it getting warmer still?
(turn to 124).
27
You make it some way up the side of the Fortress, but even the
parts of the wall that aren't made of thick ice are covered with
ice anyway - you lose your grip and come crashing down into the
freezing ground.
If you survive the drop, you look for another entrance (turn
to 66).
If you have run out of health (turn to 30).
28
The elven person looks slightly saddened by your refusal, but
they accept your choice and don't push you on the matter. They
simply place your tea at your bedside, should you want it later.
(turn to 18)
29
Summoning your strength, you push down on an organ key -
it is no small feat, but you manage to bring a deep bellowing
note from within the organ.
You turn slowly, dreading what new horror you may have
sprung loose...
(turn to 98)
30
You try to get back on your feet, but your body - if it is even
still there - won't respond.
With barely any strength left, you carelessly tried to climb a
giant wall made out of ice. You can't help but be morbidly
amused by your foolishness, Of course you're a pile of slush on
the floor now.
The freezing night grows even colder, and you realise you are
losing blood. You are going to die here.
Game Over!
31
The Elf seems held in memories for a moment, and then
shakes their head slowly.
"I cannot. A long time ago, I made a deal with the Frost King -
it allows me to live safely here, so near to his Frozen Fortress,"
wearing a pained look, the Elf continues, "and because of that
deal he cannot claim me or my guests... but I cannot go against
him."
Sensing that you are about to enquire about the pact they
made, the Elf adds "Regardless of all that however, the Frost King
is much too strong.”
They smile again, this time a slightly sadly, "You should give
up your quest."
(turn to 18)
32
Your mind has begun to feel... cloudy.
You notice that the Elf's stare and glistening eyes seem to have
become more and more mesmerising. However, you realise too
late that they are trying to control your mind with magic!
35
You spot a particularly sharp rock jutting out from the tunnel
wall and manage to manoeuvre around it safely.
The Frost King screams in pain and denial, but cannot change
what happened; you have won.
Your foe begins to crumble, parts of his body cracking, falling,
and shattering upon the floor.
You kick over what remains of the Frost King, and he shatters
into nothing.
You have done it, you have claimed your revenge, you have
killed the Frost King.
You tell Mofflepip that you will need him, that perhaps he and
his friends could make something instead of weapons, something
that could bring joy instead of terror on solstice nights.
You get to talking and soon have a plan, and a lot of work to
do ahead next year's winter solstice!
By defeating the Frost King, not only have you found your
revenge, but you have found a way to bring new light into the
world. Never again must someone brave an Assault on the
Frozen Fortress.
The End!
37
Looking to the wound, blood is spilling from it at an alarming
rate. You try to stop it but the force of the flow is too much, the
goblin must have sliced through an artery!
Blood spraying everywhere, you fight in vain to stay
conscious, to find some first aid, to find anyone that might help...
but the world grows darker, colder, and then leaves you.
Game Over!
38
"This is the Northern Lodge, the only place of warmth you will
find up here at the peak of the world.”
You ask if that means you are still near the Frozen Fortress,
and the kind Elf looks saddened.
They nod, "Yes, that place is not far from here."
(turn to 18)
39
Looking around the lodge you find a 🔸 Health Potion, and a
🔸 Sturdy Needle amongst some haberdashery supplies.
The only other things you find are some rooms with long-dead
bodies within, each with a large hole in their chest.
There is nothing else to do but leave this treacherous lodging,
and go back out into the blizzard (turn to 89).
40
The Tarandus lets out a sickening yelp as you make your final
attack, it stumbles and slips in its own blood. Once it hits the
ground its heavy breathing begins to slow, and after a minute it
stops moving.
Catching your breath and looking around the beast's lair, there
is here but a 🔸 hunk of half-eaten flesh.
From here you leave the cave and travel to a view of The
Frozen Fortress (turn to 89).
41
You try to climb up, and get some of the way... but the rock
and ice that you scale are treacherous and before you get too far,
you slip and can't find purchase soon enough to stop yourself
falling.
You smash into the cave floor.
42
You place the bucket under the waterfall, it begins to fill but
water is slowly leaking out of the hole in the bottom.
If you want to use the bucket to weigh down the contraption,
you must get it there before all the water leaks out!
"A little taste of your comfort, was that too much to ask?"
They cough, and blood sprays from their mouth. The Elf
collapses to the floor and wheezes, choking, "I suppose, a heart
might be a lot to ask for…"
You have won the battle, and can continue with your quest.
(turn to 39)
44
The sleigh is getting away, being pulled down the runway!
Add +1 for every Tarandus you have defeated before now (the
sleigh will be moving slower with fewer beasts pulling it).
Miss
Nothing Happens
Cheer Health: 7
+1 on your next roll
DEX: 1
POW: 0
Goblin Punch MAG: 1
1 Damage
Curse
You may choose to force one enemy to
preroll their action this round
Trait: Hardy
If Mofflepip's Health drops to 0 in battle, they recover with 1 Health
point after the battle.
Mofflepip is clearly an elderly goblin, but they have no shortage of
energy - fueled by anger at being discarded after centuries of service.
But more than that, upon hearing what it is like to suffer from the
Frost King's deeds, Mofflepip is determined to atone for having helped
the tyrant.
Nightmarish Laughter
No longer has any effect upon you
Bulk Up Health: 13
The Frost King’s Power stat increases
by 1 DEX: 1
Magic Barrier POW: 2
Your next attack is -1 MAG: 2
Freezing Fist
Deals damage equal to The Frost
King’s Power stat, and you cannot act
on your next turn
The Frost King (still recovering from your previous dual) is no longer
amused by you, his wicked rage has begun to grow. He won't allow
you to claim revenge easily.
Loyal Goblin
Guard
Attack rolls vs The Frost King are -1 on
the next turn
Sacrifice
Loyal Goblin loses 2 Health, The Frost
King gains 2 Health Health: 6
DEX: 1
POW: 0
MAG: 1
Ferocious Bite
1 Damage
This goblin joined The Frost King's flight tonight, hoping to prove
himself as a monstrous dealer of death and suffering. He does all he
can in the fight to demonstrate his viciousness, and his loyalty to his
King.
48
"Stay back!" She spits and squirms and struggles, but you
unlock the manacles and release the old goblin.
True to her word, the moment you turn your back she leaps
onto you, climbs across your shoulder and bites clean through
your throat.
You fall over and everything begins to turn dark... all the
while, the old goblin continues her hideous laugh and kicks you
until you stop feeling anything.
When people tell you who they are, perhaps you should listen.
...Although it is too late for that now, you won't get another
chance to make the mistake again.
Game Over!
49
"Why am I helping you?" The Elf appears surprised to be
asked, "Isn't it normal to help one-another?"
They turn back to you and smile kindly, "But I promise, the
reason I help is entirely because I want your heart to be warm
and comfortable."
(turn to 18)
50
You walk up to the two goblins, one of which glares at you
and begins yelling at the top of her lungs.
"Back off! I dare you to take one more step closer! I'll tear your
throat out!"
She struggles in her chains.
"Don't think you can get away! I will mess you up! And if I
don't, the Frost King will!"
51
You climb up the Fortress wall, carefully manoeuvring
between cracks, and the stones and bones that protrude from the
wall, often making for morbid footholds.
You reach the window safely, and climb through it and onto a
catwalk suspended high over the workshop below.
Looking down, you see hundreds of goblins crafting
instruments of death and torture, all excitedly preparing for the
Frost King's next solstice tour.
Though there is a lot of noisy machinery below, the walkway
you find yourself on seems especially rickety, the slightest
mistake as you move across it might alert some goblins below -
just one of the hundreds of cruel creatures spotting you could
make your doom certain!
Can you cross these rickety metal pathways to reach the back
of the workshop without alerting the goblins below?
52
If Mofflepip was in your party earlier (turn to 36).
Otherwise, (turn to 105).
53
Unable to resist the music, you realise you have lost control of
your body. With each note of the terrible tune you move further
down the tunnel; each beat a step, each flourish a skip.
You are merely a puppet, unable to do anything as your body
dances out through the end of the cave pathway and into a room
where you see a large organ, and the man playing it - the Frost
King!
Terror grips you as you see the monster that tore your life
apart when you were just a child, but your face expresses
nothing but cheer and amusement - your body dances
whimsically around the organ... and it's sinister manipulator.
Once the music stops, your body freezes in place, a jolly pose
which you cannot break.
When the varnish dries, what a fine doll you will make.
Game Over!
54
"I found you unconscious out in the cold, you gave me a real
scare!"
The Elf smiles with relief, "I was so glad to find you were still
alive, but you needed warmth so I brought you back here
myself.”
Laughing heartily, the Elf adds "You might not think I'd be able
to carry someone through a blizzard, but I'm stronger than I
look!" They flex their arms jokingly.
You hear screams all around, and realise that have you landed
in the middle of a town square, the herald of a Frost King attack.
There is just enough life left in you to watch as once again the
Frost King begins to slaughter a town before your eyes.
You came so close, but could not complete your quest.
Game Over!
56
Unable to hold your breath through a particularly dense cloud
of the gas, you gasp, and the thick miasma seeps into your lungs.
Your foe trips into the roaring fire, screaming as they are
embraced by the fire they tended. The flames devour them, and
eventually the screaming stops.
Catching your breath and looking around, there are two old
goblins still chained to the wall, and a doorway leading out of
the room.
What will you do?
Approach the goblins (turn to 50).
Leave the furnace room (turn to 114).
58
In the middle of your battle with the Frost King, his eyes seem
to glint, he grins, and you immediately realise you've made a
mistake - not paying attention to your footing, you stood over
some coiled chains.
The Frost King quickly grabs an end of chain and yanks,
within a moment you become ensnared by cold, unforgiving,
metal. You have been immobilised and can no longer fight.
The Frost King ties you up beside the corpse of the other
adventurer.
"Ho ho ho! This has been fun, but I have my solstice travels
tonight, all the children of the world are expecting me - I
wouldn't want to let them down!"
He puts his hand beneath your chin and lifts your head,
forcing you to meet his gaze, "Don't look so down, you too can
expect me soon! When I come back, we will have much more fun
together, so much more!"
Laughing, the Frost King leaves you. From down the corridor,
you hear as he readies his sleigh for a night of slaughter.
If you have no other hope, you must try to break free using
brute force (turn to 121).
59
🎲 👋 Make a Dexterity Check now, to attempt to pass
unnoticed behind the sleigh and its beasts!
61
You can't overpower the Strong Goblin, they pick you up and
throw you over the side of the walkway.
There are a couple of seconds where you think you might be
able to survive a fall from this height, before you land in
churning machinery. Feeling incredible pain as the mechanisms
chew, you live just long enough to realise that you have failed
completely.
Game Over!
62
Keeling over, unable to stand, you know that you have lost the
fight.
But the Hearteater is not done with you yet, in their frenzy
they kick you backward and leap onto your body, stabbing you
over and over in the chest, screaming all the while,
"JUST GIVE ME YOUR HEART! I WON'T LET YOU KEEP IT!
IT'S MINE!”
They continue to stab.
"IT'S MINE! I EARNED IT! IT'S MINE!”
The Hearteater pushes their hand into the slurry that was once
your chest and pulls out a handful, devouring it as fast as they
can.
The last things you hear are more screams, "COLD! IT TASTES
SO COLD! WHY DID YOU RESIST! YOU WOULD HAVE BEEN
DELICIOUS!”
Game Over!
63
Running out of breath, you fumble an attack and are gored
upon a Tarandus horn.
You collapse to the floor, feeling your own blood pool around
you, and feeling sharp teeth begin to tear away chunks of your
flesh.
Before the world fades completely, the Frost King steps into
view. He laughs down at you, the same laugh that has haunted
your nightmares since you were a child.
He pushes your corpse out of the way so that he can take the
sleigh out on his night of terror.
Game Over!
64
When you awake, you open your eyes and see the sky. The
night is over, the blizzard has gone.
You sit up and looking about, all around you is the wreckage
of the sleigh, splintered wood and broken weapons, none much
bigger than your arm.
Your survival seems to be a miracle, especially considering you
have no significant injuries - you are pretty sure you can make
the trip South safely even.
You stand, and realise you have done it - you claimed your
vengeance and killed the Frost King.
The End!
65
Completely entranced by the beautiful Elf, they smile warmly
as they draw a knife and come closer.
Game Over!
66
Looking for another way into the fortress other than the main
gate, you may:
follow the outer wall to the left (turn to 24),
try following the outer wall to the right (turn to 13),
or try to scale the wall itself (turn to 47).
67
Here in the cave where you landed after the fall, faint flecks of
snow dance their way through a hole in the roof above. It looks
like it would be tricky to climb back up, but you could try (turn
to 41).
The path to the left seems to curve away and you hear the
faint sound of haunting music echoing down it (turn to 88).
68
You accept the tea from the kind Elf and take a sip.
It is delicious and sweet, with a hint of a mint flavour. You feel
completely warmed and refreshed.
❤ You Recover 6 Health now.
(turn to 18)
69
⚔ Battle The Frost King for no more than 4 rounds now!
Nightmarish Laughter
You cannot act on your next turn
Bulk Up Health: 15
The Frost King’s Power stat increases
by 1 DEX: 1
Magic Barrier POW: 2
Your next attack is -1 MAG: 2
Freezing Fist
Deals damage equal to The Frost
King’s Power stat, and you cannot act
on your next turn
The Frost King, the terror from the top of the world, the solstice
slaughterer. He stands above you, skin like ice, his features sharp and
wicked, he looks upon you with hideous pleasure.
71
You can't reach the sleigh in time, it pulls up into the sky and
out of reach. You watch as it flies off into the night, carrying the
Frost King into another night of terrible deeds.
Game Over!
72
You press down on the organ keys and they move a little, but
only enough to cause a creaking sound. Nothing happens.
You remain in the twisted music room (turn to 94).
73
You try to sneak behind the sleigh out of sight, but you
accidentally knock something over, and the beasts suddenly turn
and spot you.
74
Unable to move, you look up through the hole in the cave roof
and see through the blizzard into the dark sky above. Your body
begins to grow even colder, and your vision fades.
You freeze in a forgotten hole in a frozen wasteland.
Game Over!
75
You travel towards the warm-looking lodging, its lit windows
like beacons drawing you to safety through the cruel night.
But the blizzard blows colder than ever, and you feel your
body growing heavy. Each step grows more taxing than the last,
and you start to lose feeling in your extremities.
Weary, you collapse into the snow, unable to press on.
(turn to 78).
76
As you crawl onward through the vents, a growing sense of
unease fills you - you are closer than ever to completing your
quest, to avenging all those taken from you (and many others) by
the Frost King...
...But you are also crawling closer and closer to your greatest
challenge, deep into the belly of the most dangerous place in the
world.
The vent might be an easy ingress, but it is an ingress into the
Frozen Fortress, what little safety you feel from being hidden
here is only temporary.
As you silently creep and crawl through long, narrow,
ventilation ducts, you know they could well lead to your doom.
(turn to 26).
77
You try to move the large door but it is bolted shut and you
haven't the strength to move it.
You remain in the twisted music room, the only way out being
through the cave that you came from.
(turn to 94)
78
You awake to find yourself feeling much better in a warm bed,
soft embroidered cushions propping you up slightly, and the
smells of spices and incense fill you with a sense of deep comfort.
Looking around it seems you are not where you passed out,
but have been moved to a warm and comfortable bedchamber.
You look into a burning hearth set into the wall near the foot
of your bed, and feel as though the blizzard and the freezing
wastes are a thousand miles away.
You find yourself so relaxed, you don't even think to reach for
your weapon when you notice the room’s door begin to open.
(turn to 91)
79
Mofflepip looks incredibly nervous, you try to calm him down
but it's as though he doesn't hear you. Terrified, he runs back
down the corridor, vanishing before you can do anything to stop
him.
You move through the door and into the back room (turn
to 118).
80
You struggle with all the strength that you can summon... but
it is not enough, you can't escape. You hear the sound of the
sleigh leaving, carrying the Frost King away to a night of horror
for all unlucky enough to be in his path.
But you… you remain trapped. Chained to the wall, helpless
and alone.
But not alone forever - when the Frost King returns, he grins.
"Well then, for now until the next fool comes to challenge
me... let's you and me..."
Game Over!
81
The cruel Mister Notnice surrenders, and promises not to be so
mean ever again.
You know they are sincere, and that the Candy Village will
now be safe forever.
You Win!
82
The figure glares at you and begins to make a high-pitched
humming noise. There is a bright flash of light and you feel a
great heat and then a sharp pain.
The eyedol stops humming, and you look down to see that its
energy beam has burned a hole straight through your chest.
You collapse to the ground, dead before you can contemplate
your terrible failure.
Game Over!
83
Crouching and peering into the crawlspace, you see many
large and sharp icicles blocking the way. You are confident that if
you could clear them away, you could crawl through the narrow
tunnel.
84
The narrow staircase spirals up quite a distance and ends at a
door that opens onto the blizzard outside.
Peering through the darkness and flurries of ice, for the first
time you see…
85
You reach the contraption quickly, place the bucket down upon
the scales (sealing the leak in the bucket's base) and the great
door before you begins to slowly open.
After a few moments you can see into the dingy area within,
but you see a familiar eyedol!
86
You survive the hard impact, but the fall has caused you to
sprain something in your leg, you pass out from the pain!
...
(turn to 78).
87
The last Tarandus falls down dead atop the other, their blood
pooling and staining a Sleigh runner.
You can now safely move about the room, and when searching
the front seat of the Sleigh you find 🔸 1 Health Potion and
🔸 1 Ration.
89
Standing outside, you peer through the blizzard and see the
dreaded Frozen Fortress ahead of you. It rises from the icy plane
below as huge walls and white towers, each growing into vicious
points that slice at the night sky.
Upon the cold walls you see what you at first think are dashes
of paint, but a keener glance reveals that it is blood, spilling from
body-parts pinned to the fortress exterior.
Your destination is more daunting than you had heard, a
suitable place from which the Frost King may work his terrible
deeds.
The blizzard still blows strong but it does not obscure drops of
red upon the ground nearby, leading to a cave. A sign marks the
cave as the lair of a Tarandus (turn to 110).
90
The Elf's smile falls, and they look saddened.
The Elf stands and paces anxiously, "I see some of the things
his followers do, some of the things he does…"
They walk up to you and kneel beside the bed, grasping your
hands.
"Please, I beg you, do not seek him out. You can be safe from
him here."
Looking a little distressed, the Elf attempts to regain their
composure and sits back down. They smile again, though it looks
somewhat forced.
"I know it might be asking a lot, but please - forget about him."
(turn to 18)
91
A beautiful elven person steps into the room, looks to you and
smiles warmly.
The Elf walks over and sits beside you on the bed, their long
hair spillng over their shoulders and they look at you kindly with
sparkling eyes. They carry a tray upon which are two steaming
beverages.
"I was worried you wouldn't make it, it's such a relief that
you're alright! You should have some tea; beat back the last bit of
blizzard chill from within you."
(turn to 8)
93
As you walk forward, a shape emerges from the flurries of
snow ahead of you - a pole sticking straight up from the ground,
red markings smeared in a spiral around it, and a skull placed on
top.
This is it, the warning that you can turn back and perhaps the
Frost King won't kill you on his solstice night hunts, but if you
proceed - your death will be certain.
94
Dominating the music room is a large organ with many pipes
twisting outward from it, snaking their way across the walls and
ceiling.
Looking around, you see several life-sized puppets hanging
from their strings. They appear very realistic, and wear joyful
expressions. You approach half-expecting them to spring to life,
but their glossy faces remain motionless. They are just dolls and
puppets, but you feel uneasy looking at them.
One wall of the room has a large door (turn to 77), and
through windows beside it you see the billowing snow storm
outside.
You may try playing the organ (turn to 25), or return into
through the opening into the cave path you entered (turn to 9).
95
You squeeze into the small shaft, it is a tight fit but you are
able to press forward.
What discomfort you feel from the enclosed space is almost
made up for being out of the cold - the vent seems to be
somewhat warm even.
You continue forward, crawling slowly so as not to alert the
many workshop goblins to your presence.
(turn to 76)
96
The goblin body lays on the floor at your feet, silhouetted by a
pool of its blood.
Looking around, you see a workbench where the goblin
seemed to have been inventing new weapons and mechanisms
that the Frost King might take on his solstice trips. Most seem
incomplete or broken, but there is one thing that catches your
eye, a 🔸 Toxic Grenade.
There is a path leading back into the miasmic caverns, but you
know if you go back there now the smog will surely overpower
you, and there will be no return.
You can only press onward through a small doorway that leads
to a staircase (turn to 84)
97
Things seem to be going well, until you slide down further
into the pit and see what is at the bottom: a grid of vicious
looking metal spikes.
Game Over!
98
You see the source of the click, a mechanism has sprung open
a hatch in the floor, revealing a small secret compartment.
Within you find 🔸 1 Health Potion, and 🔸 1 Ration.
99
"Oh a few things! It's pretty hard to get good ingredients this
far North - very little grows well, but I maintain a little garden
where I raise a good variety of plants." The Elf tries to smile
humbly, but you sense pride in their accomplishment.
If you have not yet drunk the tea, you may choose to do so
now (turn to 68),
otherwise (turn to 18).
100
Keeping yourself as small and unnoticeable as you can, you
make your way across the catwalks above the goblin workshop
inch by inch, being careful not to make too much noise or
movement.
You reach the back of the workshop without alerting any of
the many goblins below!
Here, there are stairs down into the workshop proper, you
could rush these and surprise the many goblins below with a
reckless attack (turn to 116), or you might try to climb through
a vent at the back of the walkway (turn to 126).
101
The Frost King laughs over your body as you bleed out. There
is no doubt that your wounds are fatal.
He slices through your neck and for a moment you feel your
body fall away from you. You see your horrified expression
reflected in the Frost King's icy and cruel gaze.
"HO HO HO HO HOOOO!"
Game Over!
102
A clumsy misstep as you move across the walkway causes it to
clang, rattle, and sway - drawing the attention of a goblin below,
who quickly begins to yell.
Now hundreds of goblins have spotted you, many rushing for
the stairs up to the walkway, the others cheering for your
imminent and violent death.
You try to run the rest of the way toward a vent in the back
wall, but are soon obstructed by several goblins, the first of
which looks very strong!
103
You cough a little, but can hold your breath long enough
between the thicker parts of the dark smoke so that you take no
harm.
You also see a waterfall to your left, and a deep, dark pit to
your right.
The Frost King screams in pain and denial, but cannot change
what happened, you have won.
Your foe begins to crumble, parts of his body cracking, falling,
and shattering upon the floor.
You kick over what remains of the Frost King, and he shatters
into nothing.
You have done it, you have claimed your revenge, you have
killed the Frost King.
You turn around, and walk straight through the workshop and
out through the main gate - the goblins now too fearful of you to
dare attacking.
The End!
106
You resist the elven trickery and leap up, drawing your
weapon.
"Curses!" yells the Elf, their smile turning wicked and cruel, "A
heart tastes so much better when it is content and defenceless!"
Mocking Glare
You cannot use a skill on your next
turn
Mesmerise Health: 11
-2 on your next roll
DEX: 1
POW: 0
Quick Jab MAG: 2
1 Damage
Poison Blade
1 damage for each time the poison
blade has hit you (including this time)
Their kind manner disgarded, they move around quickly, a wicked
look in their eyes!
108
Crouching and peering into the crawlspace, you see many
large and sharp icicles blocking the way. You are confident that if
you could clear them away, you could then crawl through the
narrow tunnel.
Tarandus Slasher
Stomp Hooves
Nothing Happens
Health: 10
DEX: 2
POW: 0
Charge with Horns
MAG: 1
1 Damage
Stampede
2 Damage - with +1 damage for every
other Tarandus present
It has huge horns with sharp spikes jutting out in all directions. From
its mouth hang hundreds of long, pointed teeth, and you see sharp
bone-like protrusions pointing through its furry body.
Tarandus Blitzer
Stomp Hooves
Nothing Happens
Health: 9
Stampede
2 Damage - with +1 damage for every
other Tarandus present
Its hooves are large and thud loudly as it dashes
Tarandus Preyer
Vicious Gaze
-1 on your next roll
Health: 8
DEX: 1
POW: 0
Charge with Horns
MAG: 2
1 Damage
Stampede
2 Damage - with +1 damage for every
other Tarandus present
It's clear from the bloodstains upon its horns and around the mouth
that it has hunted recently, but the vicious look in its eyes show the
beast is not yet sated.
Game Over!
113
You attempt to conjure some dancing lights further down the
runway, so that the beast might be focussed in that direction and
give you time to reach the door opposite... but your magic has
little effect, and if anything it only makes the Tarandi more alert.
They notice you and rush towards you, fangs bared!
(turn to 111)
114
You move down a corridor and see a sign marked
"Retirement!" pointing back towards the furnace room, after it is
a T-junction.
115
The Frost King stops as you pull back from the final attack.
But your adventure is not over yet, the sleigh is so high in the
freezing night sky that you cannot see the ground below, and the
Tarandi pulling the sled begin to crumble and vanish amongst
the blizzard snow, just as the Frost King did...
Game Over.
117
You walk up to the Frozen Fortress, which towers above you
now, with great walls made of stone, ice, and bone.
The Frost King looks to you, a devilish wide grin across his
face, revealing many knife-sharp teeth. Again, he lashes the
person tied to the wall.
"This is the last 'hero' who came to stop me!" He chuckles, "Ho
ho, this is what happens to all of them!"
The Frost King puts down the bladed whip and walks over to
he prisoner, placing his giant hand upon their head.
Staring right into your eyes and not breaking contact, the
Frost King crushes the skull of his prisoner and smiles as the
body goes limp.
It is finally over.
You Win!
120
You realise that you are losing the fight and turn to run, but
feel the goblin leap upon your back, you try to shake him off but
haven't the strength left.
You see a rusty knife in the corner of your eye a split second
before feeling a sharp coldness across your throat. You feel warm
blood spill down your front.
You collapse.
Game Over!
121
🎲 💪 Make a Power Check now!
122
Fortunately the wound was not too great and you manage to
stop the bleeding without much difficulty.
Workshop Goblin
Ferocious Bite
2 Damage
He wears crimson clothes, you realise they are dyed with the blood of
people killed on past solstices!
124
Eventually you reach a dead end, but there is a hatch in the
base of the vent, through which you see the a room below -
though you don't see much of it.
You do however hear yelling,
"Please, No! I've been loyal! All my years!"
You hear a the sound of chains being moved and then the
yelling becomes more desperate,
"WAIT! I can still work! I can still serve! I'll do it! Please, just
don't do this!"
The narrow crawlspace is too small for you to turn back, the
only way for you to go is down through the hatch and into
the furnace room (turn to 92).
125
It takes a little time, but using the sturdy needle you manage
to pick the lock holding you to the wall, and free yourself. But as
you rub your sore wrists you hear the sleigh as it begins to leave -
you must chase after it!
(turn to 44)
126
As soon as you enter the vent, you start quickly sliding down -
the chute is sloped with no way to slow yourself.
You bump against the sides as the vent curves left, then right,
then bumps and finally throws you from it into a room.
(turn to 92)
127
Tired, your muscles aching, you try to dodge the massive hand
of the Fire Feeder but fail miserably.
You are picked up and thrown right into the furnace, where
the flames grip you tightly, cooking you alive.
If there is any fortune in this circumstance, it is that you were
so near being beaten to death that the scorching fire does not
take long to kill you.
Game Over!
128
You overpower the strong goblin and push them from the
walkway, they topple over the side and fall to their death into the
workshop below, crushing two other jeering goblins in the
process.
The next goblin blocking your path looks like it has some
magical ability,
130
There is a large, ornate, sleigh here - the colour of blood. It
has a large magical sack on the rear seat, being filled with
weapons (both mundane and magical) fed from the workshop by
a conveyor belt above.
131
Unafraid of their horns with many razor-sharp prongs, their
giant teeth, the bloodstains of their victims upon their fur - you
charge right at the Tarandi!
(turn to 111)
132
Taking the keys, you release the quiet goblin from his chains.
"Why? Ah served 'ut Frost King for cent'rees... E' was goin t'
burn me jus't' keep 'ut furnace go'in... jus't' keep 'is machines
running..."
(turn to 45)
133
The Frost King contemplates the riddle you have presented,
and after a moment he drops his weapons.
You approach the Frost King and know now that he has
realised the error of his ways - the Frost King poses a threat no
more. Your need for revenge seems to fade away, and you let it
go.
You embrace the weeping Frost King, and a new era begins.
You Win!
134
The Tarandi are distracted by your magic for long enough that
by the time they notice you, you have already slipped through
the opposite door and into the back room corridor (turn to 5).
Credits
This book would not have been possible without the generous
support of my wonderful patrons:
Viper
Health Dexterity Power Magic
7 2 1 1
The viper is a speedy and well-trained combatant. Though weaker
than some, they attack quickly and often, overwhelming their
opponents.
Skills: Traits:
Riposte Rapid
Adjust your stance, and the next time Can make two attack rolls per turn as
you take damage, an enemy take twice a single action in battle
the amount of damage.
Poison Blade
Deal 1 damage this turn, poisoning the
enemy, who takes 1 damage after each
of their next 3 turns.
Seer
Health Dexterity Power Magic
10 1 1 3
The Seer has a mystic sight which shows what will happen in the
near future. Seers may seem strange to others, but their unusual
actions are often in anticipation of the futures that only they foresee.
Skills: Traits:
Brace Foresight
Any damage received this round is The seer knows what actions enemies
halved will take on their next turn. (Roll for
Accurate enemy actions before the Seer’s turn,
but don’t perform the enemy action
Take a turn to foresee the enemy
until their turn)
movements - by knowing where the
enemy is all your future attacks will
still do 1 damage even if they miss.
Energist
Health Dexterity Power Magic
9 3 2 1
The Energist is a master of their own body, able to adjust and adapt
to any situation simply by focusing themselves, the only downside is
it takes time for the Energist to adapt, and if they push their body to
one extreme they may not be prepared for when circumstances
require something else.
Skills: Traits:
Redistribute Energy Reactive energy
Move up to 2 stat points from one stat Can use the Redistribute Energy skill
(Dexterity, Power, or Magic) to once before making any ability check.
another. You cannot reduce a stat to
below zero.
Block Energy
Choose one of the enemy actions, and
strike the enemy in a way that prevents
them from performing that action for
three turns. This skill can be used once
per battle.
Doctor
Health Dexterity Power Magic
7 2 0 2
With extensive knowledge of biology, a Doctor has a deep
understanding of how to heal, and of how to cause harm.
Skills: Traits:
Bandage Triage
A party member recovers from all Can grant 3 points of health to a party
damage taken in the last turn. This can member following a battle
be used no more than twice per battle.
Toxin
You release a cloud of gas which
poisons all enemies. Each takes 1
damage at the end of their next 4
turns.
Zombie
Health Dexterity Power Magic
5 2 2 1
The Zombie is undead and, whilst easy to kill, often recovers from
death. They can also make strong, reckless, attacks - but at risk of
permanently losing the limb they use.
Skills: Traits:
Limb Attack Undead Recovery
Attack with a limb, dealing 5 damage. If your Health drops to zero, roll a die -
Then roll a die and on a 1, you lose the if the result is greater than the number
limb. If you lose all 4 limbs your of times your health has dropped to
Health is reduced to 0 and you cannot zero, you immediately recover and
use Undead Recovery. have maximum health again.
Devout
Health Dexterity Power Magic
11 1 2 3
The Devout are warriors with a strong connection to a deity, through
prayer they call upon the subject of their worship for aid.
Skills: Traits:
Pray Divine Protection
You pray to your deity, roll a die to see Twice per battle, you may choose to
how they respond: half damage you receive.
1. Your lack of faith angers your Divine Assistance
deity, you take 2 damage Once per game, you may choose to pass
2. With your mind’s-eye, you glimpse any Ability Check without having to
your deity and are so awed and roll.
overwhelmed that you cannot act
on your next turn
3. Nothing happens
4. You are granted temporary
strength, increase your power or
dexterity by 1 point this battle
5. Your deity strikes at an enemy
dealing 2 points of damage
6. Your deity causes great damage to
an enemy, equal to half of their
Maximum Health
Astral Mage
Health Dexterity Power Magic
10 2 1 3
An Astral Mage is someone who has studied stars and fates
extensively, and by using magic is able to shift them ever so slightly -
pulling more favourable outcomes into being.
Skills: Traits:
Rebind Fate Fate Binding
Discard all remaining Fate Binding At the start of every battle, roll four
values, and roll four new ones. dice values and note them. When
Fate Shift attacking, the Astral Mage may choose
to expend one of these values instead of
See the threads of fate around your
enemies and manipulate them - for the making an attack roll.
next two rounds, you can choose to add
or subtract 1 to any enemy action roll
Phantom
Health Dexterity Power Magic
9 2 1 2
A Phantom is someone who moves between two realms, this world,
and the realm of shadows. The realm of shadows however is a dark
and dangerous place, and the longer you spend there, the more you
are changed.
Skills: Traits:
Veil Step Dark Mist
Cross between realms, whilst in the A dark mist emanates from the
Realm of Shadows, take 3 points of Phantom, making them difficult to hit.
damage at the start of your turns. Once per battle, you may choose not to
Shadow Blade receive damage.
Leave the Realm of Shadows, bringing
with you a dark ethereal weapon that
deals 6 points of damage to a target.
This skill can only be performed if you
are in the Realm of Shadows.