The first book in the
Fighting Fantasy series has a suitably basic premise: there is a warlock who lives in a mountain, and he has a lot of
treasure. You want to kill him and take it for yourself. It doesn't
really get much simpler than that as far as adventuring motivations
go, and we're certainly not mucking about with any moral quandaries. So
into Firetop Mountain I go, sword in hand, and woe betide anything that
stands between me and that shiny pile of gold.
But first, there are rules to be dealt with. A
Fighting Fantasy character typically has three
scores: Skill, Stamina and Luck. Skill determines how good you are in a
fight, and is sometimes used to resolve various feats of physical prowess. Stamina is akin to health; when you are hurt it decreases, and if it reaches zero you're dead. Luck does
exactly what it says on the tin. Often when something bad is about to happen to you, you can make a roll against your Luck score to avoid it. Skill and Luck are
determined by rolling a six-sided die and adding 6 to the roll, Stamina
by rolling 2d6 and adding 12. I rolled an 11 for Skill, 18 for Stamina
and 12 for Luck, making for an extremely viable character. In the early
books there's a decent chance of success even with the lowest scores, but rolling
high makes life a hell of a lot easier.
As for equipment,
Fighting Fantasy adventurers travel light: I have a
sword, leather armour, a shield, a lantern and a backpack. I also have
ten Provisions, a sort of super-food that restores 4 Stamina points when
eaten. In addition I get to choose one of the following potions: a
Potion of Skill, a Potion of Strength, and a Potion of Fortune. Each of
these potions has two doses, and corresponds to one of the three
stats. When used they restore that score to its initial level. The
Potion of Fortune has the added benefit of adding 1 to your initial
level as well, which is pretty nifty. I opted for the Potion of
Strength, which restores Stamina. I don't really know why, because
those Provisions are mighty curative all on their own. I probably
ought to have gone with the Potion of Fortune, but what man can explain a
decision he made two weeks ago, back in the mists of antiquity?
After the rules there is a short introduction, in which my character
stopped at a village near Firetop Mountain to gather rumours about the warlock. There's a lot of useful, albeit vague, rumours to be had:
- Apparently, the warlock gets his powers from an enchanted deck of cards,
or possibly a black silk glove.
- The warlock's treasure is in a chest with two locks, and that the keys are guarded by monsters throughout the dungeon.
- The entrance to Firetop Mountain is guarded by warty-faced goblins, with more fearsome monsters lurking further in.
- To reach the warlock I'll need to cross a subterranean river. There's a ferryman who apparently enjoys a good barter.
Armed with this scant foreknowledge, I set forth for Firetop Mountain.
After entering a cave mouth at the base of Firetop Mountain, I was
presented with that most ubiquitous of
Fighting Fantasy dilemmas: a T-junction! Should I turn east or west? You may scoff, but whole
adventures can hinge on this choice.
Fighting Fantasy adventurers do
not retrace their steps unless there is no other path forward. They just push relentlessly forward, never looking back or considering that maybe they might have missed something important. Like, you know, those keys the nice villagers told me about? Should I look for those, perhaps? No, best to push onwards and hope for the best.
I turned
east and came to a door at the end of the corridor, which I promptly
tried to charged with my shoulder. This required a Skill test, which is done by rolling
two dice and trying to get a result equal to or lower than my Skill
score. Given my Skill score of 11 I did so with ease, smashing through the door and falling headlong into a
shallow pit for my trouble. The pit isn't described all that vividly,
but I imagine it as a rubbish dump for the denizens of the mountain (not to mention a source of cheap amusement for author Ian Livingstone). Picking
myself up, and cursing the loss of 1 Stamina point, I walked back to
the junction and headed west.
The tunnel turned north, but there was someone asleep at a guard post
there: a warty-faced ORC! (Yes, the book capitalises every monster or
potential foe you meet. It's terribly dramatic.)
This is the first Orc that I ever encountered in any form of gaming or
fiction, so he holds an extra-special place in my heart. The good
vibrations must have extended to my character as well, because I tried
to sneak past the Orc instead of just running him through. This
required me to Test My Luck, which is done by rolling two dice and
trying to get equal or lower than my Luck score. Every time you Test
Your Luck, your Luck score drops by one point, which means that
eventually your good fortune is going to run out. Anyway, I succeeded,
and managed to sneak past without waking him up.
Further up the passage there was a door on the west wall, and inside was
a sleeping quarters where another Orc lay asleep. I sneaked into his
room and managed to steal a box containing a single gold piece and the
Orc's pet mouse. Or snack mouse, depending upon your view of Orcs. I
let the mouse go, which really does go to show that this is the first book of
the series; if this were a later Ian Livingstone book this mouse would
have gone straight into my inventory. Rule #1 for survival in a Fighting Fantasy book: discard nothing!
I continued north and found another door on the west wall. This one was
unoccupied, and I assume belonged to the first Orc sentry I had
encountered, but there was another box. Which I opened, of course, only
to reveal a SNAKE!

This was my first fight of the book, so here I'll explain how dead simple the
combat rules are. The enemy's Attack Strength is determined by rolling
two dice and adding the result to its Skill score. My Attack Strength is done the same way, using my own Skill score. Whoever gets the highest Attack Strength wins that round, and the loser
must subtract 2 Stamina points. This is repeated until someone's Stamina reaches
zero, at which point they are dead. Luck can be used to make a hit deal
more damage to your foe, or to reduce any damage done to you, but I
don't need that here because this Snake only has 2 Stamina points. I
throw the box in the air and chop the Snake in half with a single blow
before claiming the key that is hidden in the box. This key has the
number '99' stamped on it, which is a pretty common thing in the
Fighting Fantasy world. Keys, jewelry, dragon teeth, they all have
numbers stamped on them for no readily apparent reason other than making
it harder for cheating bastards to get to the end of the book.
Further north was yet another door on the west wall, from which I could
hear drunken singing. I burst in to find the following sordid display.
I killed them, because ORCS, and discovered that they had a book called
'The Making and Casting of Dragonfire' by a dude named Farrigo di
Maggio. It contained a spell for defeating dragons, which
may or may not come in handy later on I'm sure. I don't know why or how these orcs came to own a book like this, but I'm not about to complain about illogical adventure design when it works in my favour.
Further on I discovered... another T-junction! I turned left, and entered a room where an Orc Chieftain with two left hands was whipping his servant.
Thinking that I might obtain an Orc sidekick who I could push into traps
and the like, I attacked the Chieftain, only for the ungrateful bastard
I was trying to save to leap to his defence. Regardless of the odds I
carved said Orcs to pieces, and set about opening their treasure chest.
It was trapped, of course, and the poisoned darts knocked off a whole 6
Stamina points. I fixed this by bandaging my stomach and scoffing some
Provisions, which leads me to believe that medical practice in the
Fighting Fantasy world is less than ideal. But it was worth it, because
inside the chest were a whole load of gold pieces, a black glove, and a
potion of invisibility. Score!
I headed back to the junction and went east, then east again at the next
junction, and came to a kitchen wherein five Orcs were cooking up a
storm. I was feeling pretty cocky by this point, so I calmly strode in
and took them on. Much to my delight they lined up like a conga-line and
fought me one by one. I slaughtered
them, which brought my Orc tally to a respectable nine so far, and in
the kitchen I found a bow and silver arrow with a mysterious
inscription.
A vital utensil for every kitchen. I returned to the previous junction and
went north. A door in the east wall opened into a small cell, with the
following dapper gentleman there to greet me:
I let Mad Johnny Chairleg know that I was there to free him, and he
calmed down right quick. It turned out that he was an adventurer who
had been captured by the Orcs, and he even had some good info for me: I
should pull the right lever when I get to the portcullis, and I should
pay my respects to the boatman. At that point my character had the temerity to ask
Mad Johnny to come with me further into Firetop Mountain, which makes me question my own levels of compassion. The dude is traumatised! Not surprisingly he opted to
leave, and I bade him farewell, not bothering to mention that there were
still two Orcs loitering around near the entrance.
Further north there was another door in the east wall, this one leading
to an armoury. I took a shield, which makes it harder for foes to
damage me, but it was so heavy I had to leave another item behind. I
chose my original, inferior shield; it was an agonising decision.
Further north there was yet another door in the east wall (this is not a
dungeon design classic, let's just say that). Inside was a torture
chamber, wherein two GOBLINS were torturing a Dwarf. At this point the
book gave me the option to walk in, poke the Dwarf with my sword and
laugh evilly. I was sorely tempted, but instead I leaped in and killed the
Goblins with gusto. Sadly, the Dwarf was already dead, but I was
rewarded with a lovely piece of delicious cheese. Delicious, delicious
goblin cheese.
I soon came to the portcullis that Mad Johnny Chairleg had told me
about, and I pulled the right lever like he told me to. The portcullis
opened, and I went on my way unharmed. I remember this trap well. The
other lever is a fake, a sword blade covered in wax that will cut your
hand if you try to pull it. Forewarned is fore-armed!
Past the portcullis was a T-junction. I headed east, and soon came to an inviting chair.
This set-up screamed trap to me, but I sat down anyway and ate some
Provisions. Against all odds the chair was imbued with benevolent magic, and restored some of my
Stamina. I never would have guessed.
The passage turned north, then I headed east at a junction and east
again at yet another junction. This led to a lovely marble room
containing an iron statue of a cyclops, with a bloody great gem set in
its eye.
Even when I read this book for the first time as a nine-year-old boy, I knew the set-up here. Yet what
self-respecting adventurer could leave that gem behind? I set to prying
that baby out with my sword, and tried to stifle a yawn as the IRON
CYCLOPS came predictably to life.
The Cyclops was actually pretty tough, with a Skill and Stamina of 10, but I still
hacked him and his incredibly well-defined buttocks to death. I
was well rewarded: the gem was worth 50 gold pieces, and there was
another key inside the Cyclops, this one numbered '111'.
I walked back to the junction and went north, only to be attacked by a
random BARBARIAN. No warning, no options, just a fight. I could have
run away, but he wasn't so tough. For reasons unknown he was
carrying a wooden mallet and some sharpened stakes. This is what I refer to as Chekhov's Wooden Stake: there be Vampires in this
mountain somewhere.
The next room had paintings on the wall, one of which was of the warlock.
I took a look and learned that his name was Zagor, but I also lost a
Stamina point due to fear. Somewhere in the world, there is a
Fighting
Fantasy reader who died by looking at that painting. It's not so
embarrassing, though, because there is obviously some magical
shenanigans going on, and I was under mental attack. I looked through
my pack for an item to use, and opted for the Eye of the Cyclops over my
moldy goblin cheese. Lo and behold the gem thwarted the Warlock's
power, and I was able to continue.
The next room was just full of some random junk, like a rope and some
y-shaped sticks. I checked out the rope, kind of mystified that I
wasn't already carrying such a vital piece of gear, only for it to come to life and try to strangle me. I
chopped it in half, understanding now why I didn't have any. The
y-shaped sticks were bulky, and I would have had to leave something
behind to carry one, so I left them behind. What could they possibly be
for? Finding water? Making a slingshot? Trapping a snake's head?
The possibilities are endless.
Further north I came to an underground river, which I remember as kind
of the half-way point of the adventure. As I understand it, Ian
Livingstone wrote everything up to this point, and Steve Jackson wrote
everything after the river. This feels like a good place to take a
break, so I'll tackle the rest of my quest in the next post.