TEXT: Page 1 ofThe Dungeon ofAbkadev
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  Page 1 ofThe Dungeon ofAbkadev
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  elcome, daring adventurer, to the Wizard's Tower!
  What you gaze upon now is no mere tale, but a
  portal to another realm entirely. A realm of wonder and
  danger!
  Deep in a rugged and mountainous country lies the
  impenetrable vault of the evil wizard Abkadev. You have
  been sent on a mission of grave urgency to recover a relic
  of power to help repair the effects of his wickedness.
  This Print & Play Adventure is closely adapted from
  Dungeon of Abkadev by Maezer, winner of a 2016 One
  Page Dungeon Grand Prize. Originally written for the
  role-playing game system Dungeon World, it seemed a
  perfect candidate to be made into a gamebook with an
  old-school feel.
  The Dungeon of Abkadev is meant to mimic the feel of
  a classic 1980's gamebook and features an old-school solo
  role-playing experience set in a realm of weird fantasy
  and sword and sorcery.
  This gambook uses a variant of the Fighting Fantasy
  rule system that incorporates magic from The Citadel of
  Chaos by Steve Jackson originally published in 1983.
  If you're not already familiar with the basic Fighting
  Fantasy rules, a brief and simplified overview of the basic
  rules is included along with a spell list somewhat
  modified from the original. If you're an old pro in the
  world of Titan you can probably skip it, however.
  I have grouped the list of spells into three categories:
  Combat, Utility, and Restoration. Combat spells, which
  include a reworked Shielding spell, are spells that are
  mainly used during combat situations; Restoration spells
  are those that can be used any time outside of combat.
  Utility spells make up the bulk of the list and are used
  when indicated within the story.
  Also,
  a
  Wandering
  Monsters
  mechanic
  has
  been
  included
  to
  add
  some
  chance
  and
  variety
  to
  the
  encounters within the dungeon.
  FORWARD
  
  Page 2 ofThe Dungeon ofAbkadev
  Y
  YO
  OU
  UR
  RAAD
  DV
  VEEN
  NT
  TU
  UR
  REE SSHHEEEET
  T
  T
  hough you are still an apprentice by title, you've
  come far in your arcane studies and are a skilled
  and resourceful sorcerer.
  Your
  Master,
  M'Nop
  the
  Mage,
  was
  recently
  summoned to the fair town of Hazeldel ony to find
  his age-old enemy Abkadev the Malificent waiting
  in ambush for him.
  You have travelled as fast as possible for the past
  two days to reach Hazeldel. What you have found
  there is vast and total destruction, the scene of a
  mighty battle between two god-like wizards.
  You
  pick
  your
  way
  through
  a
  mile
  of
  the
  catastrophe, the dead reeking all around you. At the
  center you find a glowing tetrahedron floating next
  to a lone figure who stands apart staring off into the
  distance ...
  
  Page 3 ofThe Dungeon ofAbkadev
  A
  long with this story, you’ll need two six-
  sided dice, a pencil, and some paper to
  play.
  A brief overview of all you need to know to
  play this adventure is included here. You'll find
  that the story will guide you along, so you need
  only understand a few key concepts to dive
  right into the adventure.
  The Adventure Sheet
  In the Dungeon of Abkadev, you play a
  powerful apprentice wizard on the cusp of
  reaching mastery in the arcane arts.
  The Adventure
  Sheet
  is
  your
  character's
  profile and the record of the progress you make
  as he or she finds their way through the
  dungeon.
  Your character is judged mainly on four
  attributes:
  SKILL,
  STAMINA,
  LUCK,
  and
  MAGIC.
  SKILL is a measure of your training and
  prowess with the skills needed for traversing a
  mad wizard's dungeon.
  The
  STAMINA
  attribute
  measures
  your
  character's physical endurance; if it ever reaches
  zero, then your character has died.
  LUCK is, as its name implies, a score that will
  allow you to to defeat powerful enemies and
  avoid death. Having a good LUCK score is very
  useful - and expert management of it can lead
  even a low-skilled adventurer to victory.
  Your character's MAGIC score represents the
  number of spells he or she may memorize from
  the list of Spells included in the rules here.
  To determine your starting scores for these
  attributes, follow the instructions below:
  Roll one die, add six, and record the total
  under SKILL on the Adventure Sheet.
  Roll two dice, add twelve, and record the
  total under STAMINA on the character
  sheet.
  Roll one die, add six, and record the total
  under LUCK on the character sheet. Roll
  Roll two dice, add six, and record the total
  under MAGIC on the Adventure Sheet.
  Remember to not erase these initial scores, as
  there will be times that you may find them
  raised or lowered temporarily throughout the
  story.
  Rules
  
  Page 4 ofThe Dungeon ofAbkadev
  Spells
  You
  begin
  your
  adventure
  by
  picking
  a
  number of spells from the following list that is
  equal to your MAGIC score. Each time you use
  a spell during the course of your adventure,
  cross it off the list.
  This list is comprised of the original twelve
  spells that appeared in the Citadel of Chaos.
  However, they've been reworked a bit and
  grouped according to their use.
  Some of the spells on this list will be useful to
  you in combat and some will heal your wounds
  when it is over, but most serve the purpose of
  giving you alternate methods of solving puzzles
  and overcoming obstacles within the dungeon.
  Some may not be useful at all, so choose
  carefully!
  COMBAT SPELLS
  CREATURE COPY This spell allows you to
  conjure up a clone of an opponent in battle. The
  duplicate
  will
  have
  the
  same
  SKILL
  and
  STAMINA scores as its original, but will fight
  on your behalf until it is destroyed or the battle
  ended.
  SHIELDING
  This
  spell
  creates
  a
  glowing
  magical force field that extends from your off
  hand and can be wielded like a shield. It repels
  both physical and magical attacks. If cast in
  combat, it will give you +1 SKILL point for the
  duration of the battle.
  UTILITY SPELLS
  STRENGTH Casting this spell on yourself will
  cause you to grow to a large height, able lift and
  push large, heavy objects.
  WEAKNESS This spell reduces the strength of a
  creature in combat, but is only effective against
  some creatures.
  E.S.P. You can use this spell to tap into the
  mystic powers of clairvoyance to see events
  from afar or read the minds of others.
  FIRE With the power of this spell you are able
  to manipulate fire into doing your bidding!
  Conjure an exploding fireball or rain a sheet of
  flames down upon your enemies.
  FOOL'S
  GOLD
  By
  chanting this
  spell
  and
  making the proper hand gestures over a pile of
  common
  rocks
  and
  sand,
  they
  can
  be
  temporarily
  transmuted
  into
  solid
  gold.
  Indistinguishable
  from
  real
  gold
  except
  by
  magical probing, the gold will revert to it's
  original state within a few days or if an attempt
  is made to melt it.
  ILLUSION This powerful spell allows you to
  paint a picture of your own devising within the
  mind of one or more nearby creatures. It is most
  often used to camouflage yourself from enemies
  or impersonate another person.
  LEVITATION You
  may
  cast this
  spell
  onto
  yourself into order to gently glide above a
  surface at any elevation the caster chooses. It
  can also be cast upon other creatures or objects;
  their movement while levitated is controlled by
  the caster.
  RESTORATION SPELLS
  Restoration spells are used to heal damage
  you take during the course of your adventure to
  your three core attributes: LUCK, SKILL, and
  STAMINA.
  All three spells work the same way. Once cast,
  the spell will restore the attribute score by half
  its initial score, rounding down. The spell will
  
  Page 5 ofThe Dungeon ofAbkadev
  never cause your attribute score to exceed its
  initial level. As an example, if you cast two Luck
  spells together, your LUCK score will only be
  restored to its initial level.
  LUCK This spell will replenish your LUCK
  score by half its initial value, and may be
  cast
  any
  time
  during
  your
  adventure,
  except in battle.
  SKILL This spell will replenish your SKILL
  score by half its initial value, and may be
  cast
  any
  time
  during
  your
  adventure,
  except in battle.
  STAMINA This spell will replenish your
  STAMINA score by half its initial value,
  and may be cast any time during your
  adventure, except in battle.
  Treasure andEquipment
  You begin your adventure with naught but
  your trusty pack, a torch, and a common iron
  sword.
  You have three Provisions, each of
  which heals a STAMINA point in any non-
  combat situation.
  As you acquire Gold, Jewels, and other items
  during your adventure, record them on your
  Adventure Sheet. Note that if you run of space
  on your equipment list, you must erase an entry
  to "drop" an item before picking up a new one.
  There is no limit to how much Gold or how
  many Jewels you can carry, however.
  Potions
  Before leaving on your quest, you brew a
  magical potion to take in case you find yourself
  in dire need. Unless otherwise noted, all potions
  can be used only once.
  Choose one of the following potions and add
  it to your Adventure Sheet before beginning:
  STAMINA
  POTION
  -
  This
  restores
  your
  character's STAMINA to its initial value.
  SKILL POTION - Will remove any negative
  effects causing your SKILL score to be
  reduced.
  LUCK POTION - Increases your LUCK score
  by two, not exceeding its initial score.
  MAGIC POTION - Drinking this potion will
  allow you to remember one spell on your
  list that has already been used.
  SkillandLuckTests
  At various points throughout the story, you'll
  be asked to Test either your SKILL or LUCK
  attributes.
  In these cases, all you need do is roll two dice:
  if the total is equal to or less than your SKILL or
  LUCK score, then you've succeeded! Otherwise,
  if the dice total is higher than your score, you've
  failed or been unlucky.
  Testing your LUCK differs from a check on
  your SKILL in that after each LUCK check, you
  must also reduce your LUCK by one point,
  regardless of the success or failure of the check.
  Combat
  As the adventure you are about to embark
  upon will take you into the heart of a heavily-
  guarded dungeon created by a mad wizard,
  you'll find yourself engaging in combat on a
  regular basis. It is one of the hazards of being an
  arcane treasure hunter, after all.
  
  Page 6 ofThe Dungeon ofAbkadev
  Combat is a series of rounds that resolve
  when
  the
  STAMINA
  score
  of
  either
  your
  character or their opponent is reduced to zero.
  To perform a round, roll two dice for your
  opponent and add their SKILL score. This is
  their Attack score. Roll two dice again and add
  your current SKILL score - this is your Attack
  score.
  Whoever has the higher Attack score wins the
  round. The loser subtracts two points from their
  STAMINA and another round begins.
  TESTING YOUR LUCK IN COMBAT
  While in combat, you have the option to use
  your luck to either increase the damage dealt to
  an opponent or lessen the damage you receive.
  After landing a hit that does damage to a
  creature, you may test your LUCK to increase
  the damage dealt. If you are Lucky, you inflict a
  more severe wound and may deduct an extra
  two points from the creature’s stamina score.
  However, if you fail the test and are unlucky,
  the wound was a mere graze and you do only
  one point of damage to the creature instead of
  the usual two points.
  If you have just received damage from a
  creature in combat, you may test your LUCK to
  reduce it. If you pass the test and are lucky, then
  subtract
  one
  point
  from
  the
  damage
  the
  creature does to your character. If you are
  unlucky, then add one point of damage to the
  total you receive.
  As in non-combat uses, remember to subtract
  one point from your LUCK after using it!
  COMBAT WITH MULTIPLE OPPONENTS
  There will be times when you face not one,
  but two or even three enemies. In these cases,
  calculate Attack scores for yourself and each
  opponent each round.
  If you have the highest Attack score during a
  round, then each opponent takes two damage.
  If you have the lowest, you only take two
  damage regardless of the number of opponents
  you face.
  In a situation where your Attack score ranks
  in the middle, you take two damage, but also
  deal two damage to each creature with a lower
  Attack score to you.
  WanderingMonsters
  At times throughout the adventure, you’ll be
  asked to roll for Wandering Monsters. When
  you see this, roll a 1d6 and refer to the table
  below to a select a monster to battle.
  DIE ROLL
  WANDERING MONSTER
  ATTRIBUTES
  1
  RUST MONSTER
  SKILL 2 STAMINA 4 Every other round, roll one die: roll 1-3 and
  the first possession on your Equipment list made of metal is destroyed; roll of 4-6
  no effect. Note: Iron, Silver, and Gold keys are immune.
  2
  GUARD
  SKILL 7 STAMINA 6
  3
  SLIME
  SKILL 3 STAMINA 11
  4
  CARRION CREEPER
  SKILL 6 STAMINA 5
  5
  GIANT CENTIPEDE
  SKILL 5 STAMINA 8
  6
  A MONSTROSITY!
  SKILL 6 STAMINA 4 Every other round, roll one die: a roll of
  1-3 has no effect; a roll of 4-6 and you lose a spell from your list.
  
  Page 7 ofThe Dungeon ofAbkadev
  - Prelude -
  I
  t seems like an age has passed since your
  patron and mentor wizard M’Nop began the
  hunt for his nemesis, the evil sorcerer Abkadev.
  But now, as Abkadev stares at you and your
  mentor from behind the shimmering panes of
  enchanted
  glass
  that
  make
  up
  the
  star
  tetrahedron that is his cell, it appears the final
  chapter has closed on the tale of their struggle.
  The flickering magenta glow of the eldritch
  cage plays across M’Nop’s face as he gazes
  inwardly in deep silence. Like the glowing
  merkaba
  of
  that
  cage,
  there
  is
  a
  certain
  superficial
  whimsicality
  that
  belies
  a
  deep
  reserve of power.
  “And so, after so many years, my nemesis is
  finally jailed.“ His seems to hold a further
  comment on the tip of his tongue, lost in deep
  thought for a few minutes, then continues,
  “whenever I envisioned this day, I thought I’d
  be happier. I’m not sure what I’m feeling right
  now.” A small flask appears in his right hand
  and he takes a quick pull from it before stashing
  it back in the purple robes piled across his
  shoulders.
  He is an impressive man. Though he appears
  to be of advanced age, he stands a full head
  taller than you. The loose robes he wears belie
  the rippling muscles able to be called to action
  with superhuman speed and strength if needed.
  These are thanks to M'Nop's alchemical research
  and magical spells, yet still - not bad for a six-
  hundred-and-fifty
  year-old
  you
  think
  to
  yourself.
  “There is only one task left to us now, my
  apprentice - the Tome of Vyxz.” M’Nop looks
  you full in the eyes as if taking measure of your
  very soul. “Now that Abkadev is confined, it
  falls to you to seek out this powerful artifact.
  Surely it will be the key to understanding how
  he was able to gain his power. Accomplish this
  and we will learn how to traverse the realms
  between worlds, and you will have earned the
  right to be called Master!”
  He ends his speech with a flourish of his
  hands and another quick nip from his bottle.
  You
  enjoy
  M'Nop's
  flourishes
  and
  grand
  speeches, though while he has a flair for the
  dramatic, his compulsive sipping from this
  tincture flask is new.
  It is likely the stress of the final battle has
  finally caught up and he is seeking a brief
  mental respite from its horrors. It took you a full
  day to climb through the corpse-stinking rubble
  of the city that once claimed twenty-thousand
  residents. When you finally reached the center
  you found a large crater still smoking and hot
  from whatever profound explosion had created
  it. In the middle stood your master, and beside
  him was the glowing, eldritch cell surrounding
  the evil Abkadev you both now contemplate.
  How could any good person not be changed by
  helping
  to
  cause
  the
  massive
  carnage
  surrounding you? Of course, as with most
  things - including reality itself - "good" is a
  relative concept.
  “Of course I will go and I will overcome
  whatever test presents itself to me,” you say
  with great confidence. You know the good this
  victory means not just for M’Nop and yourself,
  but also for the peace it will bring to this entire
  realm. Like your master, your entire life’s work
  has been to undo the evil wrought by Abkadev.
  “I will set out immediately and return to you
  
  Page 8 ofThe Dungeon ofAbkadev
  with the tome, Master M’Nop.” You turn to face
  him. “But where do I find this tome?”
  He hesitates before answering you, taking
  another sip from his flask. “He has stashed it in
  the heart of an underground dungeon complex
  stocked with the usual beasts, mercenaries, and
  traps. I have faith in your ability to overcome
  them, though the danger is great. In order to
  access the vault that holds the tome, you will
  need to collect three keys - Iron, Silver, and
  Gold. They are hidden around the dungeon
  from what I understand. All three keys are
  needed to unlock the vault door at the heart of
  the dungeon.” He takes out a scroll with a map
  to the entrance of the dungeon and hands it to
  you.
  "I will leave at once, Master. But where will
  you go?" You are already considering how to
  procure a horse for the journey.
  "I will be stashing this ... villain in a safe
  location where he will be unable to cause
  further harm. Pity I wasn't able to kill him."
  Considering what has taken place, you overlook
  this last comment and his odd chuckle after
  saying the word villain. Who knows how long it
  will take him to recover from this battle. Will he
  ever recover?
  You take your leave and make your way
  through the rubble back to the outskirts of the
  town. You come across a horse, nibbling at some
  grass in a field. A headless corpse still sits atop
  him in the saddle, it's feet twisted into the
  stirrups. As you untangle the body and push it
  off the horse, you see the burn marks across the
  shoulders; this poor soul was caught in the
  wizards' crossfire.
  You make good time on your journey and
  draw near the entrance, nestled in the foothills
  of the Dosugk Mountains. It is a clear day, and
  the alpine smells blend with the scenery to
  create a deep contrast to what you know awaits:
  closed-in darkness, and likely death as well.
  From far away, the entrance appears to be a
  simple fracture in a rock wall. However, as you
  draw nearer you see the tell-tale signs of foot
  traffic going in and out of the cave. You crouch
  low to the side of the wall as you follow the
  tunnel that leads downward into the earth,
  staying alert for any sign of movement.
  Turn to: 1
  - 1 -
  You follow the cave wall for a hundred feet or
  so before it comes to an end. Two torches are set
  into the wall, each placed beside a massively
  thick wooden door.
  You can tell that it's no ordinary wood, as it
  appears to almost ripple in and out of existence.
  Does this dungeon even exist in this world,
  carved out of the solid rock behind the cave
  wall - or is it carved into the rock of another
  world, or another plane of reality itself?
  You don't have time ponder the question, as a
  pair of guards arrive, returning from a patrol -
  one which it seems you narrowly avoided. You
  have an advantageous hiding spot amongst the
  crags of the dimly-lit cave. You can choose to
  observe the guards or attack them.
  If you choose to observe the guards,
  turn to: 44
  If you choose to attack the guards, turn
  to: 70
  
  Page 9 ofThe Dungeon ofAbkadev
  - 2 -
  First an arm, then a leg disappear into the
  relentless jaws of the squirming, pearly-white
  maggots.
  It does not take long for them to chew
  through the bulk of your body, leaving the
  smaller bits to their normal-sized counterparts.
  Now the detritus of your body joins that of
  the countless others that lay in heaps here to
  fester buried deep underground. Unfortunately,
  your adventure and your life are over.
  - 3 -
  The steps downward are not long, and they
  are well-lit and show signs of regular use. At the
  end of
  a short passage, you come to a stout
  wooden door. You test it carefully, but it is not
  trapped and it appears to be solidly barred from
  the other side.
  If
  you
  have
  E.S.P.
  memorized
  and
  would like to use it here, turn to: 19
  Otherwise,
  turn
  back
  and
  continue
  along your original route. Turn to: 51
  - 4 -
  You are running now, reaching out to the
  ghost of your mother when your instincts
  scream out STOP! Your mother died when you
  were just a child, this must be an illusion!
  The fog clears from your senses and you sense
  that you came very close to falling down a
  rather deep pit.
  If you choose to search the area near the
  ledge, Test your SKILL. If you succeed,
  turn to: 60
  Otherwise turn to: 43
  - 5 -
  Despite the absence of the malignant spirit
  that haunted this chamber, crossing it is no less
  chilling.
  If you are headed West, turn to: 65
  If you are headed East, turn to: 10
  - 6 -
  You don't even pretend to know what such a
  ridiculous statement like the one engraved into
  the side of the dais might mean. An allusion to
  the god of some religious fanatic, no doubt.
  While you doubt it is safe to bathe in the
  fountain considering a patrol of guards - or
  worse
  -
  could
  come
  marching
  by
  at
  any
  moment, you do have enough time to take a
  long drink of the cool water.
  You wipe the water from your face on the
  back of your sleeve when the nausea hits. The
  light coming from the glowing orb above the
  fountain changes from its placid blue to a
  pulsing yellowish green that seems to enhance
  the sickness you're feeling.
  After completely evacuating the contents of
  your stomach, it seizes with a painful cramp
  and your bowels let go of their contents. You
  teeter and fall as the angles of the room distend
  
  Page 10 ofThe Dungeon ofAbkadev
  at strange angles. The green strobe continues to
  throb around you as your vision blurs.
  Test your LUCK! If you succeed, turn to:
  40
  If you fail, turn to: 61
  - 7 -
  As you search the area between the chamber
  of decay and the dark tunnel beyond festering
  with black tentacles, you see a line of pegs set
  into an alcove dimly lit by a small red light set
  into the wall.
  On three of the pegs, large robes made of a
  dark, shiny material are hung. Using one of
  these to cover yourself may be enough to keep
  whatever tentacled horror it is that resides in
  the tunnel at bay.
  Based on the location and arrangement of the
  robes, you think that is their purpose — surely
  guards must pass this way — but you realize
  again that you are in the magical dungeon of a
  mad wizard, so they could very well be part of
  the trap.
  If you wrap yourself in one of the robes
  to pass through the tunnel, turn to: 26
  If you take your chances in the tunnel
  without a robe, turn to: 47
  - 8 -
  It is a strange sensation to be run through by a
  sword wielded by yourself. Your double grips
  your arm firmly as the sword pushes through
  your bowels and out your back, grazing your
  spine. You smell the stink of your double’s
  breath
  and
  the
  foul
  odors
  of
  travel
  and
  adventure
  coming
  off the
  doppelgänger
  in
  waves.
  Do I really smell this bad? is the last thought
  that passes through your mind before blacking
  out from shock and blood loss.
  If you
  would
  like
  to
  continue
  this
  adventure as the doppelgänger, remove
  all
  the
  spells
  from
  your Adventure
  Sheet,
  set
  your
  STAMINA
  to
  the
  doppelgänger's, and turn to: 42
  If you don’t wish to continue as the
  doppelgänger then unfortunately, your
  adventure and your life are over.
  - 9 -
  Soon
  the
  tunnel
  ends in steps leading
  downward.
  At
  the
  bottom
  of
  the
  steps
  there
  is
  a
  wooden
  door.
  You try the handle
  lightly,
  but
  at
  your
  touch the door swings
  noisily
  open.
  Three
  armed
  guards
  turn
  their heads in unison
  to
  look
  in
  your
  direction.
  There is a moment of awkward silence before
  the three guards yell and rush for an attack!
  DUNGEON GUARD: SKILL 3 STAMINA 5
  DUNGEON GUARD: SKILL 3 STAMINA 4
  DUNGEON GUARD: SKILL 4 STAMINA 5
  You may use one Weakness spell per Dungeon
  Guard here to reduce the guard’s SKILL to one
  for the duration of the battle.
  If you defeat the guards, turn to: 82
  If you are defeated, turn to: 39
  - 10 -
  The
  precise
  geometric
  uniformity
  of
  the
  previous tunnels and chambers give way to a
  more natural-looking and larger cave that bends
  East to West as you progress.
  
  Page 11 ofThe Dungeon ofAbkadev
  Small pools of water containing soft magical
  lights
  cause
  the
  dripping
  stalactites
  and
  stalagmites that grow haphazardly from the
  floors and ceilings to glitter and shimmer,
  throwing strange shadows across the tunnel.
  As you pick your way through this cavern
  along a barely-discernible path, the air seems to
  grow progressively heavier. Soon the various
  growths that populate the cave seem to sway
  and
  the
  walls
  expand
  and
  contract
  as
  if
  breathing.
  The
  shimmering
  grows
  more
  pronounced, and you have to catch yourself as
  your balance fails.
  Then the voices start — whispers at first, but
  soon growing in intensity until it seems as if an
  entire world of people are shouting at you. You
  hear your name in the noise, and gradually
  come
  to
  realize
  the
  voices
  are
  shouting
  admonishments at you for the destruction of
  the town where your Master and Abkadev
  battled.
  It is as if the spirit of every dead being in that
  town is proclaiming you guilty. You press the
  palms of your hands to your ears and screw
  closed your eyes, but it does nothing to block
  out the voices which reach into your mind.
  You can’t take it anymore! You panic and
  immediately flee in a straight line until you
  leave the cavern.
  Test your LUCK. If you are unlucky, you
  lose one spell of your choice from your
  Adventure Sheet. If you have no more
  spells memorized, lose one STAMINA
  point instead.
  Afterward, roll one die:
  If you roll 1-3, you flee East; turn to: 18
  If you roll 4-6, you flee West; turn to: 84
  You may return to these tunnels as
  many times as it takes to move the
  direction you wish, though you must
  test your LUCK each time.
  - 11 -
  You are guided from the darkness by a soft
  blue light glowing faintly from somewhere
  ahead. Around a sharp corner in the tunnel, you
  emerge into a brightly-lit circular chamber.
  Columns rise along the walls to a domed roof,
  hung with a glowing orb - the source of the blue
  light.
  In the center of the chamber is a fountain. The
  water cascades from a column in the center of a
  pool set into a dais. Your first thought is to
  disrobe and wash the stink from yourself. Of
  course, that could very well prove deadly.
  Examining the chamber more carefully, you
  see the following engraved around the sides of
  the dais: "RED BLACK OR BLUE IT LOOKS
  DOWN ON YOU”.
  If you know the answer to this riddle,
  add 33 to the count of the letters in the
  answer and turn to that passage.
  If you do not know the answer, but
  would
  like
  to
  bathe
  in
  the
  water
  anyway, turn to: 54
  If you take a drink from the fountain,
  turn to: 6
  If you would rather move along and
  leave it, turn to: 77
  - 12 -
  Torch or no, you feel buried by the darkness
  in the tunnels of this dungeon. But there is no
  turning back now — you are deep in the earth
  — and the only way out is by collecting the
  three keys.
  Was that a footstep you heard behind you, or
  your
  imagination?
  Roll
  for
  Wandering
  Monsters.
  If you are victorious, wipe the blood
  from your sword and turn to: 22
  Otherwise,
  you
  have
  died
  a
  
  Page 12 ofThe Dungeon ofAbkadev
  meaningless
  and
  gruesome
  death.
  Unfortunately, your adventure and your
  life are over.
  - 13 -
  You are standing in an area roughly ten feet
  by ten feet. It is lit by the ubiquitous magical
  torches in this part of the dungeon you have
  come to be grateful for.
  Located in roughly the center of the room is a
  circular pool of crystalline water. When you
  approach it, a calm white light grows from it in
  a globe of soft energy.
  ROLL ONE DIE AND ADD THE RESULTS BACK TO
  YOUR STAMINA.
  TWINKLING IN THE DEPTHS OF THE POOL YOU
  SEE
  THE
  GOLD
  KEY!
  ADD
  IT
  TO
  YOUR
  ADVENTURE SHEET.
  To travel to the ledge in the Southwest
  corner of the room, turn to: 73
  If you are traveling along the raised
  stone path and need to jump to reach
  the Southeast corner, turn to: 55
  Otherwise, to Travel to the ledge in the
  Southeast corner of the room, turn to: 78
  Remember, if you must chance a swim, roll to
  see if you run afoul of the tentacles lurking
  beneath the surface of the water!
  - 14 -
  As the blade of the hard-looking man leaves
  your body, a fine tendril of red blood spurts out
  of the wound. You sag to a knee and the orc
  delivers a blow with his axe to your neck that
  sends it flying down a steep hill.
  Your head continues to tumble a while and
  then plummets from the side of a cliff into a
  swiftly-moving river where it is carried several
  miles downstream, nourishing fish and insect
  alike during its weeks-long odyssey.
  Finally it washes onto a sandy embankment
  where it is slowly picked apart by crabs. and
  buried beneath layers of sediment over the
  millennia.
  Unfortunately, your adventure and your life
  are over.
  - 15 -
  You walk for some time down a dark hallway,
  feeling your way against the wall. The light
  from your torch seems meager in this tunnel,
  swallowed up by the darkness surrounding
  you. A warm draft of air carrying on it a hint of
  some strange, foreign spice wafts through the
  tunnel.
  Feeling your way along in the dark tunnel, the
  spice-scented breeze continues to entice you,
  drawing you toward its source.
  As you progress down the tunnel, you begin
  to see the faint outlines of people you've known
  walking next to you. You start feeling foggier, as
  if you just forgot what you were about to say.
  You leave the wall and walk quickly down the
  center of the pitch-black tunnel, dropping your
  torch without care.
  Test your LUCK!
  If you are lucky, turn to: 4
  If you are unlucky, turn to: 68
  
  Page 13 ofThe Dungeon ofAbkadev
  - 16 -
  You enter a short but broad and brightly-lit
  hallway that leads to a wooden door. It looks
  like the sort of place you might find a key.
  After a few steps, your foot falls on a patch of
  the brick floor that is distinctly squishy, as if the
  very stone in that spot had decided to no longer
  behave like stone but rather like a sponge or a
  membrane.
  When you lift your foot from the floor, metal
  grates crash down at either end of the hallway
  and alcoves on either side open to reveal
  skeleton warriors leaping toward you with
  swords raised!
  SKELETON GUARD: SKILL 6 STAMINA 6
  SKELETON GUARD: SKILL 6 STAMINA 6
  Special: You may use one Weakness spell
  per Skeleton here to sever the connection to
  the evil spirit that animates it, rendering it
  an inert pile of bones.
  If you defeat the skeletons, turn to: 50
  If you are defeated, turn to: 86
  - 17 -
  The Dark Devourer wraps around your body.
  The acid it secretes immediately goes to work
  dissolving your clothes, flesh, and equipment.
  As you drift from this life, the only sense you
  are aware of in the darkness is that of your own
  body being slowly digested by this creature.
  Before
  your
  nerve
  endings
  are
  completely
  burned
  away,
  you
  feel
  thousands
  of
  tiny
  nodules sucking away the chemical slime left by
  your dissolving flesh.
  You scream fruitlessly for a few hours before
  the Devourer fills your mouth and throat with
  it's blob-like mass, dissolving you from the
  inside.
  Your last thought as the acid turns your skin
  and muscle into a soupy pudding is the short
  reflection that this adventure really could have
  gone better. Next time you should ... oh wait,
  there won't be a next time. Unfortunately, your
  adventure and your life have ended.
  - 18 -
  After walking for a few minutes, the tunnel
  bends to the East. You come to an open portal
  carved into the rock. Beyond, you are greeted
  by what you sense to be a vast chamber cloaked
  in a darkness so absolute, the longer you spend
  within it, the more unsure you become of your
  own existence.
  Have you been here before? If so, turn
  to: 5
  If you have not been here before, turn
  to: 46
  - 19 -
  In the crypt-like silence of these otherworldly
  tunnels it isn’t difficult to slip into a magical
  trance. You call up images of the room on the
  other side and see a group of humanoids
  assembled around a hooded figure, who speaks
  to them.
  “I have paid each of you well to perform these
  
  Page 14 ofThe Dungeon ofAbkadev
  tasks for me. Enough to buy you whatever — or
  whomever — you
  like.” At this
  comment,
  brutish-looking
  hobgoblin
  rubs
  his
  hands
  together.
  The hooded figure continues: “While each of
  you is to attend to the spore factory and fungal
  creche regularly, your prime mandate is to
  protect the treasury with your life. You will be
  paid again in a year’s time … if you survive, of
  course.”
  You notice the orc you encountered at the
  front door in the crowd stand a little straighter
  at the mention of future pay. Considering their
  tour of duty was nearing and end, you reason
  you must be seeing a vision from some months
  ago.
  Just as this dawns on you, the vision fades
  and you return to the real world. You aren’t able
  to pass the door, so you will need to turn back
  to the tunnel at the top of the steps and continue
  along your original route.
  Turn to: 51
  - 20 -
  You turn the dials to what you believe is the
  correct combination and take a deep breath
  before pulling the lever.
  Where previously the tunnel ended, the stone
  slides away on the South wall to reveal a
  continuation
  of
  the
  tunnel.
  Sparse
  torches
  dancing with magical flames dimly light the
  way forward.
  As you walk through opened portal, the stone
  slab slams upward to the ceiling, blocking the
  passage.
  You must press on. Turn to: 53
  - 21 -
  You look through the pit, which appears to
  serve as some sort of vat. You probe the green
  mush with your sword, and suddenly it erupts
  in a splash! Two humanoid shapes rise from the
  pit and crawl onto the stone floor. Crowned
  with a mushroom head, they rise to their algae-
  dripping feet and attack you!
  HUMANOID FUNGUS: SKILL 3 STAMINA 6
  HUMANOID FUNGUS: SKILL 3 STAMINA 6
  
  Page 15 ofThe Dungeon ofAbkadev
  If you defeat them count yourself lucky
  and turn to: 76
  If you are defeated, then more shapes
  rise from the vats and slowly drag your
  body back in with them. Here you will
  slowly heal as the fungus repairs your
  body … and replaces your cells with its
  own. You are now yourself a Humanoid
  Fungus, doomed to live your life in this
  dungeon,
  a
  mindless
  slave.
  Unfortunately, your adventure and your
  life have ended.
  - 22 -
  You come to a branch in the tunnel. You can
  continue straight ahead or turn left.
  If you continue straight, turn to: 9
  If you turn left, turn to: 67
  - 23 -
  There could be razor-tipped spears at the
  bottom of the pit. Or a vat filled with a horrible
  acid. Or snakes — a lot of snakes.
  You try to push these thoughts from your
  mind as you steele yourself for the jump.
  Regardless of what lies in wait at the bottom of
  the pit, you must continue.
  Tossing pebbles from the floor across the
  chasm leads you to believe it's about nine feet
  wide; difficult but not impossible. You count,
  then recount again a dozen times the steps to
  the ledge - one misstep will likely mean death.
  Finally, you inhale and exhale deeply, then
  inhale again in a rush as you push off and run at
  full speed down the pitch-black tunnel. You step
  off at just the right time and sail through the air.
  Your body thuds agains the far side of the pit
  and you scramble up the side where you lay a
  while panting.
  Congratulations!
  Despite
  extreme
  foolhardiness, you actually did it. Now
  turn to: 12
  - 24 -
  You enter a well-stocked storage room with a
  small armory and larder. You see a number of
  sacks and barrels full of strange powders and
  fertilizers. A sign scrawled in paint on the rock
  wall behind one of these stacks reads "FUNGAL
  PROTEIN".
  The longer you stare at the sacks, the more
  you become convinced you see a faint green
  glow coming from them.
  YOU
  RAID
  THE
  LARDER
  AND
  RECEIVE
  +1
  PROVISION.
  Test your SKILL!
  If you succeed, turn to: 88
  Otherwise,
  continue
  following
  the
  tunnel out of the stock room. Turn to: 69
  - 25 -
  You stumble on an unexpected step down
  through the door into a dim chamber lit by a
  green, phosphorescent glow that seems to come
  from the very air itself.
  While you scan the room a shadow within a
  small alcove comes to life. From it emerges a
  fungal abomination that slides toward you with
  a disquieting speed. You note the acrid stench of
  bile that emanates from the blob and recoil in
  disgust from the fumes that visibly emanate
  from it’s slick, inky-black protoplasmic hide.
  Their sickly green phosphorence drifts toward
  you as if under its own will.
  You must face this Dark Devourer or die!
  DARK DEVOURER: SKILL 5 STAMINA 10
  Special Attack - because of the potent acid
  emitted by this foul abomination, each
  round after you are first damaged, take an
  additional 1 STAMINA damage.
  Because the Dark Devourer is especially
  susceptible to fire, you may use a Fire spell
  
  Page 16 ofThe Dungeon ofAbkadev
  here to reduce its SKILL to one for the
  duration of the battle.
  If you survive this encounter, turn to: 91
  If you are bested, turn to: 17
  - 26 -
  You drape the shiny robe across as much of
  your body as possible and walk down the
  tunnel with your torch held out. Despite your
  experience with the strange and horrific, you
  are moved to genuine terror by the undulating
  mass of tentacles writhing within the light's
  gaze.
  You brace yourself as though you were about
  to enter a violent storm from the safety of a
  warm cabin and continue walking through the
  tunnel. You feel a few sharp stings as some of
  the tentacles find their way under the robe to
  exposed flesh, but you shudder to think of the
  consequences of walking the tunnel with no
  protection at all.
  Lose one STAMINA point.
  You abandon the robe after passing through
  the tunnel and into a hallway lit by a soft blue
  glow. The illumination appears to be coming
  from the next chamber.
  In its light, you are able to make what appear
  to be hieroglyphs painted onto the wall of the
  tunnel.
  One set features a cartouche that encircles
  depictions of a sword, an eye, and a falcon. The
  other set appears to have been hastily defaced,
  but you can still make out an sword, a crown,
  and a falcon.
  Continue forward and turn to: 11
  - 27 -
  You stand before the entrance to the Hall of
  Fire loosening the muscles in your body and
  taking deep breaths. You gaze intently at the
  first fireball as it is methodically launched from
  the wall near the entrance and slams into the far
  wall.
  You
  can
  tell
  that
  another
  fireball
  is
  launched from around the corner just before the
  one you see slams into the wall.
  
  Page 17 ofThe Dungeon ofAbkadev
  If you time this just right, you may be able to
  dodge them. If you time it wrong … or if they
  are not on a regular timer like you believe, or
  your greeted by another corner with a fireball
  coming at you … well, you’ll be toast — both
  figuratively and literally.
  You see your window of opportunity open;
  you dash toward the far wall just behind the
  fireball streaming ahead of you.
  Barely the second after it slams into the wall,
  you are rounding the corner and running at full
  speed behind the second fireball.
  Unfortunately,
  there is at least one more
  corner of fireballs ahead of you!
  Test your SKILL! If it succeeds, turn to:
  90
  If it fails, turn to: 75
  - 28 -
  You chant the short incantation and a blaze of
  fire leaps from your fingers down the tunnel. In
  the light of the fire, you see a horrific, writhing
  maelstrom
  of
  tentacles
  dangling
  from
  the
  ceiling of the tunnel.
  They are burnt to ashes by the profound heat
  of your magical fire, and as your eyes readjust
  you see that the tunnel no longer appears as
  dark as it had. You are able to walk confidently
  through the tunnel following a soft blue glow
  that
  seems
  to
  emanate
  from
  the
  chamber
  beyond.
  In its light, you are able to make out what
  appear to be hieroglyphs painted onto the wall
  of the tunnel.
  One set features a cartouche that encircles
  depictions of a sword, an eye, and a falcon. The
  other set appears to have been hastily defaced,
  but you can still make out an sword, a crown,
  and a falcon.
  Make your way to the source of the blue
  glow. Turn to: 11
  - 29 -
  You focus your mind and slowly recite the
  incantation. In your mind, you see a shadowy
  figure moving the mirror across the room to
  face
  the
  painted
  door,
  which
  is
  magically
  replaced with a passage to a tunnel beyond.
  For
  a
  moment
  the
  figure
  becomes
  more
  distinct, and though you can see it appears to be
  a wizard, it is not Abkadev. He does look
  strangely familiar,
  though his
  face
  remains
  shrouded beneath a hood. It must have been a
  previous owner of this dungeon.
  You come back to your senses and begin
  pushing the mirror to the other side of the
  room, reenacting the scene you saw in your
  mind’s eye.
  Test your LUCK! If you are lucky, turn
  to: 42
  If you are unlucky, turn to: 71
  - 30 -
  You are certain this some type rejuvenation
  potion and take a quick sip from your cupped
  hand before you can reason yourself out of the
  folly of drinking strange glowing soups from
  large stone vats in the underground dungeon of
  a maniacal sorcerer.
  Your carefree attitude toward your physical
  and mental health pay off! Roll one die and add
  the result to your STAMINA. You also recall one
  previously-used spell to your spell list.
  If
  you
  haven’t
  already,
  you
  can
  investigate the East pit now. Turn to: 21
  Otherwise, to leave the room through
  the door in the North wall, turn to: 99
  Or leave through the door in the South
  wall. Turn to: 64
  - 31 -
  You feel a light breeze across your cheek but
  
  Page 18 ofThe Dungeon ofAbkadev
  dismiss it. You must find the treasure and leave
  this awful place as quickly as possible.
  Do you wish to take the stairs downward to
  the West or continue North along the tunnel?
  If you descend the steps to the West,
  turn to: 3
  If you continue on to the North, turn to:
  51
  - 32 -
  You find this tunnel curves around in a horse-
  shoe shape during the several minutes it takes
  you to walk along it.
  To exit this passage through the eastern
  South door, turn to: 84
  To leave through the western South
  door, turn to: 99
  - 33 -
  You feel a light breeze across your cheek but
  dismiss it. Do you wish to follow the tunnel to
  the North or to the South?
  If you follow the tunnel South, turn to:
  92
  If you follow tunnel North, turn to: 51
  - 34 -
  You turn the dials until the pictographs are in
  order
  and
  you
  pull
  the
  lever
  down.
  Unfortunately, nothing happens.
  Turn back to: 89
  - 35 -
  You line up the images in order using the
  dials and pull the lever. A stone wall slides
  down on the South wall where the tunnel head
  reached a dead end.
  Unfortunately, this tunnel could still mean a
  dead end for you as another hidden door is
  triggered on the North wall of the dead end.
  A fungal horror crawls from the now-revealed
  closet and attacks you!
  FUNGAL HORROR: SKILL 3 STAMINA 7
  Special Attack: A cloud of spores hover
  around the a Horror searching for new
  hosts. If you take any damage, you become
  infected and permanently lose one SKILL
  point.
  If you defeat the monster, you stumble
  away from fungal reek trailing slime.
  The stone slab slams shut behind you,
  returning to its closed position. Turn to:
  53
  If you are defeated, turn to: 80
  
  Page 19 ofThe Dungeon ofAbkadev
  - 36 -
  "Sky!"
  You
  say
  the
  answer
  aloud
  before
  catching yourself. You brace yourself for any
  potential calamities that may befall you, but
  none are forthcoming. The chamber remains
  eerily silent, aside from the gentle babbling of
  the water in the fountain. The orb hanging
  above the fountain continues to emit a placid
  blue glow.
  Somewhat
  abashed
  at
  your
  unintentional
  boldness, you stoop down to take a drink from
  fountain and feel immediately refreshed. The
  stink of death has left your nostrils, and the
  slime and refuse covering you turns to a fine
  odorless
  powder
  before
  your
  eyes
  and
  is
  whisked away by a magical wind. You move on
  from the chamber feeling confident in your
  chances of surviving this task.
  Add a spell that you've already used
  back to your Adventure Sheet
  To leave the chamber by the North door,
  turn to: 77
  - 37 -
  You turn the dials until the pictographs are in
  order
  and
  you
  pull
  the
  lever
  down.
  Unfortunately, nothing happens.
  Turn back to: 89
  - 38 -
  The tunnel here ends with a fork. You can
  either continue to the West or to the East. Which
  do you choose?
  If you continue down the West tunnel,
  turn to: 49
  If you continue down the East tunnel,
  turn to: 56
  If you choose to retrace your path South
  past the shallow pit, turn to: 74
  - 39 -
  A punch from a guard seems to come from
  nowhere and you go stagger to your knees,
  your vision giving the illusion of falling down a
  dark well.
  It is the pain that brings you around out of
  your stupor much later. You open your eyes
  groggily and see the vague shape of a guard
  bent over your waist.
  This time there is no mistaking the electric
  pain that rises from your right leg and your
  senses gain a horrible clarity.
  You are bound by thick rope to a table. A
  burly-looking guard is slicing into your right leg
  with a very large butcher's knife. "Get the
  mallet," he shouts. He is handed a mallet from
  behind and you see him set the knife against the
  bone of your leg. He swings the mallet against
  the flat edge of the knife and it passes brutishly
  through your femur.
  He continues to hack his way through the rest
  of your leg as your blood splashes out on the
  table and down the flagstones where rats scurry
  around lapping it up.
  "Oh boy, we're gonna eat good tonight!" The
  cheers of the guards intermingled with your
  own frantic screaming is the last thing you hear
  as you lose consciousness.
  Unfortunately, your adventure and your life
  have ended.
  - 40 -
  Today
  is
  truly
  your
  lucky
  day.
  You
  instinctively crawl for the exit and notice you
  feel progressively less worse the farther away
  you are from the fountain.
  By the time you reach the threshold, you are
  able to walk normally; as you rest to gather
  your wits, you see the throbbing, pulse-like
  green light coming from the orb above the
  fountain slowly drift back to its calm blue.
  
  Page 20 ofThe Dungeon ofAbkadev
  The various bodily fluids you were expelling
  not long before turn to a fine dust and are
  whipped up and away by a magical wind. You
  look down at your own doubly-befouled garb,
  your own stench like a potent aura surrounding
  you, and ponder the inherently relative nature
  of luck.
  Lose one unused spell of your choice from
  your Adventure
  Sheet
  along
  with
  two
  points from you STAMINA score.
  Pick yourself up and turn to: 77
  - 41 -
  Normally, you wouldn't bother to root around
  in a stinking charnel pit such as this, but you
  know that in a mad wizard's dungeon secrets
  can be found in the strangest of places.
  You are in a large circular room with a floor
  comprised largely of metal grates. All manner of
  offal fills the room, from the dismembered
  corpses of humanoids and other animals to
  rotten vegetables and piles of feces. Covering all
  the detritus is the soft green glow you noticed
  on the sacks in the stock room; what sort of
  experiment could Abkadev be performing here?
  Your thoroughness pays off when you notice a
  string loop hanging from one the floor grates.
  You pull up the string and tied to the end is the
  Iron Key! You try to wipe off the filth as best
  you can and stash it in your pack.
  ADD THE IRON KEY AND 6 GOLD TO YOUR
  ADVENTURE SHEET.
  Leave this filth and turn to: 93
  - 42 -
  The mirror is quite heavy, but you manage to
  move it all the way over to the painted door so
  that it directly faces it. When you pull away the
  cloth, a doorway suddenly appears without
  warning or other effect. It leads to another
  hallway, much like those you have travelled
  already.
  Continue onward; turn to: 15
  - 43 -
  You notice nothing unusual about the tunnel
  other than the floor abruptly ends — you can't
  tell how far the other side is.
  If you have the Levitate spell, you can
  use it to fly across the chasm to the
  other side. Wiggle your nose and turn
  to: 12
  If you do not have Levitate memorized,
  then you appear to be stuck. Rather
  than
  admit
  defeat
  and
  end
  this
  adventure, you could risk it all and take
  a long flying leap into the darkness. If
  that is what you choose to do, turn to:
  23
  - 44 -
  The two guards linger for a while at the
  entrance, drinking from a shared wineskin and
  passing the time in the shadow after the heat of
  the ripening day. "There's a rumor the chief
  hasn't heard from the big boss in weeks," says
  one guard, a hard-looking man dressed in crude
  animal skins but carrying what is obviously
  finely-smithed steel at his side.
  "There's a rumor what says those who don't
  know better should keep their mouths shut,"
  says the other - a large orc, clad only in a metal
  skull cap, loincloth, and moccasins. He leans
  casually against a war-axe almost as large as
  himself. "If I told you once, I told you a hunnerd
  times - as long as the food and gold keep
  comin', who cares?"
  The mannish guard eyes the orc seriously.
  "We're only paid out until the end of summer,
  and there's been no word of an extension."
  The orc waves his arm insouciantly, "so what
  then? We leave when the gold runs out. Maybe
  
  Page 21 ofThe Dungeon ofAbkadev
  take some of the big boss' trinkets with us."
  They both seem to consider this last statement
  as they fall silent for a few minutes.
  At length, they pick up their belongings and
  stand in front of the door. The man walks
  forward and makes a series of quick hand
  gestures across its surface. At this, the strange
  door opens into what looks like a normal cave.
  If you have the Illusion spell memorized
  and would like to use it here to sneak
  inside, turn to: 81
  If you would like to bribe the guards
  with the Fool's Gold spell, write down
  the amount of fake gold you’ll conjure
  for the bribe and turn to: 52
  If you choose to attack the guards to
  gain access to the door, turn to: 70
  - 45 -
  You stand for a long while trying to reason
  out the puzzle before you. In the end, you
  suspect that by pointing the mirrors toward
  each other, they will activate a magic door … or
  a magic trap. You must progress, however, so
  you decide to risk it.
  Turn to: 63
  - 46 -
  You
  cross
  the
  large,
  columned
  chamber
  shrouded in pitch blackness. The chamber is
  utterly silent, wrapped in the nothingness of the
  dark, with only the light echo of your footsteps
  to disturb its repose.
  As you near the middle of the chamber, you
  are
  aware
  of
  an
  almost-imperceptible
  but
  extremely quick onrush of wind. You sense a
  very large physical presence rushing at you in
  the darkness. It is the Great Grimm!
  GREAT GRIMM: SKILL 5 STAMINA 15
  Special: Because of the darkness you fight
  with a -1 to your SKILL score.
  If you have the Fire spell memorized, cast it
  now to begin the battle – giving you
  enough light to remove the SKILL penalty.
  If you wish, you can also Test your LUCK;
  if successful, the Fire spell also does five
  points damage to the creature.
  Aside from, or in addition to, using the Fire
  spell, you may also (on a separate turn
  from using the Fire spell or making an
  attack),
  use
  the
  Weakness
  spell
  if
  memorized. Doing so reduces the Grimm’s
  SKILL to a score of three.
  If you succeed in defeating the monster,
  you find no treasure … only the brittle
  and broken bones of the Grimm’s past
  victims. Turn to: 5
  If you fail, then your own bones become
  part of the Grimm’s collection, lining
  the
  walls
  in
  great
  heaps,
  forever
  entombed in darkness. Unfortunately,
  
  Page 22 ofThe Dungeon ofAbkadev
  your
  adventure
  and
  your
  life
  have
  ended.
  - 47 -
  You walk hesitantly to deeper into the tunnel,
  trying to stay as low to the ground as possible.
  You hear a soft but powerful rustling above
  you.
  As you move deeper into the tunnel, it you
  begin to feel the air shift and the liquid rustle
  above grows deeper and louder until you feel
  what could only be described as hundreds of
  silken tendrils caressing the length of your
  body.
  Within seconds, their touch is burning into
  your skin through every unprotected part of
  your body. You push forward faster, but it is a
  fight against a swirling maelstrom of malignant
  stinging tentacles.
  Roll one die and add three to the result.
  Subtract the total from your STAMINA.
  If you are still alive, turn to: 98
  If not, turn to: 48
  - 48 -
  The last thing you experience before losing
  consciousness is a feeling of weightlessness as
  the tentacles lift you up toward the ceiling and
  the fuzzy blanket of stinging pain wrapping
  itself around every part of your body.
  You try to scream, but are unable as the
  writing mass of preternatural tentacles seem to
  fight with other over the honor of penetrating
  your mouth, reaching down your throat into
  your stomach and lungs to spread their acid.
  Here your body will hang, cradled in the ever-
  writhing black mass of glossy tentacles until it
  has been completely digested by them.
  Unfortunately, your adventure and your life
  are over.
  - 49 -
  You walk for several minutes before you come
  to a corner. You peer around it but find only a
  dead end.
  As you are walking back toward the shallow
  pit, you notice a grate in the floor of the tunnel.
  It appears to be slightly ajar.
  If you want to open the grate and lower
  yourself into
  whatever
  lies
  beneath,
  turn to: 95
  Otherwise, turn to: 38
  - 50 -
  Searching the alcoves the skeletons emerged
  from reveals a few gold pieces and a lever that
  raises the metal bars when you engage it.
  
  Page 23 ofThe Dungeon ofAbkadev
  Roll one die and add the number to
  your Gold.
  You open the door and continue on to
  the next room. Turn to: 25
  - 51 -
  You follow the tunnel on a relatively straight
  path for several minutes. Lit torches line the
  wall, but the light they emit is not enough to
  keep the gloom of this place at bay.
  You come to an open door that leads into
  another passage that turns sharply to the left.
  Was that movement you heard from the corner,
  or only the flames of the guttering torches that
  line the walls? Roll for Wandering Monsters.
  If you defeat the threat, turn to: 74
  Otherwise, you have died an unheroic
  and purposeless death in the bowels of
  this
  dark
  and
  remote
  place.
  Unfortunately,
  your
  adventure
  and
  your life have ended.
  - 52 -
  You gather handfuls of the dry dirt and small
  rocks that litter the floor of the cave into your
  coin-purse and say the incantation over it,
  rendering the worthless rocks temporarily into
  brilliant golden nuggets and dust.
  You then approach the pair from the shadows,
  loudly clearing your throat so they aren't taken
  completely by surprise.
  "Hello there, gentlemen," you say as casually
  as you can. "I have a business proposition for
  you if you're interested."
  "Is that so?" says the orc guard incredulously.
  You notice the two square up against you
  menacingly.
  "You should know that your 'Big Boss' - a
  mage named Abkadev - has been defeated in
  battle, so there won't be a renewal of any
  contract you may have had with him. All I ask
  is passage into the dungeon, and in exchange I'll
  be happy to pay you for the privilege with this
  fat sack of golden nuggets here for you if you
  agree.” You bounce what appears to be a large
  coin purse of gold nuggets. Gold dust leaks
  from the top and the seams.
  At the mention of Abkadev, the Mannish
  Guard fixes you with a quizzical expression and
  is about to offer a remark when then Orc Guard
  stops him and reaches out for your coin purse
  full of the bogus gold. “Look buddy,” the orc
  says, “I don’t know who you are, but for that
  much gold you can keep the whole place for all
  I care.”
  He cradles the bag in both hands, trying to
  lose as little of the gold dust as possible.
  “Thanks for doing business with you,” says the
  orc slyly and ushers you through the door with
  mock grandeur.
  As you walk in, you notice the guards happily
  walking away from the cave, on to another
  adventure, no doubt.
  Venture forth into the dungeon - turn to:
  59
  - 53 -
  You walk along this long tunnel, dimly lit
  with magical torches that appear to be quite
  normal, other than the fact they never burn out.
  They will like continue to burn away for
  thousands of years, you muse.
  The tunnel is impassable to the North, your
  only option is to head South. The tunnel bends
  to your left, continuing a short way East before
  ending in an open portal. Light waves through
  the door across the walls - the tell-tale sign of
  water.
  Turn to: 73
  - 54 -
  You quickly strip down and test the water
  with your big toe. Surprisingly, it feels perfectly
  temperate; you had guessed it would be chillier.
  
  Page 24 ofThe Dungeon ofAbkadev
  The basin is deep enough that you are able to sit
  down so that you are submerged up to your
  neck.
  You
  are
  wiping
  away
  the
  grime
  and
  excrement
  when
  a
  sudden
  and
  powerful
  lethargy overtakes you. At the same time the
  orb hanging above changes from its calm blue
  to a deep and all-consuming red. Under the
  violently pulsing light, the water within the
  pool turns into a hard resinous substance and
  you are trapped.
  Hours later when the guards arrive, there is
  little left of your mind. Even the training you
  received from M'Nop against psychic attacks
  was not enough to prepare you for hours of an
  onslaught like this.
  You hear the first guard say "I'm not cleaning
  this mess up" as they enter the room. The jelly
  you've been stuck in turns back to water and
  rough hands grab your arms and lift you from
  the basin. The first guard looks you up and
  down and says "oh, this is going to make for
  some fine eating tonight!"
  You stare in mute horror as the other guard
  appears in your sight and peers down at you,
  licking his lips. "Mighty tasty indeed, if I do say
  so."
  If you were able to scream any longer, you
  would have been doing a great deal of it for the
  next several hours as you are roughly skinned
  and
  butchered
  for
  the
  guards'
  supper.
  Unfortunately, your adventure and your life
  have ended.
  - 55 -
  You easily jump to the ledge in the Southeast
  corner of the room, but as you do so the stone
  path lurches and sinks quickly back into murky
  depths of the pool. It appears that path is no
  longer usable.
  Turn to: 78
  - 56 -
  You follow the tunnel ahead for about 10
  minutes, before it ends abruptly. It appears that
  whoever (or whatever) carved these tunnels
  stopped here.
  You must head back. Turn to: 38
  - 57 -
  You
  walk along
  the
  corridor
  for
  several
  minutes. It becomes increasingly well-lit and
  terminates in a tunnel staircase that winds it’s
  way upward.
  Your ascent does not take long, and when you
  emerge into the chamber at the top of the stairs,
  your breath is taken away.
  Before you lies a great round metal door, with
  a diameter of at least two large men. It fairly
  crackles with eldritch energy, and is inlaid all
  about with precious metals and jewels.
  For a few minutes, you wonder if this is the
  treasure itself, but upon closer inspection you
  see
  three
  keyholes,
  each
  outlined
  in
  the
  appropriate metal: iron, gold, and silver.
  If you have collected the three keys on
  your Adventure Sheet, turn to: 100
  If you haven’t, then you must return to
  the dungeon to locate the keys. Turn to:
  18
  - 58 -
  You walk a short distance up the tunnel when
  it opens up again into a pit only barely able to
  be jumped.
  Because the tunnels are better lit here, you can
  see somewhat into the pit and you can tell it is
  only a few feet deep. Furthermore, you see a
  rope ladder somewhat concealed at the far end.
  Perhaps security is somewhat less lax farther
  in because they don’t expect anyone to make it
  this far, you muse to yourself.
  
  Page 25 ofThe Dungeon ofAbkadev
  After lowering yourself into the pit, the glint
  of metal catches your eye from the floor which
  is relatively free of trash and refuse.
  You pick up a Sturdy Metal Bar. You can sense
  magical residue emanating from it and wonder
  how it came to be in this pit.
  If you have E.S.P. and would like to use
  it on the bar, turn to: 94
  Otherwise, you stash the bar in your
  pack for later study and climb the rope
  ladder to the other side. Turn to: 38
  - 59 -
  The passage from the entrance is wide and
  well-lit, but it twists in corners that it make it
  difficult for you tell if someone — or something
  —
  is
  approaching.
  Roll
  for
  Wandering
  Monsters.
  If you are victorious, turn to: 24
  Otherwise, you have been slain in a
  most
  heinous
  and
  untidy
  manner.
  Unfortunately,
  your
  adventure
  and
  your life have ended.
  - 60 -
  On the left-hand wall, you're able to feel a
  narrow ledge that continues on a few feet past
  the tunnel wall. You inch along the ledge until
  your back is pressing against open air.
  You've discovered a closet of sorts, with a
  spare torch and a pair of wooden planks that
  appear to be used for crossing the tunnel by the
  guards, no doubt. And a handy find for you.
  You see a dim flicker coming from the floor;
  when you investigate you see an iron grate
  offering a view to a sewer or another refuse
  room of some sort. You shudder from the
  memory of your experience in the last one, but
  you also catch a glint that looks very much like
  gold.
  You push the heavy planks across the
  chasm in order to form an impromptu
  bridge, and it works marvelously. With
  your new torch held out in front of you
  and new resolve in your heart, you
  cross the chasm. Turn to: 12
  
  Page 26 ofThe Dungeon ofAbkadev
  - 61 -
  You lay on tiled stone near the dais for what
  seems like hours, though in retrospect could
  only have been several minutes.
  The pulsing yellow-green filling every corner
  of your consciousness, driving out everything
  else from your mind. Your thoughts whirl like a
  maelstrom and your blood pulses in time with
  the throbbing, evil light.
  Eventually the pulsing light subsides and
  returns to its former soft blue glow. You pull
  yourself, feeling gaunt and still covered in
  excrement. You walk feebly to the exit at the far
  end
  of
  the
  chamber
  and
  continue
  your
  adventure.
  Lose two unused spells of your choice from
  your Adventure
  sheet
  along
  with
  two
  STAMINA points.
  When are ready to continue onward,
  turn to: 77
  - 62 -
  You attempt a half-hearted search of the room,
  but quickly abandon the grisly task. You are
  headed toward the far exit with your arm to
  your face to ward away the horrible smell when
  you see a strange twinkle out of the corner of
  your eye.
  Investigating, you find a loop of thick string
  hung in a sewer grate. Attached to the other end
  of the loop is the Iron Key!
  ADD
  THE IRON KEY
  TO
  YOUR ADVENTURE
  SHEET.
  To leave this foul chamber, turn to: 93
  - 63 -
  You remove the cloth that is draped across the
  mirror and push it so that it faces the mirror
  hanging on the wall.
  There is a bright flash, and when your eyes
  readjust to the dimness of the underground hall,
  you see that you aren’t alone. You can scarcely
  believe your eyes, however, as the person who
  stands before you is … you!
  Your doppelgänger stares at you for a minute
  or so before launching into an all-out assault.
  This monster has the same SKILL and
  STAMINA as you, but will not use
  spells you’ve memorized against you.
  If you defeat your evil twin, you wipe
  the blood from your sword and reason
  that you probably should have gone
  with your gut instinct and place the
  mirror in front of the door drawn on the
  wall. Oops! Turn to: 42
  If you are defeated, turn to: 8
  - 64 -
  You are in another long tunnel that heads
  from North to South. A few of the magical
  torches near the middle are not lit for some
  reason.
  Roll for Wandering Monsters.
  If you defeat the threat, and would like
  to travel North, you walk for several
  minutes before coming to a wooden
  door. If you wish to open it, turn to: 76
  If
  would
  rather
  travel
  South
  after
  slaying
  the
  monsters,
  the
  passage
  terminates with a wooden door set into
  the West wall. Open it and turn to: 78
  Otherwise, if are defeated then you
  have died an unheroic and purposeless
  death in the bowels of this dark and
  remote
  place.
  Unfortunately,
  your
  adventure and your life have ended.
  - 65 -
  Even
  the
  relative
  dimness
  of
  the
  sparse
  
  Page 27 ofThe Dungeon ofAbkadev
  torches lining the walls of this tunnel are a
  welcome relief after the previous darkness. The
  tunnel bends right, now heading North.
  Turn to: 57
  - 66 -
  You
  clean
  the
  mucus-like
  slime
  of
  the
  cockroach’s innards from your sword as best
  you can and pocket the Gold treasure.
  ROLL ONE DIE AND ADD THE NUMBER TO YOUR
  GOLD ON THE ADVENTURE SHEET.
  Leave this foul sewer. Turn to: 38
  - 67 -
  You walk for what seems like an eternity
  through the narrow and dusty corridor. Ancient
  spiderwebs line the walls, which have been
  rudely cut from the solid stone.
  The tunnel turns to the left twice while you
  walk it, and eventually the dust and cobwebs
  become less frequent. You see more recent signs
  of activity. Although more activity could mean
  trouble if you’re not careful, it is strangely
  comforting after your dark and lonely sojourn.
  You come to another fork in the tunnel; this
  area
  is
  better
  lit
  and
  you
  reflect
  on
  the
  preciseness of the tunnel angles, though they
  were carved from living rock, not laid as bricks.
  Steps lead downward just out of sight of the
  guttering torch. A light breeze passes across
  your face from an unusual direction.
  Test your SKILL! If you succeed, turn to:
  79
  If you fail, turn to: 31
  - 68 -
  You’re running now,
  reaching out to the
  apparition of a long-dead childhood friend
  when the weightlessness hits you — you're
  falling!
  Roll one die. Add one to the result and deduct
  that from your STAMINA.
  If you are dead, then you can take comfort
  knowing that your body will provide much-
  needed
  nourishment
  to
  the
  prodigious
  population of cockroaches that call the under-
  dungeon their home.
  If you survive the fall you notice a ladder
  leading up the far side of the pit from where
  you stumbled in. You mount the ladder and
  climb to the top of the pit just as the floor comes
  alive with the skittering sound of a horde of
  monstrous cockroaches. Turn to: 12
  - 69 -
  Not long after leaving the stock room, you
  notice a powerfully foul smell coming from
  ahead. As you enter the dim room, the ghastly
  stench brings you to your knees, retching. Your
  eyes take a few minutes to adjust to the
  darkness, and you begin to make out great
  heaps of faintly glowing garbage.
  You shudder and turn away as you make out
  the forms of humanoid limbs and torsos mixed
  in with the debris. Bent over, you can't help but
  notice the strange beauty of the soft green glow
  that plays strangely across this hellscape in
  miniature.
  It is only now that you notice movement
  among the garbage piles and the horror of this
  
  Page 28 ofThe Dungeon ofAbkadev
  realization
  breaks
  your
  reverie.
  With
  an
  uncanny
  quickness,
  three
  gigantic
  maggots,
  each the size of a small pony, leap out of the
  haze and attack you!
  GIGANTIC MAGGOT: SKILL 3 STAMINA 4
  GIGANTIC MAGGOT: SKILL 3 STAMINA 4
  GIGANTIC MAGGOT: SKILL 3 STAMINA 4
  If you are defeated by the creatures,
  turn to: 2
  If you defeat the foul creatures, perform
  a skill check. If you succeed the check,
  turn to: 41
  If you fail the check, turn to: 62
  - 70 -
  You rush from the shadows, taking the two
  guards by surprise. Being trained killers, they
  are ready for anything so your advantage does
  not last long.
  MAN GUARD: SKILL 5 STAMINA 5
  ORC GUARD: SKILL 4 STAMINA 6
  Special: You may cast one Weakness spell
  for
  each
  guard
  you
  wish
  to
  weaken.
  Reduce the SKILL of each target by two
  points.
  If you defeat the guards, enter the door
  to the dungeon and turn to: 59
  If the guards defeat you, turn to: 14
  - 71 -
  As you move the heavy mirror across the
  room to face the painted door, the cloth draped
  across it falls off. You pay no heed until you
  shove
  the
  naked
  mirror
  across
  from
  other
  mirror hanging on the wall.
  There is a bright flash, and when your eyes
  readjust to the dim underground hall, you see
  that you aren’t alone. You can scarcely believe
  your eyes, however, as the person who stands
  before you is … you!
  Your doppelgänger stares at you for a minute
  or so before launching into an all-out assault.
  This monster has the same SKILL and
  STAMINA as you, but will not use
  spells you’ve memorized against you.
  If you defeat your evil twin, wipe the
  blood from your sword and turn to: 42
  If you are defeated, turn to: 8
  - 72 -
  You face the Hall of Fire and clear your mind,
  focusing all your mental energies upon it. As
  the chant of the incantation leaves your lips,
  your mind follows the words through the
  corridors and around the corners.
  Near the middle you see an arcane crystal.
  You know this is the power source. While it is
  encased in glass and cannot be removed in the
  short time you will have after reaching it, a
  button protrudes from a panel below it. You
  
  Page 29 ofThe Dungeon ofAbkadev
  sense that pushing the button will halt the
  fireballs for a time, allowing you to pass the rest
  of the way without harm.
  You gain a permanent bonus of 2 to all
  SKILL tests made in the Hall of Fire. Add
  this to your Adventure Sheet notes.
  Continue onward and turn to: 27
  - 73 -
  You are standing on the a ledge overlooking a
  warehouse-sized
  room,
  the
  bulk
  of
  which
  appears to be a dark pool of water. You do not
  see bubbles or waves breaching the still surface
  of the water, but you do not doubt that some
  horror lies in wait within the inky depths.
  As if to confirm your suspicions, a glistening
  tentacle inches out of the water, it’s grasping
  suckers a lurid purple. You swipe at it with your
  sword and it descends lazily back below the
  surface of the pool, as if unconcerned with the
  damage you dealt it.
  There is another ledge like this one across
  from you in the Southeast corner of the room.
  Another, larger ledge occupies the North side of
  the room.
  Examining
  your
  surroundings,
  you
  see
  ladders rising out of the water for each of the
  three elevated surfaces, so you could chance a
  swim if you need to. There is a copper panel
  that has a slot for a detachable lever inlaid in the
  stone wall on your ledge.
  If you have the Sturdy Metal Bar and
  would like to insert it into the slot on
  the wall, turn to: 97
  If you have already used the Sturdy
  Metal Bar, then it is inert, frozen in
  place. It can no longer be used.
  If
  you
  have
  the
  Levitation
  spell
  memorized, you may use it to travel
  anywhere around the room unhindered.
  The spell expires once you leave the
  room.
  If you would like to chance a swim,
  each time you travel across the room
  you must roll two dice.
  On a roll of 10 or above, you manage to
  swim to the other ledge before the
  tentacles can grab you. On a roll of 7-9,
  you
  are
  grabbed
  by
  a
  tentacle
  but
  manage
  to
  fight
  it
  off,
  taking
  two
  STAMINA points in damage.
  A roll of six or below means certain
  death as you are strangled below the
  otherwise calm surface of the pool.
  However, if you are able, a successful
  LUCK check will allow you to escape. In
  that case, return to the ledge that you
  departed from.
  To make your way to the large ledge on
  the North side of the room, turn to: 13
  To make your way to the ledge and door
  in the Southeast corner of the room, turn
  to: 78
  If you would like to leave this room
  
  Page 30 ofThe Dungeon ofAbkadev
  through the opening next to you, turn
  to: 53
  - 74 -
  You continue along the torch-lined tunnel for
  several minutes before coming to a fork.
  You
  can continue on straight, or follow a branching
  tunnel to the left that heads North.
  To take the tunnel that heads North,
  turn to: 58
  To continue East, turn to: 89
  - 75 -
  You see some sort of a panel on the wall as
  you are running to keep
  pace behind the
  fireball, but you are too focused on how to get
  around the next corner. Too late you see that the
  panel houses an arcane crystal, and you are
  already a few steps past it. You skid to a quick
  stop and turn to run back and push the button
  that protrudes from the panel, but are too late.
  A
  fireball
  literally
  slams
  into
  your
  face,
  melting it off your skull. It is a shame your brain
  is instantly boiled in your skull, otherwise you
  would have appreciated the humor of having
  your face literally melted.
  Your body, laying mere inches away from the
  panel and the fireball-stopping button it frames,
  is cooked over the next several hours, filling the
  nearby halls with the succulent aroma of meat.
  None of the denizens dare retrieve it, however
  — they know they will also become barbecue
  upon the attempt.
  Your desiccated remains eventually catch fire
  and your body and possessions are burned
  away to dust. Unfortunately, your adventure
  and your life have ended.
  - 76 -
  You enter a room that veritably sparkles with
  energy. A bright green light infuses everything:
  a collection of immense mushrooms, lichens,
  and molds of all sorts adorn every spare inch.
  You see two circular pits in the center of the
  room. You can investigate these if you wish. A
  door is set into the North wall.
  To search the East pit, turn to: 21
  To search the West pit, turn to: 85
  To leave the room through the North
  door, turn to: 99
  If you wish to leave by the South door,
  turn to: 64
  - 77 -
  You enter the room beyond which is empty
  aside from two mirrors. One, full-length with a
  stand sits near the opposite wall, draped in a
  rough canvas cloth.
  The other hangs on the wall between the door
  you entered in and what appears to be a
  painting of a door at the far end of the room.
  The room is otherwise bare.
  Test your SKILL! If you succeed, turn to:
  96
  Alternatively, if you have the E.S.P. spell
  memorized, you can use it here. Turn to:
  29
  If you fail the SKILL check and do not
  have E.S.P. memorized, turn to: 45
  - 78 -
  You are standing on the ledge in the Southeast
  corner of a cavernous room covered mostly in a
  deep pool of inky black water. Gentle waves
  break the still surface of the pool; a purplish-
  black tentacle gently probes the edge where you
  stand.
  A large raised are on the North side of the
  room appears to contain a small pool. There is
  another ledge with a doorless opening in the
  wall at the Southwest corner of the room.
  You spy ladders leading out of the water at
  each of the raised areas — you could swim
  
  Page 31 ofThe Dungeon ofAbkadev
  across the room, though you’ll surely have more
  tentacles to deal with.
  If you have the Levitation spell memorized,
  you may use it to travel anywhere around
  the room unhindered. The spell expires
  once you leave the room.
  If you would like to chance a swim, each
  time you travel across the room you must
  roll two dice:
  On a roll of 10 or above, you manage to
  swim to the other ledge before the tentacles
  can grab you. On a roll of 7-9, you are
  grabbed by a tentacle but manage to fight it
  off,
  taking
  two
  STAMINA
  points
  in
  damage.
  A roll of six or below means certain death
  as you are strangled below the otherwise
  calm
  surface
  of
  the
  pool.
  However,
  a
  successful test of your LUCK will allow
  you to escape. You are only able to make it
  back to the ledge you departed from.
  To make your way to the large ledge on
  the North side of the room, turn to: 13
  If you
  would
  like
  to
  travel
  to
  the
  Southwest ledge, turn to: 73
  If you wish to travel from the room
  through the door, turn to: 64
  - 79 -
  You feel the breeze across your cheek and turn
  to examine the tunnel wall across from the
  steps. When you get close you notice that for a
  short distance
  in this
  spot the
  stone
  wall
  contains ornate brickwork that seems to be
  designed to blend in with the stone wall.
  You feel around the edges until you find it -
  reaching deep into a crack between bricks, you
  feel a spongy, membranous nob. Holding back
  your revulsion at the hidden warm spongy
  thing throbbing in your hand, you give it a
  squeeze and a portion of the wall magically
  slides down into the floor. Beyond the secret
  door and short passage is another tunnel like
  the one you left leading to the left and to the
  right.
  If you choose to go left to the North,
  turn to: 57
  If you choose to go South, turn to: 18
  If you change your mind and go back
  through the secret passage, go back to
  the
  previous
  passage
  and
  choose
  a
  different route.
  - 80 -
  You swear you are able to feel the mold take
  root around your eyes, nostrils, and lips as you
  succumb to the miasma of spores surrounding
  the fungal abomination that now covers you in
  a soft blanket, injecting you with more spores
  before slithering away.
  The putrefaction of your rotting corpse is
  slowly covered with a furry shell of mold and
  fungus for the next few months. Your body lies
  there, forgotten for years, a breeding ground for
  countless
  spores
  that
  slowly
  disperse
  throughout the dungeon, eventually covering
  and consuming every organic thing within.
  Within a decade the dungeon is completely
  overrun, a furry green blank covering every
  surface.
  Unfortunately,
  your
  adventure
  and
  your life are over.
  - 81 -
  As the guards walk through the door, you
  hurriedly
  chant
  an
  Illusion
  spell
  to
  cloak
  
  Page 32 ofThe Dungeon ofAbkadev
  yourself
  in
  invisibility
  and
  you
  scamper
  through the door just as it closes shut. The two
  guards didn't hear you and you are able to find
  a dark recess in the wall to wait while they
  wander back to wherever they were headed.
  After waiting an hour, you decide to
  move on to the North. Turn to: 59
  - 82 -
  You wipe the blood from your sword and look
  around the crude dwelling. You search through
  the guards' belongings and find some gold and
  a few valuable gemstones.
  You scan the room and notice a barred door
  on the East wall across from the door you
  entered.
  To your left is a well-lit hall leading from the
  guards' chamber and ending with a wooden
  door.
  ADD
  20
  GOLD
  AND
  3
  JEWELS
  TO
  YOUR
  ADVENTURE SHEET.
  If you choose to walk North to the door
  at the end of the well-lit tunnel, turn to:
  16
  Otherwise, to open the door on the East
  wall turn to: 87
  - 83 -
  You follow the tunnel for several minutes, the
  magical torches growing sparse. You reach a
  dead end and what appears to be a fair-sized
  chest.
  Alert for traps, you do not reach out to open
  it. Which is just as well, because you see it
  shuffle toward you after you’ve stood near it for
  a moment. Before you can say Mimic, it attacks!
  MIMIC: SKILL 2 STAMINA 10
  If you defeat it, roll one die and add the
  result to your Gold. Go back to the
  intersection and turn to: 99
  If you are defeated, the last thing you
  hear
  as
  you
  drift
  into
  the
  eternal
  slumber of death is the crunching of
  your bones as the Mimic devours your
  body, gear and all, in its powerful metal
  jaws.
  Unfortunately,
  your
  adventure
  and your life have ended.
  - 84 -
  You are standing at the entrance to Hall of
  Fire. You know this because it is engraved on a
  bronze plaque set into the wall next to where
  you stand. Attempting to safely peer inside, you
  understand from whence it received its name.
  It appears to be a tunnel that has been delved
  in a series of corners forming a short snaking
  pattern. Magical fireball dispensers are set into a
  number of the corner walls and dispense with
  fiery balls that travel down their respective
  corridor and explode upon the far side. The
  process repeats every few seconds, making it
  completely unpassable. Though it does look like
  it may be possible …
  You know that the fireballs will be positioned
  so that dodging them will possible, or even
  easy, from either entrance. However, once the
  would-be fireball dodger has turned the first
  corner or two, they find themselves trapped
  
  Page 33 ofThe Dungeon ofAbkadev
  with nothing but a fiery death as the result.
  If you have the E.S.P. spell memorized
  and you wish to use it here, turn to: 72
  Otherwise, you can take your chances
  dancing around the corners to avoid the
  fireballs. Turn to: 27
  - 85 -
  Like the other pit, this one is filled with a
  softly glowing broth of bright green algae and
  fungi. You prod the soup with your sword to no
  avail.
  The soupy mixture brings to mind a passage
  you read some years ago from an alchemical
  treatise. This soupy mix could be a potent
  rejuvenation potion.
  If you want to take a gulp of the algal
  broth, turn to: 30
  If
  you
  haven’t
  already,
  you
  can
  investigate the East pit now. Turn to: 21
  Otherwise, to leave the room through
  the door in the North wall, turn to: 99
  Or leave through the door in the South
  wall. Turn to: 64
  - 86 -
  As your vision begins to dull, the last thing
  you see are the two skeletons kneeling on either
  side of you, holding their swords point down
  with both hands as if praying, but instead and
  stabbing you mechanically over and over.
  They continue their clockwork-like motions
  for
  the
  next
  year
  as
  your
  body
  decays
  completely in the unending magical light of the
  corridor. Eventually, when all but your bones
  and equipment are dust they rise together and
  march back their respective alcove. A stone wall
  once again appears in front of them and silence
  reigns
  once
  more.
  Unfortunately,
  your
  adventure and your life have ended.
  - 87 -
  You unbar the door and open it. Beyond lies a
  short passage with stairs leading up.
  You ascend the stairs to another tunnel that
  leads North to the left and to South to the right.
  You feel a slight breeze across your face.
  Test your SKILL! If you succeed, turn to:
  79
  If you fail, turn to: 33
  - 88 -
  You
  dig
  through
  the
  various
  crates
  and
  shelves in the armory and find a beautiful
  sword that gleams even faintly in the dark.
  While your own blade is exceptionally made,
  this
  far surpasses
  it in both material
  and
  balance. It almost feels as if it were made for
  your hand. Alas, you see no sign of the keys.
  Remove
  your
  old
  sword
  from
  your
  Equipment and add this sword. Feel free to
  give
  it
  an
  interesting
  name,
  for
  it
  is
  enchanted! While this sword is equipped,
  you gain +1 SKILL in combat situations.
  To continue onward deeper into the
  dungeon, turn to: 69
  - 89 -
  You come to a dead end in the tunnel, but
  notice three dials and a lever set into the wall.
  On each of the dials is a picture with a number
  next to it.
  You see an Eye (22), a Sword (5), a Crown (7),
  and a Falcon (8).
  It appears this is a magical combination
  lock. In order to proceed, you will need
  to
  set
  the
  dials
  to
  the
  correct
  
  Page 34 ofThe Dungeon ofAbkadev
  combination and pull the lever.
  Add together the number values for the
  three pictures you’ve chosen and go to
  that passage.
  - 90 -
  As you are running, you see a panel housing a
  magical crystal. Every instinct you have steers
  you toward the panel; you slam the flat of your
  palm against the button that sticks out of the
  panel beneath the crystal housing and the
  fireballs instantly dissipate in a cloud of downy
  white goose feathers.
  That is certainly odd, you think to yourself.
  The dispensers continue to work, though now
  they spit out mounds of feathers by the bushel.
  You consider what will happen when the
  dispensers resort back to shooting giant magical
  orbs of fiery death, and how there will be no
  dodging
  great
  mounds
  of
  burning
  goose
  feathers when that happens.
  You shudder a little and leave the twisting
  Hall of Fire (and Feathers, you think wryly) as
  quickly as possible.
  If you are heading North, turn to: 32
  If you are heading South, turn to: 10
  - 91 -
  You look around the chamber and find a coin
  purse with twelve Gold Coins and three Jewels
  stashed
  just
  inside
  the
  alcove
  where
  the
  Devourer made it's bed.
  You catch the glint of medal on the wall above
  the alcove and find the Silver Key hanging on a
  leather thong that has been carefully tied to a
  large nail. You remove the key and stash it
  carefully in your pack.
  The only egress is the door from which you
  entered.
  RECORD 12 GOLD, 3 JEWELS, AND THE SILVER
  KEY ON YOUR ADVENTURE SHEET.
  You make your way back to the guard's
  room and exit through the far door.
  Turn to: 87
  - 92 -
  You walk for some hours through a pitch
  black tunnel. You notice that it curves to the
  right twice, and when you eventually emerge
  from the darkness you see that you’ve arrived
  back to branch leading to the Guard’s Chamber.
  You walk through the chamber and back to
  the tunnel where you began the dark sojourn
  with nothing to show for your efforts aside
  from a chill.
  Continue
  along the
  tunnel past the
  Guard Chamber; turn to: 51
  - 93 -
  Though you are anxious to leave the befouled
  chamber, the tunnel ahead is ominously dark.
  Considering how well-lit the corridors have
  been so far, you are immediately suspicious.
  As you wave your torch around looking for
  some sort of clue to what possible trap may lay
  in wait for you, the darkness in the tunnel
  beyond seems to sway in the corner of your eye.
  When you turn to face the tunnel and hold your
  torch forward, the effect only becomes more
  pronounced.
  A delicate black tentacle reaches out of the
  passage but jerks away from the fire of your
  torch.
  If you choose to carefully examine the
  area around you, Test your SKILL. If
  
  Page 35 ofThe Dungeon ofAbkadev
  you succeed, turn to: 7
  If you have the Fire spell memorized
  and would like to use it here, turn to: 28
  If you have no other option, you will
  need to proceed as best you can through
  the tunnel. Turn to: 47
  - 94 -
  You grip the bar in your hands and focus all
  your mental powers upon it. The world of the
  real drifts out and then back into focus. You still
  grip the bar, but now your hands are large and
  rougher. You are walking along the tunnel, a
  guard at your side.
  “Now don’t lose that, OK?” The hobgoblin
  guard looks meaningfully at you. “You lose that
  and we’re in for it for sure. That’s the last lever
  we have to raise the bridge.”
  You nod your head dully. You slip the bar in
  your belt like a weapon and climb down into
  the pit. As you walk along, it slips from your
  belt and lands quietly in a pile of cave moss.
  As you reach toward the rope ladder, the
  world once again loses focus. When everything
  returns to normal, you are still holding the bar
  in your hand.
  You carefully pack the bar into your bag so
  that it can’t slip out and continue along your
  journey. Turn to: 38
  - 95 -
  You descend into what appears to be a sewer,
  though it ends not far from where you descend.
  A trickle of green slop that glows softly in the
  darkness makes it’s way into a trough at the
  end. It appears to be flowing into some other
  pipe or corridor, but you can only guess exactly
  where it’s headed.
  In the other direction, the corridor seems to
  follow the tunnel above it, making a sharp left
  turn after several minutes of walking.
  A large, but low-ceilinged room opens up
  around the corner. You notice another grate that
  appears to open into a part of the dungeon
  you’ve already traversed.
  You see a small horde of Gold in a pile on the
  floor here, but as you reach for it a giant
  cockroach leaps from the shadows and attacks!
  GIANT ROACH: SKILL 2 STAMINA 16
  If you defeat the monstrous bug add
  seven Gold to your Adventure Sheet
  and turn to: 66
  Otherwise your purpose is to now serve
  as a breeding pod and food source for
  its
  hundreds
  of
  future
  offspring.
  Unfortunately, your adventure and your
  life are over.
  - 96 -
  In your magical research and studies, you’ve
  heard
  of
  devices
  named
  “mirror
  doors”
  -
  created and activated by binding a mirror
  magically to a particular space on a vertical
  surface.
  The
  resulting
  door
  can
  lead
  to
  anywhere. You guess that regardless of where in
  space or time this door will lead, it will be
  where you need to travel.
  Test your LUCK! If you are lucky, turn
  to: 42
  If you are unlucky, turn to: 71
  
  Page 36 ofThe Dungeon ofAbkadev
  - 97 -
  You insert the Sturdy Metal Bar into the slot
  and pull downward. You hear what sounds like
  the squealing and groaning of large metal gears
  coming from a distance. The water begins to
  churn with movement from beneath, then a
  stone pathway emerges.
  This new path rests level with the other ledges
  and connects the ledge you are standing on
  with the large ledge to the North. There is still a
  short gap between the path and the door ledge
  in the Southeast corner of the room, but it looks
  easily jumped.
  If you walk to the North end of the room, turn
  to: 13
  If you wish to jump over to the ledge with a
  door in the Southeast corner, turn to: 55
  - 98 -
  After what feels like an eternity, you finally
  exit the tunnel. Because of the black tentacles'
  apparent aversion to the fire of your torch, it
  may have saved your life. But you still bear
  numerous blotchy scars on your skin that sting
  with every movement you make.
  The tunnel ahead is filled with a soft blue
  glow. In its light, you’re able to make out what
  appear to be hieroglyphs painted onto the wall
  of the tunnel.
  One set features a cartouche that encircles
  depictions of a Sword, an Eye, and a Falcon. The
  other set appears to have been hastily defaced,
  but you can still make out a Sword, a Crown,
  and a Falcon.
  Make
  note
  of
  the
  hieroglyphs
  and
  stagger toward the blue light coming
  from the next chamber. Turn to: 11
  - 99 -
  This tunnel heads South to North for several
  hundred feet before forking to the West and
  North.
  Do you wish to follow the tunnel to the
  North? If so, turn to: 32
  If you want to follow the tunnel to the
  West, turn to: 83
  Otherwise follow the tunnel South to a
  wooden door. Open it and turn to: 76
  - 100 -
  You fit the three keys into their respective
  keyholes: iron, gold, and silver. The door begins
  to hum and vibrate, so you take a step back. The
  many jewels that adorn its surface emit a
  rainbow panoply of colored light across the
  chamber and then the door fades into a mist.
  As you enter the treasury, magic torches
  flicker to life and your eyes are assaulted with a
  constellation of glinting jewels and precious
  metals. Though you’re no stranger to wealth or
  valuable treasures, the sight still takes you
  aback.
  You realize that you will only be able to carry
  a small fraction of this treasure out of the
  dungeon with you. Thanks to your dismantling
  of the security guarding this treasure horde, it
  will likely be scattered to the four winds. You
  make a mental note to tell the location to the
  surviving townspeople; it is small compensation
  for their staggering tragedy, though at least the
  treasure will help the survivors in rebuilding.
  You fill your coin purse and jewel sack to
  overflowing before realizing what you really
  came here for: the Tome of Vyxz.
  You see the Tome of Vyxz closed and resting
  atop a reading lectern toward the back in an
  alcove. As you walk toward it, a cloud appears
  in flash before you!
  Your master M’Nop walks out of it, waving
  away the smoke. “I see you’ve penetrated my
  old enemy’s defenses. Good work.” He walks
  over to the lectern and picks up the Tome of
  Vyzx. A large smile comes across his face, but
  you see that has an uncharacteristicly unsavory
  quality to it.
  
  Page 37 ofThe Dungeon ofAbkadev
  “I suppose I don’t need to maintain this
  ridiculous farce any longer.” He waves a hand,
  and suddenly it is no longer your master
  M’Nop that is standing before you, but the evil
  arch-fiend Abkadev!
  “You pathetic fool! Did you not recognize this
  place? I suppose not — a shame that coward
  M’Nop never told you about it!”
  You are numb with shock, not sure what to
  believe. You know that M'Nop has secrets even
  he has forgotten, but to be so totally taken in by
  Abkadev's illusion. You question your own
  competence as much as his ability. “What?
  How?”
  Abkadev cackles evilly. “Not able to process it
  all? It’s really quite simple, you insipid cretin: I
  imprisoned your fool master, but altered the
  holding spell with Illusion so that it appeared it
  was I who was entrapped. Then it was but a
  trifling matter to change my appearance with a
  potion I brewed for just such an opportunity. I
  then convinced you to break into your own
  master’s special vault to steal this for me.” He
  pats the tome resting under his arm.
  He gives you a pitiable look. “I thought for
  sure you had figured me out considering the
  potion was stale, forcing me to keep sipping it
  to maintain the illusion. You really are quite
  dense, you know.”
  "At any rate, now that I am in possession of
  the Tome of Vyxz and your execrable master
  M’Nop is safely tucked away in an extra-planar
  cell, it’s time for me to conquer a world or two."
  With a snap of his fingers, a magic portal
  appears behind him.
  “Not if I can help it!” You finally find your
  voice and point your sword menacingly at
  Abkadev. “I will kill you and free M’Nop. There
  will be no world-conquering this day!”
  “Oh, I really must disagree,” says M’Nop as a
  flicks what looks like a glass orb from his hand
  at you. As it travels across the vault it seems to
  grow and then envelope you. The last thing you
  hear is Abkadev’s wicked laughter echoing in
  your head.
  
  Page 38 ofThe Dungeon ofAbkadev
  Print & Play Adventures
  When you awake, you find yourself on an
  open plain in the middle of the day. A large orc
  war band surrounds you.
  The
  large,
  muscly
  orcs
  grip
  their
  spears
  tightly, knuckles showing white beneath their
  green skin. Giant wolves skirt the band, saliva
  dripping from their slavering fangs.
  “Terrific.” You say joylessly and sigh.
  Will you escape the savage orc war band? Will
  you find and free M’Nop the Wizard, your
  master
  and
  your
  friend?
  Will
  you
  defeat
  Abkadev and ensure the safety of all the worlds
  in the Magiverse?
  STAY TUNED FOR THE NEXT STUNNING
  INSTALLMENT:
  Escape from Ghjekl!
  The Dungeon ofAbkadev by Lancelot Squib is a Wizard's Tower Gamebooks Print & Play Adventure.
  Version 1.4 © Pieter Konink 2016-2018.
  Special thanks to Michael Reilly for his help and comments. Look for his gamebook series "Tales of Quahnarren" at http://quahnarren.com/
  Based on the 2016 One Page Dungeon Grand Prize entry "Dungeon of Abkadev" by Maezar released under the Creative Commons Attribution-
  Share Alike 3.0 Unported license.
  Art by © Heather Shinn and J.M.Woiak of the STINKYGOBLIN, 2016 and by © Jack Badashski, 2016
  This gamebook also features public domain artwork by Luigi Castellani, originally featured in the Scarlet Heroes and Silent Legion role-playing
  games by Sine Nomine Publishing.
  Discover realms of fantastical adventure at:
  http://wizards-tower.com
  
  Page 1 ofThe Dungeon ofAbkadev
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