Morn Isle

Welcome to Morn Isle, which is intended to be the first in the new series of Knight's Quest gamebooks. Currently, this series has not been implemented - this page is merely pointing out the proposed format the new gamebooks will take, and discussion is welcomed. If you have a comment, opinion or suggestion about this series, simply fill out the form at the bottom of this page, or post your comments to Moloch's Gamebook Garden. Later, I will put the character creation and combat rules on a separate page, but for the moment I have presented everything here for convenience.

Differences between Knight's Quest and Doom and Gloom
Knight's Quest Rules

Character Creation (includes classes and special abilities)
Attributes (includes Attribute Checks)
Combat (includes Missile attacks, Stealth, Armour and Weapon Rules, Wearing Uncomfortable Armor/Shields and Attribute Checks in combat)

Spellcasting (includes Spell List)

About Morn Isle
Background
Native Inhabitants
Places of Interest
Rumours

Comments/Opinions & Suggestions


Differences between Knight's Quest and Doom and Gloom
Knight's Quest uses classes, and the various attribute scores are no longer randomly determined. There is no longer a generic "Skill" score, this has been replaced by 3 different scores: Attack, Defence and Dexterity. The recovery of attributes is now allowed any time your character is able to rest, and I am working on a random encounter table. This will require the use of frames in order to be properly implemented, so those requiring a non-frames version may have trouble. Missile combat and spellcasting are now allowed (once I have finalized the magic rules). I have introduced a new attribute called Stealth which will be used to determine whether an opponent is surprised or not.

Characters created under the new system will use a slight variation on the modified Lone Wolf combat rules found in Doom and Gloom. I decided to use these rules because it allowed me to use the Attack/Defend skill combination relatively easily (yes, I know it's still somewhat confusing). As mentioned above, characters also have slightly more options in combat than in Doom and Gloom. If players want to use the old Doom and Gloom rules for Knight's Quest, they can still do so, but will need to make modifications. If there is sufficient demand, I will post my ideas for how character translation can occur.

While the game system doesn't require it, I have provided a fairly detailed story setting for the first gamebook. The details of the various areas and foes have not been specified quite deliberately in order to allow for more creativity 


Character Creation
In Knight's Quest, you select a Class you want your character to be, and this determines your character's beginning attribute scores, starting equipment and special abilities. Note: I haven't yet worked out the spellcasting system, so spellcasting classes are not yet ready for comment. The available classes are:

Barbarian Knight Ranger
Warlock Ninja Healer
Elementalist Necromancer Why these character types?

Barbarian
Barbarians have some of the best physical attributes in the game. While they can be crafty, barbarians achieve most of their success through the use of brute force. Their combat style concentrates much more on offence than defence. They can use a shield proficiently, and can comfortably wear any armour up to Chainmail and medium shield.

Attack: 5 Defence: 2 Life Points: 24
Strength: 12 Dexterity: 9 Psi: 7 Stealth: 6
Starting Equipment: Backpack, Chainmail, Two Handed Sword or Battle Axe and Medium Shield
Special Abilities/Notes:
Foraging: When in the wild and allowed to rest, the barbarian has a 1 in 3 (roll 1-2 on a d6) chance of finding a ration of food.
Minor Healing: When told to restore Life Points, add 1 extra LP for every 4 you would normally gain.
Power Blow: A successful Strength check in combat increases your attack skill by 2, not 1.

Elementalist
Elementalists are the masters of manipulation when it comes to the four elements (Earth, Air, Fire and Water). It is even claimed that advanced elementalists exist who can manipulate time/space and souls, but this has never been confirmed (necromancers consider souls to be THIER exclusive domain). Their spells are the most general of all the spellcasters, and can be used in offence, defence and non-combat situations. Their physical abilities are not so impressive, and they are not trained in the use of armor or shields.

Attack: 0 Defence: 2 Life Points: 12
Strength: 7 Dexterity: 7 Psi: 12 Stealth: 3
Starting Equipment: Backpack, Staff (requires two hands)
Special Abilities/Notes:
Elemental Empathy: The elementalist can identify how pure each form of element is, and by making a PSI check (at -3) can perform limited manipulations on an element. This allows the elementalist to identify pure water, and move nearby small rocks a short distance.
Spellcasting: Can cast Fire Blast, Create Water, Wall of Wind, Water Breathing, and Earthshake. Up to two spells can be cast before resting.

Healer
Healers are trained in the art of healing themselves and others. Those healers who have taken to a life of adventure have also learned the art of physical combat as a means of self defence, since their own spells are mostly non-violent in nature. Adventuring healers can wear Chainmail armor, but do not use shields.

Attack: 3 Defence: 3 Life Points: 15
Strength: 7 Dexterity: 7 Psi: 10 Stealth: 4
Starting Equipment: Backpack, Chainmail, Staff (requires two hands)
Special Abilities/Notes:
Healing: After each battle, a Healer can restore up to 2 Life Points lost during the battle, and when told to restore LP, add 1 extra LP for every 4 you would normally gain. This is a natural healing ability, not a spell.
Spellcasting: Can cast Healing Touch, Regeneration, Vampiric Transferance, Create Food, Cure Poison and Cure Disease. Only one spell can be cast before rest is required.

Knight
Knights are tough fighters whose combat style and abilities concentrate more on defence than offence. They can comfortably wear any kind of armour and shield.

Attack: 4 Defence: 4 Life Points: 20
Strength: 10 Dexterity: 8 Psi: 7 Stealth: 3
Starting Equipment: Backpack, Platemail, Broadsword and Large Shield
Special Abilities/Notes:
Healing: After each battle, the Knight can restore up to 2 Life Points lost during the battle, and when told to restore LP, add 1 extra LP for every 4 you would normally gain.
Defence Bonus: A successful Dexterity check during combat increases your defence skill by 2, not 1 (Defensive Parry).

Necromancer
The Necromancer is often considered to be the most morbid of all the classes, mainly because all their spells either bring the necromancer or someone else closer to death, and their most obvious spell actually gives it's subject the appearance of life. By using the Animate Dead spell, the necromancer can create a companion who will assist him in combat. Like Elementalists, Necromancers have poor physical abilities, and they are not trained in the use of armor or shields.

Attack: 1 Defence: 2 Life Points: 14
Strength: 6 Dexterity: 7 Psi: 11 Stealth: 3
Starting Equipment: Backpack, Staff (requires two hands)
Special Abilities/Notes:
Control Undead: Necromancers have a limited ability to control those undead which they have not created. The undead creature cannot be directly controlled by others, and must not be self willed. Generally, only the lowly Skeletons and Zombies are affected. The necromancer must make an initial Psi check to gain control of the undead creature, and must make another one every three rounds if he wishes to retain control.
Spellcasting: Can cast Animate Dead, Death Touch, Wraith Form and Vampiric Transferance. Only one spell can be cast before resting.

Ninja
The ninja's combat style  is remarkably similar to the Ranger's, but places even more emphasis on dexterity, stealth and surprise. Ninjas may employ poison offensively, and are also trained in the use of flares and smoke powders to distract and disable. Like the Ranger, the heaviest armour the Ninja can wear comfortably is Leather, but the Ninja is not trained in the use of any kind of shield.

Attack: 3 Defence: 3 Life Points: 15
Strength: 8 Dexterity: 12 Psi: 8 Stealth: 9
Starting Equipment: Backpack, Leather armour, Ninja-to (medium sword).
Special Abilities/Notes:
Stealth Attack: If the character makes a successful Stealth check, he adds 3 to his attack roll.
Unarmed Combat skill: The ninja can fight unarmed without penalty.
Poison Manufacture: If the ninja recognises a poisonous substance, he can turn it into an injected poison which can be used on any edged weapon (roll 1-3 on d6, on a roll of 6 an accident has occurred). This poison will activate on the first successful hit with the weapon (any attack which causes damage), and will last for 1d6 rounds, doing 2 points of damage per round automatically. If an accident has occurred, the ninja takes 1-6 points of damage (the ninja's poison resistance has been taken into account).
Poison Resistance: The ninja takes half damage from poison.

Ranger
Also known as Woodsmen, Foresters or Scouts, the Ranger's combat style emphasises manoeuvrability and speed over sheer power. Missile weapons are also preferred over melee, and Rangers are the only class to start the game equipped with a missile weapon. They are only comfortable in light, flexible armour (leather at most) and bucklers are their shield of choice.

Attack: 3 Defence: 4 Life Points: 16
Strength: 8 Dexterity: 8 Psi: 7 Stealth: 8
Starting Equipment: Backpack, Leather Armour, Broadsword and Small Shield, Longbow and 12 arrows.
Special Abilities/Notes:
Herbalism: Rangers add 2 to their Herb, Natural Poison and Fungus recognition rolls.
Hunting: When in the wild and allowed to rest, the Ranger has a 1 in 2 (roll 1-3 on a d6) chance of finding a ration of food
Missile Bonus: +2 to Attack Skill when using missile weapons. If a successful Dexterity check is made for this purpose, the Ranger gains twice the number of attacks normally permitted with missiles.
Defence Bonus: A successful Dexterity check during combat increases your defence skill by 2 (Defensive Dodge).

Warlock
Traditionally, the Warlock is a male witch, but this is not the Knight's Quest definition. Knight's Quest Warlocks are magicians trained in the art of combat. Like the Healer, they are trained in both spellcraft and combat, but their combat style emphasises offence rather than defence. They have access to some of the most powerful combat spells, and have good offensive physical capabilites, but are at a disadvantage in a long, drawn out fight.

Attack: 4 Defence: 3 Life Points: 15
Strength: 8 Dexterity: 8 Psi: 10 Stealth: 5
Starting Equipment: Backpack, Leather armour, Broad Sword, Medium Shield.
Special Abilities/Notes:
Spellcasting: Fire Blast, Force Shield, Acidic Bolt and Berserker Strength. The Warlock can only cast one spell before requiring rest.

Why these character types?
These character types were chosen because they represent the typical classes found in many Role-Playing games and were relatively easy to implement. I have considered Rogue/Thief and Monk type characters, but found that their special abilities were either largely duplicated by the other classes (Rogue/Thief) or required even more complex rules (Monk).

Each of the above character types is unique in their ability scores and special abilities. Each is intended to be "the best" in some situations/circumstances, and much worse in others, providing an overall balance. The range of character types is intended to allow each player to play their preferred type of character, emphasising their style of play.


Attributes
Attack:
This affects your character's ability to hit in combat.
Defence: This reduces your character's chance to be hit. It represents your character's base ability to dodge/block incoming attacks.
Life Points: The amount of injury your character can sustain. Normally, when your character is reduced to 0 Life Points, your character is dead.
Strength: Your character's physical muscle and power. Strength checks can be called for in a variety of different situations, and it may also be used in combat to increase your character's damage potential.
Dexterity: A measure of your character's physical co-ordination and reflexes. Dexterity checks may be called for when you wish to climb, pick locks, catch something or in a variety of other situations.  They may also be used to make your character harder to hit in combat (dodging/parrying/blocking).
Psi: Your character's mental capacity and alertness. It also represents your character's ability to resist mental control or influences. Spellcasters use this ability when casting spells. Psi checks may be called for when you have a chance to notice something obscure; recognise writing, herbs, fungi or natural poisons; in some problem-solving situations; when casting spells; or when resisting mind affecting spells/drugs. Psi checks are normally not used in combat, except when casting spells or resisting certain special attacks.
Stealth: If a creature is unaware of your presence (or is aware of you but is not watching you closely), a successful Stealth check will allow you to make a surprise attack on the creature.

Attribute Checks
The four attributes which may be checked are Strength, Dexterity, Psi and Stealth. Roll 2D6, if the current value of the attribute is less than or equal to the number rolled, the check has succeeded, otherwise the check has failed. Each time one of these attributes is checked, that attribute is temporarily decreased by 1. You can always chose not to make a check roll when you are told to (avoiding the temporary attribute decrease), but in that case your character must proceed as if he had failed the roll. Only one optional attribute check may be made every round. It is not permitted to make both a Strength Check to increase the character's chance to damage and a Dexterity Check to increase the character's defence in the same round, although either of these checks can be combined with any required roll(s) in the same round.

You can choose to rest your character at any time your character is not required to take some action (such as in combat, running to or from something, or when climbing or swimming - use your common sense). Each hour of rest restores 1 point to each of the above scores, up to their normal maximum, but for each hour your character rests, you must make a roll on the random encounter generator (unless you are specifically told the place is safe for resting in). If the random encounter generator indicates an actual encounter, you lose all the benefits of resting for that hour and you will need to fight - it's not safe to rest in some areas! Some potions (and other things) may also restore these attributes without the need for rest, and have even been known to permanently increase their normal maximum value and/or temporarily allow the attribute to exceed it's normal maximum. Be warned, some of these items can also reduce attributes - sometimes temporarily, often permanently.


Combat
Combat is broken up into a number of different parts, or phases. In the first phase, the character can launch a Missile Attack (or attacks) if the character has the right equipment and wishes to do so. If the character elects not to make a missile attack, and the creature was not previously aware of the character's presence (or was not paying attention to the character), the player can make a Stealth check to see if the character can make a surprise attack on the creature. Normal melee is the last phase of combat, and will continue until one or the other of the combatants retreats, surrenders or is killed.

Missile Attacks
Missiles can be fired before combat actually begins if your character has a missile weapon (and ammunition if appropriate). Doing so prevents the character from making a surprise attack, but does grant at least 1 free attack without reply (unless the creature fired upon also uses a missile attack). Rangers who successfully make a Dexterity check can make 2 free missile attacks.

Stealth
If the character has not launched a missile attack, and the creature you wish to attack is unaware of your presence (or is not paying attention to you) you can elect to sneak up on a creature and attack it from surprise. To do this, you must make a successful Stealth check. This enables your character to make 1 attack with no retaliation, and add a temporary +1 to your character's attack skill for 1d3 combat rounds. If the Stealth roll fails, you have made sufficient noise for the creature to notice your approach, and normal melee combat begins. If your character is wearing armour, it will reduce your characters effective Stealth. See the Armour and Weapons section for details.

Normal Melee
Roll 2d6. Add your Attack Ratio to determine how much damage you have done to your opponent (on Attack row). Add your Defence Ratio to determine how much damage your opponent has done to you (on Defence row).
Attack Ratio: Your Attack - Opponent's Defence.
Defence Ratio: Your Defence - Opponent's Attack

Combat Result: Roll 2d6, and add Attack/Defence Ratio. Repeat until either you or your opponent(s) are killed.
Result -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Attack 0 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 K
Defence K 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0

Strength Checks: A successful Strength Check increases your effective Attack Skill by 1. A failed check reduces your effective Attack Skill by 1. Both effects last for 1 combat round.
Dexterity Checks: A successful Dexterity Check increases your effective Defence Skill by 1. A failed check reduces your effective Defence Skill by 1. Both effects last for 1 combat round.
Special Results: A "K" result means either the death of your character or all your remaining foes. However, the text may include other special results when you get a certain combat result. For example, a poisonous creature may inject poison on any combat result of 4 or less. Or your opponent may have a weakness in it's defence, resulting in it taking extra damage or even death when the combat result reaches or exceeds a certain amount. This could even apply to specific combat results (eg you need to get a combat result of "9" exactly to get the special result - this could represent hitting the weakness in Achilles' heel).

Armour and Weapons
Armour and Weapons usually increase your character's effective Attack or Defence Skill. Some may have other effects instead/as well. Fighting without a weapon decreases your Attack Skill by 2 (except for ninjas).
* Small blunt weapons decrease your Attack skill by 1. Rocks and boxing gloves fit this category.
* Small sharp weapons and medium blunt weapons are assumed to be the default. They neither increase nor decrease your character's attack skill. Daggers and clubs are good examples of this type of weapon.
* Medium sized sharp weapons and large or heavy blunt weapons add 1 to your character's Attack skill. Most swords and battleaxes fall into this category, as do maces, staves and sledgehammers.
* Large sharp weapons and large, heavy blunt weapons add 2 to your character's Attack skill - but require two hands to use and prohibit the use of a shield.Two handed Swords and Pole weapons (including Lucerne Hammers) fit into this category.

* Leather armour increases your Defence Skill by 1, but reduces your maximum Stealth score by a similar amount.
* Chainmail increases your Defence Skill by 2, while decreasing your maximum Stealth by 2.
* Platemail increases your Defence Skill by 3 and reduces the amount of damage taken when injured by 1. It is also very noisy, and reduces your maximum Stealth by 4.
* Small Shields increase your Defence Skill by 1, but have no effect against Missile attacks.
* Medium Shields increase your Defence Skill by 1 against all types of attack.
*Large Shields increase your Defence Skill by 1 in melee combat, and by 3 versus missiles.

Using uncomfortable armor and shields
Each character type is only comfortable in certain kinds of armor and using some shields, except the Knight who can comfortably wear any armor. This doesn't mean that the character can't use these items, but he will suffer some penalties for doing so. Note that the penalties for using uncomfortable armor is cumulative with those for using uncomfortable shields, so even if you are prepared to accept one set of penalties, you may not want both. Stealth penalties are also cumulative with the normal stealth penalties for that type of armor. These penalties will lower the maximum value of the attributes they effect, a penalty which can only be removed by removing the uncomfortable items.

Comfortable in\Wearing Leather Chain Platemail
None -1 Dex and Stealth -1 all attributes, -1 Attack -2 all attributes, -1 Attack
Leather N/A -1 Dex and Stealth -1 all attributes, -1 Attack
Chain N/A N/A -1 Dex and Stealth, -1 Attack
Plate N/A N/A N/A
 
Comfortable Shield\Using Small Medium Large
None -1 Attack -2 Attack, -1 Dex -3 Attack, -2 Dex, -1 Strength
Small N/A -1 Attack -2 Attack, -1 Dex
Medium N/A N/A -1 Attack
Large N/A N/A N/A

Fighting Multiple Opponents: If you are fighting multiple opponents, you will see an entry like the one below:
Huntsman and 2 Dogs: Skill: 14/12/11 Life Points: 6/6/12.
This means that the skill of all three opponents combined is 14. When you kill one opponent, it drops to 12, and the last foe has a skill of 11. The Life Points entry is for each foe individually, so your first and second foes have 6 Life Points each, while your third foe has 12. You must kill your foes in the order presented, unless otherwise specified. If you kill an opponent by obtaining a damage result (some number between 1 and 7), then any remaining damage is not transferred to your next foe. However, if you kill your opponent with a "K" result, all remaining foes in this combat are also killed. You will only obtain a "K" result if your combat ratio is 3 or more.

Spellcasting
Each time a spell is cast, make a Psi check. If it fails, your character has failed to cast the spell successfully, otherwise the spell is cast with normal effects. All spellcasters can cast a spell a certain number of times, and then require rest. One hour of uninterrupted rest will restore full spellcasting ability, as well as granting the usual benefits.

Spell List
These are the spells available to spellcasters at the start of the game. Your character may find other spells during the course of the adventure. There are also minor spells which your character is capable of, but are too insignificant to list here.

Acidic Bolt Animate Dead Berserker Strength Create Food
Create Water Cure Disease Cure Poison Death Touch
Earthshake Fire Blast Force Shield Healing Touch
Regeneration Vampiric Transferance Wall of Wind Water Breathing
Wraith Form Working with Spell Effects Why these spells?
Spell Name Casting Effect
Acidic Bolt This spell covers the target in acid. This is sufficient to disolve the locks on most doors, or can do 3 points of damage to a creature for 4 rounds. The acid can be washed off with water, and some creatures are resistant to acid.
Animate Dead Each casting of this spell causes 3 Life Points of (temporary) damage to the caster, and can be cast either on skeletons or freshly killed corpses - the skeleton/body must be whole. The spell will animate the skeleton/body, which will assist the caster in a fight. A small (1/2 man size) skeleton will add 1 Skill point and has 12 Life Points, a medium (roughly man-sized) skeleton adds 2 Skill points and has 8 Life Points, and a large (1 1/2 times man-sized) skeleton adds 3 Skill points and has 4 Life Points. Freshly killed (within 24 hours) corpses add an extra 4 Life Points. The reduction in Life Points with larger corpses is due to the weakening of the spell effect. The animated corpse will automatically place itself between it's creator and any attacker, and will be the first to be attacked.

Only one animated corpse can be actively controlled at any one time, but a corpse can be animated and told to guard a certain position without requiring active control (and can be used to guard their creator while he/she rests). A single necromancer can create an unlimited number of animated corpses and leave them on guard duty, but they will not travel with the necromancer as he/she moves. The undead which are created are not self-willed, and do not possess any intelligence in the normal sense. They will respond to any intruders in the area they are guarding, and will follow orders if under active control, but will do so unintelligently. If they are attacked and have no orders to defend themselves or guard an area, they will not respond, and they will always take the most direct route to attack an enemy.

Berserker Strength Temporarily increases the caster's current strength by 3 (even beyond maximum), and if a strength check is successfully made in combat, it will increase the caster's attack skill by 2. The spell lasts for 5 rounds after casting (long enough for most combats, and the enhanced strength can be used for breaking doors etc). When the spell ends, the caster's current strength is reduced by 4.
Create Food Creates enough food to sustain one person for one day. While the food is nutritious, it is not especially tasty, and prolonged use of this spell will make the caster unhealthy. Water is not created by this spell.
Create Water Creates roughly 4 gallons (approx 20 litres) of pure water. This is sufficient to put out small fires, and is more than enough to quench the thirst of a small group of thirsty people.
Cure Disease Cures most diseases, but not the damage caused by them.
Cure Poison Removes the effects of most poisons, but will not heal damage caused by poison.
Death Touch Surrounds the caster's hands in an chilling, eerie light blue globe of force which dissipates the first time the caster touches someone or after 3 rounds (whichever comes sooner). The spell temporarily adds 4 to the caster's current attack strength (which cannot be combined with strength checks). On a successful hit, the spell inflicts 50% more damage than it normally would. Casting this spell temporarily drains the caster of 4 Life Points, and the spell is completely ineffective against non-living beings (including undead).
Earthshake Creates a short duration, localized earthquake. Anyone in the centre of the effect of the spell will fall over and become disorientated for 1d3 combat rounds (during this time, these creatures can be attacked with +1 to attack skill). If cast in an underground or mountainous environment, it may also cause landslides. This spell has no effect on flying or spectral creatures.
Fire Blast Causes 8 points of damage in a five foot diameter radius, and an extra 4 points of damage in the next 5 feet. In most cases, this means 8 points of damage to the creature targeted, and 4 points to any nearby creatures (very large creatures may be the only creatures affected, but will take 12 points of damage, and many small creatures in a tight group may take full damage). This spell is useless underwater, and some creatures resist fire (fire elementals are actually healed through the use of this spell).
Force Shield Creates an ambient force around the caster for five rounds. During this time, the caster cannot be hit by normal missiles, and his defence is increased by 3.
Healing Touch Instantly restores 8 Life Points to the caster.
Regeneration Restores 3 Life Points to the caster each round for 4 rounds.
Vampiric Transferance Causes 6 Life Points damage to an opponant, and grants 3 Life Points to the caster at the same time. Not effective against non-living opponants (including undead creatures)
Wall of Wind Creates a fiercely blowing gust of wind moving in the direction the caster specifies and lasts for 5 rounds. This is sufficient to blow out small fires, and may even change the direction of travel of larger ones. More importantly, most missiles are affected by this wind and will not hit the caster, small and flying creatures cannot advance against the wind, and man sized creatures will take 2 rounds to reach the caster if moving against the wind (and can be fired upon if the caster has missile weapons). Large and very heavy creatures can move normally against this wind.
Water Breathing This spell allows the caster to breathe normally while underwater and lasts for up to 3 hours or until the caster leaves the water (whichever is sooner). Provided the caster can find an area which isn't too turbulent, he/she can even rest while underwater.
Wraith Form Causes the caster (and items the caster is carrying) to become immaterial, and enables the caster to fly. The spell has very limited duration (only 3 rounds), and causes the caster 4 Life Points (temporary) damage. While under the effects of this spell, the caster cannot make any physical attacks, or be attacked physically.
Working with Spell Effects Some spells may have unusual effects in some circumstances, or provide results which aren't specifically catered for in the storyline. The Wraith Form spell is a typical example. It allows your character to fly and pass through doors and blocked passageways (theoretically the character could also pass through walls, floors and ceilings, but this would be too difficult to deal with). In these cases, proceed as if your character had unblocked the passageway or unlocked the door, but remember you can't go back without dealing with the obstacle. A wraithformed character may also pass over traps and crevices without harm, but you can only pass over a crevice if this is also possible by other means within the storyline.

The key point about working with spells in Knight's Quest is that you must use your common sense. If your character has cast a spell which you think should have a certain effect, take the closest option presented in the storyline.

Why these spells? These spells were chosen because I felt they would be the most easy to implement (wraith form is a borderline case). I also considered other spells (such as Feign Death), but I felt the practical implementation of these spells would be too difficult in a gamebook. I will happily entertain other spell suggestions, provided they can be easily used within a gamebook format.

Morn Isle
Background
Morn Isle lies close to the mainland, and was once connected to it by bridge. The dominant feature of the island is a small, semi-dormant volcano. It has only erupted once in the last 300 years, but there has been sufficient activity (noises, smoke and some minor earth tremors) to make the locals nervous about living there. The inhabitants of the nearby fishing village of Tragen prefer to use the island as a cemetery (hence it's name).

About 50 years ago, the Archmage Malren moved onto the island to conduct some magical experiments, and things began to change. The island became populated with strange monsters, either brought to the island by the wizard or created by his experiments. It became dangerous for the villagers to travel to the island, and a new cemetery was created on the mainland. The village priest remained on the island, but it is said that he has gone mad. The bridge to the island was destroyed after one of the monsters from the island used it to travel to the village and wreak havoc on it's inhabitants.

A deputation of villagers was chosen to ask Malren to cease his experiments on the island. Only one returned. He claimed that the wizard could not be found, but the monsters on the island were running rampant and had killed all the others. Shortly after this he went mad, and was never seen again. Since that time, no-one from Tragen has ever ventured onto the island, although  a close watch has been kept on the activities on the island and many strange sights and sounds have been noted.

Lately, a new threat has presented itself. An entire fishing boat with it's entire crew have gone missing, the only clue to the disappearance some wreckage which showed up several days later. Several strange creatures have been seen in the sea near the island, although none have been reported near the mainland, nor do they appear to be taking an interested in the villager's fishing boats (so far). The most disturbing event has been the mysterious disappearance of several villagers from their homes. No-one has seen anything, but one unusual footprint has been found. The villagers of Tragen are certain that their problems stem from Morn Isle. That's where you come in...

The villagers have posted a reward for the person who can help them out in their hour of need. While not a sizeable amount, it represents the accumulated wealth of the entire village. More importantly, it is apparent that unless this situation is resolved, it could lead to more widespread problems. You decide to devote your time and skills to helping the villagers out (ok, so things have been dull lately).

Native Inhabitants
There were few dangerous creatures native to the island prior to the arrival of Malren. Since his arrival, the following creatures have been (reportedly) sighted:

Places of Interest
kq1.jpg (31504 bytes)
You can also view the alternative map provided by ffbooks.

1. Destroyed Bridge
This bridge was destroyed long ago. The bridge is the closest point on the island to the mainland, and is the only site on the island the fishermen dare approach with their boats.

2. Grim Marsh
Once a fertile piece of farmland, Grim Marsh has become a swampy morass. Insects swarm in clouds around the area, and it looks like a very unhealthy place to leave.

3. Old Cemetery
This abandoned graveyard is rumoured to contain more than just tombstones. The previous village priest is said to remain here, raising an army of the undead.

4. Shadow Forest
This place teams with life, but maybe not as you know it. Practically everything in this forest (including the plants) seems to regard you as the source of its next meal....

5. Dormant Volcano
The wizard Malren is said to reside somewhere around here - possibly even inside the volcano itself! It is also said that an ancient red dragon has made it's lair here - a rumour sworn to as fact by many villagers, and scornfully denied by just as many others.


Rumours

Heres where any rumors not already mentioned above can be found. I'm leaving this area free for suggestions by club members. Remember, rumors (like much of the information presented above) are hearsay evidence, and could prove to be falso or misleading.


Comments/Opinions & Suggestions

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