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Fortress of Terror

Fortress of Terror Rulebook

Table of Contents

Table of Contents

  • Roll-With-It System: Basic Game Rules
    • The Game System
    • Basic Game Round
    • Game Goal
    • Basic Components
    • Basic Game Setup
    • I. Roll Dice
    • II. Activate Dice
    • Blocked Spaces and Barriers
    • Crumbling Paths
    • Teleporters
    • Using the Luck Die
    • Discard the 4th Movement Die
    • Traps
    • Trapped
    • III. Enemy's Power
    • IV. Impending Doom
    • Collecting Items
    • Relics
    • End of a Chapter
    • End of the Game
    • Tracking Your Progress
    • Basic (B) Relics
  • Print-and-Play Suggestions
    • What is a Print-and-Play Game?
    • Game Components that You Provide (PnP Version)
  • Fortress of Terror Adventure Module
    • Chapter One: Bram's Garden
      • Chapter One: Components
      • Chapter One: Chapter Goal
      • Chapter One: You Lose the Game If
      • Chapter One: Setup
      • Chapter One: Collectable Items
      • Chapter One: Game Round
      • Chapter One: Blocked Spaces and Barriers
      • Chapter One: Ending Chapter One
      • Chapter One: Important Strategy Notes
    • Chapter Two: Bram's Crypt

Roll-With-It System: Basic Game Rules

The Game System

The Roll-With-It system is a modular roll-and-write adventure game system designed around a core set of rules, creating endless possibilities for adventure.

Basic Game Round

I. Roll Dice II. Activate Dice III. Enemy's Power IV. Impending Doom

Game Goal

A game is an entire adventure module that consists of multiple chapters, or sections. Complete each chapter according to that chapter's goals. Each chapter also has its own loss conditions.

Each adventure module will build upon the basic rules set and have additional rules that apply specifically to that module.

Basic Components

  • 4 Movement Dice (d6)
  • Doom Die (d12)
  • Luck Die (d4)
  • Pencil
  • Blue d6
  • Red d6
  • 12 Basic Relic Cards

Basic Game Setup

You will always need an Adventure Sheet and the basic components for each game. Each module will otherwise have its own unique setup rules.

I. Roll Dice

Roll all dice in your Dice Pool (Movement Dice & Luck Die, plus any additional dice needed for the module).

II. Activate Dice

One at a time, activate your available dice. For each Movement die, make one move by moving that exact number of spaces in a single orthogonal (NSEW) direction - no diagonal moves. You must be able to move the full amount shown on the die - no more, no less. You cannot move through a Blocked space or a Barrier (see Blocked Spaces and Barriers).

After activating a die, it is now Spent. Remove it from your dice pool (but not from the game). Spent dice are typically added back into the Dice Pool at certain times.

Other dice can allow you to take special actions, such as combat. If you ever cannot activate a die legally, this results in becoming Trapped and losing the game.

Sample Movement: You (X) have activated a "2" Movement Die. Legal moves are west (collecting a Relic) and east (moving through a Trap). You cannot move north or south because a Wall would interrupt your movement.

Blocked Spaces and Barriers

Blocked spaces are those that are occupied entirely by an unmovable object or Crumbling Paths (see Crumbling Paths).

Some types of objects positioned between spaces block movement, such as walls and the edge of the map - these are called Barriers. Barriers prevent movement into a space. If a Barrier interrupts a single movement, you cannot perform that movement at all.

Each module's specific rules will state which items are Blocked spaces or Barriers. All other objects on the map (such as Traps and Relics) do not interrupt movement, and may be moved through continuously - but you must trigger such objects' effects as you enter/pass through them.

Sample Teleporter Use: You have activated a "6" Movement Die. Normally, you must only move in one direction for the full amount. However, you plan to enter a Teleporter, requiring you to "split" the movement. First, you move 4 spaces south (see Traps), ending on the "A" Teleporter. Your 5th point of movement is to move to the destination "A" Teleporter in the upper right corner. Finally, you change your direction of movement and head east with the remaining 1 point of movement.

Crumbling Paths

Each adventure module pits you against an arch enemy that you must overcome. In an effort to hinder your movement, your enemy will somehow cause the ground or floor to crumble away behind you after each step into a dark, bottomless void. Therefore, you can never reenter a space that you have already been - these previously-entered spaces are Crumbling Paths and are considered Blocked spaces.

Note: There are special instances (such as Relic powers) that may allow you to cross back over areas with Crumbling Paths. When doing so, treat these spaces as empty - all items have already been collected, teleporters used, traps sprung, etc.

Teleporters

If you enter a Teleporter space (A), you MUST use the teleporter when you continue movement.

  • Moving into a Teleporter space takes one point of movement (as any other space).
  • Your very next point of movement (with the current die, or if completed, the next Movement Die) will be to the Teleporter space of the matching letter (A goes to the other A, etc.). Moving to the matching Teleporter destination space counts as one point of movement.
  • From the destination Teleporter, you may continue movement in any direction - it can be different from the direction you were moving when entering the Teleporter.

Using the Luck Die

The Luck Die can mitigate your Movement Dice results. Using the Luck Die is optional, but you may only use it once per round. Before activating a single Movement Die, you may ADD or SUBTRACT the Luck Die value to the Movement Die. Then move the adjusted amount of spaces.

Examples: Movement Die 6 + Luck Die 4 = 10, OR Movement Die 6 - Luck Die 4 = 2.

It is legal to subtract the Luck die from a Movement Die of the same or lower value, resulting in a "0" movement.

Discard the 4th Movement Die

You must activate any three of the 6-sided Movement Dice each round. The 4th die must be discarded without activating it.

Traps

Traps do not hinder your movement, but instead increase Terror. When moving into or through a Trap space, simply keep moving - but you have sprung that Trap. Immediately tick the next box on the Terror track for each Trap you spring. The moment you must tick the final box (the skull), then the horrors of the Fortress of Terror have trapped you within its walls...forever...and you have lost the game.

If you have a special ability active that allows you to ignore Traps during that movement, do not adjust the Terror track.

Trapped

If you ever cannot legally move, then you have become trapped in the Fortress of Terror and you instantly lose the game.

III. Enemy's Power

Now your enemy will exert its power in an attempt to thwart your quest in some way. Look at the current face of the Doom die and execute the effects as stated in the specific rules for your adventure module.

IV. Impending Doom

The impending Doom from the forces of evil increases at the end of each round, changing the face of the Doom die. Rotate the Doom die to the next higher consecutive number. If already at the highest number on the die (12), rotate it back to the "1" face. This new number marks the focus of the effect of the next Enemy's Power phase.

In some cases, additional events may happen, as outlined by your adventure module.

Collecting Items

When moving, you have the ability to collect items that you move into/through. This is done instantly when entering a space with an item. When collecting an item, simply mark it appropriately on your Adventure Sheet, or in the case of a Relic, draw a Relic card from the Relic deck. If using a special ability (such as a Relic power) to collect an item, circle the item on your Adventure Sheet to indicate that it has already been collected.

Relics

When moving into or through a Relic space, complete your movement, then collect the Relic by drawing a Relic card from the top of the Relic deck. Place this card faceup in your play area as a reminder that you now possess this Relic. Each Relic that you collect has a unique power that you can choose to use once per chapter. You can choose to activate a Relic at any time during the Activate Dice phase.

When used, a Relic's power either takes effect immediately, or affects the next Movement Die activation. When using a Relic, flip the Relic card facedown as a reminder that it has been used for this chapter (you will flip it faceup again to be reused at the beginning of each chapter). You may use more than one Relic at a time, and the effects can be stacked.

Relic powers are strong, and can make all the difference between success and failure. Basic Relics are available in all modules and chapters (unless noted otherwise), and adventure modules will sometimes add additional Relics.

See the end of this rulebook and individual module rulebooks for a useful chart referencing the Relics and their powers.

Relic card layout: RELIC NAME; RELIC POWER DESCRIPTION; RELIC SET SYMBOL (Basic cards are used in every game. Module-specific cards have their own symbols).

End of a Chapter

Adventure modules are made up of multiple chapters, or sections. Each chapter ends when the chapter's rules say that it does. This is when the chapter winning conditions have been met, or when you meet one of that chapter's "Lose the Game" criteria.

End of the Game

The game ends in one of two ways: (1) you lose during a chapter or (2) you meet the winning conditions for the adventure module. If you win the game, you will be given a Title based on your performance (usually a numerical score). You can then write this title on your game sheet next to your character's name to celebrate your growing reputation!

Scoring occurs differently for each module, but typically happens at the end of the game, and only if you achieve the winning conditions.

Tracking Your Progress

The Adventure Sheet not only contains the maps you need for your adventure, but also offers a convenient way for you to manage your progress throughout the game, from chapter to chapter. Each chapter will have its own specific instructions for recording your progress.

Good luck adventurer!

Basic (B) Relics

  • Agility Necklace: During a single movement, you may change directions any number of times.
  • Eagle Feather: During a single movement, may move over any number of Crumbling Paths, but you must end in an unlocked space.
  • Frog Boots: Move up to 6 spaces in a single direction for free (cannot combine with the Luck Die).
  • Image Mirror: Copies the power of any one used or unused Relic you already possess.
  • Luck Ring: Reroll any number of dice in your Dice Pool once OR change one die in your Dice Pool to any number.
  • Magic Boomerang: Collect one object within two orthogonal spaces. Ignore blocked spaces and Barriers (except map edges).
  • Phase Belt: During a single movement, move through all Barriers (except map edges) as if they do not exist.
  • Recall Scarf: Move immediately to an unblocked space adjacent to any Crumbling Path (previously visited space). Ignore Barriers.
  • Restoration Gem: Make a Lost Relic or Lore Stone available again. In Bram's Tower, erase 1 blocked space in Bram's Chamber.
  • Rogue Cloak: During a single movement, ignore all Traps (do not add to the Terror Track).
  • Speed Gloves: You may use up to all Movement Dice this round (need not discard any).

Print-and-Play Suggestions

What is a Print-and-Play Game?

A print-and-play game allows you to download the game files and print them on your home printer or at a local print shop. After printing the game on paper or card stock, the cards are cut out according to the instructions on the PDF card sheets. Multiple versions of the cards may be present to adjust to multiple print-and-play build preferences. Additionally, low-ink versions of the files are also included as an ink-saving option.

With a print-and-play copy of Fortress of Terror, you will receive a PDF file or files containing the following:

  • Tutorial Map
  • Roll-With-It System Rulebook
  • FoT Rulebook
  • FoT Adventure Sheet (double-sided)
  • 12 Basic Relic Cards (Fantasy deck)
  • 5 x FoT Relic Cards

Rules/Adventure Sheet Options:

  • View on a PDF viewer or editor, such as Sketch.io
  • Print high quality, greyscale, or low ink versions (included)
  • Adventure Sheets can be laminated or placed in plastic sleeves and marked using a dry/wet erase marker
  • All should print fine on either A4 or Letter-sized paper

Card Options:

  • Print high quality, greyscale, or low ink versions
  • Print on cardstock for durability
  • Place in card sleeves

Game Components that You Provide (PnP Version)

  • Erasable Pen, Pencil, or Dry/Wet Erase Marker
  • 4 Movement Dice: d6 (white or ivory)
  • Luck Die: d4 (any color)
  • Doom Die: d12 (any color)
  • Combat Die: d6 (red)
  • Orb Die: d6 (blue)

"d#" = the number of sides on the die.

Fortress of Terror Adventure Module

Your small hamlet of Felwort is threatened by a foreboding tower emanating a mysterious evil power. Legend says that an evil warlord once lived in the tower, terrorizing the realm. There are whispers that this warlord, known as Bram, has somehow returned, and YOU have been chosen to go to the tower and stop this threat. Within the garden outside Bram's Tower lies the key to stopping him - the ORB of ICE. If you can navigate the eerie crypt beyond the garden and find a way to enter Bram's Tower, you may be able to save your town. But those who enter the Fortress of Terror never return...

You may play the tutorial before playing Chapter One.

Chapter One: Bram's Garden

You exit the eastern edge of the forest and, sprawled out between you and the Dark Mountains, is the nightmarish Fortress of Terror. The hill you now stand on overlooks the ancient, overgrown Garden. Beyond the Garden, a graveyard of stones and rubble is the only pathway to the foot of the looming Tower - and, unfortunately, your destination. The gates to the Garden have been long since shut and sealed, whether by age or something else, you do not know. However, you have spotted a large tree growing up near the Garden, its giant boughs stretching far out over the Garden and creaking in the foreboding wind that cuts across the plain. Climbing the tree should be easy, and you can drop right down into the middle of the Garden...

Chapter One: Components

  • FoT Adventure Sheet (Side 1)
  • 4 Movement Dice (d6)
  • Luck Die (d4)
  • Doom Die (d12)
  • Pencil
  • 12 Basic Relic Cards

Chapter One: Chapter Goal

  • Collect as many Relics as you can.
  • Collect the Orb of Ice.
  • Escape through the Gates (leave the map via one of the spaces with an arrow).

Chapter One: You Lose the Game If

  • The Terror Track reaches the skull.
  • You are unable to make any legal move.
  • You leave the map without collecting the Orb of Ice.

Chapter One: Setup

  1. Place the Fortress of Terror Adventure Sheet in front of you with Side 1 (Chapter One) face up.
  2. Name your hero in the blank provided on the Adventure Sheet. Your hero's Title will be determined by your score at the end of the game.
  3. Prepare the Dice Pool consisting of the four Movement Dice and the Luck Die.
  4. Roll the Doom die, then place it on the DOOM space of the Adventure Sheet.
  5. Shuffle the Relic Deck and place it facedown.
  6. You begin your adventure on the "Start" space.

Chapter One: Collectable Items

  • Relics: Relics in this chapter are marked with a number. See Bram's Power below for details.
  • ORB of ICE: you must collect the Orb of Ice once during the chapter. The map contains 12 Orb Locations. Each round, the Orb will transport itself to the Orb Location that shares the same number as that currently shown on the Doom Die. You may only collect the Orb of Ice on its current Orb Location. When you collect the Orb of Ice, check the Orb of Ice Collected box on the Adventure Sheet.

Chapter One: Game Round

I. Roll Dice: Roll all of the dice in your Dice Pool (not the Doom die).

II. Activate Dice: Perform this phase according to the Basic Rules.

III. Enemy's Power: Destroy (place an X over) the uncollected Relic that shares the same number as that shown on the Doom Die - this Relic is now Lost and can never be collected. If you have already collected this Relic, nothing happens.

IV. Impending Doom: Perform this phase according to the Basic Rules.

Additional Effect: Tick the next box on the Terror track. When you tick the skull, you have lost the game.

Chapter One: Blocked Spaces and Barriers

  • Blocked spaces: Lost Relics (an X over a Relic), Crumbling Paths
  • Barriers: Walls, Map edges

Chapter One: Ending Chapter One

If you have collected the Orb of Ice and have reached the Gates before the TERROR track has reached the skull, you have escaped the Garden!

Do not complete any more phases of the round, and ignore any remaining movement points.

Make sure you have ticked the Orb of Ice Box on your Adventure Sheet if you collected it (if not, you have lost). Do not remove the Doom Die from the Adventure Sheet - it remains on its current face to begin the next chapter.

When activating a Movement Die to EXIT the Garden, you do not need to use all of the movement points on that die. Also, once you have exited the Garden, any additional Movement Dice you have not used are ignored. After moving through the Gates, the chapter immediately ends - do not perform any further phases of the round.

Chapter One: Important Strategy Notes

  • The more Relics you collect here, the better things will go for you in the adventure, and you will need as many as possible to defeat Bram at the end.
  • You can't have everything. Sometimes letting a single Relic become Lost can enable you to gain 3 other Relics later.

Chapter Two: Bram's Crypt

You pass through the creaking gates just before they slam shut behind you with a rusty clang. Firming your resolve, you step forward into the evening mists permeating the blasted landscape before you that once served as a courtyard surrounding the tower. The tower itself looms before you, and you wonder how you will gain entry into its forbidding halls. Suddenly, the ground underneath you gives way and you tumble hopelessly into the darkness. Somehow, you are unscathed, and as you gain your bearings, you can see in the dim light that you are in an underground crypt. A strange diagram is scrawled on the floor beneath you, depicting what looks like 4 antique locking mechanisms and 4 pale green stones. Terror begins to grow within you moment by moment...will you ever escape?

Chapter Two: Components

  • FoT Adventure Sheet (Side 1)
  • 4 Movement Dice (d6)
  • Luck Die (d4)
  • Doom Die (d12)
  • Orb Die (d6)
  • Pencil
  • 12 Basic Relic Cards
  • 2 x FoT Relic Cards

Chapter Two: Chapter Goal

  • Collect as many Lore Stones as you can.
  • Unlock (move onto/through) each of the four Lock spaces while holding at least one Lore Stone numbered within the range depicted on the Lock. Upon unlocking the fourth Lock, you immediately escape.

Chapter Two: You Lose the Game If

  • The Terror Track reaches the skull.
  • You are unable to make any legal move.

Chapter Two: Setup

  1. You will now use Chapter 2 on the Adventure Sheet.
  2. Prepare the Dice Pool consisting of the four Movement Dice, Luck Die, and the Orb Die.
  3. The Doom die remains on the DOOM space with the same number it had at the end of Chapter 1.
  4. Flip all your Relics in hand faceup to be used again.
  5. Add the Knock Stone and Morphing Rod Relics to the Relic deck, shuffle and place it facedown.
  6. You begin your adventure on the "Start" space.

Chapter Two: Collectable Items

  • Relics: these are no longer numbered, and no longer affected by the Doom Die. When collected, draw a Relic card as usual.
  • Lore Stones: much like Relics in Chapter One, you may collect a Lore Stone that is not yet lost at any time. Mark the number of each Lore Stone that you collect on your Adventure Sheet.

Chapter Two: Game Round

I. Roll Dice: Roll all of the dice in your Dice Pool.

II. Activate Dice: Perform this phase according to the Basic Rules.

III. Enemy's Power: Destroy (place an X over) the uncollected Lore Stone that shares the same number as that shown on the Doom Die - this Lore Stone is now LOST and can never be collected. If you have already collected this Lore Stone, nothing happens.

IV. Impending Doom: Perform this phase according to the Basic Rules.

Additional Effect: Tick the next box on the Terror track. When you tick the skull, you have lost the game.

Chapter Two: Blocked Spaces and Barriers

  • Blocked spaces: Lost Lore Stones (an X over a Lore Stone), Crumbling Paths
  • Barriers: Walls, Map edges, Closed Doors

Doors may be opened and moved through. When adjacent to a Door (but not while moving), you may open it by activating any die in your pool and drawing a slash through it to show it is open.

The Orb Die may be activated during the Activate Dice phase to immediately move to the Teleporter matching the number on the die.

Chapter Two: Ending Chapter Two

If you have unlocked all four Locks before the TERROR track has reached the skull, you have escaped the Crypt!

Make sure you have checked off all Lore Stones you have collected on your Adventure Sheet for scoring purposes. Do not remove the Doom Die from the Adventure Sheet - it remains on its current face to begin the next chapter.

When activating a Movement Die to move into/through the final Lock space, you do not need to use all of the movement points on that die - the move is simply interrupted and you stop immediately, ending the Chapter. Do not perform any further phases of the round.

Chapter Two: Important Strategy Notes

  • Lore Stones represent Bram's Life Force. The more Lore Stones you collect here, the stronger you will be (and the weaker Bram will be) in the final battle.

Chapter Three: Bram's Tower

You suddenly find yourself in the middle of a very large, dark room. How you got here, you'll never know. The ancient stone walls of this square room reflect the eerie blue from the light of the Orb of Ice, which is glowing more brightly than ever before. Could it be that you are inside Bram's Tower itself? The very foot of the tower, in fact. Looking around the dark room, and determined to not think about what lies in the shadows, you look for a way out of the room. There are no stairs, but the familiar shimmer of teleporters and the hopeful glow of the Orb give you purpose. Strange grunts and growls echo through the halls - you most certainly are not alone.

Chapter Three: Components

  • FoT Adventure Sheet (Side 2)
  • 12 Basic Relic Cards
  • 4 Movement Dice (d6)
  • Luck Die (d4)
  • Doom Die (d12)
  • Orb Die (d6)
  • Combat Die (d6)
  • Pencil
  • 5 x FoT Relic Cards

Chapter Three: Chapter Goal

  • Collect all three Keys to unlock Bram's Chamber.
  • Defeat as many Monsters as you can. Each one killed will weaken Bram for the final battle.
  • Enter the Stairs on the 3rd Level with all Keys.

Chapter Three: You Lose the Game If

  • The Terror Track reaches the skull.
  • You are unable to make any legal move.
  • You move onto the Stairs without all three Keys.

Chapter Three: Setup

  1. You will now use Chapter 3 on Page 2 of the Adventure Sheet.
  2. Prepare the Dice Pool with: the four Movement Dice, Luck Die, Orb Die, and Combat Die.
  3. The Doom die remains on the DOOM space with the same number it had at the end of Chapter 2.
  4. Flip all your Relics in hand faceup to be used again.
  5. Add the Fate Dagger, Portal Hood and Smiting Sword Relics to the Relic deck, shuffle and place it facedown.
  6. You begin your adventure on any "Start" space.

Chapter Three: Collectable Items

  • Relics: these are no longer numbered, and no longer affected by the Doom Die. When collected, draw a Relic card as usual.
  • Keys: you must collect all three.

Chapter Three: Blocked Spaces and Barriers

  • Blocked spaces: Crumbling Paths
  • Barriers: Walls, Map edges, Closed Doors

Chapter Three: Game Round

I. Roll Dice: Roll all of the dice in your Dice Pool.

II. Activate Dice: Perform this phase according to the Basic Rules.

The Combat Die is considered an additional Movement die, but carries with it the power to defeat (move through) Monsters. If you enter a space with a Monster, you lose the game. If you are moving using the Combat Die, the Monster is defeated and you may continue moving normally.

When you move onto a space occupied by the Stairs, immediately stop moving and the chapter ends. If you move onto the Stairs without having all three Keys, you have lost!

III. Enemy's Power: The Combat Die gives you a fifth die available for movement. However, using it counts as one of the three allowed movements, with two dice remaining after the Activate Dice phase instead of one.

For the two remaining Movement Dice, choose one:

  • Add their values together (the printed example shows the sum as 7).
  • Subtract the smaller value from the larger value (the printed example shows the difference as 3). A "0" result is not allowed - in this case, the dice must be added together.

Take the result of these two dice and the current face of the Doom Die. These two values are the coordinates at which Bram will Block a space in his chambers. Place an X in the space at ONE of those coordinates (the printed example is 3,8 or 8,3) on the Bram's Chambers map of your choice. There will usually be more than one space possible to place the X, in which you may choose. If all possible coordinates are already blocked, do not place an X this round.

IV. Impending Doom: Perform this phase according to the Basic Rules.

Additional Effect: Tick the next box on the Terror track. When you tick the skull, you have lost the game.

Chapter Three: Ending Chapter Three

You escape if you reach the Stairs holding all three keys. Ignore any remaining movement and end the Chapter.

Count the number of Monsters you moved into/through using the Combat Die and record that number on your Adventure Sheet.

Chapter Three: Important Strategy Notes

  • The more Monsters you kill, the weaker Bram will be later.

Chapter Four: Bram's Chamber

You climb up into the eerily lit chambers of Bram the Warlord. He is not at all happy to see you. He screams something horrid in an unknown tongue at you, and then begins his attack. The floor grows hotter and hotter under you, threatening to burn through the soles of your shoes and scorch your feet. You must keep moving...the Orb of Ice grows brighter than ever, longing to end this blight on your lands as greatly as you.

Chapter Four: Chapter Goal

  • Defeat Bram by reducing his Fortitude to 0 or less.
  • Don't die (your Fortitude is reduced to 0 or less).

Chapter Four: You Lose the Game If

  • Your Fortitude reaches zero or less.
  • You are unable to make any legal move.

Chapter Four: Components

Use all the same components as Chapter 3.

Chapter Four: Setup

  1. Use Chapter 4 on Page 2 of the Adventure Sheet.
  2. Prepare the Dice Pool with: the four Movement Dice, Luck Die, Orb Die, and Combat Die.
  3. Roll the Doom Die for its starting value (what section Bram is in).
  4. Place all cards left in the Relic deck in the box. You will not need them any more for the rest of the game.
  5. Turn all of your Relic cards (used and unused) facedown and form a stack. You cannot use Relic powers during the Final Battle. Instead, Relics have a different effect, as outlined below.
  6. Calculate Bram's starting Fortitude: Bram begins with a base Fortitude of 40. The Monsters you defeated in the Tower and the Lore Stones you collected have weakened Bram's strength. Using the formula on your Adventure Sheet in Chapter Four, calculate Bram's Fortitude. Write this number in the appropriate space on your Adventure Sheet.
  7. Calculate your starting Fortitude: Using the formula on your Adventure Sheet in Chapter Four, calculate your Fortitude. Write this number in the appropriate space on your Adventure Sheet.
  8. You will not use a TERROR track for this chapter.
  9. You begin your adventure on any "Start" space.

Chapter Four: Blocked Spaces and Barriers

  • Blocked spaces: "X" spaces (blocked during Chapter 3), Crumbling Paths
  • Barriers: Map edges

Chapter Four: Game Round

I. Roll Dice: Roll all of the dice in your Dice Pool.

II. Activate Dice: The four Movement Dice and the Combat Die are all treated as regular Movement Dice (the Combat Die has no other function). The Luck Die behaves normally. You do not discard any Movement Dice - all dice may be activated each round. The Orb Die can be used as a Movement die or to attack Bram in between die activations when you occupy the same section of the chamber as he does (See ATTACKING BRAM).

II. Enemy's Power: (The step is printed with the heading "II" in the Chapter Four game round, after "II. Activate Dice"; it is transcribed here as the Enemy's Power step.) Bram's Chamber floor is fiery hot, and if you do not continuously move you will get scorched. Each die not activated in a round (including the Orb, Combat, and Luck Dice) results in the loss of your Fortitude points equal to the amount shown on the die. If this results in your Fortitude reaching 0 or below, you have been killed and have failed in your mission...and have lost the game.

Bram has attempted to weaken the powers of your Relics through a powerful curse. To respond to Bram's curse, your Relics have altered the way they exhibit their powers. Instead of being used normally, each Relic card may be discarded and removed from the game at any time for ONE of the following effects:

  • Move one space (not paired with a die)
  • +1 damage when attacking (see Attacking Bram)
  • Rotate the Doom Die to the next consecutive number higher or lower - the Relic has used its power to alter Bram's position in your favor.

Use your Relics wisely, as they are gone forever once used in this chapter. You will score 1 additional point at the end of the game for each Relic card you still possess.

Attacking Bram

If you are in the same section that Bram currently occupies (matching the Doom Die), you may attack Bram by activating the Orb Die. You may not modify the Orb Die result using the Luck Die, but you may discard Relic cards for 1 extra damage each. You may not attack while moving. You must occupy Bram's section to activate the Orb Die.

IV. Impending Doom: Instead of rotating the Doom Die, simply reroll it. The result is the area of the chamber that Bram has moved to, and the location that you will need to move to attack him with the Orb of Ice. Remember, however, that you have the power to push or pull Bram to adjacent locations using your Relic cards - use this to your advantage!

Chapter Four: Ending Chapter Four

If you have attacked Bram with the Orb of Ice sufficiently enough to reduce his Fortitude to zero or less, you have defeated him and are victorious!

Once Bram is defeated, do not complete any more phases of the round, ignore any remaining movement points and suffer no further damage to your Fortitude.

Using the formula on your Adventure Sheet, calculate your final score by adding your remaining Fortitude to the number of Relic cards you still possess.

You Have Done It!

Your village is saved, and your trek back through the forest and home to your peaceful hamlet is filled with a renewed sense of courage. Surely the townsfolk will heap their gratitude upon you, the hero of Felwort...!

Determine your title by comparing your final score to the chart below (title descriptions on page 15)!

ScoreTitle
1-3Useless
4-6Useful
7-9Hopeful
10-12Popular
13-15Respectable
16-18Revered
19-21Famous
22+Champion

Fortress of Terror Relics

  • Knock Stone: Open any 2 Doors on the current Chapter Map. In Bram's Tower, you may open Doors on any level.
  • Morphing Rod: Exchange a Relic you own (used or unused, including this one) with a Relic of your choice from the Relic Deck. The new Relic is considered unused. Reshuffle the Relic Deck.
  • Fate Dagger: Turn ALL unactivated dice in your Dice Pool to the opposite side. The Luck Die may be turned to any face.
  • Portal Hood: Teleport immediately to any space on the current map within 3 orthogonal spaces. Ignore blocked spaces and Barriers (except map edges).
  • Smiting Sword: The next Movement Die you activate is treated as a Combat Die (can defeat Monsters).

Fortress of Terror Icon Legend

  • Trap: Does not hinder movement. When moved into or through, check the next box on the Terror Track.
  • Teleporter: Move to a Teleporter of the same letter or number. Moving to the destination Teleporter costs 1 Movement point. A new direction may be chosen before continuing movement.
  • Orb of Ice: Must be collected to win Chapter One. Moves to a new location each round matching the Doom Die. In Chapters Two and Three, represented by the Orb Die for Teleportation. In Chapter Four, used to attack Bram.
  • Orb Teleporter: A teleport destination when using the Orb Die during Chapters 2 and 3.
  • Relic: When collected, draw a Relic card. Use Relic powers at any time by flipping the card over.
  • Door: Barrier. May be opened when adjacent to it (not while moving) by activating any Movement (or Combat) die.
  • Lock: May be unlocked while carrying a Lore Stone matching the Lock (the Lock shows a number range, such as 4-6). When unlocking the final lock in Chapter 2, your movement is immediately interrupted and the Chapter ends.
  • Lore Stone: Collected in Chapter 2 to open the Locks to escape, and to weaken Bram/strengthen you during the final Battle.
  • Monster: Defeated by moving into or through them using the Combat Die. Weakens Bram/strengthens you during the final battle.
  • Key: All three must be collected to access the Stairs to Bram's Chamber.

Title Descriptions

  • Useless: The Villagers think that Bram fell out of his bedroom window, and you merely witnessed it.
  • Useful: You get home just in time to do the dishes.
  • Hopeful: Only a few truly recognize your potential.
  • Popular: The Villagers are impressed, especially the ones looking for suitable spouses.
  • Respectable: The Village respects your strength and cunning, and looks to you in other difficult decisions.
  • Revered: The Village names you the town elder.
  • Famous: Locals arrive to meet the hero of Felwort.
  • Champion: All the realm has heard of you, and you may be summoned for further adventure...

You soon discover that Bram's power somehow still lingers over the realm... Continue your adventure and destroy the power of Bram once and for all in the next adventure module: Temple of Despair.

  • Chapter Two: Components
  • Chapter Two: Chapter Goal
  • Chapter Two: You Lose the Game If
  • Chapter Two: Setup
  • Chapter Two: Collectable Items
  • Chapter Two: Game Round
  • Chapter Two: Blocked Spaces and Barriers
  • Chapter Two: Ending Chapter Two
  • Chapter Two: Important Strategy Notes
  • Chapter Three: Bram's Tower
    • Chapter Three: Components
    • Chapter Three: Chapter Goal
    • Chapter Three: You Lose the Game If
    • Chapter Three: Setup
    • Chapter Three: Collectable Items
    • Chapter Three: Blocked Spaces and Barriers
    • Chapter Three: Game Round
    • Chapter Three: Ending Chapter Three
    • Chapter Three: Important Strategy Notes
  • Chapter Four: Bram's Chamber
    • Chapter Four: Chapter Goal
    • Chapter Four: You Lose the Game If
    • Chapter Four: Components
    • Chapter Four: Setup
    • Chapter Four: Blocked Spaces and Barriers
    • Chapter Four: Game Round
    • Attacking Bram
    • Chapter Four: Ending Chapter Four
    • You Have Done It!
  • Fortress of Terror Relics
  • Fortress of Terror Icon Legend
  • Title Descriptions
  • Travel Helm: When Teleporting, move to any destination Teleporter, even if it does not match your Teleporter of origin.
  • Stairs: Blocked until you possess all three Keys. When moving onto a Stairs space with all three Keys, your movement is immediately interrupted and the Chapter ends.