


FantasyAbenteuerSpielbücher
Series · 18
books · 1982-1986
Books in series

#1
The Warlock of Firetop Mountain
1982
FIGHTING FANTASY is the brilliant series of adventure gamebooks in which YOU are the hero! Decide which monsters to fight, which paths to take, who to trust and when to run. Can you survive the clutches of the hideous Bloodbeast, or defeat a noxious inhuman Orc? Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock -or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlock's hoard. None has ever returned. Do you dare follow them?

#2
The Citadel of Chaos
1983
Who knows what monstrous creatures lie in wait in the Citadel of Chaos?
The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must, for your mission lies at the heart of the Citadel, with the dread sorceror, Balthus Dire!
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which route to take, which monsters to fight, and where to use your special knowledge of the magic arts.

#3
Forest of Doom
1983
Librarian note: An alternative cover for this ISBN can be found here.
The legendary Warhammer of Stonebridge lies lost and broken in the treacherous wilderness of Darkwood Forest. Without it, the Dwarves of Stonebridge are doomed...Only the foolhardy would enter the murky depths of Darkwood. But your quest will lead you into the very heart of the forest. Dare you take on the unknown perils of Darkwood, and survive the puzzles, traps and fearsome creatures that lie in wait for you? You alone must find the missing pieces of the Warhammer and save the Dwarves of Stonebridge before it is too late!

#4
Starship Traveller
1983
Sucked through the nightmare of the Seltsian Void, the starship Traveller emerges at the other side of the black hole into an unknown universe. You are the captain of the Traveller and her fate depends on you. Will you be able to discover the way back to Earth from the alien peoples and planets you encounter?

#5
City of Thieves
1983
Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer and the merchants of Silverton turn to you in their hour of need.
Your mission takes you along dark, twisting streets where thieves, vagabonds and creatures of the night lie in wait to trap the unwary traveller. Beyond lies the most fearsome adventure of them all – the tower stronghold of the infamous Zanbar Bone!
Part-story, part-game, this is a book with a difference – one in which YOU become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight and which dangers to risk.

#6
Deathtrap Dungeon
1984
Down in the dark, twisting labyrinth of Fang, unknown horrors await you. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps sand bloodthirsty monsters, which will test your skills almost beyond the limit of endurance.
Countless adventurers before you have taken up the challenge of the Trial of Champions and walked through the carved mouth of the labyrinth, never to be seen again. Should you come out of the labyrinth alive, you will be wealthy beyond your dreams. Do YOU dare enter?
Part story, part game, this is a book with a difference: one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight & which dangers to risk.

#7
Island of the Lizard King
1984
Can you save the young men of Oyster Bay from the evil Lizard Men?
Kidnapped by a vicious race of Lizard Men from Fire Island, the young men of Oyster Bay face a grim future of slavery, starvation and a lingering death. Their new master is the mad and dangerous Lizard King, who holds sway over his land of mutants by the eerie powers of black magic and voodoo. YOU are the only one who can hope to rescue the suffering prisoners, but do you have the courage to risk this dangerous mission?
Two dice, a pencil and an eraser are all you need for this adventure. YOU decide which route to follow, which dangers to risk and which monsters to fight.

#8
Scorpion Swamp
1984
Nightmarish creatures lurk in the slimy depths of Scorpion Swamp!
You're no fool. All your life you've heard tales of Scorpion Swamp and how it is criss-crossed with treacherous paths leading to the haunts of its disgusting denizens. One step out of place spells a certain and lingering death. But now, the swamp holds out the lure of treasure and glory – and you cannot resist the challenge!
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which way to go, which dangers to risk and which monsters to fight.

#9
Caverns of the Snow Witch
1984
Deep within the Crystal Caves of the Icefinger Mountains, the dreaded Snow Witch is plotting to bring on a new ice age. A brave trapper dies in your arms and lays the burden of his mission on your shoulders. But time is running out - will YOU take up the challenge?

#10
House of Hell
1982
Taking refuge in the infamous House of Hell has to be the worst mistake of your life!
The dangers of the torrential storm outside are nothing compared to the blood-curdling adventures that await you inside. Who knows how many hapless wanderers like yourself have perished within its gruesome walls? Be warned! Tonight is going to be a night to remember ...
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which way to go, which dangers to risk and which monsters to fight.

#11
Talisman of Death
1984
Part story, part game, this is a book in which YOU become the hero!
The once-peaceful world of Orb is in terrible danger. Dark forces are at work to unleash the awesome might of the Evil One –- and only YOU can stop them. YOUR mission is to destroy the Talisman of Death before the dark lord’s minions reach you. But beware! Time is running out …
Two dice, a pencil and an eraser are all you need. YOU decide which routes to take, which dangers to risk and which foes to fight.

#12
Temple of Terror
1985
The dark, twisted power of the young Malbordus is reaching its zenith!
All he needs now is to retrieve the five dragon artefacts which have been hidden for centuries in the lost city of Vatos, somewhere in the Desert of Skulls. Each day that passes brings him closer to them and only YOU can stop him! YOUR mission is to reach the lost city before Malbordus and destroy the treasures he seeks. But beware! Each step you take leads you closer to your doom ...
Two dice, a pencil, and an eraser are all you need for this adventure. YOU decide which route to follow, which dangers to risk and which monsters to fight.

#13
The Rings of Kether
1985
A dangerous undercover mission on a wild and lawless planet!
Corruption is rife in the Alpha Cygni system and the flow of the illicit narcotic Satophil-d from the spaceports of the planet Kether has grown to enormous proportions.
Several attempts have been made to crack the notorious drug rings of Kether, with no success. Now the Galactic Federation has entrusted YOU with this dangerous undercover mission in this wild and lawless place. But will YOU succeed?
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which way to go, which dangers to risk and which enemies to fight

#14
Seas of Blood
1985
The city of Tak is the greatest den of thieves, pirates and cut-throats that the civilized world has ever seen!
In this city of scum, there are two pirates infamous for their ruthless greed, their daring raids and their countless skirmishes with death. One of these villains is Abdul the Butcher. The other is YOU. Only one of you can be King of the Pirates. A wager is laid, a race is on. But which of you will win?
Two dice, a pencil and an eraser are all you need for this rip-roaring adventure. YOU decide which course to sail, which dangers to risk and which monsters to fight.

#15
Demons of the Deep
1986
As the dread pirate ship Troll strikes, you know that you are doomed. Captain Bloodaxe, the terror of these seas, is known to have no mercy. But you and your crew are courageous sailors, determined to go down fighting.
After a swift and deadly skirmish, YOU are the only survivor from your ship. But Captain Bloodaxe has a terrible fate in store for you - one which will take you far below the waves into the dens of the demons of the deep, in search of the mysterious Black Pearls, your only hope for survival!

#16
Sword of the Samurai
1986
Can You save Hachiman from chaos?
Hachiman is in great danger. The Shogun's control is slipping. Bandits roam the land freely and barbarian invaders have begun to raid across the borders. All this because the Dai-Katana, the Shogun's great sword, has been stolen from the Shogun. YOU are the Shogun's champion, a young Samurai. Your mission is to recover this wondrous sword from Ikiru, the Master of Shadows, deep in the Pit of Demons.
Two dice, a pencil and an eraser are all you need. You have a choice of warrior skills which will affect the outcome of your mission. There are Honour points to be won and lost. YOU decide which route to follow, which dangers to risk and which monsters to fight.

#17
Trial of Champions
1986
At last – a return to Deathtrap Dungeon!
The warped, twisted mind of Baron Sukumvit has completely redesigned the deadly labyrinth of Fang. New traps and terrors, mazes and monsters, await you at every turn. And even before you can enter the labyrinth, you must endure the gladiatorial games of Lord Carnuss, the Baron's evil brother, whose unwilling slave you are. Can you survive this trial of Champions and free yourself from slavery?
Two dice, a pencil and an eraser are all you need for this adventure. YOU decide which route to follow, which dangers to risk and which monsters to fight.

#18
Masks of Mayhem
1986
The safety of the earth is in YOUR hands!
Morgana, the fell sorceress of Krill Garnash, is poised to let loose her dreaded Golems, which none are able to resist. For she has equipped them with the Masks of Mayhem, which give them power over all things. Only YOU can end her evil designs - but beware: peril and treachery await you at every turn, and help is hard to find.
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which way to go, which dangers to risk and which monsters to fight.
Authors
Robin Waterfield
Author · 19 books
Robin Anthony Herschel Waterfield is a British classical scholar, translator, editor, and writer of children's fiction.

Ian Livingstone
Author · 25 books
Ian Livingstone has been in the interactive games industry for over 25 years. In the 1970s, he co-founded Games Workshop and launched Dungeons & Dragons in Europe, later editing White Dwarf magazine. In 1982, with Steve Jackson, he wrote the first of the Fighting Fantasy™ Gamebooks which eventually sold over 15 million copies in 23 languages. In 1995 he led the merger of computer games company Domark with Eidos, the name behind the Tomb Raider computer games, where he is now Creative Director. He was awarded an Honorary Doctorate of Technology by the University of Abertay Dundee in 2000, and in 2002 received the BAFTA Special Award for his outstanding contribution to the interactive entertainment industry.