This month we have a real treat. A unique adventure written by Ian Livingstone himself that was first presented in the Fighting Fantasy Warlock magazine.
Market Mayhem is designed to give several players the opportunity to take part in a fast action Fighting Fantasy Role-playing Game using unfamiliar characters with unusual objectives.
In Market Mayhem many natural enemies are brought together in the market of Port Blacksand - the dreaded City of Thieves. One of the players must volunteer to act as Gamesmaster (the referee) in order to control the game and direct the Non-Player Characters. The game will inevitably evolve into a multi-player brawl, of which the ultimate survivor will be declared the winner.
While counters are provided, the game would be visually enhanced by the use of small 25mm scale miniatures such as those produced by Games Workshop. In order to play Market Mayhem, players should be familiar with the rules of the Fighting Fantasy Gamebooks. Additional rules relevant to Market Mayhem are given below. These should be read by both the Gamesmaster and players.
CHARACTER CHARD SHEETS (Click to download)
The Game Board for Market Mayhem can be downloaded above. It portrays the area on which the combat is to be fought. A square grid has been superimposed over the terrain features printed on the Game board in order to regularise movement and combat.
The COUNTERS represent the various Player Characters and Non-Player Characters. The number printed on each counter is purely for identification of the Player and Non-Player Character.
No. OF PLAYERS
Market Mayhem is designed for 3-14 players, each in control of a Player Character. The Gamesmaster controls the Non-Player Characters. Having read the scenario, the Gamesmaster should deal out one Player Character to each player. The Gamesmaster then places the Non-Player counters (or Figures) on the Game Board. In some instances cards which are not drawn as a Character must be included in the game as Non-Player Characters. These Player-Character cards are marked with an asterix.
An outline physical description should be given by the Gamesmaster of all the Player and Non-Player Characters involved in the combat.
Mention should be made of any visible armour and weapons, race, sex and mode of dress (the task will be greatly simplified with the use of 25mm scale miniature models in place of counters.) Having read their objectives, players begin to place their counters on the Game Board, at their designated starting-points.
GAME TURN - MOVEMENT AND COMBAT PHASES
A Game Turn consists of a Movement Phase followed by a Combat Phase. After the Gamesmaster has moved some or all of the Non-Player Characters, the players take it in turn (moving clockwise around the table) to move their characters.
If any Characters or Non-Player Characters are in adjacent squares during any part of the Movement Phase, a confrontation takes place. This might simply be a conversation between the two players or may result in combat. A player whose Character has not moved during a Game Turn may not move that Character if he or she is to engage in combat as a result of a confrontation caused by the movement of another player's Character.
A Combat Phase is equivalent to an Attack Round in the rules of Fighting Fantasy. At the end of a Combat Phase, the next Movement Phase takes place, except where players engaged in combat elect to continue combat.
If a Character is not close enough to another Character to engage in combat, a weapon may be hurled if it has already been picked up; for instance, during a previous Movement Phase a Character may have moved to a square adjacent to where the missile was situated and stated theta he or she is picking it up. To decide whether or not a hurled weapon hits is target (assuming it is in range), roll two dice.
If the total is the same or less than the Character's SKILL, the target will be hit. If the total is higher, the target will be missed. However add 1 to the total rolled for each square away the Character stands from his or her target. The hurling of a missile counts as a Combat Phase.
If a Character is able to use magic, a spell may be cast during a Game Turn at any time in addition to Movement or Combat. However, Magic Items and Spells can only be used ONCE during the game.
While players are becoming acquainted with their Player Characters, the following description should be read out loud by th eGamesmaster:
You are walking around the market of Port Blacksand, the notorious City of Thieves on the west coast of Allansia. Many of you have arrived for a specific purpose; others are just passing through. Today there are many side-shows in the market-square besides the usual stores. It is early morning and the market is not yet crowded.
The Game Board represents the market square. It is a stone=cobbled area formed by various buildings backing onto one another. There are two entrance points; one at the north end and one at the south end of the market. There are two sets of stairs leading to two wooden balconies eight feet above ground level on which the guard watches the proceedings of the day. There is ivy climbing up the northern end of the eastern wall.
There are two trees at either en doff the market which can be climbed instead of normal movement. Down the central passage of the market, from south to north, is the platform for public speeches, a pillory and a water-well.
LOCATION OF NON-PLAYER CHARACTERS
Old Sam - D1
Kazill: I15 (and bear - J15)
Darrion: H13 and Liza - J13
Carig: C15 (Dagma - B15; Keshi B14)
Market Guard: A14
LOCATION OF ITEM COUNTERS
Clogs: 3 at B4 and 3 at B3
Pots/Pans: 3 at J3 and 3 at J4
Buckets: 1 at A7, 1 at D18 and 1 at B10
Statuettes: 3 at J6 and 3 at J7
Logs: 3 at C17
Bottles: 4 at J9 and 4 at J10
Spade: 1 at A9
Type - Maximum Range (in Squares) - Damage (Reduction in STAMINA)
Clog - 4 - 1
Pot - 4 - 2
Pan - 4 - 2
Bucket - 3 - 2
Statuette - 5 - 2
Bottle - 5 - 2
Log - 3 - 2
Dagger - 6 - 2
Knife - 6 - 2
Dart - 6 - 2
Arrow - 10 - 2
DESCRIPTION OF NON-PLAYER CHARACTERS
All Non-Player Characters have a movement rate of 3 squares.
Old Sam the Beggar
SKILL 4, STAMINA 5
Old Sam the Beggar is very jealous of his begging-patch and spits at other traders who encroach on his area.
SKILL 6, STAMINA 9
Kazill is the master of a muzzled black bear (SKILL 10, STAMINA 18) which is tethered by a chain to the wall. It will dance when asked by Kazill for 1 Gold Piece.
SKILL 6, STAMINA 8
Borrn is a fir-eater and will perform all day.
SKILL 7, STAMINA 9
Darrion is a knife-thrower and will have between one and six daggers in his possession at any one moment. The remaining daggers will be pinned around Liza, a neutral female (SKILL 5, STAMINA 7), who is his wife and target.
SKILL 10, STAMINA 18)
Zoe is a market-trader selling fruit and vegetables.
SKILL 8, STAMINA 9)
Gaffin is a market-trader selling meat and fish. He holds a meat cleaver.
SKILL 5, STAMINA 8)
Kessy is a market-trader selling clothes and wooden clogs.
SKILL 5, STAMINA 8)
Elly is a market-trader selling kitchen utensils.
SKILL 7, STAMINA 6)
Argus is a wandering street-trader selling roast chestnuts.
SKILL 10, STAMINA 18)
Loriella is the twin sister of Meriella (one of the Player Characters). She was kidnapped by pirates, managed to escape, but was put in the pillory for stealing food. She will recognise the pirate Deraco.
SKILL 8, STAMINA 10)
Carig is wearing leather armour. He deals in beautiful young girls and is selling two called Dagma and Keshi ( each SKILL 7, STAMINA 6).
SKILL 8, STAMINA 8)
Tomron is the local poor people's hero who tries to prevent exploitation. He is usually found on the speakers' platform gaining support.
SKILL 8, STAMINA 11)
The Market Guard is wearing leather armour and holds a short sword. His duty is to keep order in the market, and he watches the proceedings from one of the balconies.