Back in 2011 I wrote a commic gamebook called the Horrible dungeons of dreadful 
doom. I did it mostly to test the Darkgrue gamebook creation program, and thus 
it was rather rushed, but I actually got a lot of fun out of writing it. When i 
sit down to considder writing another gamebook, i always find the plots going 
dark and find myself less motivated with anything serious. Then I remember how 
much fun I had writing dungeons and so decided it needs a sequel. This I'm 
calling the Horrible Forest of Frightful fear. It's intended to be a little 
better presented than dungeons, sinse I'm taking more time over the writing and 
actually having a propper stats system. I also have had some interesting ideas 
for the actual plot and elements of the story. 

I'm currently writing the introduction and rules section, but have already 
written "the story not so far" a retelling of the salient points of The 
Horrible dungeons of dreadful doom for people who aven't read it, I'll post 
that below sinse I find myself quite pleased with the humour. 

If however you'd prefer to play the original gamebook rather than read the 
commical synopses, you can download it on https://www.sendspace.com/pro/8vq939

Oh, and if anyone wants to try out Darkgrue, you can find it on 
http://www.kaldobsky.com/audiogames/




The story not so far. 

Your name is Jo Mcavaerage and for the majority of your life nothing all that 
interesting happened. Well of course there was the usual everyday drama of 
living, relationships, a career, the need to desperately seek harmony among 
your fellow humans in an enormous and perplexing cosmos and struggle for an 
individual and authentic expression of your own unique self actualization, ---- 
but for all practical purposes nothing all that significant, or at least 
nothing anyone would bother writing a gamebook about anyway. 

 

Even whether Jo actually was short for Joseph, Josephine, John or Joanne wasn't 
really something of any particularly major significance IN YOUR LIFE.

 

One day however while spending a summer holiday with your parents (Stan and 
Norma), at the rain drenched seaside resort Dullnesse on sea, you were accosted 
by a witchy old lady in a red van offering completely none magical and 
perfectly safe doughnuts. As it turned out the old lady wasn't just witchy, but 
was a real witch named Sugarina, and what's more was a witch of the child mouse 
making, involuntary sculpturizing, mermaid voice stealing kind. 

 

She was also lying on almost all counts, since the doughnuts were definitely 
magical and  far from safe since  one bight transported you to an ironic, 
perplexing and definitely unsafe dungeon. In fact one could almost call it the 
horrible dungeons of dreadful doom accept that that would be a stupid and 
entirely ridiculous name for such a place and only occur to a really bad writer 
of ammeter gamebooks.

 

Anyway, despite being confronted by trolls, 7 headed horrors, aggressive 
ninjas, and more puns than a life time of punishment you actually didn't do too 
badly in the dungeon. 

 

You ran into the jaws of a mysteriously helpful grue who told you that you 
would need two mystical objects to complete the dungeon, the adjective of noun 
and the prawn of destiny, yes prawn! The prawn you were able to get from the 
frighteningly loud and distinctly terrifying pirate Davy Jones after looting 
his locker, while the adjective (actually a small plastic card), was in the 
possession of Gougehook Throatmangler and his gang of goblin miners. 

 

These goblins you found quite different to how you expected, since though they 
did give vent to goblin folk songs about slaughter and pillage THAT WAS ONLY TO 
RESPECT   TRADITION. In reality they were actually rather kindly in a fluttery, 
over enthusiastic way.  They gave the Adjective of noun to you in thanks for 
your help breaking the spell on a magic door that was in their way. They also 
had a goblin centric retelling of the Lord of the rings which gave you a 
valuable code that you used to retrieve the 2 ring from a strange mechanism. 
This turned out to be a small, cheep looking, silver and definitely not very 
precious ring with the power to make it's wearer invisible. 

 

With the help of this ring and a surprisingly useful item which you believed at 
first was just a red herring (actually because it was a red herring), you 
confronted the highly nasty witch Sugarina in her foul lair, a disconcerting 
mixture of torture chamber, dark enchantress's laboratory and flouncy old 
lady's room. A smack with your trusty weapon (or at least your trusty fish), 
forced Sugarina to take a doughnut transmogrification spell to the kisser and 
leave nothing but a nasty sugary stain on her abominably pink carpet.

 

Taking a large bight out of one of the doughnuts Sugarina created during her 
erratic spell hurling, you find yourself standing back on the road by the beach 
beneath the drizzling rain with nothing to show for your adventure but the 
magical ring tucked neatly into one pocket, and a piece of doughnut with the 
transportation spell on it which you decide to keep handy if you ever want to 
see Gougehook and the other goblins again. You are just congratulating yourself 
on your feat of survival and your ability to know more of the world than just 
superficial  appearances, when  the creaking voice of an gnarled old stump of a 
man startles you: 

 

"toffee apples, completely none magical, absolutely safe toffee apples!" 

 

Mouth watering you run for the sugar laden treat. 

 

 
---
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