Let's Play Fighting Fantasy no 46: Tower of Destruction

Stories about games that you run and/or have played in.

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What book should be up next?

Night Dragon
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Legend of Zagor
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Master of Chaos
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Let's Play Fighting Fantasy no 46: Tower of Destruction

Post by SlyJohnny »

Image
Not going to post the "this is a GAMEBOOK! The passages are non sequential!" intro, as I'm sure you all know the drill by now.

These are the non-standard portions of the rules, or the ones that include mood-setting flavour text, however:

Magic
During your adventure you may come across some magic items, although at first you may not realize that they are magical or even know what they can do! Such items may give you the ability to cast a magic spell or create a magical effect, if you find such an object, you will be instructed in its use in the relevant paragraph. To begin with however, you are not a mage but a brave warrior, and you must overcome your enemies by your wits and courage and by your prowess with your sword!
Honour
There is also a box on your Adventure Sheet for recording Honour. Your Honour is your sense of decency, fairness, Compassion and justice, and it has a further meaning of special importance to this adventure: respect for the dead. Your Initial Honour score is 6, so you do not need to roll any dice to find this out but you can simply record this score in the box on the Adventure Sheet. Honour will be affected by the nature of the deeds you both perform and avoid performing during your adventure.

[…]

Your Honour score will change during the adventure as you perform honourable acts, or refrain from selfish and dishonourable ones. There are certain advantages to having a high Honour score as you will discover during your adventure. However, there are occasions where you may have to behave selfishly in order to gain some important item or clue! You will have to tread a fine line between being overly grasping and thus losing Honour, and failing to take what you need on key occasions.
Equipment
You will start your adventure with a bare minimum of equipment, but you should find other items during your travels. You are armed with a sword and protected by a shield and a set of leather armour, trimmed and padded with furs- where you are going you will need the protection the fur offers against the cold! You have a backpack to hold your provisions and any treasures or other items you may find; in it you carry a thick fur blanket which you will need to keep out the cold at night. You also carry a lantern to light your way when necessary.

You may acquire a crossbow and some crossbow bolts during your travels. If you do, you must keep a record of how many crossbow bolts you fire from it and how many you have left. When you have no bolts to fire, the crossbow is useless as a weapon until you find more bolts.
Time
In the first part of this adventure- finding the Ice Palace- it is vital that you don’t take too long getting there. On the adventure sheet you will find a Time Elapsed box, and here you must record the number of days that pass between the start of the adventure and your arriving at the Palace. Each time you stop for the night to sleep, 1 day has elapsed, so all you have to do is to add a further day to the total time elapsed whenever you stop to sleep. Fortunately for you, time is important only during the first part of the adventure!
Stamina and Provisions
Your stamina score will go up and down a lot during your adventure as you fight enemies and undertake arduous tasks. As you near your goal, your stamina score may drop dangerously low and battles may become particularly risky, so be careful!

Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when fighting, but you may eat only one meal at a time. Eating a meal restores up to 4 stamina points. When you eat a meal, add 4 points to your current stamina score (making sure that the new total does not exceed the Initial score of your Stamina) and deduct 1 point from you Provisions on your adventure sheet. A separate provisions remaining box is included on the Adventure sheet for recording details of Provisions.

Remember that you have a long way to go, so use your provisions wisely. Remember also that your STAMINA score may never exceed it’s Initial value unless a paragraph specifically instructs you otherwise.

There will be times during your adventure when you will be told that you must eat a meal. When you are told to do this, you must deduct 1 of your Provisions on your adventure sheet, but you do not regain any lost stamina for doing this. If you are told that you have to eat a meal but
you don't have any Provisions left, you must deduct 2 points from your current STAMINA score on the Adventure Sheet.

Dunng your adventure however you should be able to acquire at least a few extra Provisions to add to the store you begin with; these will enable you to maintain your STAMINA throughout the adventure. However, you cannot carry more than ten provisions at any time.
BACKGROUND
It has been a long, hard trek from market in the city of Zengis, but you are almost home now. Within the hour you should be back at the family hearth, a tankard of warm mead in your hand and your furred leathers hanging in the corner of the hut. Doubtlessly our friends will come around to talk of their exploits while hunting when you were away at the market, and they will probably mock you gently for not having gone hunting with them. Still, someone had to haggle to get a good price for the furs and, as the chieftain pointed out, it might as well be someone with a few brains and a little sense. So you had got the job.

Perhaps, you imagine, life would be easier in one of the southern lands of Allansia you have heard of: wicked port Blacksand to, the south and west the endlessly Flatlands with their proud, wild horses and prouder riders; Even Arantis, so far away, with its Overpriest and teeming pirate ships. Anywhere might be better than this bitingly cold region where you have spent your life, in the shadow of the Icefinger Mountains. Perhaps, when the next caravan sets out from Zengis to the Flatlands, you may find a merchant who needs a strong and honest bodyguard. But that’s a fantasy and what is real now is the cold.

Except that now it isn't as cold as it seemed to be a minute ago. lt should be, because the sky is darkening as dusk descends it should be quite chill indeed. But why is the sky darkening? You realize that it is not long since the watery afternoon sun was at it’s zenith. And what is the horrible screeching and booming sound coming out of the sky?

You spin round and face the direction from which the ever louder sound is coming- and throw yourself down to the ground in abject terror! With a great wail like a thousand screaming demons, the black sphere of rock soars past overhead, fire and smoke raining in its wake. A chunk of molten rock plummets and crashes to the ground close to you, hissing and spitting as it embeds itself in snow and ice-hardened ground. You get up, shake the snow off your clothes and run forward to the head of the valley.

Peering down, you see that the valley is shrouded in smoke, and you can make out tongues of flame rising from the place where you know your home is. You rush on down to find out what terrible fate has befallen your home and people.
Now tum to paragraph 1.
Image
You gasp for breath as you run, flat out, to your home, even as you race down the snow covered slope, you can hear the screams and wails of the dying. Thick, black, reeking smoke is mercifully beginning to disperse, only to reveal burned corpses and still alive, but injured, villagers. Huts and cabins are either aflame or completely flattened by the passage of the Sphere. To your horror, you find your mother and father, dead, in the ruins of their home. You rage with fury and swear an oath to track the progress of the killing Sphere and find out what has brought this terrible carnage upon your people! What will you do now?

Will you:
*Leave and follow the trail of the Sphere?
*Look around for things that will be of help to you on your trek after the Sphere?
*Look for the village wise man?
*Do what you can to help the injured?

Our Vengeful Fur-clad Adventurer (please write in your preferred dick reference name)
SKILL 9/9
STAMINA 20/20
LUCK 10/10
Equipment: Sword, Furred Leather Armour, Shield, Backpack, 10 Provisions

Those are supremely average rolls, but we're probably the toughest dude in a furry leather suit around!
Last edited by SlyJohnny on Thu May 09, 2013 9:44 am, edited 2 times in total.
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Post by Darth Rabbitt »

Crossbows are always d6 STAMINA or auto-kills in Fighting Fantasy books, so we totally need to find one.

Helping the injured is going to probably give us Honor at the cost of Time.

The Wise Man will either be dead or give us exposition.

Looking for things will probably give us some thing that is totally necessary but we will miss if we don't look now.

So search the ruined village.

Also, our character's name should totally be the Furryborn.
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Post by ishy »

I like exposition, so I vote for the 6 wise men.

I vote our character needs a title.
If honour is 6 or higher:
Furryborn the Honourable
Else
Furryborn the Kaelik
This is meant as a joke.
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Post by Dr_Noface »

Shouldn't we help the injured first?
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Post by MisterDee »

It's probably better to help the injured - we'll probably get Honour out of the deal, and I'm sure we'll get goodies in rewards. The "Honour or Loot" choices will probably be clearer than that.

So help the wounded.
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Post by SlyJohnny »

(Helping the injured it is!)

You help, bandaging the injured and comforting the survivors, and then you hear a feeble cry coming from a pile of rubble - a child's cry for help! You scrabble frantically at the rock and manage to get a cowering girl out from a cellar after an hour of hard work. But the brickwork and stones are very loose, and now you must Test your Luck!

(A 9. We are lucky, just.)

Soon after you manage to rescue the child the whole hut collapses. Your rescue was in the nick of time! Gain 1 Honour point. The other villagers have done what they can for the other wounded; now you sit down with them to discuss what happened. Their story adds nothing to what you know already: the huge fiery Sphere passed by overhead, but seemed to dip as it flew over the village, as if to cause as much damage and distress as possible. Then it flew off northwards. No one among the villagers can pursue the murderous Sphere: many are injured and, of the fit, some must tend the wounded and the rest are already preparing to hurry to distant Zengis to buy healing and herbal medicines. They are proud of you for going on alone in pursuit of the Sphere; they cannot accompany you. They do give you some climbing gear, though: ice prcks, some rope and a small hammer (note this down as Climbing Gear on your list of Possessions.) They also give you a flask of brandy: there are two large swigs of brandy here, each of which will restore 4 lost stamina points when drunk. Make a note of this and add the brandy to your Possessions. Finally, if you have lost any stamina, you can now eat enough Food to raise your current stamina back to it’s Initial level.

It too dark to continue now, so you spend the night asleep in one of the few dwellings left standing in the village. In the morning you set off northwards, with the good wishes of your fellows ringing in your ears

(+1 Honour, +1 Day Elapsed, and some parting gifts. Not bad. Incidentally, the village wise man is totally lying impaled on a random bit of rebar somewhere in the aftermath the attack. No exposition for you!)

Further north, the Sphere has left a trail of melted snow and ice which is already freezing over again; as you plough ahead, the sun sets at the end of the day and a biting wind springs up from the north. You look around, hoping you may find shelter in the straggly clumps of pine trees dotted around. These trees look only slightly singed: the Sphere must have been flying a little higher here. You hear what sounds like the hooting of a Snow Owl on your right, you could try the trees on that side or the ones on your left.

Furryborn the Honourable
SKILL 9/9
STAMINA 20/20
LUCK 9/10
Honour: 7
Time Elapsed: 1 day

Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), 10 Provisions
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Post by Darth Rabbitt »

Check out what sounds like an owl; there's no reason to check the trees where nothing is happening.
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Post by SlyJohnny »

Entering the group of pines, you see a huge, ghostly-white Snow Owl perched on a tall tree straight ahead. Its amber eyes glimmer in the shadows of dusk. These great birds are very territorial, so you may want to back away and make for the other group of pines, or you can move ahead regardless.

Furryborn the Honourable
SKILL 9/9
STAMINA 20/20
LUCK 9/10
Honour: 7
Time Elapsed: 1 day

Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), 10 Provisions
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Post by Username17 »

We are powered by booze and honor, let's go up and talk to that owl.

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Post by Darth Rabbitt »

Ask Mr. Owl how many licks does it take to get to the center of this mystery.
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Post by ishy »

Ever since Legend of zelda:OoT, I have an unnatural hatred for owls.
As soon as it asks if we want to hear what (s)he said again, murder it.
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Post by SlyJohnny »

The unblinking eyes of the huge owl bore into you. "Following the hellfire, are you?" it asks. You nod slowly, wondering what you should say to a talking owl. "It will be easy to find, but very hard to deal with. Already the creatures the barbarians call Ice Ghosts walk the world around it," the owl says sadly. Before you can ask about Ice Ghosts, the bird continues, "Unless you are looking for death, you should talk with Tasrin the Sage; he can tell you more about it than I can. He lives in Broad Dale Valley, a day's walk over there"- the owl points a wing to the east – "go and see him tomorrow. I’ll keep watch here tonight, you can sleep safely." The owl glides into the air, patrolling the skies around you before you can even thank it for undertaking sentry duty. You settle down to a peaceful sleep. ln the morning there is no sign of the owl. The trail of the Sphere still leads north; making a detour to visit the sage will cost you precious time. Will you visit Tasrin or press on northwards?

Furryborn the Honourable
SKILL 9/9
STAMINA 20/20
LUCK 9/10
Honour: 7
Time Elapsed: 2 days

Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), 10 Provisions

(Incidentally, how did you guys immediately deduce that it was a sentient, talking owl just from that description?)
Last edited by SlyJohnny on Fri May 10, 2013 2:49 pm, edited 1 time in total.
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Post by Username17 »

No giant owl is going to be anything other than a quest giver, a mount, or a monster. In pretty much every case, you'll end up talking to it. That's just how fantasy stories work.

Anyway, we should talk to the Sage, because I assume he has exposition that we could only do without by replaying the book.

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Post by Darth Rabbitt »

Visit the Sage, so he can tell us what the owl cannot.
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Post by MisterDee »

Yup, talk to the dude.
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Post by Schleiermacher »

Visit the Sage.
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Post by SlyJohnny »

You must eat a meal at the start of the day. You strike our eastwards and, by the middle of the day, find yourself walking along a shallow escarpment overlooking a wide, shallow valley. In the far distance a herd of elk run off northwards; a watery sun shines down on you out of a pale blue sky but there is no heat in its rays, no warmth at all. Your breath turns to frost in the chill, clear air. You see a single, imposing log house at the far end of the valley and set off towards it. By late afternoon you are nearly there: all you need to do is skirt round a fenced-off corral and some snow-carpeted lumber piles and you will be at the front door. As you approach the entrance, roll two dice then subtract 1 from the number rolled.

(6-1=5; Result is lower than our skill, we pass.)

[…]

There is definitely something wrong here. There is only a faint wisp of woodsmoke coming from the chimney, and there is a definite aura of evil about the place - weak, yet discernible. So will you:

*Back off and head away from this place?
*Sneak carefully around, looking for clues?
*Walk up to the front door and open it?

Furryborn the Honourable
SKILL 9/9
STAMINA 20/20
LUCK 9/10
Honour: 7
Time Elapsed: 2 days

Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), 9 Provisions
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Post by Darth Rabbitt »

Look carefully around; time in this book is measured in days, not minutes.
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Post by ishy »

"woodsmoke"

We can identify the strangest things.
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Post by Korgan0 »

Sneak around.
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Post by SlyJohnny »

You scout round the back of the cabin, past a toolshed and an outhouse, looking for anything unusual. You approach the back door on tiptoe, and there is an unmistakable smell of burning, a sulphurous stench which catches in your throat and makes your eyes water. You take a chance and fling open the door, lunging with your sword at the Smoke Demon which you now see is behind it. Your weapons strikes home; turn to 13 to finish the fight, and you may subtract 2 points from the STAMINA given for the monster in that paragraph.

[…]
Image
Now the door is open you can see and smell you enemy; a filthy, diseased thing, reeking of burnt flesh and brimstone, fluid oozing from reddened welts on its torso. A misty coating of blue foetid smoke surrounds its body, choking and foul. The Smoke Demon is not one of the strongest of demonkind, but it may still be a match for you!

You must temporarily deduct 1 point from your SKILL when fighting the Smoke Demon because of the effect the smoke has on you; this is only temporary, and you don't suffer any permanent SKILL loss.

SMOKE DEMON SKILL 9 Stamina 12 10

Combat Log:
Furryborn 18, Smoke Demon 15. Smoke Demon is at 8.
Furryborn 18, Smoke Demon 19. Furryborn is at 18
Furryborn 12, Smoke Demon 21. Furryborn is at 16
Furryborn 14, Smoke Demon 15. Furryborn is at 14
Furryborn 17, Smoke Demon 15. Smoke Demon is at 6.
Furryborn 18, Smoke Demon 20. Furryborn is at 12.
Furryborn 13, Smoke Demon 13. Draw.
Furryborn 17, Smoke Demon 16. Smoke Demon is at 4.
Furryborn 16, Smoke Demon 15. TESTING LUCK: successful.
Smoke Demon is at 0.
(Phew, that thing tore strips out of us. As it had a higher effective skill, I rolled Luck to end the fight faster. Am assuming we eat a meal immediately after.)

If you win, you hear a choking, guttural sound coming from the room beyond. Another monster? You can go in and investigate, or you can be cautious and leave this place, finding a more wholesome place to sleep at the end of the day.

Furryborn the Honourable
SKILL 9/9
STAMINA 16/20
LUCK 8/10
Honour: 7
Time Elapsed: 2 days

Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), 8 Provisions
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Post by Username17 »

Investigate. We already got boned in this place, the remaining stuff here must logically be treasure and/or exposition.

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Post by Korgan0 »

Yup.
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Post by SlyJohnny »

In the smashed-up and scorched main room of the log cabin an old man lies, gasping for breath, his singed robes half covering his clawed and wounded frail body. He is dearly beyond your help, but he beckons you to him. “Demon” he gasps, “servant of Zevrin. Madman, bringing the Hell to this world … fiery Sphere his. Servants... mindless. Demons, spawn of life-in-death Terrible, pitiless... Ice Palace. The answer is in the Ice Palace." His eyes stare wildly at you; his death is upon him. "Bottom drawer of desk ... magic help." He is about to say more, drawing at your arm with his right hand, when he slumps back in your arms, dead. Tasrin is wearing a simple silver ring; it is of no further use to him now, so you take it (add Tasrin's Ring to your Possessions). Laying his body down, you go over to the desk and find the key to open the bottom drawer. Inside is a potion bottle - this contains a single Potion of Stamina. When you drink it, you recover STAMINA points equal to half your Initial total, rounding fractions up. Note that, if your Initial STAMINA was 19, drinking this potion could give you back up to 10 points of lost STAMINA. You cannot exceed your initial STAMINA by drinking this potion. You may drink this at any time except during combat. A pouch of 3 Gold Pieces is here too (add this to your Treasure). You also find sufficient Provisions for 3 meals in the kitchen here. It's now late in the day; after you have buried the sage's body as best you can, you lock the doors, bolt the windows, and sleep here. Next morning you head off northwestwards to get back on the trail of the Sphere.

(No exposition for you! I rather enjoy the fact that the arch-villain of this book has apparently taken great pains to murder someone that might assist a hypothetical saboteur or assassin, or who knows something about his past. If only he’d sent another smoke demon to cull the Mysterious Talking Owl population, we might be flying blind right now.

We can only carry 10 meals total and there are three free meals sitting here, so I'm assuming we eat again to get back to full Stamina.)

[…]

It’s a long way back to the main trail, but cutting across flat countryside enables you to make up some lost time. Soon, however, grey clouds are gathering and the weather looks uncertain. Roll one die, if you roll a 3, turn to 129. If you roll 4-6, tum to 61. If you want to, you can add 2 to this dice roll by spending a point of LUCK, but then you must deduct 1 from your current LUCK score.

(Rolled a six, we’re fine.)

[…]

The clouds begin to disperse as you stride out in search of the trail the Sphere. It takes you most of the day to get back to it, but soon the wide wake of debris left by the fiery Sphere is clearly visible ahead: singed and blackened trees and pools of iced-over water formed by the melted snow. Carefully watching you footing on such slippery and treacherous surfaces, you walk along on one side of the trail for safety

[..]

At the end of the day you find a dead Snow Fox in a snare. The animal died only recently; the body is still warm but will swiftly chill. You can take the Snow Fox with you if you want to; add it to your Possessions. You scoop out a snow hole in a drift and snuggle up inside it: an old barbarian trick, but one worth knowing. You must eat a meal before you go to sleep, but your night’s rest is undisturbed. In the morning, you must eat another meal. Then you set off into the increasingly steep, rocky slopes ahead, following the fire blasted path of the fiery killer from the sky. Walking is hard work, and your calves ache with the pain; you have to stop and rub your protesting leg muscles several times during the day. At last, at the top of one peak looking down, you see a valley a good few kilometers ahead and a thick carpet of smoke. You know that the Sphere must have come to rest there, the trail leads right up to it. It will take over a day to get there, so you redouble your efforts. Struggling along, you see footprints ahead of you: a trail leading towards you and then slipping away in an obvious fall, descending to some pine scrub below.

Do we want to detour and investigate- losing time
Or do we want to press ahead?

(I am assuming we took the Snow Fox.)

Furryborn the Honourable
SKILL 9/9
STAMINA 20/20
LUCK 8/10
Honour: 7
Time Elapsed: 4 days
Equipment: Sword, Furred Leather Armour, Shield, Backpack, Lantern, Climbing Gear, Brandy (2 swigs), Potion of Stamina, Tasrin's Ring, 3 gold pieces, Snow Fox, 8 Provisions
Last edited by SlyJohnny on Mon May 13, 2013 6:00 am, edited 3 times in total.
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Post by Darth Rabbitt »

Press ahead, the detour this time is probably a trap.
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