Let's Play Fighting Fantasy #45: Spectral Stalkers
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- Darth Rabbitt
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One lonely light shines in the castle's tallest tower. As you approach the chasm which separates the mountain road from the sheer crag on which the castle rises, you ensure that your footsteps are silent. But as you reach the lip of the precipice, a drawbridge descends from the opposite side; candlelight flickers in the archway of the gatehouse and a voice invites you to enter. The castle is empty, its richly furnished rooms thick with dust. You make your way to the topmost chamber and there you find the Tyrant: an aged creature, with the scaly skin of a lizard, clutching a broken staff.
'Do not fear me, Champion,' he says. 'My power is long since spent. I have been waiting here for centuries and I welcome the end of my boredom. I beg just one boon before you strike me down. Show me, I pray, the means by which you came here.' The Tyrant kneels before you on creaking legs, and bows his head in submission. You take the Aleph from your pack and hold it in front of him; his eyes flash silver light. 'At last! Escape from this dreary place!' and he lunges for the glowing sphere. Roll three dice. (2,1,1=4; the result is less than or equal to Joe's SKILL.)
You succeed in snatching the Aleph from the Tyrant's grasping hands and run from the chamber and down dark spiral stairs. You hear the old creature blundering after, you, muttering curses, and from the bottom of the tower you hear the echoes of doors slamming shut. The only way to escape is to use the Aleph.
(This is easily the worst world in the book. Confronting the Tyrant gets you a save-or-lose and, as you can see, you can't fight or talk to him even if you make the save.)
You gaze into the depths of the Aleph. The glowing sphere, small enough to lie cupped between your hands, seems also to be infinitely large. Uncountable swarms of visions swirl before your eyes: strange creatures, alien peoples, towns, continents, planets, stars and galaxies. Wherever you look there is an ever-changing panorama of tiny yet infinitely detailed scenes. The Aleph seems to be all around you; you are enveloped by the Aleph, and transported within it. Roll one die. (2; the result is an even number.)
You have arrived home - the continent of Khul. The trees, the landscape, the very air is familiar. You recognize the countryside; you are standing on a road along which you have marched many times. But everything has changed. The fields are a wilderness of heath and bracken, farm buildings ruined and almost smothered under brambles. The road has deteriorated into a muddy, rutted track. You walk along it until you can see the bridge over the river Gibelvatter but the bridge is broken, and only a stump of stonework remains perched above the flowing waters. On this outcrop stands a new building, grim and battlemented. However, you see a circular inn sign swinging from a bracket on the wall and lights flicker behind the arrow-slits in the upper story. A heavily-built man is standing outside the only door; as you approach he draws his sword. Will you prepare to fight him, or will you raise your open hands in a gesture of peace?
EDIT: moved image file, fixed url here to match.
'Do not fear me, Champion,' he says. 'My power is long since spent. I have been waiting here for centuries and I welcome the end of my boredom. I beg just one boon before you strike me down. Show me, I pray, the means by which you came here.' The Tyrant kneels before you on creaking legs, and bows his head in submission. You take the Aleph from your pack and hold it in front of him; his eyes flash silver light. 'At last! Escape from this dreary place!' and he lunges for the glowing sphere. Roll three dice. (2,1,1=4; the result is less than or equal to Joe's SKILL.)
You succeed in snatching the Aleph from the Tyrant's grasping hands and run from the chamber and down dark spiral stairs. You hear the old creature blundering after, you, muttering curses, and from the bottom of the tower you hear the echoes of doors slamming shut. The only way to escape is to use the Aleph.
(This is easily the worst world in the book. Confronting the Tyrant gets you a save-or-lose and, as you can see, you can't fight or talk to him even if you make the save.)
You gaze into the depths of the Aleph. The glowing sphere, small enough to lie cupped between your hands, seems also to be infinitely large. Uncountable swarms of visions swirl before your eyes: strange creatures, alien peoples, towns, continents, planets, stars and galaxies. Wherever you look there is an ever-changing panorama of tiny yet infinitely detailed scenes. The Aleph seems to be all around you; you are enveloped by the Aleph, and transported within it. Roll one die. (2; the result is an even number.)

EDIT: moved image file, fixed url here to match.
Last edited by Darth Rabbitt on Tue Oct 22, 2013 10:45 pm, edited 1 time in total.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
(3d6 vs. skill and we weren't even given the choice not to show the Aleph? This is supreme bullshit. I expected better of Not-UK-Steve-Jackson.)
Let's greet the guy. Random guess: this is Khul-prime, and the gesture actually means "I can confirm your esteemed mother is a lady of remarkable sexual prowess".
Let's greet the guy. Random guess: this is Khul-prime, and the gesture actually means "I can confirm your esteemed mother is a lady of remarkable sexual prowess".
- Darth Rabbitt
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(I agree with you; as I said, it's the worst place in the book by far. Spectral Stalkers is not perfect, but it is my personal favorite Fighting Fantasy book. I consider the Tyrant the flaw in the diamond.)
The big man is jovial, but retains his grip on his sword. 'Welcome, stranger!' he booms, 'to the Inn of the Ghostly Visitors. Don't be alarmed by the name of my fine establishment- it's just my little joke! You know this part of the world? Then you'll have heard the stories. Folk say this place is haunted - that people disappear mysteriously in the night. A load of old wives' tales. Don't believe a word of it. Anyway, this is the only inn for leagues around, so you don't have much choice. You can take the ferry across the river in the morning. Now get inside, and go upstairs. I've a room ready for you.' He points his sword at you threateningly. It is true that you need somewhere to stay for the night, but the innkeeper’s attitude makes you suspicious and angry. Do you decide to fight him after all or do you accept his offer of accommodation?
The big man is jovial, but retains his grip on his sword. 'Welcome, stranger!' he booms, 'to the Inn of the Ghostly Visitors. Don't be alarmed by the name of my fine establishment- it's just my little joke! You know this part of the world? Then you'll have heard the stories. Folk say this place is haunted - that people disappear mysteriously in the night. A load of old wives' tales. Don't believe a word of it. Anyway, this is the only inn for leagues around, so you don't have much choice. You can take the ferry across the river in the morning. Now get inside, and go upstairs. I've a room ready for you.' He points his sword at you threateningly. It is true that you need somewhere to stay for the night, but the innkeeper’s attitude makes you suspicious and angry. Do you decide to fight him after all or do you accept his offer of accommodation?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
On one hand, we know this guy is trouble and should presumably stay alert if we choose to accept the offer.
On the other hand, we know this guy is trouble and the author might feel free to punish us for choosing to trust an obviously suspicious guy.
On the third hand, fighting earns us Trail points, and we're supposed to avoid racking those up.
Then again, maybe we're supposed to find a reasonably safe balance between Trail points and gratuitous violence....
Okay, I have Faith in this book. Accept his offer.
On the other hand, we know this guy is trouble and the author might feel free to punish us for choosing to trust an obviously suspicious guy.
On the third hand, fighting earns us Trail points, and we're supposed to avoid racking those up.
Then again, maybe we're supposed to find a reasonably safe balance between Trail points and gratuitous violence....
Okay, I have Faith in this book. Accept his offer.
- Darth Rabbitt
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You duck through the low doorway and enter the inn. A gust of wind slams the door behind you. In the darkness you can just make out tables and chairs; the room seems to be deserted and there is no sound to be heard. You climb a staircase until you reach a landing lit by a candle. There are several doors; all but one are locked. You open the unlocked door and find yourself in a pleasant bedroom with a balcony overhanging the river. Clean blankets have been laid on the rush mattress and there is a basin of fresh water. Supper is waiting on the table: bread, cold meat, cheese and a flagon of ale. The food looks wholesome; will you eat it, or are you too suspicious to try it?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
He's suspicious. We're reasonably cautious and at full hp. Nope, stick to trail mix.
edit: and we didn't get a price quote! Definitely don't eat.
Also, that's a neat sign and we need to steal it on the way out.
edit: and we didn't get a price quote! Definitely don't eat.
Also, that's a neat sign and we need to steal it on the way out.
Last edited by Starmaker on Mon Oct 21, 2013 8:47 pm, edited 1 time in total.
- Darth Rabbitt
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As hungry as you are, you dare not risk eating the innkeeper's food. If you have Provisions of your own in your backpack, you can eat a meal and restore up to 4 points of STAMINA. You lie down on the mattress and drift into sleep, lulled by the soft lapping of the river beneath your room.
(Don't need to eat, so I assume we don't.)
You wake up. Everything is dark: the candle has blown out and there is no hint of daylight in the chinks of the shutters. A cold wind, carrying with it the smell of the river, makes you shiver and you sit up. Then you see them. A pair of luminous eyes is staring at you from the middle of the floor. You remember the name of the inn: the Ghostly Visitors. Are you being watched by a ghost? For several seconds you remain as still as the watching eyes; but you have to decide what to do. Will you throw yourself at the intruder, whatever it is? Or will you keep still and watch silently?
(Don't need to eat, so I assume we don't.)
You wake up. Everything is dark: the candle has blown out and there is no hint of daylight in the chinks of the shutters. A cold wind, carrying with it the smell of the river, makes you shiver and you sit up. Then you see them. A pair of luminous eyes is staring at you from the middle of the floor. You remember the name of the inn: the Ghostly Visitors. Are you being watched by a ghost? For several seconds you remain as still as the watching eyes; but you have to decide what to do. Will you throw yourself at the intruder, whatever it is? Or will you keep still and watch silently?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
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(I forgot to list the Jewel of Sleep on our Adventure Sheet, but we do have it.)
Restore 1 point of LUCK. You have awoken and acted just in time to save your life. As you leap across the room you realize that the eyes are watching you from a crack in the floorboards—a concealed trapdoor, which begins to open, revealing a Goblin with a knife. But you are already in position to grasp the trapdoor and slam it shut, knocking the Goblin backwards. You land on the trapdoor and listen in amusement to the confused and angry Goblin voices below. You hear the voices recede, and then the sound of oars paddling through the water as the Goblins return home empty-handed. The Goblin leader dropped his knife inside your room when you slammed the trapdoor on his hand. You pick it up; it is a dagger with a carved wooden handle and a blade of pure silver. You may keep it if you want to. As there is no means of securing the trapdoor from inside your room, you stay awake until dawn.
(I assume we take the dagger.)
In the morning you throw open the shutters of your room. The wind seems even colder now, carrying with it flurries of sleet and hail. You collect your belongings and wander downstairs. The inn is deserted. You search the cupboards and cellars, and find a sword that seems sharp and well-balanced. You can keep it if you need a weapon. It is not until you are about to leave the inn that you find the most interesting item: pinned to the back of the door is the innkeeper’s license, granted by the Margrave of Neuburg - and dated four hundred years after the date when you found the Aleph.
Shaking your head in disbelief, you step out into the freezing rain. The door slams behind you and, shaken from its bracket, the inn sign falls from the outside wall and barely misses your head. You jump backwards and look down at the crude painting of two ghostly figures. The sign is circular which seems unusual for an inn sign and uncannily reminiscent of the shape of the Aleph. It is small enough to fit into your backpack; perhaps you should pick it up and take it with you (record it on your Adventure Sheet if you do so). Khul, four hundred years in your future, seems an unwelcoming place. You bid it farewell and use the Aleph to go elsewhere.
(Of course we take the sign.)
Taking the glowing sphere from your backpack, you gaze into its infinite depths. Instantly you are enthralled by the numberless panoramas that swirl within the Aleph, each scene impossibly small and yet perfectly real. The longer you gaze, the more you can see: men and monsters, humble villages and glittering cities, rolling landscapes and shimmering planets. You feel yourself being enveloped by the Aleph and transported within it. Roll one die. (5; the result is an odd number.)
You are standing in a flat meadow divided by lines of flags into forty-nine squares. Most of the squares are empty, but six contain the bodies of slain warriors. You are holding a long, steel-pointed pike and you quickly find that you cannot loosen your grip on the weapon. At your back, extending from your heels to the crown of your head, you feel the weight of a plate of iron, held in place by straps across your shoulders, chest and thighs. The front of your body is unprotected; your only garment is a white tunic. You see that four of the bodies are wearing identical tunics; the other two bodies wear black tunics. Apart from you, there are two other surviving warriors in white tunics; they look dispirited and battle-weary. Five warriors in black tunics appear ferocious and jubilant. Each warrior is standing, as you are, in a separate square, and each wears a plate of solid metal on his back.
'You have placed your last pawn, Drawenna,' a male voice booms across the sky, 'and still my forces out-number yours. Are you beginning to regret that you chose this method of resolving our dispute? Soon I will win; and you, and all your lands, will be mine. Resign yourself to it, my soon-to-be-wife!'
A woman's voice echoes somewhere above the clouds. 'Never, Burud!' she says in a voice quivering with rage. 'I still have a chance to win!'
'You deceive yourself, Drawenna,' the male voice declares, 'but I will humor you. Let us play on. One of your pawns must move.'
'Do not be impatient, Burud,' the woman' voice replies. 'l have first to teach my latest recruit the rules of battle.' The clouds part and a ray of sunlight illuminates the square that you occupy. Drawenna's voice explains to you the rules of this strange game.
'You are the last pawn to be placed on the field,' you hear Drawenna say, 'and now the rules of battle change. The winning side - white or black - is the one with more surviving warriors when no more can be killed in battle. Each side plays in tum, and in one turn only a single pawn may move, but all pawns from that side may attack A pawn may move one square ahead or either side; you may not move backwards, or diagonally, or into a square occupied by another living warrior of either side. During one side's turn, the other side's pawns cannot attack; they can only defend themselves by turning their backs on their attacker’s—an effective defense because of the armor. Attacking pawns can attack all enemy pawns on all adjacent squares, including those diagonally adjacent. Therefore, as you can see, a pawn attacked from one side is invulnerable, but a pawn attacked from two opposite sides is doomed to die. Now, to battle, my white pawns! We can yet win this game!'
The positions of the pawns are shown on the diagram above. You are the white pawn, marked with a cross, on the square numbered F4 on the diagram. Your white comrades appeal to you for guidance. 'Only one of us can move in each turn,' says the warrior on square G6, 'and it will have to be me. I am almost surrounded; my only possible move is to my left [to G5]. If I don't move, the black warrior next to you will move along-side me, and I'll be slaughtered!'
'No!' says the warrior on square E6. 'I should be the one to move. If I move forward [to D6], we'll have one of these black swine diagonally between us. Or,' he continues more thoughtfully,' if you move to your left [to F3], to keep out of danger, we can still finish off the one black warrior between me and the other fellow. '
They are waiting for your decision:
Decide that the white warrior on square G6 should move to G5?
Agree that the warrior on E6 should move forward to D6?
Think that you should be the one to move?
(It may be helpful to refer to the diagram again)
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 4
Items: Bottle of Siccator, Jewel of Sleep
Signs: Rune-Inscribed Wheel Hub, Inn Sign
Restore 1 point of LUCK. You have awoken and acted just in time to save your life. As you leap across the room you realize that the eyes are watching you from a crack in the floorboards—a concealed trapdoor, which begins to open, revealing a Goblin with a knife. But you are already in position to grasp the trapdoor and slam it shut, knocking the Goblin backwards. You land on the trapdoor and listen in amusement to the confused and angry Goblin voices below. You hear the voices recede, and then the sound of oars paddling through the water as the Goblins return home empty-handed. The Goblin leader dropped his knife inside your room when you slammed the trapdoor on his hand. You pick it up; it is a dagger with a carved wooden handle and a blade of pure silver. You may keep it if you want to. As there is no means of securing the trapdoor from inside your room, you stay awake until dawn.
(I assume we take the dagger.)
In the morning you throw open the shutters of your room. The wind seems even colder now, carrying with it flurries of sleet and hail. You collect your belongings and wander downstairs. The inn is deserted. You search the cupboards and cellars, and find a sword that seems sharp and well-balanced. You can keep it if you need a weapon. It is not until you are about to leave the inn that you find the most interesting item: pinned to the back of the door is the innkeeper’s license, granted by the Margrave of Neuburg - and dated four hundred years after the date when you found the Aleph.
Shaking your head in disbelief, you step out into the freezing rain. The door slams behind you and, shaken from its bracket, the inn sign falls from the outside wall and barely misses your head. You jump backwards and look down at the crude painting of two ghostly figures. The sign is circular which seems unusual for an inn sign and uncannily reminiscent of the shape of the Aleph. It is small enough to fit into your backpack; perhaps you should pick it up and take it with you (record it on your Adventure Sheet if you do so). Khul, four hundred years in your future, seems an unwelcoming place. You bid it farewell and use the Aleph to go elsewhere.
(Of course we take the sign.)
Taking the glowing sphere from your backpack, you gaze into its infinite depths. Instantly you are enthralled by the numberless panoramas that swirl within the Aleph, each scene impossibly small and yet perfectly real. The longer you gaze, the more you can see: men and monsters, humble villages and glittering cities, rolling landscapes and shimmering planets. You feel yourself being enveloped by the Aleph and transported within it. Roll one die. (5; the result is an odd number.)

'You have placed your last pawn, Drawenna,' a male voice booms across the sky, 'and still my forces out-number yours. Are you beginning to regret that you chose this method of resolving our dispute? Soon I will win; and you, and all your lands, will be mine. Resign yourself to it, my soon-to-be-wife!'
A woman's voice echoes somewhere above the clouds. 'Never, Burud!' she says in a voice quivering with rage. 'I still have a chance to win!'
'You deceive yourself, Drawenna,' the male voice declares, 'but I will humor you. Let us play on. One of your pawns must move.'
'Do not be impatient, Burud,' the woman' voice replies. 'l have first to teach my latest recruit the rules of battle.' The clouds part and a ray of sunlight illuminates the square that you occupy. Drawenna's voice explains to you the rules of this strange game.


'No!' says the warrior on square E6. 'I should be the one to move. If I move forward [to D6], we'll have one of these black swine diagonally between us. Or,' he continues more thoughtfully,' if you move to your left [to F3], to keep out of danger, we can still finish off the one black warrior between me and the other fellow. '
They are waiting for your decision:
Decide that the white warrior on square G6 should move to G5?
Agree that the warrior on E6 should move forward to D6?
Think that you should be the one to move?
(It may be helpful to refer to the diagram again)
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 4
Items: Bottle of Siccator, Jewel of Sleep
Signs: Rune-Inscribed Wheel Hub, Inn Sign
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
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You have only two possible moves. Will you move to the square on your left (square F3)? Or will you move forward (to square E4)?
(E4 it is.)
The clouds part; sunlight floods the field. Drawenna's laughter fills the sky. 'That's it!' she shouts. 'That, my brave pawn, my clever pawn, is exactly the right move. Hold! Do not attack. Burud! Do you see the position? My three warriors are in a triangle - and three of yours are at their mercy. Victory is mine. Concede, and I'll spare your wretched pawns.'
'What do I care for mere pawns?' Burud's voice is choked with anger. 'Kill them or not as you see fit. I won't remain to watch. I'll find other ways to get you Drawenna!' A gale swirls the clouds across the sky and into the distance. You find that you can release your hold on the pike; the metal armor slips from your back. With the other surviving warriors you wander to the edge of the field, where you find your backpack, your clothes, and a purse containing 10 Gold Pieces (note this on your Adventure Sheet).
Drawenna's voice addresses you again. 'I would ask you to stay, brave warrior, and ‘she says,’ but I sense you are on a perilous quest and cannot linger. Take this!' A golden ring falls out of the sky and lands at your feet; you pick it up and marvel at the large blue gemstone set into it. 'The jewel is not only decorative,' says Drawenna's voice. 'If you are weary, or sorely wounded, swallow the blue gem. It will restore your strength.' You can use this item at any time, but only once; swallowing the gem will restore up to 6 points of STAMINA. Record it on your Adventure Sheet. Drawenna is right, you have to move on.
You take the Aleph from your backpack. Cupping it between your hands, you are instantly mesmerized by the countless tiny visions which swarm within its infinite depths. The longer you gaze, the more you can see: farmlands and deserts, monstrous creatures and vast gleaming machines, rainbow-ringed planets and spiraling galaxies of stars. You feel yourself being enveloped by the Aleph, and transported within it. Roll one die. (4; the result is an even number).
Sand dunes stretch in every direction. Scrubby bushes grow in the hollows, tough grass waves grow in clumps on the rounded summits. At the edge of a distant pool of water stands a village; the huts, on wooden stilts, are made of reeds and leaves. On the edge of the village you pass through an abandoned market, its rickety stalls empty and covered with dust. Then you see that one stall is still in use: only a few items are on display, but they are quite remarkable. They look like roughly-made candles, apparently formed out of clay, but each has a tip that glows brightly enough to be visible in full daylight. The old woman behind the stall begs you to buy one; and if you have a Gold Piece to spare, you may do so. (Record the transaction on your Adventure Sheet.) She tells you that these few Glowcandles are all that remains of her village’s wealth and possessions. Mayrek the Potter, the hermit who makes the Glowcandles and other wonderful things, has not been seen for months. Men from the village have gone to look for him—but they have not returned. Will you go to the village and offer to help the villagers? Or will you turn away and set off across the dunes in the opposite direction?
(I see no reason not to buy a Glowcandle, given that we just got a shitload of Gold Pieces and it's only one Gold Piece for one. But it's up to you, readers.)
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 14
Items: Bottle of Siccator, Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use)
Signs: Rune-Inscribed Wheel Hub, Inn Sign
EDIT: fixed typo.
(E4 it is.)
The clouds part; sunlight floods the field. Drawenna's laughter fills the sky. 'That's it!' she shouts. 'That, my brave pawn, my clever pawn, is exactly the right move. Hold! Do not attack. Burud! Do you see the position? My three warriors are in a triangle - and three of yours are at their mercy. Victory is mine. Concede, and I'll spare your wretched pawns.'
'What do I care for mere pawns?' Burud's voice is choked with anger. 'Kill them or not as you see fit. I won't remain to watch. I'll find other ways to get you Drawenna!' A gale swirls the clouds across the sky and into the distance. You find that you can release your hold on the pike; the metal armor slips from your back. With the other surviving warriors you wander to the edge of the field, where you find your backpack, your clothes, and a purse containing 10 Gold Pieces (note this on your Adventure Sheet).
Drawenna's voice addresses you again. 'I would ask you to stay, brave warrior, and ‘she says,’ but I sense you are on a perilous quest and cannot linger. Take this!' A golden ring falls out of the sky and lands at your feet; you pick it up and marvel at the large blue gemstone set into it. 'The jewel is not only decorative,' says Drawenna's voice. 'If you are weary, or sorely wounded, swallow the blue gem. It will restore your strength.' You can use this item at any time, but only once; swallowing the gem will restore up to 6 points of STAMINA. Record it on your Adventure Sheet. Drawenna is right, you have to move on.
You take the Aleph from your backpack. Cupping it between your hands, you are instantly mesmerized by the countless tiny visions which swarm within its infinite depths. The longer you gaze, the more you can see: farmlands and deserts, monstrous creatures and vast gleaming machines, rainbow-ringed planets and spiraling galaxies of stars. You feel yourself being enveloped by the Aleph, and transported within it. Roll one die. (4; the result is an even number).
Sand dunes stretch in every direction. Scrubby bushes grow in the hollows, tough grass waves grow in clumps on the rounded summits. At the edge of a distant pool of water stands a village; the huts, on wooden stilts, are made of reeds and leaves. On the edge of the village you pass through an abandoned market, its rickety stalls empty and covered with dust. Then you see that one stall is still in use: only a few items are on display, but they are quite remarkable. They look like roughly-made candles, apparently formed out of clay, but each has a tip that glows brightly enough to be visible in full daylight. The old woman behind the stall begs you to buy one; and if you have a Gold Piece to spare, you may do so. (Record the transaction on your Adventure Sheet.) She tells you that these few Glowcandles are all that remains of her village’s wealth and possessions. Mayrek the Potter, the hermit who makes the Glowcandles and other wonderful things, has not been seen for months. Men from the village have gone to look for him—but they have not returned. Will you go to the village and offer to help the villagers? Or will you turn away and set off across the dunes in the opposite direction?
(I see no reason not to buy a Glowcandle, given that we just got a shitload of Gold Pieces and it's only one Gold Piece for one. But it's up to you, readers.)
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 14
Items: Bottle of Siccator, Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use)
Signs: Rune-Inscribed Wheel Hub, Inn Sign
EDIT: fixed typo.
Last edited by Darth Rabbitt on Tue Oct 22, 2013 3:56 pm, edited 1 time in total.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
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- Joined: Thu Feb 05, 2009 8:31 pm
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- Contact:
(We can.)
The villagers are overjoyed that a brave warrior is prepared to help them, but they call tell you no more than the way to Mayrek's cave. You set off and after a long trudge across the dunes you find yourself climbing a wooded hillside. When you come to an avenue of clay statues you know you are nearing your goal. You walk up the winding path, marveling at the skill of the artist who has modeled these fantastical creatures of clay. You turn the last corner and find that the avenue ends at a cave in the face of a cliff. The mouth of the cave has been blocked with boulders and rubble. The largest of the clay statues, shaped in the likeness of a misshapen slab-faced giant, stands astride the cave-mouth. As you approach, the statue growls like thunder and begins to move! A voice from within the cave can be heard shouting: 'Stay clear! I am Mayrek, and I know what my Clay Golem can do. Run for your life!' With slow, lumbering strides, the Golem steps towards a waterfall that cascades down the cliff-face. For a few seconds it stands under the pouring water—and then, slick and glistening, it is rushing towards you. If you have a vial of Siccator, do you want to use it? Do you stand and fight? Or do you choose to run away?
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Bottle of Siccator, Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Inn Sign
EDIT: fixed typo
DOUBLE EDIT: fixed more typos

Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Bottle of Siccator, Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Inn Sign
EDIT: fixed typo
DOUBLE EDIT: fixed more typos
Last edited by Darth Rabbitt on Tue Oct 22, 2013 10:48 pm, edited 2 times in total.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
- Overlord
- Posts: 8872
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
You retrieve the bottle of Siccator from your backpack and uncork it. You assume that if water makes the Golem fast and strong, the drying effect of the Siccator will slow the monster But firsl you have to succeed in sprinkling the liquid over its body. You know you have only one chance. You stand ready, feeling the ground shake under your feet as the Golem pounds towards you, swinging its mallet. Roll two dice. (2,5=7; the result is less than Joe's SKILL.)
Dodging the first boulder-breaking blow of the Golem's mallet, you sprinkle the Siccator in a wide arc (Cross the Siccator from your Adventure Sheet.) The drops of liquid sparkle in the air and splash across the Golem’s clay torso. The effect is instantaneous; the Golem halts in mid-stride as the slick surface of water evaporates from its body. Cracks appear as the monster attempts to move, and as the Siccator extracts every drop of moisture from the clay the Golem's extremities begin to crumble. After one final shudder, the Golem is motionless, nothing more than a day statue, rapidly crumbling into a large heap of fine brown dust. You turn away and head for the cave in the cliff.
Pulling at the jumble of boulders in the cave entrance, you manage to clear a path into the cave, which is illuminated by large glowing bowls. Mayrek the Potter greets you and thanks you effusively. He looks very tired and thin, and explains that the Golem was one of his experiments that went awry. The creature was intended to be a servant, but it developed a will of its own and imprisoned its creator in the cave which serves as Mayrek’s home and workshop. By way of a reward for rescuing him, he tells you that you can take any item from his workshop. You wander among racks of statuary and pottery, each object a fine work of art but in the end two items attract your attention. One seems very useful; a small porcelain box containing 5 Gold Pieces. The other, a plain ball of glazed clay, intrigues you because its shape and size remind you of the Aleph. Will you choose to take the box or the ball?
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Inn Sign
Dodging the first boulder-breaking blow of the Golem's mallet, you sprinkle the Siccator in a wide arc (Cross the Siccator from your Adventure Sheet.) The drops of liquid sparkle in the air and splash across the Golem’s clay torso. The effect is instantaneous; the Golem halts in mid-stride as the slick surface of water evaporates from its body. Cracks appear as the monster attempts to move, and as the Siccator extracts every drop of moisture from the clay the Golem's extremities begin to crumble. After one final shudder, the Golem is motionless, nothing more than a day statue, rapidly crumbling into a large heap of fine brown dust. You turn away and head for the cave in the cliff.
Pulling at the jumble of boulders in the cave entrance, you manage to clear a path into the cave, which is illuminated by large glowing bowls. Mayrek the Potter greets you and thanks you effusively. He looks very tired and thin, and explains that the Golem was one of his experiments that went awry. The creature was intended to be a servant, but it developed a will of its own and imprisoned its creator in the cave which serves as Mayrek’s home and workshop. By way of a reward for rescuing him, he tells you that you can take any item from his workshop. You wander among racks of statuary and pottery, each object a fine work of art but in the end two items attract your attention. One seems very useful; a small porcelain box containing 5 Gold Pieces. The other, a plain ball of glazed clay, intrigues you because its shape and size remind you of the Aleph. Will you choose to take the box or the ball?
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Inn Sign
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
- Overlord
- Posts: 8872
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
'Fate has guided your hand,' Mayrek says. 'This ball of clay is one of my most valuable possessions. It contains pure life-force, and it will perhaps save you from death one day. It will not protect you from physical harm, but if your adversaries use magical means to drain the life from your body the contents of this ball, if it is near your body, will restore you. Take it, with my thanks.'
You depart along the avenue of statues. When you are out of sight of the cave, you stop to examine the clay ball. It weighs almost nothing and seems very fragile. You shake it; it rattles. You wonder what a life-force looks like and why it rattles.
If you want to crack the ball to inspect its contents
If you decide to place it carefully in your backpack, record it on your Adventure Sheet; and then use the Aleph to leave this place.
You depart along the avenue of statues. When you are out of sight of the cave, you stop to examine the clay ball. It weighs almost nothing and seems very fragile. You shake it; it rattles. You wonder what a life-force looks like and why it rattles.
If you want to crack the ball to inspect its contents
If you decide to place it carefully in your backpack, record it on your Adventure Sheet; and then use the Aleph to leave this place.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- angelfromanotherpin
- Overlord
- Posts: 9752
- Joined: Fri Mar 07, 2008 7:54 pm
- Darth Rabbitt
- Overlord
- Posts: 8872
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
Pulling the Aleph from your backpack, you hold it between your hands. You stare wonderingly into its infinite depths, entranced by the ever-changing visions that swarm before your eyes. Strange creatures, alien peoples, towns, continents, planets and swirling stars meet your gaze wherever you look. Roll one die. (5; the result is an odd number.)
You find yourself standing on a smooth platform that glows but gives out no heat. You are in a chamber lined with walls of opaque glass and polished metal. Rows of colored lights wink at you and a barely audible hum and a slight vibration pervade the room. You step off the platform and its glow fades. Suddenly a voice speaks out of the air: 'Unauthorized use of transporter—investigate!' A second voice asks: 'Is it another specimen?' 'Insufficient data,' replies the first voice. 'Sending the Grappler.'' You step backwards and bump into a table whose surface is covered with flashing lights and colored switches. You wonder what would happen if you were to flick some of the switches at random and then jump back on to the platform. Alternatively, you could search for a place to hide. Or would you rather just wait for something to happen?
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Circular Inn Sign, Clay Ball
You find yourself standing on a smooth platform that glows but gives out no heat. You are in a chamber lined with walls of opaque glass and polished metal. Rows of colored lights wink at you and a barely audible hum and a slight vibration pervade the room. You step off the platform and its glow fades. Suddenly a voice speaks out of the air: 'Unauthorized use of transporter—investigate!' A second voice asks: 'Is it another specimen?' 'Insufficient data,' replies the first voice. 'Sending the Grappler.'' You step backwards and bump into a table whose surface is covered with flashing lights and colored switches. You wonder what would happen if you were to flick some of the switches at random and then jump back on to the platform. Alternatively, you could search for a place to hide. Or would you rather just wait for something to happen?
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Circular Inn Sign, Clay Ball
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
- Darth Rabbitt
- Overlord
- Posts: 8872
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
The curved walls are featureless and the consoles of flashing lights are sealed units. The only enclosed space big enough to conceal you is a tall metal cupboard—and it is locked. You will have to try to break the lock. Roll two dice. (4,5=9; the result is less than or equal to Joe's SKILL.)
The door flies open, revealing a cupboard packed with stores. There is no room for you to hide inside so you start inspecting the contents of the shelves for anything that might be a weapon. All of the items are unfamiliar to you: they are made of unnaturally smooth materials, and most are either completely featureless or covered in indecipherable symbols. One object, however, looks like it might be a weapon: it has a handgrip, a trigger and a tube, ending in a nozzle that can be aimed. It is clearly labeled Extinguisher, which sounds to you like an eminently suitable name for a weapon. You are about to test its power when you hear the sound of heavy footsteps approaching. Will you wait for whatever is about to confront you? Alternatively, you could throw some of the switches on the central console and leap on to the platform in the hope you will be taken elsewhere.
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger, Extinguisher
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Circular Inn Sign, Clay Ball
The door flies open, revealing a cupboard packed with stores. There is no room for you to hide inside so you start inspecting the contents of the shelves for anything that might be a weapon. All of the items are unfamiliar to you: they are made of unnaturally smooth materials, and most are either completely featureless or covered in indecipherable symbols. One object, however, looks like it might be a weapon: it has a handgrip, a trigger and a tube, ending in a nozzle that can be aimed. It is clearly labeled Extinguisher, which sounds to you like an eminently suitable name for a weapon. You are about to test its power when you hear the sound of heavy footsteps approaching. Will you wait for whatever is about to confront you? Alternatively, you could throw some of the switches on the central console and leap on to the platform in the hope you will be taken elsewhere.
Adventure Sheet
G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 1
Equipment: Trusty Sword, Silver Dagger, Extinguisher
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 12
Items: Jewel of Sleep, Blue Gem of Healing (restores 6 STAMINA at any time, one use), 2 Glowcandles
Signs: Rune-Inscribed Wheel Hub, Circular Inn Sign, Clay Ball
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).