Greetings everyone. Since time is not yet too tight on my end, I will be starting another FF Let’s Play. Since nobody has apparently done Fighting Fantasy book #9 and I also had a copy with me, I selected this my next FF Let’s Play. Anyone wishing to join in is welcome. The plan is to update this series on a twice per day basis, with the exception of Sundays, where I will try to update more frequently on these days. However, my varying work obligations will sometimes necessitate adjustments to this proposed schedule, and I hope that everyone can understand this.
Preface
Fighting MonstersDeep within the Crystal Caves of the Icefinger Mountains, the dreaded Snow Witch of Allansia is using her dark powers to bring on a new ice age and thereby hold the world under her dominion. You know nothing of this until a brave trapper dies in your arms, having fallen victim to the terrible creature you are hunting, and lays the burden of his mission on your shoulders. But time is running out and YOU must take up the challenge without delay.
Two dice, a pencil and an eraser are all you need to embark on this thrilling adventure of sword and sorcery, complete with its elaborate combat system and a score sheet to record your gains and losses.
Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you and often your only choice is to kill or be killed.
A shortened version of Caverns of the Snow Witch was first published in WARLOCK magazine. This new and expanded adventure takes you beyond the Crystal Caves and into the most terrifying adventure of them all!
For the purpose of this series, the Adventure Sheet will be hand-made and will be periodically displayed.Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a backpack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.
To see how effectively your preparations have been, you must use the dice to determine your initial SKILL and STAMINA scores. On pages 18-19 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
You are advised to either record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
Skill, Stamina, and Luck
Making the appropriate rolls and modifications yielded the following initial scores:Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
There is also a LUCK box. Roll one die, add 6 to this number, and enter this total in the LUCK box.
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck – and magic – are facts of life in the fantasy kingdom you are about to explore.
SKILL: 12
STAMINA: 18
LUCK: 11
So our character is extremely skilled in swordplay, which is a very good thing, as a brief glance of the book shows that we could be fighting some high SKILL monsters.
Battles
EscapingYou will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if you choose to attack the creature anyway – you must resolve the battle as described below.
First record the creature’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.
The sequence of combat is then:
1. Roll both dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round by returning to your current SKILL score and repeating steps 1-6. This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
Fighting More Than One CreatureOn some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below). You may only Escape if that option is specifically given to you on the page.
LuckIf you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
For the purposes of this Let’s Play, all of the attack rounds will be resolved at once. I will generally only consider using Luck in battles if the character has less than 7 STAMINA points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option, I will also ask whether the character should escape from the battle, and if so, under which conditions to do so.At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business and if you are unlucky, the results could be disastrous.
The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.
This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract one point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become.
Using Luck in Battles
On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your LUCK either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.
If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).
If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.
Remember that you must subtract 1 point from your LUCK score every time you Test your Luck.
Restoring Skill, Stamina, and Luck
Equipment and PotionsSkill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a Battle. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided 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 its Initial value. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of this book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
Hints on PlayYou will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armour. You have a backpack to hold your Provisions and any treasures you may come across.
In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any of the following:
A Potion of Skill – restores SKILL points
A Potion of Strength – restores STAMINA points
A Potion of Fortune – restores LUCK points and adds 1 to Initial LUCK
These potions may be taken at any time during your adventure (except when engaged in a Battle). Taking a measure of potion will restore SKILL, STAMINA, or LUCK scores to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).
Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up a potion.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.Your journey will be perilous and you are likely to fail on your first attempt. Make notes and draw a map as you explore – this map will be invaluable in future adventures and enable you to progress rapidly through to unexplored sections.
Not all areas contain treasure; many merely contain traps and creatures which you will no doubt fall foul of. You may make wrong turnings during your quest and while you may indeed progress through to your ultimate destination, it is by no means certain that you will find what you are searching for.
It will be realized that entries make no sense if read in numerical order. It is essential that you read only the entries you are instructed to read. Reading other entries will only cause confusion and may lessen the excitement during play.
The one true way involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily.
May the luck of the gods go with you on the adventure ahead!
As in the last Let’s Play, if we die, we are toast. Since our character has high SKILL and LUCK, I feel it fair to prohibit any resurrections in this book as well in order for us to take this Let’s Play seriously. After all, real life does not allow you to rewind and give you another chance.
Background
NOW TURN OVERWinters in northern Allansia are always cruel and bitter. The snow falls thick and the icy wind blows hard, chilling everybody to the bone. For the past few weeks you have been hired by a merchant called Big Jim Sun to protect his trading caravans as they roll their way slowly north to the frozen outposts. The horse-drawn carts are laden with cloth, utensils, weapons, salted meats, spices and tea, which are traded for furs and ivory carvings made from mammoths’ tusks. Big Jim is not usually worried about travelling north, as bandits only attack his caravans on the return journey – he is not alone in recognizing the value of the northern goods.
On this particular trip you are walking ahead of six carts across a frozen lake. In the distance you can see the snow-capped peaks of the Icefinger Mountains jutting out of low cloud. Your destination lies at the base of the mountains where the Northmen meet to trade. Snow is falling, but not too heavily. You stop to prod the ice with your sword to make sure it can bear the weight of carts, when suddenly the shrill call of a hunting horn breaks the silence. You stand up and run back to the carts to talk to Big Jim. He is sitting next to the driver of the second cart, puffing on a long briar pipe. A huge man, with a great bushy beard, Big Jim is obviously a man to be reckoned with. His bright blue eyes scan the horizon, searching for signs of life. In a deep voice he says, ‘Sounds like it came from the outpost. Reckon you better go and investigate. Could be trouble. And get back quick.’
You set off straight away towards the outpost at the base of Icefinger Mountains. You arrive two hours later at a scene of ugly carnage. The snow is red with blood and all the wooden huts are smashed and torn down. Six men lie dead, their bodies slashed, their axes at their sides in the snow. Judging by the size of the footprints, the creature that attacked the outpost must have been enormous. There is nothing you can do for the unfortunate Northmen, so you head back towards Big Jim’s caravan to report the news. You reach them in an hour, just as the daylight is fading, and relate the terrible events that have befallen the outpost. Big Jim orders the carts to be drawn into a circle to protect his men during the night. A large fire is built into the centre of the circle and you sit down beside it to talk to Big Jim. Everybody is nervous and a guard is posted to watch for signs of movement outside. In a low voice, Big Jim asks you if you will hunt the terrible creature, for otherwise his business will be ruined forever. You smile and reply that you will track down the beast, but only for a purse of 50 Gold Pieces. Big Jim’s jaw drops open, and it takes a great deal of persuasion before he agrees to your demand. The snow finally stops falling as you settle down for the night; sleep is a long time coming, for your mind is active with thoughts of the impending hunt.
When you wake just after dawn, the fire is reduced to dying embers. Wisps of smoke rise gently into the morning mist and not a sound is to be heard. You walk over to where Big Jim is sleeping and tap him on the shoulder. He wakes with a start and you tell him that you are setting off and hope to be back later in the day. You wave to the guard as the snow starts to fall again, and make your way back to the outpost.
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In addition to the above decision, what name do you want to give this character, and which magic potion do you want to take out of the three potions available? Please make your decisions before 6:00 PM PST to guarantee that your votes will be counted.