[Let's Play] Fighting Fantasy 10 - House of Hell

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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will have a little tipple from the decanter.

292
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You pour a measure of the deep brown liquid into one of the glasses and hold it up. It looks safe enough, so you take a sip. Delicious! The brandy warms you inside as it slips down and you may add 3 STAMINA points. You spy a hip-flask on a shelf in one corner and you may take some of the brandy with you if you wish. Now you can look around the room. Do you wish to examine the corner shelf where you found the hip-flask (turn to 192) or the fireplace and the mantelpiece (turn to 303), or will you leave this drawing-room (turn to 218)?

Important Note: Given that brandy reduced our hero’s Fear points when the Earl served it to him, I feel that it is a mistake that the brandy did not reduce his Fear at all, since alcoholic drinks often provide Dutch courage to many people who drink them. With that in mind, I propose that the brandy also deducts 2 Fear points in addition to restoring Stamina, as such a change would allow the book to be winnable for even a minimum stats character. However, I will only make this change if it gets at least half of the votes, as I am also willing to play strictly by the rules if that is the consensus.

Oh, and should we take the hip-flask and brandy?

Please make your votes for the above decisions before 5:00 PM PST to guarantee that your votes will be counted.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

I think the brandy should 100% make us lose FEAR points here for the reasons you mentioned. And I see no reason not to take the hip-flask and brandy.

Anyhow, check out the shelf.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

I think there is no reason to house-rule when we have more than sufficient clearance, and "I'm sitting and drinking brandy with a guy who I've, for the moment, decided I have no reason to be afraid of" does not map all that well to "I'm drinking from a hip-flask while exploring the mansion where a Satanic cult makes human sacrifices," so, a negative vote from me. I'd be voting differently if we'd rolled a 7 or 8 for maximum Fear, solely for the "able to win" reason.

Do take the hip-flask and brandy either way.

Then explore that corner.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

I will reduce 2 Fear points because of the proposed edit for now, since I do feel that it makes enough sense to break a tie. However, I will still accept votes on whether to make the change permanent or not until the next update.

I have also registered your votes to take the hip-flask and brandy and examine the corner shelf where Chris Redfield found the hip-flask.

192
There are several delicate items of pottery and a few silver pieces on the shelf. One of the silver ornaments is a short dagger, and you may take this with you if you want. It is rather too short to be a really useful WEAPON, but nevertheless, you may add 2 SKILL points if you use it in a fight. There is also a silver hip-flask. If you have not already done so, you may take this flask and fill it with brandy. Now you may either examine the fireplace (turn to 303) or leave the room (turn to 218).

Please make your votes on whether to take the silver dagger and where to go next before 8:30 PM PST to guarantee that your votes will be counted.

Adventure Sheet:
Chris Redfield
SKILL: 12 Initial Skill = 12 Starting Skill = 9 (Initial Skill – 3)
STAMINA: 15 Initial Stamina = 15
LUCK: 8 Initial Luck = 8
ITEMS OR EQUIPMENT CARRIED:
Letter Opener (Increases SKILL to Initial value in combat)
Hip-flask with brandy
FEAR: Maximum Fear = 10 Current Fear (Starts at zero): 2
NOTES:
‘Mordana in Abaddon’ message (turn to 88 to use)
When at the cellar stairs, deduct 10 from the current reference to search for the secret door
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Post by Queen of Swords »

Take the silver dagger and examine the fireplace.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

Take silver dagger in case of werewolves and check the fireplace.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will take the silver dagger and examine the fireplace.

303
Image
A fine carriage-clock sits in the centre of an elaborately carved wooden mantelpiece. A number of letters are jammed in behind the clock and you reach for them. As you do so, your sleeve catches one of the carved images in the woodwork and it moves! You lean forward to examine it. It is a small carved demonic face which can be moved sideways. Do you wish to see what lies behind the wooden face (turn to 85) or will you read through the letters (turn to 364)?

Please make your votes before 9:00 AM PST to guarantee that your votes will be counted.

Adventure Sheet:
Chris Redfield
SKILL: 12 Initial Skill = 12 Starting Skill = 9 (Initial Skill – 3)
STAMINA: 15 Initial Stamina = 15
LUCK: 8 Initial Luck = 8
ITEMS OR EQUIPMENT CARRIED:
Letter Opener (Increases SKILL to Initial value in combat)
Silver dagger (Add 2 SKILL points in combat)
Hip-flask with brandy
FEAR: Maximum Fear = 10 Current Fear (Starts at zero): 2
NOTES:
‘Mordana in Abaddon’ message (turn to 88 to use)
When at the cellar stairs, deduct 10 from the current reference to search for the secret door
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

Move the demonic face.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Omegonthesane »

Move the face.

As for the houserule about Dutch courage, I agree with the proposal that the hip flask should reduce your FEAR score by the amount that is necessary for a minimum stats character to win the book, even though the character we actually rolled doesn't need the help.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

Move the face.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will see what lies behind the wooden face. The proposal to reduce 2 Fear from the decanter’s brandy will also stand.

85
Image
The little carving moves to reveal a button set in the mantelpiece behind it. You consider whether or not to press the button. As you are deep in thought, you do not notice what is happening to the fire. In the grate, the fire has come back to life! Strong flames are licking the chimney and considerable heat is being given off. You feel the heat and step backwards. As you do so, two small figures leap from the fire and face you. These FIRE SPRITES are small – they come up to your knees – but their flaming bodies burn with the vigour of the fire from which they arose. They hover in the air just above the carpet; for if they touch anything, it bursts into flame. Do you wish to fight these creatures (turn to 9) or will you try another approach (turn to 145)?

Please make your votes before 6:00 PM PST to guarantee that your votes will be counted.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

Getting touched and bursting into flame sounds like a bad idea, so try another approach.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

Another approach.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Omegonthesane »

Another approach, although I'm curious what options it'll provide and worried that we've hit a death sequence because we found some actual god damn content.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

The entire Mordana sequence wasn't content (and probably damned as well)?

Anyway, don't worry. If this was guaranteed death I would have been voting for "leave the room" since we entered it.
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Post by Queen of Swords »

Yes, try another approach.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will try another approach.

145
How will you hold off these advancing creatures? Will you pick up the brandy decanter (turn to 169) or move slowly backwards towards the window (turn to 64)?

Please make your votes before 9:00 AM PST to guarantee that your votes will be counted.
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Post by Queen of Swords »

Well, we're not going to give the Fire Sprites a tipple. We don't know how old they are, it might be illegal.

So let's back off towards the window.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

Yeah, to the window.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

Move toward the window.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will move slowly backwards towards the window.

64
The Fire Sprites follow you as you back towards the window. Pretending to be terrified, you make for one of the plant-pot stands and attempt to hide behind it. But when the Sprites are near enough, you strike! Grabbing the large plant-pot on top of the stand, you hurl the contents over the little creatures! The soil covers them and douses their flames; in an instant they have disappeared. Turn now to 375.

375
You step back up to the fireplace and examine the secret button again. Will you press it (turn to 392) or will you leave the drawing-room (turn to 218)?

Please make your votes before 6:00 PM PST to guarantee that your votes will be counted.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Darth Rabbitt »

That’s twice that potted plants in a windowsill have helped us accomplish a goal.

Push the button.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Beroli »

Press the button.
The options for dealing with the fire sprites are:
1) Fight them.
2) What we did.
3) Try to put them out with brandy, be informed that brandy, unlike water, is flammable, fight them with improved stats.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by Omegonthesane »

Press button.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell

Post by JourneymanN00b »

Votes registered, Chris Redfield will press the button.

392
Image
Image
You press the button and hear a small click. Then you hear another sound and you swing round to face the corner shelf. Beside this shelf, a sliding panel has opened in the wall. You walk over to investigate and bend down to look at the opening. Too late, you realize that the panel has revealed, not a tunnel at all, but a false opening. The wall behind is solid. But it has served its purpose: You have been lured into a trap! You are standing on a trap-door which opens beneath you and you fall downwards. Turn to 397.

397
Down you fall for several metres until you finally land in a heap on something soft. Add 1 FEAR point for the fright and Test your Luck. If you are Lucky, you are unhurt. If you are Unlucky, you have twisted your wrist – deduct 1 SKILL point. You pick yourself up and verify there is no serious damage. You have landed on a mound of earth and hay and you realize that you are in a cellar underneath the house. The room is fairly small, with one door. Outside you can hear a shuffling noise coming closer. Will you spring behind the door to surprise whatever is approaching (turn to 6), or will you quickly search the room for a weapon in case you need to defend yourself (turn to 355)?

The Luck roll yielded a 9, meaning that Chris Redfield was Unlucky.

Please make your votes before 9:00 AM PST to guarantee that your votes will be counted.

Adventure Sheet:
Chris Redfield
SKILL: 11 Initial Skill = 12 Starting Skill = 9 (Initial Skill – 3)
STAMINA: 15 Initial Stamina = 15
LUCK: 7 Initial Luck = 8
ITEMS OR EQUIPMENT CARRIED:
Letter Opener (Increases SKILL to Initial value in combat)
Silver dagger (Add 2 SKILL points in combat)
Hip-flask with brandy
FEAR: Maximum Fear = 10 Current Fear (Starts at zero): 3
NOTES:
‘Mordana in Abaddon’ message (turn to 88 to use)
When at the cellar stairs, deduct 10 from the current reference to search for the secret door
Say No To Fascism. The left is the one true way to go.
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