Salutations, everybody. Since my workload has calmed down somewhat, I believe now is a good time to come back from my break of hosting Let’s Plays. I recently managed to get a copy of Book #69, which will be the subject of this Let’s Play. This book has two notable distinctions, with one being in that it was published in October 2020 when the pandemic was in the thick of wreaking havoc to this world. One underdiscussed side effect of the pandemic is a decrease in quality control of products in general, and this book is no exception, as it has quite a bit of typos that can distract from the reading experience. In a minor deviation from how I ran Let’s Plays in the past, I will correct any minor spelling or punctuation errors that are encountered in this Let’s Play. The other distinction is it is the only Fighting Fantasy book to be written by a female author, to the best of my knowledge. The said author is Rhianna Pratchett, daughter of the late Terry Pratchett of Discworld fame. Anyone wishing to join this Let’s Play is welcome. I will try to update this series on a twice per day basis.
HOW WILL YOU START YOUR ADVENTURE?
IF YOU ARE NEW TO FIGHTING FANTASY …The book you hold in your hands is a gateway to another world – a world of dark magic, terrifying monsters, brooding castles, treacherous dungeons and untold danger, where a noble few defend against the myriad schemes of the forces of evil. Welcome to the world of FIGHTING FANTASY!
You are about to embark upon a thrilling fantasy adventure in which YOU are the hero! YOU decide which route to take, which dangers to risk and which creatures to fight. But be warned – it will also be YOU who has to live or die by the consequences of your actions.
Take heed, for success is by no means certain, and you may well fail in your mission on your first attempt. But have no fear, for with experience, skill and luck, each new attempt should bring you a step closer to your ultimate goal.
Prepare yourself, for when you turn the page you will enter an exciting perilous FIGHTING FANTASY adventure where every choice is yours to make, an adventure in which YOU ARE THE HERO!
How would you like to begin your adventure?
IF YOU HAVE PLAYED FIGHTING FANTASY BEFORE …It’s a good idea to read through the rules which appear on pages 255-262 before you start.
ALTERNATIVE DICEYou’ll realize that to have any chance of success, you will need to discover your hero’s attributes. You can create your own character by following the instructions on pages 269-276. Don’t forget to enter your character’s details on the Adventure Sheet which appears on page 278.
Also note that, unlike other Fighting Fantasy Gamebooks, in this adventure you do not start with any Provisions. Also please note the new rules on testing your SKILL and STAMINA on page 275.
Obviously, a pair of dice is available for every die roll that needs to be processed in this adventure.If you do not have a pair of dice handy, dice rolls are printed throughout the book at the bottom of the pages. Flicking rapidly through the book and stopping on a page will give you a random dice roll. If you need to ‘roll’ only one die, read only the first printed die; if two, total the two dice symbols.
HOW TO FIGHT THE CREATURES OF PANGARIA
For the purposes of this thread, the Adventure Sheet will be hand-made and periodically displayed.Before embarking on your adventure, you must first determine your own strengths and weaknesses. Use dice to determine your initial scores. On pages 278-279 there is an Adventure Sheet which you may use to record details of an adventure. On it you will find boxes for recording your SKILL, STAMINA and LUCK scores.
You are advised either to record your scores on the Adventure Sheet in pencil or to make photocopies of the sheet to use in future adventures.
SKILL, STAMINA AND LUCK
Making the appropriate rolls and modifications yielded the following initial scores:To determine your Initial SKILL, STAMINA and LUCK 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.
• Roll one die, add 6 to this number and enter this total in the LUCK box.
SKILL reflects your swordsmanship and fighting expertise; the higher the better, STAMINA represents your strength; the higher your STAMINA, the longer you will survive, LUCK represents how lucky a person you are. Luck – and magic – are facts of life in the fantasy world you are about to explore.
SKILL, STAMINA and LUCK scores change constantly during an adventure, so keep an eraser handy. You must keep an accurate record of these scores. But never rub out your Initial scores. Although you may receive additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when instructed on a particular page.
SKILL: 12
STAMINA: 20
LUCK: 12
Fate has thankfully provided our hero excellent Skill and Luck as well as above average Stamina, so this character has very good odds of survival.
BATTLES
FIGHTING MORE THAN ONE CREATUREYou 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).
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, the attack rounds will be resolved all 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 and the character has less than 7 Stamina points, I will also ask under which conditions the character should escape from the battle.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 1 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.
MORE ABOUT YOUR ATTRIBUTES
EQUIPMENTSkill
Your SKILL score will not change much during your adventure. Occasionally, a paragraph 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 2 Magic Swords. Your SKILL score can never exceed its Initial value unless you are specifically instructed otherwise.
Stamina
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!
Unlike other Fighting Fantasy Gamebooks, in this adventure you do not begin with any Provisions. However, during the course of the adventure, you will have opportunities to regain STAMINA points in various ways.
Remember also that your STAMINA score may never exceed its Initial value unless you are instructed to the contrary in a specific paragraph.
Testing your Skill and Stamina
At various times you will be told to Test your Skill. The procedure for Testing your Skill works as follows: roll two dice. If the number rolled is equal to or less than your current SKILL score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current SKILL score, you will have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your SKILL each time you Test your Skill.
You may also be told to Test your Stamina from time to time. To do so, roll three dice. If the total rolled is equal to or less than your current STAMINA score, you have been successful. However, if the total rolled is higher than your current STAMINA score, you have been unsuccessful. Whenever you Test your Stamina, do not subtract any STAMINA points, unless specifically told to do so.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless you are specifically instructed otherwise.
Please keep all spoilers covered out of respect to those who want a blind experience. I will use personal instinct to break any ties.You start your adventure with the basic tools of your trade: a fine sword; clothes suitable for travelling; a backpack to hold any treasure you may come across; and a lantern to light your way.
While our hero’s initial scores are very good, the adventure can be challenging at times. One resurrection will thus be provided to help even the odds. Upon dying, our hero will use this resurrection to return to the point where the first critical mistake was made to make the adventure winnable once more. The Adventure Sheet will also be reverted to what it was at that point in the story. Please use this resurrection wisely.
BACKGROUND
NOW TURN OVER…The tempest children of Pangara, God of the Wind, have long reigned over the waters between Allansia and Khul. Many who sought to cross the perilous Ocean of Tempests have lost their lives to the raging storms or the terrifying sea creatures that dwell there. But deep within Zephyrus, largest of all the tempests, where the air is sweet and calm, lies the floating archipelago of Pangaria. The five islands of Cirrus, Altos, Cumulus, Incus and Asperitas surround a sixth small island known as Nimbus.
You were born and raised in Pangaria, but whilst many of your friends have opted to join the working communities of their home isles, such as Cloudkin farming on the water island of Altos or wrangling the magical (yet tasty) fauna of Cirrus, you dreamed bigger. You didn’t want to settle for just one island. You wanted to see it all. And so you decided to join the Sky Watch, the guardians of peace within the whole of Pangaria. But your beloved home has a lot of peace to go around, and your first few weeks in the Sky Watch have been a rather dull parade of lost pets and mediating petty squabbles regarding overgrown shrubs. Your heart cries out for adventure.
And then one fine morning, an urgent message arrives at your Watchhouse summoning all the Sky Watch to an emergency meeting in the Citadel on Nimbus. It seems that adventure has finally listened and answered your plea.
Full of nervous excitement, your entire Watchhouse boards the local flyer – one of the small airships that transport Pangarians between islands. No one seems to know the purpose of the meeting, but it is bound to be something quite extraordinary for the entire Sky Watch to be summoned. You’ve only been to the Citadel once, when you were sworn into the Sky Watch, and it still holds newness and excitement for you. Stretching, you lean your head out of the flyer window and crane your neck in order to get the first glimpse of the towering spires and sculpted ramparts of the Citadel, the home of Pangaria’s lawmakers, diplomats and island officials. The flyer’s Goblin pilot wearily reminds you to keep all limbs inside the ship, lest you lose something essential.
Although you’ve heard tell that there are tribes of Goblins out of the world who are aggressive towards humans and other species, the Goblins of Pangaria are largely friendly. Most importantly, they developed the technomancy – a blend of elemental magic and engineering – that keeps Pangaria airborne.
You’re just about to disembark and take your first steps on to Nimbus when your commander, Captain Halleck, looks aghast. ‘By Zephyrus’s breath!” he exclaims, looking directly at you. “I’ve forgotten my hovers! Can’t be seen in the Citadel without those. Please retrieve them from the Watchhouse, recruit.” He pats at his pockets, searching for something. “Bring my coin bag too.”
You nod. As the newest member of your Watchhouse, you don’t really have a choice. Remaining on board the flyer as the rest of the Watch disembarks, you hope you can get there and back without missing anything exciting. Seeing your frustration, the flyer’s pilot softens and cranks up the craft to its top speed and brings you right up to the Watchhouse door. You rush inside and soon return, clutching the small leather purse, jingling with coins, and carrying Halleck’s hovers.
Up close you can’t help but marvel at the intricate, light-as-air metalwork of these portable wings, powered by storm crystals, harvested and gathered from the local tempest by the elemental Stormborns. You look forward to the day when you are senior enough to get your own pair. You check the crystal gauge, which is attached to a small blue-green storm crystal that has a tiny imprisoned tempest swirling inside it. It’s a third full, but there’s no time to charge the wings. You throw yourself back into the flyer.
The little airship has barely had time to set down when you leap from the bulwark and start to sprint towards the Citadel. Suddenly a great explosion rocks Nimbus and a wave of energy surges outwards from the fortress, catapulting you through the air and over the edge of the island.
You begin to plummet downwards.
YOUR ADVENTURE AWAITS!
May your STAMINA never fail!
1
The explosion has knocked the wind out of you. There’s only one thing you can do to save yourself as you tumble through the howling air. You manage to struggle into Halleck’s hovers, and the wings unfold with a soft thwack, thwack, thwack sound. Your fall ceases as the hovers slow your descent and hold you aloft. Your relief turns to fear as you look up and realize that now it’s Nimbus which is falling. Straight towards you.
Using your shoulder muscles to operate the hovers, you manage to steer yourself out of the path of the falling island as it hurtles past, tossing you around like a feather on the breeze. You gain control only to see Nimbus crashing into the sea far below. You watch in horror as the island begins to sink beneath the waves.
You become aware of an unsettling humming sound and the wings begin to shudder. The crystal that powers the hovers must be running out of charge! There’s just enough power left to fly you to the safety of your home island.
If your home island is Cirrus, the farming island, turn to 84. If your home island is Altos, the water island, turn to 196. If your home island is Cumulus, the island of trade, turn to 298.
In addition to choosing our hero’s home island, what name do you want to give our hero? Please make your decisions before 9:00 AM PST to guarantee that they will be counted.