[LP] Fighting Fantasy 46 - Tower of Destruction (Take 2!)

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Which do you prefer out of the 3?

FF46: Tower of Destruction (Take 2)
2
50%
FF51: Island of the Undead
0
No votes
FF58: Revenge of the Vampire
2
50%
 
Total votes: 4

Thaluikhain
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Post by Thaluikhain »

Try shooting a chain with a crossbow, that's not at all an immensely difficult shot.
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Post by SGamerz »

You waste a crossbow bolt firing at the chain - but your chances of hitting a chain less than 2 centimetres thick at this range is minimal and, even if you do hit it, you can't possibly sever a metal chain! You can try using a Potion of Flying, if you have one, or a Linkcut spell if you know one; or you can abandon this effort and take the stairs back down.
We're out of options here, so back down the stairs:
You descend some stairs and stand at a landing with passageways to the left and the right. The stairs carry on down. Do you want to:

Take the left-hand passage, if you haven't before?
Take the right-hand passage, if you haven't before?
Take the stairs down, leave the Tower, and search elsewhere?
Only one section remains in this tower. Are we still sure that right is NOT the right way?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 12/24
LUCK 11/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina x2 (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 5 bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet
Gold: 9
Provisions: 7/10
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Darth Rabbitt
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Post by Darth Rabbitt »

Go right.
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angelfromanotherpin
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Post by angelfromanotherpin »

The first right is the last left.
SGamerz
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Post by SGamerz »

At the threshold of this chamber you see a huge number of multicoloured ice stalactites hanging from a ceiling, partly obscured by a floating icy mist. There are dim resonances of music within the chamber, faint echoes of long-dead voices and song. On a platform inside the chamber, in the very middle, is a beautifully sculpted bird, motionless, its head tucked under one of its ice wings. Its claws hold a book bound in brown leather. You want to enter here, but you step forward into an unyielding magical barrier: nothing you do can penetrate it. Then you notice several symbols etched into one side of the doorway, and you quickly decipher them into a series of numbers. This sequence is: zero, 1, 10, 35, 84, 205; below this sequence is a seventh row - empty. If you can work out the last number correctly, you may be able to gain entrance to this chamber. If you know the final number in the sequence, you can carve that number into the ice and enter the chamber: tum to the paragraph with the same number as the final number in this sequence. If you can't work this out, you can:

Leave here and enter the left-hand passage, if you haven't done so before.
Leave the Rainbow Tower and search somewhere else.
Climb the stairs.
Can you work out this puzzle? If not, the only option left is to leave, so please indicate where you wish to go next.
Thaluikhain
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Post by Thaluikhain »

+1 +9 +25 +49 + 121

Ok, if they had +81 in there I'd say they are going up by odd numbered square numbers and to add 169 to the last number. As it is, not sure.
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Darth Rabbitt
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Post by Darth Rabbitt »

I’d still go with Thal’s answer. The author might have just forgotten to add the +81.
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angelfromanotherpin
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Post by angelfromanotherpin »

Given the missing nine, my guess is that it's not adding the next squared odd, but the next squared odd prime. +169 would still be the answer by that metric, for 374.
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Post by SGamerz »

As you carve the correct number into the ice, it disappears and a spectral voice whispers, "You may enter," 'so you step forward into the chamber. The distant chiming of song and polyphony of choirs is achingly beautiful. You would love to stay and listen to it, but you do have a quest here! If you want to take either the brown book or the Ice Bird, you can't separate them: the bird retains its clawhold on the book's spine. Looking inside the book, you see that it is written in Elvish, so it means nothing to you. It does, however, have exactly 180 pages and, if you take the Ice Bird and the brown book, you should make a note of this fact! Now you leave this chamber; will you:

Enter the passageway opposite, if you haven't done so before?
Leave the lower of Rainbow Ice and search elsewhere in the Ice Palace?
Head on up the stairs?
We've done everything that can be done here, so it's time to pick another location to visit:

The Tower of Shielding?
The Ice Cathedral? (needs singing Ice Bird to enter)
The Tower of Black Ice?
The Tower of Airy Light?
The Tower of Rainbow Ice?

The Great Tower?
The workshops?
The stores?
The homes?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 12/24
LUCK 11/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina x2 (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 5 bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Ice Bird w/ Brown Book (180 pages)
Gold: 9
Provisions: 7/10
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angelfromanotherpin
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Post by angelfromanotherpin »

Stick with the plan, make for the Great Penis Tower.
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Darth Rabbitt
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Post by Darth Rabbitt »

Jefferson Tallpipe must go for the tall pipe tower.
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Post by SGamerz »

Image
You walk along the broad promenade of ice which leads to the massive Great Tower. A high, spired roof reaches far into the bright sky, and the many decorations along the walls don't detract from the impression of robustness and strength this strong Tower gives. There are heavy doors of green-veined ice facing you, which you push open with surprising ease. You step into the ground-floor level of the Tower.

Ice furnishings decorate this huge chamber, and the roof is supported by huge pillars of ice. Stone steps lead down to a door in a basement, and a spiral ice staircase winds upwards to another door above. You begin to take in the details of this chamber, and your eye is caught by a small stone statuette perched on one of the ice tables. It is a black jet model of a jaguar and its head has turned to look at you! The Tower's magical guadian transforms instantly into a great stone cat and leaps towards you. You must fight it.

STONE JAGUAR SKILL 8 STAMINA 8

If you win, tum to 124.
COMBAT LOG:
Stone Jaguar 14, Tallpipe 21. SJ is at 6.
SJ 15, Tallpipe 14. SJ is at 4.
SJ 15, Tallpipe 24. SJ is at 2.
SJ 14, Tallpipe 20. SJ is defeated.
The beast turns into stone once more and lies, lifeless and harmless, on the ground! There is only the very faintest trace of magic left within it, so you leave it where it is. Will you now take the steps down or the spiral staircase up?
Up or down?
Thaluikhain
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Post by Thaluikhain »

I was going to complain about the jaguar not being very ice themed, but then there are lions on the coat of arms of lots of places that don't have lions.

Anyway, up the tower, I guess.
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Post by SGamerz »

You climb the staircase and open the door at the top. It swings open into a room covered with wall-to-wall ice etchings and sculptures of breathtaking quality. Pillars of delicately coloured, veined ice reach to the ceiling in sweeping lines, and what seems to be an organ made of massive icicles stands at one side of the room. There is a spiral staircase opposite you, again leading upwards. Unfortunately, you're not alone here. Hovering in mid-air, well out of your sword range, is a Dark Elf wearing a vicious and most unnerving grin. Clad in fine deep-blue robes and with a silver dagger at his belt, the Dark Elf is about to cast a spell. He is a highly superior Dark Elf! What will you do now? Will you:

Run from here and flee from the Great Tower?
Draw a crossbow (if you have one) and fire at the Dark Elf?
Issue a challenge to him to come down and fight?
What do we do in the face of this "highly superior" enemy?
Thaluikhain
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Post by Thaluikhain »

I don't expect issuing a challenge to work, but half vote for that cause it's cooler than just shooting.
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Post by Omegonthesane »

Blue option crossbow. Dark elves should not be assumed to have any honour. Not just because of racism, but because no opponent currently in the process of combat actions should be assumed to have any honour.
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angelfromanotherpin
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Post by angelfromanotherpin »

Take the shot.
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Post by SGamerz »

You draw a crossbow and nock a bolt, but this gives the Dark Elf time to let fly with his Ice Darts spell. A handful of icy darts leap from his fingers, spinning in the air, and strike you. Roll one die; its total is the number of points of STAMINA you lose through this magical attack. Now you have your crossbow readied, however!
Unfortunately, this is a magical missile without "bolt" in its name, so our shield can't protect against it.

Die roll = 5 STAMINA lost!
Roll dice to determine Attack Strengths for yourself and the Dark Elf as normal (the Dark Elf has a SKILL of 10). If you have the higher Attack Strength, turn to 202. If the Dark Elf has the higher Attack Strength, turn to 348.
Dark Elf 20, Tallpipe 22. Tallpipe wins!
Your bolt strikes home and ruins the Dark Elf's spell. Make a note that you have struck the Dark Elf with one of your crossbow bolts. Now the hatetul Elf is casting a further spell, and you have to roll dice for your Attack Strength and his once more. If you have the higher Attack Strength, tum to 9. If he has the higher Attack Strength, turn to 186.
Dark Elf 14, Tallpipe 14. Tie.

It doesn't say what happens if there's a tie, so the only thing to do is to roll again (although I'm not going to deduct an extra bolt for the re-roll).

Dark Elf 14, Tallpipe 18. Tallpipe wins!
You manage to prevent the Dark Elf from cashn8 a spell to aid himself. Make a note that you have reduced his STAMINA by 2 points. Now the Dark Elf is flying down to attack you with his dagger, so tum to 272; you may subtract 1 point from his SKILL score as given in that paragraph because you have ruined his self-enhancing spell!
Nice!
The wiry Dark Elf leader Is lithe and swift, and you have a very dangerous opponent on your hands! If you have struck him with any crossbow bolts, you may reduce the number of points from the STAMINA given tor him below (2 points for each normal bolt hit, some *extra if you have used one or more Magic Bolts).

DARK ELF LEADER SKILL 109 STAMINA 95

When the Dark Elf's STAMINA score falls to 2 or 1, he will throw down his dagger and plead with you not to kill him. If you are determined to kill him anyway, turn to 384. If you are prepared to spare his life, tum to 356. If the blow which reduces his STAMINA below 3 actually kills him, tum to 310.
Wait, his SKILL would still have been 10 if he'd cast the enhancement spell successfully?! I guess he was more skilled at casting spell than at fighting. Or maybe he already had an enhancement spell in place and it was running out just as we came in.....

COMBAT LOG:
Dark Elf 17, Tallpipe 21. DE is at 3.
Dark Elf 14, Tallpipe 18. DE is at 1.
Do we want to spare him from death?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 7/24
LUCK 11/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina x2 (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Ice Bird w/ Brown Book (180 pages)
Gold: 9
Provisions: 7/10
Last edited by SGamerz on Tue Oct 22, 2019 11:28 am, edited 1 time in total.
Thaluikhain
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Post by Thaluikhain »

Spare.
SGamerz
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Post by SGamerz »

You keep your sword pointing at the Dark Elf's throat.

"I'll make a deal with you, I'll tell you what I'm doing here, and about my master, if you will spare my life," the Dark Elf whines. You motion him to continue. "I serve Zeverin the Mighty," he says, "1 was sent to pillage the place with the other Dark Elves and to prevent any help being taken from here to oppose my master when the Black Tower is ready to destroy this land. When it does, my folk will rule below the earth and Zeverin will rule upon it. If his masters allow him, that is." The Dark Elf looks at you conspirationally. "Zeverin made a pact with a great Demon, who has given
him the power to build a flying structure as great and strong as the Tower. I think Zeverin is too subservient to the Demon, personally. But as long as my people can wreck places like this, I'm happy. I can't say any more. I don't know who or what the Demon is - but I do know it is one of great power. No mortal could withstand it without truly unique magical help. Not you, for sure!"

The Dark Elf is treading on thin ice! Having heard his story, will you renege on your bargain and kill him anyway or bind and gag him and leave him here?
Do we kill him for that insult, or honour the bargain?
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Post by Thaluikhain »

"Honour the bargain" has honour in it, which is an important stat, so let's do that.
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angelfromanotherpin
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Post by angelfromanotherpin »

Let the dumb punk eat gag.
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Darth Rabbitt
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Post by Darth Rabbitt »

Keep our word. I think plenty of people have gagged on the Tallpipe.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

The room has clearly been stripped of everything of value and note; but the Dark Elf has a bunch of small keys, plus his dagger and robe. if you want to take his keys and open the doors at the top of the stairs here, turn to 164. If you want to take his keys and open the door in the basement, turn to 45. If you want to take his robe and dagger, turn to 392.
Where do we start looking for loot?
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angelfromanotherpin
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Post by angelfromanotherpin »

As a subterranean Dark Elf, I think he'd feel most secure in the basement, therefore that's where his best things are stashed.
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