Let's Play Fighting Fantasy #1: Warlock of Firetop Mountain

Stories about games that you run and/or have played in.

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What book should I run next?

#3 The Forest of Doom
1
14%
#16 Seas of Blood
3
43%
#44 Spectral Stalkers
3
43%
 
Total votes: 7

Korgan0
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Post by Korgan0 »

Can we just say that if given the option to search we search?
Omegonthesane
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Post by Omegonthesane »

By the look of it this LP would be over in a day if we just had Darth automate obvious choices.
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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Chamomile
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Post by Chamomile »

I'm reasonably certain a simple script could play this game as well as a live human.

When presented with a choice of multiple corridors to go down, choose randomly. If you've been to this segment of the Maze of Zagor before, head towards the nearest exit.

When presented with a choice to be nice or mean, choose randomly.

When given an option to fight or run, always fight.

When given an option to search or not search, always search.

When asked if you want to take the loot, always take it.

Take the Skill potion, but do not drink any of it until your Skill is less than 2 higher than the highest Skill rating on any monster encountered so far.

I don't think any choices in the book aren't covered by this script, and I don't think anything more complex is necessary for optimum strategy, due to how many uninformed choices you're required to make.
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Darth Rabbitt
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Post by Darth Rabbitt »

(That's exactly what I did in the thankfully-much-shorter maze section of Space Assassin. And can do.)

You find no secret passages, but as you press the wall, you hear a click. You feel dizzy and slump to the ground. When you come to, you do not recognize your surroundings.

(Seriously, another one of these?)

You are standing at a bend in the passage where you may either go west or south.

Go west
Go south
Check for secret passages on the way westwards
Check for secret passages as you go south
(We know there aren't any secret passages here. This is [354].)

(Really, there only three places on our map we haven't explored: the north-south secret passage starting at [177], the path to the east of [267], and the path to the west of [246]. The first would take us south from where we are, and the other two would take us back west.)

Map:
.............................[171].....[179]
................................^..........^......................
[046]<>[206]........[187]<>[308]<>[117]<>[354]
...^................................^<>^ .....................^
[004]<>[329]...[079]<>[267]......................[043]
...............^.....^<><><>^ ............................^
............[246]<> ..........................................[052]
......................................................[177]-----^
.....................................................................^
.........................................[060]<>[048]<>[391]
Key:
(All numbers of features are their respective section numbers in the book.)
........ Empty space
------- Secret passage
<>, ^ Non-secret passages
004: Middle of a north-south corridor.
043: North-south passageway.
046: Short east-west passage leading to a door.
048: East-west corridor.
052: T-junction of north-south passage and a passage heading east.
060: Dead end.
079. Dead end. Warps to [354].
117: East-west passageway.
171: Dead end, that carries a secret passage that teleports to [267]
177. Middle of a north-south passage. There is a secret passage here leading to [391].
179: Former home of a recently slain Minotaur. Its 8 Gold Pieces and Red Key have been looted.
187: Bend leading north to a dead end.
206: Room occupied by an old man, with doors to the west and south. Old Man warps you to [171] if you talk to him politely.
246: Three-way junction.
267: Crossroads.
308: Crossroads.
329: Middle of a north-south passageway, with doors to the west and north, and a passageway going east.
354: Bend in passage leading west and south.
391: South end of a north-south corridor. There is a secret passage here leading to [177].
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MisterDee
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Post by MisterDee »

You know what, just do everything until we're done with the maze/encounter something interesting.
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Darth Rabbitt
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Post by Darth Rabbitt »

(Oh, and east from [329]. I've randomly determined that we'll head there.)

You are in an east-west passageway. Will you go east or go west?

(West.)

You are standing at a crossroads. To the west the passageway goes on a few meters and turns northwards. To the north the passageway ends at a door. To the east the passageway continues and eventually turns southwards. Looking south, the passage goes on as far as you can see.

Go west
Go north
Go south
Go east

(South.)

You follow a long, narrow passageway which goes south, then east, then south again until you eventually find yourself at a crossroads.

You now stand at a crossroads.

Go north
Go south
Go west
Go east

(South again.)

You set off south along a cobbled passageway. It swings west, then south, then west again until you find yourself at a three-way junction.

Go north
Go west
Go back east

(North.)

You set off and find yourself in the middle of a north-south passageway. There is a door in the western wall of the passage. Opposite the door is a passage going off eastwards. To the north you can see a door some meters ahead. To the south you can see a junction. Which will you choose:

The door in the west wall?
The door to the north?
Eastwards?
Southwards?

(And finally east.)

The passageway runs east for several meters and then runs north. You walk a long way northwards. You may check for secret passages along the way or simply proceed northwards.

(I know we're going to check.)

You find no secret passages. (Henderson is heading north.)

You are at a crossroads.

Go north
Go south
Go east
Go west

(Just going to roll for this one. Rolled 4 on a d4, we go west.)

You travel westwards for several paces, then the passage turns to the north. Some way up, you reach a junction. You may go south or west. To the north, the passage ends shortly at a dead end. (I assume we go to the dead end, they tend to have something interesting.)

You feel round the rock face at the end of the passage. One rock comes free and reveals a small knob with a handle on the end. Will you push it or pull it?

(Really? That's our choice? Odds we pull, evens we push. Another 4, we push.)

As you push the knob, a small stone doorway slides open. You can either ignore it and return to the junction or you can climb through.

(Since when have we ignored secret passageways?)

You are at the south end of a north-south passageway - at a dead end. If you go northwards you will reach a crossroads.

You are at a crossroads.

Go north
Go south
Go east
Go west

(Let's go north again, because why not? Kind of cheating, because I recall a illustration near that numbered section. But I find it hard to give a damn.)
Image
The passageway ahead runs northwards for some time. You may rest along the passage to eat Provisions. It then bends to the west and begins to get quite narrow. You reach a small rocky arch which you will have to stoop to get through. On the other side of the arch you pause and look around. You are in a large cavern which disappears into distant blackness. The cavern is partially lit by natural light which streams in through a hole in the roof. You cannot see a way through.

As you shine your lantern around the cavern, you hear a rumble. A dull glow flickers in the blackness. Suddenly, a jet of fire shoots from the depths of the cavern, narrowly missing you and singeing the mossy growths on the wall! You throw yourself on the ground and look up to see a large DRAGON stalking out of the darkness towards you. Smoke curls from its nostrils. Its scaly red skin glistens with an oily covering. The beast is some fifteen meters long! How will you attack the creature?

Draw your sword and prepare to attack?
Search your memory for another means of attack?
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Post by Korgan0 »

The latter? Have we encountered anything like this?
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Darth Rabbitt
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Post by Darth Rabbitt »

(Look really early in this LP, we came across a certain leather-bound book that mentioned Dragons and magic.)

Does the name "Farrigo Di Maggio" mean anything to you? (Yes, it was the name of the creator of the Dragon Fire spell we got earlier.)

You remember Di Maggio's small, leather-bound book, and silently mouth the spell contained within its pages.

You shout loudly at the Dragon and it stops in its tracks. It cocks its head to one side and eyes you suspiciously. You fling a stone at its head, and the rock bounces off its nose. The beast lets out an angry cry and breathes deeply, a roaring sound being created from within its throat. The Dragon exhales, and from between its teeth you can see another fireball building up. You prepare yourself, and as the ball of flame comes from its mouth, you cry:

"Ekil Erif
Ekam Erif
Erif Erif
Di Maggio."

The fireball continues no further. With an agonized scream, the Dragon tries to shake the flames from its snout. But there the burning continues. Squealing in agony, the Dragon turns its back and leaps into the blackness, flailing its head from side to side.

Safe for the moment, you investigate the cavern and find a passageway which continues to the west. You may rest and eat Provisions before you continue, and add 3 LUCK points for defeating the Dragon.

You leave the cavern along a long, narrow corridor. After several hundred meters, it ends at a large wooden door which is slightly ajar. Carefully you ease it open a little further and poke your head round the side to see what is in the room. You see a small old man sitting at a table on his own, playing with a pack of cards. He looks quite a harmless old soul, grey-haired and bearded. He is seated. What will you do:

Burst through the door, sword drawn, to surprise the old man?
Knock on the door and enter greeting the old man courteously?
Get down on all fours and try to creep into the room unnoticed?
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Korgan0
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Post by Korgan0 »

Let's be nice, for once.
Omegonthesane
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Post by Omegonthesane »

Wasn't there a rumour that the Warlock's power came from his deck of cards?

Still, let's see if we can get his guard down first.
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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Post by Darth Rabbitt »

The old man looks at you, accepts your greetings and bids you sit down. You sit at the table and notice that he is glaring at you. His piercing stare is becoming hypnotic, but you realize this and break eye contact. He opens his mouth to speak and to your amazement, instead of an old man's voice, the whole room resonates to a powerful voice which seems to be coming from the walls themselves. You throw a glance back at the man and can see him changing before your very eyes. He is of imposing height. His tattered old rags have become robes of velvet and gold. His black eyes are fixed directly on yours. He has been expecting you . . .
Image
The battle will call upon all your reserves of strength and cunning. Your adversary has disappeared, and now stands at the far end of the room in front of a door with two locks. How will you approach him:

Grip your sword firmly and advance towards him?
Look through your pack for a weapon to use?
Look around the room for another means of attack or defense?
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Chamomile
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Post by Chamomile »

I think I recall getting this far with the arrow and being unable to use it for no reason. Anyway, let's look around.
Korgan0
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Post by Korgan0 »

agreed
Omegonthesane
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Post by Omegonthesane »

Look around for his deck.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Darth Rabbitt
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Post by Darth Rabbitt »

(I assume we ate a meal after fighting the Minotaur since no one objected to that when I proposed it. I just forgot to update Henderson's Adventure Sheet since I was so preoccupied trying to puzzle out the map of the Maze I was making. Which is also why I didn't bother mapping out the last part of the maze, shit was taking too much time and we were done with it anyways.)

Test your Luck. (4,1=5; Lucky.)

You look frantically round the room but can see nothing to aid you. Suddenly your eyes stop on the pack of cards he was fingering as you entered, and you remember the rumors and stories the villagers told you: "The Warlock's power comes from his cards." The sorcerer sees your interest in them and you both rush for the table. You get there first. "Leave those alone," he screams, "or you will risk my fullest wrath!" But you move backwards and set fire to one with your lantern. He cries out wildly and then begins to plead with you to leave them alone. One by one you burn the cards and, as you do so, the Warlock diminishes in stature. As the last card goes up in flames, he stands facing you, a broken man. "My book!" he croaks, and he tries to unlock the door on the far side. You race across to him with your sword drawn and spring at him. Resolve this battle.

WARLOCK SKILL 7 STAMINA 12

Combat Log:
Warlock 15, Henderson 18. Warlock is at 10.
Warlock 16, Henderson 21. Warlock is at 8.
Warlock 10, Henderson 18. Warlock is at 6.
Warlock 12, Henderson 20. Warlock is at 4.
Warlock 16, Henderson 23. Warlock is at 2.
Warlock 12, Henderson 18. Warlock is dead.
(Flawless on the final boss!)

With the Warlock now defeated, you know your quest is almost over. You approach the door with two locks. There are no keys around. You retrieve two keys from your pack and try them in the locks. They turn! You open the door and peer round.

The door opens to reveal a small, dimly lit room. The walls are hung with ornate curtains, laced in silver and gold. A single flame burns in one corner, throwing light on a low table in the middle of the floor. On this table is a large chest. You step up to investigate the chest and from all around, yet from nowhere, a mysterious sound fills the room. It sounds like the rumbling of thunder clouds preparing to make storm.

You approach the chest and can see that it is held shut by three locks. As you approach, the noise gets louder. Will you:

Hack at the box with your sword to try to split it open?
Search through your bags to see if you can find keys to fit?

(Note: I posted this exact reply a few hours ago but it apparently didn't send. Really.)

Old Man Henderson Jr.
SKILL 11/11
STAMINA 16/16
LUCK 9/10
Equipment: Gleaming Sword, Leather Armor, Crescent Shield (when hit, roll a d6; on a 6 reduce damage by 1), Cursed Bronze Helmet
Provisions: 7 (+4 STAMINA each)
Potions: Potion of Skill (restores SKILL to Initial value, 1/2 uses left), Potion of Invisibility (1 use)
Gold Pieces: 47
Keys: Bronze Key #99, Red Key #111, Ring of Unmarked Numberless Keys
Items: Silky Black Glove, Bow (and possibly Silver Arrow, it's unclear), Cheese, Hardwood Mallet, Silver Chisel, 1 GP earrings, Bottle of HOLY WATER, "Maze of Zagor" Map
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Post by Korgan0 »

Search
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Darth Rabbitt
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Post by Darth Rabbitt »

During your adventure, you will have come across various keys and should have collected some of these. You may now use three of these keys to try to open the locks on the chest.

Each key is identified with a number. To determine whether you have the right keys, add their three numbers together. Now turn to the section that has the same number as this total, where you will discover whether you have used the correct keys.

If you do not have three numbered keys, this is the end of your journey. You sit on the chest and weep as you realize that you will have to explore the mountain once more in order to find the keys.

(Trying to break the chest would have given us much of the same although there's a Test your Luck save-or-die first. If anyone's interested, I can post the good ending where you have the three right keys. Otherwise it's game over.)

Currently it's a tie between Seas of Blood and Spectral Stalkers for next book. Anyone want to break the tie?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Chamomile
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Post by Chamomile »

And at this point Henderson takes a stroll through the mostly-cleared dungeon, mops up a few Skill 6-8 creatures in the first half until he finds all the goddamned keys, and opens up the chest. Show me the money.
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Post by Darth Rabbitt »

Image
The Warlock of Firetop Mountain is no more and you are now the owner of the Sorcerer's riches. At least a thousand Gold Pieces, jewelry, diamonds, rubies and pearls are in the chest. Hidden under these you find the Warlock's spell book and as you leaf through the pages, you realize that this tome is probably more valuable than all the treasure. Instructions are given for the control of all the secrets - and the creatures - of Firetop Mountain. With this book, unlimited power is yours and the safety of your return to the village is ensured. Or, if you would prefer, you could remain as master of the domain of Firetop Mountain.

(Now that's more like it. Since we can safely return on the merit of killing almost everything in this mountain, including like 10 Orcs, 6 Skeletons, a Minotaur and the Warlock himself, I assume Henderson uses this to rule Firetop Mountain and all of the corpses he made there.)

Next up is Seas of Blood, which I will set up at some point in the next day or so.
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Chamomile
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Post by Chamomile »

There's a hypothetically infinite army of wandering monsters, isn't there? I guess we get those guys even though we killed all the special encounters.
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