[Let's Play] Fighting Fantasy 64(?)-Night of the Necromancer

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

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Who do we want to play as?

Anvus Ravalan, Nightsbane & Remorseless Hunter
0
No votes
Evrain Peredur, the Zombie Killer
1
17%
Isolde Laodegan, Shield Maiden of Libra
5
83%
Create our own character
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No votes
 
Total votes: 6

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angelfromanotherpin
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Post by angelfromanotherpin »

I have a sneaking suspicion that invisibility may not work on something that plainly doesn't use actual eyes to see, but it seems like a better bet than the available alternatives.
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Post by SGamerz »

In the blink of an eye you are gone. Hidden from sight, you move cautiously towards the gatehouse. But the Hellfire Golem is a magical construct and does not see in the same way that mortal creatures do.
Alas, angel's suspicions were proven right!
Just when you are thinking that you have avoided the inferno machine, the Golem turns towards you and, opening its furnace-mouth, vomits a great gout of flame over you. Its hellish breath washes over you, burning you just as badly as if you were still a creature of flesh and blood. Roll one die, add 1, and lost that many STAMINA points. If this flame-attack has taken your STAMINA scores to zero or below, write the number 134 on your Adventure Sheet and turn to 100. If not, turn to 278.
Die roll = 1+1 = 2. Isolde's STAMINA is now at 13.
You are going to have to fight the Golem to get past it but as even your phantasmal blade cannot harm it, all you can hope to do is fend off its pulverizing, steaming hammer blows. In the following battle, calculate attack Strengths as normal, but if you win an Attack Round you have only avoided the Golem's attack, not injured it.

HELLFIRE GOLEM SKILL 9

If you win three Attack Rounds, you have managed to manoeuvre yourself so that you can duck past the Golem, run through the archway and over the moat-bridge. If the Golem destroys you before you win three Attack Rounds, write the number 337 on your Adventure Sheet and turn to 100.
You can't get more physical than this thing, so we get the dog's bonus for this fight (although for some reason our enemies never try to hurt it). Shouldn't be too much trouble.

COMBAT LOG:
Hellfire Golem 15, Isolde 20. Isolde wins 1 Attack Round.
HG 17, Isolde 19. Isolde wins 2 Attack Rounds.
HG 15, Isolde 20. Isolde wins 3 Attack Rounds.
And so you make it across the moat to the imposing entrance of Valsinore Castle's Keep that you once called home and yet which now feels utterly alien and unwelcoming. There is not a single light visible in any window of the solid square stronghold. But the doors leading into the Keep are not as you remember them. The metre-thick oak doors have been replaced with some sinister black wood inlaid with silver that forms unsettling runes and esoteric symbols. As you approach you feel your progress being limited by a potent and magical field. The energy shield sparks violently and you are suddenly hurled backwards by a powerful burst of magical energy. The door is resisting your ethereal essence somehow and keeping your ghostly form at bay. You cannot even get close enough to touch it.

This barrier before you is a Spirit Door, a portal intended to prevent undead spirits, like you, from passing through it. There is nothing you can do to counteract the spells bound into it. The only things capable of passing through a Spirit Door are things with a physical form. But now you are a ghost, how can you possibly acquire a physical form again?

If you have the Spook special ability and you want to pursue this path, turn to 13. If you have the phrase Rest In Peace written down on your Adventure Sheet and you want to pursue this path, turn to 369. If you have the codeword Automation recorded on your Adventure Sheet and you want to pursue this path,, turn to 427. If you have none of these things, turn to 152.
Anti-ghost Golem and barrier....whomever did this sure did his homework. And looks like silver is indeed a necessary ingredient for anti-ghost doors. At least this one didn't kill (sort of) us like the last one did.

You can probably guess that Automation would have been available if we found that Automated Armour Bertild was talking about. But we didn't get to unlock that.....leaving us with 2 blue options. Which one do we choose?
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Darth Rabbitt
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Post by Darth Rabbitt »

Try to possess someone (Spook). Returning to our body (Rest in Peace) probably just makes us dead.
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Post by angelfromanotherpin »

I'm less convinced that possessing our rotting zombie will make us dead, but I think it's overly conspicuous compared to borrowing someone else's meatsack.
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Post by SGamerz »

Although you have the ability to seize control of another's body to use as your own, the idea of even attempting to possess another living person in order to wear their physical form as you might a suit of armour fills you with unease. If you want to pursue this route to acquire a physical form again, you will need to know where a suitable host can be found, and that means that they have to be somewhere in the castle already. If you know where someone is, and they are alive, then you will also know their name. Convert the first name of the person you want to possess into a number using the code A=1, B=2, C=3...Z=26. Add the numbers together, multiply the total by 3 and turn to the paragraph with the same number.

If you do not know of any suitable candidate and simply want to try possessing one of the castle guards, turn to 301. However, if you do not wish to continue with this course of action, you will have to try something else. If you have the phrase Rest In Peace recorded on your Adventure Sheet and you want to pursue this path, turn to 369. If you have the phrase Automation written down and you want to pursue this path, turn to 369. If you have no further tricks up your sleeve, turn to 152.
I'll just get one thing out of the way to save time: our dog is not a valid option as a host body, so don't choose him! :tongue:

Do you guys have a suitable host in mind? It needs to be a character whom we have met on this playthrough (and has to be within the castle, so someone like Van Richten wouldn't be a valid choice even if we hadn't killed him), and you need to give his/her name....unless you want to use a random castle guard.

Who to possess?
Last edited by SGamerz on Sat Jan 30, 2016 4:39 pm, edited 1 time in total.
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Post by Darth Rabbitt »

Chamberlain Unthank.
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 »

Darth Rabbitt wrote:Chamberlain Unthank.
Sadly, also not a valid option. We missed the section which would have told us why, but the reason is that he's already inside the Keep by this point, so his body is beyond our reach.

He's only named human character in Valsinore that doesn't have a valid section at all to be chosen as a host.
Last edited by SGamerz on Sat Jan 30, 2016 4:51 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

I can't tell if we're supposed to go for someone practical or humorously inconvenient here. On some level, rando guard seems like the best way to get about inconspicuously, but I don't think the author would have made a big number-puzzle-memory-test if that was anything but a last resort.

Oriana would have most authority to go places, borrow our sister.
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Post by Darth Rabbitt »

Sure, keep it in the family.
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 »

You could not possibly use your sister to exact your revenge! She is the last surviving member of your family line. If she should die, then so will your family's bloodline and that is something you are trying to prevent. As a result, the Lady Oriana is not a suitable candidate for possession. Lose 1 LUCK point and 1 WILL point. Turn back to 13 and try someone, or something, else instead.
You guys just happened to pick the one other person that's out of the question. Everyone else should be fair game.
We missed out on a number of conversations in this playthrough, but if we had asked a few characters about our sister, or even spoken to her ourselves back in the chapel, we could have learnt that she's become virtually a prisoner in her own home, so angel's point about her having the authority to go places doesn't really apply anymore. The castle has fallen into the power of someone else, which explains why there are all those undead dread knights wandering about the place.

Another point to note: we dodged past that Golem to get to the gate, but that means it's still not destroyed. After we'd gone back to find a host body, we'd probably have to face that Golem again. Keep that in mind when you decide on a host (Oriana probably would just have gotten slaughtered at the gate anyway even if we want to risk her).
Last edited by SGamerz on Sun Jan 31, 2016 4:33 am, edited 1 time in total.
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Post by Darth Rabbitt »

Chef Ingelnook has access to the Inner Ward and we hate him so taking his body won't penalize us.
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Post by MisterDee »

Part of me wants to say Blondel the Bard, just for the lulz, but the cook seemed to be one of the bad guys and he could be bringing food for the feast. So let's become the Master Chef.
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Post by SGamerz »

Making your way back through the castle you come to the cookhouse once again. Ingelnook the corpulent cook quakes in fear before your unstoppable advance until the only method of defence he has left is to resist your efforts to possess him with the strength of his own mind. Roll two dice. If the total rolled is less than or equal to your WIL score, turn to 318. If it is greater, Ingelnook resists your attempts to seize control of his bloated body to the end and you are forced to leave the kitchens in defeat. Turn back to 13 to try another approach.
Even with the WILL penalty we just took for choosing our sister, we can't fail this test, since our WILL is still at 13.
You have succeeded in taking over the cook's physical form, while his consciousness flees to some dark corner of his being. (Add the codeword Host to your Adventure Sheet.)

Make a note of your spirit-form's current SKILL and STAMINA score, for later use, on your Adventure Sheet. While you are clothed in the ample flesh of the cook you must use Ingelnook's stats which are as follows: SKILL 9, STAMINA 22.

If you are injured in battle you may eat provisions to recover STAMINA points. One meal restores up to 4 STAMINA points and as you are in the castle kitchens you are able to collect provisions equal to 6 Meals. You arm yourself with a hefty cleaver, which should make an effective weapon against mortal foes at least.

If Ingelnook's STAMINA score is ever reduced to 2 STAMINA points or fewer, the cook will be knocked out, and you will be forced to leave his body. You may then keep on fighting, but now in your spirit form again, using the stats that you have written down here.
That gives him an effective STAMINA of 20 in combats, and with plenty of food at least he can potentially last quite a bit. And here's a kicker: while he isn't a terribly great fighter, he'd still have been more badass than Anvus Ravalan. For Isolde unfortunately this body is a downgrade. Still, there are worse choices than this guy.
Now that you have a physical body again, in which you can pass beyond the magically-warded portal of the Spirit Door, you can try to enter the Keep again. Alternatively, if you have the codeword Catacombs written on your Adventure Sheet, there might be somewhere else you wish to visit first.
Do we want to go down to that mysterious door in the Catacombs again?

Adventure Sheet:
Name: Isolde Laodegan
SKILL: 12/12 (Host: 9/9)
STAMINA: 13/19 (Host: 22/22)
LUCK: 6/7
WILL: 13
Equipment: Cleaver
Abilities: Apparition, Poltergeist, Shade, Spook, Fizzgig the Homunculus (3 uses out of 4 following spells: Banish Undead, Luck, Skill, Strength)
Codewords: Ironheart, Barking, Best Friend, Steed, Gateway, Devourer, Rest In Peace, Banshee, Catacombs, Watcher, Host
Provisions: 6 Meals (+4 STAMINA each)

Note: When fighting opponents with physical forms, opponents' Attack Strength is reduced by one while Korzen ("Best Friend") is with us.
Last edited by SGamerz on Sun Jan 31, 2016 8:43 am, edited 1 time in total.
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Post by angelfromanotherpin »

Catacombs!
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Post by Darth Rabbitt »

Catacombs.
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Post by MisterDee »

Catacombs.

Can we get a rundown of what our other options could have been?
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Post by SGamerz »

MisterDee wrote:Can we get a rundown of what our other options could have been?
I will definitely run through them after the playthrough. Not now, though, because
we might need to look for another host if this body dies too early, so I prefer not to spoil everything yet.
Now that you have a physical form of sorts again you are able to open the Spirit Door and step through it into the tunnels beyond. These are the true catacombs. They are a veritable maze of mouldering passageways, forgotten burial chambers and gloomy mausoleums, but you feel another power - unmistakably a force for Good - leading you onwards through the labyrinthine passageways.

You come at last to a vast chamber, its roof supported by pillars of black marble. As you enter, iron basket-braziers around the walls burst into flame, revealing the sepulcher in all its terrible splendour. In fact, it looks more like a throne room than a burial chamber. In the distance you can make out tombs and some sarcophagi but in the middle of the chamber, in front of you, is a black marble throne. Seated upon the throne is a beautiful woman wearing luxurious robes, befitting a monarch, and a golden crown. Behind her throne, half-hidden in the shadows cast by the guttering braziers, you can see a host of decomposing figures, watching you with baleful, jaundice-yellow eyes from out of the darkness. The woman is toying with something in her hands. It is your own blessed blade, Nightslyer! You are about to take a step forward when common sense halts you.

'Ah, so you've found us,' the woman says, as she examines the sword in her hands. The runes that spell out the name Nightslayer blaze red as they catch the light of the smoldering brazier. She suddenly looks up and you are astonished by just how beautiful she is. Her eyes blaze with a dark intensity as she regards you with an unblinking stare. 'Be welcome here, you belong here after all' - a serpent smile twists her features into those of something not altogether human - 'with your Queen. Now come, bow before me.'

You have a feeling that bowing before her is the last thing you should do, but judging by the zombie host gathered behind her, ready to do whatever she demands of them, it might be your best chance of snatching Nightslayer from her grasp and getting out of here with your soul intact. Will you bow before the Queen of the Damned, or will you renounce her claim of dominion over you?
Bow down to the Queen?
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Post by angelfromanotherpin »

Trust your instincts. Renounce!
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Post by MisterDee »

Yeah, she seems like the kind of person who won't just order us murdered if we show we have a spine. Renounce!
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Post by SGamerz »

'Very well,' the Queen says, her sinister smile remaining in place, her eyes blazing with emerald witch-lights. 'Then by hellfire, brimstone and pestilence, I decree that you shall die a second death, here and now. But which shall it be? Choose the manner of your undoing!' How will you answer?

'By hellfire!'
'By brimstone!'
By pestilence!'
'Do your worst! I do not intend to die again!'
We got a choice! What a nice woman, so much better than that Death Acolyte who didn't even have the decency to let us choose how we want to die our first death!

How do we want to die again?
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Post by Mr Shine »

Let her do her worst.
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Post by angelfromanotherpin »

Well shit, I didn't think we'd find an underground Gozerian. I'm not sure whether refusing the game is the best play or game over. Also, I'm not at all sure what the difference is between hellfire and brimstone, they're both burny deaths. I do have a sneaking suspicion that each one is tied to one of the attributes (SKILL/STAMINA/LUCK) so we should try to guess for the STAMINA one, given our corpulent mass.

Pestilence.
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Post by MisterDee »

Sure, Pestilence. Defiance is all well and good (and got us this far) but I imagine hubris could be our undoing here.
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Post by Darth Rabbitt »

We're also a ghost, so even at worst all pestilence can do is wreck this body. The others might fuck up our soul driving this meat around.

So pestilence.
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Post by SGamerz »

"Doing her worst" basically just means
she randomly chooses one of the 3 for you.
The packed earth floor at your feet crumbles as something pushes its way up and out of the ground. If looks like a sickly yellow, mouldering skeleton, draped with the remnants of rotted clothes, and the miasma of disease and decay hangs heavy about it. A nasty buzzing fills the air around it as flies burst from the maggot-nest of its ribcage and the Decayer attacks.

DECAYER SKILL 7 STAMINA 5

If the Decayer wounds you and you have the codeword Revenant on your Adventure Sheet, you lose 3 STAMINA points rather than the usual 2, as its corrupting touch speeds the process of decay along. If you win the battle with the Decayer but you have the codeword Host written down, the body you are wearing becomes infected with a horrific, flesh-eating disease. (Lose 1 SKILL point and an additional 3 STAMINA points.)

If your battle with the Decayer destroys your physical form you can fight on as a ghost but if your spectral body is destroyed too, write the number 445 on your Adventure Sheet and turn to 100. If you vanquish this undead horror, it rapidly crumbles to dust as it falls victim to its own powers of putrefaction.
According to the official FF Monster Handbook (Out of the Pit), any normal person who fights a Decayer will need a healer's treatment in a hurry even if he wins, because he'll automatically pick up the decaying disease that will slowly but surely kill him and turn him into a Decayer that will take over whatever task the previous one was appointed to. I guess as a ghost, we're safe, and we don't really care what happens to this body. :tongue:

You know what's worse than being possessed by a ghost? Being possessed by the ghost of your ex-boss who hates you.

COMBAT LOG:
Decayer 17, Isolde (Inglenook) 19. Decayer is at 3.
Decayer 11, Isolde (Inglenook) 11. Tie.
Decayer 10, Isolde (Inglenook) 11. Decayer is at 1.
Decayer 18, Isolde (Inglenook) 15. Inglenook's body is at 20.
Decayer 15, Isolde (Inglenook) 18. Decayer is destroyed.
Our doggie saved us twice, but we still got hit. Inglenook loses 1 SKILL and a further 3 STAMINA (now at 8/17).
Enough of this!' the Queen shouts in anger, fixing you with her baleful black gaze. 'Now bow before me! I demand it!' Roll two dice. If the total rolled is equal to or less than your WILL score, turn to 358; if it is greater, turn to 112.
We can't fail this...

Image
'It looks like I am going to have to deal with you myself!' the Queen of Liches screeches - and then the spell is broken. She is suddenly exposed as the undead nightmare she really is. She is no flesh and blood beauty but a hellish apparition. A few grey threads of hair cling to a fleshes head in the advanced stages of decomposition. Her find robes are really rotting grave-clothes, her crown a crown of finger-bones, her own slender fingers cruel talons, and her eyes nothing but pits of darkness. With a banshee scream, the Wraith Queen flies at you.

WRAITH QUEEN SKILL 9 STAMINA 10

If you lose an Attack Round consult the table below to see what form the Wraith Queen's attack takes. (You may use Luck to reduce any damage caused in the usual way.)

Die Roll - Attack and Damage

1-3 - Clawing Talons - the Wraith Queen claws you with her broken fingernails. Lose 2 STAMINA points.
4-5 - Banshee Scream - the wraith blasts you with a deafening, blood-curdling scream. You lose only 1 STAMINA point but must reduce your Attack Strength by 2 points for the duration of the next Attack Round.
6 - Hell Sprites - the undead queen summons hellish imps to fight for her. For the rest of your battle with the Wraith Queen you must also fend off these fiends. They have the following stats:

HELL SPIRTES SKILL 6 STAMINA 6

This option can only happen once. If you roll a 6 a second time, roll again.

If you manage to defeat this hellish harridan, turn to 373. If she should destroy both your physical form and your ethereal form, write the number 445 on your Adventure Sheet and turn to 100.
With the SKILL penalty we (or rather Inglenook) just took, our chances of beating her with this body aren't good. We can probably come out on top once Isolde gets to fight in her spirit form, but I think we're going to have some problems reclaiming our sword without a physical body.....

I'm not really sure if our doggie is supposed to be able to help, since wraiths are usually supposed to be ethereal. But then again, we're hitting her with a bloody kitchen cleaver and not our spirit sword, so I figure she must be solid enough.

COMBAT LOG:
Wraith Queen 12, Isolde (Inglenook) 16. WQ is at 8.
WQ 14, Isolde (Inglenook) 17. WQ is at 6.
WQ 16, Isolde (Inglenook) 18. WQ is at 4.
WQ 15, Isolde (Inglenook) 16. WQ is at 2.
WQ 15, Isolde (Inglenook) 15. Tie.
WQ 14, Isolde (Inglenook) 16. WQ is defeated.
The dice seem to be screwing with us by making us roll badly against the weak servant, but roll well when fighting the stronger mistress! Somehow, we managed a flawless against the queen with Inglenook's rotting fat body (although again, we couldn't have managed that without our doggie's help. The word "ethereal" in the text of the next section made me doubt my decision a little, but I still maintain that anything that can be chopped up by a kitchen cleaver should jolly well be vulnerable to a dog's bite!)
At your killing blow, the Wraith Queen howls in frustration as her own ethereal body dissolves into smoke. At the same time a furious wind blows up from nowhere and carries the smoke away until all that is left of this Queen of the Damned is her scream, and then that too is nothing more than a fading echo. (Recover up to 5 STAMINA points.) The Wraith Queen is truly dead at last and the blessed blade Nightslayer is yours again - or is it? If you still have a physical form, turn to 392; if not and you are a ghost again, turn to 413.
Thankfully, our current body, while slowly rotting, is still standing. And we've just been restored back to full STAMINA (but still down at 8 SKILL).
With Nightslayer in your hands once more you feel now that nothing can stop you from completing your quest. It is a potent weapon indeed; it is good against demons as well as magical creatures, and against any undead creature - whether corporeal or incorporeal - it will cause 3 STAMINA points of damage on a successful strike. (Make sure that you record Nightslayer on your Adventure Sheet, add to your WILL score and regain 2 LUCK points.

The other undead present within the sepulchre hiss and back away from you in fear, some going so far as to clamber back into their times to escape your wrath. This place will need purging, in time, but for now you have more pressing matter to attend to. And so, for the time being at least, you leave the Court of the Wraith Queen and the Catacombs.
We no head back to a familiar section....
Do you have the codeword Hellfire on your Adventure Sheet? if so, turn to 122; if not, turn to 394.
Still no...
Image

As you approach the shadowed archway of the gatehouse at the nearside of the moat-bridge, you see two red-glowing coals in the darkness ahead of you. With a furnace roar, and a great claking of metal, something truly monstrous rises to its full height before you, blocking your way to the bridge. Made of interlocking plates of iron, like some goliath living suit of armour, at the joints you can see the intensity of the inferno raging within that gives it its unnatural life. The face of this engine of destruction has been fashioned to look like that of some hellish horned skull. Its huge jaw drops open and a searing blast of flame pours forth, the cobbles of the courtyard glowing red under this intense heat-blast. If you have any of the codewords Revenant, Host or Armoured written on your Adventure Sheet, turn to 194. If not, turn to 93.
This time we have a body.
With pistoning steps the Hellfire Golem pounds towards you, gauntlet-fists the size of anvils ready to pound you to a pulp. The magical machine opens its mouth in another inferno roar and you see the white-hot fury that rages at its molten core. The only way to get past the Golem is to defeat it in battle! (If you have fighter the Golem already but it remains undefeated, amend its stats accordingly before fighting it again.)

HELLFIRE GOLEM SKILL 9 STAMINA 12

Unless you are using a magical weapon of some kind, if you make a successful strike against this magical automation roll one die; on a roll of 4-6 you will only cause 1 STAMINA point of damage. If you lose an Attack Round roll one die and then consult the table below to see what damage you suffer.

(You may use Luck to reduce any damage caused in the usual way.)

Die Roll - Attack and Damage

1-3 - Fists of Fury - the Golem pounds you with its sledgehammer fists. Lose 2 STAMINA points.
4-5 - Engine of Destruction - the Golem goes berserk, fists whirling like windmills, its blows delivering double damage. Lose 4 STAMINA points.
6 - Inferno Blast - a gout of searing hellfire, hot enough to melt iron, blasts from its gaping maw. You are caught by this blast; roll one die and lose that many STAMINA points.

If the Golem destroys your physical form, cross off the relevant codeword and turn to 173. If you manage to overcome the rampaging Golem, regain 1 LUCK point, add the codeword Hellfire to your Adventure Sheet and turn to 122.
Well, he's definitely solid enough for our dog to help, which puts us at equal SKILL, but his special damage rules may well counter our STAMINA advantage, so its again down to luck. At least we're no longer fighting with a crappy cleaver.

COMBAT LOG:
Hellfire Golem 14, Isolde (Inglenook) 15. HG is at 10.
HG 20, Isolde (Inglenook) 14. HG then rolls a 6 and hits us with Inferno Blast! Inglenook thankfully rolls 1 and is at 21.
HG 16, Isolde (Inglenook) 12. HG rolls another 6! Inglenook rolls 5 and is now at 16.
HG 13, Isolde (Inglenook) 13. Tie.
HG 18, Isolde (Inglenook) 15. Inglenook rolls 2 and is now at 14.
HG 13, Isolde (Inglenook) 12. Inglenook rolls 4! Inglenook is at 10.
HG 13, Isolde (Inglenook) 14. HG is at 8.
HG 15, Isolde (Inglenook) 13. Inglenook rolls 3 and is now at 8.
HG 19, Isolde (Inglenook) 18. Inglenook rolls 2 and is now at 6.
HG 20, Isolde (Inglenook) 15. Inglenook rolls 1 and is now at 4.
HG 20, Isolde (Inglenook) 12. Inglenook rolls 1 and is now at 2.
Yeah, that Golem actually rolled 3 double-sixes in one fight. Inglenook is knocked out!
You already know that to proceed any further you will need a physical body, and yet you have just lost yours. But do you know of another means of acquiring one? If you have the phrase Rest in Peace written on your Adventure Sheet, turn to 369. If you have the codeword Automation written down, turn to 427. If you have the Spook special ability and wish to choose this path, turn to 13. If you have none of these things, turn to 152.
Well, we need to find another body. Who do we possess next? Or do we try our own corpse?
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