Let's Play Fighting Fantasy 41: Master of Chaos

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

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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed.
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Post by Dr_Noface »

agreeder
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Post by Sirocco »

I know it will sound cheesy, but ... Agreedest.
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Post by SGamerz »

MisterDee wrote:I think we're loaded with medkits already, so sword on the off chance that we lose Shagrot's and take a skill penalty.

(Or would the skill bonus apply anyway? Does the standard "magic weapons don't do anything unless you've lost Skill" clause apply here? If it doesn't of course we go for the free Skill.)
I'm pretty sure the standard FF rule is that you can't use 2 Magic swords at the same time (and it's specifically mentioned that the SKILL bonus applies only in combat), so the bonus only applies if we lose Shagrot's sword.

I'm gonna be contrary here and vote for the potion (not that it matters).
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Sirocco
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Post by Sirocco »

Boo hiss. I wanted Mssr. Nuge to dual-wield the magic swords à la Twinkle and Icingdeath. :cry:

ETA: OK, whatever. Pick the potion. If my vote creates a tie disregard it.
Last edited by Sirocco on Mon Dec 01, 2014 9:16 pm, edited 1 time in total.
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Post by SlyJohnny »

MisterDee wrote:(Or would the skill bonus apply anyway? Does the standard "magic weapons don't do anything unless you've lost Skill" clause apply here? If it doesn't of course we go for the free Skill.)
I'm... actually not sure. There are three magical weapons in this book. Shagrot's scimitar explicatively boosts Skill above our Initial level, but only if it was <11, as it's "not that powerfully magical". Another weapon can boosts your Skill past Initial level, and it doesn't have that <11 caveat.

Then there's this one, which doesn't explicitly state it allows us to exceed our skill bonus, (so if it doesn't actually boost us past Initial, it would only be superior to Shagrot's scimitar if we'd had 12 Skill and taken a skill point loss). Is this scimitar supposed to be more or less powerful than Shagrot's? What do you guys think?
You enter the house as quietly as you can. A shadow seems to be moving down the wall beside a set of steps that lead down to a cellar. Cautiously you follow the steps down. The cellar is cool and dark, but a small oil lamp throws a tiny patch of yellow light in one corner; half-in and half-out of the circle of light crouches a tall, dark-haired man in a brown robe. He holds a warhammer in his clenched hands and hisses at you to be gone if you know what is good for you. Will you:

Attack the man?
Try to talk with him?
Leave and search elsewhere
Adventure Sheet
Huge Nuge

SKILL 11/11
STAMINA 17/17
LUCK 10/12

Skills: Blindsight, Acute Hearing, Tracking, Move Silently

Equipment: 11/12 Provisions
Boots with hidden coin compartments
2gp (hidden in boots)
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 1 bag
Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)
Brandy, 2 tots
29-ray Silver Amulet
Rope
Baalberith's Scimitar (+1 SKILL)
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Post by Sirocco »

We are not a murderhobo; talk to him.
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Post by Starmaker »

Talk.
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Post by Darth Rabbitt »

Huge Nuge probably IS a murderhobo, but talk anyways.
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Post by SGamerz »

SlyJohnny wrote:I'm... actually not sure. There are three magical weapons in this book. Shagrot's scimitar explicatively boosts Skill above our Initial level, but only if it was <11, as it's "not that powerfully magical". Another weapon can boosts your Skill past Initial level, and it doesn't have that <11 caveat.

Then there's this one, which doesn't explicitly state it allows us to exceed our skill bonus, (so if it doesn't actually boost us past Initial, it would only be superior to Shagrot's scimitar if we'd had 12 Skill and taken a skill point loss). Is this scimitar supposed to be more or less powerful than Shagrot's? What do you guys think?
We already voted to take it, might as well make use it. Take the bonus.

And talk. We can always murder him after that.
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Post by SlyJohnny »

Do you have a mark on your forehead? If you have, you will be forced to fight - the man will not parley with you. If you do not have a mark, turn to 84
You say that you don't wish to fight, and the man doesn't attack. The man, whose name is Kanestin, says that he is here to find a lost magical tome- and he knows your purpose, it seems, for he says he has no interest in trying to overcome the Master of Chaos! He does know where the entrance to the Chaos Pits is, though, and he will tell you where this is- and warn you about a trapped portal there - if you find the tome for him.

If you already have the book and want to give it to him, turn to the paragraph with the same number as the number in the title of the book. If you have it, but will not give it up, you can either attack him or leave and search elsewhere. If you do not have the book, you may promise Kanestin help in finding it; if you won't help, you leave and find another part of the ruins.
Adventure Sheet
Huge Nuge

SKILL 11/11
STAMINA 17/17
LUCK 10/12

Skills: Blindsight, Acute Hearing, Tracking, Move Silently

Equipment: 11/12 Provisions
Boots with hidden coin compartments
2gp (hidden in boots)
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 1 bag
Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)
Brandy, 2 tots
29-ray Silver Amulet
Rope
Baalberith's Scimitar (+1 SKILL)
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Post by Omegonthesane »

If we promise to aid him the game will probably let us do a second pass of this area.
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 Sirocco »

Aid him, because why not.
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Post by SGamerz »

Omegonthesane wrote:If we promise to aid him the game will probably let us do a second pass of this area.
We've been told that the book's title has a reference number. Chances are, we'll just be told to turn straight there once we find the book, and then immediately leave again once we've completed the bargain without the chance to search further.

It's worth noting that we're actually given the option to not give him the book even if we do have it. Normally in these gamebooks used of numbered quest items are either necessary (game over if no item) or automatic. It's possible that giving him the book may not necessarily be the "right" move.

But yeah, tell him we'll help and hope that he can give us more info about how we can find the book.
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Post by Darth Rabbitt »

Jumping on the "aid him" bandwagon.
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Post by SlyJohnny »

'The tome is in one of the tombs of the old mausoleum,' Kanestin mutters, 'but the Master of the Undead may also be in that place.' He is clearly fearful of that creature! You can either head for the mausoleum straight away or go elsewhere in the ruins - if you find the tome and wish to give it to Kanestin, you can do so by turning to the paragraph with the same number as the one in the books title.
Elsewhere in the ruins returns us to the paragraph with the travel hub, so if you want to go elsewhere, also list a destination with your vote, either the Warehouses (SE) or the Ruined Coliseum (ESE), which are the only places other than the Mausoleum that we havn't visited. Aside from the Nomad Camp, which has packed up and skipped town.

Adventure Sheet
Huge Nuge

SKILL 11/11
STAMINA 17/17
LUCK 10/12

Skills: Blindsight, Acute Hearing, Tracking, Move Silently

Equipment: 11/12 Provisions
Boots with hidden coin compartments
2gp (hidden in boots)
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 1 bag
Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)
Brandy, 2 tots
29-ray Silver Amulet
Rope
Baalberith's Scimitar (+1 SKILL)
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Post by MisterDee »

I figure the Mausoleum's probably an easy way to find out where our goal is, since we already pimp-slapped the necromancer to death.
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Post by Omegonthesane »

Mausoleum.
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 Sirocco »

Mousehole.
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Post by SlyJohnny »

Image

The great stone doors to the Mausoleum take considerable effort to force open - deduct 2 points from your STAMINA for this exertion. Inside, there are numerous marble tombs and sarcophagi, and wide stone steps leading down. There are some lanterns on the walls which have a little oil left- so, if you do not have a lantern, you may take one of these (add it to your Possessions). You descend the steps to a landing, where you see tomb-chambers to the left and right. It is eerily silent, and your footsteps echo on the cold, hard stone.

As you are pondering which way to go, two skeletal figures, armed with stone axes, slip out of the shadows on either side of you. You must fight the two together. Each Attack Round, detemine the Attack Strength of yourself and both the Skeletons. The combatant with the highest Attack Strength will inflict a damaging blow in that Attack Round. When you destroy one Skeleton, of course, you will then be in a one-to-one fight with the other!

First SKELETON SKILL 6 STAMINA 5
Second SKELETON SKILL 6 STAMINA 6

If you win, turn at once to 333 without performing any other actions.
Combat Log
Huge = 18, Skeleton A= 15, Skeleton B= 10, advantage Huge. Huge 15, Skeleton A 3, Skeleton B 6.
Huge = 19, Skeleton A= 12, Skeleton B= 12, advantage Huge. Huge 15, Skeleton A 1, Skeleton B 6.
Huge = 18, Skeleton 1= 16, Skeleton 1= 13, advantage Huge. Huge 15, Skeleton A destroyed, Skeleton B 6.

Huge =20, Skeleton B= 10. Huge 15, Skeleton B 4
Huge =21, Skeleton B= 12. Huge 15, Skeleton B 2.
Huge =19, Skeleton B= 12. Huge 15, Skeleton B destroyed.
We turn at once to 333.
Do you have an Iron Key? We do.
Having destroyed the skeleton guards, you begin a search of the Mausoleum. This takes time: it is a large place and you favour caution! However, eventually you find 5 Gold Pieces in one of the tombs (add this to your Treasure) and a book sealed inside another. On the spine you read the title: The Three Hundred and Thirty Incantations of Ssassuzlit. This book radiates both magic and a faint aura of evil. If you want to give this book to someone, you know which paragraph to tum to! Otherwise, you may take this book with you if you wish (if you do, record it and its title in your Possessions). In any event, it is time to go elsewhere.
No sign of the Master of the Undead. Maybe because we already met that loser and beat him to death with our bare hands back in Ashkyos? Who can say? :cool:

It's a good thing we did, too. He'd have been more powerful in this place than he was back in Ashkyos, and he'd have a new spell or two from the book. Although, as we helped him before, our dark elf frenemy would've shown up and backed us up a little.

Anyway, do we want to give the book to Kanestrin or do we keep it and go elsewhere? And by "elsewhere" I mean the Warehouses (SE) or the Ruined Coliseum (ESE)?

Adventure Sheet
Huge Nuge

SKILL 11/11
STAMINA 15/17
LUCK 10/12

Skills: Blindsight, Acute Hearing, Tracking, Move Silently

Equipment: 11/12 Provisions
Boots with hidden coin compartments
7gp (hidden in boots)
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 1 bag
Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)
Brandy, 2 tots
29-ray Silver Amulet
Rope
Baalberith's Scimitar (+1 SKILL)
Book entitled The Three Hundred and Thirty Incantations of Ssassuzlit
Last edited by SlyJohnny on Thu Dec 04, 2014 9:02 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Blue option.
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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Darth Rabbitt
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Post by Darth Rabbitt »

330 flavors of incantation, bitches!
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Post by SGamerz »

Again, we have the option not to take the special reference. I think that implies that we don't actually need Kanestin's help to win. Maybe the book itself can be useful to us. He didn't really sound like a good guy. I think we should keep the book.

We found a note on the way here that hints that there are other contenders going for the Staff (besides the Dark Elf, who was probably the one mentioned in the note). So far, we haven't met anyone else in the ruins. He may deny that he wants the Staff, but maybe giving him the book will give him the power to go after it.
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Post by SlyJohnny »

Darth Rabbitt, is your post to imply that you're wanting to keep the book, or give it to Kanestin? Yours is the tiebreaker vote, unless anyone else has an opinion.
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Post by Starmaker »

Shady dude is shady, I vote for common sense over curiosity. Keep the book and go to the next option on the list.
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