Let's Play The Gates of Death: Fighting Fantasy (Sch#12)

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

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SGamerz
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Post by SGamerz »

Use the key.
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Post by Darth Rabbitt »

You take the key out of your boot and desperately search for the keyhole in the door...and that's when you remember that cell doors only have keyholes on the outside...and now you feel something tearing at the back of your tunic.

While you've been attracted, Brother Tobyn has attacked you, and you feel a trickle of blood crawling down your skin. (Lose 2 STAMINA points.)

Call for help?
Try to fight the demon with your bare hands?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 9/18
LUCK: 11/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 10
Gold Pieces: 6
Weapons: None
Items: Jar of Healing Ointment (+4 STAMINA), Fishhook, Brass Compass

Keys: Icefinger Key
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Post by Omegonthesane »

Reach through the bars and insert the key INTO the keyhole on the outside
CAll for help.
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Post by maglag »

Call the police.
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Post by Thaluikhain »

I'd say fight the demon, but I don't see why you have to fight quietly.
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SlyJohnny
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Post by SlyJohnny »

They left a guy rotting on the wall here. This isn't the kind of prison where they respond promptly to prisoner distress just in case someone is sick or in danger. Fight.
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Post by MisterDee »

Seriously, Tobyn has survived far more sections than the usual FF sidekick. He's obviously (and thankfully) not going to survive this dungeon, so let's stop delaying the inevitable and punch his dick off already.
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Post by Darth Rabbitt »

(Asking the guard would have given us a chance to get a knife, which would still only do 1 damage but would remove the Attack Strength penalty for fighting unarmed).
Image
It pains you to fight your own master, the man you swore to serve, but you have no choice if you want to live and complete your mission. You tell yourself that this isn't him, this is a demon...and it's attacking again.

DEMON BROTHER TOBYN comes at you, snarling, slavering, a horrible blur of teeth and claws...

DEMON BROTHER TOBYN SKILL 7 STAMINA 7
I'm going to rely on LUCK tests for the first two times we hit him for the 2 extra damage per hit, so we can 3-shot him.
Tobyn 16, Colin 15. Colin is at 7.
Tobyn 12, Colin 20. Luck test: 6, lucky! Tobyn is at 4.
Tobyn 18, Colin 17. Colin is at 5.
Tobyn 16, Colin 16. Tie.
Tobyn 15, Colin 16. Luck test: 6, lucky! Tobyn is at 1.
Tobyn 16, Colin 11. Colin is at 3.
Tobyn 15, Colin 20. Tobyn is dead!
Holy shit that was close.

You won the fight, but at what cost? (Brother Tobyn injured Colin before and/or during the fight.)

As you watch, the demon turns back into poor Brother Tobyn. You have killed the man you swore to serve. A terrible feeling of despair settles over you. You remember how your master's wound caused him to become infected. By morning, will you have become a monster like the old Guardian. You sit against the wall and pray that you will be lucky. (Colin is wearing a lucky anchor charm).

(If we didn't have a charm, we'd have gotten a LUCK test or get a game over. Passing the test would have been the same as having the charm.)

Outside, a cock crows once, twice ... and then someone shoots it with a crossbow. You've made it alive to the morning and avoided becoming a demon like your poor master. Brother Tobyn's body lies where it fell, cold and still and grey. You wonder what will become of you now. Will you be left here to rot?

As if someone had heard your thoughts, there's a rattle of keys at the door and it swings open to reveal the dungeon-master and the Captain of the Guard with his men.

'Rise and shine, my little sunbeam,' says the captain. 'Seems you're in luck. There's someone wants to talk to you. Come on—shake a leg.'

The guards escort you up winding stairs and along dank walkways until you come out of a side passage into a large, windowless antechamber. Its walls and floor are covered with polished black tiles, and there's a black marble slab in the middle, but otherwise the room is bare.

Presently, two figures enter, dressed in head to foot with in black robes lined with bur and their faces hidden by cowls. One of them steps forward. Its black robes merge into the blackness of the room, and all you can see in the shadow of its cowl is a mouth, which seems to hover in the gloom. And it's no ordinary mouth. It is unnaturally large, taking up most of the creature's head. The skin around the lips is cracked and glowing threads of light weave through it like liquid fire.

'Kneel before me and listen to what I have to say,' says the creature, and the captain forces you to your knees.

'I am Lord Azzur's Mouth,' the creature goes on. 'What I say to you comes from him. What you say to me, you say to him.'

'And I am his eyes,' says the second figure. In the darkness of its cowl you see several eyes, blinking separately, as if they belong to several different creatures.

'And I am his ears,' says a voice from above. You look up to see a huge bat-like creature hanging from the ceiling.

'Lord Azzur knows why you are here,' says the Mouth. 'He knows the purpose of the smoke-oil you brought with you. And he wishes to make you an offer...'

A Troll enters, carrying your backpack and an object wrapped in leather. When he sees you he grunts and takes the smoke-oil out of the pack, placing it carefully on the marble slab.

'Lord Azzur has plans for Allansia,' the Mouth continues. 'And the demon plague makes his planning difficult. A powerful sorcerer has sent this pestilence into our world, and every day, as it spreads, this sorcerer grows stronger. But there is only room for one powerful being in Allansia. Lord Azzur wishes you to find this sorcerer and destroy them. He understands that you will have to travel to the Temple of Throff in the Invisible City, and there you will face a challenge that only one who is pure of heart can win.' The Mouth pauses and lets out a dark chuckle. 'So, sadly, neither Lord Azzur nor his minions can go there. He tried sending one of his men before, and it seems he failed...he wishes you better luck on your mission.'

You thank the Mouth and reach for the smoke-oil, but the Troll gives you a foul look and shoves you away.

'Lord Azzur wishes to keep the smoke-oil for himself,' says the Mouth. 'It will be of great use to him. But he will allow you to take one vial to give to the Priestess at the Temple...'

The Troll picks up one vial and puts it into your pack, which he then hands to you. With only a single vial, your mission will be extremely difficult. Hopeless, even. But at least you have your pack and everything else that was in it.

'We can tell you only this,' says the Mouth. 'The Invisible City you seek is situated somewhere in the Plains of Bronze. Travel past Silverton and on to Salamonis, where you can ask the learned scholars there for more information.'

'You will need eyes to find the city,' says the second creature. 'Something to help you see clearer.'

'And you will need ears,' says the bat-like thing. 'Listen well to everything you are told along the way and make note of it.'

'Don't worry, though,' says the Mouth. 'Lord Azzur will not send you off empty-handed. He wishes you to take this with you...'

He nods to the Troll, who lays the leather-wrapped object on the black stone slab.

Demand to speak to Lord Azzur?
Fight the Troll for the other vials of smoke-oil?
Accept the offer and take the leather-wrapped object?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 3/18
LUCK: 9/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 1
Gold Pieces: 6
Weapons: None
Items: Jar of Healing Ointment (+4 STAMINA), Fishhook, Brass Compass
Keys: Icefinger Key
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Post by Thaluikhain »

Yeah, accepting and leaving seems wisest.

Also, Azzur is trying to conquer the world as well?
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Post by Darth Rabbitt »

Thaluikhain wrote:Azzur is trying to conquer the world as well?
The Port of Peril says that he was working for Zanbar Bone so that the latter could conquer the world, so this sort of ties in with an earlier book from the same series that is out of continuity with all earlier books written about him.

This one bothers me less; part of it is probably that for all this book's faults (of which there are many) it's leagues better than The Port of Peril, and part of it is that I can buy "Azzur's decided to try his hand at world conquest" better than I can "Azzur is the most loyal servant of Zanbar Bone, who he clearly had no connection to in the book that both of them came from, and despite the fact that Azzur is literally a cleric of another god."
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SlyJohnny
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Post by SlyJohnny »

Accept and leave. Hopefully there will be an opportunity to get more vials from someone who survived the storm and managed to crawl onto shore before expiring, or something.
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Post by Darth Rabbitt »

You carefully unwrap the object on the slab. It's a weapon, half sickle, half sword, made from a strange purple metal, studded with gold and blue jewels. It looks heavy, but when you lift it, it seems to have no weight at all and weird purple light flashes from its blade.

'It is Lord Azzur's khopesh,' the Mouth explains. 'Powerful against all monsters and demons. It will make your journey to the temple that much easier. And if you slay the rival sorcerer with it, it will drain his power and pass it back to Lord Azzur. He wishes you well. Just remember, until you reach the safety of Salamonis, trust no one, and tell no one of your task. Now go!'

The cracks in his face shine fiercely and his hands begin to glow. Before you know what's happening, he hurls two bolts of fire at you that sparkle and crackle through the air.
Weapons section wrote:The khopesh adds 1 point to your Attack Strength in battle and causes 2 STAMINA points of damage at a successful strike. However, when you are fighting Demons it adds 2 points to your Attack Strength and will cause 3 STAMINA points of damage.
(Alright, that's actually a really good weapon. In fact, it's probably the best in the book.)

The bolts strike you and it's as if your body has been blasted into a million pieces. You feel yourself flying out of the palace and over the town. And, the next thing you know, you reform and find yourself outside the city walls.

You are outside the city gates. As you walk away from them you feel something tug at the hem of your robe. You turn, ready to fight, and see that an old beggar squatting in the dirt has grabbed hold of you. He has a filthy bandage wrapped around his face, covering his eyes and ears, and he looks like he hasn't eaten in days.

'Magic has got you this far,' he says. 'But now you have some hard traveling ahead of you. Spare me a Gold Piece and I'll tell you some secrets.'

Give him some of your gold?
Ignore him and walk on?

Also, do we want to use our healing ointment since we're low on health?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 3/18
LUCK: 9/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 1
Gold Pieces: 6
Weapons: Lord Azzur's Khopesh (+1 Attack Strength, extra +1 attack/damage vs. demons)
Items: Jar of Healing Ointment (+4 STAMINA), Fishhook, Brass Compass
Keys: Icefinger Key
Last edited by Darth Rabbitt on Tue Dec 11, 2018 12:56 am, edited 1 time in total.
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Post by MisterDee »

I kinda want to hold our gold for the inevitable trading caravan full of food.

Use the ointment.
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Post by Thaluikhain »

Azzur is stealing sorceror's evil powers...sigh.

I vote for giving him some gold.
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Post by SGamerz »

Give the gold, since learning secrets are mandatory in gamebooks.
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SlyJohnny
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Post by SlyJohnny »

So, Lord Azzur is cooler than I realised, but we should definitely make a point of NOT killing the big bad with the khopesh.

Give the gold, we might need this clue. And use the ointment.
Last edited by SlyJohnny on Tue Dec 11, 2018 1:00 pm, edited 1 time in total.
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Post by Darth Rabbitt »

(2 votes in favor of using ointment and 2 in favor of charity. Majority wins in both cases.)

You give the old beggar 1 Gold Piece and he smiles at you.

'My name is Failus Astra,' he says. 'I was once a powerful wizard, but I made the mistake of coming to Port Blacksand, where I discovered I was not as powerful as I thought. Lord Azzur doesn't like any competition in his city. He captured me, and the one who calls himself Lord Azzur's Eyes struck out my eyes, the one who calls himself Lord Azzur's Ears pierced my eardrums and made me deaf, and finally the one who calls himself Lord Azzur's Mouth cut out my tongue. So you now are wondering, aren't you, how I can hear you and how I can speak to you—but look! My lips don't move. I still have some magic left that Azzur couldn't get to. And, as you have been generous to me, I will be generous to you. Take this. A fine lady gave it to me.'

He hands you a small bottle of perfume. 'It is called "Nostalgia",' he says. 'One whiff of it will instantly take you back to a happier time.' (Add the 'Nostalgia' perfume to your Equipment List. Then Fazilus offers you something else.

'Poison antidote,' he says, passing you a tin flask. 'My own recipe.'

You tuck it into your backpack (add the poison antidote to your Equipment List) and he grips your hand tightly.

'I see into your heart,' he says, 'and I see that you must follow the Corpse Road, view the magic city from the grey rock known as Mount Meerar and pass through the Gates of Death if you wish to succeed. Oh...and don't eat too many pies. Now hurry. I've told you all I can.'

(That's a pretty hardcore punishment on Azzur's part, but if he has a "no wizards allowed" policy then how come Nicodemus is a thing? Are unaffiliated powerful wizards limited to one or less in Port Blacksand? Was Fazilus just really bad at not drawing attention to himself?)
Image
There is a sign beside the road pointing towards Silverton. It looks like someone has been using it for target practice. There are several arrows sticking out of it. To get to Salamonis you will have to go through Silverton, so you set off down the road, glad to be leaving the hateful city of thieves behind you.

You've not gone a hundred paces, however, when a gang of HIGHWAYMEN emerges from some ruined buildings by the side of the road and the brigands quickly surround you. There are five of them, and they're armed to the teeth. In fact, even their teeth are armed: they have sharpened metal plates inside their mouths. Two of them carry short bows, and the rest have swords.

'Thought you could get away without paying the toll, did you?' says their leader, his voice muffled by his metal toothplate. 'You look like a scruffy beggar, but I'll bet you've got something of value on you. Oh, we're not completely heartless, though. We'll leave you with the shirt on your back. But we'll have everything else, including your boots. And then, as a show of our appreciation, we'll give you a special gift that will make things a lot simpler for you.'

Give them all your items and weapons and discover what their special gift is?
Put up a fight?
Run away?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 7/18
LUCK: 9/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 1
Gold Pieces: 5
Weapons: Lord Azzur's Khopesh (+1 Attack Strength, extra +1 attack/damage vs. demons)
Items: Fishhook, Brass Compass, 'Nostalgia' Perfume, Poison Antidote
Keys: Icefinger Key
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 Thaluikhain »

I recommend running away.

(People leave perfectly good arrows stuck in signs?)
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Post by MisterDee »

Run bravely away.
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Post by Darth Rabbitt »

You set off running through the tall grass at the side of the road, and then jump over a fence into a cornfield. You hear a whizzing noise and turn to see that one of the Highwaymen has fired an arrow after you.

Test your Luck. (1,3=4; Lucky.)

The arrow flies past your ear and hits a scarecrow. Thanking Sindla, the Goddess of Luck, you run on, using the high corn to keep you hidden. Once you're sure it's safe, you leave the field and join an old herder's track.

You make your way down the herders' track. It is raining heavily and you are soon soaked to the skin. As you trudge on, you grow more and more tired and hungrier. (Lose 1 STAMINA point, unless you have only 1 point left, in which case your STAMINA score remains at 1.)

The track takes you into some woods, and with the thick branches overhead and the sky heavy with clouds, it gets so dark that before long you are stumbling around with no sense of direction. At last, though, you see a light in the distance and head towards it.

You come to a clearing in the woods where a low wooden cottage stands. It has log walls and wooden shingles on the roof. A dim light shows in one window. Cautiously, you search the surrounding area. You find a small barn and a woodshed full of split logs and old sacks. You go over to the barn and find it locked. Listening at the door, you can hear an animal inside. A horse, maybe?

Now you hear another animal, a wolf, howling somewhere off among the trees. It's too dark and dangerous to risk wandering around out here any longer. You need somewhere safe to sleep.

You creep up to the cottage and are about to peer in through the window when you hear a gruff voice from inside. 'I know you're out there,' it shouts. 'I'll warn you, I've an axe and a foul temper and I've drunk half a jug of Skullbuster.'

Knock on the door and tell the owner of the voice who you are?
Sneak off and try to sleep in the woodshed?
Try the barn?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 6/18
LUCK: 8/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 1
Gold Pieces: 5
Weapons: Lord Azzur's Khopesh (+1 Attack Strength, extra +1 attack/damage vs. demons)
Items: Fishhook, Brass Compass, 'Nostalgia' Perfume, Poison Antidote
Keys: Icefinger Key
Last edited by Darth Rabbitt on Wed Dec 12, 2018 1:01 pm, edited 1 time in total.
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 SlyJohnny »

Identify ourselves and establish that our intentions are peaceful.
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Post by maglag »

We come in peace.
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Post by Thaluikhain »

Say hello.
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Post by Darth Rabbitt »

Image
There is a rattling and clattering and clunking of several locks being turned and bolts pulled back and then the door opens a crack. You look down to see an angry Dwarf with a thick red beard glaring up at you.

'An acolyte on a quest, are you?' he says. 'Better come in out of the rain.'

You go in and the Dwarf locks the door. The inside of the cottage is cramped but warm and dry. There's a fire in the grate and food and drink laid out on a rough oak table.

'I'm Fossick the lumberjack,' says the Dwarf once he's secured the door, and he goes over to a table. 'Have a cup of Skullbuster.'

Desperate for any food or drink, you take a sip and immediately regret it. Your head spins, your vision blurs and your belly is filled with fire. You feel like someone is using your skull for a drum and there's a horrible howling, moaning sound ringing in your ears.

You sit at the table and wait for your head to clear. Soon the pain has been replaced by a soft, fuzzy glow and you find yourself telling Fossick your whole story as if he were your oldest and dearest friend. He grows quiet the more you say and busies himself with serving you a fine meal of bread and cheese and mushroom soup. Add 3 STAMINA points.

When you have finished telling your story, Fossick stares at you for a long time, tangling and untangling his fingers in his beard. Once again you hear that moaning sound and shake your head. Your guts rumble and then there's a great thump. You wonder if it came from underground or from your belly.

'I have to tell you something,' Fossick says at last, clearing away your bowl. 'My wife, Glossop, died two years ago back and I've lived here alone with my daughter, Blossom, ever since. She's everything to me. I can't imagine life without her. But she fell ill recently, and when she woke from her fever she was changed. She'd caught the demon plague, you see, and turned into...one of them...'

There's a bang and a groan from under your feet.

'You hear that?' says Fossick, leaning in closer. 'That's her. I just managed to shut her in the cellar before she bit my head off. I don't know what to do, but perhaps the great goddess Throff sent you here to help me. If you can do something about Blossom I'll reward you richly.'

Fossick nods towards a sturdy wooden chest. 'I've treasure and magic potions in there,' he says. 'Deliver my darling Blossom from her misery and they're yours.'

Offer your help?
Tell Fossick you can't help him?
Fight him for his treasure?

Adventure Sheet
Colin Hunt
SKILL: 11/11
STAMINA: 9/18
LUCK: 8/11
Equipment: Traveling Clothes, Lucky Anchor Charm
Vials of Smoke-Oil: 1
Gold Pieces: 5
Weapons: Lord Azzur's Khopesh (+1 Attack Strength, extra +1 attack/damage vs. demons)
Items: Fishhook, Brass Compass, 'Nostalgia' Perfume, Poison Antidote
Keys: Icefinger Key
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 maglag »

Nice dwarf offered us free food and booze so it would be dickish to stab him or leave him to his fate.

Try out our new demonbane weapon on demon.
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