[Let's Play] Fighting Fantasy 56 – Knights of Doom

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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Again, if it's a bonus that the GM has to make alterations to the content to offer to the player, it's probably something essential that we missed earlier.

Spend the resurrections, take the potion and listen to the ballad (which we should probably have heard from the minstrel earlier).
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes acknowledged; Belushi Jackson will spend two resurrections take the Witherwell Potion and hear two verses of the Ballad of Sir Rhyaddan the Crusader from Stronn’s men. As Stronn’s men begin to sing, Belushi Jackson learns from Stronn that the concoction acts on any plant like acid, causing it to wither and die. The guild building echoes with the ballad’s words as they provide divine protection to Stronn’s men:

     “Then firm was his resolve,
     His will strong, his spirit true.
     Riding t’wards the sunrise,
     Ever onward through the land,
     Ever onward, sword in hand.

     Still riding through the forest old,
     Elven Spear there to behold.
     Valiant against the foe,
     Ever onwards through the land,
     Never fearing Death’s cold hand.”

Belushi Jackson will now head to the South Gate, as the sole vote on what to do next called for that.

45
You are within sight of the South Gate when you find the way temporarily blocked by a procession of clerics passing along the street. The priests are wearing long green robes and are chanting in a low monotone. As you survey the scene before you, you overhear a merchant talking to a servant: ‘The Clerics of Lein are a charitable priesthood who do much to help the poor and needy of this town, but they are also a very secretive group. Only the initiated may enter their temple.’ If you have either or both of the words ‘Rellim’ and ‘Nroht’ written on your Adventure Sheet, turn to 77. If you haven’t, turn to 219.

Belushi Jackson does have the word “Nroht” written on his Adventure Sheet.

77
A charitable priesthood? The actions of these ‘Clerics of Lein’ you have witnessed so far could hardly be described as charitable. There is evil at work here. If you wish to investigate further, turn to 93. If you do not want to waste any more time here in Havalok, turn to 219.

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 24 Initial Stamina = 24
LUCK: 8 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 7
TIME ELAPSED: 3 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
8 Provisions
Lantern
Tinderbox
Purse
Aranandus’s Restorative Potion (two tots, restores STAMINA to Initial level)
Griffin Shield (-1 to enemy Attack Strength)
Helmet of Ventarc
Assassin’s Dagger (weapon in Firemane’s saddle)
Ironbane (Roll 1 die against armored opponent before combat, 1-2 destroys enemy armor, 3-4 reduces enemy SKILL by 3 if enemy has an iron weapon, 5-6 destroys enemy armor and reduces enemy SKILL by 3 if enemy has an iron weapon)
Great Boar’s Tusks
Nroht
Ecrof
Cleric’s Talisman
Raven Charm
Ecrof
Witherwell Potion
RESURRECTIONS: 3[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:36 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Investigate further
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Darth Rabbitt »

Investigate further.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Investigate.
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Post by Queen of Swords »

Yes, investigate.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Investigating further received 4 votes, so Belushi Jackson will do this.

93
Keeping well out of sight, you follow the procession of clerics to their innocuous-looking temple at the edge of the town. When all have entered, you wait for a few moments before following them inside. You find yourself in a long-deserted temple. Ancient well-hangings, covered in strange, plant-like patterns, still adorn the building, but any other objects of worship are missing. At the far end of the room you find a stone staircase that ends at a large set of double doors. Surrounding the doors are thick, dark roots which break through the walls in many places. Carefully trying the doors, you discover that they are locked. If you anything with which to disguise yourself, you could use it now. Do you want to knock on the doors to gain someone’s attention, as they look far too thick and heavy to be broken down (turn to 172), or will you leave the temple and Havalok altogether (turn to 219)?

Belushi Jackson does not have anything with which to disguise himself. Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Knock.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

Knock on the doors.
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Post by Queen of Swords »

Might as well try knocking.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Knock knock!
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will knock on the doors to gain someone’s attention.

172
You bang on the doors, and after a few moments you hear someone unlocking them from the other side, then they open just a crack. Are you wearing a green cloak and hood? If so, turn to 307; if not, turn to 225.

Belushi Jackson is not wearing a green cloak and hood.

225
Rough hands grab you and pull you through the doors. Before you know what is going on, someone pushes a sweet-scented cloth into your face and you inhale deeply. Everything goes black … Turn to 59.

[spoiler]Image[/spoiler]

59
You come to on a cold stone slab. You try to move but discover that your arms and legs have been tied to the stone with strong vines. Looking around, you see that you are on a raised platform at one end of a vast hall, the walls and ceiling of which are covered with thick root-like growths. The hall is filled with a great throng of initiates while, surrounding you, are the so-called Clerics of Lein, one of whom has been left holding your backpack (your weapon is missing). The Arch-Cleric, a bald, bearded man wearing green robes adorned with twisting bramble-like designs, then addresses the crowd: ‘Brothers and sisters, the Darkthorn grows stronger with every passing day, and soon our purpose will come to fruition. The ancient forest is weakening and, with it, the elemental powers that control it. Soon it will post no threat to our ally, the Dread Lord, and a forest of the Darkthorn shall rise up in its place!’ The priest turns to you and raises his hands. ‘O, great Darkthorn, ancient spirit,’ he intones, ‘I summon thee to take this sacrifice so that the Root of Evil may never wither!’ Suddenly the flagstones heave and thick black roots burst through the platform. Desperately you struggle with your bonds. Roll four dice. If the total is less than or equal to your STAMINA score, turn to 279. If the total is greater than your STAMINA score, turn to 108.

Rolling the dice yielded a 14, which is obviously less than Belushi Jackson’s Stamina.

279
With a gargantuan effort you manage to snap the vines and fling yourself from the slab, snatching your backpack from the surprised cleric holding it. Rapidly the fibrous stems grow upwards for several metres, intertwining until they have formed into a gigantic, plant-like humanoid covered in vicious thorns. Two emerald orbs glow with an evil awareness and, with its trunk-like legs still firmly rooted in the ground, the manifestation of the Darkthorn reaches for you with knotted hands. You are going to have to defend yourself against this dark elemental spirit. Will you:

Draw your weapon and do battle? Turn to 143
Use the Holy Strike Special Skill (if you can)? Turn to 239
Use the Banish Spirit Special Skill (if you can)? Turn to 260
Use a Cleric’s Talisman (if you have one)? Turn to 28
Use the potion Witherwell (if you have it)? Turn to 41

Belushi Jackson has the Banish Spirit Special Skill, a Cleric’s Talisman, and the Witherwell potion.

Please make your votes before 6:00 PM PST to be sure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

Use Banish Spirit.
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Post by Queen of Swords »

Try the witherwell potion.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

A potion with the word "wither" in its name look most suitable for use against a plant-like creature.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

We just got given witherwell by the GM, so I'm thinking use that.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes counted; Belushi Jackson will use the Witherwell potion, since that won over using the Holy Strike Special Skill by a 3-1 vote.

41
As you pull the bottle containing the potion from your pack, a huge tendrilled, hand-like growth grabs you and begins to squeeze the life out of you (lose 4 STAMINA points). The grip tightens and you almost black out, dropping the potion. The bottle shatters on the flagstones and its precious contents run away between the cracks. Suddenly you feel the Darkthorn’s grasp weaken and you manage to struggle free, with the monster putting up no resistance. A foul shriek rises from the creature’s mouth and, as you watch, the roots that comprise its body shrivel and break apart. In moments, all that remains of the manifestation is a decaying mass of plant tissue. The Witherwell must have reached the Darkthorn’s root-structure under the ground (regain 1 LUCK point). Hearing a terrible cracking sound, you are roused from your stupor and, looking up, you see that the roots covering the ceiling and walls are also dying now that the power of the Darkthorn has gone. But the roots are the only thing that is keeping the temple from collapsing! Blocks of masonry start to fall round about you, and the members of the sect run, screaming, for the exit. As the others flee, you see Bryar, the Arch-Cleric, escaping through a secret door at the back of the platform. You cannot let him get away to continue his evil schemes. Roll one dice. If you roll 1-4, turn to 157; if you roll 5 or 6, turn to 287.

Rolling the die yielded a 4.

157
As you chase after the High Priest, a manic Initiate bars your way. Armed with a long, black thorn, she is intent on revenge. You must fight her.

INITIATE       SKILL 7       STAMINA 6

If the battle lasts six Attack Rounds or less, you continue after Bryar; turn to 287. If it takes longer, turn to 364.

The fight:
[spoiler]Round 1: Initiate Attack Strength: 11, Player Attack Strength: 15;
Initiate Stamina: 4, Player Stamina: 20
Round 2: Initiate Attack Strength: 15, Player Attack Strength: 20;
Initiate Stamina: 2, Player Stamina: 20
Round 3: Initiate Attack Strength: 13, Player Attack Strength: 17;
Initiate Stamina: 0, Player Stamina: 20[/spoiler]

Even without his magic sword, Belushi Jackson flawlessly kills the Initiate in three Attack Rounds.

287
A split second after you nip into the secret passage the temple roof caves in, blocking the way back and burying alive all those still trapped inside. As you run along the damp tunnel, it slopes upwards until you burst through a fern-shrouded opening and find yourself in a clearing in the forest. The trees in this area are stunted in mis-shapen, while the undergrowth is being throttled by weeds and brambles. Bryar is standing, a few metres from you, holding his twisted staff which has a weasel’s skull fixed to the top. Before you can react, he waves the staff in the air and the weeds surrounding the clearing shoot towards you. If you have a Cleric’s Talisman, turn to 89; if you do not, turn to 272.

[spoiler]Image[/spoiler]

Belushi Jackson does have a Cleric’s Talisman.

89
You wave the amulet of plant control at the weeds and they retreat from you. Unsheathing your weapon, you rush at the Arch-Cleric, who prepared to defend himself with his twisted staff.

BRYAR       SKILL 9       STAMINA 9

If you win, turn to 185.

The fight:
[spoiler]Round 1: Bryar Attack Strength: 14, Player Attack Strength: 15;
Bryar Stamina: 7, Player Stamina: 20
Round 2: Bryar Attack Strength: 13, Player Attack Strength: 17;
Bryar Stamina: 5, Player Stamina: 20
Round 3: Bryar Attack Strength: 16, Player Attack Strength: 12;
Bryar Stamina: 5, Player Stamina: 18
Round 4: Bryar Attack Strength: 20, Player Attack Strength: 18;
Bryar Stamina: 5, Player Stamina: 16
Round 5: Bryar Attack Strength: 11, Player Attack Strength: 14;
Bryar Stamina: 3, Player Stamina: 16
Round 6: Bryar Attack Strength: 13, Player Attack Strength: 17;
Bryar Stamina: 1, Player Stamina: 16
Round 7: Bryar Attack Strength: 18, Player Attack Strength: 14;
Bryar Stamina: 1, Player Stamina: 14
Round 8: Bryar Attack Strength: 15, Player Attack Strength: 16;
Bryar Stamina: 0, Player Stamina: 14[/spoiler]

Thanks to Belushi Jackson losing his Magic Sword, he takes 6 Stamina damage before he manages to kill Bryar with his bare hands.

185
The evil servant of the Darkthorn falls to his knees at your fatal blow and grabs your tunic. ‘So, this is how it ends,’ he gasps. ‘You may have thwarted the Clerics of the Darkthorn, but Belgaroth lives again. You and all your order are now as good as dead. Curse you, Templar! From this moment onwards, fear and dread shall rule your life!’ Then he is dead.

A sudden chill overcomes you and your mind is filled with irrational fear. Roll one dice. If you roll 1 or 2, record the Fear of Spiders on your Adventure Sheet; on a roll of 3 or 4, write down the Fear of Snakes; and on a roll of 5 or 6, record the Fear of Heights. You may have defeated an ally of the evil warlord, but you have paid dearly for it. (Add 1 to your HONOUR score.) Next to Bryar’s body lies his twisted staff; it is a curious object and you may take it if you wish. If you were captured by Master Graye the Miller, turn to 213. If you were not, having composed yourself you now take stock of your bearings until, after walking several kilometres westwards, you reach the outskirts of Havalok and return to the deserted temple’s entrance. Turn to 219.

Rolling the dice yielded a 3, meaning that Belushi Jackson has gained a Fear of Snakes.

Belushi Jackson has not been captured by Master Graye the Miller and returns to the deserted temple’s entrance.

219
Remounting your trusty steed, you make your way through the South Gate, out of Havalok. Two roads lead away from Havalok. The westerly road eventually has a branch leading south to the village of Ennox. You know that the Dwarf blacksmith Torrin Silverblade has his forge near Ennox. In his youth, Torrin was a Warrior of Telak, but now he is renowned for the quality of the armour he makes – which, some say, has magical properties. He could well provide you with a valuable defence against the blows of your enemies. However, to find his forge would mean making a long detour to the village of Ennox. Do you have time to make such a journey? If you think you have, and you want to visit Torrin, turn to 283. If you would rather head more directly south towards Caer Skaal, skirting the forest of Lein, turn to 130.

I will assume that Belushi Jackson arms himself with the Assassin’s Dagger from Firemane’s saddle unless anyone objects.

Please make your votes on whether to take Bryar’s twisted staff and where to go next before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 14 Initial Stamina = 24
LUCK: 9 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 8
TIME ELAPSED: 3 days
WEAPON: Assassin’s Dagger
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
8 Provisions
Lantern
Tinderbox
Purse
Aranandus’s Restorative Potion (two tots, restores STAMINA to Initial level)
Griffin Shield (-1 to enemy Attack Strength)
Helmet of Ventarc
Ironbane (Roll 1 die against armored opponent before combat, 1-2 destroys enemy armor, 3-4 reduces enemy SKILL by 3 if enemy has an iron weapon, 5-6 destroys enemy armor and reduces enemy SKILL by 3 if enemy has an iron weapon)
Great Boar’s Tusks
Nroht
Ecrof
Cleric’s Talisman
Raven Charm
Ecrof
Fear of Snakes
RESURRECTIONS: 3[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:36 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Darth Rabbitt »

Eat a meal, take the staff and visit Torrin.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Visit Torrin, eat at least one meal and take staff.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Visit Torrin.
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Post by Queen of Swords »

Meal, staff, Torrin.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Visiting Torrin received 4 votes, so Belushi Jackson will head there. He will also take Bryar’s twisted staff and eat one Provision, as there were also votes for both actions.

283
[spoiler]Image[/spoiler]

Galloping along the road that leads westwards across the desolate moorland, it is several hours before you reach a signpost directing travellers south to the village of Ennox. Taking this route, you pass no one else on the road, and the sky grows overcast with heavy grey clouds. Dusk falls and still you are not in sight of Ennox or Torrin’s forge. You ride on, determined to find shelter before it starts to rain, and soon you come upon a gibbet, a macabre landmark in this otherwise barren wilderness. The corpse hanging from it looks as if it has been here for several weeks: its flesh is rotted and in places its skin has split, exposing yellowed bone. The gibbet creaks ominously as the body hanging from its frayed noose swings in the breeze. There is a rumble of thunder overhead and the skies open, catching you in the downpour. After a sudden loud crack a bolt of lightning streaks down from the clouds, hitting the gibbet just as you are passing underneath it. In a vivid explosion of light, the rope snaps and the body falls on top of you, knocking you from your mount on to the sodden ground (lose 1 STAMINA point). Horrified, you push the corpse away from you and pick yourself up out of the mud. Suddenly the body springs to its feet and its diseased yellow eyes flick open. The Lich has been animated by the corruption that is infecting the land and you must fight it. If you have the Holy Strike Special Skill and wish to use it, turn to 65. If you do not, you draw your weapon and engage in combat in the driving rain.

LICH       SKILL 8       STAMINA 9

After three Attack Rounds if the battle is not over you must reduce your Attack Strength by 1 point because the road has turned to mud and you are fighting in it up to your ankles. If you win, turn to 181.

[spoiler]Image[/spoiler]

Belushi does not have the Holy Strike Special Skill, so he will fight the Lich in combat.

The fight:
[spoiler]Round 1: Lich Attack Strength: 18, Player Attack Strength: 14;
Lich Stamina: 9, Player Stamina: 15
Round 2: Lich Attack Strength: 13, Player Attack Strength: 19;
Lich Stamina: 7, Player Stamina: 15
Round 3: Lich Attack Strength: 14, Player Attack Strength: 14;
Lich Stamina: 7, Player Stamina: 15

Player’s Attack Strength is reduced by 1 for the rest of the fight due to the road turning to mud.

Round 4: Lich Attack Strength: 15, Player Attack Strength: 22;
Lich Stamina: 5, Player Stamina: 15
Round 5: Lich Attack Strength: 11, Player Attack Strength: 20;
Lich Stamina: 3, Player Stamina: 15
Round 6: Lich Attack Strength: 18, Player Attack Strength: 16;
Lich Stamina: 3, Player Stamina: 13
Round 7: Lich Attack Strength: 14, Player Attack Strength: 16;
Lich Stamina: 1, Player Stamina: 13
Round 8: Lich Attack Strength: 9, Player Attack Strength: 15;
Lich Stamina: -1, Player Stamina: 13[/spoiler]

The Lich scores two lucky blows that deal a total of 4 Stamina damage before Belushi destroys it with the Assassin’s Dagger.

181
Gasping for breath and exhausted by your struggle, you climb back into the saddle and press on through the night and the torrential rain. To the east you can make out a low range of hills, but there is still no sign of the village or the forge. Do you want to try to find shelter in the hills (turn to 327), or will you push on in hope of reaching your desired destination (turn to 85)?

[spoiler]Image[/spoiler]

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 13 Initial Stamina = 24
LUCK: 9 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 8
TIME ELAPSED: 3 days
WEAPON: Assassin’s Dagger
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
7 Provisions
Lantern
Tinderbox
Purse
Aranandus’s Restorative Potion (two tots, restores STAMINA to Initial level)
Griffin Shield (-1 to enemy Attack Strength)
Helmet of Ventarc
Ironbane (Roll 1 die against armored opponent before combat, 1-2 destroys enemy armor, 3-4 reduces enemy SKILL by 3 if enemy has an iron weapon, 5-6 destroys enemy armor and reduces enemy SKILL by 3 if enemy has an iron weapon)
Great Boar’s Tusks
Nroht
Ecrof
Cleric’s Talisman
Raven Charm
Ecrof
Fear of Snakes
Twisted Staff
RESURRECTIONS: 3[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:36 pm, edited 1 time in total.
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Post by Queen of Swords »

Hills, I guess. Just in case we come across a quest item there.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Hills, because it seems like a sidetrack, and riding on during the night seems unwise.

Also...gah, that pic is impressively creepy, well done to *checks FF wikia* Tony Hough there.

EDIT: Eat two meals as Beroli voted for.
Last edited by Thaluikhain on Sun Jan 22, 2023 2:23 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Find shelter.
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