[Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

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Which of the below are you most interested in playing?

Hand of Fate (Issue 10 adventure)
2
40%
Dreams of Darkness (Issue 14 adventure)
0
No votes
Barbarian Warlord (Issue 17 adventure)
3
60%
 
Total votes: 5

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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

You call a Tribal Moot, a grand feast for all, and during the festival you stand on the sacred Stone of Summoning in the middle of the camp and launch into a thundering speech on the glories of becoming warriors in your battle-horde.

"Join me, brothers and sisters, as we lay waste to the stinking corruption of the so-called civilised lands, and write our names in blood across the ledgers of history, as we make the very gods themselves tremble at our might and fury!"

To see who joins, roll two dice and Test your Honour.

If you are Dishonourable, no-one joins. Nharog pats you on the back in commiseration. ‘We best be getting back to sacking and pillaging, chief,’ he says. "Perhaps after that we will find more followers." Turn to 1.

If you are Honourable, volunteers wish to join your campaign. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must equip your new recruits, which costs 1 Gold per point of HORDE STRENGTH. (So, if you roll a 3 you could add up to 3 points to your HORDE STRENGTH but, assuming you can afford it, you must deduct up to 3 talents from the Gold box on your Adventure Sheet.)

Whatever you decide, it is now time to go. Turn to 1.
Honour Test roll = 6. We are Honourable!

Die roll = 5. We can add that to our HORDE STRENGTH, but that means spending 5 talents of gold. Do we want to (we don't have to hire all the volunteers)? Let me know how many we wish to pay for.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

That's exactly one town's max garrison strength (going by the previous ones) and we have twice that, I vote take them all.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I also vote to take them all.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Grom pays out 5 talents of gold to equip all the volunteers he can find. His HORDE STRENGTH is now at 12, and he's left with 4 talents of gold.

Like all the other areas we've been to so far, we can't seem to pick more than 1 course of action or 1 place to explore each time we visit the area, so we must now head out again. The Shrine would have to wait till our next visit.
With the Flatlands at your back, you and your horde head west, towards the teeming plains of Allansia. Days of glory lie ahead of you, days of plundering booty from the rich cities and carving a bloody swathe through cultures and territories that for too long have looked down upon you and your people as primitive savages. It is time for war and conquest!

"Where are we headed, chief?" says Nharog, breaking your reverie.

If you want to go west into the Moonstone Hills, turn to 100.
If you want to go northwest to the city of Zengis, turn to 150.
If you want to go southwest to Trolltooth Pass, turn to 50.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 17/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 12/19
HONOUR: 9
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond
Gold: 4 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings: Luck (-1 from dice roll when Testing our LUCK)
Doman:
1) City: Stonebridge / Garrison Strength: 5
2) City: Zengis / Garrison Strength: 5
Notes:
[/spoiler]
Last edited by SGamerz on Wed Jan 10, 2024 6:14 am, edited 2 times in total.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Don’t we have a Luck blessing still since the vote was not to use it? I vote to check out Trolltooth pass next.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

JourneymanN00b wrote:
Tue Jan 09, 2024 11:54 pm
Don’t we have a Luck blessing still since the vote was not to use it?
We do, indeed. Thanks for pointing out.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JigokuBosatsu »

Off to the pass.
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JigokuBosatsu wrote:so a regular glass armonica?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Trolltooth Pass is the true gateway to Allansia, connecting the Windward Plain to the Flatlands, and bordered by the Moonstone Hills to the north and the Craggen Heights to the south. It is a dangerous place, only three leagues across at its narrowest point, and dotted with the ghost-haunted ruins of watchtowers, fortresses, walls and gatehouses. Scavengers such as bandits, Goblins, jackals and hyenas scrabble among the rubble.

"Eyes open and axes ready!" bawls Nharog, clouting a Barbarian with the flat of his blade. "We shall not be surprised by
the weak and cowardly!"

Roll one die to see what you and your horde encounter:

1-2 Turn to 68.
3-4 Turn to 37.
5-6 Turn to 23.
Due to my mistake near the beginning of the LP we know what one of these encounters bring, let's see if we get the same or a new one...

Die roll = 4. We got the exact same encounter as the last! This time we have a bit more gold to spend...
Your horde comes to the heavily guarded encampment of a merchant caravan, where Strongarms with gleaming weapons watchfully patrol the perimeter. The merchant leader is a Dwarf and a warrior too, clad in black chainmail and pointing a repeating crossbow casually in your direction as he rides out atop a sturdy mule to parley with you.

"Chief of the Flatlanders!" shouts the Dwarf. "I am Ganga of Mirewater. I profit from danger, but not stupidity. You, chief, are welcome to enter our compound and trade, but your men must remain outside."

If you wish to trade with the merchant Ganga, turn to 53. If you wish to leave him alone, turn to 41.
There's no harm from choosing "trade", since we're not actually obligated to buy anything anyway, so might as well check out his wares.
You enter the merchant’s compound, watched warily by his Strongarm guards. Ganga of Mirewater is renowned as one of Allansia’s greatest traders, and he is always on the lookout to both buy and sell.

You can sell any of the following items to Ganga; cross them off your Adventure Sheet and add the selling price to your Gold box:

Item - Talents of Gold
Gillibran’s Hammer - 4
Enchanted Broadsword - 3
Golden Hauberk - 3
Eyepatch of Throm - 3
Sword of Kull - 2
Crystal Club - 2
Diamond Shield - 2
Eye of the Cyclops - 2
Eye of the Dragon - 2
Yellowstone Ore - 1
Green Metal Ore - 1
A Diamond - 1

You can buy any of the following items from Ganga if you have enough Gold. Subtract the price from the Gold box on your Adventure Sheet and tick the box for the item you have bought. Once the box is ticked the item has been sold and you cannot buy it again. Turn to the number indicated to find out more about your purchase, but note the paragraph number you are on at the time, as the item’s paragraph number will not direct you back there.

Item - Talents of Gold
The Axe of Souls - 3 (tick the box and turn to 119)
Horned Helmet - 2 (tick the box and turn to 69)
Dragonscale Shield - 2 (tick the box and turn to 145)
Potion of Skill - 2 (tick the box, and turn to 44 if you want to drink it now; otherwise just note the number ‘44’)
Potion of Strength - 1 (tick the box, and turn to 193 if you want to drink it now; otherwise just note the number ‘193’)
Potion of Fortune - 1 (tick the box, and turn to 97 if you want to drink it now; otherwise just note the number ‘97’)
Deathtrap Dungeon Map - 1 (tick the box and turn to 15)

When you have finished trading with Ganga, you return to your horde and leave Trolltooth Pass. Turn to 41.
We have 2 things we can sell (hammer and diamond), but one of them is a good weapon upgrade, and we know the other can be used at the forge to make something (although whether it'll be worth more than the gold we can gain here from selling is not yet known).

Do we want to buy (or sell) anything? We can afford every individual item this time, with 4 talents.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to get the helmet and shield.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Hmmm...I also would like the Deathtrap Dungeon map before we go back there, and we might not be able to find the trader again.

I vote to buy the Dragonscale shield and the map.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

In this case, I'm going to proceed with buying the shield and the map, because JourneymanN00b also expressed interest in the map during our earlier false start, so I'm using that to resolve the vote tie. We spend 3 talents of gold.

Let's look at what we've just acquired.

The shield:
The Dragonscale Shield is a large circular shield over whose wooden frame has been stretched the leathery, armoured hide of a Green Dragon. If you are wounded in a battle, the Dragonscale Shield may help minimise the damage. Roll 1 die after each wound. If you roll a 5 or 6, the Shield will absorb most of the blow (deduct 1 STAMINA point only instead of the normal 2). If you roll a 1 to 4, the damage will be as normal. Remember to record the Dragonscale Shield and its abilities on your Adventure Sheet. Now return to the paragraph number you were on before.
This can be used in all solo combats, but as we also saw during our invasion of Firetop Mountain, there may potentially be other encounters in which this may be checked too!

Now, we look at the map:
The map of Deathtrap Dungeon is a vellum scroll purportedly written by a renegade Trialmaster who recently escaped captivity in Baron Sukumvit’s infamous labyrinth. Most of it, unfortunately, is deranged gibberish, and the map itself is difficult to understand. However, two clear warnings are scrawled in red ink: 'Always take the sinister choice!' and 'Beware the Path of Dragons!' Now return to the paragraph number you were on before.
And with that, we leave the Pass...
You and your horde have braved Trolltooth Pass and its potentially menacing distractions. The canyons echo eerily with your fading footfalls as you leave its claustrophobic confines far behind. Nearby, disturbed by your presence, a flock of crows and other carrion birds take flight into the sky, abandoning the corpse of some unfortunate creature upon which they were feeding. An omen perhaps, you think. But for good or ill?

"Where next, chief?" asks Nharog, shading his eyes with his hand to scan the horizon.

Indeed, where are you going?

If you want to go east to the Flatlands, turn to 10.
If you want to go south into the Craggen Heights, turn to 80.
If you want to go west to the great city of Salamonis, turn to 140.
If you want to go north into the Moonstone Hills, turn to 100.
If you want to go northwest to the Forest of Spiders, turn to 170.
Where ineed?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 17/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 12/19
HONOUR: 9
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Dragonscale Shield (deduct 1 damage taken in combat if we roll 5-6 on 1 die when hit), Deathtrap Dungeon Map
Gold: 1 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings: Luck (-1 from dice roll when Testing our LUCK once)
Doman:
1) City: Stonebridge / Garrison Strength: 5
2) City: Zengis / Garrison Strength: 5
Notes: Warnings scrawled in Deathtrap Dungeon Map: 'Always take the sinister choice!' and 'Beware the Path of Dragons!'
[/spoiler]
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Now I think we go back to the city of Fang and attack it.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

We're a long way from Fang, so please indicate which route to take and which location to pass through on our way. If you wish to not stop at any of these locations while passing through them, kindly indicate that in your votes as well. Thanks!
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Forest of Spiders, Darkwood Forest, Firetop Mountain, and then Fang will be the route, and I vote not to stop at any of the first three locations if our hero can avoid this.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Not sure if we are really ready for Fang yet. Half vote for Craggen Heights.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Queen of Swords »

I'd like to see more of the Craggen Heights too.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The Craggen Heights are a highland plateau in the hinterland of central Allansia; a wilderness of dark rocks and shadowy canyons, where evil lurks in abundance with gruesome surprises for the unwary. If you have the Code word Raider, turn to 94. If not, read on below.

Dominating the landscape is the mountain known as Craggen Rock, and atop it, like the tooth of a dragon, the Black Tower, a citadel of Chaos and home to the irredeemably evil Balthus Dire.

"They call this Dire scum a warlord,"’ says Nharog. "But if you ask me, he’s naught but a stinking, impudent demi-sorcerer!"

If you want to attack Balthus Dire and his army, turn to 113. If you want to leave this area, turn to 71.
Last edited by SGamerz on Fri Jan 12, 2024 2:25 am, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to attack Balthus Dire.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Yeah, let's go beat up Balthus Dire.

And especially any annoying leprechauns he has.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Image
Balthus Dire is not the sort of tyrannical despot to quake in fear behind the walls of his fortress while an unruly mob of savages beats at his front door. Instead, following the approach of your horde, the iron gates swing open and a disciplined army of Hill Goblins, Rhino Men, Craggeracks, Kobolds, Eyeless Archers and further unidentifiable mutants pour forth like a flood of Chaos across the hills. Balthus Dire himself appears to be reclining in a dark-draped battle-palanquin, held aloft by Gark bearers.

"Barbarians, you will truly suffer for your stupidity here today!" thunders the voice of Balthus Dire from behind the
black curtains of his monster-borne litter.

"Warriors, to battle!" you scream. You are up against it here!

If you have the Code word Dust, turn to 105.
If you have the Code word Storm, turn to 84.
If you have neither of these Code words, turn to 63.
We're barbarians, so disappointingly, he couldn't call us Impudent Peasants.

Incidentally, those were the exact same Code words we were checked for when attacking Zagor and Firetop Mountain. Could there be something that can help us against the members of the Demonic Three?

But that wouldn't help us now, unfortunately...
Your horde of Barbarian warriors smashes into the organised battle-lines of Balthus Dire’s Black Tower army. With Eyeless Archers shooting a steady rain of arrows across the sky, Rhino Men and Hill Goblin infantry go toe to toe with your best fighters. Balthus Dire provides magical and logistical support from his palanquin, yelling directions at his standard-bearers and champions, and casting spells that summon forth Clawbeasts and other dungeon creatures to reinforce his troops as needed.

Out of nowhere, an Eyeless Archer fires a sudden shot in your direction and a barbed arrow hurtles towards you. Test your Luck; if you are Unlucky, the arrow embeds itself painfully in your shoulder; deduct 3 STAMINA points. If you are Lucky, the arrow just grazes you; deduct 1 STAMINA point. If this reduces your STAMINA to zero or less, turn immediately to 13.

"Attack! Leave no survivors!" you scream, pulling the arrow out from the wound and snapping it in two with your bare hands.

Who will win the battle of Craggen Rock?

BLACK TOWER ARMY HORDE STRIKE 11 HORDE STRENGTH 12

If you wish to Escape, you order the retreat and flee from the Black Tower’s army; deduct 1 point of HONOUR and turn to 71. If the army of the Black Tower reduces your HORDE STRENGTH to zero or less, turn to 13. If you defeat Balthus Dire and his army, turn to 117.
Luck test roll = 4 (Lucky). STAMINA is at 16. LUCK is at 6.

The stats are very, very close. Are we sure we want to go through with this? (I'd ask whether we want to use LUCK, except it's at 6 now, so it probably won't do much good) Or might it be better to flee and lose 1 HONOUR but live to fight another day (and maybe with a better advantage if we can find either of those Code words)?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 16/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 12/19
HONOUR: 9
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Dragonscale Shield (deduct 1 damage taken in combat if we roll 5-6 on 1 die when hit), Deathtrap Dungeon Map
Gold: 1 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings: Luck (-1 from dice roll when Testing our LUCK once)
Doman:
1) City: Stonebridge / Garrison Strength: 5
2) City: Zengis / Garrison Strength: 5
Notes: Warnings scrawled in Deathtrap Dungeon Map: 'Always take the sinister choice!' and 'Beware the Path of Dragons!'
[/spoiler]
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to attack anyway. The Horde Strike advantage should be enough to see our army through here.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Attack, we should win.

(I like that there's a rhino-man in the picture)
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

COMBAT LOG:
Black Tower Army 21, Fire Axe 15. FA is at 10.
BTA 14, FA 23. BTA is at 10.
BTA 14, FA 20. BTA is at 8.
BTA 16, FA 16. Tie.
BTA 21, FA 20. FA is at 8.
BTA 19, FA 15. FA is at 6.
BTA 19, FA 20. BTA is at 6.
BTA 23, FA 15. FA is at 4.
BTA 15, FA 21. BTA is at 4.
BTA 17, FA 15. FA is at 2.
BTA 23, FA 21. FA is destroyed.

The 1-point advantage in stats isn't sufficient to overcome the bad luck in dice!
You are either dead or have been incapacitated in some unfortunate and ignoble fashion, and your Barbarian horde, now leaderless, have been routed and scattered. Assuming you are not keeping a record of your failed would-be heroes, erase all their details from your Adventure Sheet (or print out a new sheet), and start again. Don’t forget also to erase all Code words and ticked Tick boxes as well. For now, your adventure ends here.
I don't know why the author finds it necessary to insert a generic failure section for losing combats (both individual and mass), but either way, the campaign has been brought to a premature end.

We will now have to restore to one of our 3 save points, which is the point where we just conquered a location.

By order of most recent to most distant:

Zengis
Firetop Mountain
Stonebridge

Where should we restore to?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I vote for Zengis, razing the town this time and thus not leaving a garrison. Then going home to look for more recruits and coming back to attack Balthus Dire again.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote for the above plan.
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