[LP] Fighting Fantasy: Creature of Havoc
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- Darth Rabbitt
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You are suspicious of this mysterious figure. You back out of the arch and poke your head into the one next to it. This one is also dark. But from somewhere in the darkness you can see a faint glittering, as if tiny raindrops are sparkling as they fall. You cautiously step in to investigate. You reach a pile of rubble lying on the ground. Stones are scattered about as if from a wall which has recently collapsed. You could easily cross the rubble and make for the twinkling lights. While you are considering whether or not to do so, a crash is followed by a shower of dust as a rock falls from the ceiling!
• Climb through regardless, to investigate the glittering lights?
• Leave this alcove and try another?
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You climb through the hole in the wall and hold your breath as you step through the cloud of settling dust. The area is not much deeper and when you reach its end, you discover what the glittering is. From high in the ceiling, a powdery trickle of Elven Dust is falling through the air. It drops gracefully down from the ceiling, glittering as it falls, but by the time it reaches the ground it has disappeared! The magical dust is showering you as you stand looking up at it, though you can feel nothing. Elven Dust is a magical powder which is an essential ingredient in white Elven magic. Though its effects may remain a mystery to you in the immediate future, you may well wonder about the significance of your find. Someone has been trying to wall the Elven Dust in. Why? Eventually you decide to leave the recess and the chamber.
You may leave by one of the three doors leading from the room. Which will you choose?
• The door in the north wall?
• The door in the west wall?
• The door in the south wall?
angelfromanotherpin wrote:You may leave by one of the three doors leading from the room. Which will you choose?
• The door in the north wall?
• The door in the west wall?
• The door in the south wall?
Ffffffffffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu---previously, on Creature of Havoc wrote:You leave the room through a door in the east wall. the door opens into a dingy corridor, which is quite short and ends at a wooden door.
[random] North.
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The door opens into a narrow passageway heading north, and glowstones flick on to light your way. Unlike the other passageways you have been travelling along, this one has a cobbled floor. The cobblestones feel smooth and pleasant for your great feet to walk on, but you cannot ignore a feeling of apprehension, since the stones must have been laid by an organized and intelligent creature. You follow the passage for a short while until suddenly a loud C L A N G sounds behind you and stops you dead in your tracks! You wheel round to find that a heavy portcullis has dropped behind you and sealed off the passage. You step back to test it, but the bars are much too strong for you to smash or even bend. You have no choice: you turn round and continue north up the corridor.
A little further ahead, you reach a crossroads. The glowstones light up three ways onwards, but you cannot see very far down the passages.
• Continue northwards?
• Try the passage to the east?
• Try the passage to the west?
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That portcullis closing is a sign of something, although whether it's good (we could be close to the exit) or bad (we might have missed something) is beyond me.
As for choices, I guess we go North again.
As for choices, I guess we go North again.
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There's a specific secret passage disconnect, though whether it was actually mislabeled is a controversial subject. I'll get to that later. But rest assured that I know the reference in question and will not let the disconnect derail the LP.FrankTrollman wrote:I heard this book didn't actually label all the secret passages correctly.
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Okay, that's been hung long enough. The coin says left.
You approach the orb. Its perch is only slightly above your head and you reach up to take it in your hands. But as your fingers close around it, you suddenly leap away! Although its appearance gives no warning, it feels red hot to the touch! Lose 1 STAMINA point for the burns. Then a shape begins to form in the crystal. Moments later, a shrivelled, death-like human face within the orb opens its eyes and glares at you. Its mouth begins to speak and an eerie voice booms out along the corridor: 'Fp plj shicrfb tvrf. Djdiypv uthjn k iypvucpvl duthj fvfe thfep rbop fodbrr bmp vss? Np n fem byat pvch umy us bcr fd ecr ystb la fpr oj tij simy ify fseb nd afb rs. Bn damy awf bppns obsa ypvus hbl lasff.'
• Wait and see what the face in the orb does next?
• Leave it and take the other branch of this passage?
• Return to the crossroads and go west?
• Return to the crossroads and go east?
SKILL: 8
STAMINA: 11/12
LUCK: 10/11
marked piece of hide
secret door pendant
crystal club
pouch w/2 gold pieces
STAMINA: 11/12
LUCK: 10/11
marked piece of hide
secret door pendant
crystal club
pouch w/2 gold pieces
What the hell. Like two extra passages just popped out of nowhere.
If paragraph numbers are fair game, take the option that leads to the same paragraph as Frank's choice. If not, take the other branch, I guess.
Foolish creature. Did you think you could thieve the orb of Darramouss? None may touch my sacred crystal for it is my eyes and ears. And my weapons as you shall see.
Agree (I believe that's "Leave it and take the other branch of this passage?")Starmaker wrote:What the hell. Like two extra passages just popped out of nowhere.If paragraph numbers are fair game, take the option that leads to the same paragraph as Frank's choice. If not, take the other branch, I guess.
Foolish creature. Did you think you could thieve the orb of Darramouss? None may touch my sacred crystal for it is my eyes and ears. And my weapons as you shall see.
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No they didn't. The options areStarmaker wrote:What the hell. Like two extra passages just popped out of nowhere.
• The other branch of this passage
which is from the 'left or right' choice one section back; and
• Back to the crossroads and east.
• Back to the crossroads and west.
which are from the 'north, east, or west' choice from two sections back.
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Or, I guess we could use our awesome amulet.You find yourself at a dead end: there is no way through. You will have to retrace your steps.
As you are about to turn to leave the dead end, the pendant around your neck suddenly starts to vibrate! Remembering what happened last time this occurred, you hold the talisman out towards the rock-face. A low humming comes from the charm and its vibrating becomes more pronounced. Eventually, the blue stone set in its centre begins to glow and a narrow beam of blue light illuminates a small catch in the rock. You release the catch and the rocky door rumbles aside to reveal a small room ahead in the rock.
In the room is a long wooden box on a sturdy table. Around the room are a variety of objects – plates, candlesticks, and many other artefacts arranged on shelves and smaller tables. Leaning against the central table are two skeletons. One looks human, but the other looks decidedly non-human, having the jaws of some sort of creature of Chaos. A musty smell comes from the room; it no doubt has not been visited for some time.
• Venture inside?
• Ignore the room and leave the area?
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Obvious trap is obvious. Trigger!
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