[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 »

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

Post by JourneymanN00b »

Votes registered; Belushi Jackson will wait to see what happens.

58
The double raises its weapon and advances towards you. What will you do now? Defend yourself (turn to 113) or stay as you are (turn to 286)?

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 Queen of Swords »

Stay as you are.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

In for a penny. Keep waiting.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

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

Post by JourneymanN00b »

Votes acknowledged; Belushi Jackson will stay as he is.

286
Suddenly it dawns on you what you have to do. Laying down your weapon, you kneel before the horror and bow your head: the double, you realize, is a manifestation of the dark side of your nature. All the hatred, anger, malice, envy and pride that lurk deep inside you stand before you now, multiplied and exaggerated out of all proportion. However, by submitting to the double, you are admitting that the negative qualities it displays are part of you. Knowing and facing one’s own weaknesses is a sign of strength and courage. The double raises its weapon to slay you – then vanishes. Now you understand: everything you have encountered in the shrine has been in your own mind, nothing but illusions. If you have fought any battles here, restore any STAMINA points you may have lost in combat.

The golden doors swing open, allowing you to enter the inner sanctum. At the end of a short hall stands a stone altar with golden drapes and, behind that, the massive golden statue of a heavily armed warrior: Telak the Swordbearer, God of Courage and patron of your holy order. Lying on the altar is the object of your quest: Aelfgar the Elf-Spear. It is a marvellous weapon, one metre in length, its tip made from the purest silver and its shaft fashioned from wood from the Forest of Lein. Eleven bands of Elven runes, picked out in silver, surround the shaft, and as you take the spear in your hands they glow with divine energy. If you have the Spear Weapon Special Skill, you may use Aelfgar in combat and add 1 to your Attack Strength while wielding it. The Elf-Spear will also injure undead and Demons. Offering a prayer of thanks to Telak, you feel that a great weight has been lifted from you. (Cross any fear you may have off your Adventure Sheet and regain 1 LUCK point.) Do you have a shield? If you have, turn to 344; if you haven’t, turn to 23.

Belushi Jackson has not fought any battles here, and he does not have the Spear Weapon Special Skill. Belushi Jackson also has a shield, several in fact.

344
What design does your shield carry? Is it that of a:

Griffin? Turn to 369
Golden Dragon? Turn to 395
Rampant Lion? Turn to 81
Flame? Turn to 186

If your shield does not bear any of these emblems, nothing more happens, so you leave the shrine (turn to 23).

Important Note: Belushi Jackson has shields of a Griffin emblem, a Rampant Lion emblem (Connor’s shield), and a Flame emblem. However, I will only allow our hero to carry a single shield from this point to keep things balanced. The other two shields that are not selected must be left in the shrine.

Please make your votes on which shield to carry for this part, and what weapon to drop to make room for Aelfgar 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: 12 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 11
TIME ELAPSED: 7 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 22
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
5 Provisions
Lantern
Tinderbox
2 Purses
Aranandus’s Restorative Potion (one tot, 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
Twisted Staff
Enorc
Encountered Banshee On Paragraph 175
Eehsnab
Reduce the Skill of any undead creature in Myrton by 1 point
When at the Door of Skulls, convert Necromage’s name using the code A=1, B=2, C=3 … Z = 26, total the numbers, multiply the total by 5, and turn to that number
Necromage’s name is Cadaver
Shield Ring (-1 to enemy Attack Strength)
Ronnoc
Connor’s Shield (-1 to enemy Attack Strength, may not be used with other shields)
Bottle of Forest of Lein Sap
Elven Amulet
Flame Shield (-1 to enemy Attack Strength, may not be used with other shields)
Assassin’s Dagger (weapon in Firemane’s saddle?)
Aelfgar (weapon in Firemane’s saddle?, will injure undead and Demons)
RESURRECTIONS: 2[/spoiler]
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

I'm saying the shield that shows we passed the forest test is the best one for here, so: Flame.

Drop the Magic Sword and switch Aelfgar to our primary weapon.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Our shield is being checked while we're before Telak's altar, and Telak's symbols/avatars are dragon and lion. Since we don't have the dragon shield, I vote for the lion.

And I vote to drop the Assassin's Dagger.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Queen of Swords »

Beroli wrote:
Sun Feb 05, 2023 2:51 am
I'm saying the shield that shows we passed the forest test is the best one for here, so: Flame.
Agree with this.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Half vote for lion and dropping assassin's dagger.
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Post by Queen of Swords »

Oh yes, drop the dagger.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes tallied; Belushi Jackson will keep the Flame shield, since that won over keeping the Rampant Lion shield by a 2-1.5 vote. Belushi Jackson will also drop the Assassin’s Dagger to make room for Aelfgar, as that won over dropping the Magic Sword by a 2.5-1 vote.

186
Kneeling before the altar, you feel a surge of energy pass clean through you. Regain up to 4 STAMINA points, 1 SKILL point and 1 LUCK point. For a moment your hands are surrounded by fire but you feel no heat; then the flames vanish. You have been granted Khrizat’s Gift: you may conjure a small magical ball of fire which will do 4 STAMINA points of damage when aimed against an enemy. However, you may use this gift only once. Having been blessed, you leave the shrine. Turn to 23.

23
For much of the day you ride west and south through the Banarask Hills without seeing another soul in the desolate terrain. It is late afternoon when you come to the bottom of a sheer-sided incline. As you start to climb the path to the top, a huge silhouette appears on the horizon. Standing at the top of the incline is an ugly brute, at least six metres tall. The Hill Giant is covered in hair and is dressed in tatty animal furs, while in its massive hands it holds a small tree as a club. Next to it is a pile of tree-trunks. On seeing you the Giant gives the pile a mighty kick, sending the tree-trunks rolling down the valley, directly towards you. The sides of the path are too steep and there is no time for you to get out of the way of the speeding logs, so you prepare to jump them with your mount. Test your Skill four times, subtracting 2 from the dice roll if you have the Ride Special Skill. If you succeed on every roll, turn to 10. If you fail at all, turn to 88.

Belushi Jackson has the Ride Special Skill. Rolling the dice four times and applying the modification for each roll yielded an 8, 9, 1, and 5, all of which are obviously less than Belushi Jackson’s Skill.

10
The Giant roars in fury at you for having avoided his hazards. Bellowing, it swings its club at you. Drawing your own weapon, you engage in single combat.

HILL GIANT       SKILL 9       STAMINA 11

If you defeat the brute, turn to 173.

The fight:
[spoiler]Round 1: Hill Giant Attack Strength: 17, Player Attack Strength: 18;
Hill Giant Stamina: 9, Player Stamina: 18
Round 2: Hill Giant Attack Strength: 13, Player Attack Strength: 16;
Hill Giant Stamina: 7, Player Stamina: 18
Round 3: Hill Giant Attack Strength: 16, Player Attack Strength: 24;
Hill Giant Stamina: 5, Player Stamina: 18
Round 4: Hill Giant Attack Strength: 13, Player Attack Strength: 17;
Hill Giant Stamina: 3, Player Stamina: 18
Round 5: Hill Giant Attack Strength: 13, Player Attack Strength: 20;
Hill Giant Stamina: 1, Player Stamina: 18
Round 6: Hill Giant Attack Strength: 15, Player Attack Strength: 20;
Hill Giant Stamina: -1, Player Stamina: 18[/spoiler]

As expected, Belushi Jackson flawlessly kills the Hill Giant.

173
Quickly searching the body of the Giant, you find nothing of interest or value, so you spur Firemane onwards. If you have the word ‘Ecrof’ written down on your Adventure Sheet, turn to 306. If you do not, turn to 2.

Belushi Jackson has the word ‘Ecrof’ written down on his Adventure Sheet.

306
It is not far from here to the ruined outpost of Harnwatch, where you have arranged to meet your army. The outpost has been deserted since the Crusade against Chaos, a century ago. All that remains of it now is a crumbling stone stockade. Waiting, hidden inside its walls, is your force of brave warriors. Before you engage the enemy in battle, you must determine your army’s Battle Strength, which at present is zero. Consult the table below and total up the points given for each fighting unit you have comprising your army:

Lord Varen of Cleeve Manor’s soldiers       4 points
Nasra Stronn’s Mercenaries from Havalok       5 points
The villagers of Assart       3 points
Carass’s Town Militia       4 points

This total is your Battle Strength. If you have the Battle Tactics Special Skill, you may add 2 more points to your Battle Strength.

There is no time to lose, so, your army ready, you set off into the Banarask Hills towards the Fortress of the Skull. If you have taken more than six days to get this far, turn to 355. If you have taken six days or less, turn to 184.

Belushi Jackson’s army contains Lord Varen of Cleeve Manor’s soldiers, Nastra Stronn’s Mercenaries from Havalok, and the villagers of Assart. Belushi Jackson also has the Battle Tactics Special Skill, so his army’s Battle Strength is 14 points.

Important Note: Paragraph 355 leads to a death. Because getting the essential items within six days is excessively difficult, I will be lifting this time requirement and allow our hero to proceed to paragraph 184.

184
Dusk falls as you come in sight of the smouldering remains of a ransacked village. In the twilight haze you can just see that a hastily erected wooden stockade stands at its centre. However, as you near the site you hear a terrible din. Coming over the hill towards you a mass of beast-headed creatures suddenly appears. The noise is made by them banging weapons against shields and making animal hootings, grunts and bellows. Firemane snorts in excitement at the prospect of battle. Driven by a maniacal bloodlust, the bestial warriors charge your small force. The Beast Men’s Battle Strength is 10. (If you took four days or less to get this far, deduct 2 points from the Beast Men’s Battle Strength.)

Now Engage in Battle. To do this, roll two dice and add your army’s Battle Strength. Now roll two dice and add the Beast Men’s Battle Strength. If the totals are the same, deduct 1 point both from your army’s Battle Strength and from that of your opponents, then Engage in Battle again. If the totals are not the same, the side which is at a disadvantage (has the lower total) must deduct 2 points from its Battle Strength, then you return to the top of this paragraph. If your Battle Strength ever falls to zero or below, turn at once to 207 (make a note of this). If your enemy’s Battle Strength ever falls to 2 or below, turn at once to 149. For now, however, if your force has the advantage, turn to 149. If your force has the disadvantage, turn to 67.

Belushi Jackson took more than four days to get this far.

The Battle Engagement round resulted in a total of 18 for Belushi Jackson’s force, and 17 for the Beast Men. The Beast Men’s Battle Strength is now at 8, and Belushi Jackson’s force has the advantage.

149
[spoiler]Image[/spoiler]

Hacking your way among the enemy, you suddenly break through their lines and are confronted by a scene that makes your blood boil with fury! The bodies of your companions litter the ground in front of one of the Beast Man warriors. The creature is almost three metres tall, with a wolf-like head, dagger-length fangs and a row of long spines projecting from the top of its skull and down its back. It has huge muscular arms that end in great clawed hands; in one of them it is gripping the broken axle-shaft of a war-chariot with one wheel still attached and ending in a vicious curved blade. Iron chains are bound round the Beast Man’s torso, and hanging from a belt are the heads of previous opponents. In the midst of its battle-frenzy, the foul Chaos spawn swings its weapon at you.

BEAST MAN CHAMPION       SKILL 12       STAMINA 14

If the Champion hits you with the sickle-blade from the war-chariot, the implement will inflict 3 points of damage to your STAMINA. If you defeat this terrifying adversary, turn to 236.

The fight:
[spoiler]Round 1: Beast Man Champion Attack Strength: 19, Player Attack Strength: 18;
Beast Man Champion Stamina: 14, Player Stamina: 15
Round 2: Beast Man Champion Attack Strength: 16, Player Attack Strength: 18;
Beast Man Champion Stamina: 12, Player Stamina: 15
Round 3: Beast Man Champion Attack Strength: 18, Player Attack Strength: 17;
Beast Man Champion Stamina: 12, Player Stamina: 12
Round 4: Beast Man Champion Attack Strength: 19, Player Attack Strength: 21;
Beast Man Champion Stamina: 10, Player Stamina: 12
Round 5: Beast Man Champion Attack Strength: 14, Player Attack Strength: 20;
Beast Man Champion Stamina: 8, Player Stamina: 12
Round 6: Beast Man Champion Attack Strength: 13, Player Attack Strength: 18;
Beast Man Champion Stamina: 6, Player Stamina: 12
Round 7: Beast Man Champion Attack Strength: 22, Player Attack Strength: 21;
Beast Man Champion Stamina: 6, Player Stamina: 9
Round 8: Beast Man Champion Attack Strength: 12, Player Attack Strength: 22;
Beast Man Champion Stamina: 4, Player Stamina: 9
Round 9: Beast Man Champion Attack Strength: 18, Player Attack Strength: 15;
Beast Man Champion Stamina: 4, Player Stamina: 6[/spoiler]

So, the fight has progressed to the point where the Beast Man Champion is at 4 Stamina, while Belushi Jackson is at 6 Stamina. Should Khrizat’s Gift or Luck be used here? If Luck is to be used, should it be used to reduce the damage that our hero takes or to inflict additional damage?

The first choice to receive two votes (or two votes over all other choices) will be used to resolve the rest of the battles. If no option has a winning margin before 6:00 PM PST, I will make the choice based on which votes are cast.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 6 Initial Stamina = 24
LUCK: 12 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 11
TIME ELAPSED: 7 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 22
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
5 Provisions
Lantern
Tinderbox
2 Purses
Aranandus’s Restorative Potion (one tot, restores STAMINA to Initial level)
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
Twisted Staff
Enorc
Encountered Banshee On Paragraph 175
Eehsnab
Reduce the Skill of any undead creature in Myrton by 1 point
When at the Door of Skulls, convert Necromage’s name using the code A=1, B=2, C=3 … Z = 26, total the numbers, multiply the total by 5, and turn to that number
Necromage’s name is Cadaver
Shield Ring (-1 to enemy Attack Strength)
Ronnoc
Bottle of Forest of Lein Sap
Elven Amulet
Flame Shield (-1 to enemy Attack Strength)
Aelfgar (weapon in Firemane’s saddle, can harm undead and Demons)
Khrizat’s Gift: Can conjure a small magical ball of fire which will do 4 STAMINA points of damage when aimed against an enemy, can use only once
RESURRECTIONS: 2[/spoiler]
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

Skill 12...yes, blast him with Khrizat's Gift. And if possible, use Luck in tough future fights before we're in tatters.
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Post by Queen of Swords »

Agreed, use Khrizat's Gift and then eat a couple of provisions ASAP if the text gives us time to do so.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Use gift and eat if we can.

Also, not fought anyone armed with a chariot axle before.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Thank you for your votes. Belushi Jackson will use Khrizat’s Gift to deal the last 4 Stamina points of damage to finish off the Beast Man Champion. I have also noted the preference to use luck in tough future fights. Since that definition is subjective, I will ask to confirm the use of Luck in future fights that might meet the tough definition. As requested, two Provisions (which I interpreted “a couple”) as, will be consumed at the first opportunity to do so.

236
Such a victory was exactly what your army needed. The Beast Men are not stunned by their champion’s defeat, because their insane bloodlust drives them on; but it gives your men the confidence, determination and strength to defeat their opponents. It looks as if you are winning. If you have Lord Varen’s soldiers among your force, turn to 35. If you haven’t, turn to 302.

Belushi Jackson does have Lord Varen’s soldiers among his force.

35
Suddenly, Lord Varen’s soldiers turn on your other soldiers, siding with the Beast Men. If they are the only warriors of which your army is composed, you soon fall, greatly outnumbered. However, if you have other allies, you defend yourself against the traitorous soldiers, engaging one in combat.

SOLDIER       SKILL 7       STAMINA 7

If the battle lasts for more than four Attack Rounds, turn to 207. If you win in four Attack Rounds or less, turn to 302.

Fortunately, Belushi Jackson has other allies other than Lord Varen’s soldiers.

The fight:
[spoiler]Round 1: Soldier Attack Strength: 10, Player Attack Strength: 16;
Soldier Stamina: 5, Player Stamina: 14
Round 2: Soldier Attack Strength: 13, Player Attack Strength: 16;
Soldier Stamina: 3, Player Stamina: 14
Round 3: Soldier Attack Strength: 10, Player Attack Strength: 22;
Soldier Stamina: 1, Player Stamina: 14
Round 4: Soldier Attack Strength: 10, Player Attack Strength: 18;
Soldier Stamina: -1, Player Stamina: 14[/spoiler]

As expected, Belushi Jackson flawlessly kills the soldier in four Attack Rounds.

302
Just when it looks like as though victory is yours, you hear the animal roars and cries of a band of chaotic reinforcements making for the twilight battlefield from the direction of the decimated village. Do you want to fight on (turn to 207), or will you command your men to retreat and you yourself try to break through the enemy lines on Firemane, to continue with your mission (turn to 322)?

Please make your votes before 6:00 PM PST to ensure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 14 Initial Stamina = 24
LUCK: 12 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 11
TIME ELAPSED: 7 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 22
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
3 Provisions
Lantern
Tinderbox
2 Purses
Aranandus’s Restorative Potion (one tot, restores STAMINA to Initial level)
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
Twisted Staff
Enorc
Encountered Banshee On Paragraph 175
Eehsnab
Reduce the Skill of any undead creature in Myrton by 1 point
When at the Door of Skulls, convert Necromage’s name using the code A=1, B=2, C=3 … Z = 26, total the numbers, multiply the total by 5, and turn to that number
Necromage’s name is Cadaver
Shield Ring (-1 to enemy Attack Strength)
Ronnoc
Bottle of Forest of Lein Sap
Elven Amulet
Flame Shield (-1 to enemy Attack Strength)
Aelfgar (weapon in Firemane’s saddle, can harm undead and Demons)
RESURRECTIONS: 2[/spoiler]
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Post by Queen of Swords »

Uh, one of the options is to try to break through enemy lines alone? I'd rather not take that option.

Also, did we miss any hints about Lord Varen being a traitor? :confused:
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

We'll die if we just keep fighting here. Have the soldiers retreat and try to break through the enemy lines.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Retreat, as it looks like this is the end of the mass combat and it's time for us to be the lone hero again.

And, yeah, why is Varen a traitor again?
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes counted; Belushi Jackson will command his men to retreat and try to break through the enemy lines on Firemane by himself to continue with his mission, as that won by a 2-1 vote over fighting on.

322
With a shout, you kick your heels into Firemane’s sides and rush straight at the enemy lines. You fell several of the Beast Men in your charge and break through their ranks before the reinforcements arrive. Your soldiers scatter and flee southwards, towards Harnwatch. The exhausted chaotics follow only a short way before stopping and raising a great hooting cheer, believing they have routed your troops. You ride in a wide circle round the Beast Men’s camp, avoiding any unwanted attention. From your vantage point you can see the stockade quite clearly among the ruined houses. You cannot see any people, and there appears to be only one guard at the stockade’s entrance. Do you want to tether Firemane here and sneak into the Beast Men’s camp for further investigation, now that night has fallen (turn to 340), or do you want to ride on, away from here (turn to 296)?

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to ensure that they will be counted.
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Post by Queen of Swords »

Sneak in for further investigation.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

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

Post by SGamerz »

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

Post by Darth Rabbitt »

Sneak in, but eat a meal or two first.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will tether Firemane and sneak into the Beast Men’s camp for further investigation. He will also eat a Provision, as requested.

340
You enter the village unnoticed and make silently but swiftly for the stockade. Test your Luck. If you are Lucky, turn to 326. If you are Unlucky, turn to 393.

Rolling the dice yielded a 6, which means that Belushi Jackson was Lucky, to nobody’s surprise.

326
Reaching the edge of the stockade safely, you hide in the shadows. The Beast Man on guard has the head of a boar, and spittle drools over its large yellow tusks. It is armed with a halberd and round shield, and torches are burning on either side of the entrance it is guarding. The sharpened stakes of the stockade look far too tall and treacherous to climb, so how will you get in? Will you:

Attack the guard? Turn to 386
Try to distract it and sneak past? Turn to 151
Bluff your way in? Turn to 226

Please make your votes before 6:00 PM PST to ensure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 18 Initial Stamina = 24
LUCK: 11 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 11
TIME ELAPSED: 7 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 22
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
2 Provisions
Lantern
Tinderbox
2 Purses
Aranandus’s Restorative Potion (one tot, restores STAMINA to Initial level)
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
Twisted Staff
Enorc
Encountered Banshee On Paragraph 175
Eehsnab
Reduce the Skill of any undead creature in Myrton by 1 point
When at the Door of Skulls, convert Necromage’s name using the code A=1, B=2, C=3 … Z = 26, total the numbers, multiply the total by 5, and turn to that number
Necromage’s name is Cadaver
Shield Ring (-1 to enemy Attack Strength)
Ronnoc
Bottle of Forest of Lein Sap
Elven Amulet
Flame Shield (-1 to enemy Attack Strength)
Aelfgar (weapon in Firemane’s saddle, can harm undead and Demons)
RESURRECTIONS: 2[/spoiler]
Say No To Fascism. The left is the one true way to go.
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