[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 Thaluikhain »

Investigate random thingy

EDIT: Also, that ironbane is pretty cool
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Investigate chanting.
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Post by Queen of Swords »

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

Post by Beroli »

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

Post by JourneymanN00b »

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

365
You guide Firemane through the undergrowth as quickly as possible. As you get closer to the owner of the voice, you notice that the number of briars and weeds growing round the trees is increasing and that the other plants of the forest look unhealthy and stunted in their growth. Eventually you reach the source of the chanting. You dismount and crouch down, hidden by the undergrowth. A man, dressed in long green robes, is kneeling in the middle of an area of cleared ground, his hands pressed flat to the earth. As he continues his strange chant, cracks begin to appear across the ground as if the very life-giving nutrients of the soil were being drained away. At the same time, you can almost sense the weeds growing round the edge of the clearing. What is going on here? Do you want to burst into the clearing and interrupt the man, who may be a priest of some kind (turn to 352), or will you leave the forest and head back to Cleeve Manor (turn to 17)?

Please make your votes before 6:00 PM PST to be sure that they will be counted.
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Post by Queen of Swords »

Interrupt the man. He's clearly evil.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

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

Post by Beroli »

Stab the priest, stab him again, and bury him in the soil he was draining.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

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

Post by JourneymanN00b »

Votes registered; Belushi Jackson will burst into the clearing and interrupt the man.

352
[spoiler]Image[/spoiler]

With a shout you leap into the clearing. At once the man jumps to his feet and turns to face you. Before you can reach him, he pulls a phial from his robes and, uncorking it, pours its contents on the ground. Dark tentrils immediately break through the cracked earth and with unnatural speed shoot up into the air. As you watch, the thick stems and woody growths take on humanoid form and in a matter of moments a grotesque creature is standing in front of you. Its body is covered in sharp thorns and its head is flat and broad, with large tooth-like growths protruding from its mouth. Its eyes are translucent emerald orbs, and green veins pulse all over its body. The Thornbeast lifts one leg and pulls a root-like foot out of the ground. It does the same with the other, then begins to move towards you across the clearing. You draw your weapon and prepare to defend yourself against this plant-like monster.

THORNBEAST       SKILL 8       STAMINA 10

If you defeat the creature, write down the word ‘Nroht’ on your Adventure Sheet and turn to 312.

The fight:
[spoiler]Round 1: Thornbeast Attack Strength: 14, Player Attack Strength: 22;
Thornbeast Stamina: 8, Player Stamina: 22
Round 2: Thornbeast Attack Strength: 14, Player Attack Strength: 18;
Thornbeast Stamina: 6, Player Stamina: 22
Round 3: Thornbeast Attack Strength: 15, Player Attack Strength: 19;
Thornbeast Stamina: 4, Player Stamina: 22
Round 4: Thornbeast Attack Strength: 14, Player Attack Strength: 23;
Thornbeast Stamina: 2, Player Stamina: 22
Round 5: Thornbeast Attack Strength: 18, Player Attack Strength: 22;
Thornbeast Stamina: 0, Player Stamina: 22[/spoiler]

Belushi Jackson flawlessly destroys the Thornbeast, as expected.

312
Seeing his creation destroyed, the priest panics and tries to flee. You want to know what has been going on here, so you chase after the man. Test your Luck. If you are Lucky, turn to 394. If you are Unlucky, turn to 264.

Rolling the dice yielded a 9, meaning that Belushi Jackson was Lucky. :D

394
When you are just within arm’s reach of the man, several vines suddenly shoot out of the undergrowth, just missing your ankles, and proceed to tie themselves in knots. You grab the hem of the man’s robe and he spins around to face you. The cleric prepared to defend himself with a long, black thorn.

CLERIC       SKILL 6       STAMINA 6

If you win, turn to 46.

The fight:
[spoiler]Round 1: Cleric Attack Strength: 7, Player Attack Strength: 17;
Cleric Stamina: 4, Player Stamina: 22
Round 2: Cleric Attack Strength: 15, Player Attack Strength: 17;
Cleric Stamina: 2, Player Stamina: 22
Round 3: Cleric Attack Strength: 14, Player Attack Strength: 20;
Cleric Stamina: 0, Player Stamina: 22[/spoiler]

As expected, Belushi Jackson flawlessly kills the Cleric.

46
Apart from his rather unusual weapon, the cleric possesses nothing else of interest except a talisman, made in the shape of intertwined metal brambles cast from some alloy, tied to a piece of vine. As you hold the talisman in your hand, you notice the surrounding plants beginning to move in its direction. You wave the charm at them and they become still again. You deduce that the talisman must be one of plant control. If you decide to take it, add the Cleric’s Talisman to your Adventure Sheet. Still harbouring suspicions about the cleric and his actions, you return to Firemane and leave the Forest of Lein. Turn to 17.

17
It is early afternoon when you ride back into the courtyard of Cleeve Manor. Lord Varen hurries out to meet you, and when you show him the boar’s tusks he is overjoyed. ‘At last my people will be able to live without fear again. The Great Boar of Lein is no more.’ (Add 1 to your HONOUR score.) Lord Varen invites you to spend another night at the manor; but you feel that, if you leave now you should be able to reach Havalok by nightfall. However, Varen insists on offering you some service in return for killing the boar. Will you ask him:

If you can recruit some of his soldiers to fight against Belgaroth’s forces? Turn to 288
If he knows anything about recent goings-on in the foreset? Turn to 158
What he knows about the Elf-Spear Aelfgar? Turn to 206

Please make your votes on whether to take the Cleric’s Talisman and what to ask Lord Varen 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: 22 Initial Stamina = 24
LUCK: 9 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 7
TIME ELAPSED: 2 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
5 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
RESURRECTIONS: 5[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:35 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Recruit his forces!
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Queen of Swords »

Take the talisman and ask what he knows about the spear.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Take the talisman and recruit.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes counted; Belushi Jackson will ask Lord Varen if he can recruit some of his soldiers to fight against Belgaroth’s forces, as this won over asking what he knows about the Elf-Spear Aelfgar by a 2-1 vote. He will also take the Cleric’s Talisman, as that received 2 votes.

288
‘Gladly,’ Varen says, ‘If that is how I can help destroy the corruption that is infecting our land, than that is what I must do. However, my men will need time to prepare, so it would be best if you continue your quest, and my soldiers will join you later.’ You agree to meet at the deserted outpost of Harnwatch, two days from now. (Write the word ‘Ecrof’ on your Adventure Sheet.) Turn to 82.

82
Before leaving, Lord Varen gives you a parcel containing enough Provisions for 3 meals. You ride through the gatehouse and leave Cleeve Manor behind as you make for Havalok. You are within sight of the walls of the town when dusk falls. Riding on in the fast-failing light, you pass a copse of trees at the edge of the road. Suddenly a dark shape drops out of the branches of one tree as you pass under it. Test your Luck. If you are Lucky, turn to 38. If you are Unlucky, turn to 346.

Rolling the dice yielded a 6, meaning that Belushi Jackson was Lucky. :D

38
The man dropping out of the tree just misses you and lands on the road next to Firemane. Two more figures emerge from the copse in front of you, waving ugly-looking cudgels. Your first assailant pulls a long knife from his tunic, and the three murderers run at you. You must fight them all at the same time, but for the duration of this battle you may increase your Attack Strength by 1 point because you are still on horseback.

First MURDERER SKILL 7 STAMINA 6
Second MURDERER SKILL 6 STAMINA 8
Third MURDERER SKILL 7 STAMINA 7

As soon as you have dispatched two of your opponents, turn immediately to 293.

The fight:
[spoiler](Targeting First Murderer)
Round 1: First Murderer Attack Strength: 12, Player Attack Strength: 18, Second Murderer Attack Strength: 11, Player Attack Strength: 25, Third Murderer Attack Strength: 13, Player Attack Strength: 22;
First Murderer Stamina: 4, Player Stamina: 22
Round 2: First Murderer Attack Strength: 16, Player Attack Strength: 19, Second Murderer Attack Strength: 12, Player Attack Strength: 24, Third Murderer Attack Strength: 14, Player Attack Strength: 23;
First Murderer Stamina: 2, Player Stamina: 22
Round 3: First Murderer Attack Strength: 15, Player Attack Strength: 22, Second Murderer Attack Strength: 9, Player Attack Strength: 15, Third Murderer Attack Strength: 12, Player Attack Strength: 16;
First Murderer Stamina: 0, Player Stamina: 22

(Targeting Second Murderer)
Round 4: Second Murderer Attack Strength: 16, Player Attack Strength: 21, Third Murderer Attack Strength: 12, Player Attack Strength: 25;
Second Murderer Stamina: 6, Player Stamina: 22
Round 5: Second Murderer Attack Strength: 16, Player Attack Strength: 22, Third Murderer Attack Strength: 15, Player Attack Strength: 18;
Second Murderer Stamina: 4, Player Stamina: 22
Round 6: Second Murderer Attack Strength: 9, Player Attack Strength: 23, Third Murderer Attack Strength: 12, Player Attack Strength: 19;
Second Murderer Stamina: 2, Player Stamina: 22
Round 7: Second Murderer Attack Strength: 13, Player Attack Strength: 23, Third Murderer Attack Strength: 11, Player Attack Strength: 19;
Second Murderer Stamina: 0, Player Stamina: 22
Two opponents dispatched[/spoiler]

As expected, Belushi Jackson flawlessly dispatches the First and Second Murderers.

293
While you have been dealing with two of your opponents, the third murderer attempts to make his escape. You will have to stop the rogue. If you have a crossbow, you may use it now; if you are successful in its use, turn to 253. If you fail, or if you do not have a crossbow (or you do not wish to use it), you will have to pursue the felon on Firemane; turn to 3.

Belushi Jackson does not have a crossbow.

3
As the man flees, he drops several spiked metal balls in Firemane’s path. Firemane shies and rears up to avoid galloping into the deadly calthrops. If you have the Ride Special Skill, turn to 156. If you do not, Test your Skill. If you are successful, turn to 156; if you fail, turn to 170.

Belushi Jackson has the Ride Special Skill.

156
You manage to keep your seat in the saddle and guide your steed round the hazard. You soon catch up with the desperate man and cut him down easily. Turn to 121.

121
Hurriedly you search the man’s body; however, you find nothing but a small charm carved out of dark wood in the shape of a raven, a bird of ill-omen. On the bodies of the other two murderers you find 3 Gold Pieces. As night has fallen, you decide that it is time to head for Havalok. Turn to 241.

241
You find that the gates of Havalok have been securely shut for the night. However, as soon as the guard sees that it is an elite Templar Knight of Telak who seeks entry to the town, he hurries down and unbars the gate, letting you into Havalok. You find a room and a hot meal for the night, at a cost of 3 Gold Pieces, at the Red Herring, a large inn, popular among the adventuring fraternity. Having eaten, you retire for the night. As you are preparing for sleep, through your window you suddenly catch sight of a blazing ball of light shooting across the blackened sky, a fiery tail trailing behind it. The comet soars onwards until it disappears over the hills on the distant horizon. It is a well-known fact that a comet is a sign of impending disaster, and you have just witnessed such a portent. It is some time before sleep eventually overcomes you.

You rise early, feeling refreshed after an untroubled night’s rest (restore up to 2 points of STAMINA and add 1 day to the Time Elapsed). Having left the Red Herring, you get ready to explore the town. Havalok is not a large town but, as time is pressing, you still do not want to spend too long here. In Havalok you should be able to find some useful equipment that you may need later in your quest, and surely here would be a good place to try to recruit a small army with which to oppose Belgaroth’s forces, if that is what you intend to do. If you want to visit the markets, turn to 334. If you want to try to recruit an army, turn to 139.

[spoiler]Image[/spoiler]

Please make your votes before 6:00 PM PST 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
RESURRECTIONS: 5[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:35 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

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

Post by Thaluikhain »

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

Post by Darth Rabbitt »

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

Post by SGamerz »

I think we should visit the market first. Shopping lists are always important in these meatgrinders.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes counted; Belushi Jackson will try to recruit an army, as that won over visiting the markets by a 3-1 vote.

139
Having made a few discreet enquiries, eventually you find yourself outside the impressive headquarters of the Mercenaries’ Guild, the best place to recruit an army. The tall stone building itself looks like a small fortress, the entrance being barred by a portcullis. After you have rung the bell next to the door, a hunchbacked figure appears at the window above the portcullis and asks you your business. You explain your desire to assemble an army of brave fighters and are soon standing before the Guildmaster. Nasra Stronn, and a crowd of rough-looking, battle-scarred ruffians. ‘So, you want to hire an army, but you haven’t got the money to pay us,’ Stronn booms. The mercenaries burst into raucous laughter.

‘But your bravery and heroism would go down in legend,’ you say. ‘This is no petty dispute between rival lords but a battle against the very forces of Evil and Chaos, the outcome of which will determine the fate of the kingdom, if not of the Old World itself! Think of the honour and prestige. Such rewards are worth far more than mere gold.’

The mercenaries are silent. After a moment’s thought, Stronn speaks again: ‘I still don’t understand why the Warriors of Telak aren’t prepared themselves – but that’s not my concern. All right, we’ll join your crusade if you can prove your own skill as a warrior. You must best our champion in combat.’ Will you agree to these terms and fight (turn to 53), or will you leave the Mercenaries’ Guild, and Havalok itself, and continue on your quest (turn to 314)?

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 »

Fight, of course.

(Also, if the bad guy destroys the world, the mercenaries live on the would and so that would be bad for them, maybe stress that point)
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Queen of Swords »

We don’t seem to have much choice about fighting him, especially since the alternative is to leave without even visiting the market.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

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

Post by Darth Rabbitt »

With a SKILL of 12 and a STAMINA of 24 we should be able to win whatever fight they throw at us. So fight.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes acknowledged; Belushi Jackson will agree to these terms and fight.

53
[spoiler]Image[/spoiler]

As you are lead along the dark stone corridors of the guild, you pass several doors from behind which you can hear the sounds of soldiers practicing their fighting skills. Stronn leads you into a circular torch-lit room, in the centre of which is a pit several metres deep. The mercenaries crowd into the room as you are directed down a flight of steps into the brawl-pit. A cheer goes up from the spectators as a portcullis on the far side of the pit rises and the mercenaries’ champion enters the arena. The man looks as tall as an Ogre and is built like an ox. The only armour he wears are leather crossbelts looped over his muscular torso and a spiked helmet which hides his face. He is armed with a vicious-looking sword with a jagged blade, and a long knife. Stronn raises his hands and a hush descends over the mob. ‘This is not a fight to the death,’ he announces. ‘The winner shall be the first to knock the other to the ground. Are the combatants ready?’ You and the mercenary nod in rely. ‘Then let the trial by combat commence!’ With an animal roar the champion charges at you across the pit while his fellows shout his name in encouragement.

MERCENARY CHAMPION SKILL 10 STAMINA 11

If the mercenary wins an Attack Round, roll one dice. On a roll of 1-3 his jagged blade does the usual 2 points of STAMINA damage; on a roll of 4-6 it inflicts 3 STAMINA points of damage on you. If you roll a double-6 when calculating your Attack Strength, and if you win that Attack Round, your blow hits your opponent with such force that you knock him to the ground (turn to 117). If the mercenary’s Attack Strength is ever 22, turn at once to 22. Otherwise, if you reduce the mercenary’s STAMINA to 4 points or less, turn to 117; if he reduces your STAMINA to 4 points or less, turn to 22.

The fight:
[spoiler]Round 1: Mercenary Champion Attack Strength: 12, Player Attack Strength: 18;
Mercenary Champion Stamina: 9, Player Stamina: 24
Round 2: Mercenary Champion Attack Strength: 12, Player Attack Strength: 22;
Mercenary Champion Stamina: 7, Player Stamina: 24
Round 3: Mercenary Champion Attack Strength: 12, Player Attack Strength: 19;
Mercenary Champion Stamina: 5, Player Stamina: 24
Round 4: Mercenary Champion Attack Strength: 14, Player Attack Strength: 24;
Player rolled a double-6 and won the Attack Round[/spoiler]

As it turns out, Belushi Jackson flawlessly dealt damage to the Mercenary Champion in the first three rounds before rolling a double-6 in the fourth round, which proved to be unnecessary, as the Mercenary Champion would have been bested with a simple win of that round.

117
You stand with your sword poised mere centimetres from the champion’s throat and claim victory as yours. ‘Very well,’ says Stronn. ‘I would trust such a warrior as you to lead my men into battle. I only ask that you give us a little time to ready ourselves for such an important campaign.’ You agree to meet Stronn and his mercenary band at the deserted outpost of Harnwatch in one day’s time. (Write the word ‘Ecrof’ on your Adventure Sheet.) Secure in the knowledge that at least you will now have others fighting for you against the Dread Lord’s forces, you prepare to leave Havalok. Turn to 314.

314
Leading Firemane towards the South Gate, you pass through a square where a crowd of people seem to be enjoying some spectacle or other. As you get closer, you see that a crude stage has been set up in the square and over this is stretched a moth-eaten banner with the words ‘Oddfellow’s Mummers’ painted across it. Occasional gasps of amazement and peals of laughter rise from the crowd as they watch the show being put on by the travelling players. Do you want to pause for a moment to watch the mummers (turn to 188) or do you prefer to make for the South Gate (turn to 45)?

Important Note: In addition to offering his men to fight against Belgaroth’s forces, I can also have Stronn offer Belushi Jackson a Witherwell Potion while his men sing two verses of the Ballad of Sir Rhyaddan the Crusader during their campaign preparations. When asked, Stronn replies that he got it from the corpse of a cleric that he killed during one of his campaigns, and that the cleric was wearing the same type of Cleric’s Talisman that Belushi Jackson had. “It might be useful if you go up against any more of these evil priests, and it would be a shame if you died before we met again at Harnwatch tomorrow.” However, choosing this option will cost our hero two resurrections, as Belushi Jackson’s spiritual force would be drained to provide Stronn’s men divine protection if he was near them during the singing of the Ballad’s two verses. This is because a special power seems to be present in the Mercenaries’ Guild that gives Stronn’s men the courage and spirits they need to survive the most daunting of battles upon singing the Ballad of Sir Rhyaddan the Crusader.

I am providing this alternate option to provide another way for our hero with powerful clues and items in a manner that makes sense, story wise.

Please make your votes on whether to take the Witherwell Potion and allow his men to drain two resurrections from our hero to prepare themselves for battle and what to do next before 6:00 PM PST 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
RESURRECTIONS: 5[/spoiler]
Last edited by JourneymanN00b on Tue Jan 31, 2023 7:23 am, edited 2 times in total.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

Take the potion (safe bet that we need it) and go to the South Gate.
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