[Let's Play] Fighting Fantasy 63 - Stormslayer

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What should we name our heroine?

Poll ended at Mon Oct 09, 2023 3:33 am

Ororo Munroe
0
No votes
Lisbeth Salander
0
No votes
Ororo Salander
1
20%
Lisbeth Munroe?
4
80%
 
Total votes: 5

Thaluikhain
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Oh, I assumed it was the wind or something, but maybe there's someone to be rescued, so good left.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

The sandstone of the canyon here has been sculpted into all manner of strange shapes which, when the wind blows through them, produce the eerie wailing sound you heard earlier. Not for nothing is this place called the Screaming Canyon. Still a long way off, you make out a towering stack of wind-sculpted rock, rising many metres into the sky above the cliffs of the canyon/ Something tells you that this stack of rock is where you need to be heading, but for the time being, the path ahead of you splits again. Will you follow the left=hand or the right-hand fork?
Well, turns out it really was just the wind...
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to follow the left hand fork once again.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

May as well.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

As you continue to make your way through the winding canyon, the cliffs begin to close in above you until it is almost as if you are making your way through a tunnel in the rock. Test your Luck. If you are Lucky, turn to 166; if you are Unlucky, turn to 136.
Dice roll = 6 (Lucky).
You emerge from the winding chasms of the Screaming Canyon at the base of an imposing stack of sand-scoured and wind-carved rock. It rises vertically from the valley floor, a column of narrow ledges, treacherous overhangs and sheer rock races, but you know, within your heart of hearts, that the mystical aid you have travelled all this way to find, is to be found at the top of this stack. If you have a Rope and Grapple or a Potion of Levitation (and you would like to use it now), turn to 256. If no, turn to 196.
We have both of the items checked, but since they both lead to the same place, and potion is a consumable, I'm going to assume that we're using the Rope and Grapple (unless you object for some reason).
You make it to the top of the stack without incident. Only you are not at the top. Instead, you find yourself standing before a natural archway in the face of the stack. Cautiously, you pass through it and enter a domed space within the rock itself. The wind blows in through other clefts in the rock and a worn set of steps, that appear to have been carved from the rock itself, leads to a dais of red sandstone. Standing on the dais is a robed figure, its hooded cloak billowing and flapping in the wind. The cowl of the robe hides the figure's face completely.

A woman's voice carries to you on the wind, barely more than a breathy whisper. "What do you want with the Keeper of the Four Winds?" the voice demands. Will you reply that you come seeking aid, or will you draw your sword and run at the cloaked figure?
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 7/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
Brokk's current stats: SK 10, ST 6/8
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

We come seeking aid.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to reply that our hero comes seeking aid.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

"
Others have come seeking aid in their time, blown here by the winds of fate, but few have earned the right to receive it," the Keeper intones. "Seven sovereigns have sought my aid, and each sovereign sent seven sages, seven times, each sage accompanied by seven scholars. Tell me, how many have sought my aid?

If you know the answer, add all the digits in the number together and then turn to the paragrapgh with the same number as the total. If the paragraph you turn to doesn't begin 'You have answered correctly', or you don't know the answer, will you attack the cloaked figure or graciously admit defeat?
Can we figure out the answer?
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

Only the first phrase "seven sovereigns have sought my aid" is relevant, so I vote to provide 7 as the answer and the paragraph to go to. This riddle is actually based on the "As I was going to St Ives" riddle, which got a lot of prominence when it was featured in Die Hard with a Vengeance.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Agreed.

Though, we aren't a sovereign, and we are still able to seek their aid, but an unknown number of not royals would make the riddle unsolvable. Er...unless we are supposed to count ourselves, which would make 8. But I think we are supposed to say 7.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

7 is the answer. Green actually uses a similar type of trick question in his next book, Night of the Necromancer.
"You have answered correctly," the Keeper informs you. "Now, how may I help you?" You briefly tell the mysterious Keeper about your quest to stop the mad weather-mage and overcome his bound Elementals.

"Ah, yes," the Keeper of the Four Winds replies, "I know of this Balthazar Sturm. He has gained magical supremacy over the elements and has Boreas, the North Wind, to do his bidding. To counter the threat this poses, I give you temporary command of his brother Zephyrus, the West Wind. To call on him, you need only intone his name, but you may only do so once - so choose the moment wisely." (Write down the name Zephyrus on your Adventure Sheet and regain 1 LUCK point.) "And now you must be about your quest."
A bit jarring to see the names of actual minor Greek gods being used for Titan's air elementals, but this is clearly a major quest objective fulfilled!
The Keeper raises one arm and points it straight at you. A spiralling vortex of air hits you, picking you up and carrying you backwards, through the natural arch. For a moment you think that you are going to be dropped back down the side of the stack but the conjured whirlwind carries you gently to the sandy floor of the canyon. You audience with the mysterious Keeper of the Four Winds concluded, you set off again, making your way back through the Screaming Canyon, eventually reaching the borderlands of the Howling Plains. Move the Day of the Week on 1 and turn to 394.
Back on Stormsday now. Thus far, we've landed on every day of the week besides a Fireday.
If you possess a pair of Seven League Boots and would like to use them now, turn to 2. If not, where do you want to travel to next in your search for aid against Sturm and his bound Elementals? Remembering that you can only visit each location once, will you head for:

The Eelsea?
The Witchtooth Line?
Mount Pyre?

Or, if you feel that you are ready, do you want to attempt to reach Balthazar Sturm's Weather Machine at the eye of the storm?
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Half vote for Eelsea next, because it sounds cooler than Mount Pyre, IMHO.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Agreed, and I like seas anyway.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

Sure, I also vote to go to Eelsea next.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

It is the end of the second day since you left the southern limits of Femphrey when you settle down for the night at the edge of a small wood. If you have the codeword Detnuh recorded on your Adventure Sheet, turn to 131. If not, if today is Moonsday, turn to 95; otherwise, turn to 40.
We don't have the codeword, and we're just a day before Moonsday.
When dawn comes at last, you are more than ready to be on your way. You head north-west for two more days until the walls of the capital come into view on the horizon. Move the Day of the Week on 4 and turn to 50.
On Windsday again. If the earlier encounters are any indications, it may be a good thing that we just missed stepping on Seaday as we're getting to the Eelsea...
Your travels eventually brings you within sight of the walls of the capital of the kingdom of Femphrey - Chalannabrad! You have been here several times before, but the sight of the city's open, tree0lined avenues, stunning parks and monumental public buildings never cease to amaze. But you're not here to see the sights - you have a quest to complete. As you make your way through the hustle and bustle of the city you could be forgiven for believing that nothing was wrong. The influence of Balthazar Sturm's weather-changing machines does not appear to have reached this far yet. You decide to make the most of this fact, and head for the city docks. As you do so, you consider what you will need for a quest that will take you to the bottom of the Eelsea.

Seeing as how you are not a fish, you are going to need to acquirfe some way of breathing underwater, just as much as you are going to need to find a ship to take you out to sea. Of course, Chalannabrad is also the perfect place to equip yourself in general. Do you want to visit the city's markets before doing anything else, or would you prefer to press on with finding a way to breathe underwater?
Ooh, shopping lists coming up! Can this be where we may regret not having enough gold?

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to visit the markets.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Markets first, yeah.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Let’s see what we need but can’t afford to buy. 🙁
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

Chalannabrad's markets are just as busy as ever and you find plenty that could be of use to you.

Provisions - 1 Gold piece per Meal
Rope and Grapple - 3 Gold Pieces
Crossbow and 6 Quarrels - 12 Gold Pieces
Chainmail Armour - 8 Gold Pieces
Warhammer - 10 Gold Pieces
Sun Talisman - 6 Gold Pieces
Wyrmskin Cloak - 12 Gold Pieces
Seven League Boots - 10 Gold Pieces
Potion of Fortune - 6 Gold Pieces
Potion of Strength - 4 Gold Pieces
Potion of Skill - 5 Gold Pieces

You may buy as many Meals' worth of Provisions as you want, up to a maximum of 10; each Meal will restore up to 4 STAMINA points. You may use the Crossbow once in each battle you fight before having to engage in hand-to-hand combat (as long as you still have quarrels to shoot); Test your Skill and if you succeed your crossbow bolt causes your opponent 2 STAMINA points damage. On a roll of 1-3 the Chainmail Armour will reduce any damage done against you by 1 point. The Warhammer is not magical like your sword Wyrmbiter, but it is a crushing weapon; if you hit an opponent with the Warhammer, roll one die and if you roll 5-6 it does 1 extra STAMINA point of damage. On a roll of 1-2 the Wyrmskin Cloak will reduce any damage done against you by 1 point. When drunk, the Potion of Fortune will restore your LUCK to its Initial level, the Potion of Strength will restore your STAMINA score to its Initial level, and the Potion of Skill will restore your SKILL score to its Initial level.

When you have made all the purchases you want, or can afford (and have recorded them on your Adventure Sheet), will you search the city for something that will let you breathe underwater, or if you have already acquired such a thing, will you look for a ship to take you out to sea?
Not of lot of choices available here: we have 9 Gold Pieces. We already have a Warhammer and Rope and Grapple. We still have 10 unused meals and can't buy more. We can't afford the crossbow, the cloak and the boots. This leaves the chainmail, the talisman and the potions.

Please decide whether you wish to buy anything here before we move on.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Sun talisman sounds like it might be checked for, not just a stat boost, so I vote for that.

(I like the shopping lists here, variety of useful stuff)
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Another vote for the Sun Talisman.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote for the Chainmail Armour.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

In case anyone does not remember, the Sun Talisman was one of the 4 items that we could have started with (and certain pre-gen characters do start with). It was checked once in our very first battle of this playthrough.

Anyway, Lisbeth purchases the Sun Talisman, which leaves her with 3 Gold Pieces. She now has to find a way to breathe underwater...
It strikes you that there are three groups within the city who might be able to help you with this particularly tricky problem. Will you visit:

The Brotherhood of Alchemists?
The Guild of Artificers?
The Academy of Naval Sorcerers?
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith'), Sun Talisman
Provisions: 10/10
Gold: 3
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I half vote for the Academy of Naval Sorcerers since the name suggests that they are sea experts.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

I don't see why not.

(I had forgotten the Sun Talisman was a starting item)
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