[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

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

Post by SGamerz »

The lone, jagged crag of Firetop Mountain looms above the eastern edges of the Pagan Plains, its summit stained the eerie red colour that gives the peak its name. Several small insignificant hamlets cluster in the dales at the base of the mountain; their peasant inhabitants cower in their hovels
as your Barbarian horde passes by. You ignore these puny serfs; you have more glorious goals to attain than razing the shacks of cottars. If you have the Code word Ravager, turn to 45. If not, read on below.

"The dungeons beneath Firetop Mountain are famed as the lair of Zagor the Warlock, and are said to be rich in treasure," says Nharog. "Shall we drag the old serpent from his lair and give him a beating?"

If you want to attack Zagor and his minions, turn to 8. If you want to leave this area, turn to 21.
Are we ready to take on Zagor yet?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to attack Zagor and his minions.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

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

Post by SGamerz »

Your presence has been detected. Even as your Barbarian horde approaches the entrance to the dungeons beneath Firetop Mountain, a motley band of creatures pours forth, like ants furiously defending their colony. There are Orcs, Goblins, Skeletons, Zombies, and other more loathsome underworld monsters, many of which you have not seen before. At the same time, there is a roar from above, and a red-scaled Dragon erupts from a high cave to arrow down towards your troops, spitting flame and smoke. On its back is Zagor the Warlock himself, a tall, imposing
bearded man in robes of velvet and gold, whose hands crackle with blue fire.

"Outlanders, you shall die for your impertinence!" booms the voice of Zagor, echoing back off the cliffs of the mountain behind him.

"Warriors, to arms!" you howl. This will be a difficult fight.

If you have the Code word Dust, turn to 17.
If you have the Code word Storm, turn to 59.
If you have neither of these Code words, turn to 36.
We don't have either of these Code words...

...which is unfortunate for us.
Your horde collides with the minions of Zagor the Warlock in a metallic crash of blades upon armour and axes upon shields! Orcs and Goblins slash out at your warriors with curved swords, gibbering with fury. Above it all soars the Warlock on his Red Dragon battle-mount, borne aloft by the beast’s great leathery wings. Spying you attempting to rally your troops, Zagor hurls a sizzling blue bolt of energy in your direction, joined by a fiery blast of flames from the Dragon’s mouth.

Test your Luck; if you are Unlucky, both the energy bolt and the Dragon’s breath scorch you where you stand; deduct 4 STAMINA points, or 2 STAMINA points if you possess the Dragonscale Shield. If you are Lucky, you partially dodge the twin blasts and are only marginally burned; deduct 2 STAMINA points, or 1 STAMINA point if you possess the Dragonscale Shield. If this reduces your STAMINA to zero or less, turn immediately to 13.

"This attack may not be your first mistake, Barbarian!" shouts Zagor, as his winged Dragon steed wheels away into the sky above the battlefield. "But it will be your last!"

Among the multitude of minions that make up Zagor’s force, a goat-headed Beast Man blows a discordant note on a spiral war-horn and the battle is joined!

ZAGOR AND HIS MINIONS HORDE STRIKE 11 HORDE STRENGTH 9

If you wish to Escape, you order the retreat and flee from Zagor’s minions; deduct 1 point of HONOUR and turn to 21. If the minions of Zagor reduce your HORDE STRENGTH to zero or less, turn to 13. If you defeat Zagor and his minions, turn to 77.
Luck test roll = 10 (Unlucky). That costs us 4 STAMINA, as we don't have the shield either.

At least it looks like the mass battle won't be interrupted by a 1-on-1 battle against the commander this time. We're certainly not in the best health condition STAMINA-wise, and Zagor is likely to have double-digit SKILL if we do have to fight him.

Even so, this is the highest HORDE STRIKE we've faced in opponents so far. Do we want to use LUCK for this battle? Should we consider fleeing if our HORDE STRENGTH falls past a certain value?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 5/17
LUCK 8/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 14/19
HONOUR: 6
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed)
Gold: 2 talents
Codewords: Trollslayer, Dwarfslayer
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
Notes:
[/spoiler]
Last edited by SGamerz on Tue Jan 09, 2024 2:33 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote not to use luck in this fight.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Save luck, yeah, we should win anyway.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

COMBAT LOG:
Zagor & Minions 17, Fire Axe 22. Z&M are at 7.
Z&M 18, FA 20. Z&M are at 5.
Z&M 19, FA 20. Z&M are at 3.
Z&M 15, FA 20. Z&M are at 1.
Z&M 15, FA 17. Z&M are defeated.

Luck was with us (even if not much LUCK was), and we defeated Zagor and gang without any significant losses.
Your horde has defeated Zagor, the Warlock of Firetop Mountain and his evil minions! Add 1 point to your HONOUR score for your victory and write the Code word Ravager in the Code words box on your Adventure Sheet.

Zagor himself is slain, he and his dragon little more than a blackened fiery mess at the centre of the small crater where they crashed to earth. His few surviving followers have fled back into the mountain, where they quiver fearfully in dark corners while your horde strips the underworld complex of treasure. Roll one die and add the result to the Gold box on your Adventure Sheet. This is the amount of loot you personally acquire ransacking Zagor’s dungeon.

"Well, that wasn’t so bad!" says Nharog, wiping green Orc blood from his weapon. "I thought this Zagor was supposed to be an invulnerable Demon or something."

It is time to leave Firetop Mountain. Turn to 21.
We're lucky that this was probably just the Book 1 version of Zagor that was still vulnerable to mundane weapons, not the actual near-invulnerable demon that would pop up in Amarillia in Book 54!

Die roll = 5. Much better loot this time! We now have 7 talents of gold.

Story-wise, I think Firetop Mountain should have been a decent place to set up a garrison, but it looks like we can only do so at actual cities we conquer.
You lead your horde of Barbarians away from Firetop Mountain and its lonely vigil over the plains and dells that it surveys.

"My mad cousin Myog went divining for Gold in the dungeons under the mountain with a Y-shaped stick," says Nharog, conversationally.

"What happened to him?"

"Dunno. He never returned…"

You have a diverse choice of onward destinations:

To go northwest to the city of Fang, turn to 70.
To go northeast to the city of Zengis, turn to 150.
To go southwest to the town of Stonebridge, turn to 110.
To go south to Darkwood Forest, turn to 160.
To go southeast to the Moonstone Hills, turn to 100.
Although we have visited 3 out of 5 already, keep in mind that revisits are valid options in this gamebook unlike the average FF, and may lead to potential different encounters.

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 5/17
LUCK 8/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 14/19
HONOUR: 7
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed)
Gold: 7 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
Notes:
[/spoiler]
Last edited by SGamerz on Tue Jan 09, 2024 2:33 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Are we allowed to return to Stonebridge? If so, I vote to go there, restore stamina, and then go to the Diamond Mines.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Second that, and see if there's a revolt.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

JourneymanN00b wrote:
Wed Jan 03, 2024 5:44 am
Are we allowed to return to Stonebridge?
Yes, again, revisiting any area in this adventure is allowed as long as the game doesn't end. Of course, you may not find something worthwhile at every place you revisit, and some just gives you more trouble than help.
Stonebridge is a Dwarf settlement that lies among low hills on the northern banks of the Red River. The bridge that gives the place its name spans the river, and on the far side splits into two paths, one going around Darkwood Forest and one going straight south into its green depths. If you have the Code word Dwarfslayer, turn to 33. If you have the Code word Destructor, turn to 118.

The town is ruled by King Gillibran, famous for the magical war-hammer that he uses to protect Stonebridge from savage Trolls and other evil races. Under his rule the town thrives on trade and a small series of diamond mines in the hills behind the settlement.

"Gillibran’s war-hammer unites the Dwarfs," says Nharog, his eyes gleaming. "Without it they are nothing!"

If you want to attack the town of Stonebridge, turn to 127. If you want to leave instead, turn to 101.
Things have changed...
You may control the town of Stonebridge, but just because it is garrisoned with Barbarian warriors doesn’t mean the Dwarfs and others are overly happy about it. Roll a die. If it is equal to or under your Stonebridge GARRISON STRENGTH, turn to 47. If it is greater than the Stonebridge GARRISON STRENGTH, reduce the GARRISON STRENGTH score to zero and read on below.

In your absence, a resistance movement has formed, led by a Dwarf adventurer known as Littlebig and comprised mainly of Gnomes, Halflings and the like. They have destroyed the garrison forces and ambush your own horde when you return to the town, using a combination of illusion magic, smoke bombs, and tricks and traps inspired by necessity-induced Little Folk ingenuity and inventiveness.

"Aargh! They’re worse than rabid prairiedogs!" screams Nharog, battering away at a mob of knife-armed Little People, all intent on skewering his kneecaps. Who will triumph in the Battle for Stonebridge – your horde or the resistance?

GNOME RESISTANCE HORDE STRIKE 7 HORDE STRENGTH 5

Your horde must reduce its Attack Strength by 1 for this battle due to fumbling the initiative against the resistance. What’s worse, you cannot Escape. If the resistance reduces your HORDE STRENGTH to zero or less, turn to 13. If you defeat the resistance, turn to 96.
Littlebig still being as much of a pest in a different book. Well, now we know what can potentially happen to garrisons...

Die roll = 2! Our garrison force had been keeping the resistance suppressed, thankfully.
You are the overseer of the Dwarf settlement of Stonebridge and you appropriate the large stone house in the middle of the town that used to belong to old King Gillibran. You can rest and recuperate here; roll a die and restore this many points to your current STAMINA score. Remember, though, that you cannot exceed your Initial score.

You can also collect taxes on the traders that come into the town on their way north to Fang or south to Chalice, and profits from the diamond mines and Dwarf forges. Add 1 talent to the Gold box on your Adventure Sheet.

If you want to increase the size of your garrison, deduct a minimum of 1 point from your HORDE STRENGTH score and add it to the town’s GARRISON STRENGTH box. If you want to decrease the size of your garrison, deduct a minimum of 1 point from the town’s GARRISON STRENGTH score and add it to your HORDE STRENGTH box. Remember, the GARRISON STRENGTH and HORDE STRENGTH must both have a score of at least 1 point each, and that GARRISON STRENGTH can only have a maximum score of 5.

What do you wish to do now?

If you want to visit the Dwarfs’ forges, turn to 157.
If you want to visit the Diamond Mines, turn to 19.
If you wish to leave Stonebridge, turn to 101.
If you wish to sack the town, cross the Code word Dwarfslayer off from the Code words box on your Adventure Sheet. Reduce the GARRISON STRENGTH to zero (and add these points to your HORDE STRENGTH), and turn to 9.
Die roll = 3! Our STAMINA is now at 8. We also collect some more taxes, leaving us with 8 talents of gold!
*Empty box

If the box is ticked, the seams worked by the Diamond Mines have run dry and there are no more diamonds for sale. There is nothing more to do here; turn to 101. If the box is not ticked, read on below.

The Diamond Mines are a series of orderly mine-workings in the hills behind Stonebridge that generate much wealth for the town. If you wish to purchase a gigantic Diamond, deduct 1 Gold talent from the Gold box on your Adventure Sheet, and note down the Diamond in the Equipment section. If you do this, you must also tick the box at the top of this paragraph entry.

Eventually, you leave the Diamond Mines and Stonebridge. Turn to 101.
The mechanism with the ticked box means that there's no more point coming back here once we've bought the Diamond, but it will still remain here as long as we haven't bought it.

Do we buy the diamond?

Also, since we'll be leaving Stonebridge after this, let me know if you want to increase or reduce the garrison strength here. Basically leaving more troops reduce the chance of successful rebellion, but since the maximum we can leave is 5, there will also be a risk no matter what, and if we fail the Strength check then we lose the troops we leave here, so either way, there's a risk.

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 8/17
LUCK 8/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 14/19
HONOUR: 7
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed)
Gold: 8 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
Notes:
[/spoiler]
Last edited by SGamerz on Tue Jan 09, 2024 2:34 pm, edited 1 time in total.
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I vote to buy the diamond, and then take away as much of the garrison as we can, and then not return.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Sure, I vote to buy the diamond and get all of our garrison forces.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Just some reminders before I proceed:

1) We need to leave at least 1 HORDE STRENGTH behind as long as it remains as our garrison. Since we're leaving Stonebridge right after we depart from the mines, we don't get to raze it until we revisit it again.

2) If we want to use the Diamond to create something at the forge, we will need to come back at least once (and if we find any of the other 2 materials that can be used at the forge we also need to come back to make use of them). The forge doesn't have any ticked boxes mechanism, so we can keep revisiting it each time we find the appropriate material.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Whoops. I will change my garrison vote to maximize its strength to 5 then in preparation for another visit.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Ah, right, we want to come back for the forge. Makes sense to put the garrison to 5 then, we can reduce it later.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Chieftain Grom buys the Diamond from the mines, and increases the amount of troops in the Stonebridge garrison to prevent the chances of further rebellions before leaving the town with his reduced army.
You are leaving Stonebridge and the Red River. Your horde marches onwards, sharpened weapons glittering in the sun, gleaming armour reflecting blue skies and white clouds. This is the life of a Barbarian raider!

"This is what I’ve been told!" chants Nharog.

"Dwarfs like kissing lots of gold!" respond the warriors.

Where will you venture next in your depredations against Allansia?

If you want to go north to the city of Fang, turn to 70.
If you want to go east to Firetop Mountain, turn to 30.
If you want to go south to Darkwood Forest, turn to 160.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 8/17
LUCK 8/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 12/19
HONOUR: 7
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: 7 talents
Codewords: Trollslayer, Dwarfslayer, Ravager
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
Notes:
[/spoiler]
Last edited by SGamerz on Tue Jan 09, 2024 2:34 pm, 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 go to Fang next.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

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

Post by SGamerz »

Fang is the capital of the northern barony of Chiang Mai, and lies on the banks of the River Kok, while behind it foothills rise up to the jagged peaks of the Icefinger Mountains. If you have the Code word Warlord, turn to 31. If you have the Code word Marauder, turn to 106.

The city is ruled by the infamous Baron Sukumvit, builder of Deathtrap Dungeon, and under this devious satrap the settlement has flourished. An endless series of trading caravans and barges stop or dock at the city, and of course once a year would-be heroes and nameless adventurers journey here for ‘The Walk’, the Trial of Champions in Deathtrap Dungeon itself that claims so many victims.

"Fang is the greatest city in the north, greater even than Zengis," says Nharog. "Baron Sukumvit has well-trained troops and solid walls. Victory is possible, but hard."

If you want to attack the city of Fang, turn to 78. If you want to leave instead, turn to 61.
This is one of the few times when even Nharog doesn't try to dismiss a potential target as being a threat. Do we think we are strong enough to take Fang yet at this point?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to attack anyway, but I could be persuaded to decide otherwise.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I vote for somewhere else first.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

If there are no other votes, I would like to make my vote a half one.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JigokuBosatsu »

I vote for somewhere else first as well.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

You and your horde are leaving the province of Chiang Mai and its capital city of Fang. Ahead of you, on the far banks of the river Kok, lie the Pagan Plains.

Allansians consider the Pagan Plains to be a dangerous and hellish wilderness, but compared to your Flatlands home it really is just a stroll through a pleasant green grassy landscape. Nothing dares to trouble your horde.

"Where to next, chief?" says Nharog.

If you want to go east to the city of Zengis, turn to 150.
If you want to go southeast to Firetop Mountain, turn to 30.
If you want to go south to the town of Stonebridge, turn to 110.
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