[Let's Play] Fighting Fantasy 69 – Crystal of Storms

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[Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

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Salutations, everybody. Since my workload has calmed down somewhat, I believe now is a good time to come back from my break of hosting Let’s Plays. I recently managed to get a copy of Book #69, which will be the subject of this Let’s Play. This book has two notable distinctions, with one being in that it was published in October 2020 when the pandemic was in the thick of wreaking havoc to this world. One underdiscussed side effect of the pandemic is a decrease in quality control of products in general, and this book is no exception, as it has quite a bit of typos that can distract from the reading experience. In a minor deviation from how I ran Let’s Plays in the past, I will correct any minor spelling or punctuation errors that are encountered in this Let’s Play. The other distinction is it is the only Fighting Fantasy book to be written by a female author, to the best of my knowledge. The said author is Rhianna Pratchett, daughter of the late Terry Pratchett of Discworld fame. Anyone wishing to join this Let’s Play is welcome. I will try to update this series on a twice per day basis.

HOW WILL YOU START YOUR ADVENTURE?
The book you hold in your hands is a gateway to another world – a world of dark magic, terrifying monsters, brooding castles, treacherous dungeons and untold danger, where a noble few defend against the myriad schemes of the forces of evil. Welcome to the world of FIGHTING FANTASY!

You are about to embark upon a thrilling fantasy adventure in which YOU are the hero! YOU decide which route to take, which dangers to risk and which creatures to fight. But be warned – it will also be YOU who has to live or die by the consequences of your actions.

Take heed, for success is by no means certain, and you may well fail in your mission on your first attempt. But have no fear, for with experience, skill and luck, each new attempt should bring you a step closer to your ultimate goal.
     Prepare yourself, for when you turn the page you will enter an exciting perilous FIGHTING FANTASY adventure where every choice is yours to make, an adventure in which YOU ARE THE HERO!

How would you like to begin your adventure?
IF YOU ARE NEW TO FIGHTING FANTASY …
It’s a good idea to read through the rules which appear on pages 255-262 before you start.
IF YOU HAVE PLAYED FIGHTING FANTASY BEFORE …
You’ll realize that to have any chance of success, you will need to discover your hero’s attributes. You can create your own character by following the instructions on pages 269-276. Don’t forget to enter your character’s details on the Adventure Sheet which appears on page 278.
     Also note that, unlike other Fighting Fantasy Gamebooks, in this adventure you do not start with any Provisions. Also please note the new rules on testing your SKILL and STAMINA on page 275.
ALTERNATIVE DICE
If you do not have a pair of dice handy, dice rolls are printed throughout the book at the bottom of the pages. Flicking rapidly through the book and stopping on a page will give you a random dice roll. If you need to ‘roll’ only one die, read only the first printed die; if two, total the two dice symbols.
Obviously, a pair of dice is available for every die roll that needs to be processed in this adventure.

HOW TO FIGHT THE CREATURES OF PANGARIA
Before embarking on your adventure, you must first determine your own strengths and weaknesses. Use dice to determine your initial scores. On pages 278-279 there is an Adventure Sheet which you may use to record details of an adventure. On it you will find boxes for recording your SKILL, STAMINA and LUCK scores.

You are advised either to record your scores on the Adventure Sheet in pencil or to make photocopies of the sheet to use in future adventures.
For the purposes of this thread, the Adventure Sheet will be hand-made and periodically displayed.

SKILL, STAMINA AND LUCK
To determine your Initial SKILL, STAMINA and LUCK scores:
• Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
• Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
• Roll one die, add 6 to this number and enter this total in the LUCK box.

SKILL reflects your swordsmanship and fighting expertise; the higher the better, STAMINA represents your strength; the higher your STAMINA, the longer you will survive, LUCK represents how lucky a person you are. Luck – and magic – are facts of life in the fantasy world you are about to explore.

SKILL, STAMINA and LUCK scores change constantly during an adventure, so keep an eraser handy. You must keep an accurate record of these scores. But never rub out your Initial scores. Although you may receive additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when instructed on a particular page.
Making the appropriate rolls and modifications yielded the following initial scores:
SKILL: 12
STAMINA: 20
LUCK: 12

Fate has thankfully provided our hero excellent Skill and Luck as well as above average Stamina, so this character has very good odds of survival.

BATTLES
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if you choose to attack the creature anyway – you must resolve the battle as described below.

First record the creature’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.

The sequence of combat is then:

1. Roll both dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again, you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round by returning to your current SKILL score and repeating steps 1-6. This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
FIGHTING MORE THAN ONE CREATURE
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
LUCK
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business, and if you are unlucky, the results could be disastrous.

The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.

This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become.

Using Luck in Battles

On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your LUCK either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.

If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).

If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.

Remember that you must subtract 1 point from your LUCK score every time you Test your Luck.
For the purposes of this Let’s Play, the attack rounds will be resolved all at once. I will generally only consider using Luck in battles if the character has less than 7 Stamina points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option and the character has less than 7 Stamina points, I will also ask under which conditions the character should escape from the battle.

MORE ABOUT YOUR ATTRIBUTES
Skill

Your SKILL score will not change much during your adventure. Occasionally, a paragraph may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL – but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying 2 Magic Swords. Your SKILL score can never exceed its Initial value unless you are specifically instructed otherwise.

Stamina

Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!

Unlike other Fighting Fantasy Gamebooks, in this adventure you do not begin with any Provisions. However, during the course of the adventure, you will have opportunities to regain STAMINA points in various ways.

Remember also that your STAMINA score may never exceed its Initial value unless you are instructed to the contrary in a specific paragraph.

Testing your Skill and Stamina

At various times you will be told to Test your Skill. The procedure for Testing your Skill works as follows: roll two dice. If the number rolled is equal to or less than your current SKILL score, you have succeeded in your test and the result will go in your favour. If the number rolled is higher than your current SKILL score, you will have failed the test and will have to suffer the consequences. However, unlike Testing your Luck, do not subtract 1 point from your SKILL each time you Test your Skill.

You may also be told to Test your Stamina from time to time. To do so, roll three dice. If the total rolled is equal to or less than your current STAMINA score, you have been successful. However, if the total rolled is higher than your current STAMINA score, you have been unsuccessful. Whenever you Test your Stamina, do not subtract any STAMINA points, unless specifically told to do so.

Luck

Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless you are specifically instructed otherwise.
EQUIPMENT
You start your adventure with the basic tools of your trade: a fine sword; clothes suitable for travelling; a backpack to hold any treasure you may come across; and a lantern to light your way.
Please keep all spoilers covered out of respect to those who want a blind experience. I will use personal instinct to break any ties.

While our hero’s initial scores are very good, the adventure can be challenging at times. One resurrection will thus be provided to help even the odds. Upon dying, our hero will use this resurrection to return to the point where the first critical mistake was made to make the adventure winnable once more. The Adventure Sheet will also be reverted to what it was at that point in the story. Please use this resurrection wisely.

BACKGROUND
The tempest children of Pangara, God of the Wind, have long reigned over the waters between Allansia and Khul. Many who sought to cross the perilous Ocean of Tempests have lost their lives to the raging storms or the terrifying sea creatures that dwell there. But deep within Zephyrus, largest of all the tempests, where the air is sweet and calm, lies the floating archipelago of Pangaria. The five islands of Cirrus, Altos, Cumulus, Incus and Asperitas surround a sixth small island known as Nimbus.
     You were born and raised in Pangaria, but whilst many of your friends have opted to join the working communities of their home isles, such as Cloudkin farming on the water island of Altos or wrangling the magical (yet tasty) fauna of Cirrus, you dreamed bigger. You didn’t want to settle for just one island. You wanted to see it all. And so you decided to join the Sky Watch, the guardians of peace within the whole of Pangaria. But your beloved home has a lot of peace to go around, and your first few weeks in the Sky Watch have been a rather dull parade of lost pets and mediating petty squabbles regarding overgrown shrubs. Your heart cries out for adventure.
     And then one fine morning, an urgent message arrives at your Watchhouse summoning all the Sky Watch to an emergency meeting in the Citadel on Nimbus. It seems that adventure has finally listened and answered your plea.
     Full of nervous excitement, your entire Watchhouse boards the local flyer – one of the small airships that transport Pangarians between islands. No one seems to know the purpose of the meeting, but it is bound to be something quite extraordinary for the entire Sky Watch to be summoned. You’ve only been to the Citadel once, when you were sworn into the Sky Watch, and it still holds newness and excitement for you. Stretching, you lean your head out of the flyer window and crane your neck in order to get the first glimpse of the towering spires and sculpted ramparts of the Citadel, the home of Pangaria’s lawmakers, diplomats and island officials. The flyer’s Goblin pilot wearily reminds you to keep all limbs inside the ship, lest you lose something essential.
     Although you’ve heard tell that there are tribes of Goblins out of the world who are aggressive towards humans and other species, the Goblins of Pangaria are largely friendly. Most importantly, they developed the technomancy – a blend of elemental magic and engineering – that keeps Pangaria airborne.
     You’re just about to disembark and take your first steps on to Nimbus when your commander, Captain Halleck, looks aghast. ‘By Zephyrus’s breath!” he exclaims, looking directly at you. “I’ve forgotten my hovers! Can’t be seen in the Citadel without those. Please retrieve them from the Watchhouse, recruit.” He pats at his pockets, searching for something. “Bring my coin bag too.”
     You nod. As the newest member of your Watchhouse, you don’t really have a choice. Remaining on board the flyer as the rest of the Watch disembarks, you hope you can get there and back without missing anything exciting. Seeing your frustration, the flyer’s pilot softens and cranks up the craft to its top speed and brings you right up to the Watchhouse door. You rush inside and soon return, clutching the small leather purse, jingling with coins, and carrying Halleck’s hovers.
     Up close you can’t help but marvel at the intricate, light-as-air metalwork of these portable wings, powered by storm crystals, harvested and gathered from the local tempest by the elemental Stormborns. You look forward to the day when you are senior enough to get your own pair. You check the crystal gauge, which is attached to a small blue-green storm crystal that has a tiny imprisoned tempest swirling inside it. It’s a third full, but there’s no time to charge the wings. You throw yourself back into the flyer.
     The little airship has barely had time to set down when you leap from the bulwark and start to sprint towards the Citadel. Suddenly a great explosion rocks Nimbus and a wave of energy surges outwards from the fortress, catapulting you through the air and over the edge of the island.
     You begin to plummet downwards.

YOUR ADVENTURE AWAITS!

May your STAMINA never fail!
NOW TURN OVER…

1
The explosion has knocked the wind out of you. There’s only one thing you can do to save yourself as you tumble through the howling air. You manage to struggle into Halleck’s hovers, and the wings unfold with a soft thwack, thwack, thwack sound. Your fall ceases as the hovers slow your descent and hold you aloft. Your relief turns to fear as you look up and realize that now it’s Nimbus which is falling. Straight towards you.
     Using your shoulder muscles to operate the hovers, you manage to steer yourself out of the path of the falling island as it hurtles past, tossing you around like a feather on the breeze. You gain control only to see Nimbus crashing into the sea far below. You watch in horror as the island begins to sink beneath the waves.
     You become aware of an unsettling humming sound and the wings begin to shudder. The crystal that powers the hovers must be running out of charge! There’s just enough power left to fly you to the safety of your home island.
     If your home island is Cirrus, the farming island, turn to 84. If your home island is Altos, the water island, turn to 196. If your home island is Cumulus, the island of trade, turn to 298.

In addition to choosing our hero’s home island, what name do you want to give our hero? Please make your decisions before 9:00 AM PST to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Dogopolis »

Aha, one I've never played.

Let's go for trade.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

I don't see any reason to pick one over the other, so may as ell.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by pragma »

Name: Icarus Morningstar, riffng on famous winged falls

I vote for Altos, Island of water. I think cumulus will be better when we have some money.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Alright, folks. I have counted your votes, and it looks like Cumulus will be our hero’s home island by a 2-1 vote. I will leave name voting open for now, since there is only one vote cast for Icarus Morningstar.

298
You don’t see Cumulus at first, you smell it. The scents drift up to you from the numerous stalls and vendors who trade their wares in the large markets that dominate the island. The soft, spicy smells of gingerbread biscuits and cinnamon milk pudding mingle with the pungent aroma of stink fruit and sizzling fish steaks.
     The smells of home bring a tear to your eye, and your mind drifts as you wonder if Cumulus is destined to suffer the same fate as Nimbus. You can already see the air around where the other island once was crackling with a strange elemental energy. Whatever brought the island down must have been incredibly powerful.
     A humming jolts you from your musings, and the hovers begin to shudder. You tense your shoulders and move your upper body as you try to glide yourself down towards a safe and soft landing before the storm crystal’s energy runs out.
     Test your Skill. If you are Successful, turns to 12. If you are Unsuccessful, turn to 138.

Rolling the dice yielded a 4, which is obviously less than our hero’s Skill, so our hero’s first Skill test is Successful.

12
You aim for a soft-looking haystack and, just as the wings of your hovers are starting to fold up, you drop safely into the soft, warm hay. A grazing mule gently nuzzles you to your feet.
     If Cumulus is your home isle, turn to 57. If Cumulus is not your home isle, turn to 88.

Cumulus is our hero’s home isle.

57
The usual bustling sounds of the market are more muted today. You don’t see as many stalls open, and the crowds are sparser than normal. The explosion on Nimbus has driven many indoors, but the stallholders are hardier, and most won’t run and hide whilst there’s even one person to make money from.
     If you can charge up Halleck’s hovers you will have a valuable piece of equipment at your disposal. You also realize you’ve managed to keep hold of his Coin Bag. He won’t mind you borrowing it in the line of duty. (Add 10 Gold Pieces to your Adventure Sheet.)
     You check your waist; your trusty short sword is still there, thankfully. You get the feeling you might need it. (Add this to your Adventure Sheet.)
     “Whoa! Ain’t you a little junior for those hovers?”
     It’s Dav, a Goblin friend of yours who works in the local bakery. You vainly try to explain what happened on Nimbus and why you have Halleck’s hovers, but it’s still all so confusing and you have no answers to his questions yet.
     “Sounds like you’ve had quite the morning,” says Dav sympathetically, passing you a ginger-cream horn, which makes you feel just a little bit better. (Restore 1 STAMINA point.)
     “We all heard the explosion,” continues Dav. “Never seen the market fall so quiet. Some folks hid. Don’t blame ‘em with all the extra elemental energy wafting around here. Most of the stalls stayed open. You know the types around here; they wouldn’t budge unless the ground fell out from under them! Er, let’s hope it doesn’t come to that.”
     You resolutely tell Dav that you’re going to investigate what happened. “Probably best if I join you while you’re on Cumulus,” says the little Goblin. “I’ve done all my chores and you look like you could use the company. Plus, I got a few moves if anything gets a bit fighty. Oh, and here, this might come in handy.” He tosses you a Healing Potion. (This will restore up to 4 STAMINA points when drunk.)
     As long Dav is travelling with you, you may add 2 points when calculating your Attack Strength, you may increase any damage you cause by 1 point, and you may reduce any damage you suffer in battle by 1 point. (Make a note of this on your Adventure Sheet.)
     “Right,” says Dav, reading himself for adventure. “There’s a Goblin I know called Hazi who lives on the far side of the market. He used to work at the Citadel on Nimbus. He might know something. And we could always go and talk to Methedus, the Stormborn who works over at the mill. He might know a thing or two about the elemental energy that got released.
     “There are rumours that the explosion has stirred up some nasty critters.” Dav taps a small dagger at his belt. “Good job you got ol’ Dav with you. But maybe you want to tool up first, or make some coin?”
     If you want to head for Hazi’s place on the far side of the market, turn to 351. If you want to head to the mill, turn to 261. If you want to check out the market stalls, turn to 258. If you want to engage in a game of chance in the hope of increasing your gold, turn to 304.

Image

Please make your votes on where to go and what to name our hero before 7:00 PM PST to guarantee that they will be counted.

Adventure Sheet
???
SKILL: 12 INITIAL SKILL: 12
STAMINA: 20 INITIAL STAMINA: 20
LUCK: 12 INITIAL LUCK: 12
ITEMS:
Clothes
Backpack
Lantern
Hovers
Coin Bag
Healing Potion (+4 STAMINA)
Dav (In Combat, +2 Attack Strength, +1 Damage Dealt, and -1 Damage Taken)
GOLD: 10
PROVISONS: 0
WEAPONS:
Short Sword
CODEWORDS:
(None)
HOME ISLAND: Cumulus
RESURRECTION USED: No
Last edited by JourneymanN00b on Sun Mar 10, 2024 12:24 am, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Dogopolis »

Lets try our LUCK with a game of chance.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by pragma »

Game of luck then market stalls seems like a reasonable plan
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

Makes sense.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

According to the votes, it looks like the choice is to engage in a game of chance in the hope of increasing our hero’s gold reserves. Since there are no further name votes, I will name our hero Icarus Morningstar.

304
You approach one of the gambling stalls. “Win or lose it all on the roll of a dice!” shouts the Goblin running the stall. “Roll a five or six to win! Double your money. What are you willing to bet, Officer?”
     You can bet 1, 2 or 3 Gold Pieces. Then roll one die. If you roll a 5 or 6, you win and double the amount of Gold Pieces you bet. If you roll 1 to 4, you lose your stake.
     If you win, turn to 273. If you lose, turn to 247.

Please make your votes on how much to bet before 9:00 AM PST to guarantee that they will be counted.

Adventure Sheet
Icarus Morningstar
SKILL: 12 INITIAL SKILL: 12
STAMINA: 20 INITIAL STAMINA: 20
LUCK: 12 INITIAL LUCK: 12
ITEMS:
Clothes
Backpack
Lantern
Hovers
Coin Bag
Healing Potion (+4 STAMINA)
Dav (In Combat, +2 Attack Strength, +1 Damage Dealt, and -1 Damage Taken)
GOLD: 10
PROVISONS: 0
WEAPONS:
Short Sword
CODEWORDS:
(None)
HOME ISLAND: Cumulus
RESURRECTION USED: No
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Beroli »

The odds being against us, I'll vote to bet one gold.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

That seems wisest, yes. Though in theory we could double our gold, which seems unbalancing.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Votes acknowledged; betting 1 Gold Piece. Rolling the die yields a 5, so Icarus Morningstar gains 1 Gold Piece.

273
The Goblin begrudgingly hands over your winnings. You hope to play again, but the Goblin waves you away: “You think I’m made of gold, eh?”
     If you want to head for Hazi’s place on the far side of the market, turn to 351. If you want to head to the mill, turn to 261. If you have not yet browsed the stalls of the market traders, and would like to, turn to 258.

Image

Icarus Morningstar has not yet browsed the stalls of the market traders. Please make your votes before 7:00 PM PST to guarantee that they will be counted.

Adventure Sheet
Icarus Morningstar
SKILL: 12 INITIAL SKILL: 12
STAMINA: 20 INITIAL STAMINA: 20
LUCK: 12 INITIAL LUCK: 12
ITEMS:
Clothes
Backpack
Lantern
Hovers
Coin Bag
Healing Potion (+4 STAMINA)
Dav (In Combat, +2 Attack Strength, +1 Damage Dealt, and -1 Damage Taken)
GOLD: 11
PROVISONS: 0
WEAPONS:
Short Sword
CODEWORDS:
(None)
HOME ISLAND: Cumulus
RESURRECTION USED: No
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by pragma »

Browse stalls
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

Market traders.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Dogopolis »

Stalls
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Votes registered; browsing the stalls of the market traders.

258
You browse a nearby stall.
     You can buy some bread for 1 Gold Piece (which will restore 2 STAMINA points), or an apple pie for 2 Gold Pieces (which will restore 3 STAMINA points) or a Calming Potion for 2 Gold Pieces.
     Choose what you want to buy and deduct the appropriate number of Gold Pieces from your Adventure Sheet.
     If you want to head for Hazi’s place on the far side of the market, turn to 351. If you want to head to the mill, turn to 261. If you want to engage in a game of chance and maybe increase your gold, turn to 304.

Image

Please make your votes on whether to buy the Calming Potion and where to go next before 9:00 AM PST to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by pragma »

Buy the calming potion. Go see Hazi.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

But a calming potion, yeah, and then see Hazi.
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Votes recognized; buying a Calming Potion and heading for Hazi’s place on the far side of the market.

351
You continue through the main market. A few marketgoers nervously ask you what’s going on and if they are safe. You tell them that you’re investigating matters and they should carefully continue their business as normal until they receive further information. Privately you have no idea what that information is going to be, or if anyone is safe, but there’s no sense in creating more panic.
     You’re walking along, taking in the sights, sounds and smells at the market, when you feel a light tugging at your belt. You turn to see a creature that looks like a Cockroach the size of a dog skittering off with your Coin Bag in its mouth.
     If your Coin Bag is empty, turn to 336. If your Coin Bag still has some money in it, turn to 355.

Icarus Morningstar’s Coin Bag still has some money in it.

355
Remove all the Gold Pieces from the Gold Box on your Adventure Sheet.
     If Dav is with you, turn to 141. If Dav is not with you, turn to 307.

Dav is with Icarus Morningstar.

141
Dav picks up a large purple tuber from a nearby stall and hurls it after the creature. The root vegetable strikes the Cockroach’s shell, causing it to stagger briefly, shredding 1 Gold Piece from the bag. (Add this back to the Gold Box on your Adventure Sheet.) Unfortunately, the tuber strike was only enough to slow the creature down briefly. It readjusts its grip on your Coin Bag and skitters off.
     If you want to abandon your Coin Bag so that you can continue to the far side of the market, turn to 336. If you are determined to get it back, turn to 307.

Please make your votes before 7:00 PM PST to guarantee that they will be counted.

Adventure Sheet
Icarus Morningstar
SKILL: 12 INITIAL SKILL: 12
STAMINA: 20 INITIAL STAMINA: 20
LUCK: 12 INITIAL LUCK: 12
ITEMS:
Clothes
Backpack
Lantern
Hovers
Healing Potion (+4 STAMINA)
Dav (In Combat, +2 Attack Strength, +1 Damage Dealt, and -1 Damage Taken)
Calming Potion
GOLD: 1
PROVISONS: 0
WEAPONS:
Short Sword
CODEWORDS:
(None)
HOME ISLAND: Cumulus
RESURRECTION USED: No
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Beroli
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Beroli »

Get it back.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Vote registered; attempting to get back the Coin Bag.

307
You can’t let your coin bag be taken by this thieving beast! You give chase.
     The Cockroach dashes down an alleyway. You follow and come to a dead end. You look around to see where it could have scurried off to, and see a broken storm drain grate, which you might be able to squeeze through, and some steps leading up to the rooftops of some small ramshackle houses.
     If you want to try the storm drain, turn to 171. If you decide to head for the rooftops, turn to 117.

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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Since nobody voted, I will have Icarus Morningstar head for the rooftops.

117
You head up on to the rooftops. You get a good view over the marketplace, but there’s no sign of the creature. The way ahead looks a little unstable, but you pick up the sound of chittering at the edge on your hearing.
     Do you want to venture further onwards, return to the street and try the storm drain, or continue onwards without your gold?
     To continue over the rooftops, turn to 70. To return to the street and investigate the storm drain, turn to 171. To abandon your gold and continue to the far side of the market, turn to 336.

Please make your votes before 7:00 PM PST to guarantee that they will be counted.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

Continue going over the roofs.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by JourneymanN00b »

Vote acknowledged; continuing over the rooftops.

70
Image
There’s an explosion of earth and rotting wood

You move carefully over the rooftops, looking for any sign of the creature. The chittering noise gets louder. Suddenly, a section of roof gives way under your feet and you drop down sharply, landing hard on the floor below. (Lose 3 STAMINA points.)
     The hut you’ve dropped into is long abandoned, the floor half rotted away, and what remains is covered in dirt and viscous slime. Several Giant Cockroaches approach you, hissing; antennae waving angrily. There are far too many to take on at once.
     There’s a loud screeching sound and the Giant Cockroaches pull back. Something’s coming that even they are frightened of. The ground starts to vibrate. There’s an explosion of earth and rotting wood as a huge cockroach erupts from under the floor. At least you only have one target now.

COCKROACH QUEEN     SKILL 7     STAMINA 7

If you win, turn to 35.

The fight:
Round 1: Cockroach Queen Attack Strength: 11, Player Attack Strength: 23
Cockroach Queen Stamina: 4, Player Stamina: 17
Round 2: Cockroach Queen Attack Strength: 13, Player Attack Strength: 19
Cockroach Queen Stamina: 1, Player Stamina: 17
Round 3: Cockroach Queen Attack Strength: 18, Player Attack Strength: 20
Cockroach Queen Stamina: -2, Player Stamina: 17

To no surprise, Icarus Morningstar and Dav flawlessly kill the Cockroach Queen.

35
With the queen dead, the other Cockroaches quickly withdraw from your sight. You search the room, picking your way around the foul-smelling corpse. You don’t find your own Coin Bag, but you do find another with 3 more Gold Pieces in than you had when your own bag was taken. (Update this on the Gold Box on your Adventure Sheet.) You also find a small jar of healing honey and some dried fish. (Add these to your Adventure Sheet. The healing honey will restore up to 3 STAMINA points and the dried fish will give you 2 STAMINA points.)
     Climbing on top of the Queen Cockroach’s corpse, you are able to reach the hole in the roof. You pull yourself out and head back to your adventures, a little heavier and a little smellier. Turn to 336.

Image

336
You continue your journey across the market, this time being more wary about who, or what, might be following you. You’ve not been travelling for long when a young Goblin comes running up to you with an anxious look on his face.
     “I heard you were looking for me?” he pants, struggling to catch his breath.
     This is definitely no Stormborn, so it must be Hazi.
     “Do you have any news about him? Did he send you?”
     Confused, you ask who he’s referring to.
     “Vizigg the Elder Technomancer, of course! You mean he hasn’t sent word?”
     You shake your head and explain that you’re investigating what happened on Nimbus and were told you should speak to him.
     Hazi sinks down on a crate, looking miserable. “I used to be an apprentice of his before he retired. He always comes here to have breakfast, but today he missed it, with no explanation. If you’re heading to Asperitas, do you think you could check his house? I don’t have enough coin for the flyer ride.”
     You assure him that you will.
     “Thank you, Officer,” says Hazi, looking a little more relieved.
     You ask him whether he has any idea what might have happened on Nimbus.
     “I’ve not worked there for a few years, but I still can’t understand what could have caused the crash. Nimbus, like all our islands, is held up by large storm crystals. Unlike the crystals in your hovers, the island crystals are strong enough to hold their energy perpetually. If the crystals failed, then something caused that to happen. I fear it was no accident.”
     Add the codeword Hazi to your Adventure Sheet.
     If you have the storm crystal shard from Cirrus, turn to 282. If you don’t have the Storm crystal shard from Cirrus, turn to 185.

Icarus Morningstar does not have the Storm crystal shard from Cirrus.

185
You reassure Hazi that you will check in on Vizigg on Asperitas, and the Goblin thanks you. He reaches into his robe and passes you a couple of items: a piece of dried cuttlefish and an ornate dagger.
     (The dried cuttlefish will restore up to 2 STAMINA points when eaten, and the ornate dagger will add 1 point to your Attack Strength, if used in battle. Add these items to your Adventure Sheet.)
     You notice a sign pointing the way to the local Goblin flyer.
     If you want to go to the mill, and haven’t done so already, turn to 261. If you want to go to the flyer and find a way to the other islands, turn to 27.

Icarus Morningstar has not gone to the mill yet. Please make your votes before 9:00 AM PDT to guarantee that they will be counted.

Adventure Sheet
Icarus Morningstar
SKILL: 12 INITIAL SKILL: 12
STAMINA: 17 INITIAL STAMINA: 20
LUCK: 12 INITIAL LUCK: 12
ITEMS:
Clothes
Backpack
Lantern
Hovers
Healing Potion (+4 STAMINA)
Dav (In Combat, +2 Attack Strength, +1 Damage Dealt, and -1 Damage Taken)
Calming Potion
Coin Bag
Small Jar of Healing Honey (+3 STAMINA)
Dried Fish (+2 STAMINA)
Dried Cuttlefish (+2 STAMINA)
GOLD: 13
PROVISONS: 0
WEAPONS:
Short Sword
Ornate Dagger (+1 Attack Strength)
CODEWORDS:
Hazi
HOME ISLAND: Cumulus
RESURRECTION USED: No
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 69 – Crystal of Storms

Post by Thaluikhain »

The Mill, I guess.
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