Let's Play Fighting Fantasy #1: Warlock of Firetop Mountain

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What book should I run next?

#3 The Forest of Doom
1
14%
#16 Seas of Blood
3
43%
#44 Spectral Stalkers
3
43%
 
Total votes: 7

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Darth Rabbitt
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Let's Play Fighting Fantasy #1: Warlock of Firetop Mountain

Post by Darth Rabbitt »

Image
The Warlock of Firetop Mountain is a different kind of book. As well as the book itself, you will need two dice, a pencil and an eraser: then, armed with these tools, you can become the hero in a perilous quest to find the Warlock's hidden treasure. The treasure is hidden deep within a dungeon which you must explore, populated with a multitude of underworld monsters which you must fight and kill - or be killed in the attempt.

Part novel, with its exciting story, and part game, with its elaborate combat system, this book holds many adventures in store for you. Each page presents different challenges, and the choices you make will send you on different paths and into different battles. You may get lost in the maze, have your strength sapped by a hideous Wight, die in a battle with Orcs, or fall to any one of the dozens of creatures guarding the Warlock's treasure-vaults. Or, with courage, determination and a fair amount of luck, you may survive through all traps and battles to the innermost chambers of the Warlock's domain where the treasure is hidden.

Magic and monsters are as real as life in this sword-and-sorcery treasure hunt which will keep you spellbound for hours on end!

HOW TO FIGHT CREATURES OF THE UNDERWORLD

Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a shield together with a rucksack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.

To see how effective your preparations have been you must first use the dice to determine your initial SKILL and STAMINA scores. [references to the book's character sheet cut]
Skill, Stamina, and Luck

Roll one die. Add 6 to the result. This is your SKILL score.

Roll two dice. Add 12 points to the result. This is your STAMINA score.

Roll one die. Add 6 to the result. This is your LUCK score.

(I rolled a SKILL 11, STAMINA 16, LUCK 10 character. Glass jaw but otherwise pretty nice.)

For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.

Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Battles
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee might 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 [...] The scores for each creature are given in the book each time you have an encounter. The sequence of combat is then:
1. Roll the two dice once for the creature. Add its SKILL score to the roll. The total is the creature's Attack Strength.
2. Roll the two dice once for yourself. Add the number rolled to your current SKILL score. The 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 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 (repeat steps 1-6). This sequence continues until the STAMINA of either you or the creature you are fighting has been reduced to zero (death)
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below.) You may only Escape if that option is specifically given to you on the page.
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
On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky and you will be penalized. Each time you Test your Luck, you must subtract one 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
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.

If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
Restoring Skill, Stamina, and Luck
Skill
Your SKILL score will not change much during your adventure. Occasionally, a page 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 two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.

Stamina and Provisions
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!
Your haversack contains enough Provisions for ten meals. You may rest and eat only when allowed by the instructions on a page, and you may only eat one meal at a time. Eating a meal restores 4 STAMINA points. Whenever you eat a meal, add 4 points to your STAMINA and deduct 1 point from your Provisions. [another bit on writing things down cut] Remember that you have a long way to go, so use your Provisions wisely!

Remember also that your STAMINA score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.

Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
EQUIPMENT AND POTIONS
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You have a sword and are dressed in leather armor. You have a rucksack (haversack, backpack) to hold your Provisions and any treasures you may come across. You also carry a lantern which lights your way.

In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any one of the following:

A Potion of Skill - restores SKILL points
A Potion of Strength - restores STAMINA points
A Potion of Fortune - restores LUCK points and adds 1 to Initial LUCK

These potions may be taken at any time during your adventure (except when engaged in a Battle.) Taking a measure of potion will restore SKILL, STAMINA, and LUCK to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).

Each bottle of potion contains enough for two measure, i.e. the characteristic may be restored twice during an adventure. Each time it is used make a note on your Adventure Sheet.

Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
RUMORS
Only a foolhardy adventurer would embark on such a perilous quest without first finding out as much as possible about the mountain and its treasures. Before your arrival at the foot of Firetop Mountain, you spent several days with the townsfolk of a local village some two days' journey from the base. Being a likable sort of person, you found it easy to get on with the local peasants. Although they told many stories about the mysterious Warlock's sanctuary, you could not feel sure that all - or indeed any - of these were based on fact. The villagers had seen many adventurers pass through on their way to the mountain, but very few ever returned. The journey ahead was extremely dangerous, that you knew for certain. Of those who returned, none contemplated going back to Firetop Mountain.

There seemed to be some truth in the rumor that the Warlock's treasure was stored in a magnificent chest with two locks, and the keys to these locks were guarded by various creatures within the dungeons. The Warlock himself was a sorcerer of great power. Some described him as old, others as young. Some said his power came from an enchanted deck of cards, others from the silky black gloves that he wore.

The entrance to the mountain was guarded by a pack of warty-faced Goblins, stupid creatures, fond of their food and drink. Towards the inner chamber, the creatures became more fearsome. To reach the inner chambers you would have to cross a river. The ferry service was regular, but the ferryman enjoyed a good barter, so you should save a Gold Piece. The locals also encouraged you to keep a good map of your wanderings, for without a map you would end up hopelessly lost within the mountain.

When it finally came to your day of leaving, the whole village turned out to wish you a safe journey. Tears came to the eyes of many of the women, young and old alike. You couldn't help wondering whether they were tears of sorrow shed by eyes which would never see you alive again...
Now turn over

(I do love how nothing here indicates the Warlock is evil in any way. We're literally just a D&D Murder Hobo here.)
Image
At last your two-day hike is over. You unsheathe your sword, lay it on the ground and sigh with relief as you lower yourself down on to the mossy rocks to sit for a moment's rest. You stretch, rub your eyes and finally look up at Firetop Mountain.

The very mountain itself looks menacing. The steep face in front of you looks to have been savaged by the claws of some gargantuan beast. Sharp rocky crags jut out at unnatural angles. At the top of the mountain you can see the eerie red coloring - probably some strange vegetation - which has given the mountain its name. Perhaps no one will ever know exactly what grows up there, as climbing the peak must surely be impossible.

Your quest lies ahead of you. Across the clearing is a dark cave entrance. You pick up your sword, get to your feet and consider what dangers may lie ahead of you. But with determination, you thrust the sword home into its scabbard and approach the cave.

You peer into the gloom to see dark, slimy walls with pools of water on the stone floor in front of you. The air is cold and dank. You light your lantern and step warily into the blackness. Cobwebs brush your face and you hear the scurrying of tiny feet: rats, most likely. You set off into the cave. After a few yards you arrive at a junction. Will you turn west or east?

(Ah, completely uninformed choices. Also, what type of potion do we want? This is an Ian Livingstone book so we get a free Potion.)

You [name to be determined]
SKILL 11/11
STAMINA 16/16
LUCK 10/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potion: One of either Skill (restores SKILL to Initial score when drunk), Strength (same but with STAMINA) or Fortune (restores current and Initial LUCK to Initial score +1).

EDIT: I didn't notice that the Potions in this can be used twice, instead of once like in later books. Fixed that.
Last edited by Darth Rabbitt on Wed Aug 14, 2013 2:38 pm, edited 1 time in total.
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Post by Starmaker »

(Ah, completely uninformed choices. Also, what type of potion do we want? This is an Ian Livingstone book so we get a free Potion.)

And we don't know whether we entered from the north or from the south, to infer which of the two absolute directions is "right". West and Skill.
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Post by MisterDee »

West and Skill, yeah.
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Post by Chamomile »

I played/read this one a while ago. I don't remember much of the actual solution, but what I do remember is that victory relies upon you choosing the correct path at multiple different junctions with no indication as to which is the right way and no reason given whatsoever why you can't just double back and explore the other routes.

So, good luck.
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Post by Darth Rabbitt »

Image
There is a right-hand turn to the north in the passage. Cautiously you approach to see a sentry post on the corner and, as you look in, you can see a strange Goblin-like creature in leather armor asleep at his post. You try to tiptoe past him. Test your Luck. (2,3=5; Lucky.) If you are Lucky, he does not wake up and remains snoring loudly.

To your left, on the west face of the passage, there is a rough-cut wooden door. You listen at the door and can hear a rasping sound which may be some sort of creature snoring. Do you want to open the door? Or do you wish to press on northwards?

You [name to be determined]
SKILL 11/11
STAMINA 16/16
LUCK 9/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potion: Potion of Skill (restores SKILL to Initial value)
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Post by Omegonthesane »

Open the door, despite the fact I suspect it's a trap.

And I vote Old Man Henderson Jr for character name.
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Post by Shrapnel »

Omegonthesane wrote:And I vote Old Man Henderson Jr for character name.
PERFECT.

By the way, Optimus Prime has a saying: "Its not a trap if you know its a trap." Open the shit outta that door.
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Post by Darth Rabbitt »

The door opens to reveal a small, smelly room. In the center of the room is a rickety wooden table on which stands a lit candle. Underneath the table is a small wooden box. Asleep on a straw mattress in the far corner of the room is a short, stocky creature with an ugly, warty face; the same sort of creature that you found asleep at the sentry post. He must be the guard for the night watch. You may either return to the corridor and press on northwards or creep into the room and try to take the box without waking the creature.

Old Man Henderson Jr.
SKILL 11/11
STAMINA 16/16
LUCK 9/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potion: Potion of Skill (restores SKILL to Initial value)
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Post by Korgan0 »

take the box THERE COULD BE CANDY
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Post by Darth Rabbitt »

Test your Luck. (6,2=8; Lucky.) He does not wake up.

You leave the room and open the box in the passage. Inside you find a single Piece of Gold and a small mouse, which must have been the creature's pet. You keep the coin and release the mouse, which scurries off down the passageway. Gain 2 LUCK points.

Further up the passage along the west wall you see another door. You listen at it but hear nothing. Do you want to try opening the door or do you want to continue northwards?

Old Man Henderson Jr.
SKILL 11/11
STAMINA 16/16
LUCK 10/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potions: Potion of Skill (restores SKILL to Initial value)
Gold Pieces: 1
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Post by Omegonthesane »

Open the door, trigger the trap.
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Post by Darth Rabbitt »

The door opens to reveal a small room with a stone floor and dirty walls. There is a stale smell in the air. In the center of the room is a makeshift wooden table on which is standing a lit candle. Under the table is a small box. In the far corner of the room is a straw mattress. You may either open the box or leave the room.
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Post by Omegonthesane »

This feels like they're padding out to 400 sections. Open the dick in a box.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by Darth Rabbitt »

(Damn straight they are. Literally the first half of this book was written by a different person than the second half: Ian Livingstone and UK Steve Jackson, respectively. There's a reason why I said this book suffers all of Space Assassin's problems.)
Image
The box is light, but something rattles within. You open the lid and a small SNAKE darts out to bite at you. You must fight the Snake.

SNAKE SKILL 5 STAMINA 2

Combat Log:
Snake 15, Henderson 21. The Snake is dead.
The box has fallen to the ground during your fight with the Snake and out of it has fallen a bronze-colored key with the number 99 carved into it. You may take this key with you (note it on your Equipment List) and leave the room. Add 1 LUCK point.

(I assume we take it and damn does this book hand out LUCK points like candy.)

Further up the passage on the west wall you see another similar door. You listen at the door and grimace to hear the worst singing you have ever heard in your life! Do you want to go into the room to investigate this hideous din or walk on up the passageway?

Old Man Henderson Jr.
SKILL 11/11
STAMINA 16/16
LUCK 10/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potions: Potion of Skill (restores SKILL to Initial value)
Gold Pieces: 1
Keys: Bronze Key #99
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Post by MisterDee »

Old Man Henderson Jr. is a Celine Dion fan. Open the door.
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Post by Darth Rabbitt »

Image
The door opens to reveal a small room. The room is dirty and unkempt. A straw mattress lies in one corner. In the center of the room is a wooden table upon which a candle burns, lighting the room with its flickering flame. A small box rests under the table. Seated around the table are two small creatures with warty skin, dressed in leather armor. They are drinking some kind of grog and, by the way they stagger to their feet on your arrival, you assume they are very drunk. You may either draw your sword and leap forward at them or slam the door quickly and run on up the passage.
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Post by Chamomile »

Darth Rabbitt wrote:(Damn straight they are. Literally the first half of this book was written by a different person than the second half: Ian Livingstone and UK Steve Jackson, respectively. There's a reason why I said this book suffers all of Space Assassin's problems.)
So UK Steve Jackson makes games that are fun and fair (if also cliched and lacking verisimilitude) while Ian Livingstone is an arbitrary jackass.

Let's murder the goblins and take their swag.
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Post by Darth Rabbitt »

(Yeah, but sometimes they switch places: UK Steve Jackson's House of Hell is 400 sections of arbitrary jackassery, for instance, and Ian Livingstone's Island of the Lizard King is fun and fair, if totally cliche and lacking in verisimilitude.)

The two drunken ORCS you now face are obviously startled at your entrance and, as quickly as they are able, they fumble around for the weapons. You must attack each one in turn. Their drunkenness allows you to add 1 point to your dice roll when rolling to work out your Attack Strenght, during each Attack Round.

First ORC SKILL 5 STAMINA 4
Second ORC SKILL 5 STAMINA 5

Combat Log:
Orc A 11, Henderson 16. Orc A is at 2.
Orc A 16, Henderson 18. Orc A is dead.
Orc B 15, Henderson 19. Orc B is at 3.
Orc B 11, Henderson 14. Orc B is at 1.
Orc B 10, Henderson 19. Orc B is dead.
You wipe your bloodied sword on the mattress. The green blood leaves a slimy stain on the straw. Stepping over the bodies towards the table you flinch at the foul stench of the creatures. You pick up the box from under the table and examine it. It is a small wooden box with crude hinges. The name "Farrigo Di Maggio" is inscribed on a brass nameplate on its lid. Do you wish to open the box or leave it behind and leave the room?

(Well, we murdered the Orcs, so now it's time to liberate their booty from its box.)

The box contains a small leather-bound book entitled The Making and Casting of Dragonfire. You open the pages and begin to read. Fortunately it is written in your own language and so was probably not understood by the Orcs - otherwise this treasure would certainly not be as loosely guarded as it was.

The book is written in tiny handwriting by Farrigo Di Maggio. In it he tells the story of his life's work; the creation of the Dragonfire spell with which to fight evil Dragons. You read how, in his last years, Farrigo finally perfected his spell but by then was too old to make use of it. So he completed his book, locked it in a chest and hid it in the depths of Firetop Mountain, afraid that it might fall into the wrong hands. The last page reads:
Image
You say these words slowly and softly. Suddenly, the pages seem to glow and as this glow disappears, so do the words on the pages of the book. You repeat the spell to yourself to memorize it and leave the room.

(Ladies and gentlemen, we just learned the Dragon Slave.)

You eventually arrive at the end of the passage, at a three way junction. You may turn either to the west or to the east.
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Post by Chamomile »

Crap. I think this is the first of those "choose the wrong way and winning is impossible, and you can't double back to check out both passages because shut up" junctions. My vague recollections of this book leave me entirely uncertain as to which is the correct path, but I think...West? I'm voting west.
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Post by Darth Rabbitt »

(Note: I forgot to note that the potion can be used twice in this book. But from what we've seen so far I doubt that information would make us want to re-select our potion.)

The passageway runs straight for several meters and then ends at a wooden door. You listen at the door and hear angry shouting coming from within. Will you investigate or turn back?

Old Man Henderson Jr.
SKILL 11/11
STAMINA 16/16
LUCK 10/10
Equipment: Sword, Shield, Leather Armor
Provisions: 10 (+4 STAMINA each)
Potions: Potion of Skill (restores SKILL to Initial value, 2/2 uses left)
Gold Pieces: 1
Keys: Bronze Key #99
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Post by MisterDee »

Investigate.
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Post by Omegonthesane »

Investigate of course. Especially if this means we can double back properly.
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Post by Darth Rabbitt »

Image
You open the door to a large room. A large chair behind a solid-looking table suggests to you that someone, or something, of rank uses this room. A chest in the center catches your eye. In a corner of the room stands a man-sized creature with a warty face, standing over a smaller creature of similar race. With the whip in his hand, the ORC CHIEFTAIN has been beating his servant, who is whimpering beneath him. Will you:

Attack them both?
Spring at the chieftain in the hope that his servant will aid you?
Leave the room and head back for the junction?
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Post by MisterDee »

Attack the chieftain.
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Post by Chamomile »

SOP: Kill uglies, take swag.
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