Let's play FF#44 Legend of the Shadow Warriors.

Stories about games that you run and/or have played in.

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Mr Shine
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Post by Mr Shine »

You have found the vital book of numbers, written by Parcleasus the numerologist. You leaf through it until you find the most important page and tear it out of the book. You can study the page now or at any time in the future by turning to [reference]. Just as you close the book a secret panel in the far wall slides open! If you have a Chameleon Cloak...√ otherwise...
This is the paragraph it links to.

Image

In your hands is a page from the Astrakaans Numeris laid down by Parclasus, the numerologist. Though born blind he has a mystical sight which has given him the ability to chart the complex, unexplored realm of numbers. He has combined both gifts into the creation of this rare book, which predicts the return of Voivod and provides the numerologic knowledge required to defeat him. Filled with horror you read tales of Voivod's first existence on Titan, but you are relieved to see the numerology is easy to understand. Basically [explanation of how to turn words into numbers]
This is pretty weak, in my opinion. Obviously it's vital to a gamebook player to be able to turn words into numbers when the text tells you to otherwise you can't proceed. However it offers no in-story why this would be useful or necessary to Spoopy at all.

Two cultists step out of the secret passage. Before they can see you, you drop to the floor and throw the Chameleon Cloak over yourself. The Dark Elves sit down and talk. Behind them, the secret door starts to slide shut. Now, if you want to, you may hurry through the secret door before it shuts. Otherwise, you will have to go back out into the hall and choose either the north door, the east door or the west door. Whichever way you go, you take off the Chameleon Cloak and return it to your pack once you have left the library. Because the Dark Elves remain inside the library, you dare not risk returning here again.
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Post by SGamerz »

North for no apparent reason. If anybody else has a hunch or some other reason that another direction might be better, discount this vote.
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Sirocco
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Post by Sirocco »

This is the only chance we'll have to enter that secret door, since we can't come back here. So I propose we do just that.
Omegonthesane
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Post by Omegonthesane »

Find the secret!
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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Mr Shine
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Post by Mr Shine »

Image

The long and winding staircase brings you to the cult's innermost sanctum: the secret chamber where the cruel and misguided Dark Elves keep their 'god' a prisoner! Across the room is another staircase, leading upwards this time. But before this exit is a treasure mound, and on this mound lies something totally beyond the range of your experience. It looks like a cross between a cobra, a goat and a man, and it has six sword-wielding arms. Fortunately the creature is asleep at the moment, and it is bound to the wall by a strand of magic You are sneaking across to the other staircase when you catch sight of a magic ring lying on the floor. You are about to pick it up when the creature’s arms start waving their swords at you. The thing is waking up! If you have some manacles, you can use them to bind the creature while you either attack it or make good your escape- lf you wish to bind two of its arms together... If you wish to bind its ankles together...
But if you have no manacles...√

The creature blinks once, twice, then it is upon you. Its mighty hoofs shake the very stone beneath your feet as it powers towards you. Each Attack Round, all six of its arms attack you at the same time (each with a SKILL score of 8), but you may strike back against only one of them, as if fighting six separate opponents. If you win against any of its other arms, your blows have no effect, servin8 only as parries. You will be fortunate to survive this encounter with one of the ancient Kalundai.

KALUNDAI SKILL 8 STAMINA 20
Fight it or spear it?
Omegonthesane
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Post by Omegonthesane »

We only have approximately a 66% chance of hitting or blocking each time, and this thing effectively outnumbers us "Fuck You" to one. SPEAR
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Sirocco
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Post by Sirocco »

Well, fuck. This ring had better be worth it. Spear.
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Post by Darth Rabbitt »

Spear time.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Mr Shine »

You hear shouting coming from the top of the staircase by which you entered, 'After the intruder!' The Dark Elf cultists have discovered your presence, and a dozen of them are rushing down the stairs in search for you. You quickly pick up the magic ring from the floor and make for the other staircase.

You have found the ring of Rabbam: it weakens necromatic beings such as the shadow warriors. Whenever you fight a shadow warrior in future, ignore its special combat instructions.

Now you must go, before the cultists catch you -you will have to leave behind any manacles you used here You run up the second staircase and along a long, dark corridor which ends in a fork Will you go to the left or to the right
Spoopy Cojones, Agent of the Horned God
SK 10/10 ST 13/19 LU 11/12
Loaded Die
Chameleon Cloak
1 fire cracker
3 Provisions
Mirror
Ring of Agility (3 charges)
Calthrops (1),
Lantern
Oilskin*2
2 gold pieces
Spear of Doom (4)
Long Dagger
Ring of Rabbam

Non optimal game overs:
1. Trapped in an endless nightmare by the Nightmare Master
Last edited by Mr Shine on Mon Apr 25, 2016 1:36 pm, edited 1 time in total.
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Sirocco
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Post by Sirocco »

Shiny!

Random coin flip says left.
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Darth Rabbitt
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Post by Darth Rabbitt »

That ring actually sounds pretty useful. And left works for me.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Mr Shine »

The corridor opens out into a vast natural cavern which is rent in half by a bottomless chasm. A slender rope bridge offers the only way across Your pursuers are more used to these caves than you are, and four of them have almost caught up with you. If you have any Calthrops, you may throw a set down before you cross the bridge. If you do so, cross the Calthrops off your Adventure Sheet and roll one die. The number rolled gives you the number of cultists you shake off. Those you manage to lose in this way should come from the bottom of the list below. You must fight any who continue the chase, one after the other.
We roll a 2
First CULTIST SKILL 7 STAMINA 7
Second CULTIST SKILL 8 STAMINA 5
Third CULTIST SKILL 6 STAMINA 6
Fourth CULTIST SKILL 9 STAMINA 7

Spoopy 21 First Cultist 17 First Cultist at 5
Spoopy 18 First Cultist 10 First Cultist at 3
Spoopy 20 First Cultist 16 First Cultist at 1
Spoopy 19 First Cultist 17 First Cultist dead

Spoopy 14 Second Cultist 17 Spoopy at 11
Spoopy 14 Second Cultist 12 Second Cultist at 3
Spoopy 21 Second Cultist 10 Second Cultist at 1
Spoopy 14 Second Cultist 18 Spoopy at 9
Spoopy 21 Second Cultist 13 Second Cultist dead

If you win - or if you lose them all...

You sprint across the bridge and soon reach the far side. There, you see that it is suspended by strong ropes tied to wooden posts. More fleet-fooled cultists are crossing the bridge after you. If you want to try and cut the ropes so that the bridge and all the howling cultists on it fall into the chasm... If you would rather keep on running...
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Darth Rabbitt
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Post by Darth Rabbitt »

This seems like the kind of thing that will come back to bite us in the ass later ("You are looking for a way to escape the cave. Did you cut the bridge earlier?") So I'd actually suggest not cutting the rope and hope that we can duck in somewhere and use our Chameleon Cloak again.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Sirocco
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Post by Sirocco »

^ That does sound like a good plan.
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Post by SGamerz »

The image is just too tempting an option for me. Cut the ropes!
Omegonthesane
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Post by Omegonthesane »

Let's not burn any bridges.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Mr Shine
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Post by Mr Shine »

You turn and run, but the Dark EIf archers are ready for you Roll one die and deduct 1 from the total, to see how many arrows hit you deduct 2 points from your STAMINA for each arrow that hits. If you are still alive, you keep on running, pulling the arrows out of your back as you go! But the cultists continue the chase Worse, you can hear the shouts of more cultists coming from this side of the chasm. Will you now go to the left or to the right
We roll a 4, Spoopy now at 3 STAMINA.
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Sirocco
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Post by Sirocco »

Fuck those dark elves. Also those blind choices.
Right, just for variety's sake.
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Post by Darth Rabbitt »

Sure, right.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Mr Shine »

Entering a dark passageway you run round a corner. then along a seemingly interminable corridor At first you think that your eyes are playing tricks on vou, but no. There is daylight at lhe end of the tunnel, however a Dark Elf cultist stands guard

DARK ELF CULTIST SKILL 7 STAMINA 10
Spoopy 15 Dark Elf 16 Spoopy at 1
Spoopy 20 Dark Elf 13 Dark Elf at 8
Spoopy 16 Dark Elf 17 Spoopy dead.
RIP Spoopy. We were this close to Karnstein *hold fingers so nearly touching*
Of course that's where the real meat grinder starts
How do you want to proceed? Just roll the fight again, retroactively nom a few meals, cut the rope bridge, don't use the secret door, or any other point of diversion? Also do you want to pretend that we never bought some of the items we didn't use and instead bought extra provisions?
None of the unused items we paid money for are of any use in the remainder of the book.
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Post by Omegonthesane »

Pretend we bought provisions and ate whenever we'd get the full benefit... regardless, and a half vote to pick up right where we left off at that fateful combat round.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Sirocco
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Post by Sirocco »

I vote we cut the rope bridge and change nothing else, for now. Realistically, we can't eat while fleeing, so let's wait for a more opportune moment.
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Post by Mr Shine »

I'll combine those choices. We do retroactively buy food, we cut the rope, but don't eat whilst being chased.
Roll one die: the number you roll tells you the nurnber of attempts you may make to cut the ropes before the Dark Elves will reach you. You must roll 9 or above with two dice, in order to succeed. If you don't have a weapon, you must subtract 1 from your rolls- If you succeed in cutting the ropes inside the allotted number of tries.... If you don't manage it...√

4 tries
8 6 5 4
Your efforts come to nothing, for, though the rope is damaged, it is strong enough lo hold up the bridge One of the cultists attacks you with a sacrificial dagger, while others ready their bows. You must defeat your foe before it is too late.

DARK ELF CULTIST SKTLL 7 STAMINA 8
Spoopy 21 Dark Elf 10 Dark Elf at 6
Spoopy 16 Dark Elf 16 no change
Spoopy 18 Dark Elf 10 Dark Elf at 4
Spoopy 18 Dark Elf 16 Dark Elf at 2
Spoopy 16 Dark Elf 18 Spoopy at 7
Spoopy 14 Dark Elf 13 Dark Elf dead
If you win, you may either return to cutting the ropes...√ or leave them alone and flee...
We know what happens if we flee, the reference for carrying on is the same as for success.
There is a loud twanging sound as the ropes snap. The bridge swings down into the chasm, and the Dark Elves fall, screaming, to their doom. Your joy fades, however, when you hear more cultists arriving, on your side of the chasm! quickly, will you go to the left or to the right...√
We know right is right here.
Entering a dark passageway you run round a corner. then along a seemingly interminable corridor At first you think that your eyes are playing tricks on vou, but no. There is daylight at lhe end of the tunnel, however a Dark Elf cultist stands guard

DARK ELF CULTIST SKILL 7 STAMINA 10
If you win...
Spoopy 14 Dark Elf 14 no change
Spoopy 15 Dark Elf 14 Dark Elf at 8
Spoopy 18 Dark Elf 14 Dark Elf at 6
Spoopy 17 Dark Elf 17 no change
Spoopy 20 Dark Elf 16 Dark Elf at 4
Spoopy 19 Dark Elf 14 Dark Elf at 2
Spoopy 21 Dark Elf 15 Dark Elf dead

Glad to be free of the cultists, you make for the bright light of the open arch. Because you have spent almost a day skulking around in dark corridors, the sun blinds your eyes, but you race on. The Dark Elves, however, stop dead in their tracks- After countless years of living in the catacombs, they have come to fear the sun. They heap curses on you as you make good your escape. And when you open your eyes properly, you are amazed to find yourself on a low hilltop, overlooking Karnstein! You have come through the Witchtooth Line and lived to tell the tale.

Image

At last - Karnstein! Nestling beneath the mountains of the Witchtooth Line, the once pleasant village has been razed to the ground Tears fill your eyes as you walk through streets that are littered with corpses. you must avenge the villagers, you must stop Voivod! Have lhe Shadow Warriors already found the ancient War lord? Despairing, you fall to your knees and beg the people of Karnstein for forgiveness. 'Not too late,' gasps a voice. A man, close to death, lies nearby. “Voivod . . . gone . . - to raise army . from fhe dead . . take thisssss . .” then he is dead A piece of paper flaps in his hand. You take it and see that it is a map of the local area. You must use it in some way to find Voivod. Now think ba& over your adventure. If you have either visited the Burning Balrog Tavern or searched for the Hermit... √ If you have visited both these places... If you have been to neither, or have been to either or both of them but have also travelled with the Circus of Dreams, or have been a captive of The Orcs of the Black Scorpion...

Looking at the map, you need to know two things: the first is where you think Voivod will be right now -you will need a degree of common sense to work this out. Once you have decided where, on the map, Voivod is, you will have to tum that place-name into numbers. If you have this knowledge, set to work immediately. When you think you have found the right number turn to it. If the entry you tum to does not make sense, you have chosen wrongly If the entry does make sense, carry on with the adventure. Because you have taken so long to reach the village, you get only one shot at this. If you choose wrongly, or if you just don't know how to find Voivod in the first place...
We pass through 3 non combat paragraphs, so I scoffed back up to full.


Spoopy Cojones, Agent of the Horned God
SK 10/10 ST 19/19 LU 11/12
Loaded Die
Chameleon Cloak
9 Provisions
2 gold pieces
Spear of Doom (4)
Long Dagger
Ring of Rabbam

Non optimal game overs:
1. Trapped in an endless nightmare by the Nightmare Master
2. Ganked by the final Dark Elf guard on the way out of their lair.
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Sirocco
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Post by Sirocco »

I'm going to say ...Graveyard? But I can't make out the name in the map.
It's either that or the Battle Plains.
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Post by Mr Shine »

Fenmar Graveyard
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