[Let's Play] Fighting Fantasy 61(?) - Howl of the Werewolf!

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SlyJohnny
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Post by SlyJohnny »

I agree with Darth's proposal.
Omegonthesane
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Post by Omegonthesane »

Thirding Darth.
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 SGamerz »

Here's the Flintlock Pistol manual:
To use your Flintlock Pistol against an opponent before engaging in conventional combat you first have to work out whether you have the initiative to use the following rules.

1. If your opponent has a higher SKILL score than you, they are too quick for you and you cannot use your pistol in time. Conduct the battle as normal. If your SKILL scores are the same you are able to get off one shot. If your SKILL score is greater, go to 2.

2. Subtract your opponent's SKILL score from your SKILL score. This is how many shots you have time to fire before your opponent is on you, as long as you have enough bullets.

3. For each shot Test your Skill. If you are successful you wound your opponent, go to 4. If you fail, your shot misses, go to 5.

4. Roll one die. If you roll a 6, go to 7. If you roll 1-5, go to 5.

5. Conventional bullets will cause 2 STAMINA points of damage. Silver Bullets will cause Were-creatures 3 STAMINA points of damage and all other opponents 2 STAMINA points. However, Silver Bullets will also injure Undead and Demons.

6. If you still have more shots to fire (and you want to) go to 3. If not you must engage your opponent in hand-to-hand combat.

7. You have made a kill shot. Your opponent is dead! Continue as if you won the battle hand-to-hand.

No return to where you have just come from.
So....yeah, the gun kind of sucks, because you can't use it against opponents more skilled than you....which would realistically be the kind of opponent we'd want to shoot before they can get close to us. :/

Triple W has a high SKILL, so can probably use it against most opponents, but most of the time he probably won't need it.

I probably should have posted this before giving the option to purchase bullets. If you guys decide that it's not really worth the money after all, feel free to alter your shopping list. For now, I'd assume we use Darth's list.

In the meantime, let's take a look at the more mundane equipment choices:
At various stalls around the square you find the sorts of things you might be looking for.

Item Cost
Sword 10 Gold Pieces
Dagger 6 Gold Pieces
Rope and grapple 3 Gold Pieces
Crossbow and six quarrels 12 Gold Pieces
Breastplate 8 Gold Pieces
Lantern and tinderbox 3 Gold Pieces
Provisions 1 Gold Pieces per Meal

The majority of the items listed do not need any explanation. There are a few things you should be aware of, however. The dagger is lighter and less expensive than the sword, but if you fight with this you must reduce your Attack Strength by 1 point. You may use the crossbow once in each battle you fight before having to engage hand-to-hand combat (as long as you still have quarrels to shoot); Test your Skill and if you succeed your crossbow bolt costs your opponent 2 STAMINA points. On a roll of 1-3 the Breastplate will reduce any damage done against you by 1 point. You may buy as many Meals' worth of Provisions as you can afford; each Meal will restore up to 4 lost STAMINA points.

Make whatever purchases you desire (as long as you have enough money, of course) and then decide what you would like to do next. Will you:

Visit the alchemist-cum-metallurgist's stand?
Join the hunting party before the town hall?
Leave Vargenhof altogether?
Speaking of meals....we consume another Meal and bring our STAMINA up to 12.

Tentatively, we're at 9 GP, but like I said I can allow for re-consideration in this case over our last purchases, since I forgot to post the Pistol instructions beforehand.

Also let me now if you wish to join the hunters after you finish making your purchase!
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Post by Thaluikhain »

Wait, you automatically get a shot off with your crossbow, but not from your pistol, and you can fire more than once if you skill is more than 1 higher than theirs? Ok.

I might suggest only melting one candlestick, and having enough for a breastplate + rope and grapnel.
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Post by Darth Rabbitt »

I like that crossbow, but not enough to give up having any silver bullets (which I suspect will be of great use to some specific foe later on). Buy the grappling hook and the breastplate, since a 50% chance to halve damage whenever hit is really nice given our low STAMINA.

Melt down one of our silver items for 6 silver bullets. Still buy the brass key and the lock.

So that's:
6 Silver Bullets (6 GP and one silver item)
Iron Padlock (5 GP)
Brass Key (4 GP)
Rope and Grapple (3 GP)
Breastplate (8 GP)

which leaves us with 4 GP. I could see buying a Healing Potion or some Provisions, but we might want to just keep the spare gold in case we need it later on.
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Post by SGamerz »

While we're waiting on whether the others agree with the revised shopping list, please also indicate if you would prefer to join the hunters or leave the town after the shopping is done.
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Post by Thaluikhain »

I agree with Darth Rabbit's shopping list, and suggest joining the hunters.
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Post by Darth Rabbitt »

I'm in favor of not joining the hunters.
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Post by Thaluikhain »

I will change my vote to not joining the hunters to avoid a deadlock if there are no other votes.
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Post by SGamerz »

Two days, and no other votes, so Triple W in a rare occurrence decides to skip a potential side-quest (purchases have been made in accordance with Darth's revised shopping list)....
You journey for a night and a day, taking the road north through the pinewoods, crossing a bridge spanning a dark chasm, and onwards along the edge of the precipitous Garou Gorge, following signs to Wulfenstein. Make a note of the number 140 on your Adventure Sheet and then turn to 20.
That looks familiar.....
The lycanthropy is steadily spreading throughout your body and changes are being wrought at the core of your being. In fact, perversely the curse of the werewolf is making you physically stronger and more adept. Increase your current and Initial SKILL score by 1 point and your current and Initial STAMINA score by 2 points. You must also increase your CHANGE score by 1 point. And there are other changes you are becoming aware of, too, which might not be altogether unbeneficial. Roll one dice and turn to the paragraph indicated. Remember each of the following may occur only once. If you roll a number you have rolled before, roll again.

Dice roll 1 Turn to 51
Dice roll 2 Turn to 248
Dice roll 3 Turn to 469
Dice roll 4 Turn to 106
Dice roll 5 Turn to 305
Dice roll 6 Turn to 354
Triple W's Initial stats are now 12/19/12! And that not even counting all his other bonuses!

And that reminds me....we haven't had a SKILL test since we got drunk in Maun....which means after all these time we're still drunk and must take our next SKILL test with a slight penalty! :biggrin: Of course, with our current SKILL level that doesn't really matter much, but it's still funny.

No let's see what new mutant powers we've managed to pick up....

Die roll = 1!

We already got that before, so roll again....

Die roll = 4!
Unnatural Vigour - Your continued transformation into a Werewolf has granted you and increased metabolism and resistance to damage. After a battle you may restore up to half the number of STAMINA points you lost during the fight. Also, if you suffer any injuries outside a combat situation you may reduce the damage sustained by 1 point. Make a note of this new special ability on your Adventure Sheet and the turn to the paragraph with the same number as the one you were last instructed to write down.
......thanks to our new healing factor, the middle 'W' in Triple W's name now officially stands for 'Wolverine'!
And so you come at last to Wulfenstein. Its buildings are dusted with snow and cling to the edge of the Garou Gorge, a great rift that drops hundreds of feet from these mountainous highlands to the Raging River that lies in thundering spray and darkness far below. The rundown village is watched over by a brooding castle that stands at the lip of the cliff, high above Wulfenstein, its broken battlements forming a jagged line against the sky. Dusk is spreading its purple-grey mantle over the snow-capped mountains to the north, which in turn cast their shadows across the roofs of the village. Your first impressions is that it is a feral place, more home to animals than humans. Mangy curs pick over detritus in the streets and there is no one to check your progress. If you have the codeword Aytak recorded on your Adventure Sheet, turn to 196. If not, turn to 19.
Nope, no such codeword.
The people of Wulfenstein have locked and barred their doors and windows, hiding from whatever it is that is making the dreadful, growling you can hear echoing along the village streets. Your hackles rise, your wolfish senses recoiling in the presence of something bestial and malign. As you creep through the eerily empty streets, you hear panting and the scrape of claws on cobblestones. Shadows loom around a street corner....Something is coming....it is at that moment that a gaunt old man sticks his wild-haired head out from an alleyway and beckons to you with a long-nailed finger. 'Stranger, if you want to live, come with me,' Will you:

Follow the mangy beggar?
Prepare to face whatever it is that's coming?
Try to hide without the beggar's help?
Something wicked this way cometh! How do we deal with it!

Adventure Sheet:
Name: Wolfgang W. Wolfenstein (a.k.a Triple W)
SKILL 12/12 (must take the next SKILL Test at 11)
STAMINA 14/19
LUCK 11/12
CHANGE: 1
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Mace (-1 Attack Strength, but does 3 damage per blow), Shield (+1 Attack Strength), Silver Candlestick, Gilt Mirror, Brass Telescope, lodestone, 2 Silver Daggers (-1 Attack Strength, but does 3 point damage on Were-creatures), Wulfen Sword (+1 Attack Strength, does 3 point damage on Were-creatures), Silver Bullets (x6), Iron Padlock, Brass Key, Rope and Grapple, Breastplate (reduce damage taken by 1 on roll of 1-3)
Gold: 4 GP
Provisions: 7 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof, Dehctaw, Daednu, Stoggam
Special Abilities:
1) The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
2) Unnatural Vigour (regain half of STAMINA lost during fight after each combat, reduce damage taken in non-combat situations by 1 point)
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Post by Thaluikhain »

Follow the beggar.

(And "Garou Gorge"? More wolves in names than the Space Wolf armoury)
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Darth Rabbitt
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Post by Darth Rabbitt »

Follow the beggar.
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 SGamerz »

'This way,' the beggar says as you follow him into the alleyway. He scampers away from you along the narrow space between close buildings. At the end of the alley he sweeps aside a ragged piece of sackcloth into the darkness beneath. 'Come on.' he calls from below. The unearthly growling is nearing the end of the alleyway, so you drop through the hole after the old man, pulling the grate shut above you.

'This way,' the beggar calls and trots away along the stinking sewer tunnel you find yourself in. Seeing that you have little option other than to keep after him, as you travel through the sewer, bent almost double, you ask, 'Where are we going? How much further is it?'

'This should be far enough.' the man chuckles and turns to face you. As he does so, you see that his body is changing shape. His face stretches into a pronounced snout, his ears stretch to points, fingers and toes become talons and claws, and a hairless tail extrudes from the base of his spine. Your supposed savior was just after you for himself. With a shrieking cry, almost like a furious squeaking, the Wererat attacks.

WERERAT SKILL 8 STAMINA 6

If the Wererat wounds you more than twice add 1 to your CHANGE score. If you defeat it, you see greying sky through another grilled opening above you. Climbing rusted rungs to this grate you push it open and assess where you are now.
A wererat trying to prey on a potential werewolf?! LOL!

Not only that, a potential werewolf carrying no less than 4 silver weapons than can speed up its demise!

The first opportunity to use your shiny gun. Do we want to shoot the thing? Or just slice and dice it with the Wulfen Sword?
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Post by Omegonthesane »

Statistically he's paste in two rounds, just hit him with our sword.
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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Thaluikhain
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Post by Thaluikhain »

It's tempting to rapid fire the blackpowder pistol, but yeah, I want to hit it with my sword...drive me closer
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Post by Darth Rabbitt »

As fun as it would be to blow up Splinter here into meat chunks with our gun, it's already been pointed out by everyone we dice him into ribbons in two hits with our Wulfen Sword. Kill him the old fashioned way.
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 SGamerz »

COMBAT LOG:
Wererat 14, Triple W 19. Wererat is at 3.
Wererat 10, Triple W 17. Wererat is dead.
Mmmmm......rat paste......
And then, at last, you find yourself at the gates of Castle Wulfen, ancestral home of the lords of Lupravia. Your heightened animal senses can smell the reek of the Were about the place, and you realize that you have found the lair of the lycanthrope you have been hunting, ever since the Black Wolf infected you with its unholy affliction. It is as if something is calling to the wolf inside you, summoning it home. You pass beneath the barbican, through the open castle gates, and into the lair of the beast.
Standing in the courtyard beyond the unguarded gatehouse, you look towards the main doors to the castle at the top of a grand set of stone steps. Above the entrance to the castle is emblazoned the crest of the ruling family of Lupravia - a howling wolf's head against a full waxing moon. Rousing your courage, you climb the steps and push open the main doors. You find yourself in a dusty, dimly lit entrance hall. The place seems deserted. Broad passageways lead away, further into the castle, to left and right while directly in front of you, a grand, macabrely carved stone staircase rises to a balcony and another set of closed double doors. How do your want to progress through Castle Wulfen?

Along the passageway to the left?
Down the corridor to the right?
Up the grand staircase and through the double doors beyond?
Where do we start looking?

Adventure Sheet:
Name: Wolfgang W. Wolfenstein (a.k.a Triple W)
SKILL 12/12 (must take the next SKILL Test at 11)
STAMINA 14/19
LUCK 11/12
CHANGE: 2
Equipment: Sword, Leather Armor, Lantern & Tinderbox, Signet Ring, Flintlock Pistol, Mace (-1 Attack Strength, but does 3 damage per blow), Shield (+1 Attack Strength), Silver Candlestick, Gilt Mirror, Brass Telescope, lodestone, 2 Silver Daggers (-1 Attack Strength, but does 3 point damage on Were-creatures), Wulfen Sword (+1 Attack Strength, does 3 point damage on Were-creatures), Silver Bullets (x6), Iron Padlock, Brass Key, Rope and Grapple, Breastplate (reduce damage taken by 1 on roll of 1-3)
Gold: 4 GP
Provisions: 7 Meals (+4 STAMINA)
Codewords: Avokez, Egnarts, Dloterof, Dehctaw, Daednu, Stoggam
Special Abilities:
1) The Call of the Wild (Reduce opponent's AR by 1 in combat, does not work on magical beings, artificial constructs, or undead)
2) Unnatural Vigour (regain half of STAMINA lost during fight after each combat, reduce damage taken in non-combat situations by 1 point)
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Post by Thaluikhain »

Passageway to the left, but not based on anything other than double doors seem important and best left til later.
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Post by Omegonthesane »

As Thaluikhain says, the opening lyrics to that one Beyonce song.
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
SGamerz
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Post by SGamerz »

The corridor leads you down a flight of steps into the smoky head of the castle kitchens, but the gods alone know what foul meat is being prepared within. A crone stands at a large cauldron, bubbling and steaming over a roaring fire blazing in the grate, muttering to herself. At her feet hop, scuttle and slither all manner of toads, newt, cockroaches, snakes, spiders and rats. She consults a book open on a stand next to her, bends down, picks up a wriggling salamander and tosses it into the pot, stirring it in with a gnarled length of wood that looks like it could be a want. A vile, acrid smell fills the kitchen. Will you:

Call out to the crone, to attract her attention?
Enter and attack her?
Leave the kitchens and take the other passageway leading from the entrance hall?
Leave the kitchens and ascend the grand staircase and pass through the double doors at the top?
Do we want to chat to the nice old lady, kill her, or just leave?
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Darth Rabbitt
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Post by Darth Rabbitt »

Chat her up.
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 Thaluikhain »

Call out.
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SlyJohnny
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Post by SlyJohnny »

I vote for murder. She's an evil witch in the enemy castle.
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Post by Mr Shine »

Call out. So much of the description screams "evil witch" that is has to be a feint. She's probably just a lovely old woman who happens to like salamander stew.
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Post by SGamerz »

The old woman gives a startled cry and spins round. On seeing you her beady black eyes narrow and an ugly grimace contorts her already unattractive features. She quickly flicks to another page in her book and, chanting the incantation she finds there, points her wand at the creatures at her feet. Realizing the crone's evil intentions you prepare to defend yourself. Then the spell takes effect: one of the toads at her feet starts to swell, rapidly increasing in size. Having started off as big as a man's fist, it is soon the size of a dog but keeps on growing. The transformation does not stop until the bloated toad is as large as a pony. Pushing itself forward on its huge webbed feet, the witch's familiar moves to attack, the tip of its tongue darting in and out of its mouth.

GIANT TOAD SKILL 6 STAMINA 7

If the toad wins an Attack Round, it lashes you with its poisonous sticky tongue; on a roll of 5 or 6 you lose 4 STAMINA points instead of the usual 2. If you kill the toad, you must now deal with the witch.
Sometimes, someone who looks like an evil witch.....is just that.

This might get tedious in a while.....but since we can't use the gun against stronger opponents, I'm going to wait to see if you want to use it on this particular weak one.
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