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

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

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Omegonthesane
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Post by Omegonthesane »

Everything to do with this witch has been bad news. LET'S DOUBLE DOWN! Full vote to drink largely on the assumption it'll be yet another instant death that we'd otherwise miss out on.

Then double doors like the witch said.
Last edited by Omegonthesane on Sun May 28, 2017 11:53 am, edited 1 time in total.
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Thaluikhain
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Post by Thaluikhain »

Curious to see what will happen, sample away.
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Darth Rabbitt
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Post by Darth Rabbitt »

Yeah, at this point this room is "1000 Ways to Die: Spoopy Castle Edition." We got 2 numbered section references here (magic dagger and transformation spell) and just as many LUCK points in this room so I assume the rest of the stuff is firmly in the "fuck you" camp. That being said, I'm not actively trying to get us killed, so I suggest we leave the cauldron be and take the other passageway.

Once we finish this gamebook, tell us what bullshit wonders drinking the witch's brew would've given us.
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 »

Darth Rabbitt wrote:Yeah, at this point this room is "1000 Ways to Die: Spoopy Castle Edition."
Hey, to be fair, there's been really only one crappy autofail in this room so far. The initial choice of whether to call out or attack really can't be considered any more unfair than 99% of regular options encountered in any gamebook, and the consequence of having to fight a giant toad wasn't that harsh.
Bravely - or foolishly - you scoop up some of the sludgy green broth in a ladle and raise it to your lips. In one bold action you gulp down its contents. You pas at the foul taste and it is all you can do to stop your gorge rising. Slowly the potion takes effect. A warming glow spreads throughout your body, revitalizing every fibre of your being. You have just swallowed some kind of healing potion. Restore STAMINA points equal to half your Initial STAMINA score, rounding fractions up, and reduce your CHANGE score by 4 points (noting that it cannot drop below 1). Feeling that there is hope yet for your cause, will you now:

Look at the book?
Leave the kitchen and take the other passageway leading from the other passageway leading from the entrance hall?
Leave and pass through the double doors at the top of the grand staircase?
Since our STAMINA was more than half-full, it's now completely full. CHANGE goes back down to 1, not that it's much of a change.

I know Omegon voted for the double doors after this, so 1 vote already counted. Pausing to see if there're dissenting votes.....
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Post by Thaluikhain »

I'd favour checking the other passageway, but I'll only put half a vote to avoid deadlock.
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Darth Rabbitt
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Post by Darth Rabbitt »

I also voted for the other passageway, so it'd be 2-1 if it was a full vote.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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SlyJohnny
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Post by SlyJohnny »

SGamerz wrote:
Darth Rabbitt wrote:Yeah, at this point this room is "1000 Ways to Die: Spoopy Castle Edition."
Hey, to be fair, there's been really only one crappy autofail in this room so far. The initial choice of whether to call out or attack really can't be considered any more unfair than 99% of regular options encountered in any gamebook, and the consequence of having to fight a giant toad wasn't that harsh.
Yeah, I think it was made clear that this witch is definitely a standard bearer for the enemy, as opposed to some neutral-leaning witch who was hired on to make lycanthropy-related potions and is now in over her head. There was no real reason to believe she wouldn't attack us again, or raise the alarm.. The fact that she spilled the beans to prevent us killing her doesn't mean she was cowed.

Anyway, corridor.
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Post by SGamerz »

Oops, missed Darth's vote yesterday, my bad.

Corridor wins.
You follow the passageway past and through abandoned rooms and empty spaces that appear to have all the characteristics of an animal's den rather than a nobleman's family seat. At last you come to another set of stone steps that descend into the bedrock of the cliff, on which the castle is built. Do you want to:

Continue down these steps?
Return to the entrance hall and take the left-hand passage?
Return to the hall and climb the staircase to the double doors beyond?
Are we sure we want to go down?
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SlyJohnny
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Post by SlyJohnny »

Backtrack to double doors. This monster den might be leading to the BBEG, which makes the double doors the side path. Let's go get that cursed silver dagger before we lose the chance.
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Post by Thaluikhain »

I agree with SlyJohnny's logic.
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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed. I thought it was going to be the other way around.
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 »

Passing through the doors at the top of the staircase, you find yourself in a much smaller, walnut-paneled antechamber. Before you are two more walnut-paneled doors. A brass plaque on the one to the left is etched with the words 'Map Room'. A similar metal plate on the door to the right reads 'Music Room'. As you can see no other way on, will you enter the Map Room or the Music Room?
Are we sure that we can trust the witch's clue? That it is not some bull**** trap option by Jonathan Green? :tongue:
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SlyJohnny
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Post by SlyJohnny »

Map room. While I'm not convinced this consecrated silver dagger is what she advertised, I think the secret panel is probably legit.
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Post by Darth Rabbitt »

Agreed.
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 »

The Map Room takes your breath away. There are no scrolls maps or atlas here. Instead, each wall, and even the ceiling, has been painted with intricately detailed maps. There is a map of all the provinces and principalities of Mauristatia and one that shows the entirety of the Old World. There is even a huge globe standing in one corner, as tall as a man, a representation of the whole of Titan. Covering the broad expanse of the wall to your left is a decorative map of the land of Lupravia, from Strigoiva in the south-west to the town of Vargenhof, Wulfenstein shown balanced precariously on the lip of the Garou Gorge to the north-east. An exaggerated picture if Castle Wulfen has been painted above the representation of the village it watches over like some forbidding sentinel. Although the room itself is a wonder, there is nothing here of practical use to you and so you pass through a door in the far wall, and into the corridor beyond.
Actually, there is something of use to be found here.....if the witch was telling the truth.....
On tiptoe you reach up and run your finders over the image of Castle Wulfen, as the old witch advised. The castle gates feel slightly raised and, confident that this is the opening mechanism for the secret door, you apply pressure at this point. With a click, a door hidden within the painting of the map of Luprava - that you would never have been able to find otherwise - swings open. Beyond is a narrow stone staircase. Do you want to climb this new staircase or would you rather leave the Map Room through the door in the far wall.
Why would we waste time opening this secret stairway if we're not going down?
You climb some way higher into what you guess must be one of the castle's turrets. The steps end at last at a dark corridor. At its far end you can make out another door, but before you can reach this you must avoid the huge axe blade that swings at the end of an iron pendulum pole back and forth across the passageway. If you want to proceed, trying to dodge the pendulum blade to reach the door at the end of the corridor, turn to 471. If you would rather not risk it, you will have to descend the staircase again, return to the Map Room, and leave through the alternative exit there.
How many times do they need to ask "Are you sure?"

At least there's an actual obstacle this time.

So we want to risk getting sliced and diced for the supposedly important Silver Dagger (don't we already have 2 of those, anyway?)?
Last edited by SGamerz on Thu Jun 01, 2017 12:38 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Risk it for that silver biscuit!
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Post by SlyJohnny »

Risk it for that silver biscuit!
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Post by Thaluikhain »

Dodge the pendulum axe, which probably wouldn't work very well outside computer games where there's lots of them and probably a vent that shoots fire or steam at regular intervals.
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Darth Rabbitt
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Post by Darth Rabbitt »

Triple W has both a SKILL and a LUCK of 12, we should be fine dodging the Tomb Raider trap.
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Post by MisterDee »

After surviving Sen's Fortress, I could probably sleepwalk through twelve swinging pendulums while also dodging lightning bolts. Brave the kiddy trap.
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Post by SGamerz »

Watching the rhythmically swinging blade, you step into the corridor. Test your Luck. If you are Lucky, turn to 42. If you are Unlucky, turn to 110.
Our LUCK is 12, so we can't fail this.
Cautiously you approach the scything blade, judging your moment carefully. Test your Skill. If you are successful, turn 208. If you are unsuccessful, turn to 447.
This, on the other hand, we can fail (although not likely to), because, hilariously, we're somehow still slightly drunk from that alcohol we drank back in Maun.

Dice roll = 10 (Success).
Image
Once you are past the axe-blade, you hear a grinding of gears and the pendulum stops swinging. Opening the door at the end of the corridor you enter a circular turret room. The chamber has no windows but is lit by hundreds of candles, some fixed to wrought-iron candelabra, many stuck on top of the melted remains of others. The guttering candlelight is also reflected from circular black mirror on the opposite side of the room. However, as soon as you enter the room, something takes a step forwards that stops you in your tracks. A great mass of wax, roughly humanoid in shape, heaves itself towards you, wicks still burning all over it, liquid tallow far running from its inconstant surface. If you are quick, you will be able to escape the room and its guardian, slamming the door behind you and returning to the Map Room without having to fight. If you want to stay, however, you are going to have to fight as the magically animated creature reaches for you with burning, taper-fingers.

WAX GOLEM SKILL 8 STAMINA 10

If you win an Attack Round against the Golem and you are fighting it using a bladed weapon, such as a sword or a dagger, roll one dice. On a roll of 6 your blade sticks in the waxy body of the creature and you must fight the next round of combat with your Attack Strength reduced by 2 points as you try to free your blade. If you defeat the room's curious guardian, turn to 264.
Bladed weapons has the chance of getting stuck, and that includes our best weapon (Wulfen Sword). We can use the Mace (which does 3 damage at the same time), but that pretty much effectively also reduces our Attack Strength by 2 (-1 for not using Wulfen Sword, -1 for using the mace), so its not much of an improvement.

Or we can shoot it, which presumably does normal damage.

What to use here?
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SlyJohnny
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Post by SlyJohnny »

We can probably just fight it normally, but let's shoot it, since we have the ammo to spare. Then use wulfen sword.
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Post by Thaluikhain »

Yeah, give it a shot and then sword it.
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Post by Darth Rabbitt »

I'd rather just mace it, honestly. We'd still have an Attack Strength advantage of 3 over it, which should be more than enough to melt it for good.
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Post by SGamerz »

Majority votes says to shoot once then sword.

This is clearly a magical construct, so our Howl doesn't work on it.

COMBAT LOG:
Triple W shoots the Wax Golem: automatic success due to our SKIL of 12! Wax Golem is at 8.
Wax Golem 15, Triple W 24. WG is at 6. Triple W rolls a 4 and pulls his sword back out.
WG 12, Triple W 23. WG is at 4. Triple W rolls a 1 and pulls his sword back out.
WG 18, Triple W 24. WG is at 2. Triple W rolls a 5 and pulls his sword back out.
WG 15, Triple W 17. WG is destroyed.
With the Golem nothing more than a puddle of melting fat, waxy white chunks and cut candlewicks, you cross the room and examine the ornate looking-glass hanging on the far wall. Close to, you realize that the mirror has been fashioned from black volcanic glass, its ornately wrought frame, burnished gold. As you stare into the black glass, your own shadow-eyed face stares back at you. An inscription has been etched into the frame. It reads:
If you would my secrets know,
And take all I can bestow,
Take courage now, step forth and speak
And tell me what it is you seek.

If you know what it is you should ask for, turn the name into a number using the code A=1, B=2, C=3...Z=26, and turn to the paragraph which is the same as the total you come up with. If the paragraph makes no sense the mirror will not give up its secrets to you which leaves you only two options. Will you smash the mirror, or leave the turret room, return to the Map Room and proceed from there?
I don't think the player could have found this room if he didn't know what he was looking for.....

S-I-L-V-E-R D-A-G-G-E-R
19+9+12+22+5+18+4+1+7+7+5+18 = 127.
'Mirror, mirror, hear me speak. The Silver Dagger is what I seek.' As soon as you have spoken, the glass in front of you appears to ripple and your reflection fades. It is replaced by the image of a finely crafted Silver Dagger, its hilt towards you. (Regain 1 LUCK point.)

Add the Silver Dagger to the Equipment List on your Adventure Sheet. You may use the dagger in combat, if you wish, but because it is not balanced in the same way as your sword, you must fight with your Attack Strength reduced by 1 point. However, injuries you cause any creature with the word 'Were' in its name will suffer increased damage (3 STAMINA points rather than the usual 2) as the pure metal is inimical to their kind. The Silver Dagger will also harm Undead and Demons but in this case will cause the usual 2 STAMINA points of damage. Certain that you are one step closer to defeating the evil that holds all of Lupravia in its taloned grip, and freeing yourself from the Curse of the Werewolf, you leave the turret room, return to the Map Room, and pass through the other door.
Sounds exactly like the 2 daggers we already had. At least we finally got rid of that stupid SKILL penalty from inebriation. Back to full stats!
You enter a mahogany paneled corridor festooned with black velvet drapes, the spaces between hung with the portraits of the ruling house of Lupravia. Above them are the plaque-mounted heads of Lupravia. Above them are the plaque-mounted heads of deer, wild boar and more exotic animals, including a unicorn among them, hunting trophies of the Wulfen family. The members of the Wulfen line all bear an uncanny resemblance to one another, with lean, gaunt faces and hungry, wolfish expressions. Passing along the corridor you come to the portraits of the two current princes of this dark land. First there is Prince Garoul, the werewolf you first killed. His portrait seems to stare at you with its piercing, red-gleaming eyes, right out of the canvas. His untidy black hair hangs down around his shoulder like a mane, a streak of grey running through it from a widow's peak. Then there is the mad prince's brother, Count Varcolac. He is a forbidding man indeed. Where his brother is dark, he is grey, although he has the same untamed look about him but tempered with a lordly air. He is ruggedly handsome and has pronounced canine teeth. The eyes of the painting seems to bore into yours, and suddenly instinct tells you that this is the creature you have come to kill. Roll two dice. If the total rolled is less than or equal to your CHANGE score, turn to 485. If it is greater, turn to 158.
Our CHANGE is down to 1 again, so we can't fail the roll.
Further on along the passageway you come to a junction. Three short corridors lead away to the left, to the right and straight ahead, all ending at doors which, you presume, lead to other rooms. There are no indicators as to what lies behind these doors so will you choose the door:

To your left?
Straight ahead of you?
To your right?
Aaannnd.....back to random direction choices!

Adventure Sheet:
Name: Wolfgang W. Wolfenstein (a.k.a Triple W)
SKILL 12/12
STAMINA 19/19
LUCK 12/12
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, 3 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 (x5), Iron Padlock, Brass Key, Rope and Grapple, Breastplate (reduce damage taken by 1 on roll of 1-3), Crone's Cook Book (Transformation spell on page 79).
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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