[LP] Fighting Fantasy 46 - Tower of Destruction (Take 2!)

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Which do you prefer out of the 3?

FF46: Tower of Destruction (Take 2)
2
50%
FF51: Island of the Undead
0
No votes
FF58: Revenge of the Vampire
2
50%
 
Total votes: 4

SGamerz
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Post by SGamerz »

If there's no vote by tomorrow, I guess I'll go from top to bottom like angel first suggested.
Thaluikhain
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Post by Thaluikhain »

Top to bottom sounds fine.
SGamerz
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Post by SGamerz »

You stand before the huge, white ice doors of the grand Ice Cathedral. Etched into them is a bird with wings outstretched, flying up to the skies. Do you have an Ice Bird which sings? If you do, tum to the paragraph with the same number as the number of arcs of colour the bird has in its wings. If you don't have the Ice Bird, you cannot enter the Cathedral; the massive doors weigh many tonnes and you cannot hope to open them. Make a note of this paragraph number, if you do find an Ice Bird which sings, you will be able to return here and open the doors by turning to this paragraph. For now, you must find somewhere else to search if you cannot enter here.
That didn't work too well....still going with the plan?

The Tower of Shielding?
The Ice Cathedral? (needs singing Ice Bird to enter)
The Tower of Black Ice?
The Tower of Airy Light?
The Tower of Rainbow Ice?
The Great Tower?
The workshops?
The stores?
The homes?
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angelfromanotherpin
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Post by angelfromanotherpin »

Yep, Black Ice next.
SGamerz
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Post by SGamerz »

You enter the forbidding Tower of Black Ice, lightless and oppressive, using your lantern for light. Looking upwards, there appears to be no way of ascending; above you all is blackness and chill. A narrow set of steps, leading downwards, is cut into the icy floor. Even from where you stand, a powerful sense of evil rises from that staircase. You are sure that some dread evil lurks down there! Will you:

Leave here and search elsewhere in the Ice Palace?
Search this chamber thoroughly?
Go down the steps?
As usual, "leave and search elsewhere" takes us back to the hub, so if you prefer to try another location that is not the Tower of Airy Light (the next location in the listed sequence), please indicate where.
Omegonthesane
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Post by Omegonthesane »

Search the antechamber thoroughly.
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
Thaluikhain
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Post by Thaluikhain »

Search and be thorough.
SGamerz
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Post by SGamerz »

On a wall opposite you find a small carved portal, but there's no way you can open it. In frustration, you'll either have to leave and search elsewhere or head down the icy steps here.
Are we going down? If not, where?
Thaluikhain
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Post by Thaluikhain »

Icy steps.
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Darth Rabbitt
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Post by Darth Rabbitt »

Go down the icy steps.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

You climb down the slippery steps, taking care to avoid falling and set foot in the cellars of the Tower of Black Ice. Your breath turns to frost in the air, and chill is not coming simply from the icy cold. Your furs don't protect you from the marrow-freezing evil here. You can see only a honeycomb of tomb chambers before you, but slowly a form is coalescing in the air. It appears to be an Elf of some sort, but it is spectral, and is hunched as if twisted by its own malice and hatred of life. You have time to run and search elsewhere or you can prepare to fight this creature, whatever it is.
Do we want to fight another ghostly elf?
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Darth Rabbitt
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Post by Darth Rabbitt »

We know they can be killed and Jefferson is a murder machine so fight!
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 »

Yeah, why not? Fight the whatever it is.
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angelfromanotherpin
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Post by angelfromanotherpin »

If this weren't FF, I would strongly consider not fighting the thing. They really feel like they're designed to tell you where you shouldn't go until you have some sort of upgrade that protects your SKILL from their drain effect. But FF never had that kind of design mentality, and instead the horribleness of the monsters in in proportion to the desirability of what's behind them.
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Post by SGamerz »

Black, dead eyes stare from sunken sockets in the face of the wizened Elf. Its breathing comes as a rasp, its voice a guttural intonation of pure hatred and madness. "You made me defile my own people," it croaks, "you drove me insane. I will drain your life away, wretch." Although you realize this poor insane spirit must be talking to someone in its twisted memory, this doesn't alter the fact that it's heading straight for you. You are forced to fight!

SPECTRE SKILL 10 STAMINA 14

If you win, and the Spectre didn't hit you at all, turn to 52. If you win, but the Spectre did hit you, you must now roll one die. If you roll a 6, turn to 52. If you roll any other number, turn to 77.
We don't know what the exact penalty is, but it looks like something bad can happen if we get hit. And that bad thing has a 5/6 chance of happening.

Do we want to risk using more LUCK for this fight to speed things up (our LUCK is at 9, so it's not in peak condition either)?
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angelfromanotherpin
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Post by angelfromanotherpin »

That's a question we should ask ourselves after we manage to get him down to 6 STAMINA without being hit. I mean, the answer is probably still no, but let's not commit our resources this far from it mattering.

And hey, maybe the result of 6 is the bad thing? We don't know.
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Post by Thaluikhain »

That sounds reasonable.
SGamerz
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Post by SGamerz »

angelfromanotherpin wrote:And hey, maybe the result of 6 is the bad thing? We don't know.
Since the section number for rolling 6 is the same as not getting hit, it's a reasonable assumption to believe the bad result is in the other section.

COMBAT LOG:
Spectre 19, Tallpipe 16. Tallpipe is at 18.
Spectre 18, Tallpipe 18. Tie.
Spectre 18, Tallpipe 15. Tallpipe is at 16.
Spectre 22, Tallpipe 17. Tallpipe is at 14.
Spectre 12, Tallpipe 22. Spectre is at 12.
Spectre 18, Tallpipe 21. Spectre is at 10.
Spectre 16, Tallpipe 20. Spectre is at 8.
Spectre 21, Tallpipe 19. Tallpipe is at 12.
Spectre 14, Tallpipe 20. Spectre is at 6.
Spectre 16, Tallpipe 24. Spectre is at 4.
Spectre 18, Tallpipe 15. Tallpipe is at 10.
Spectre 17, Tallpipe 17. Tie.
Spectre 17, Tallpipe 23. Spectre is at 2.
Spectre 17, Tallpipe 17. Tie.
Spectre 14, Tallpipe 16. Spectre is defeated.
Well, that was our toughest fight yet, and it's true that Luck tests was never going to save us, considering how many times we got hit right from the start....

Die roll = 2!
The Spectre has drained some of your life energy - you must deduct 1 point from yow SKILL score!
I guess it was a predictable result. Since we never got our bonus from our Magic Sword previously because our SKILL was maxed, I'm rulling that the bonus now kicks in to compensate for our less-skilled condition.
As you strike the killing blow, the Spectre's appearance changes. From the husk of the wizened spectral form, the apparition of a young Elf, bright-eyed and smiling, appears; you are reminded of a butterfly emerging from an ugly cocoon. The madness which imprisoned the wretched Elf in a warped, evil form has been sundered. A curse, perhaps...any case, you have released the Elf from his torment. Gain 1 HONOUR point and 1 LUCK Point.

You look around at the tombs, but there is nothing special about any of them that catches your eye. You climb back up, md you notice that the black ice of the tower is beginning to lose its oppressiveness. The darkness is lifting and a concealed ice door in one wall has swung open to reveal stairs of marbled ice leading upwards to the top of the tower. You can make your way up these stairs or leave this tower and search elsewhere in the Ice Palace.
Do we go upstairs now?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 10/24
LUCK 10/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina x2 (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 6 bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6)
Gold: 9
Provisions: 10/10
Thaluikhain
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Post by Thaluikhain »

SGamerz wrote:Since the section number for rolling 6 is the same as not getting hit, it's a reasonable assumption to believe the bad result is in the other section.
That does also sound reasonable, yes, totally missed that.

Anyway, try new stairs.
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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed on taking the new stairs, but sit down and eat a meal first. Getting his life force drained probably makes Jefferson hungry.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

Tallpipe eats a meal to bring STAMINA up to 14 before ascending the stairs...
You ascend the stairs into a domed chamber filled with ice pillars that lead down to a series of concentric half-circle ice steps. The ice here has changed from black to white, and the light seems to be shining from the middle of the ceiling. There are very faint echoes of song here. If you have an Ice Bird with you, turn to 32. If you don't the music fades and you leave here and search elsewhere.
Once again, the lack of an Ice Bird halts our progress.

Where do we check next?

The Tower of Shielding?
The Ice Cathedral? (needs singing Ice Bird to enter)
The Tower of Black Ice?
The Tower of Airy Light?
The Tower of Rainbow Ice?
The Great Tower?
The workshops?
The stores?
The homes?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 14/24
LUCK 10/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina x2 (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 6 bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6)
Gold: 9
Provisions: 9/10
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angelfromanotherpin
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Post by angelfromanotherpin »

Airy Light.
Thaluikhain
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Post by Thaluikhain »

I am intrigued at the idea of light being somehow airy, try there.
SGamerz
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Post by SGamerz »

The Tower of Airy Light has wonderful ice gargoyle ornamentation, superb baroque guttering and cornices, a delight to the eye! Beams of colour flicker inside - which makes you a little apprehensive - but you open the door and peer inside. The simple chamber you enter is roomy, and the chill of the wind blowing outside does not penetrate here. You see that there are beams of light of various colours here, but there are no doors or stairs; so you guess that they must be teleporting beams. If you want to explore this Tower, you're going to have to try them out. Will you:

Enter the blue light beams here?
Entre the green light beams here?
Think better of it and search another part of the Ice Palace?
Which colour do we prefer?
Thaluikhain
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Post by Thaluikhain »

Green light is the title of a song by Lorde, so half vote for that one.
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