[Let's Play] Fighting Fantasy 56 – Knights of Doom

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SGamerz
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Meet the rider.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Meeting the rider already received 4 votes, so Belushi Jackson will do this.

147
As the horseman approaches, you see that he is wearing the livery of the Lord of Cleeve Manor. When he is within ear-shot he reins in his horse and calls out to you. ‘I have been sent by my lord to offer you the hospitality of Cleeve Manor and to request your aid,’ he says. ‘My lord has heard of your quest and thought that you would appreciate a more restful night. There is also a more serious matter, for which we would be most grateful of your help. The tenants on the manor’s lands are being terrorized by a rogue boar from the forest. Our best soldiers have tried to kill it, but all have failed. Some say that the beast is enchanted and cannot be slain. Will you help us?’ A night in a bed would certainly be very refreshing, and you have pledged to keep order in the kingdom. However, such an expedition will take up valuable time. Will you go with the messenger to Cleeve Manor (turn to 325) or will you press on and try to reach Havalok before nightfall (turn to 191)?

[spoiler]Image[/spoiler]

Please make your votes before 6:00 PM PST or a 4-vote majority is reached to be sure that they will be counted.
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SGamerz
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Take more side quests. I'm sure the main quest can wait, and there's no urgency.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Side quests are generally useful for the main quest.

And, while this is subjective, IMHO they are shorter and snappier and so I don't lose interest or forget the point before they are done.
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Post by Queen of Swords »

Yes, go with the messenger.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will go with the messenger to Cleeve Manor.

325
Cleeve Manor is served by a small hamlet, including a smithy, and is surrounded by a number of small farms. You arrive at dusk and, as soon as you have dismounted, you are taken to the great hall by the steward of the manor, while Firemane is led away to be stabled. Inside, the hall is a picture of bustle and activity. Long trestle tables are being laid with food and drink and a large woman is supervising the cooking of venison on a spit in the middle of the room, while a ministrel band starts playing a popular tune. In one corner of the hall, a man-at-arms is playing some kind of board game with two labourers. Large tapestries cover the walls of the hall; above the lord’s table on the raised dais at the end of the room hang decorative shields and the coats-of-arms of several noble families, while at the opposite end of the chamber are mounted the trophies of hunting expeditions. The steward explains that the feast to be held here will begin very shortly. Before it does so and while you are waiting, he will be happy to show you round the hall. Do you want to:

Study the tapestries? Turn to 341
Watch the board game? Turn to 244
Look more closely at the trophies? Turn to 68
Listen to the minstrels? Turn to 281

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Queen of Swords »

Damn, I'm torn between the tapestries and the minstrels, each of which could give us information or a clue.

Tapestries win out, I guess.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

I was thinking of trophies, myself, but failing that, tapestires.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Listen to the minstrels.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Beroli »

Watch the board game.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Darth Rabbitt »

I'd be in favor of listening to the minstrels but don't want to force a tie. In lieu of that, I'll third tapestries.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Okay, so the votes are all over the place, but the consensus is to study the tapestries.

341
Most of the tapestries carry the usual designs of fabulous beasts and knights on horseback, but there is one that stands out from all the others. It covers half of one wall and shows a man with a pack of hounds fighting a huge wild boar. The steward explains that the tapestry depicts part of the legend of the Great Boar of Lem, when the monster was finally caught and killed by a brave hunter. Almost hidden among the embroidered trees of the forest, watching the scene, you pick out a group of men and women who seem to be covered from head to toe in leaves. Turn to 40.

40
[spoiler]Image[/spoiler]

There is a fanfare on a trumpet and the Lord of Cleeve Manor enters the hall, followed by nobles and landed gentry and their many retainers, all ready for the feast. Lord Taris Varen is an imposing figure. He is a tall, handsome man, past his fortieth year, dark-haired and with a well-trimmed beard. He extends his hand in greeting. ‘I am glad that you could take the time to visit us here. I know that your quest must be pressing.’

‘Thank you for the generous offer of your hospitality,’ you reply, ‘but I understand that there is another reason for my being here.’

‘Ah yes. The boar,’ Lord Varen says, almost casually. ‘But that will have to wait until the morrow. Tonight, we feast!’ He claps his hands and the assembled guests take their places at the long trestle tables, while the minstrels strike up again. You are seated at the end of the high table, being one of the guests of honour, and settle down to enjoy the meal laid out before you. The evening passes swiftly and pleasurably with Lord Varen’s fool, Nuncle, entertaining the guests with his jokes, tumbling and juggling with lighted torches.

Suddenly the door of the great hall swings open and a wolf-like shadow falls across the rush-covered floor. Standing in the doorway is a figure holding a staff and wearing a wolf-skin as a cloak. Lore Varen rises to his feet. ‘Awenydion of Bryn Du,’ he says. ‘It must be a year since you visited us here, soothsayer.’

‘Aye, lord, it is,’ the gaunt old man replies. ‘Now that the world grows cold I seek only food and shelter at your great manor. Two months ago I left the dolmen of Manog and braved the steppes of Crun and the wilderlands to bring you tidings from the gods.’ A servant brings the visitor a plate of food and Awenydion settles down to eat.

When he has finished, he begins to go among the guests, telling them their futures for a few Gold Pieces. Soon he reaches you. ‘Noble knight,’ he asks, ‘might Awenydion tell you your future for just three Gold Pieces?’ and gives you a toothless grin. Will you give the old soothsayer 3 Gold Pieces to have your future revealed to you (cross them off your Adventure Sheet and turn to 258) or, if you consider him a fraud and don’t want to waste your money, will you ignore him (turn to 125)?

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Post by Queen of Swords »

Three Gold Pieces? I'm looking into the future too, and I see us booting a shameless extortionist right out of the hall.

That said, we need some sort of clues or information, so I guess we might as well pay up.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Give him the gold.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Pay him.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will give the old soothsayer 3 Gold Pieces to have his future revealed to him.

258
Awenydion starts feeling the bumps on your head and tells you how will have a large family and be well loved by the citizens of Ruddlestone. Then, suddenly, he freezes and his eyes glaze over. It is as if he has gone into a trance. When he speaks, you sense that it is not he who is controlling his tongue: ‘Brave knight, the forces of darkness and Chaos seek your ruin. Beware the beasts that are men, and heed well the words of the warrior of stone. Time is running out. Hurry now to the Fortress of the Skull.’ Awenydion has been granted the Third Eye by his gods, and they have given you a warning through him (regain 1 LUCK point). Turn to 125.

125
The feast over, you retire to a luxurious room for the night; you wake up at sunrise, rested and invigorated (restore up to 4 STAMINA points and add 1 day to the Time Elapsed). A guide and escort of two soldiers are already waiting for you when you descend from your room. Firemane has been saddled and has also recovered from the previous day’s ride. It does not take long for you to reach the edge of the forest and, leaving tilled fields behind, you enter the ancient, shadowy tangle of trees. Your guide keeps you on an almost completely overgrown path until you reach a fork in the track, then he stops. ‘This is the last place where the monster was seen,’ he says. ‘It turned on a soldier and left him terrible wounded. We will go no further. From here you’re on your own.’ You stare at the two soldiers, but they try to avoid your gaze and shift uneasily in their saddles. With an exasperated sigh you decide which route to take. If you have the Tracking Special Skill, turn to 309. If you do not, will you take the left (turn to 385) or the right fork (turn to 291)?

Belushi Jackson does have the Tracking Special Skill.

309
Although the track is several days old, you can still tell that a very large animal has passed along the right-hand path. However, along the path to the left you can just make out some faint humanoid footprints leading both towards the fork and away from it. Now, will you take the left (turn to 385) or the right track (turn to 291)?

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 24 Initial Stamina = 24
LUCK: 11 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 6
TIME ELAPSED: 2 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
5 Provisions
Lantern
Tinderbox
Purse
Aranandus’s Restorative Potion (two tots, restores STAMINA to Initial level)
Griffin Shield (-1 to enemy Attack Strength)
Helmet of Ventarc
Assassin’s Dagger (weapon in Firemane’s saddle)
RESURRECTIONS: 5[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:35 pm, edited 1 time in total.
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Post by Queen of Swords »

Left track, see what the humanoid footprints are.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

Agreed, left.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Right. By which I mean I agree with the above and we should go left.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Darth Rabbitt »

Follow the humanoid footprints.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will take the left track and stand against fascism.

385
Guiding Firemane through the undergrowth, you encounter a large fallen tree, blocking the path. By the time you have taken a detour round it, you have lost the path. You ride on through the ancient woodland with a deep sense of unease. You are sure that you are being watched and, when you turn your head to look around, you spot a sudden movement in the dense bracken. Eventually the trees part and you find yourself at the edge of a small clearing. The floor of the clearing is covered with orange mushrooms. If you have the Arcane Lore Special Skill, turn to 87. If you do not, Test your Luck. If you are Lucky, turn to 87. If you are Unlucky, to go on you will either have to ride round the edge of the clearing (turn to 8) or straight across it (turn to 132).

Belushi Jackson does have the Arcane Lore Special Skill.

87
From an old herbal, you recognize that the orange fungi are Ironbane. The spores of the plant corrode metal on contact – which would have been very dangerous for you if you had entered the clearing. However, the mushrooms could prove a valuable weapon if you could collect some safely. Do you want to try to gather some of the Ironbane fungus (turn to 250), or will you ride round the clearing to avoid the fungi altogether (turn to 8)?

Please make your votes before 6:00 PM PST to be sure that they will be counted.
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Post by Queen of Swords »

Try to gather some of the fungi.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by SGamerz »

This is pretty much a blue option since our skill gave us access to the information. Collect the fungus.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by Thaluikhain »

Collect.
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Re: [Let's Play] Fighting Fantasy 56 – Knights of Doom

Post by JourneymanN00b »

Votes registered; Belushi Jackson will try to gather some of the Ironbane fungus.

250
You dismount and tear off a square of cloth from your tunic to put the mushrooms in. Bending down at the edge of the clearing, you reach gingerly towards the fungi. Test your Skill. If you succeed, turn to 266. If you fail, turn to 174.

[spoiler]Image[/spoiler]

Rolling the dice yielded a 9, which is obviously less than Belushi Jackson’s Skill.

266
Taking great care you push the soil away from a cluster of the fungi and gently lift them form the earth into your ready-made pouch. With the cloth securely tied with a piece of vine, you put the fungi in your backpack. If you ever use the Ironbane against an armoured opponent, roll one die before combat begins. On a roll of 1 or 2, the spores destroy your adversary’s armour so that it loses any protection it may have against your blows. On a roll of 3 or 4, your opponent’s weapon, provided it is made of metal, is destroyed, so your enemy will have to fight you with his SKILL score reduced by 3 points. On a roll of 5 or 6, the Ironbane destroys both the armour and the weapon. However, this new weapon may be used only once. Turn to 8.

8
Between the trees at the edge of the clearing, the ground is thick with bracken. Test your Luck. If you are Lucky, turn to 291. If you are Unlucky, turn to 116.

Rolling the dice yielded an 8, which means that Belushi Jackson was Lucky. :D

291
You come across clear signs that the boar travelled this way not long ago, in the direction leading away from you and further into the ancient woodland. Quickly you set off after your prey. Test your Skill, adding 1 to the dice roll if you do not have the Tracking Special Skill, but subtracting 1 from the dice roll if you have a Hunting Charm. If you are successful, turn to 343. If you fail, turn to 30.

Belushi Jackson has the Tracking Special Skill, but not a Hunting Charm. Rolling the dice yielded a 4, which is obviously less than Belushi Jackson’s Skill.

343
Your skills do not fail you. You burst into a clearing where a monstrous boar is rooting among the leaf debris, doubtless looking for acorns. This creature must be the Great Boar of Lein. Seeing you, it turns and flees into the forest; however, before it leaves the clearing you have time to use a crossbow once, if you have one. Then you are off after the beast. As you gallop through the trees in pursuit of your quarry, your steed jumps over fallen branches and rocky mounds. If you have the Ride Special Skill, turn to 256. If you haven’t, Test your Skill. If you are successful, turn to 256; if you fail, turn to 209.

Belushi Jackson has the Ride Special Skill.

256
[spoiler]Image[/spoiler]

You manage to stay in the saddle as you and your steed negotiate difficult terrain. Suddenly, in a small clearing, the boar stops and turns to face you. The rogue beast is at least three metres long from snout to tail; it is covered in short, dark hair, with darker bands along its back. It snarls, revealing its huge yellow tusks and sharp teeth. With a bestial roar the animal runs at you. If you have a crossbow or a lance, you may use one of these weapons once before having to draw your weapon. Deduct from the boar’s STAMINA score any damage you have already inflicted upon it, then fight the battle which follows in the usual way.

GREAT BOAR       SKILL 8       STAMINA 8

If you kill the beast, turn to 86.

Belushi Jackson does not have a crossbow or lance.

The fight:
[spoiler]Round 1: Great Boar Attack Strength: 17, Player Attack Strength: 15;
Great Boar Stamina: 8, Player Stamina: 22
Round 2: Great Boar Attack Strength: 18, Player Attack Strength: 20;
Great Boar Stamina: 6, Player Stamina: 22
Round 3: Great Boar Attack Strength: 13, Player Attack Strength: 18;
Great Boar Stamina: 4, Player Stamina: 22
Round 4: Great Boar Attack Strength: 14, Player Attack Strength: 17;
Great Boar Stamina: 2, Player Stamina: 22
Round 5: Great Boar Attack Strength: 17, Player Attack Strength: 20;
Great Boar Stamina: 0, Player Stamina: 22[/spoiler]

Belushi Jackson kills the Boar, which manages to land a single blow of 2 Stamina damage before it expires.

86
To prove to Lord Varen that you have been victorious in your hunt, you decide to take the boar’s tusks back to Cleeve Manor, before setting off north through the forest on the return journey. As you riding sedately through the leafless trees, you feel a gust of chill wind, and you shiver. Nor can you shake off the feeling that you are not alone and that your progress is being watched. It is then that you hear the distant sound of chanting in the west, coming through the ancient woodland. The voice is far off, so you cannot make out what it is saying. If you want to investigate the chanting, turn to 365. If you do not, turn to 17.

Please make your votes before 9:00 AM PST or a 4-vote majority is reached to be sure that they will be counted.

Adventure Sheet
[spoiler]Belushi Jackson
SKILL: 12 Initial Skill = 12
STAMINA: 22 Initial Stamina = 24
LUCK: 10 Initial Luck = 12
SPECIAL SKILLS:
Battle Tactics
Ride
Tracking
Arcane Lore
Banish Spirit
HONOUR: 6
TIME ELAPSED: 2 days
WEAPON: Magic Sword (can harm undead and Demons)
GOLD PIECES: 17
EQUIPMENT AND NOTES:
Chainmail Coat
Horse named Firemane
Backpack
5 Provisions
Lantern
Tinderbox
Purse
Aranandus’s Restorative Potion (two tots, restores STAMINA to Initial level)
Griffin Shield (-1 to enemy Attack Strength)
Helmet of Ventarc
Assassin’s Dagger (weapon in Firemane’s saddle)
Ironbane (Roll 1 die against armored opponent before combat, 1-2 destroys enemy armor, 3-4 reduces enemy SKILL by 3 if enemy has an iron weapon, 5-6 destroys enemy armor and reduces enemy SKILL by 3 if enemy has an iron weapon)
Great Boar’s Tusks
RESURRECTIONS: 5[/spoiler]
Last edited by JourneymanN00b on Thu Jan 26, 2023 5:35 pm, edited 1 time in total.
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