Let's Play Fighting Fantasy #2: The Citadel of Chaos

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

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What should our name be?

Dirk Von Eldritcock
1
7%
Dirk Dicklong, Blademage
1
7%
Dirk O'Killitwithfire
5
33%
Manstaff Cockbeard
7
47%
Other (please specify)
1
7%
 
Total votes: 15

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Darth Rabbitt
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Let's Play Fighting Fantasy #2: The Citadel of Chaos

Post by Darth Rabbitt »

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Deep inside the Citadel of Chaos the dread sorcerer, Balthus Dire, is plotting and scheming the downfall of the goodfolk of the Vale of Willow. His battle plans are laid, his awesome army equipped, and attack is surely imminent.

Summoned by a desperate plea for help, YOU are the Vale of Willow's only hope. Star pupil of the Grand Wizard of Yore and a master of magic, only you can undertake a mission which strikes at the very heart of Balthus Dire's nightmare world. Who knows what monstrous creatures await you there?

Steve Jackson has created a thrilling adventure of sword and sorcery for you, with an elaborate combat system, a dazzling array of spells to use and a score sheet to record your gains and losses. All you need is two dice, a pencil and an eraser.

Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you and often your only choice is to kill or be killed!

Steve Jackson is the co-founder (with Ian Livingstone) of the hugely successful Games Workshop chain.

HOW TO FIGHT THE CREATURES WITHIN THE CITADEL

You are the star pupil of the Grand Wizard of Yore. You have a knowledge of magic which is not perfect, but with a little luck will be adequate for this quest. You also have in your possession a sword and are well practiced in swordplay. You are quite fit and you have been exercising to build up your stamina.

As in The Warlock of Firetop Mountain, you must first determine your own strengths and weaknesses before setting off. Readers of The Warlock of Firetop Mountain will be familiar with most of the following rules, but are advised to skim through them as there are several points where the two books differ because of the use of magic in The Citadel of Chaos.

(The rules of The Warlock of Firetop Mountain are the same as those of City of Thieves and Deathtrap Dungeon, as well as Island of the Lizard King.)

First of all, you must use the dice to determine your initial SKILL and STAMINA scores. On pages 20-21 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.
Skill, Stamina, and Luck

Roll one die. Add 6 to the result. This is your SKILL score.

Roll two dice. Add 12 points to the result. This is your STAMINA score.

Roll one die. Add 6 to the result. This is your LUCK score.

Roll two dice. Add 6 to the result.

(I rolled a SKILL 12, STAMINA 18, LUCK 8 character. So we kick ass but are kind of frail and really hapless.)

For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.

Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
(For Battles, I'm writing down my own synopsis of how they're supposed to work because in the early titles the explanation is awkwardly worded.)

Battles
You will often come cross pages in the book which instruct you to fight a creature of some sort. An option to flee or use magic spells may be given, but if not -or if you choose to attack the creature anyway- you must resolve the battle as described below.
1. Roll two dice. Add your opponent's SKILL score to the roll. The total is your opponent's Attack Strength.
2. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
3. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
4. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
6. Continue this combat until either your opponent's or your STAMINA is reduced to zero.

(I will roll battles whenever we enter one, and show turn-by-turn rolls if that is desirable.)
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below.) You may only Escape if that option is specifically given to you on the page.
Fighting More Than One Creature
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster, sometimes you will fight each one in turn.
Luck
On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky and you will be penalized. Each time you Test your Luck, you must subtract one point from your current LUCK score. Thus, you will soon realize that the more you rely on your LUCK, the more risky this will become.
Using Luck in Battles
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.

If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.

(Won't use this unless instructed to by y'all; LUCK is freakishly important out of combat in this, that much I do remember.)
Restoring Skill, Stamina, and Luck
Skill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. You may only restore your SKILL score by using a Skill Spell (see over.)

Stamina
Your STAMINA score will change a lot during your adventure as you fight monsters and injure yourself. You may only restore your STAMINA score by casting a Stamina Spell (see USING MAGIC). You are well advised to ensure that you include several Stamina Spells in your original choice of spells. Remember also that your STAMINA score may never exceed its Initial value.

Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page. You may otherwise only restore your LUCK score by using a Luck Spell (see USING MAGIC.)
USING MAGIC
In addition to SKILL, STAMINA and LUCK scores, you must also determine your MAGIC score in a similar way.

Roll two dice. Add 6 to the number rolled and enter this total in the Magic Box on your Adventure Sheet. (Rolled a 1 and a 6 for a total of 13.)

Your MAGIC score determines how many Magic Spells you may use during your quest. These spells may be chosen from the list following this section. After considering the spells available, enter your choices in the Magic Spells box on your Adventure Sheet.

If, for example, you roll a 4 and a 3, your MAGIC score will be 13 (i.e. 4+3+6), which means you will be able to use thirteen spells during your adventure. From the list of spells given below, you may choose thirteen spells as you please. Perhaps you would like to take three Stamina Spells, five E.S.P. Spells and five Fire Spells-or maybe you would prefer one each of the twelve spells plus an extra Creature Copy spell. The choice is yours.

Each time, during the adventure, that you use a spell, you must cross it off your list (even if it is not effective.) If you have taken more than any spell, you must reduce the remainder by one each time you use it. You will sometimes be given the option to use spells and find that you have not got them with you, or have used them all up. In these cases, you may not choose these options.

As you will have no idea of the dangers lurking within the Citadel the first time you enter, you will no doubt choose spells which will not be as effective as you would like. But on subsequent adventures, you will choose your spells more wisely. Also, don't worry if your MAGIC score is low. Even the lowest possible score will provide you with enough spells to complete your quest if you make the right choices and are blessed with a little luck!
MAGIC SPELLS
Creature Copy
This spell will allow you to conjure up an exact duplicate of any creature you are fighting. The duplicate will have the same SKILL and STAMINA scores, and the same powers, as its original. But the duplicate will be under the control of your will and you may, for example, instruct it to attack the original creature and then sit back and watch the battle!

E.S.P.
With this spell you will be able to tune in to psychic wavelengths. It may help you to read a creature's mind or may tell you what is behind a locked door. However, it is sometimes prone to give misleading information if more than one psychic source is close to one another.

Fire
Every creature is afraid of fire, and this spell allows you to conjure up fire at will. You may cause a small explosion on the ground which will burn for several seconds or you may create a wall of fire to keep creatures at bay.

Fool's Gold
This spell will turn ordinary rock into a pile of what appears to be gold. However, the spell is merely a form of illusion spell - although more reliable than the Illusion Spell below - and the pile of gold will soon turn back to rock.

Illusion
This is a powerful spell, but one which is a little unreliable. Through this spell you may create a convincing illusion (e.g. that you have turned into a snake, or that the floor is covered in hot coals) with which to fool a creature. The spell will immediately be canceled if anything happens which dispels the illusion (e.g. you convince a creature that you have turned into a snake and then promptly crack it over the head with your sword!). It is most effective against intelligent creatures.

Levitation
You may cast this spell onto objects, opponents and even yourself. It frees its receiver from the effects of gravity and as such will cause that receiver to float freely in the air, under your control.

Luck
This spell, along with the Skill and Stamina spells, is special in that it may be cast at any time during your adventure, except in a battle. You need not wait for a choice to appear on the page. Once cast, it will restore your LUCK score by half your Initial LUCK score (if your Initial LUCK score is an odd number, deduct the extra 1/2). This spell will never take your LUCK score over its Initial level. Thus if you cast two Luck spells together, your LUCK score will only be restored to its Initial level.

Shielding
Casting this spell creates an invisible shield in front of you which will protect you from physical objects, e.g. arrows, swords or creatures. The shield is not effective against magic and, of course, if nothing outside it can touch you, you will not be able to touch anything outside it.

Skill
This spell will replenish your SKILL score by half its Initial value and may be cast at any time during your adventure, except in a battle. For full rules, see the Luck Spell above. The Skill Spell works exactly in the same way.

Stamina
This spell will replenish your STAMINA score by half its Initial value and may be cast at any time during your adventure, except in a battle. See the Luck Spell for full rules.

Strength
This spell has the effect of increasing your strength greatly and is very useful when battling strong creatures. However, it must be exercised with caution as it is difficult to control your own strength when it is suddenly increased by so much!

Weakness
Strong creatures are reduced by this spell to miserable weaklings. It is not successful against all creatures but when effective, those creatures become puny and much less of a challenge in a battle.
EQUIPMENT
You will start your adventure with a bare minimum of equipment. You are armed with a sword and are dressed in leather armor. You carry a lantern to light your way, and a backpack to hold any treasure or artifacts you may come across. Be sure to record all your finds in the Equipment box on your Adventure Sheet. When these are used in any particular encounter, the story will tell you whether that item is destroyed or left behind. If it is lost in this way, you must cross it off your list of Equipment and you may not use it later in the adventure.
HISTORY
The lawful goodfolk of the Vale of Willow have lived for some eight years in awe and fear of the demi-sorcerer Balthus Dire. In awe - since his powers are truly awesome - and in fear ever since word leaked from his domain that his ambitious plans of conquest were to commence with the Vale itself.

A faithful half-elf sent on a spying mission to the Black Tower came galloping back to the Vale three days ago with a frantic warning. From within the caverns of Craggen Rock, Balthus Dire had recruited an army of Chaotics and was preparing them to attack the Vale within the week.

The good King Salamon was a man of action. Messengers were sent throughout the Vale that day to prepare defenses and to summon the menfolk to action. Riders had also been sent to the Great Forest of Your to warn the half-elves that lived there and to make an appeal for allied forces. King Salamon was also a wise man. He knew well that the news would inevitably reach the Grand Wizard of Yore, a white sorcerer of great power, who lived deep within the forest. The wizard was old, and wold not last through a battle of this magnitude. But he schooled a number of young magicians, and perhaps one of his students in the magic arts with courage and ambition would aid the king and his subjects...

You are the star pupil of the Grand Wizard of Yore. He has been a difficult Master and your own impatience has often got the better of you. Perhaps a little too headstrong, you left immediately for Salamon's court. The king welcomed you enthusiastically and explained his plan. The battle could be avoided without bloodshed if Balthus were to be assassinated before his army could be amassed.

The mission ahead is extremely perilous. Balthus Dire is surrounded, in his Citadel, by a multitude of appalling creatures. Although Magic is your strongest weapon, there will be times when you must rely on your sword to survive.

King Salamon has briefed you on your mission and warned you of the dangers that lie ahead. One way through the Citadel is the best for you to take. If you discover it, you will be successful with a minimum of personal risk. It may take you several trips to find the easiest way through.

You leave the Vale of Willow on the long hike to the Black Tower. At the foot of the hill of Craggen Rock, you can see its outline against the dark sky...

Now turn over.
Adventure Sheet:
Unnamed Adventurer
Skill: 12/12
Stamina: 18/18
Luck: 8/8
Magic: 13/13
Equipment: Sword, Leather Armor
Backpack:
Spells:

(So what spells do we want to select? We have 13 total.)

EDIT: added poll and fixed some tags.
Last edited by Darth Rabbitt on Sun Mar 03, 2013 12:12 am, edited 1 time in total.
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Post by OgreBattle »

one of each, except for the stat replenishing ones because there's food for that.

Then that leaves 4 extra spells.
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Post by Prak »

I agree, fill out those remaining four with 2 each fire and levitation.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by CapnTthePirateG »

Ditto.

Also we need a silly name,
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Post by Prak »

Dirk Von Eldritcock
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Dr_Noface »

Dirk Dicklong, Blademage
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Post by Ancient History »

Dirk O'Killitwithfire
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Post by OgreBattle »

Manstaff Cockbeard
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Post by Darth Rabbitt »

(I may have to hold a poll; they're all pretty damn awesome. But the game won't be delayed any longer.)
Image
The sun sets. As twilight turns to darkness you stand your climb up the hill towards that forbidding shape silhouetted against the night sky. The Citadel is less than an hour's climb.

Some distance from its walls you stop to rest - a mistake, as it seems a fearful specter from which there is no escape. The hairs on your neck prickle as you look towards it.

But you are ashamed of your fears. With grim resolve you march onwards towards the main gate, where you know guards will be waiting. You consider your options. You have already thought about claiming to be a herbalist, come to treat a guard with a fever. You could pose as a trader or an artisan - perhaps a carpenter. You could even be a nomad, seeking shelter for the night.

As you ponder the possibilities, and the yarns you will have to spin to the guards, you reach the main trail leading up to the gates. Two lanterns burn on either side of the portcullis.

You hear muffled gruntings as you approach, and two mis-shapen creatures step forward. On the left stands an ugly creature with the head of a dog and the body of a great ape, flexing its powerful arms. Its opposite number is indeed the opposite, with the head of an ape on the body of a large dog. This latter guard approaches you on all fours. It stops some meters in front of you, raises itself on its hind legs, and addresses you.

(Ape-Dog: Are your jimmies rustled?)

Which story will you opt for?

Will you pose as a herbalist?
Will you claim to be a tradesman?
Will you ask for shelter for the night?

Adventure Sheet:
[name not decided on yet]
Skill: 12/12
Stamina: 18/18
Luck: 8/8
Magic: 13/13
Equipment: Sword, Leather Armor
Backpack:
Spells: Fire x 3, Levitation x 3, Creature Copy x 1, E.S.P. x1, Fool's Gold x 1, Illusion x 1, Shielding x 1, Strength x 1, Weakness x 1
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Post by Shrapnel »

(How can our name be anything other than MANSTAFF COCKBEARD?)

Let's pose as a herbalist; they know all sorts of sexy tricks with cauliflower. Never, ever say a herbalist can't find imaginative uses for common vegetable matter.
Last edited by Shrapnel on Sun Mar 03, 2013 12:15 am, edited 1 time in total.
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Post by Prak »

The guards may all be chimeras. I say ask for shelter.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by OgreBattle »

I wish there was a "pizza deliveryman" option, and we hide our staff in the pizza so when the guards ask to see the pizza they get a facefull of magic.


claim to be an erballiste
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Post by Darth Rabbitt »

The Ape-Dog asks to see your herbs. Luckily, you grabbed a few handfuls of weeds on your way and you show them. Cocking its head over to one side, the creature eyes you suspiciously. It asks for the name of the guard you have come to treat - something you hadn't planned on! You quickly think of a name to bluff the creature with:

Kylltrog
Pincus
Blag

Adventure Sheet:
Skill: 12/12
Stamina: 18/18
Luck: 8/8
Magic: 13/13
Equipment: Sword, Leather Armor
Backpack: Weeds
Spells: Fire x 3, Levitation x 3, Creature Copy x 1, E.S.P. x1, Fool's Gold x 1, Illusion x 1, Shielding x 1, Strength x 1, Weakness x 1
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Post by Ikeren »

I can't believe Smith isn't an option.

Let's go with Blag, then.
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Post by Prak »

Blag is the "Smith" of Fantasy.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Darth Rabbitt »

The creatures look at each other as if the name sounds familiar but they can't quite place it. You quickly add that he is on the first floor watch. They shrug and eventually decide you may be telling the truth. The Ape-Dog summons the gatekeeper who eventually appears to let you in.

You walk forward into a spacious open courtyard surrounded by large walls. Various lights are burning and groups of figures are shuffling around in the darkness. In the center of the courtyard is a large monument of some kind - perhaps a fountain. Looking across the yard you can see what appears to be the main entrance to the tower. Will you:

Creep around the wall towards the tower?
Stride boldly across the courtyard?
Tiptoe through the shadows towards one of the groups?
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Post by OgreBattle »

creep to the tower.
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Post by angelfromanotherpin »

Groups! Groups! Groups!
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Post by Dr_Noface »

This book just started and its already insane. I vote group, we need to help Blag with his fever.
Last edited by Dr_Noface on Sun Mar 03, 2013 1:50 pm, edited 1 time in total.
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Post by Shrapnel »

Let's head towards the group, and say something clever, like, um, uh, er...... huh.

So I'm not so good at writing clever sexual innuendos. So sue me.
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Post by Darth Rabbitt »

(OK, there's enough of a lead in the polls that I'm calling our character Manstaff Cockbeard. Also, Shrapnel, the obvious pick up line would be, "Do you want to be enchanted by my magic rod?")

Cautiously, and keeping well out of sight, you creep through the darkness around the edge of the courtyard. There are two groups of creatures in front of you. To the right, you can see two human-like figures talking under a torch fastened to the wall. To the left, a group of four creatures, of varying shapes and sizes, are sitting around a fire, eating. Will you approach the two by the torch or the group around the fire?
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Post by Dr_Noface »

Manstaff walks over to the fire and unsheathes his sword for all to see.
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Post by Darth Rabbitt »

Image
A motley crew sit around the fire. A warty-faced Orc is sending out scraggy chunks of half-cooked meat to the others. A snarling Dwarf with green skin is complaining about the size of his piece, while two Goblins -a man and a woman- are cuddling each other. They giggle and laugh, and every so often she slaps his ugly face causing more merriment. As you approach they stop and turn round to look at you with unwelcoming faces. They sneer at your neat appearance and the female Goblin whispers some comment to her mate. In front of the Dwarf you can see an open box. You can just make out a vial of liquid within it. Will you:

Sit down with them around the fire?
Ask them whether you may join them?
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Post by Dr_Noface »

Asking permission is for pussies, and Manstaff's a huge dick. Manstaff sits wherever he likes.
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Post by Korgan0 »

WE SEEK VALIDATION FROM NO-ONE
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