Let's Play Fighting Fantasy #45: Spectral Stalkers

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Darth Rabbitt
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Let's Play Fighting Fantasy #45: Spectral Stalkers

Post by Darth Rabbitt »

Image
The Aleph is a prize beyond all measure, a mysterious artifact from another dimension which can be used to harness all the forces of the Universe. Within the swirling globe one may gaze at an exact copy of all the planes of existence or perhaps at existence itself!

Now, whether by fate or fortune, the Aleph has arrived in Khul and been entrusted to YOU for safekeeping. YOU must use its unearthly powers to transport you through the dimensions and overcome the many obstacles in your way until you can return it to its rightful owner. But beware, for others also seek to own the Aleph – especially the terrifying Spectral Stalkers!

Two dice and a pencil are all that you need to embark on this astonishing adventure, which is complete with its elaborate combat system and a score sheet to record your progress.

Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you, and it’s up to YOU to decide which route to follow, which dangers to risk and which foes to fight. Nothing has prepared you for an adventure like this!
ADVENTURING AMONG THE SPHERES

You are a warrior, a skilled and hardy adventurer. You will use dice to determine your exact attributes.[references to the book's character sheet cut]
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.

These are your Initial scores, and you must keep a permanent record of them. Any of your scores may change during your adventure, but they will exceed their except on very rare occasions, when you will be instructed on a particular Initial amounts only very rarely. You must keep a record of all changes to your scores - so write small or use an eraser.

Your SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. Your STAMINA is your health and fitness, and your ability to survive wounds and physical hardship. Your LUCK score shows how lucky you are.
(I rolled SKILL 10, STAMINA 19, LUCK 9.)

Luck
There will be times when the success or failure of your exploits will depend entirely on your LUCK. You will be instructed to Test Your Luck; the procedure for this is as follows: roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. As you will see, the more you use your LUCK, the less likely you are to be Lucky. There will be occasions when you will be able to recover some points of LUCK; however, unless specifically stated to the contrary, your score cannot exceed its Initial value.
Combat
During your adventure you will meet other people and creatures. Some of them will attack you; others you will decide to fight. The procedure for resolving battles is described below.
SKILL and STAMINA scores are given in the text for each adversary that you face. Write these numbers in the first vacant Monster Encounter Box on the Adventure Sheet. Make a note also of any special abilities or instructions that are unique to this particular opponent. The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: go to step 4. If your opponent's Attack Strength is higher, it has wounded you: go to step 5. If both Attack Strengths are equal, you have avoided each other's blows - start a new Combat Round from step 1.
4. Deduct 2 points from your opponent's STAMINA. You may be able to deduct extra points if you use your LUCK (see below) or if you have a special weapon.
5. Deduct 2 points from your own STAMINA. You may use your LUCK to reduce the seriousness of this loss (see below.)
6. Make sure you have recorded on the Adventure Sheet all adjustments to the STAMINA and LUCK scores of either yourself or your opponent.
7. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.

You may from time to time be given the opportunity to escape from your opponent. If you decide to do this, the battle ends - but the enemy automatically wounds you once as you turn your back and flee. Note that you may use LUCK to minimize this wound, as for any other (see below.)

Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.
Using Luck in Combat
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 rolled 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 it, and you deduct 1 point less than normal from its STAMINA.

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 upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.
Restoring Skill and Stamina
Skill
Your SKILL score will not change much during your adventure, and you should change it only if given specific instructions to do so in the text. As SKILL is a measure of combat prowess, it can be reduced by losing your weapon or by the effects of poison, for instance; acquiring a magical weapon could increase your SKILL - but remember that you can only use one weapon at a time!

Stamina
Your STAMINA score will change frequently during your adventure as you suffer wounds and then recover. At various times you will be given opportunities to eat meals and to acquire Provisions. Eating a meal normally restores up to 4 points of STAMINA, although there will be times, when you get very hungry, when you will need to eat a meal simply to avoid losing STAMINA; you may eat only one meal at a time, even though you may have more in your backpack. Unless specifically stated, your STAMINA may never exceed its Initial score.
Leaving a Trail
Spectral Stalkers can detect the traces of psychic energy that you leave in your wake as you travel between the Spheres of the Macrocosmos. Each time that you pay more than a flying visit to a location - if you stay long enough to become involved in a fight, for instance- you will leave a disturbance in the ether that will attract the Spectral Stalkers. The more times you do this, the easier it is for your shadowy pursuers to home in on you.

Your TRAIL score shows how easy it is for the Spectral Stalkers to find you. At the start of your adventure your TRAIL score is zero- the Spectral Stalkers do not even know of your existence, and have no chance of finding you. At various points in your adventure, however, you will be instructed to add TRAIL points to your score. Thus, the longer you spend on your travels, the greater the risk that the Spectral Stalkers will find you.

At other times you will be instructed to Test your Trail Score. The procedure for this is: roll three dice. If the total rolled is equal to or more than your TRAIL score, you remain undetected; if the total rolled is less than your TRAIL score, you have been detected by the Spectral Stalkers.

Often you will be told to add a point to your TRAIL score and then to Test your Trail Score immediately afterwards.
Getting Started
You start this adventure with no inkling of the heavy task that is about to fall to you, and no premonition that in the days to come you will be pursued by a pack of nightmarish creatures more inexorable than Bloodhounds and more vicious than Wolves. Instead, you are carefree: you have no employment and your backpack contains Provisions for only two more meals, but your purse is full and you have the world to go adventuring in. Your trusty sword is, as ever, at your side.

It is recommended that you make notes and draw a map as you explore. There is a way to succeed that involves little risk, even if you start with low Initial scores. There are many more routes that lead to failure and unpleasant fates.

BACKGROUND
'Signs and portents,' wheezes the old fortune-teller in a voice that seems to rumble from within the folds of his moth-eaten cloak. 'There are signs and portents here. The cards will speak the truth for you, young warrior- I feel it.'

You are beginning to wish that you had never ventured into this dark and smelly tent. The raucous shrieks and music and laughter of the fairground sound dim and distant, even though the grubby canvas of the fortune-teller's tent is the only thing that separates you from the merry-making crowds. You could be outside in the sunshine enjoying the Midsummer Fair instead of waiting in half-darkness for this ancient half-Elven charlatan to start his card-reading act.

A gust of cold wind swirls around you without disturbing the smoke that clogs the air. Suddenly apprehensive, you shiver. The fortune-teller seems momentarily alarmed, but then clears his throat and begins to turn over the cards, one by one.

Each disc of thick parchment bears a faded picture. The first few are familiar - a shining gemstone, a tramp with his meager belongings tied in a bundle, a skeleton wielding a scythe. The fortune-teller's explanation is equally ordinary - the usual patter about a great treasure and going on a long and difficult journey, and the threat of terrible danger. Since when did your life as an adventurer contain anything but treasure, travel and danger? You regret giving the old half-Elf a Gold Piece; you now have only 8 Gold Pieces left in your purse and there are many more stalls to visit before nightfall.

Then you notice that the fortune-teller has stopped mumbling. He is staring at the card he has just turned over. His hands are shaking. The face of the new card is completely blank and slightly luminous. At last he manages to stutter: 'It - it isn't possible! None of these cards is blank! But if this is so . . This card represents your destination, soldier. I fear for you.'

"Why? What does it mean? Where is my destination?"

'Not in Khul,' wails the fortune-teller. 'Nor anywhere in this world. You will travel further than any man can imagine, with a perilous burden and a dreadful pursuit at your heels. Go from here. A storm approaches. Prepare yourself: you will be plucked from this world ere long.'

You step outside to find dark clouds racing across the sky. The crowds are dispersing and the fairground folk are struggling to secure their tents against a rising gale. The paths across the fields to Neuburg are thronged with townspeople scurrying home. You decide to shelter from the storm in the forest and you set out alone towards the dark line of trees . . .
Image
You hurry towards the forest beneath the billowing black clouds that have turned daylight into dusk. There is a sudden flash of blinding light. You expect a crash of thunder, but instead there is an eerie silence. Then you see something falling out of the sky, tumbling and fluttering like an autumn leaf. It lands with a thump on the path ahead and you run towards it.

It is a winged creature unlike any that you have seen before, and it is badly hurt. Its silver, gossamer-thin wings and its bright robes have been tom into tattered shreds; its small humanoid body bears grievous wounds. It stirs as you approach, and stares at you with huge round eyes. With its last reserves of strength it holds out to you the bundle that it carries, and tries to speak: 'Stranger! I am dying . . . I have failed. Take this burden from me! Take it! Archmage Globus . . . he must . . . Too late! I am dying. Take it! . . . and beware the Spectral Stalkers!'

The creature dies. You pick up the bundle. It seems to be a hard ball wrapped in a cloth. Will you put the bundle in your backpack and continue on your way or unwrap the cloth and look at its contents?

[Insert Name Here]
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 0
Equipment: Trusty Sword
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 8

EDIT: fixed some typos
Last edited by Darth Rabbitt on Mon Oct 14, 2013 12:32 am, edited 1 time in total.
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Post by Korgan0 »

we look
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Post by Starmaker »

Let's say hello to our first Trail point, perhaps several! We look.
Darth Rabbitt wrote:(I rolled SKILL 10, STAMINA 19, LUCK 9.)
...
This card represents your destination, soldier.
4 and 3 on 1d6es and 7 on a 2d6? I dub him G.I. Average Joe.
Last edited by Starmaker on Mon Oct 14, 2013 7:33 am, edited 1 time in total.
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Post by Darth Rabbitt »

You place the bundle on your knees and unfold the cloth to reveal a glowing sphere not much larger than your fist. At first you think it is made of glass, and transparent; but you peer into it and realize that it is made of nothing or, rather, of many things, countless things. You see oceans, deserts and cities; suns, moons and stars; animals and people; and many things that you cannot recognize. You look and look, and the sphere seems to expand until it is surrounding you. Then it shrinks to its former size - and you are no longer in the countryside near Neuburg.

You are in a vast building. On all sides, corridors stretch away as far as your eyes can see. Every wall is lined from floor to ceiling with shelves and every shelf is full of books. In front of you is a desk, over which hang two signs. One says SILENCE!, and is completely unnecessary as there is not a sound to be heard. The other says ENQUIRIES. There is a little brass bell on the desk. You cover the strange sphere again and put it in your backpack. Will you now set off to search this strange building, or ring the bell?

G.I. Average Joe
SKILL 10/10
STAMINA 19/19
LUCK 9/9
TRAIL: 0
Equipment: Trusty Sword
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 8
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 Korgan0 »

Having worked at the front desk of a library, everyone rings the goddamn bell. We ring the bell.
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Post by Starmaker »

(Doesn't the bell annoy visitors anyway? I mean, it's one thing if it triggered an alert wherever the librarian is hiding when he/she is not at the front desk, but it being at the desk defeats the whole purpose of requests for silence.) We ring the goddamn bell anyway. If anything, at least the librarian can show us the exit.
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Post by Darth Rabbitt »

Image
The tinkling of the bell is lost in the oppressive silence. You wait but nothing happens. You are about to walk away when a figure rises behind the desk and huffs a cloud of smoke. You jump back in surprise and alarm; a female Dragon is glaring down at you over a pair of wire-framed spectacles.

'Yes? Well, what do you want? This is the Library in Limbo, you know, and no place for warriors and other troublemakers.'

Will you show the Dragon the sphere, and ask her what it is, or ask her if she has heard of Globus and the Spectral Stalkers? Or will you attack her?
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Post by Korgan0 »

Let's ask what she knows about the stalkers. We don't want to tip our hand about the sphere just yet.
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Post by Starmaker »

Korgan0 wrote:Let's ask what she knows about the stalkers. We don't want to tip our hand about the sphere just yet.
This.
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Post by Darth Rabbitt »

'Globus?' barks the Dragon. 'Spectral Stalkers? Never heard of them. But that's not surprising, you know. There are more books in the Library in Limbo than there are grains of sand on all the beaches in the Macrocosmos. We have at least one copy of every book ever written, and even I can't be expected to read them all. What sort of thing is a Globus? Or a Spectral Stalker?' You confess that you don't know what a Spectral Stalker is, but that Globus is an Archmage. 'An Archmage? If he's of any note at all he'll warrant an entry in the Directory of Wizards. You'll find a copy a couple of kilometers along that corridor there. You can't miss it, it's a big black book with the word Wizards on the spine. Well, run along then.' Will you follow the Dragon's pointing finger, or would you rather set off in another direction to explore the corridors of the Library?
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Post by Korgan0 »

Dragon seems to be legit, let's go with that.
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Post by Starmaker »

Korgan0 wrote:Dragon seems to be legit, let's go with that.
Again this.
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Post by Darth Rabbitt »

You have been walking for what seems like hours, and still the corridor extends before you as far as the eye can see. As you walk, you scan the endless rows of books, and at last one attracts your attention. It is as tall as a spear and bound in fine black leather. The title, embossed in gold down the spine, is in your language: Wizards. Will you heave the book from its place and open it? Or are you so weary of searching this Library that you can think only of looking for a way to leave it?
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Post by Starmaker »

Of course we open it. Damn padding. I've been thoroughly shamed and will now swear to maintain full trust in the awesomeness of this book.
Last edited by Starmaker on Tue Oct 15, 2013 4:31 pm, edited 1 time in total.
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Post by Darth Rabbitt »

(That choice is mostly there in case you decided to explore the library instead of taking directions. From the way we came it's padding but from the other way it's a chance to find this book. Again, this book is really well designed by FF standards.)

You grip the massive tome with both hands and tug it from its shelf. You study the ornate script and realize that the book is an alphabetical list of all types of magicians. The book has fallen open at a page of wizards whose names begin with the letter G—and there, in front of your nose, is the name Globus. You read the following description:

GLOBUS Rank: Archmage.
Residence: The Ziggurat World
Comments: One of the most powerful images in Macrocosmos, but concentrates on research and experimentation. Specialties includes summonings and transportation between the various Spheres of the Macrocosmos. Also theoretical studies of the Aleph, the One Sphere believed to contain all that exists.

You ponder these words. You must assume that the ball you are carrying is the Aleph. Perhaps the flying creature that gave it to you was caught by the Spectral Stalkers while trying to take it to Globus? What will you look for now—a way out of this Library, or someone who can tell you more about the Aleph?
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Post by Starmaker »

Darth Rabbitt wrote:Also theoretical studies of the Aleph, the One Sphere believed to contain all that exists.
So... as a generation, we inherited the genre of fantasy with a universe of infinitely recursive spheres and left it with Nentir fucking Vale?

Find someone who can tell us more. This place looks safe, at least until the Stalkers start pouring in.
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Post by Korgan0 »

Let's find out about the macguffin.
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You walk for hours between towering shelves laden with dusty volumes. No matter how far you go, the corridor extends, without end, as far as the eye can see. At last, however, in a gap between two sets of shelves, you find a door. It is slightly ajar, and the notice on it announces: Office of the Artifacts Specialist. Please knock and wait. Below the notice is a heavy brass knocker and below that, set into the wooden beams of the door, are a circular piece of glass and a brass plate with a narrow slit. Will you push the door open and walk through the doorway, lift the knocker and knock on the door, or turn away and look for a way out of the Library?
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Post by Starmaker »

Lift the knocker and knock on the door.
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The knocker raps loudly on the heavy wooden door. You wait for a reply; nothing happens but the sudden appearance of a light behind the little glass circle. Then, in a gravelly voice, the door itself speaks to you! 'You are a human warrior. You possess eight coins of gold. Please insert four coins into the slot and enter.'

Will you follow these instructions and put 4 Gold pieces into the slot in the door, before going through the doorway? Will you ignore the voice and push open the door immediately? Or will you abandon the idea of going through this door, and instead look for a way out of the Library?
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Post by Starmaker »

The book wants us to either leave or stride in, so let's pay.
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The door swings open and you step across the threshold into the room. Without warning, a bucket of water falls from the top of the door: you are drenched and the bucket strikes your head as it falls. Lose 1 STAMINA point. You shake the water out of your eyes and see that you are in a small room full of half-dismantled machines. A big man, so tall that he almost has to stoop in this low-ceilinged room, is leaning against a high-backed chair and laughing so much that his eyes are as full of water as yours.

‘Oh dear, oh dear,' he guffaws. ‘I didn't think anybody fell for that old bucket above the door trick these days. That’s cheered me up no end! I'm Wayland, in case you're wondering, and you're obviously a visitor. Where do you hail from?' Will you attack this sniggering practical joker, or will you restrain your anger and reply to his question?

G.I. Average Joe
SKILL 10/10
STAMINA 18/19
LUCK 9/9
TRAIL: 0
Equipment: Trusty Sword
Provisions: 2 (+4 STAMINA each)
Gold Pieces: 4
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 Starmaker »

Keep calm and reply to his question.
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Post by Darth Rabbitt »

'You're from Khul?' says Wayland. 'Khul, on the world of Titan? I know of it, of course. Primitive technologically, compared to some worlds I could name, but an interesting place all the same. You are wet, aren't you? Sorry about that - I just can't resist a joke. Have a swig of this; it'll dry you out in no time.' Wayland's hand dwarfs the bottle that he offers you. Do you accept this offer? If you decline to drink from the bottle, Wayland is not offended.
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Post by Korgan0 »

Let's drink.
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