[Let's Play] Fighting Fantasy 40 - Dead of Night!

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

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SGamerz
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Post by SGamerz »

Image
A tall, black tower lies before you. Lightning crackles round it and forks down to scorch the surrounding ground. Horrid gargoyles leer at you from the walls but make no attempt to stop you from reaching the tower. You pick your way through the blasts of lightning and arrive at the closed door upon which a mystic sigil has been drawn. It might have been placed there to protect the tower . . . or it could be a trap, designed to lure the unwary into touching it. Will you open the door and enter the tower, or rub out the sigil with your hand and then enter the tower?
Seems like this one isn't in any particular language that we can read with our talent, just a magic symbol.

Remove it or ignore?
Silent Wayfarer
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Post by Silent Wayfarer »

Remove it, of course.
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Post by Sirocco »

Remove the power glyph that will blow up in our faces.
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Post by SGamerz »

You erase the markings on the door, and it swings open. You enter a black corridor with paintings of leering Demons on the walls.
Rubbing out the glyph was the right move. If we passed through the door with it, it'll steal some of our loot, including the awesome new sword that we hadn't had a chance to use yet.
Summoning up all your courage and resolve, you walk down the corridor as far as a circular chamber with a purple floor and red walls. You are on the point of entering the chamber when glowing red lettering begins to form on the floor in front of you, and three doors appear in the walls within. Will you read the writing on the floor, or carefully step over it into the chamber?
This time it's something we may be able to read. But do we want to?
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Post by Silent Wayfarer »

Read it , yay for literacy.
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Post by Darth Rabbitt »

Read.
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Post by SGamerz »

If you have the SPEAK DEMON Talent, tum to 41. If you do not have this Talent, turn to 292.
It doesn't asks us if we want to use it, since we'd already chosen to read the words....
The writing is a trap, which you have activated by reading it. 'Welcome to the tower of Myurr. Here death and decay await you.' You feel yourself growing old; your skin wrinkles, and your teeth drop out. You collapse on to the floor and die.
Unfortunately, this turns out to be one of the few instances where having a Talent screws us over.

Rewinding to a 5th alternate universe, where Sir Mansley decides to leave the writings alone.....
The writing makes no sense, so you step gingerly over it and are relieved to find that nothing untoward happens. Standing in the circular chamber, you face the three closed doors in turn. From one of the rooms beyond you hear a weird clattering sound. Metallic swishing noises come from the second room, and you can hear nothing at all from the third. Will you open the door with the clattering behind it, the door with swishing sounds, or the door from which you can hear nothing?
Three more doors to choose from.

Adventure Sheet:
Name: Sir Mansley Girthrod
SKILL 11/11 (15/15 when fighting Demons!)
STAMINA 17/19
LUCK 13/13
Evil: 2
Possessions: Nightbane (sword), robes & skull cap, Silver Cross, Potion of Destiny (+4 LUCK), Lantern, Sword of Demon-Slaying (+4 SKILL when fighting Demons)
Talents: Meditation, Sense Demon, Banish Undead, Speak Demon
Provisions: 7
Gold Pieces: 4
No. of Deaths: 4
Misc Notes: 1) Look for the 'Pyramid of Bone', 2) 'The tower and the Eye are your greatest threats. For you to be safe, they must be destroyed. Say "Shagrat" and your way into the tower is assured. But the true path to your destiny lies in the balance, the left balance. Seek the pool', 3)we are disguised as an Orc.
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Post by Silent Wayfarer »

Metallic swishy noises. No reason why.
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Post by Darth Rabbitt »

Here's a reason: "swishy" is a fun word.
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Post by SGamerz »

Dozens of sharp knife float in the room before you. In the centre of the room is a suit of glowing magical armour which, you are sure, will protect you from Demonic enchantments. Will you enter the room, or explore further?
We are "sure"? Since when have we gained the Talent of Identifying Magic Objects by Looking at Them?

Just to be clear, "explore further" here simply means to not enter and explore one of the other 2 doors. Sadly, no option to explore this room for traps is available.
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Post by Silent Wayfarer »

Does the "explore further" option take us to the original paragraph? Does the original paragraph NOT say we can't enter rooms we've been in before? If the previous two questions have an answer of "yes", then explore further. Otherwise, enter.
Last edited by Silent Wayfarer on Mon Sep 08, 2014 1:10 am, edited 1 time in total.
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Post by Darth Rabbitt »

Silent Wayfarer wrote:Does the "explore further" option take us to the original paragraph? Does the original paragraph NOT say we can't enter rooms we've been in before? If the previous two questions have an answer of "yes", then explore further. Otherwise, enter.
This.
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Post by SGamerz »

"Explore further" leads us to a different paragraph, but with the exact same options of those 3 doors, and no mention that we can't enter the same door again (the paragraph reference for each is also exactly the same as the original paragraph).

I guess this means you want to explore further? If so, pick which door to go next. (clattering or silent)
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Post by Silent Wayfarer »

Yeah, probably explore further, the clattering door. I have the feeling that taking the armor is a trap, since if it were really a good thing, they'd close off the chance for an infinite loop.
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Post by Sirocco »

Agreed, let's try the clattering door.
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Post by SGamerz »

Across the room is a Demonic Pandemonium: a clattering musical instrumentmade out of dragons' bones. It plays a funeral march, and you can also hear the distant tolling of a church bell. Strange lights illuminate the peculiar device as the bones pound out a relentless beat. Will you stay and listen to the music in the hope that it will provide you with a clue, go over and inspect the Pandemonium, or leave the room?
Is Sir Mansley musically-inclined?
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Post by Sirocco »

I don't think anything good will come from listening to this, but I'm not entirely sure... Half a vote to leave and try the silent room.
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Post by Silent Wayfarer »

I suspect that examining the pamdemonium will help us destroy it. Examine!
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Post by Darth Rabbitt »

Inspect the pandemonium.
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Post by SGamerz »

Sir Mansley curiously inspects the Demon's instrument up close....
You fuel an overwhelming desire to play the instrument. Test your Luck. lf you are Lucky, you manage to tear yourself away and hurriedly leave the room. If you are Unlucky, you can do nothing but play the Pandemonium. . . Your adventure is over; you are trapped in Myurr's tower until you die.
Thanks to the upgrade when we destroyed the Death Stone, our Luck is now at 13, making it impossible for us to be Unlucky.
Listening to the music was the 'right' option here, although not really an essential one. Still, I was hoping you'd gone for it, since the resulting encounter ties in nicely with Sir Mansley's backstory given at the beginning of the book. It also nets us an item that we don't really need, but only because we have another item serves us better.

I'll get back to this after the playthrough is over.
You return to the circular room. Will you now enter the room with the weird clattering, the room with the swishing sounds or the silent room?
Since two of the three doors don't seem to lead to another exit, presumably the silent door will move us forward to the next stage.....
You enter a room that is decorated entirely in red paint, and realize that you have just walked through a Door of Teleportation. Accordingly, you cannot be sure just where the other exits from this chamber will lead. Four such doors can be seen; will you go through the north door (tum to 300), the south door (turn to 199), the east door (turn to 316) or the west door (tum to 42)?
Argh, probably my least favourite part of not only this boo, but in most gamebooks in general: the blind-direction choice maze. The south door (199) actually takes us back to outside the last 3 doors, so we still have a last opportunity to go back out and check out the swishing door again, if you want, which is why I skipped the last round of voting.

Which way?

Adventure Sheet:
Name: Sir Mansley Girthrod
SKILL 11/11 (15/15 when fighting Demons!)
STAMINA 17/19
LUCK 12/13
Evil: 2
Possessions: Nightbane (sword), robes & skull cap, Silver Cross, Potion of Destiny (+4 LUCK), Lantern, Sword of Demon-Slaying (+4 SKILL when fighting Demons)
Talents: Meditation, Sense Demon, Banish Undead, Speak Demon
Provisions: 7
Gold Pieces: 4
No. of Deaths: 4
Misc Notes: 1) Look for the 'Pyramid of Bone', 2) 'The tower and the Eye are your greatest threats. For you to be safe, they must be destroyed. Say "Shagrat" and your way into the tower is assured. But the true path to your destiny lies in the balance, the left balance. Seek the pool', 3)we are disguised as an Orc.
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Post by Sirocco »

Swish swish.
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Post by Darth Rabbitt »

Swish.
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 »

As you step into the room, all the knives fly towards you. Roll one die to determine how many knives attack you. In order to deflect each knife, you must roll your SKILL score or less with two dice. Each time you fail, you are hit by a knife and lose 2 points from your STAMINA. If you are still alive, you may rush over to the armour, or leave the room.
Die roll: 2 (number of knives flying at us).

Skill test #1: we roll a 5+3 = 8 (Pass)
Skill test #2: we roll a 4+5 = 9 (Pass)

We dodged both knives. Silent Wayfarer was right about this being a trap, but do we still want to go in now?

If you don't, please vote for which direction you want to go after getting past the silent door (north, west or east).
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Darth Rabbitt
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Post by Darth Rabbitt »

Well, the question is whether or not the armor is also a trap, or if it's the real deal.

Since we're just wearing cloth ATM, I suggest we check out the armor, lest it give us any SKILL boosts or damage reduction.
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Post by Silent Wayfarer »

I'll bet the armor is also a trap, but let's just try it on for lulz.

Also cloth armor for a demon slayer wat. Does Mansley Girthrod not know how to use protection?
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