[Let's Play] Fighting Fantasy 11 - Talisman of Death

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SGamerz
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[Let's Play] Fighting Fantasy 11 - Talisman of Death

Post by SGamerz »

Cover:
Image
From the back cover/Introduction inside front cover:
"The once-peaceful world of Orb is in terrible danger. Dark forces are at work to unleash the awesome might of the Evil One - and only YOU can stop them. YOUR mission is to destroy the Talisman of Death before the dark lord's minions reach you. But beware! Time is running out..."
Some FF gamebooks have a different synopsis on the back cover and fron introduction, but for this book they are completely identical.

That line about Time running out is a lie though. As you may soon find out, Time literally never runs out in this adventure. ;)

This is the first FF gamebook that's written by authors not named Steve Jackson or Ian Livingstone (and I'm counting both Steve Jacksons here :tongue: ). So, this being a very early book in the series, there's really no new rules added to what we've come to know as the Standard FF Boilerplate:

Skill, Stamina, & Luck
SKILL score: Roll one die. Add 6 to the result. We roll a 2 and get 8 (Yikes! Not good......)

STAMINA score: Roll two dice. Add 12 points to the result. We roll a 5+5 and get 22 (At least we can take a lot of punishment.....which we probably will with that abysmal SKILL score.)

LUCK score: Roll one die. Add 6 to the result. We roll a 4 and get 10 (Decent)

SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points" . LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.

Eating a meal restores up to 4 points of STAMINA; you may only eat one meal at a time.

Testing your Luck: When instructed by the book to Test your Luck, 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. The more you use your LUCK, the less likely you are to be Lucky.
Combat
SKILL and STAMINA scores are given in the text for each adversary that you face.

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: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. 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.

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. 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. 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.
And our Starting Equipment:
You start your adventure with a sword, leather armour and a shield, and a backpack containing 10 Provisions.

You may also take a magic potion which will aid you on your quest. Each bottle of potion contains enough for 1 use, and can be drank anytime except during combat. Choose one of the following:

(a) Potion of Skill - Restores your Skill to its Initial level.

(b) Potion of Strength - Restores your Stamina to its Initial level.

(c) Potion of Fortune - Restores your Luck to its initial level and restores 1 point to Initial Luck.
Yep, you can tell how early this book is in the series just from the fact that the 3 starting potions rule is still available. These were completely phased out in the later books.

And now, let's proceed with the Background:
You are regaining consciousness. Your eyes flutter open to the sound of a songbird, trilling joyously. You are lying on a couch of green velvet, set on the topmost turret of a great white castle hanging in the clouds.

Rising to your feet, you look around. The songbird, whose sleek feathers are a warm burnished gold, is perched on the battlements, resplendent against the ocean-blue canopy of a sky in which there is no sun.

You are clad in strange, outlandish clothes, breeches of dark-green leather and a thickly quilled leather jerkin. On your feet are russet-red calfskin boots, supple and comfortable, into which the breeches are tucked at mid-calf.

A heavy sword is belted at your side and, with a shock, you realise that somehow you know how to use it skillfully and with deadly force. As the songbird trills you try, in vain, to recall memories of Earth, but everything is hazy and distant.

You have been taken from the world you know and trained in the art of sword-play. You cannot remember even who trained you or why, but the hilt of the sword fits your hand snugly. Drawing it, you lunge and parry, marvelling at how the sword cuts through the air faster than the eye can follow.

The songbird seems unperturbed by your fine display of swordsmanship, but you are surprised when it cocks its head and speaks to you, its voice fluting merrily.

"Welcome, Champion of Fate. Do not be dismayed, for you are not yet in danger."

"Where am I?" you ask, feeling as if you are in a dream.

"Far, far from your home, I fear to say. This is the world of Orb and you are in the Garden of the Gods."

"What is Orb?" you demand.

"You will find it most strange and full of wonder, for it is very different from Earth. Men must share it not just with talking creatures such as I but with weird and fell monsters, giants, dragons and demons. There are warlocks and sorcerors, too, great wielders of magic, in the cities. But do not fear, you have been chosen to be our champion, for you are more likely to succeed than any other on Earth. Now I must complete my task. Come, my masters bid you join them in the chamber below. Please follow me."

With that, the golden songbird flutters away down a spiral staircase. Shaking your head in confusion, you descend the stone steps into a large circular room where two beings turn towards you.

"Welcome," says one, a pale figure enfolded in a swirling robe of many colours above which you can only see a perfectly smooth and hairless head. The robe shimmers, its colours shifting as she steps towards you, catching your mind before you realise what is happening.

Looking into her face, you see an image of yourself, fighting for your life inside a huge temple. Then the image shifts and you see yourself leaving a walled city, hastening alone across a desolate moor, only to find yourself deep in a jungle, surrounded by devils with blue skins. Your nape bristles as you realise that she is revealing glimpses of your destiny. It is only when they are over that you notice she has no eyes in her smooth pale face.

The other figure changes even as you look at him. At one moment he is an ancient white-haired man, heavy with knowledge, at another an infant, wise beyond his years. The metamorphosis through youth to age takes but a few instants, yet flows so smoothly you cannot see the features change. His voice is smooth and ageless.

"We have summoned you here to the world of Orb because we wish to prevent a fatal upset in the balance of nature. The cosmic scales have been tipped too far and you must play a part in righting them. It is not for us in the Garden of the Gods to set things right. We cannot fight him who would bring chaos to Orb. Rather we use men as our tools. I shall not say whether you will succeed."

The floor of the room upon which you are standing is the most realistic and detailed map imaginable. You can even see small figures tilling the fields and walking the streets of an entire world; a world of pinnacled castles; knights on horseback, their men-at-arms bearing banners which stream in the wind; and strange high-walled cities with towers and spires, concealing the dives of assassins and thieves amongst the splendour. The eyeless immortal steps forward, her robes now the colour of the deep sea, and caresses your cheek.

"We are sending you down to the surface of Orb. If you fall into the clutches of Death we cannot aid you. Do not fail us!"

"Fail in what?" you begin to ask. But just then, to your horror, you find yourself being drawn inexorably towards a black crack in the map. The realization that your destiny is being tampered with angers you, and you resolve to find a way back to Earth and your home at any cost. As the world of Orb rises up to engulf you, the awesomeness of what is happening overwhelms you and you lose consciousness.
And here we turn to page 1....
When awareness returns you look around. You are standing in a huge vaulted chamber, deep underground.

In the chill air, you wonder what terrible fate may be in store for you. You are utterly alone, without a friend in this world, and you have no idea what fiendish horrors may exist here, so far from home.

There are no windows in the chamber, nor natural light, only the ruddy glow of flaming torches that are fixed to pillars soaring beyond sight. The walls are running with damp, the air musty and heavy with age.

There are two archways at the back of the cavern. Before you can investigate further, the torchlight flickers, and a cool gust chills you to the marrow - something in the unseen darkness is causing the air to move.

A light flashes briefly ahead and an infernal howling echoes across the vast vault. No living thing could possibly have made that dreadful sound, you think to yourself, but then you remember that you know nothing of the dreadful denizens of Orb.

You hear the sound of running footsteps approaching rapidly, but you cannot yet see who - or what - is coming. Will you run through the nearest archway or hold your ground and draw your sword?
So:

1) Do we run or draw?
2) What potion do we bring with us?
3) What excessively-penile name shall the Champion of Fate bear? (keep in mind that it seems implied that our character is from the mundane world, so a medieval-type name might not be fitting here....but it's up to you of course)

Adventure Sheet:
Name: ???
SKILL 8/8
STAMINA 22/22
LUCK 10/10
Equipment: Sword, Leather Armor, Shield
Provisions: 10 Meals (+4 STAMINA)
Potion:
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Post by Darth Rabbitt »

Human sucked into a magical game world with a blatantly phallic name? I suggest Captain D: The Master Baiter.

Anyways, with our abysmal SKILL we should probably hide. And take the Potion of Fortune, because while our SKILL is bad it's not too likely to go down, and with 22 STAMINA and 10 Provisions we're not going to run out of health too easily. Also, the bonus to Initial LUCK is awesome.
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Post by Sirocco »

Hide.
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Post by SGamerz »

The option actually implies "getting the hell out of this place" rather than "hide and see who's coming".

Anyway, we run for the archway:
As you dash towards the forbidding blackness of the archway, you hear a click followed by a rumbling sound ahead. The floor beneath your feet begins to tremble. Do you want to hurl yourself through the archway, into the darkness, or stop your headlong flight?
Do we want to push forth and penetrate the unknown depths?
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Post by Sirocco »

Nah.
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Post by SGamerz »

You stop just in time - a slab of smooth rock slams down from above with a crash that reverberates around the cavern. It blocks the arch completely. The other one is similarly sealed. Realizing that you have no choice, you turn to face the oncoming footsteps and draw your sword.
Yeah, this is an unavoidable encounter.
We basically saved ourselves from taking a few STAMINA loss damage. Not lethal, but annoying.

And this encounter is necessary because as we need to pick up a certain plot coupon that this whole book revolves around....
A woman wearing chainmail and a shield on her back, and carrying a loaded crossbow, bursts into the torchlight ahead of you. Seeing you, she immediately points the crossbow in your direction. Three men, panting heavily, appear behind her. The first, a tall and handsome man, is dressed in shining silver armour, and the blade of his two-handed sword glows with a faint white radiance. The next is dressed in a flowing robe of cloth of gold and wears a smiling golden mask. He carries an ivory staff. The last is a thick-set man with a white surcoat over chainmail. A red cross adorns his breast and a spiked mace hangs at his side. Once again, you hear a wailing, louder than before.

"They are almost upon us," cries the man with the glittering sword.

The Shield-Maiden calls to you, "Who are you and what are you doing here in the Rift, spawning place of evil?"

Will you:

Say that you have come from another world?

Say that you are on a quest against evil?

Try to play for time?

Attack the Shield-Maiden?
We just met a Generic Fantasy RPG Adventuring Party! The only one missing is the thief/rogue-like character.

What do we tell (or not tell) them?
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Post by Sirocco »

Let's not freak them out just yet. Say we're on a quest.
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Post by Darth Rabbitt »

Shield-Maidens are good in the World of Orb, so let's tell her party about our quest.
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Post by SGamerz »

Here's a picture of the adventuring party that I wasn't able to post earlier:
Image
Alone?" asks the Shield-Maiden in disbelief. The man in gold turns to the Priest. "Is it true?" he asks. Knowing your story to be a lie, you wait anxiously while the Priest casts a spell. "It is a lie," the Priest declares. The Shield-Maiden turns to you accusingly. "Why are you lying to us?" she asks. "I ask you one last time, who are you and what are you doing here?" Will you tell them the truth, or ask them what business it is of theirs?
Wait, so we're NOT on a quest against evil? So this Death guy and his followers are actually Good???

Do we want to tell these guys the truth? Do we even know what's the truth anymore?
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Post by Sirocco »

Eh, level with them. Not much else we can do.
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Post by Darth Rabbitt »

Well, we are in the world of Orb, so Ninja Honesty is probably the best policy.
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Post by SGamerz »

You want the truth?? Pah, YOU CAN'T HANDLE THE TRUTH!

But we'll give it to them anyway.
Her eyebrows raise in surprise. All four of them look at you doubtfully. The Priest pauses, then says, "It is the truth and spoken from a true heart." The Shield-Maiden lowers her crossbow and turns to guard the entrance of the cavern.

"What are we to do?" asks the man in gold. "The exits are blocked, and I only have enough power to teleport one of us out now."

The man with the glittering sword, a Paladin, says gravely, "Then we will die together, Wizard, and they will pay dearly."

"But what of the Talisman?" asks the Priest. "Perhaps this warrior has been sent by the gods to continue the quest?" Sensing the goodness in these people, you wait to hear how you can aid them.
Wait, now we want to help because we sense their goodness? I thought it's been established that we're not against evil?
The Priest steps towards you and tells you this story.

"Long ago, the minions of Death fashioned a Talisman that would allow them, if the time was right, to summon their God to the surface of this world. That time has now come. If Death is summoned, all life will cease. Only Death's minions will continue to exist in an awful half-life. His presence will spread like a gray shadow across the world of Orb. Everything will turn to dust and the balance of nature will be disrupted for ever. The Loremasters of Serakub, a group of holy people. have striven to prevent this. They sent a group of Crusaders, of which we four alone survive, on a quest to steal the Talisman. The Fleshless King had sent the Talisman to the depths of the Rift for safekeeping. We have entered this put of evil and seized it." He pulls a necklace out from under his surcoat. On it hangs a disc of obsidian, in the middle of which is a skull carved in ruby - the Talisman of Death! He hands it to you. "Here. For the sake of all Orb you must take this Talisman and continue the quest. It cannot be destroyed, but if you can take it to your world, it will be beyond the reach of the claw of the Fleshless King."

You are impressed by the courage and unselfish fortitude of these people and resolve to continue the quest. You take the Talisman. It feels cold and heavy around your neck. The Wizard turns to you and says, "I am going to use the powers of magic to transport you to the surface. Head west until you come to the city of learning, Greyguilds-on-the-Moor, where you may discover a way to return to your own world. Do not fail us! Here, take this gold, it may be of use." He gives you a purse with 10 Gold Pieces in it. As the Wizard prepares his spell, a horde of creatures boils into the cavern.
Well, at least they're paying for the expenses......
Dark Elves and Cave Trolls are pouring into the cavern, attacking the Shield-Maiden. As the Paladin and Priest rush to her aid, you see a huge shadowy form looming behind the sea of Elves and Trolls. The Paladin's glittering sword cuts through the horde, but the Dark Elves are using magic and the Shield-Maiden falls beneath their onslaught. The huge fiend howls triumphantly, just as the wizard completes his spell.
......and I guess we do have a valid reason to agree to help them out. We need their waizard's help to get out of this place and we don't have to stay and get slaughtered like they are now.
Suddenly, you are in blinding sunshine. You are standing at the lip of an immense chasm. You realise that this must be the rift the Crusaders spoke of. The rocky earth is blackened and cracked, full of pits and fissures, and noisome fumes rise from the depths of the chasm. To the west you see a range of green hills partially covered in trees and thick woodland. A few hundred metres to your right, you can see where a forest begins, extending all the way to the hills. You realise that you must head in the direction of the hills to reach Greyguils - but which route will you take? If you go through the forest, turn to Section 256. If you would rather take the more direct route across open ground, turn to Section 134.
So the back cover summary is pretty much lying throughout. We're not supposed to destroy the Talisman, just bring it back to our world....

Which route to take?

Adventure Sheet:
Name: Captain D: The Master Baiter
SKILL 8/8
STAMINA 22/22
LUCK 10/10
Equipment: Sword, Leather Armor, Shield, Talisman of Death
Gold: 10
Provisions: 10 Meals (+4 STAMINA)
Potion: Potion of Fortune (retore Luck to Initial value, +1 to Initial Luck)
Last edited by SGamerz on Tue Oct 28, 2014 3:40 am, edited 1 time in total.
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Post by Dr_Noface »

da woods
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Post by Omegonthesane »

Nah, open ground, so we can see where we're going.
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Post by Darth Rabbitt »

Avoid the devils with blue skins, and go out in the open. We're not a ninja, so we're likely to get ambushed there.
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Post by SGamerz »

We run for the open ground....
If I remember correctly, although both routes have their dangers, the woods is actually the slightly better route.
You set off across the rocky broken ground towards the hills. After a short while you notice two armed bands running towards you. The group to the south consists of twenty or more Orcs, snarling as they lope purposefully towards you. They are hunched and misshapen, dressed in greasy, blackened leather, and carrying saw-toothed scimitars. Their shields are emblazoned with a purple claw. To the north, you can make out a small group of Dark Elves, similar to those which killed the Shield-Maiden. They are tall and lithe, wearing ornately spiked armour and carrying longswords of a dull black metal. They are some way off but are closing fast. Will you:

Head for the Orcs?
Head for the Elves?
Run for the hills?
Hide?
Nice welcoming parties! Do we want to go meet them, hide from both, or run like hell from both?
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Post by Darth Rabbitt »

The Orcs sound like they're slower and have crappier equipment, but they also have greater numbers.

I suggest we hide, and hope it's based off of LUCK.
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Post by Sirocco »

I want to shout RUN! RUN FOR THE HILLS!!!1!one

But I'll vote to hide as well.
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Post by SGamerz »

It just occurred to me that Captain D must have been a huge fantasy fan/gamer, to have recognized Orcs and Dark Elves on first sight despite never having met them in his own world before....
You dart down a gully and conceal yourself as best you can in a crack in the rock that reeks of sulphur, hoping the stream of pebbles you dislodged will not give you away. Soon you can hear the ominous sounds of snuffling as the Orcs try to sniff you out. Suddenly, one of them cries out - you have been discovered! You struggle out of your hiding-place and draw your sword but you are bowled over in the rush. One of them grabs your pouch of gold. The coins fly out into the air. Immediately they begin to squabble over the spoils. They do not notice that the group of Elves have appeared at the top of the gully and are looking down. Without a word, the Elves descend upon the Orcs and thanks to their magic, soon prevail. Seizing your opportunity, you grab your empty pouch and flee over the hill into the valley beyond.
Nooooooo! Not our gold!
When you reach the floor of the valley, you find a pool into which a spring is bubbling. Feeling thirsty after having come so far, you step forward to the pool to drink where the branches of a gnarled old willow meet the water. Almost immediately you begin to feel strangely sleepy and realize that you must be swaying, about to topple into the pool. Test your Luck. If you are Lucky turn to 36. If you are Unlucky, turn to 319.
Dice roll: 5+2=7 (Lucky)
You struggle to overcome the drowsiness and the spell is broken. Looking up, you can see two large green eyes staring at you from the trunk of the willow. Before you can step back you are attacked by the branches of the enraged tree. You must fight the WILLOW WEIRD.

WILLOW WEIRD Skill 8, Stamina 20

If you make four successful attacks, turn to Section 26.
It's almost as tough as we are! Fortunately, we don't actually have to kill it....

COMBAT LOG:
Willow Weird 17, Captain D 12. Captain D is at 20.
WW 19, CD 13. Captain D is at 18.
WW 16, CD 16. Tie.
WW 10, CD 13. Willow Weird is hit once.
WW 15, CD 12. Captain D is at 16.
WW 16, CD 14. Captain D is at 14.
WW 18, CD 18. Tie.
WW 14, CD 18. Willow Weird is hit twice.
WW 19, CD 19. Tie.
WW 14, CD 19. Willow Weird is hit thrice.
WW 12, CD 13. Willow Weird is 4 times.

With a mighty blow, your sword cuts through one of the Willow's branches and some sap from the tree falls on to your arm. The Willow gives a low moan, stops attacking and pulls its branches back from you. Will you plunge your arm into the pool, or beat a hasty retreat?
Do we wanna get weird and fist the Weird down below?

Adventure Sheet:
SKILL 8/8
Name: Captain D: The Master Baiter
STAMINA 14/22
LUCK 9/10
Equipment: Sword, Leather Armor, Shield, Talisman of Death
Gold: 0
Provisions: 10 Meals (+4 STAMINA)
Potion: Potion of Fortune (retore Luck to Initial value, +1 to Initial Luck)
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Post by Darth Rabbitt »

Fist.
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Post by SGamerz »

The Master Baiter doesn't like having sticky liquid squirted on him!
Before you plunge your arm into the water, you notice that the sap from the tree is healing a small graze on your wrist. You realize it has healing powers and decide to collect some more sap from the branch you cut from the tree. You may use the Sap of the Willow to restore 4 Stamina points once, when you think it will help you most. Moving quickly away from the spring, you decide to follow the small river that runs through the valley, heading west.
....well, apparently in this case we do like having sticky liquid on us!

This basically counts as an extra meal, except it's one that we can eat in combat (since it doesn't say we can't use the sap during battle).
You wend your way along the bank of the river that runs west from the spring and leave the ferns behind. The terrain has become a little more open now. Looking back, your heart quickens as you catch sight of one of the Dark Elves sniffing at your trail. He moves with a lithe swiftness which would seem graceful, if it wasn't for his spiked black armour and deadly expression. While you are watching, he stands up and points in your direction. You must decide quickly. Will you:

Run along the river bank?
Plunge into the river and run along for some distance before scrambling up the bank?
Hide in a clump of bushes?

Adventure Sheet:
Name: Captain D: The Master Baiter
SKILL 8/8
STAMINA 14/22
LUCK 9/10
Equipment: Sword, Leather Armor, Shield, Talisman of Death, Sap of the Willow (+4 STAMINA)
Gold: 0
Provisions: 10 Meals (+4 STAMINA)
Potion: Potion of Fortune (retore Luck to Initial value, +1 to Initial Luck)
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Post by Sirocco »

Throw him off our scent by going into the river.
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Post by SGamerz »

Captain D always enjoys a good dip every now and then.

By the way, another here's what the Dark Elf looks like:
Image
The river winds between the hills. You wade along it, knowing that the Dark Elves will lose your scent in the water. After a while, you climb out on the other side of the river and continue on your way.
Success!
The river flows out of the hills into a wide plain, where it turns north. You strike out west across the wild grasslands. Just when you think you have finally lost your pursuers, you notice a group of figures closing fast. Cursing under your breath, you realise that they are on to you again. Doggedly, you force yourself on, but the strain takes its toll. Lose 2 Stamina points. Just as you are steeling yourself to turn and face your fell adversaries, you see a cloud of dust ahead. You can soon make out a group of twenty riders. They wheel their steeds towards you and the drumming of hoofs carries to you over the breeze as they canter in your direction. Seeing this, the Elves seem to give up the chase and fall back, obviously unwilling to encounter the riders. You are thankful to see the back of them and decide to wait for the riders to approach. As they get nearer, you can see that this is a band of women, clad in chainmail and studded leather armour, carrying two-handed swords in scabbards on their backs. Their faces look grim and unwelcoming as they wheel around you, forming a closed circle. Their Captain spurs her horse forward and tersely demands to know what you are doing out here, alone on the edge of the moor. What will you do:

Ask them to aid you in your quest?
Say that you are from another world?
Say that you are the sole survivor of an ambushed caravan?
Pretend that you are deaf and mute?
Demand that they escort you to Greyguilds-on-the-Moor?

Adventure Sheet:
Name: Captain D: The Master Baiter
SKILL 8/8
STAMINA 12/22
LUCK 9/10
Equipment: Sword, Leather Armor, Shield, Talisman of Death, Sap of the Willow (+4 STAMINA)
Gold: 0
Provisions: 10 Meals (+4 STAMINA)
Potion: Potion of Fortune (retore Luck to Initial value, +1 to Initial Luck)
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Darth Rabbitt
Overlord
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Post by Darth Rabbitt »

These are totes the evil warrior women from Way of the Tiger, so playing dumb (and deaf and mute) is probably the best option.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Sirocco
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Location: Club IMF (Formerly Club Med)

Post by Sirocco »

Play the tourist -- option 2.

I'm not sure how far we can get with playing dumb (think: torture).
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