[Let's Play] Fighting Fantasy 64(?)-Night of the Necromancer

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

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Who do we want to play as?

Anvus Ravalan, Nightsbane & Remorseless Hunter
0
No votes
Evrain Peredur, the Zombie Killer
1
17%
Isolde Laodegan, Shield Maiden of Libra
5
83%
Create our own character
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Total votes: 6

SGamerz
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Post by SGamerz »

You enter what would appear to be an alchemist's chamber. Benches and tables are covered with all manner of glass alembics, crucibles, jars of powdered compounds and flasks of curiously-coloured liquids. There is even a stuffed crocodile suspended from the ceiling. However, one thing draws your attention more than any other. It is a lavish flask that appears to be made from black glass, either that or its contents are black. It is sealed with a clasp-bound stopper and etched into the glass are the words 'Oil of Midnight'. Nothing else interests you as much as this so if you want to take the flask with you as you leave, record the Oil of Midnight on your Adventure Sheet, and then turn to 436.
Surely we can tell the difference between black glass and black liquid?

Let me know if you want to take the oil. Meanwhile, unless there are objections, Marrok will munch of a meal and restore STAMINA to 20.
Not much further on you come to a T-junction. Do you want to go left, or right?
I was wondering how long before this comes.....
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Darth Rabbitt
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Post by Darth Rabbitt »

Maybe it's like a black Mountain Dew bottle and both the liquid and the glass are covered. Take this mystery substance just to be sure.

And go left because why not.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

I don't see any reason not to take it. And left is always right.
SGamerz
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Post by SGamerz »

To your right is a sturdy oak door, banded with iron. It has a suitably serious-looking lock but the key has been left in it. If you want to unlock the door and enter the room beyond, turn to 315. If you would rather not get distracted and continue on your way deeper into the dungeons, turn to 416.
"Serious-looking lock"....

Does that appeal to us?
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angelfromanotherpin
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Post by angelfromanotherpin »

Of course enter. Who knows how many of our close-but-unmentioned relatives this villain has unjustly imprisoned?
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Darth Rabbitt
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Post by Darth Rabbitt »

Of course it appeals to us. Enter.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

As soon as you open the door, the man chained to the wall on the other side of the musty cell cries out, 'No! No more, please! Not again! Why can't you just leave me alone?'

It takes you a moment - thanks to the murky shadows and the filthy state of the prisoner - but you recognize the man. It is Iago the Gaoler, not a particularly pleasant character but no villain by any means. Do you want to enter the cell and see what you can do to help the Gaoler, or would you rather leave him to his fate and get on with resolving yours?
Certainly not a close relative.....do we still want to help anyway?
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angelfromanotherpin
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Post by angelfromanotherpin »

Entering the cell feels like a trap, and this guy is probably safer here in lockup than abroad during our rampage. But helping people is usually rewarded, and his position means he could have valuable intel about the castle.

Risk it.
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Darth Rabbitt
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Post by Darth Rabbitt »

Yeah.
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 »

'Who did this to you?' you demand of the blinking Gaoler. And then he realizes that you are not his tormentors and a smile brightens his face.

'Are you here to save me?' he asks, completely ignoring your question. You decide to help him, hoping that he will return the favour. As you do what you can to free him from his shackles, Iago's tongue runs away fro him.

He tells you that Chamberlain Unthank was the one who had him imprisoned within the dungeons and then set his undead servants to torment him. Iago also tells you that Unthank has been hiding certain artefacts of power, which he has recovered from all corners of the kingdom, within the dungeons behind spirit-warded doors. He thinks that behind one of these doors there is an artefact he once heard the chamberlain refer to as the Soul Shield.

And then Iago is free, but at that very moment a dreadful moaning fills the squalid cell. 'Oh no! Not now! They're coming back@' he screams in panic and in a blaze of black light two hideous apparitions materialize within the cell. They look like decomposing corpses bound in rotting bandages, great chains dangling from their wrists and ankles. And then the Gaoler's tormentors attack and you are forced to fight for your continued survival once again. (If you have the Banish Spirit special ability then you will be able to use this against your first opponent and will only actually have to fight the second.)

First TORMENT SKILL 8 STAMINA 7
Second TORMENT SKILL 7 STAMINA 7

If Iago's tormentors finish you off, write the number 416 on your Adventure Sheet and turn to 100. If you finish them, you may add up to 7 STAMINA points to your own ghost-form's STAMINA.

Free of his tormentors and his incarceration, Iago heaps thanks upon you, asking, foolishly perhaps, if there's anything he can do in return. And there might be one thing, if you no longer have a physical form. If this is the case, and you have the Spook special ability (and want to use it), turn to 345. If not, you and the freed Gaoler go your separate ways as he attempts to escape the Keep altogether while you penetrate deeper into its diungeon levels.
It doesn't explain why we can't banish both.....or how we should be conducting this fight, for that matter. I guess we should be fighting both together, since there's no mention that they're coming one at a time and we're not in the classic FF "fighting from a doorway" position.

Do we want to use banish on the first one?
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angelfromanotherpin
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Post by angelfromanotherpin »

Save it. The enemies are relative scrubs even two-to-one, and we only have a couple charges left.
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Post by MisterDee »

Sword them both.
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Darth Rabbitt
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Post by Darth Rabbitt »

Stabbing will banish them from this mortal coil soon enough. No need to waste magic on them.
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 »

COMBAT LOG:
First Torment 16, Isolde (Marrok) 18. FT is at 5.
Second Torment 14, Isolde (Marrok) 18. Marrok evades attack.
FT 11, Isolde (Marrok) 23. FT is at 3.
ST 15, Isolde (Marrok) 16. Marrok evades attack.
FT 17, Isolde (Marrok) 15. Marrok is at 18.
ST 16, Isolde (Marrok) 23. Marrok evades attack.
FT 9, Isolde (Marrok) 13. FT is at 1.
ST 14, Isolde (Marrok) 20. Marrok evades attack.
FT 14, Isolde (Marrok) 21. FT is killed.
ST 10, Isolde (Marrok) 19. Marrok evades attack.
ST 15, Isolde (Marrok) 20. ST is at 5.
ST 16, Isolde (Marrok) 16. Tie.
ST 18, Isolde (Marrok) 18. Tie.
ST 14, Isolde (Marrok) 16. ST is at 3.
ST 13, Isolde (Marrok) 17. ST is at 1.
ST 14, Isolde (Marrok) 17. ST is killed.
The passageway turns right as it wends its way through the bedrock of the Devil's Spur into which the foundations of the great keep were sunk when the first Lord of Valsinore had the castle constructed, and soon you come upon another door to your left. This too is made from black wood banded with pure silver, forming esoteric sigils all across its surface, for this too is a Spirit Door. When you are ready to move on, turn to 53.
There's an asterisk on this section too. Well, we found out from the Gaoler that there's something useful hidden behind spirit doors, so I'll go ahead and go in....
Anyway, the instruction to turn to 53 is an editorial error. The correct section, I think, should have been 182 if we choose not to open this door.
Beyond the Spirit Door you find yourself at one end of a long, narrow room. It is lit by torches mounted in scones. The flickering light is being reflected from the mirrored surface of a magnificent shield that is hanging on the wall at the far end of the chamber. But upon entering the room, you disturb the shield's guardian. Giving voice to a guttural growl, the great silver-haired beast that has been set to guard this chamber raises its head. Then a second snarling voice joins the first and a second head turns to look a you. If you want to steal the mirrored shield from this chamber you are going to have to get past the Mutant Moon Dog first. Will you:

Attack the creature?
Play it something on a lyre (if you have one)?
Slam the door again quickly before the dog can reach you?
This must be the "shield behind the door" Dad was talking about.

Attack Cerberus Fluffy the Moon Dog?
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angelfromanotherpin
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Post by angelfromanotherpin »

Kick the puppy!
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Darth Rabbitt
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Post by Darth Rabbitt »

As sad as it's going to be for Hagrid, put the puppy down.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Judging__Eagle
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Post by Judging__Eagle »

Let us build the legends of the slayers of evil. Swiftly destroy the deadly lunar abomination secreting itself to guard the bulwark. Thus we may claim such, as recently storied to us by our paternus; and forward our righteous vengeance.
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Post by SGamerz »

Weapon in hand you prepare to take on the monstrous hound. Existing half in the Ethereal Realm and half on the Earthly Plane, the Moon Dog is as effective at harming your spirit-form as it is a physical body.

MUTANT MOON DOG SILL 9 STAMINA 10

If the dog finishes you off, write the number 182 on your Adventure Sheet and turn to 100. If you slay the monster, however, turn to 53.
Don't we have our own dog? It can take on one of the heads!

COMBAT LOG:
Mutant Moon Dog 16, Isolde (Marrok) 16. Tie.
MMD 16, Isolde (Marrok) 21. MMD is at 8.
MMD 12, Isolde (Marrok) 16. MMD is at 6.
MMD 15, Isolde (Marrok) 19. MMD is at 4.
MMD 14, Isolde (Marrok) 13. Marrok is at 16.
MMD 16, Isolde (Marrok) 17. MMD is at 2.
MMD 18, Isolde (Marrok) 20. MMD is killed.
Stepping past the massive beast, you stand at last before he mirrored shield. If you still have a physical form you can take it with you. (Ass the Soul Shield to your Adventure Sheet and add 1 to your SKILL score, even if this takes it above its Initial level.) If you are in your ethereal form, there's nothing you can do other than exit the chamber again. Whether you take the shield or not, you ultimately leave the Moon Dog's cell.
If Marrok survives at the end of this, at least we've paid him back for taking his body without permission with all the loot we've gotten thus far, especially this shield!
The passageway brings you to a flight of stone steps that descend into the darkness below. Considering what you have encountered so far in the dungeons, as you follow the steps down into the gloom, you wonder what horrors await you deeper beneath Valsinore.

The stairs double back on themselves and then you find yourself in another stone-walled passageway. A sound like a rattlesnake's tail vibrating causes you to freeze and you peer into the murk ahead of you. A little further on a new passageway branches off to left. The tunnel also continues ahead of you, but clinging half to the wall and half to the ceiling by its large ivory dew-claws is a hideous creature that appears to be an amalgam of a large lizard of some kind with a rattlesnake's tail, its scaly skin mottled green and brown. However its head looks horribly like a fleshless human skull, although the nictitating golden eyes in that skull are undoubtedly reptilian and a forked tongue darts from its open mouth tasting the stale, musty air of the dungeons. If you want to continue along the corridor, you are going to have to fight the Catacomb Crawler. If you are prepared to do this, turn to 219. If not, you could try taking the turning to the left before the creature becomes aware of your presence.
Fight another mutant freak?

Adventure Sheet:
Name: Isolde Laodegan
SKILL: 12/12 (Host: 12/12)
STAMINA: 19/19 (Host: 16/22)
LUCK: 7/7
WILL: 13
Equipment: Deathsbane, Nightslayer (does 3 STAMINA damage on Undead), Velvet Purse (worth 6 GP), Potion of Fortune (restire LUCK to full), Potion of Strength (restore STAMINA to full), Codex Mortis, Oil of Midnight, Soul Shield (+1 SKILL)
Abilities: Apparition, Poltergeist, Shade, Spook, Fizzgig the Homunculus (2 uses out of 4 following spells: Banish Undead, Luck, Skill, Strength)
Codewords: Ironheart, Barking, Best Friend, Steed, Gateway, Devourer, Rest In Peace, Banshee, Catacombs, Watcher, Host, Hellfire
Provisions: 5 Meals (+4 STAMINA each)

Note: When fighting opponents with physical forms, opponents' Attack Strength is reduced by one while Korzen ("Best Friend") is with us.
Last edited by SGamerz on Sun Feb 21, 2016 1:23 am, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Geez, you leave for one crusade and your staff immediately stops fumigating. Kill the vermin, it's gonna have to go sooner or later anyway.
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Post by Judging__Eagle »

The tunnels surely hold more evil! A cranial combined cobra doesn't stand a chance at out 3-person party (Hero Ghost, Possessed Hero, & qt Goggie). Let us slay it, and see if the catacombs lead us to Unthank; that unthankful bastard will rue the day he thought to betray our house.
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Post by Starmaker »

Also, eat a meal.
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Post by SGamerz »

Marrok eats another meal, STAMINA is up to 20.
The Catacombs Crawler moves with lightning speed and you are forced to put your hand to your weapon before the creature can bite or claw you with its equally vicious teeth or talons.

CATCOMBS CRAWLER SKILL 9 STAMINA 7

Despite its appearance, the reptilian Catacomb Crawler is not one of the Undead but a living thing. This also means that if you are in your spirit-form, it cannot actually hurt you, and you will be able to slay it with ease. However, it could still destroy your physical form, if you have one, although your ghost will then be able to destroy it with ease. With the Catacomb Crawler dead, one was or another, do you now want to continue along the tunnel ahead of you or would you rather take the new turning to the left?
So this is one fight we can't lose at all. And one of the few instances where a ghost is at an advantage.

COMBAT LOG:
Catacomb Crawler 15, Isolde (Marrok) 22. CC is at 5.
CC 14, Isolde (Marrok) 22. CC is at 3.
CC 13, Isolde (Marrok) 17. CC is at 1.
CC 16, Isolde (Marrok) 18. CC is killed.
Flawlessed!

Are we sure we want to go down the tunnel it was blocking?
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Darth Rabbitt
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Post by Darth Rabbitt »

Go down the tunnel it was guarding.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

Yes, it may have laid eggs.
SGamerz
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Post by SGamerz »

The passageway comes to an end a little further on, and a black wood door riven with silver sigils and esoteric runic patterns. It is another Spirit Door and unless you have a physical form of some kind you will not be able to pass beyond it. When you are ready, you will have to retrace your steps and take the alternative route through the dungeons.
Another asterisk!
The room you enter is like some nightmarish art gallery, containing, as it does, all sorts of grim statues depicting monstrous creatures, hellish demons and grim memento moris of skulls and human skeletons. But by far the largest and most impressive is the looming statue of a cloaked and hooded skeleton with the wings of some black-winged carrion bird spread wide behind it. Gripped in the statue's claw-like hands is an even more macabre scythe. It looks like it has been fashioned from the spine of some great beast while its blade glints blackly in the dim torchlight cast by wall-mounted braziers. It appears to be made from one huge piece of amethyst. Do you want to lift the weapon from the statue's clutches, or would you prefer to leave the room and proceed deeper into the dungeons?
Marrok's already carrying 2 magic weapons now, but do we still want another?
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