Let's play FF#44 Legend of the Shadow Warriors.

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

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SlyJohnny
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Post by SlyJohnny »

This is probably our best bet. Jump in the garbage.
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Post by SGamerz »

We got into trouble with the guards earlier, so I vote sneak out on carts.
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Sirocco
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Post by Sirocco »

I'm worried the garbage might spoil our food or other items. But a fight is quite likely if we just waltz past. I dunno. Half a vote to walk.
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Darth Rabbitt
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Post by Darth Rabbitt »

Depends on the author. If we were SKILL 12 I'd definitely suggest the walk but as is I'm not sure. I'm still slightly in favor of walking.
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Post by Mr Shine »

It can hardly be said that you are travelling in luxury. The stench of the rubbish strewn over your body is truly revolting Worse still, a contagious, turquoise mould has started to creep across your belongings.

While it will not harm you, it does make your food unfit to eat. If you are carrying any Provisions, cross two meals off your .Adventure Sheet. Atter much pitching and tossing, the vehicle reaches the East Gate.

Royal Lendle's East Gate towers before you. Two enormous, counterbalanced doors, constructed from heavily reinforced steel, are set into an awesome city wall which is so thick that it has defensive posts and tunnels built into it. You are shock€d to discover Quinsberry Woad, waiting there for you with five of his men. If you either have a Scroll of Civic Pardon or are hiding in a rubbish cart, you may pass through the gate unhindered...
These guys are really out to punish a war hero who left a probably pretty insignificant at the time debt 5 years ago.
Without being in the cart or receiving the scroll it's a Test Your Luck, which if you fail leads straight to a dungeon game over, rather than the escapable jail getting captured earlier does.


Image
You run to the meeting place and are pleased to find Mendokan and his two friends waiting for you. One of them is very old, making lhe ensuing journey painfully slow. To make up for this, you have to walk long into the night and are all very tired when you reach the Magyaar Pass. This, the narrowest stretch of the Trade Route, is little more than a rocky path. On the left looms a sheer rock-face, and on the right runs a deep crevice, about six metres wide and five times that deep.

On the far side of the crevice is another path By common agreement, all traffic from Lendle uses the path you are on, while all traffic going to Lendle uses the far path. As you walk through the pass, the Magyaar Walls blot out the moonlight and the shining stars above. Suddenly, a dreadful cry pierces the air, followed by another, and another The villagers cringe in tenor, while you prepare for combat. Then you see them, coming along the path towards you: five riders on hellish steeds whose hoofs make the very earth quake, and who race to crush you underfoot. Their robes billow and their long hair flows in the wind Even though they wear strange metallic masks, you can see that their skin is decayed and their eyes are black bottomless pits of death. Mendokan wails, 'We are doomed. The Shadow Warriors are upon us!' The others run, but their flight is a futile one, they are swiftly put to the sword. But the Warriors, they are real after all!

Will you stand and fight them or admit that you cannot hope to fend off all five united and flee?
Last edited by Mr Shine on Wed Apr 06, 2016 1:43 pm, edited 1 time in total.
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Sirocco
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Post by Sirocco »

Mr Shine wrote:
While it will not harm you, it does make your food unfit to eat. If you are carrying any Provisions, cross two meals off your .Adventure Sheet.
Hah. Called it!...

As to what now... Hm. There's little chance that we'll be able to withstand the mounted charge of no less than five Shadow Warriors, being a) on foot and b) from a metagaming perspective, in the early part of the book. Sooo...

...we'll do just that. Stand and fight the suckers. They'll never expect so brilliant a maneuver! :mrgreen: :viking:
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Darth Rabbitt
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Post by Darth Rabbitt »

The Luck test would have probably been more worth it than losing 2 meals since we're pretty much guaranteed to pass.

I'd flee bravely myself.
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Post by SGamerz »

Since these are probably the end bosses, I doubt we have a chance of beating them this early. Flee for now.
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SlyJohnny
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Post by SlyJohnny »

I get the vibe we're supposed to flee here and swear vengeance for our murdered kin, but damn, that's a different direction than FF books normally take.
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Post by Mr Shine »

Realizing that you are no match for the might of all five Warriors combined, you run back to the north Your lungs bum as you try to put some distance between yourself and the shrieking phantoms. Fortunately, you come at last to a narrowing of the path which forces the warriors to ride in single file. But one of them has sped ahead of the others in a bid to delay you. You must fight and destroy it before the rest catch up. Roll one die to see which of the five you must face. If you roll a 6, ignore the result and roll again. When you are told to continue your adventure, after defeating the warrior, turn to [reference].

This Shadow Warrior welds a mighty, multi-headed mace, each of its steel faces is covered with pyramid shaped spikes. In the Warrior's hands. the mace is a devastating weapon. At the start of the battle, Test your Luck If you are Lucky, nothing untoward happens; if you are Unlucky, however, the mace smashes your weapon and you must fight without it (cross the weapon off your Adventure Sheet). If you have no weapon the mace cashes into your body and you must deduct 6 points from your STAMINA and 1 Pointfrom your skill-. Armour or Testing Your Luck may not be used to reduce this damage.
Fourth SHADOW WARRIOR
SKILL 9 STAMINA 9

Luck Test=6, lucky.
Spoopy 16, Shadow Warrior 18: Spoopy is at 17
Spoopy 14, Shadow Warrior 16: Spoopy is at 15
Spoopy 22, Shadow Warrior 12: Shadow Warrior is at 7
Spoopy 20, Shadow Warrior 17: Shadow Warrior is at 5
Spoopy 13, Shadow Warrior 16: Spoopy is at 13
Spoopy 18, Shadow Warrior 20: Spoopy is at 11
Spoopy 17, Shadow Warrior 15: Shadow Warrior is at 3
Spoopy 19, Shadow Warrior 17: Shadow Warrior is at 1
Spoopy 17, Shadow Warrior 17 : tie.
Spoopy 19, Shadow Warrior 16: Shadow Warrior is defeated
Ouch, took a good few hits there. One thing I failed to note from the rules is the consequences for losing your weapon: it's a very mild -1 to attack strength. Spoopy is obviously a skilled martial artist.
If you defeat the Warrior...

Image

Though the struggle was hard, you have defeated your foe. The Shadow Warrior falls, wailing, in an untidy heap- Yet no sooner does the evil fiend hit the ground than dark vapours start to rise from its body. You stand back and watch as the foul fumes enshroud the corpse, obscuring it from sight When they clear, the body is no longer there- only a scorch on the earth remains.You may have beaten the Warrior, but you have not destroyed it. It will take more than the weapons of mortal man to lay such creatures to rest: It is more than likely that you will meet one another again before this tale is told.. Rue the day! Now continue your adventure.

Made wary by your victory, the other Warriors rein their horses to a halt As one, the four hiss with fear and hatred. But you don't stay to watch this display of evil you run round a bend, putting yourself out of their sight- Then you hear the pounding of hoofs as the warriors take up the pursuit once more. You won't be so lucky a second time: you need to find a way to shake them off Will you attempt to hide in one of the many ruts in the rocky path, hurriedly put on a Chameleon Cloak if you have one and hug the shadowy side of the looming rock-face, or attempt a running jump across the deep ravine to the path on the other side of the pass?

Spoopy Cojones, Gallantarian ex-captain

SK 10/10 ST 11/19 LU 10/12
Sword
Loaded Die
Chameleon Cloak
1 fire cracker
2 Provisions
Mirror
Ring of Agility (3 charges)
Sleeping Draught
Calthrops (1),
Metal Rot,
Rope and grapple,
Lantern
Oilskin*2
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Sirocco
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Post by Sirocco »

Blue option.
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SlyJohnny
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Post by SlyJohnny »

Blue option!
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Post by SGamerz »

We just took down one of the bosses early so I'm feeling blue.
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Post by Darth Rabbitt »

Agreed.
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Post by Mr Shine »

You will never regret buying the wondrous cape; the Warriors race blindly past. Leaving a cloud of dust in their wake, they sweep out of Magyaar Pass and speed northward.
The 200 Gold Pieces you have been promised as payment is no longer important. Mendokan and his people were under your protection and you have failed them. The Shadow Waniors' power is awesome, unlike anything you have ever seen before; but you shall defeat these dark riders, you shall avenge all the innocent folk whom they have slain. For surviving the ambush, you may add 2 points to your LUCK.

It is dawn when you reach the southern exit of the Magyaar Pass, a place you will always remember as the scene of your greatest defeat. You stop to rest and consider your next move The road to Karnstein leads straight to the south. Until you get there, more villagers will suffer or die each night. To the east, however, lives an all-knowing hermit; maybe you should learn all there is to know about these seemingly indestructible Warriors before you go rushing into battle. The hermit, alone, may possess such esoteric knowledge Will you head south to Karnstein or east in search of the hermit?
Last edited by Mr Shine on Fri Apr 08, 2016 3:10 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

We need to learn how to kill these things. Hermit. Though the first clue presented to us in these books is usually useless...
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Sirocco
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Post by Sirocco »

Agreed.
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Post by SGamerz »

East for the hermit.
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Post by Mr Shine »

You make straight towards the east and soon come to a large bridge. You cross it and join the Weirtown road which you follow until you reach the region of low, wooded hills where the hermit is said to live. An area also renowned for its highwaymen! The sun is sinking when you leave the road and take a winding trail northwards, up on to the high ground.

There you find a famous landmark, the Wizard s Well. An old wizardly face, carved in a low overhang of moss-covered rock, looks down on a magic spring Only good can come from partaking of this fluid. Will you pause to drink from the Wizard's Well or continue on your way?
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Post by SGamerz »

The text tells us only good can come from it, so obviously we must drink. Gamebooks never lie.
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SlyJohnny
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Post by SlyJohnny »

Chug, chug, chug, etc.
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Post by Omegonthesane »

Drink the old wizard's fluid.
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Post by Mr Shine »

What can go wrong?
You walk over to the cool waters and are about to drink when you hear a stem voice call, 'Stand and deliver!' You tum around and find yourself facing a masked highwayman, he is aiming a crossbow at your heart. The villain laughs, 'No doubt you're another fool in search of the hermit. Well, forget it. He's dead, and I killed him. And I'll do the same to you unless you can buy your freedom.' His finger tightens on the trigger of the crossbow. Will you attack the knave, offer him some gold or look in your pack for something else to give him?
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Post by Omegonthesane »

Stupid lying book.

He murdered our tourist destination, we'll murder him right back.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
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Sirocco
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Post by Sirocco »

I'm inclined to say "give him a firecracker in the face" but if that is unavailable I'll go along with plain slaughter.
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