[Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

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[Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Cover
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Greetings everyone. Since time is not yet too tight on my end, I will be starting another FF Let’s Play. Since nobody has apparently done Fighting Fantasy book #9 and I also had a copy with me, I selected this my next FF Let’s Play. Anyone wishing to join in is welcome. The plan is to update this series on a twice per day basis, with the exception of Sundays, where I will try to update more frequently on these days. However, my varying work obligations will sometimes necessitate adjustments to this proposed schedule, and I hope that everyone can understand this.

Preface
Deep within the Crystal Caves of the Icefinger Mountains, the dreaded Snow Witch of Allansia is using her dark powers to bring on a new ice age and thereby hold the world under her dominion. You know nothing of this until a brave trapper dies in your arms, having fallen victim to the terrible creature you are hunting, and lays the burden of his mission on your shoulders. But time is running out and YOU must take up the challenge without delay.

Two dice, a pencil and an eraser are all you need to embark on this thrilling adventure of sword and sorcery, complete with its elaborate combat system and a score sheet to record your gains and losses.

Many dangers lie ahead and your success is by no means certain. Powerful adversaries are ranged against you and often your only choice is to kill or be killed.

A shortened version of Caverns of the Snow Witch was first published in WARLOCK magazine. This new and expanded adventure takes you beyond the Crystal Caves and into the most terrifying adventure of them all!
Fighting Monsters
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a backpack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.

To see how effectively your preparations have been, you must use the dice to determine your initial SKILL and STAMINA scores. On pages 18-19 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL and STAMINA scores.

You are advised to either record your scores on the Adventure Sheet in pencil, or make photocopies of the page to use in future adventures.
For the purpose of this series, the Adventure Sheet will be hand-made and will be periodically displayed.

Skill, Stamina, and Luck
Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.

Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.

There is also a LUCK box. Roll one die, add 6 to this number, and enter this total in the LUCK box.

For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores. Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores except on very rare occasions, when you will be instructed on a particular page.

Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck – and magic – are facts of life in the fantasy kingdom you are about to explore.
Making the appropriate rolls and modifications yielded the following initial scores:
SKILL: 12
STAMINA: 18
LUCK: 11

So our character is extremely skilled in swordplay, which is a very good thing, as a brief glance of the book shows that we could be fighting some high SKILL monsters.

Battles
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if you choose to attack the creature anyway – you must resolve the battle as described below.

First record the creature’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.

The sequence of combat is then:

1. Roll both dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of the creature, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over).
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round by returning to your current SKILL score and repeating steps 1-6. This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
Escaping
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below). You may only Escape if that option is specifically given to you on the page.
Fighting More Than One Creature
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
Luck
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your LUCK to make the outcome more favourable. But beware! Using LUCK is a risky business and if you are unlucky, the results could be disastrous.

The procedure for using your LUCK is as follows: roll two dice. If the number rolled is equal to or less than your current LUCK score, you have been lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been unlucky and you will be penalized.

This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract one point from your current LUCK score. Thus you will soon realize that the more you rely on your LUCK, the more risky this will become.

Using Luck in Battles

On certain pages of the book you will be told to Test your Luck and will be told the consequences of your being lucky or unlucky. However, in battles, you always have the option of using your LUCK either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound the creature has just inflicted on you.

If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).

If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow. Restore 1 point of STAMINA (i.e. instead of doing 2 points of damage it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.

Remember that you must subtract 1 point from your LUCK score every time you Test your Luck.
For the purposes of this Let’s Play, all of the attack rounds will be resolved at once. I will generally only consider using Luck in battles if the character has less than 7 STAMINA points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option, I will also ask whether the character should escape from the battle, and if so, under which conditions to do so.

Restoring Skill, Stamina, and Luck
Skill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.

Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!

Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a Battle. Eating a meal restores 4 STAMINA points. When you eat a meal, add 4 points to your STAMINA score and deduct 1 point from your Provisions. A separate Provisions Remaining box is provided on the Adventure Sheet for recording details of Provisions. Remember that you have a long way to go, so use your Provisions wisely!

Remember also that your STAMINA score may never exceed its Initial value. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.

Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of this book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
Equipment and Potions
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armour. You have a backpack to hold your Provisions and any treasures you may come across.

In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any of the following:

A Potion of Skill – restores SKILL points
A Potion of Strength – restores STAMINA points
A Potion of Fortune – restores LUCK points and adds 1 to Initial LUCK

These potions may be taken at any time during your adventure (except when engaged in a Battle). Taking a measure of potion will restore SKILL, STAMINA, or LUCK scores to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).

Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note on your Adventure Sheet when you have used up a potion.

Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
Hints on Play
Your journey will be perilous and you are likely to fail on your first attempt. Make notes and draw a map as you explore – this map will be invaluable in future adventures and enable you to progress rapidly through to unexplored sections.

Not all areas contain treasure; many merely contain traps and creatures which you will no doubt fall foul of. You may make wrong turnings during your quest and while you may indeed progress through to your ultimate destination, it is by no means certain that you will find what you are searching for.

It will be realized that entries make no sense if read in numerical order. It is essential that you read only the entries you are instructed to read. Reading other entries will only cause confusion and may lessen the excitement during play.

The one true way involves a minimum of risk and any player, no matter how weak on initial dice rolls, should be able to get through fairly easily.

May the luck of the gods go with you on the adventure ahead!
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.

As in the last Let’s Play, if we die, we are toast. Since our character has high SKILL and LUCK, I feel it fair to prohibit any resurrections in this book as well in order for us to take this Let’s Play seriously. After all, real life does not allow you to rewind and give you another chance.

Background
Image
Winters in northern Allansia are always cruel and bitter. The snow falls thick and the icy wind blows hard, chilling everybody to the bone. For the past few weeks you have been hired by a merchant called Big Jim Sun to protect his trading caravans as they roll their way slowly north to the frozen outposts. The horse-drawn carts are laden with cloth, utensils, weapons, salted meats, spices and tea, which are traded for furs and ivory carvings made from mammoths’ tusks. Big Jim is not usually worried about travelling north, as bandits only attack his caravans on the return journey – he is not alone in recognizing the value of the northern goods.

On this particular trip you are walking ahead of six carts across a frozen lake. In the distance you can see the snow-capped peaks of the Icefinger Mountains jutting out of low cloud. Your destination lies at the base of the mountains where the Northmen meet to trade. Snow is falling, but not too heavily. You stop to prod the ice with your sword to make sure it can bear the weight of carts, when suddenly the shrill call of a hunting horn breaks the silence. You stand up and run back to the carts to talk to Big Jim. He is sitting next to the driver of the second cart, puffing on a long briar pipe. A huge man, with a great bushy beard, Big Jim is obviously a man to be reckoned with. His bright blue eyes scan the horizon, searching for signs of life. In a deep voice he says, ‘Sounds like it came from the outpost. Reckon you better go and investigate. Could be trouble. And get back quick.’

You set off straight away towards the outpost at the base of Icefinger Mountains. You arrive two hours later at a scene of ugly carnage. The snow is red with blood and all the wooden huts are smashed and torn down. Six men lie dead, their bodies slashed, their axes at their sides in the snow. Judging by the size of the footprints, the creature that attacked the outpost must have been enormous. There is nothing you can do for the unfortunate Northmen, so you head back towards Big Jim’s caravan to report the news. You reach them in an hour, just as the daylight is fading, and relate the terrible events that have befallen the outpost. Big Jim orders the carts to be drawn into a circle to protect his men during the night. A large fire is built into the centre of the circle and you sit down beside it to talk to Big Jim. Everybody is nervous and a guard is posted to watch for signs of movement outside. In a low voice, Big Jim asks you if you will hunt the terrible creature, for otherwise his business will be ruined forever. You smile and reply that you will track down the beast, but only for a purse of 50 Gold Pieces. Big Jim’s jaw drops open, and it takes a great deal of persuasion before he agrees to your demand. The snow finally stops falling as you settle down for the night; sleep is a long time coming, for your mind is active with thoughts of the impending hunt.

When you wake just after dawn, the fire is reduced to dying embers. Wisps of smoke rise gently into the morning mist and not a sound is to be heard. You walk over to where Big Jim is sleeping and tap him on the shoulder. He wakes with a start and you tell him that you are setting off and hope to be back later in the day. You wave to the guard as the snow starts to fall again, and make your way back to the outpost.
NOW TURN OVER

1
Image
By the time you reach the outpost again, the bodies are blanketed with snow and the beast’s footprints are covered over. The visibility is poor as you set off towards the mountains where you hope to find the abominable killer beast. The snow on the mountainside is soft and you sink in up to your knees as you climb slowly up. You soon find yourself at the edge of a crevasse which is spanned by an ice bridge. If you wish to cross the crevasse by the ice bridge, turn to 335. If you would rather walk around the crevasse, turn to 310.

In addition to the above decision, what name do you want to give this character, and which magic potion do you want to take out of the three potions available? Please make your decisions before 6:00 PM PST to guarantee that your votes will be counted.
Last edited by JourneymanN00b on Sat Jan 15, 2022 5:23 am, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Queen of Swords »

I'd pick the Stamina potion, and walk around the crevasse.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Thaluikhain »

Walk around, and as we don't have any provisions the Strength potion seems wise.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Thaluikhain wrote:
Fri Jan 14, 2022 4:09 pm
Walk around, and as we don't have any provisions the Strength potion seems wise.
We start out with 10 Provisions in this book. Not sure if you want to change your vote based on this fact.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Darth Rabbitt »

I thought we did have provisions? So I'd personally vote for Potion of Fortune. But Ian Livingstone books are meatgrinders so I can't say that more healing is a bad thing. Either way, Dirk McMurderhobo (my vote for name, recalling SKILL 12 heroes of old like Dirk Von Facestabber III and Dirk O'Killitwithfire) should walk around.

Alas, I use imgbox instead of imgur so I don't know how to make the latter behave.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by angelfromanotherpin »

Re: Imgur
If you go to an image you posted and hover your mouse over it, you will see an ellipses icon in the top right of the image. Clicking on that opens a menu, you want option #2: 'get share links.' That will open a dialogue of various display-format links, bbcode is the third from the top, which you can copy and paste into a forum post. Examining that will show you the difference in format between a link to the image page and a link to the image file.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Thank you very much for the assistance angelfromanotherpin! I managed to get the images of book pictures on the OP, and will post any future illustrations in this adventure in the same way under a spoiler tag to make the reading size manageable!

I have registered our votes, and it looks like both votes on what to do next are to walk around the crevasse. Unless Thaluikhain’s vote for the potion choice changes, taking the Potion of Strength wins 2-1. Since there is only one vote for our character’s name so far, I will wait to see if we have any additional votes before finalizing that choice.

310
As you walk along the edge of the crevasse, the wind starts to howl, blowing flurries of snow into your face. You put your head down and stride into the wind. A dark shape suddenly looms out of the curtain of snow – a huge hairy MAMMOTH stands before you, its long tusks curving out threateningly. Trumpeting loudly, it lumbers forward to attack.

MAMMOTH SKILL 10 STAMINA 11

If you win, turn to 47.

The fight:
Round 1: Mammoth Attack Strength: 16, Player Attack Strength: 19;
Mammoth Stamina: 9, Player Stamina: 18
Round 2: Mammoth Attack Strength: 19, Player Attack Strength: 16;
Mammoth Stamina: 9, Player Stamina: 16
Round 3: Mammoth Attack Strength: 17, Player Attack Strength: 20;
Mammoth Stamina: 7, Player Stamina: 16
Round 4: Mammoth Attack Strength: 12, Player Attack Strength: 16;
Mammoth Stamina: 5, Player Stamina: 16
Round 5: Mammoth Attack Strength: 16, Player Attack Strength: 20;
Mammoth Stamina: 3, Player Stamina: 16
Round 6: Mammoth Attack Strength: 16, Player Attack Strength: 20;
Mammoth Stamina: 1, Player Stamina: 16
Round 7: Mammoth Attack Strength: 18, Player Attack Strength: 18;
Mammoth Stamina: 1, Player Stamina: 16
Round 8: Mammoth Attack Strength: 16, Player Attack Strength: 24;
Mammoth Stamina: -1, Player Stamina: 16
Our yet-to-be-named adventurer has taken a single wound from the Mammoth battle, which is actually a fairly lucky result from battling a SKILL 10 monster.

47
Image
It takes half an hour of hard walking to reach the end of the crevasse. You are now able to climb further up the mountain. The steep climb and the swirling snow combine to make the going slow (turn to 337).

337
The snow is beginning to fall very heavily, swirling around in the strong wind. A blizzard is starting. If you wish to use your sword to dig a shelter in the snow, turn to 281. If you would rather press on, turn to 229.

In addition to the above choice, please make your votes on the character’s name before 10:30 AM PST to guarantee that your votes will be counted.

Adventure Sheet:
???
SKILL: 12 Initial Skill = 12
STAMINA: 16 Initial Stamina = 18
LUCK: 11 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 10
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Queen of Swords »

Dig a shelter in the snow.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Thaluikhain »

Hmmm, it does say we have provisions, missed that. Yeah, maybe keep the potion anyway in case things get bad.

And dig in.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Votes registered, naming our character Dirk McMurderhobo (since there were no other votes) and using our sword to dig a shelter in the snow.

281
Image
You hurriedly cut blocks of ice out of the mountainside and build a makeshift igloo. You crawl into it as the blizzard blows down the mountain with ferocious power. Your body-heat is retained inside the igloo and you keep warm. However, you must eat two portions of your Provisions to regain your strength after the tiring walk and the effort of building the igloo (this does not increase your STAMINA). An hour later, the blizzard dies down and you crawl out of your shelter to continue your quest (turn to 169).

169
Image
Underneath an overhanging rock, you see a small wooden hut built against the side of the mountain. Its roof is piled high with snow and long icicles hang down from the window ledges. You see a set of deep footprints leading from the hut up the side of the mountain. If you wish to enter the hut, turn to 36. If you would rather follow the footprints in the snow, turn to 190.

Please make your votes before 6:00 PM PST to guarantee that they will be counted.

Adventure Sheet:
Dirk McMurderhobo
SKILL: 12 Initial Skill = 12
STAMINA: 16 Initial Stamina = 18
LUCK: 11 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 8
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Since nobody voted, my decision is to enter the hut.

36
The front door of the hut is frozen shut and you have to batter it with your shoulder to open it. There is only one room inside the hut containing the belongings of a fur trapper. Traps, furs and sacks are stacked in a corner of the room. A wooden bed, a table and chair and some cooking utensils show sign of recent use, and the ashes in the fire are still warm. If you wish to put some logs on the fire and warm up the cold stew in one of the pans, turn to 118. If you would rather leave the hut and continue your quest, turn to 192.

Please make your votes before 9:00 AM PST to guarantee that they will be counted.
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Post by Queen of Swords »

Let's try the stew.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Thaluikhain »

Set things on fire!
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Votes counted, putting some logs on the fire and warming up the cold stew in one of the pans.

118
The fire is soon roaring and crackling in the hearth. The heat of the flames radiates through your body and you revel in the warmth. The stew is delicious and you feel your strength returning. Add 3 STAMINA points. With renewed energy, you decide to leave the hut to continue your quest (turn to 192).

192
As you are about to leave the hut, you catch sight of some weapons lying under the bed. If you wish to take a couple of them with you, turn to 255. If you do not wish to be encumbered by the additional weight and would rather leave without the weapons, turn to 263.

Please make your votes before 1:00 PM PST to guarantee that they will be counted.

Adventure Sheet:
Dirk McMurderhobo
SKILL: 12 Initial Skill = 12
STAMINA: 18 Initial Stamina = 18
LUCK: 11 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 8
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Darth Rabbitt »

Dirk would be dishonoring the McMurderhobo name if he didn't take the free weapons.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Vote logged, Dirk McMurderhobo takes a couple of the weapons with him.

255
You take a war-hammer and a spear before leaving the hut (turn to 263).

263
Outside again in the deep snow, you set off on your trek up the mountainside, following the footprints in the snow (turn to 190).

190
Image
The high altitude and thin atmosphere make you pant for breath as you continue your steady climb. Lose 1 STAMINA point. Suddenly you hear the cry of a human voice followed by a ferocious roar. Not far ahead you see a fur trapper fighting for his life against a gigantic bear-like beast with long white fur and sharp teeth protruding from its jaws. It is the killer beast that you have been hunting – the abominable YETI. You watch the unfortunate trapper being gashed by the Yeti’s claws and falling face down in the snow. Incensed by the vicious attack, you scream at the Yeti and run through the snow to attack it (turn to 77).

77
Image
Are you carrying a spear? If you are, turn to 391. If you do not have a spear, turn to 378.

Dirk McMurderhobo has a spear.

391
If you have frostbite in your sword-arm, turn to 195. If not, turn to 249.

Dirk McMurderhobo does NOT have frostbite.

249
Gripping the shaft tightly, you pull back your arm and hurl the spear at the snarling Yeti. Roll one die. If you roll a 1, turn to 157. If you roll a 2 or greater, turn to 219.

The roll yielded a 3.

219
Image
The spear flies through the air and thuds into the Yeti’s shaggy chest. It roars in pain but does not fall. You quickly draw your sword to fight the enraged beast.

YETI SKILL 10 STAMINA 9

If you win, turn to 67.

The fight:
Round 1: Yeti Attack Strength: 20, Player Attack Strength: 17;
Yeti Stamina: 9, Player Stamina: 15
Round 2: Yeti Attack Strength: 20, Player Attack Strength: 19;
Yeti Stamina: 9, Player Stamina: 13
Round 3: Yeti Attack Strength: 12, Player Attack Strength: 18;
Yeti Stamina: 7, Player Stamina: 13
Round 4: Yeti Attack Strength: 14, Player Attack Strength: 19;
Yeti Stamina: 5, Player Stamina: 13
Round 5: Yeti Attack Strength: 17, Player Attack Strength: 17;
Yeti Stamina: 5, Player Stamina: 13
Round 6: Yeti Attack Strength: 21, Player Attack Strength: 23;
Yeti Stamina: 3, Player Stamina: 13
Round 7: Yeti Attack Strength: 14, Player Attack Strength: 20;
Yeti Stamina: 1, Player Stamina: 13
Round 8: Yeti Attack Strength: 17, Player Attack Strength: 20;
Yeti Stamina: -1, Player Stamina: 13
The big bad Yeti manages to deal two wounds to Dirk McMurderhobo, but our hero manages to get his act together and continuously chops the yeti down to size, completing his mission from Big Jim Sun.

67
You kneel down beside the fur trapper and turn him over slowly. His eyes are barely open and blood trickles down from the corner of his mouth. The Yeti has gouged deep wounds in his chest and you realize that there is no hope of saving him. With a great effort he reaches up and grabs you round the neck, pulling you down so that you can hear his dying words. He thanks you for trying to save him, and insists on telling you his secret. In terrible pain he struggles to whisper his story. He tells you that he has lived in the mountains for most of his life, hunting animals and trading their furs, but for the last five years he has been searching for the legendary Crystal Caves. These caves have been cut out of a glacier by the followers of the Snow Witch, a beautiful yet evil sorceress, who is trying to use her dark powers to bring on an ice age so that she can rule supreme over the whole world. The entrance to the Crystal Caves is high up on this very mountain. It is open, but hidden by an illusion. The unfortunate fur trapper found it by accident only yesterday, when he saw one of the Snow Witch’s warriors seemingly walk straight through an ice wall and disappear. The trapper left a piece of fur hanging over the entrance so that he could find it again the next day. Sadly, the Yeti has put an end to his hopes. He asks you to enter the caves to slay the vile Snow Witch and leave her followers without their leader. There are legends about great treasures being frozen into the wall of the Snow Witch’s lair which would provide ample reward. The fur trapper suddenly grips you hard and then falls back silently into the snow – he’s dead. You cover him with snow, before deciding what to do. 50 Gold Pieces await you if you return with evidence of the Yeti’s death to Big Jim Sun; but the thought of a quest through the Crystal Caves beneath Icefinger Mountains excites you, and you decide to set off to find them (turn to 25).

25
Image
Now that the snow has stopped falling, the sky is clear and blue. The air is cold and crisp and the snow crunches beneath your feet. Slowly you make your way up the mountainside looking for the cave entrance marker left by the fur trapper. Suddenly you hear a distant rumbling from above – the terrifying sound of an avalanche. Test your Luck. If you are Lucky, turn to 163. If you are Unlucky, turn to 109.

The Luck roll yielded an 11, meaning that Dirk McMurderhobo was Lucky. :D

163
You look up to see great cascades of snow tumbling down the mountain. Fortunately the avalanche sweeps down a ridge adjacent to the one you are climbing (turn to 363).

363
Image
You make your way slowly up the mountain until you reach a rock face that is too steep to climb. You walk round the side until you see a massive wall of ice which completely blocks a gully between two peaks of the mountain – the glacier. Your heart leaps as you catch sight of the piece of fur left hanging on the wall of ice by the trapper. Although you cannot see the entrance, you walk straight ahead. You shut your eyes as you think you are about to walk into the wall of ice, but you walk straight through the illusion and find yourself inside a long tunnel carved into the ice. You walk down it and soon arrive at a T-junction. If you wish to turn left, turn to 395. If you wish to turn right, turn to 215.

Well then, we have our first left or right decision of the book. What instincts do we indulge ourselves in to truly start off this adventure? Please make your votes before 5:00 PM PST to guarantee that they will be counted.

Adventure Sheet:
Dirk McMurderhobo
SKILL: 12 Initial Skill = 12
STAMINA: 13 Initial Stamina = 18
LUCK: 10 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
War-hammer
Spear
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 8
Say No To Fascism. The left is the one true way to go.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Since nobody voted, I will have Dirk McMurderhobo turn right, as indulging in fascism worked in Masks of Mayhem, our last successful adventure.

215
The tunnel opens out into a small cavern which is empty apart from a brass bowl resting on top of an ice plinth. The bowl contains a yellow liquid and a wooden ladle. If you wish to drink some of the liquid, turn to 24. If you would rather walk back out of the cavern without drinking the liquid, turn to 56.

Please make your votes before 7:00 PM PST to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Since nobody voted, I will have Dirk McMurderhobo drink some of the liquid.

24
The liquid sends a glow through your body and you feel wonderfully warm. You have swallowed a potion made by the Snow Witch that keeps her followers from feeling the cold. Add 3 STAMINA points. The potion also cures frostbite. Any SKILL points that you may have lost because of frostbite are now restored. With renewed vigour you walk back out of the cavern (turn to 56).

56
You walk past the entrance tunnel on your left and continue on down the main tunnel (turn to 395).

395
The tunnel bends round to the right. As you turn the corner you almost bump into a tall pale-skinned humanoid coming the other way. He is wearing a white cloak with a hood pulled over his head. He is a MOUNTAIN ELF, one of the Snow Witch’s followers. Will you:

Nod your head at him and walk by nonchalantly? Turn to 89
Tell him you have come to join the Snow Witch’s followers? Turn to 274
Attack him with your sword? Turn to 17

Please make your votes before 9:00 AM PST to guarantee that they will be counted.

Adventure Sheet:
Dirk McMurderhobo
SKILL: 12 Initial Skill = 12
STAMINA: 16 Initial Stamina = 18
LUCK: 10 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
War-hammer
Spear
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 8
Say No To Fascism. The left is the one true way to go.
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Darth Rabbitt
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Darth Rabbitt »

Asking to join seems more likely to arouse suspicion than just acting casual, and any fights we can avoid in a Livingstone meatgrinder we probably should. Nod and walk by nonchalantly.
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Post by Queen of Swords »

I'll go with nodding too.
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Thaluikhain »

Walk by, we work here already.

(Also, I like that we've finished our quest and gotten another one)
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by JourneymanN00b »

Votes registered, Dirk McMurderhobo is nodding his head at the Mountain Elf and walking by nonchalantly.

89
Image
Test your Luck. If you are Lucky, turn to 331. If you are Unlucky, turn to 103.

The Luck roll yielded a 3, meaning that Dirk McMurderhobo was Lucky. :D

331
The Mountain Elf does not suspect that you are an intruder and you are able to walk casually past him (turn to 241).

241
The tunnel forks and you must decide quickly which way to go. You can hear the sound of running feet coming down the branch to your right. If you wish to run down the left branch, turn to 321. If you would rather head down the right branch to face whoever is coming towards you, turn to 145.

So do we run from fascism by going left, or face it head on by going right? Please make your votes before 6:00 PM PST to guarantee that they will be counted.

Adventure Sheet:
Dirk McMurderhobo
SKILL: 12 Initial Skill = 12
STAMINA: 16 Initial Stamina = 18
LUCK: 9 Initial Luck = 11
EQUIPMENT LIST:
Sword
Leather Armor
Backpack
War-hammer
Spear
GOLD: 0
JEWELS: None
POTIONS:
Potion of Strength (one measure)
PROVISIONS REMAINING: 8
Say No To Fascism. The left is the one true way to go.
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Darth Rabbitt
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Joined: Thu Feb 05, 2009 8:31 pm
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Darth Rabbitt »

I don’t think we have a reason to think whoever’s running down the hall is friendly, so go left and avoid fascist aggressors
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 Queen of Swords »

I'm going with right. We need to find items and possibly clues, so we might as well start with whoever it is. Besides, running might mean running away from danger, so we might make a potential ally.
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Beroli
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Re: [Let's Play] Fighting Fantasy 9 - Caverns of the Snow Witch

Post by Beroli »

Go left.
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