[Let's Play] Fighting Fantasy 14 - Temple of Terror

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Beroli
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Shoot it again.

"Mesmerising" is literal; it's not a way of saying "her voice sounds sweet and so you don't want to hear it."
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes registered, Dirk Slayington will fire another arrow at the giant reptile.

199
As you reach into your backpack for another arrow, the eagle climbs steeply into the sky to outmanoeuvre the Pterodactyl. You grab its feathers to stop yourself from falling off its back and, in so doing, drop your bow. You watch it spiral down to the ground, and now you can do no more than await the outcome of the battle about to commence (turn to 311).

311
You draw your sword and try to help the eagle in its desperate fight. But the Pterodactyl stays out of reach and you are unable to influence the outcome of the bloody battle of beaks and talons. Resolve the battle between the eagle and the Pterodactyl.

GIANT EAGLE SKILL 6 STAMINA 11
PTERODACTYL SKILL 7 STAMINA 9

If the eagle wins the aerial battle, turn to 242. If the Pterodactyl wins, turn to 48.

Important Note: The Pterodactyl would have 8 Skill and 9 Stamina if it was not wounded by an arrow. I believe that it is illogical for the arrow not to decrease the Pterodactyl’s Stamina, especially since Ian Livingstone’s stories usually have the creature take Stamina damage for scenarios like this. For example, Dirk McMurderhobo’s battle with the Yeti in Caverns of the Snow Witch saw our hero remove 1 Skill and 3 Stamina from his adversary by wounding it with a spear before the fight began. I will thus apply the Yeti precedent and have the Peterodactyl start with 6 Stamina instead to make it consistent with Ian Livingstone’s approach. Otherwise, this fight would be extremely difficult for the eagle to win. However, if a majority wishes to play strictly by the rules and reject this change, I am willing to replay this fight.

The battle:
[spoiler]Round 1: Pterodactyl Attack Strength: 15, Giant Eagle Attack Strength: 17;
Pterodactyl Stamina: 4, Giant Eagle Stamina: 11
Round 2: Pterodactyl Attack Strength: 14, Giant Eagle Attack Strength: 15;
Pterodactyl Stamina: 2, Giant Eagle Stamina: 11
Round 3: Pterodactyl Attack Strength: 12, Giant Eagle Attack Strength: 13;
Pterodactyl Stamina: 0, Giant Eagle Stamina: 11[/spoiler]

The eagle gets insanely lucky and manages to flawlessly kill the Pterodactyl in three rounds.

242
Seizing the Pterodactyl in its sharp talons, the eagle tears at its neck with its sharp curved beak. The Pterodactyl’s death squawk grows fainter, as the huge flying reptile plummets to the ground like a stone. You cheer the valiant eagle as it continues to fly south. After flying over Whitewater River, the terrain becomes gradually more arid. When you at last reach the edge of the desert, the eagle flies down to land. It is dusk and the eagle does not intend to fly into the desert. You dismount and look around for a place to shelter, and opt for a hollow in the crusty sand. You awake soon after dawn, but are disheartened to find that the eagle has flown off home. You stare out into the desert landscape and see nothing but barren sand. Wondering what fate will befall you in the wilderness, you start the long walk south. As the sun rises, it quickly becomes uncomfortably hot. By noon, your moth is parched and your thirst is unbearable. If you are able to cast a Create Water spell, turn to 297. If you have not learned this spell, turn to 81.

Dirk Slayington has not learned the Create Water spell.

81
The afternoon sun continues to beat down relentlessly, its intensity causing shimmering waves of heat to rise from the parched sand. Your mouth and throat feel as if they have been baked in a clay oven, and you begin to suffer the consequences of loss of water from your body. Lose 4 STAMINA points. Desperate to find water soon, you press on resolutely (turn to 24).

24
[spoiler]Image[/spoiler]
You walk by the dry, white skeleton of some unknown large creature and notice the corner of a wooden box jutting out of the sand inside the ribcage of the dead beast. If you wish to dig the box out of the sand and open it up, turn to 283. If you would rather keep on walking, turn to 70.

Please decide on whether to keep the change and whether to dig the box out before 9:00 AM PDT to guarantee that your votes will be counted.

Adventure Sheet:
[spoiler]Dirk Slayington
SKILL: 12 Initial Skill = 12
STAMINA: 12 Initial Stamina = 16
LUCK: 12 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 10 [/spoiler]
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Beroli
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Keep the change, dig up the box, and if we die either because of that 4 Stamina loss or further consequences of not being able to create water I told you so.
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Post by Queen of Swords »

Dig up the box and hope we don't shrivel to a crisp for lack of water.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Dig up the box.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

I didn't think there'd be a "desert survival" segment, which makes Create Water a lot more attractive. Oh well.

Dig up the box.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes registered, Dirk Slayington will dig the box out. The proposed change to the Pterodactyl fight will also stand.

283
Inside the wooden box you find a mirror and a sealed clay pot. You place the mirror in your backpack and decide what to do with the clay pot. If you wish to break it open, turn to 50. If you would rather leave it inside the box, and continue your trek, turn to 70.

Please vote before 6:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Dirk Slayington
SKILL: 12 Initial Skill = 12
STAMINA: 12 Initial Stamina = 16
LUCK: 12 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 10 [/spoiler]
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Break it open.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Vote registered, Dirk Slayington will break it open.

50
You crack the clay pot open with the hilt of your sword and are surprised by the hissing sound of gas escaping. The box is a looted treasure chest, but the bandits did not fall for the trap that was left inside it. Your head is engulfed in a cloud of poisonous gas, which you cannot avoid inhaling. Lose 6 STAMINA points and 1 SKILL point. If you are still alive, turn to 31.

Dirk Slayington is still alive.

31
For over an hour you lie unconscious on the desert ground. Test your Luck. If you are Lucky, turn to 220. If you are Unlucky, turn to 92.

The Luck roll yielded a 7, meaning that Dirk Slayington was Lucky, as expected with his maxed-out Luck.

220
[spoiler]Image[/spoiler]
When you wake up, you feel terribly weak. But the thought that Malbordus may now be ahead of you brings you to your feet. With grim determination, you stagger on south (turn to 70).

70
You have walked for only about an hour when the sun begins to set. The flat desert sand offers no shelter, and you are forced to sleep out in the open. The night passes without incident and you are soon on your way again. By mid-morning your thirst is great, and you long for a drink of water. You search around and suddenly see a bulbous green plant covered in sharp spikes, looking like a small, round cactus. If you wish to cut the plant open with your sword, turn to 120. If you can and wish to cast a Create Water spell, turn to 345. If you just wish to press on south, turn to 192.

Please vote before 9:00 AM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Dirk Slayington
SKILL: 11 Initial Skill = 12
STAMINA: 6 Initial Stamina = 16
LUCK: 11 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 10 [/spoiler]
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Cut the plant.

If we do not gain Stamina from doing so, also eat two Meals immediately after.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Cut the plant.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

Beroli wrote:
Fri Mar 25, 2022 2:47 am
Cut the plant.

If we do not gain Stamina from doing so, also eat two Meals immediately after.
This.
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Post by Queen of Swords »

Cut the plant, and fingers crossed that it isn't poisonous.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Apologies for the delay, dealing with a severe headache. I have counted your votes to have Dirk Slayington cut the plant.

120
[spoiler]Image[/spoiler]
You cleave the top of the plant and see that it is filled with water. Carefully avoiding the spikes, you scoop out handfuls of cool water and soon feel refreshed. When you have drunk your fill, you set off south again (turn to 377).

No stamina was gained in this paragraph, so Dirk Slayington will eat two Provisions, as directed by the voters.

377
[spoiler]Image[/spoiler]
Walking steadily south, you are unaware of the unseen danger in front of you. Your right foot sinks into the sand and you feel a sharp pain as something begins to tear at the flesh on your leg. You stab your sword into the sand as a Sand Snapper tries to overcome you. It shudders, and the sand is shaken off its brown body to reveal its gaping maw, crammed with cutting teeth. It is impossible to penetrate the thick scales covering its hide. Some of the scales are suddenly pushed apart by two long tentacles which try to grab you and pull you into the Sand Snapper’s mouth. Ignoring the pain in your leg, you begin to hack at the tough tentacles.

First TENTACLE SKILL 7 STAMINA 7
Second TENTACLE SKILL 7 STAMINA 7

If either of the two tentacles wins two consecutive Attack Rounds during the combat, turn to 149. If you manage to cut off both tentacles, turn to 266.

The fights:
[spoiler]First Tentacle:
Round 1: First Tentacle Attack Strength: 15, Player Attack Strength: 16;
First Tentacle Stamina: 5, Player Stamina: 14
Round 2: First Tentacle Attack Strength: 13, Player Attack Strength: 17;
First Tentacle Stamina: 3, Player Stamina: 14
Round 3: First Tentacle Attack Strength: 18, Player Attack Strength: 17;
First Tentacle Stamina: 3, Player Stamina: 12
Round 4: First Tentacle Attack Strength: 16, Player Attack Strength: 21;
First Tentacle Stamina: 1, Player Stamina: 12
Round 5: First Tentacle Attack Strength: 16, Player Attack Strength: 19;
First Tentacle Stamina: -1, Player Stamina: 12

Second Tentacle:
Round 1: Second Tentacle Attack Strength: 17, Player Attack Strength: 17;
Second Tentacle Stamina: 7, Player Stamina: 12
Round 2: Second Tentacle Attack Strength: 9, Player Attack Strength: 23;
Second Tentacle Stamina: 5, Player Stamina: 12
Round 3: Second Tentacle Attack Strength: 14, Player Attack Strength: 21;
Second Tentacle Stamina: 3, Player Stamina: 12
Round 4: Second Tentacle Attack Strength: 15, Player Attack Strength: 13;
Second Tentacle Stamina: 3, Player Stamina: 10
Round 5: Second Tentacle Attack Strength: 13, Player Attack Strength: 18;
Second Tentacle Stamina: 1, Player Stamina: 10
Round 6: Second Tentacle Attack Strength: 11, Player Attack Strength: 14;
Second Tentacle Stamina: -1, Player Stamina: 10[/spoiler]

Each tentacle manages to get a single hit against Dirk Slayington in the fights, but both of them get cut off, allowing Dirk Slayington to continue his adventure.

266
The tentacles carry the two main nerves of the Sand Snapper, which cannot function any longer. Its hideous maw falls open and you are able to withdraw your badly cut leg. Lose 4 STAMINA points and 1 SKILL point. After bandaging your leg with strips of torn shirt, you limp off south (turn to 106).

106
[spoiler]Image[/spoiler]
You suddenly see movement in the sand, being made what looks like a large lizard. When it scurries closer, you see that its head is somewhat bird-like and its eyes are large and yellow like those of a toad. It is a deadly Basilisk. Will you:

Fight it with your sword? Turn to 228
Cast a Fire spell? (if you are able to) Turn to 189
Rummage through your backpack for another weapon? Turn to 313

Dirk Slayington is not able to cast a Fire spell, so he can either fight the basilisk with his sword or rummage through his backpack for another weapon. Please vote before 6:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 6 Initial Stamina = 16
LUCK: 11 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 8[/spoiler]
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

Use the mirror on it look for another weapon.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Second that.

Also ouch, Sand Snappers are nasty, but it wounded us the most after we'd won the fight.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Rummage, and if the choice of items to use includes "mirror," go straight to that one. Also, eat two Meals before going to 106.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Work and my headache delayed me yet again, which I wish was not the case. I have read your votes to have Captain Dirk Slayington rummage through his backpack for another weapon. He will also eat two more Provisions to comply with Beroli’s post.

313
[spoiler]Image[/spoiler]
You suddenly remember that a single glance from the piercing eyes of the Basilisk is enough to kill you. If you possess a mirror, turn to 357. If you do not possess a mirror and are able to cast a Fire spell, turn to 189. If you are unable to do either, turn to 134.

Captain Dirk Slayington does possess a mirror.

357
With your eyes shut, you hold out the mirror at arm’s length. You have discovered its only weakness: the Basilisk perishes by the strength of its own reflection. Hardly daring to look at the dead Basilisk, you hurry on south as fast as you can (turn to 108).

108
On and on you walk under the searing desert sun. Late in the afternoon you see footprints in the sand leading from east to west across your path. If you wish to follow the footprints, turn to 205. If you wish to keep walking south, turn to 303.

Please vote before 9:00 AM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 14 Initial Stamina = 16
LUCK: 11 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 6[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Post by Queen of Swords »

Follow the footprints.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Follow the footprints to the right (which has no political symbolic meaning).
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

It sounds like they lead from east to west, so the footprints are going left. But yeah, follow the footprints.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Well, given that that other option is to keep walking south it seems we are facing south.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Keep walking south.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes counted, following the footprints wins 3-1.

205
Before long, you reach the body of a man lying face down in the sand. There is no blood, or any other sign of him having been attacked, and yet he is dead, despite having a water canister which is only half empty. There is a look of agony on the dead man’s face, as if he had witnessed something inexplicably terrible. There is nothing belonging to the man which is of any use to you, apart from the water canister. You place it in your backpack and head south again (turn to 303).

303
[spoiler]Image[/spoiler]
Half an hour later, you see a low brown tent which you recognize as the type used by desert nomads. A horse is tethered to one of the tent-pegs. If you wish to make contact with the nomad, turn to 196. If you would rather head south to avoid the nomad, turn to 389.

Please vote before 6:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 14 Initial Stamina = 16
LUCK: 11 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
Water Canister (Half-Empty)
GOLD: 27
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 6[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

Make contact with the nomad.
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