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

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Queen of Swords
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Post by Queen of Swords »

Yes, make contact.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

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

Post by JourneymanN00b »

Votes registered, Captain Dirk Slayington will make contact with the nomad.

196
[spoiler]Image[/spoiler]
You are no more than ten metres from the tent, when suddenly the flap is thrown back by a fat bearded man in yellow robes, his fingers adorned with ornate gold rings. He does not attempt to threaten you, but beckons you inside his tent, saying, ‘Stranger, you look in need of a rest. Please accept my hospitality. I may even tempt you to buy some of my exotic wares.’ Sensing no apparent danger, you step inside his tent and squat down on top of a rug. The nomad, whose name, you learn, is Abjul, gives you food and water which makes you feel much stronger. Add 4 STAMINA points. Abjul then smiles and says, ‘Now, what will you buy, my friend?’ He goes into great raptures about all the goods he has to sell, which you finally learn are as follows:

Sealing-wax 2 Gold Pieces
Onyx Egg 3 Gold Pieces
Ivory Beetle Charm 2 Gold Pieces
Bracelet of Mermaid Scales 3 Gold Pieces
Silver Mirror 4 Gold Pieces
Crystal Key 3 Gold Pieces
Ebony Facemask 3 Gold Pieces
Bone Flute 2 Gold Pieces

If you can and wish to buy any of Abjul’s goods, make the necessary adjustment on your Adventure Sheet. Abjul tells you that he thinks Vatos lies in the southern part of the Desert of Skulls, and you decide to take his advice. Thanking him for his help, you set off south (turn to 389).

389
[spoiler]Image[/spoiler]
Not long after the tent is out of sight, you begin to feel a slight tremor in the ground beneath your feet. Suddenly the sand starts to shift before you. It rises into the air and then falls down in a great cascade to expose the long body of a huge worm. You realize with horror that a Giant Sandworm is about to engulf you with its spiked oval mouth. It is at least twenty metres long and you must fight it.

GIANT SANDWORM SKILL 10 STAMINA 20

If you win, turn to 18.

The fight:
[spoiler]Round 1: Giant Sandworm Attack Strength: 15, Player Attack Strength: 15;
Giant Sandworm Stamina: 20, Player Stamina: 16
Round 2: Giant Sandworm Attack Strength: 18, Player Attack Strength: 14;
Giant Sandworm Stamina: 20, Player Stamina: 14
Round 3: Giant Sandworm Attack Strength: 18, Player Attack Strength: 19;
Giant Sandworm Stamina: 18, Player Stamina: 14
Round 4: Giant Sandworm Attack Strength: 18, Player Attack Strength: 15;
Giant Sandworm Stamina: 18, Player Stamina: 12
Round 5: Giant Sandworm Attack Strength: 15, Player Attack Strength: 19;
Giant Sandworm Stamina: 16, Player Stamina: 12
Round 6: Giant Sandworm Attack Strength: 19, Player Attack Strength: 16;
Giant Sandworm Stamina: 16, Player Stamina: 10
Round 7: Giant Sandworm Attack Strength: 14, Player Attack Strength: 17;
Giant Sandworm Stamina: 14, Player Stamina: 10
Round 8: Giant Sandworm Attack Strength: 12, Player Attack Strength: 17;
Giant Sandworm Stamina: 12, Player Stamina: 10
Round 9: Giant Sandworm Attack Strength: 13, Player Attack Strength: 19;
Giant Sandworm Stamina: 10, Player Stamina: 10
Round 10: Giant Sandworm Attack Strength: 15, Player Attack Strength: 13;
Giant Sandworm Stamina: 10, Player Stamina: 8
Round 11: Giant Sandworm Attack Strength: 18, Player Attack Strength: 15;
Giant Sandworm Stamina: 10, Player Stamina: 6 [/spoiler]

All right folks, so the fight has resolved to the point where the Giant Sandworm has 10 Stamina, and Captain Dirk Slayington has 6 Stamina, prompting the question on whether Luck should be used to improve our hero’s chances of surviving the rest of the fight. If Luck should be used, should we use it to reduce the damage that Captain Dirk Slayington takes or to inflict additional damage?

Please vote on what to buy from Abjul and how Luck should be used to resolve the rest of the Giant Sandworm fight before 9:00 AM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain 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
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]
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Post by Queen of Swords »

Bless the maker and his water... oops, wrong book.

We have enough gold to afford everything Abjul is selling (now he can retire), but at least one or two of the items must be either dangerous or useless. I'm going for everything except the onyx egg.

As for the sandworm fight, use luck to reduce the damage we take.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

I'm fine with that shopping list. But I'd only use luck to reduce damage if we lose a round first. if we win a round first, use luck to increase damage. Keep doing whichever is appropriate until either the combat is over, or we end up spending 5 luck points this way (since once our Luck hits 6 then we're not very likely to pass Luck tests).
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Beroli
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

What Darth Rabbitt said.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Thaluikhain »

Do we need a silver mirror if we have a mirror already?
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Post by Queen of Swords »

Oh, good point. I didn't notice we had a mirror in our inventory. Everything except the mirror and the egg, then.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Darth Rabbitt »

Yeah, I’ll agree that the mirror seems the least useful to buy. So don’t bother buying that one either.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes registered, Captain Dirk Slayington will buy everything except the silver mirror and onyx egg. He will also use Luck to reduce damage and increase damage until either the fight concludes or he uses 5 Luck points.

The rest of the fight:
[spoiler]Round 12: Giant Sandworm Attack Strength: 19, Player Attack Strength: 19;
Giant Sandworm Stamina: 10, Player Stamina: 6
Round 13: Giant Sandworm Attack Strength: 19, Player Attack Strength: 16;
Luck Roll: 9, Player is Lucky and only takes 1 damage
Giant Sandworm Stamina: 10, Player Stamina: 5, Player Luck: 10
Round 14: Giant Sandworm Attack Strength: 15, Player Attack Strength: 18;
Luck Roll: 10, Player is Lucky and deals 2 additional damage
Giant Sandworm Stamina: 6, Player Stamina: 5, Player Luck: 9
Round 15: Giant Sandworm Attack Strength: 13, Player Attack Strength: 18;
Luck Roll: 4, Player is Lucky and deals 2 additional damage
Giant Sandworm Stamina: 2, Player Stamina: 5, Player Luck: 8
Round 16: Giant Sandworm Attack Strength: 20, Player Attack Strength: 20;
Giant Sandworm Stamina: 2, Player Stamina: 5
Round 17: Giant Sandworm Attack Strength: 17, Player Attack Strength: 14;
Luck Roll: 6, Player is Lucky and only takes 1 damage
Giant Sandworm Stamina: 2, Player Stamina: 4, Player Luck: 7
Round 18: Giant Sandworm Attack Strength: 16, Player Attack Strength: 18;
Giant Sandworm Stamina: 0, Player Stamina: 4[/spoiler]

Captain Dirk Slayington’s luck rolls were all good and manages to land 2 Lucky hits and a regular hit to finish off the Giant Sandworm while Luckily taking only half of the damage of the two hits that the Giant Sandworm dealt to him.

18
You chip off one of the Sandworm’s teeth, which may be useful as a weapon. You tuck it into your belt and continue south. You walk steadily on until the sun sinks below the western horizon. Under the cloudless sky, the desert quickly becomes very cold. If you are able to cast a Fire spell, turn to 177. If you have not learnt this spell, turn to 395.

Captain Dirk Slayington has not learnt the Fire spell.

395
[spoiler]Image[/spoiler]
It is so cold that you are hardly able to sleep at all during the night. Lose 3 STAMINA points. You are wide awake and thankful when the dawn sun rises over the horizon to heat up the desert air. As soon as it is light enough to see where you are walking, you continue your trek to the south (turn to 72).

72
The desert quickly heats up and you are soon toiling under the white sun. Not far to the west, you see what looks like a cluster of trees with large birds circling above them. If you wish to walk over to the trees, turn to 142. If you prefer to keep walking south, turn to 39.
[spoiler]Image[/spoiler]

Please vote before 2:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 1 Initial Stamina = 16
LUCK: 7 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
Water Canister (Half-Empty)
Sealing-wax
Ivory Beetle Charm
Bracelet of Mermaid Scales
Crystal Key
Ebony Facemask
Bone Flute
Sandworm Tooth
GOLD: 12
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 6[/spoiler]
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Post by Queen of Swords »

Can we eat a Provision? I feel like right now, stubbing our toe could result in a Game Over.

And since those large birds are vultures, I vote to see what they're circling.
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Re:

Post by JourneymanN00b »

Queen of Swords wrote:
Sun Mar 27, 2022 7:29 pm
Can we eat a Provision? I feel like right now, stubbing our toe could result in a Game Over.

And since those large birds are vultures, I vote to see what they're circling.
Sure, please vote on how many Provisions to eat. Forgot to also ask that in my last post ... that's what happens when you have a big fat headache that keeps popping up unexpectedly.
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Post by Queen of Swords »

Sorry to hear about the headache. Hope that gets better soon.

Assuming we can eat two Provisions, let's do that.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Vote registered, Captain Dirk Slayington will walk over to the trees and eat two Provisions.

142
As you get close, you see that the trees surround a pool of water. You have found an oasis. If you wish to drink the water, turn to 337. If you wish to continue south without drinking, turn to 207.

Please vote before 4:00 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 9 Initial Stamina = 16
LUCK: 7 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
Water Canister (Half-Empty)
Sealing-wax
Ivory Beetle Charm
Bracelet of Mermaid Scales
Crystal Key
Ebony Facemask
Bone Flute
Sandworm Tooth
GOLD: 12
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 4[/spoiler]
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Post by Queen of Swords »

Damn. I'm worried that the circling vultures mean the water is poisoned.

Half a vote to continue without drinking.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Half a vote registered, Captain Dirk Slayington will continue south without drinking.

207
You suddenly stumble upon a large pile of rocks partly hidden by the wind-blown sand. If you wish to inspect the rocks, turn to 375. If you would rather walk past them, turn to 39.

Please vote before 7:00 PM PDT to guarantee that it will be counted.
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Post by Queen of Swords »

Always be inspecting, if not necessarily imbibing.

ETA : After this is done, could you please let us know if the oasis was safe to drink from?
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Eat two more meals and then inspect the rocks.
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Re:

Post by JourneymanN00b »

Beroli wrote:
Mon Mar 28, 2022 1:30 am
Eat two more meals and then inspect the rocks.
This would only give our hero 7 Stamina points rather than the 8 Stamina points that two meals would normally provide. I can certainly have our hero consume two meals anyway, but I want to make sure that you know this and are okay with it.
Queen of Swords wrote:
Mon Mar 28, 2022 1:24 am
Always be inspecting, if not necessarily imbibing.

ETA : After this is done, could you please let us know if the oasis was safe to drink from?
Sure, I can answer that question as well as any other ones that might come up when the adventure is concluded.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes registered, Captain Dirk Slayington will inspect the rocks. He will also eat two provisions to gain 7 Stamina, since I have not seen any other posts that say otherwise.

EDIT: He will only eat one provision due to a vote change.

375
As you pull away the rock, a scorpion runs out from the shadow of its dark crevice and stings you on the back of the hand. Lose 4 STAMINA points. If you are still alive, turn to 155.

155
[spoiler]Image[/spoiler]
You crush the scorpion under your boot and carry on pulling away the rocks. In the middle of the rocks, you find a small white cotton sack, which is tied around a spherical object. If you wish to untie the sack, turn to 349. If you wish to leave the tied sack among the rocks and continue south, turn to 39.

Please vote before 8:30 PM PDT to guarantee that it will be counted.

Adventure Sheet:
[spoiler]Captain Dirk Slayington
SKILL: 10 Initial Skill = 12
STAMINA: 9 Initial Stamina = 16
LUCK: 7 Initial Luck = 12
ITEMS OR EQUIPMENT CARRIED:
Sword
Shield
Leather Armour
Rucksack
Lantern
Arrows x1
Mirror
Water Canister (Half-Empty)
Sealing-wax
Ivory Beetle Charm
Bracelet of Mermaid Scales
Crystal Key
Ebony Facemask
Bone Flute
Sandworm Tooth
GOLD: 12
SPELLS:
Open Door (-2 STAMINA)
Read Symbols (-1 STAMINA)
Detect Trap (-2 STAMINA)
Jump (-3 STAMINA)
PROVISIONS: 3[/spoiler]
Last edited by JourneymanN00b on Mon Mar 28, 2022 2:31 am, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

One meal.

Oops, possibly too late.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by Beroli »

Untie the spherical object, in any event.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Beroli wrote:
Mon Mar 28, 2022 2:28 am
One meal.

Oops, possibly too late.
I have edited the character sheet so that only one Provision was consumed.
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Post by Queen of Swords »

Our stamina keeps taking hits, we're down to three provisions, and I doubt there's anything to eat in the sack.

Oh well. Open it anyway.
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Re: [Let's Play] Fighting Fantasy 14 - Temple of Terror

Post by JourneymanN00b »

Votes registered, Captain Dirk Slayington will untie the sack.

349
After untying the cord, you slowly pull open the cotton sack. Inside you find a glass ball, inside which a tiny man with pointed ears and wings, wearing a pea-green costume, is jumping up and down in a joyous frenzy. You cannot hear his voice through the glass, but you realize that the Sprite wants to escape. If you wish to release the Sprite, turn to 234. If you would rather leave the Sprite in his glass prison and continue south, turn to 39.

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