[Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

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Which of the below are you most interested in playing?

Poll ended at Sat Aug 05, 2023 4:23 pm

Shrine of the Salamander (Issue 2 adventure)
2
50%
Hand of Fate (Issue 10 adventure)
1
25%
Ascent of Darkness (Issue 11 adventure)
0
No votes
Dreams of Darkness (Issue 14 adventure)
0
No votes
Barbarian Warlord (Issue 17 adventure)
1
25%
 
Total votes: 4

Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

May as well.
SGamerz
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

You hand over 2 Gold Pieces to Kasmanti (and don't forget to cross them off your Adventure Sheet). He passes you a collection of mouldy scrolls held loosely together by a length of black twine.

Collected Lore of the Swamps Beasts, by a shadowy figure known only as the Grey Mage, is a series of papers describing the various sentient amphibious humanoids that dwell in the marshes and fens of Titan. The scroll about Horntoads (apparently also known as Giant Horntoads by some authors) describes them as fat, toad-like creatures up to two metres tall, with great clawed hands and a feet, a tooth-filled maw, and two curving horns rising from their skulls that give the creatures their name. They are warty and hideous to look at, with a fin-like crest running down the length of their back.

Horntoads generally eat whatever they can get their slimy paws on, but their favourite food is the humble bee. If in future you find yourself in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number you have turned to, and consult this new paragraph number instead. Of course, you will need a container of some sort (not your backpack!) to keep them in.

You learn other facets of Horntoad lore such as their wide distribution across the Old World, from Gallantaria to Kakhabad. Apparently, their colony here in Daddu-Yadu represents a sizable congregation of the fould beasts. More interestingly, Horntoads go through a similar life cycle to that of their distant amphibian ancestors, though their tadpoles are both large and highly carnivorous!

You return the scrolls to Kasmanti. What else do you wish to do here? Consult more books on the following, remembering it will cost you 2 Gold Pieces per consultation?

Salamanders
Other denizens of Daddu-Yadu


If you do not wish to, or cannot afford to pay, you can either visit the Holy Pool if you have not done so already, or leave this area.
We already worked out the fact that Horntoads love to eat bees from our last attempt (though it was too late), but this time we get an actual numerical formula and should allow us to get the bees if we see the beehive again.

Adventure Sheet:
[spoiler]Name: John Constantine
SKILL 9/9
STAMINA 20/23
LUCK 10/10
Equipment: Warhammer, Lantern, Cloth SkullCap, Small Pebbles (x8), Sand (x3), Stone Dust (x3), Rope (x2), Galehorn, Lumps of coal (x5), Crystal Jar
Provisions: 6
Gold: 21
Boons: Galehorn, SkullCap, Giant's Tooth, Potion of Firewater
Notes:
1) Anyone entering the maze of tunnels that forms the Crystal Mine itself, must first turn left and then travel in a clockwise direction if they wish to remain safe.
2) The Horntoads' favourite food is the humble bee. If in future we find ourselves in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number we have turned to, and consult this new paragraph number instead
[/spoiler]
Last edited by SGamerz on Thu Aug 24, 2023 2:37 pm, edited 1 time in total.
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

Ask about Salamanders.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

You hand over 2 Gold Pieces to Kasmanti (and don't forget to cross them off your Adventure Sheet). He passes you an old tome bound in scaly reptilian hide of iridescent hue that is somewhat blackened and charred about the edges.

The Life Cycle of the Salamander, by Incendiare the Pyromancer, contains everything you need to know about these strange creatures. Originally denizens of the Elemental Planes of Fire, Salamanders have successfully established themselves in warmer areas across Titan. Their life cycle consists of three distinct stages. The first is a small, supposedly harmless, orange-coloured larval stage that resembles their lizard-like amphibian namesakes. The intermediate form is a much larger sulphur-yellow lizard-creature over a metre long, with weird gill structures and the ability to breathe fire at its foes. The adult stage is a fiery reptilian humanoid, around two to three metres in height, with cruel intelligence and a tendency to use black iron tridents in battle when not breathing out sheets of flame.

Like most supernatural creatures, Salamanders can be banished back to their home plane by speaking aloud their true name. On this page in the book someone has scrawled: "Is Xak the name of the Croaking Caves Salamander?" This is important lore! If in future you have the chance to speak the name Xak, add twenty to the paragraph number you have turned to, and consult this new paragraph number instead.

You return the tome to Kasmanti. What else do you wish to do here? Consult more books on the following, remembering it will cost you 2 Gold Pieces per consultation?

Horntoads
Other denizens of Daddu-Yadu

If you do not wish to, or cannot afford to pay, you can either visit the Holy Pool if you have not done so already, or leave this area.
We can still afford to research on the remaining topic.

Adventure Sheet:
[spoiler]Name: John Constantine
SKILL 9/9
STAMINA 20/23
LUCK 10/10
Equipment: Warhammer, Lantern, Cloth SkullCap, Small Pebbles (x8), Sand (x3), Stone Dust (x3), Rope (x2), Galehorn, Lumps of coal (x5), Crystal Jar
Provisions: 6
Gold: 19
Boons: Galehorn, SkullCap, Giant's Tooth, Potion of Firewater
Notes:
1) Anyone entering the maze of tunnels that forms the Crystal Mine itself, must first turn left and then travel in a clockwise direction if they wish to remain safe.
2) The Horntoads' favourite food is the humble bee. If in future we find ourselves in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
3) Xak may be the name of the Croaking Caves Salamander? If in future we have the chance to speak the name Xak, add twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
[/spoiler]
Last edited by SGamerz on Thu Aug 24, 2023 2:37 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

I vote to check out the other denizens of Daddu-Yadu.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

Yep, find out about them as well.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

You hand over 2 Gold Pieces to Kasmanti (and don't forget to cross them off your Adventure Sheet). He passes you a well-thumbed grimoire with a worn cover.

People of Daddu-Yadu, by Fenestra of Snatta, is an account of the various personalities who have visited or made their homes in the Croaking Caves region. Thus there are pages devoted to both Throff-worshipping luminaries such as Colletus the Holy Man and Shalla the Proselytizer, as well as more secular visitors, including Shadrack the Hermit and the fearsome Dintainta of the Steppes.

You are especially intrigued by an ancient sage dedicated to Hamaskis, god of knowledge, who has made his home among the horrors of the Tunnels of Ooze. This sage, known simply as Zared, has decreed it his life's work to study the secrets of Daddu-Yadu - its people, lore, history and treasures. Apparently, he dwells in a cavern full of giant fungi. If in future you find yourself in such a place and wish to contact Zared, add fifty to the paragraph number you are on at the time, and consult this new paragraph number instead.

You return the grimoire to Kasmanti. What else do you wish to do here? Consult more books on the following, remembering it will cost you 2 Gold Pieces per consultation?

Horntoads
Salamanders


If you do not wish to, or cannot afford to pay, you can either visit the Holy Pool if you have not done so already, or leave this area.
More name-dropping from the Sorcery series, but we do get another hidden number formula reference here. This is likely one of the reasons why the visit to the Tunnels of Ooze seemed so pointless in the previous attempt.

You guys already know what's at the Holy Pool, so I might as well go ahead and post it here again:
The Holy Pool of Throff is found in a large natural cavern whose walls and ceiling are covered in wavelike rock formations. The pool itself is a still body of pale green water, like a sheet of pure jade.

"Unbelievers are not allowed to bathe in the Holy Pool, " says Zhiamle. "However, you can purchase potions distilled from the water's sacred essence."

There are two potions available to buy here. If you wish to purchase one, simply cross off the relevant number of Gold Pieces and record the potion's details on your Adventure Sheet. You can drink a potion at any time except during combat. The potions are:

Potion of Healing (Cost: 4 Gold Pieces): Drinking this potion will restore your STAMINA to its Initial level. It contains Essence of Blimberry and will also cure you of any diseases and their effects that you may be suffering from.

Potion of Transformation (Cost: 6 Gold Pieces): Drinking this potion will enable you to transform into any roughly humanoid creature of approximately the same size and build. It is thus useful for infiltrating gatherings of hostile creatures but it must be used carefully as its effects only last for a short time.

When you have finished any business here, you can either visit the Library of Throff if you have not done so already, or leave this area.
This time we still have enough gold to afford both potions. Please decide if you wish to buy either of these.

Adventure Sheet:
[spoiler]Name: John Constantine
SKILL 9/9
STAMINA 20/23
LUCK 10/10
Equipment: Warhammer, Lantern, Cloth SkullCap, Small Pebbles (x8), Sand (x3), Stone Dust (x3), Rope (x2), Galehorn, Lumps of coal (x5), Crystal Jar
Provisions: 6
Gold: 17
Boons: Galehorn, SkullCap, Giant's Tooth, Potion of Firewater
Notes:
1) Anyone entering the maze of tunnels that forms the Crystal Mine itself, must first turn left and then travel in a clockwise direction if they wish to remain safe.
2) The Horntoads' favourite food is the humble bee. If in future we find ourselves in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
3) Xak may be the name of the Croaking Caves Salamander? If in future we have the chance to speak the name Xak, add twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
4) Zared the sage dwells in a cavern full of giant fungi. If in future we find ourselves in such a place and wish to contact Zared, add fifty to the paragraph number we are on at the time, and consult this new paragraph number instead.
[/spoiler]
Last edited by SGamerz on Thu Aug 24, 2023 2:38 pm, edited 1 time in total.
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

Buy one of each.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

I also vote to buy one of each potion.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

John Constantine purchases one of each potion, leaving him with 7 Gold Pieces remaining. With nothing else left to do at the temple, he takes his leave:
Once again you find yourself standing on the sands of the Earth End Coastline, pondering a way onwards. You also notice plenty of material here that is useful for casting spells. Add any of the following to your Adventure Sheet if you wish: three small pebbles, stone dust, and some sand. Then, choose - where will you go? Bear in mind you cannot return to any place you have already visited, no matter how briefly.

The Under-Temple of Throff
The Crystal Mines

The Tunnels of Ooze
The Croaking Caves
Adventure Sheet:
[spoiler]Name: John Constantine
SKILL 7/7
STAMINA 20/23
LUCK 10/10
Equipment: Warhammer, Lantern, Cloth SkullCap, Small Pebbles (x11), Sand (x4), Stone Dust (x4), Rope (x2), Galehorn, Lumps of coal (x5), Crystal Jar, Potion of Healing (restores STAMINA to initial value), Potion of Transformation
Provisions: 6
Gold: 7
Boons: Galehorn, SkullCap, Giant's Tooth, Potion of Firewater
Notes:
1) Anyone entering the maze of tunnels that forms the Crystal Mine itself, must first turn left and then travel in a clockwise direction if they wish to remain safe.
2) The Horntoads' favourite food is the humble bee. If in future we find ourselves in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
3) Xak may be the name of the Croaking Caves Salamander? If in future we have the chance to speak the name Xak, add twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
4) Zared the sage dwells in a cavern full of giant fungi. If in future we find ourselves in such a place and wish to contact Zared, add fifty to the paragraph number we are on at the time, and consult this new paragraph number instead.
[/spoiler]
Last edited by SGamerz on Thu Aug 24, 2023 2:36 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

I vote to head to the Tunnels of Ooze.
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Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

To the ooze!
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

The Tunnels of Ooze are a series of caves on the northern fringes of Daddu-Yadu that lie right at the base of the cliffs. The whole area is quite damp and probably submerged at high tide. Marine life is everywhere: large crabs waving their pincers menacingly, beds of mussels and other shellfish, and blue starfish clinging to the rocks. The calls of seabirds fill the air. You have a choice of three ways onwards. A small cave from which comes a humming noise, a much larger cavern entrance marked by broken bones and skulls, or a narrow tunnel that is half-underwater and will require you to wade in.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

To the humming cave.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

I also vote to head to the humming cave.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

You enter the small humid cave overgrown with clumps of ash-coloured salt moss. The humming noise is much louder here and you can barely hear yourself think. Looking up, you notice large bees swarming around a beehive high in a crack on the western wall. There is also an exit at the back of the cave, where you see a low tunnel leading away to the north. You can climb up to investigate the beehive, or leave this cave and head northwards.
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Post by Queen of Swords »

Climb up to investigate the beehive.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

I vote to investigate the beehive.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by Thaluikhain »

To the beehive!
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by SGamerz »

To get to the beehive will require a tricky climb up the cave wall. Roll two dice and Test your Skill. If you have some Rope, which you can use to help you make the climb, deduct 2 from the dice roll. If you are successful, you clamber up the rocky vertical surface to the hive. If you are unsuccessful, turn instead to 10.
Dice roll = (5-2) = 3 (Success)!
You reach the beehive. The bees swarm around you but you are powerless to defend yourself as you must use your hands to hold onto the rocky cavern wall. Roll one die. If you roll 1 to 4, then this is the number of STAMINA points you lose as the bees sting you. If you roll a 5 or 6, you are lucky and avoid being stung. You knock the hive to the ground, and clamber down after it. Cutting open the hive provides you with enough honey for one Provision (don't forget to record it on your Adventure Sheet). You leave the humming cave, not full of agitated bees, via the northern tunnel.
Die roll = 5. This time we avoid being stung. And there's more to be gained up here...
You know that bees are the favourite food of Horntoads, but do you have anything to catch and keep them in? If you have a stoppered Crystal Jar, turn to 117. If you do not, you can not catch and keep any bees. Return to 92 and follow all the instructions there, if you have not already done so.
We do have the jar. There was actually a potential trap option where if we visited the Boss section in the Crystal Mines before the Trade section, we might have sold the jar to Hagla for cash, but fortunately this did not happen to us.
Using the Crystal Jar you catch a considerable number of bees by simply jamming it up against the hive and letting the bees fly into the jar, which you then seal with its stopper. Cross the Crystal Jar off your Adventure Sheet and replace it with a Jar of Bees. Now, return to 92 and follow all the instructions there, if you have not already done so.
Well, logically, we probably should have done this before we cut the hive open to take some honey, but in terms of game mechanism, it doesn't make a lot of difference that we're already followed the instructions on 92 first. So we can just leave and proceed up the tunnel:
The tunnel arrives at a junction, where a dark, bone-strewn passage leads away to the east. If you want to continue following the northern tunnel, turn to 24. If you want to head down the eastern passage, turn to 66.
We know that there's going to be an upcoming encounter with a Baddu-Beetle if we continue north, while we don't know what lies to the east. Which way do we go this time?

Adventure Sheet:
[spoiler]Name: John Constantine
SKILL 7/7
STAMINA 20/23
LUCK 10/10
Equipment: Warhammer, Lantern, Cloth SkullCap, Small Pebbles (x11), Sand (x4), Stone Dust (x4), Rope (x2), Galehorn, Lumps of coal (x5), Jar of Bees, Potion of Healing (restores STAMINA to initial value), Potion of Transformation
Provisions: 7
Gold: 7
Boons: Galehorn, SkullCap, Giant's Tooth, Potion of Firewater
Notes:
1) Anyone entering the maze of tunnels that forms the Crystal Mine itself, must first turn left and then travel in a clockwise direction if they wish to remain safe.
2) The Horntoads' favourite food is the humble bee. If in future we find ourselves in the presence of a beehive and wish to try and catch some, deduct twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
3) Xak may be the name of the Croaking Caves Salamander? If in future we have the chance to speak the name Xak, add twenty to the paragraph number we have turned to, and consult this new paragraph number instead.
4) Zared the sage dwells in a cavern full of giant fungi. If in future we find ourselves in such a place and wish to contact Zared, add fifty to the paragraph number we are on at the time, and consult this new paragraph number instead.
[/spoiler]
Last edited by SGamerz on Thu Aug 24, 2023 2:35 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantazine Adventure #2 - Shrine of the Salamander

Post by JourneymanN00b »

As much as I loathe this, I vote to go east this time. Let's see if turning to fascism pays off here.
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