[Let's Play] Fighting Fantasy 63 - Stormslayer

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What should we name our heroine?

Poll ended at Mon Oct 09, 2023 3:33 am

Ororo Munroe
0
No votes
Lisbeth Salander
0
No votes
Ororo Salander
1
20%
Lisbeth Munroe?
4
80%
 
Total votes: 5

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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

Your suspicions were correct. The water is rich in minerals which have a miraculous restorative effect on your fatigued body. (Roll one die and regain that many STAMINA points.)
Die roll = 6! We got the result best out of this.

STAMINA now at 17.
Leaving the cave behind you, you enter another tunnel that twists and turns until it finally emerges into another large, natural chamber, deep below the mountains. The arch of a natural stone bridge spans the centre of the cavern, the floor of which drops away below it, lined with the upward pointing spears of ancient stalagmites. The only way onward is over the bridge. You are halfway across when you are assaulted by a high-pitched, high-speed clicking sound, and two Giant Bats swoop down from their roost among the stalactites in the roof of the cave and attack.

First GIANT BAT SKILL 5 STAMINA 7
Second GIANT BAT SKILL 5 STAMINA 6

If you lose two Attack Rounds in a row, turn to 201. You may choose to escape from the Bats by running across the bridge, but must forfeit one Attack Round in the process. (You may also drink a Potion of Levitation before this battle, if you wish, which means you can ignore the two lost Attack Rounds rule, but you also then forfeit the chance to escape from the fight.) If you leave this cavern with your life, turn to 273.
The fact that the Potion of Levitation can allow us to ignore the rule about losing 2 rounds indicates that the penalty probably has something to do with falling off the bridge.

Again, I think the text lacks some specification about whether we have to fight both at the same time. Given that these are fliers, I was initially inclined to assume that we do. But then it kinds of muddles up some other issues, as it would mean getting hit twice in the same 'round' wouldn't make us fall off? And does getting hit once per round constitute as losing 2 rounds in succession, since we still 'lose" against the other bat in those same round?

To simplify things, I'd just rule that we're fighting them 1 at a time.

Do we flee and take a free hit? Risk the fight normally? Or use the potion?
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to escape and take a hit so that our hero can save the Potion of Levitation and not risk the penalty of losing two Attack Rounds.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Makes sense.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

Lisbeth flees across the bridge, taking a hit from one of the bats in the process (STAMINA down to 15).
Another sloping passageway gives you access to one final cave. It is circular and strewn with massive boulders - slabs of rock that look like they have been brought down by the endless earthquakes. Crystalline seams within the walls sparkle with phosphorescence, strange light-emitting minerals bathing the cavern in an eerie milky light. And something else catches your eyes as well; resting on a plinth of rock, in the middle of the chamber is a crude clay figurine. Approaching the plinth you take a close look. The figurine is an ugly thing, no more than 30 centimetres tall and curiously bound with bands of green copper. Carved into the bands are the words, 'Break the bonds that bind me'. Something tells you that you have found what you have been seeking, but what are you going to do with the statuette now? If you want to break the copper bands, turn to 316. If you wan to take the statuette with its bonds intact, turn to 293.
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 15/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6)
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
Brokk's current stats: SK 10, ST 6/8
Extra Lives remaining: 5/5
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to take the statuette with its bonds intact. I do not think it wise to follow the sign's instructions here.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Agreed, take the statuette but don't break the bonds.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

As you pick up the statuette, with its primitive brutish features, you notice that a single word has been carved into its base: Arkolith. It is then that you feel the first of the tremors. You turn from the plinth and run for the exit. But before you even reach the tunnel mouth, with a sharp cracking of stone two of the large boulders dotting the cavern break apart, the shattered rocks becoming parts of a crudely humanoid body. Cracks in the boulders yawn open and you see hard mineral teeth within the rocky maws, while nuggets of quartz become sparkling eyes. If you are to escape this sacred place of earth power, you are going to have to fight the Boulder Beasts together.

First BOULDER BEAST SKILL 8 STAMINA 11
Second BOULDER BEAST SKILL 8 STAMINA 10

(If today is Earthday, add 1 point to both the monsters' STAMINA scores.) Although their rocky hides will blunt an ordinary sword, Wyrmbiter's enchantment means that you can injure the Boulder Beasts as normal. However, if you fight them using a crushing weapon such as a Warhammer or Mace, every blow that connects will smash their bodies for 3 STAMINA points of damage. To swap Wyrmbiter for a crushing weapon, if you have one, you must forfeit one Attack Round, during which time both the Boulder Beasts will get in an unopposed strike.

If you destroy these elemental monsters, the spirits inhabiting the boulders are banished back to the Elemental Plane of Earth, their rock bodies shattering into myriad shards. (Add the Clay Statuette to your Adventure Sheet, along with its name, and regain 1 LUCK point.) WIth the way ahead clear, you carefully make your way back out of the caves. It is then the seismic tremors return with a vengeance!
At least this time it's clear that we need to fight both at the same time.

The players already voted earlier that the Warhammer will be out default weapon, so I won't impose the free hit penalty for switching weapon in this battle. But note that I may impose the reverse if we get attacked by something that's more vulnerable to Wyrmbiter in the future. You may, of course, vote to switch our default weapon at any time as long as we're not already in battle.

Both things take the same number of rounds to kill if we're doing 3-point damage, so I'll just be targeting them in order.

COMBAT LOG:
Boulder Beast#1 13, Lisbeth Munroe 14. BB1 is at 8.
Boulder Beast#2 16, LM 16. TIe.
BB1 14, LM 17. BB1 is at 5.
BB2 19, LM 14. LM is at 13.
BB1 18, LM 18. Tie.
BB2 17, LM 11. LM is at 11.
BB1 17, LM 19. BB1 is at 2.
BB2 14, LM 21. No damage done.
BB1 11, LM 16. BB1 is defeated.
BB2 13, LM 15. BB2 is at 7.
BB2 14, LM 16. BB2 is at 4.
BB2 16, LM 19. BB2 is at 1.
BB2 13, LM 17. BB2 is at defeated.
With the mined-out tunnels continuing to fall in on themselves behind you, you race back through the mine as quickly as you can. You finally find yourself stumbling along the tunnel by which you entered the mine, exhausted and gasping for breath, but alive nonetheless. You lurch from the mine into daylight, blinking against the sudden harsh glare. You collapse, gasping for breath, as a cloud of dust escapes from the mine entrance behind you; Fathomdeep Mine has been sealed for good.

It is time to continue your quest. If you possess a pair of Seven League Boots and would like to use them now, turn to 2. If not, where do you want to travel next in your search for aid against Sturm's bound Elementals? Remembering that you can only visit each location once, will you make for:

The Eelsea?
Mount Pyre?
The Howling Plains?


Or, if you feel that you are ready, do you want to attempt to reach Balthazar Sturm's Weather Machine - the Eye of the Storm?
Hey, wasn't Brokk supposed to be waiting for us? I hope he's had the good sense to flee when the tremors started!

He actually shows up and helps us with the Mole if we release the thing in the statuette - which turns out to be a hostile Earth Elemental, but for some reason there's no mention of him otherwise.

Where do we go next?

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 11/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
Brokk's current stats: SK 10, ST 6/8
Extra Lives remaining: 5/5
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I say that Lisbeth Munroe should go to the Howling Plains, as I feel that the statuette (or whatever we did during the drake hunt) might have a beneficial effect on the air quest due to possible opposite element effects (or eliminating some air aligned creatures).
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Sure, Howling Plains.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Hmm, that might make sense, and we've no reason not to go there next, so to the Howling Plains.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

A day since leaving a foothills of the Witchtooth Line (move the Day of the Week on 1) you come within sight of Tannatown. Just the sight of the place is enough to spur you onwards, and it is not long before you are entering the town once again. Inhabitants cheer and call to their neighbours when they see you, and you soon have a crowd of children scampering at your heels. By the time you reach the centre, Mayor is there ready to welcome you, a crowd of well-wishers gathering outside the town hall, all trying to catch a glimpse of the Hero of Tannatown for themselves. The townsfolk have not forgotten what you did for them saving them from the Crimson Witch and as soon as you tell him of your quest, the Mayor invites you to stop and rest a while. If you want to take up the Mayor's offer of hospitality, turn to 161. If not, bidding the people farewell, you set off once again. Three more days of travel through wind, rain, hail and even snow, eventually brings you to the desolation of the Howling Plains. Move the Day of the Week on 3 and turn to 83.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I move to accept the offer, as our hero could use the opportunity to recover.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Accept hospitality, to see what happens.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

For the rest of the day you are treated like a king. Healers tend to your wounds, a notable physician plies you with restorative elixirs, the local blacksmith makes repairs to your armour, and that night you are guest of honour at a great feast. The next morning, having spent the night in the most comfortable bed you have ever slept in, in the finest hostelry in the town, you set off for the Howling Plains again. (Restore both your SKILL and STAMINA to their Initial levels and regain up to 2 LUCK points.) Three days later you find yourself in the baking scrub that becomes the dusty desolation of the Howling Plains. Move the Day of the Week on 4 and turn to 83.
Good to receive a hero's welcome in the middle of an FF gamebook for once! And we haven't even need to spend a meal for STAMINA replenishment yet!

Image
The Howling Plains lie to the south of Femphrey, beyond the expanses of fertile farmland, forming something of a barren no man's land between the kingdoms of Femphrey and Lendleland. Little grows here and much of the time howling gales blow across the plains, bringing dust-storms that harry merchant caravans stupid or desperate enough to brave this route across the heartland of the continent.

The sun beats down as you come to the edge of the Howling Plains. Ahead of you lies a parched and desolate land, home to wild animals and tribes of war-like Birdmen; behind, the rolling hills and lush green fields of your homeland. As you gaze southwards, wondering what might await you within the bleak expanse of the Howling Plains, you see that the sky is coloured a dirty yellow. You feel a breeze on your face that soon becomes a powerful, raging wind, as the dusty sky resolves itself into an approaching sandstorm.

You are completely exposed out here. As you try to work out how much time you have before the sandstorm is upon you, you see a dancing silhouette before of it. This object is being blown towards you, ahead of the howling sandstorm. As it gets rapidly closer, swept towards you by the rising gale, you see that it is a huge balloon, stitched together from sheets of sailcloth, with a wicker basket hanging from beneath it. You can hear desperate shouts coming from the balloon's pilot and it now looks more like he is actually trying to escape from the approaching sandstorm.

It is at that moment, when you feel the first stinging wave of sand particles hit your face, that an evil-looking face appears within the whirling cyclone of dust and sand, its mouth open wide as if ready to swallow the balloon and its terrified occupant. But what can you do to help the poor balloonist, or even yourself, in the face of this elemental sandstorm? Will you:

Blow a Hunting Horn, if you have one?
Draw your sword, ready to defend yourself?
Take cover as best you can, in the hope that the sandstorm will simply blow over you?

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
Brokk's current stats: SK 10, ST 6/8
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Blow our own trumpet.

And that's a freaky looking picture.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to blow the Hunting Horn.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Agreed, blow the Hunting Horn.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

You put the horn to your lips and blow. A deep, sonorous note sounds across the dusty plain, growing in force with every metre it covers. By the time the soundwave hits the sandstorm the note of the horn has already drowned out the howling voice of the gale-force winds. The dust-formed face contorts, as in some heelish scream, and then the sandstorm breaks up, before your very eyes. Regain 1 LUCK point and turn to 223.
Instant-gib!
The dust and sand dissipate on the wind until there is nothing left to suggest the dust storm had even been there. A moment later, the balloon touches down close by. You run over to the basket to see if the pilot is alright. The swarthy-skinned man pushes a pair of goggles up onto his forehead and brushes the sand from his voluminous robes.

"Thank you so much!" he gushes. "I was in real trouble there. In fact I'd go so far as to say that you saved Corbo Rundum's life! However can I repay you?"

You tell Corbo Rundum that he doesn't owe you anything - saving people's lives is all in a day's work for a hero like you! You do however ask that he tells you how he came to be pursued by a Sand Elemental.

I'm an inventor from Quartz, a village to the east of here. A terrible drought is affecting the farmlands there and if they don't get some rain soon, the harvest will fail. Some of the farmers reported seeing a curious brass fish in the sky, drawing the rainclouds towards itself. At first everyone thought they'd had a drop too much cider, until the drought came, that it. Reports suggested that the strange craft came from the south, so I set out in my balloon to see what I could discover for myself. I was halfway across the Howling Plains when that evil sandstorm blew up and chased me all the way back to here."

You ask Corbo what he plans to do now.

"Head back to Quartz I think, or perhaps to Chalannabrad, to petition the College of Mages for help. I swear there's nothing natural about either the drought or that sandstorm. How about you?"

You tell him that you are going to continue south across the Howling Plains.

"Well, if there's nothing I can do to dissuade you, watch out for Birdmen. I spotted some south of here, over the Screaming Canyon."

You thank Corbo for this information and, leaving him to make repairs to his balloon, set off again south. Add the codeword Noollab to your Adventure Sheet and turn to 263.
Automatically turning down offers of reward or repayment is actually something you don't see too often in these books as well. Along with that hero's reception at Tannatown earlier, I think there're some nice touches to make the Hero of Tannatown feel more distinguished from the generic FF adventurer.
You travel south for another day (move the Day of the Week on 1) without seeing any other signs of life apart from distant circling carrion birds. Having spent a night under the stars, not long after dawn you come upon the kind of feature that can't be missed - a massive fracture stretching for as far as you can see across the parched plain - the Screaming Canyon. Well is it so named, for the scouring winds that sweep across the Howling Plains are channelled through the maze-like chasms of the rift, producing eerie howls and screams, as if demons dwelt there. Something tells you that the aid you seek lies somewhere within this maze of branching gullies and ravines. Boldly you set off into the canyon. You have not gone far when you come to a parting of the ways between the towering cliffs. Will you take the left-hand path or the right-hand route?
More left-or-right options, and this time we don't have a guide!

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 8/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith')
Provisions: 10/10
Gold: 9
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
Brokk's current stats: SK 10, ST 6/8
Extra Lives remaining: 6/6
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Left hand path.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to take the left hand path, as Lisbeth Munroe has had enough with fascism for now.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

May as well.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

The sun continues to beat down as you make your way along the gorge. You have not travelled very far before you reach another fork in the path. This time will you head right or left.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to head right so our hero can have a somewhat moderate ideology.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

In time you come to another fork among the crisscrossing canyons. From the left-hand route you can hear a disconcerting wailing sound. In the distance, at the end of the right-hand path you can see what appear to be birds riding on the thermals rising from the sunbaked ravines. If you want to take the left-hand path, turn to 79. If you would rather take the right-hand path, turn to 148.
Well, at least this time there's more information given, so the choice isn't quite as random...
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to take the left-hand path this time so we can rescue whoever's wailing.
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