[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 »

You creep into the chamber, the rock at your feet cracking with every footstep. Carefully you reach between the ribs of the scorched skeleton and withdraw and crystal. You almost jump out of your skin as the skeleton suddenly collapses around you, the bones clattering noisily against the rocks. You freeze, waiting to see if anything heard you. When nothing enters the cave to see what all the noise was about, you let out your pent-up breath in a great sigh and take a closer look at the crystal. It burns with inner fire, the flames forming a letter F. (Add the Fire Crystal and its letter to your Adventure Sheet.) Intrigued by your find, you leave the cavern and return to the last junction.
1 down, 5 more to go!
After only a short distance, the new tunnel ends at another T-junction. It feels as if the dry air of the Fire Tunnels is getting hotter. For as long as you remain within the volcano you must reduce your SKILL by 1 points, due to the terrible heat. However, if you drank a Potion of Fire Protection before entering, if you are wearing a Wyrmskin Cloak, or if you have a Dragon Tattoo, you may ignore this penalty. Which way will you go now? Left or right?
Once again, our tattoo protects us from the SKILL penalty.

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 7/8
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'), Sun Talisman, Breathing Helmet, Dragon Shield, Shell of the Seas (12 spines, 'Oceanus'), Bag of blackpowder and shots, Fire Crystal ('F')
Provisions: 6/10
Gold: 1
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.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 0/7
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to go left and do everything our hero did to get the "I" crystal last round, and to keep heading towards the magma flow after that since I think that our hero is more likely to find the crystals near fire/heat sources.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JigokuBosatsu »

Go left!
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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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 Queen of Swords »

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

Post by SGamerz »

The tunnel starts to bend around to the left and with every step you take you feel the air getting hotter. It is not long before you discover the reason why. You find yourself standing on one side of a narrow natural rock bridge that spans a crawling lava flow far below. The heat here is almost unbearable. On the other side of this crevasse another carved, black stone archway opens onto another tunnel. If you are going to get any further, you are going to have to cross this fire chasm, but you are you going to do it? Will you:

Use a Rope and Grapple, if you have one?
Drink a Potion of Levitation, if you have one?

Proceed with caution over the bridge?
No reason not to take the same option here as last time, since we getting across one way or another, and we know Rope and Grapple is a safe option.
Holding the length of rope in one hand, you spin the grapple in the other and then let go. The barbed iron head clatters against the rock-face on the opposite side of the chasm and becomes snagged on a ledge. Having tested the rope to make sure that the grapple will hold, with a bold leap into the unknown, you swing across the chasm to land safely on the other side. After some judicial tugging, the grapple comes free again and you proceed on your way.
You enter the tunnel beyond the archway and follow its twists and turns until you come to yet another T-junction。 Do you want to turn left or right?
Again, we have a good reason to make the same choice as last time, as we know that a Fire Crystal lies that way.
Not much further on, the tunnel runs to an end within a spectacular cavern that is thick with huge crystalline growths. They are a myriad of translucent colours. One crystal stands out more than the rest. It glimmers with an inner flickering light. Looking closer you see the crystal's internal fire seemingly form the letter I. (if you want to take it, add the Fire Crystal and its letter to your Adventure Sheet.) Retreating from the dead-end, you return to the last T-junction and take the other path.
You find your path descending again as the tunnel curves around to the right. The passageway pulses with a suffused orange glow. There is a sudden burst of blazing light, accompanied by a fiery roar. As you lower your hand from before your eyes, you see two ethereal figures hovering in the middle of the passageway in front of you. They look like burning human skeletons, their blackened bones clothed in a body of scintillating flame. Shrieking wildly. the Bone-Fires hurtle towards you, the bony fingers of their burning hands outstretched to grab you and tear your flesh. You must fight them both at the same time.

First BONE-FIRE SKILL 7 STAMINA 6
Second BONE-FIRE SKILL 6 STAMINA 6

(If today is Fireday, increase the Bone-Fire's STAMINA scores by 2 points each.) If you best these hellish spectres - the ghosts of other adventurers who died a fiery death within these tunnels - at your killing blow, their fires are snuffed out and their blackened bones turn to ash. The way ahead cleat again, you press on.
COMBAT LOG:

Bone-Fire#1 13, Lisbeth Munroe 16. LM avoids damage.
Bone-Fire#2 14, LM 18. Warhammer roll = 6. BF2 is at 3.
BF1 13, LM 16. LM avoids damage.
BF2 14, LM 14. Tie.
BF1 14, LM 14. Tie.
BF2 12, LM 15. Warhammer roll = 6. BF2 is at 2.
BF1 11, LM 19. LM avoids damage.
BF2 9, LM 13. BF2 is destroyed.
BF1 14, LM 16. Warhammer roll = 6. BF1 is at 3.
BF1 14, LM 18. Warhammer roll = 6. BF1 is destroyed.

Much better luck on the dice this time, Lisbeth prevails without taking any damage!
In time you come to another junction; a new tunnel branches off from the main passageway at a right angle, and ahead you can see the tunnel you are following now ends at what you take to be the bank of the lava river you had to cross earlier. Do you want to follow the new branch to the left, or would you prefer to keep heading towards the magma flow?
Already have 1 vote for heading towards the magma flow. Any agreements?

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 7/8
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'), Sun Talisman, Breathing Helmet, Dragon Shield, Shell of the Seas (12 spines, 'Oceanus'), Bag of blackpowder and shots, Fire Crystals x2 ('F', 'I')
Provisions: 6/10
Gold: 1
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.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 0/7
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Sure, try the magma flow.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JigokuBosatsu »

Magma.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

You are standing at the crumbling edge of the lava river. Looking up, you can just make out pieces of the rock bridge you crossed earlier through the haze. The heat coming off the oozing river of magma is tremendous; you can feel you eyebrows starting to singe! But there is a way across. Several outcroppings of black rock emerge from the lava flow, effectively forming a series of stepping stones which lead to the other side, and another tunnel. If you want to risk crossing the fiery river using the stepping stones, turn to 312. If not, you will have to enter the passageway in the rock face behind you and look for another way through the volcano.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to risk crossing the fiery river using the stepping stones.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Sure, try stepping stones.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

Risk it, yeah.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

Image
Boldy you leap onto the first of the steppingstones. You reach the second just as easily. You are getting the feel for this now; the third doesn't cause you any trouble at all. But it is as you are about to step out onto the fourth steppingstone, that you notice a disturbance in the flow of lava, and something monstrous emerges from within it. You unsheathe Wyrmbiter as the creature continues to rise from the lava river, standing three metres tall, knee-deep in the oozing magma. The creature appears to be formed from molten rock and yet where it is now exposed to air it is starting to cool, forming a crazed, rocky black hide. Do you want to stand and fight the hardening Magma Beast, or do you want to evade it by leaping across the last of the steppingstones?
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

I can't help wondering if fighting this creature gets us another crystal, so... half a vote for fighting it.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I also vote to fight the Magma Beast, as I also share the thought that the creature could give our hero another crystal if it is destroyed.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

As you prepare to fight the solidifying Magma Beast, another one rises from the oozing orange lava and slowly strides towards you. Start by fighting the first Magma Beast by itself. After three Attack Rounds the second lava monster will reach you and join the fray.

First MAGMA BEAST SKILL 8 STAMINA 9
Second MAGMA BEAST SKILL 7 STAMINA 8

(If today is Fireday, add 2 points to the monsters' STAMINA scores.) If you lose four Attack Rounds in a row, the Magma Beasts' relentless onslaught pushes you from the rock you are standing on and you plunge into the lava flow - there is no way you can survive that! If you defeat both of the Beasts, without being consigned to a fiery grave, turn to 251.
Again, it's not very clear whether winning against 1 opponent but losing against the other within the same Attack Round counts as losing the round overall if you're fighting both at the same time. I'm just going to assume that it means "getting hit 4 consecutive times".

COMBAT LOG:
Magma Beast #1 16, Lisbeth Munroe 14. LM is at 17.
MB1 11, LM 13. Warhammer roll = 5. MB1 is at 6.
MB1 16, LM 19. Warhammer roll = 1. MB1 is at 4.
MB1 11, LM 16. Warhammer roll = 5. MB1 is at 1.
Magma Beast #2 13, Lisbeth Munroe 20. LM avoids damage.
MB1 18, LM 16. LM is at 15.
MB2 12, LM 11. LM is at 13.
MB1 17, LM 17. Tie.
MB2 14, LM 18. LM avoids damage.
MB1 17, LM 16. LM is at 11.
MB2 15, LM 19. LM avoids damage.
MB1 11, LM 18. MB1 is defeated.
MB2 10, LM 17. LM avoids damage.
MB2 13, LM 15. Warhammer roll = 5. MB2 is at 5.
MB2 12, LM 14. Warhammer roll = 2. MB2 is at 3.
MB2 15, LM 15. Tie.
MB2 11, LM 18. Warhammer roll = 4. MB2 is at 1.
MB2 16, LM 13. LM is at 9.
MB2 11, LM 20. MB2 is defeated.
As the molten remains of the lava monsters sink back into the scalding ooze, you jump from the last steppingstone onto the far bank of the hellish river. Among a tumble of rocks you spy a crystal that shimmers with an inner fire. Looking closer you see the letter L form within the flames. (If you want to take the Fire Crystal add it to your Adventure Sheet along with its letter.)

You decide not to dally any longer, in case more of the Magma Beasts emerge from the lava river, and enter the larger tunnel mouth. You have not gone far before you reach yet another junction. A narrower passageway leads off at right angles. If you want to follow this new route through the volcano, turn to 344. if you want to continue along the larger tunnel, turn to 274.
We took quite a bit of damage in that battle, but we did get another crystal!

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 9/19
LUCK 7/8
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'), Sun Talisman, Breathing Helmet, Dragon Shield, Shell of the Seas (12 spines, 'Oceanus'), Bag of blackpowder and shots, Fire Crystals x3 ('F', 'I', 'L')
Provisions: 6/10
Gold: 1
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.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 0/7
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Thaluikhain »

New route, but eat twice first.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

I vote to continue along the larger tunnel after eating two more Provisions. Oh, and I vote to switch to Wyrmbiter as the primary weapon, as there is a non zero chance that our hero could meet dragon like creatures.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Two meals, new route.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JigokuBosatsu »

Double meat, beat feet.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

JigokuBosatsu wrote:
Sun Nov 12, 2023 4:53 am
Double meat, beat feet.
Just checking to make sure I'm not missing anything...are you voting for a particular direction to proceed?
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JigokuBosatsu »

New route, sorry.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
You can buy my books, yes you can. Out of print and retired, sorry.
SGamerz
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by SGamerz »

Lisbeth consumes 2 meals to restore her STAMINA to 17 before heading down the new path.
You stumble down the steep slope of the tunnel, deeper into the heart of the volcano. The air is so hot now that your throat burns with every breath. For as long as you remain within the Fire Tunnels, reduce your SKILL by 1 more point due to heat exhaustion. However, if you drank a Potion of Fire Protection before entering, or if you have a Dragon Tattoo, you may ignore this penalty. However, a Wyrmskin Cloak cannot provide you with the protection you need here. An opening appears at the end of the tunnel and you emerge into another cross-passageway. At this T-junction, will you go left or right?
Our tattoo is still sufficient to protect us against the heat!

Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 17/19
LUCK 7/8
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'), Sun Talisman, Breathing Helmet, Dragon Shield, Shell of the Seas (12 spines, 'Oceanus'), Bag of blackpowder and shots, Fire Crystals x3 ('F', 'I', 'L')
Provisions: 4/10
Gold: 1
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.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 0/7
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by JourneymanN00b »

Half vote to go right to see if fascism is the way to go for this one.
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Re: [Let's Play] Fighting Fantasy 63 - Stormslayer

Post by Queen of Swords »

Sure, try that.
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