[Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

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Which of the below are you most interested in playing?

Hand of Fate (Issue 10 adventure)
2
40%
Dreams of Darkness (Issue 14 adventure)
0
No votes
Barbarian Warlord (Issue 17 adventure)
3
60%
 
Total votes: 5

Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Hmmm, I vote we go back to the Forest of Yore, then to Craggen Rock (hopefully finding the magic thingy). We also need to go back to the flatlands to recruit, and to Stonebridge to build magic thingies, but the order isn't essential.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I second going to the Forest of Yore and then Craggen Rock.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Unfortunately, from the Forest of Yore, one can only head to either Salamonis or Chalice. It's not clear why there's no way back to Craggen Rock from there. So we'd have to pick a different route.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

For reference:

From Craggen Heights, we were given the options to go to 3 places: Trolltooth Pass, Salamonis and Forest of Yore.

The only place we have visited thus far that allows us to go straight to Craggen Heights from there is Trolltooth Pass.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Hmmm...I suggest we go to Salamonis and not attack it, and see what our options are from there. I'm worried we might get forced into an encounter we don't want at the moment, and cities tend to have options not to attack them.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote for the above plan.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The great southern walled city of Salamonis is the capital of the kingdom of the same name, and controls all trade into the fertile Vale of Willow. Ruled by the wise King Salamon LVII, its mighty walls are built from massive blocks of ancient stone and look like they could hold back an army of Giants. Beyond the city gates is a skyline of grand houses and towers with red-tiled roofs and shady pillared colonnades, and towering over all is a statue of Titan, Father of the World.

"So this is Salamonis," breathes Nharog, in awe. "The White City. The Seat of Learning. We would truly set down a mark
of greatness were we to take this city, chief…"

If you want to attack the city of Salamonis, turn to 167.
If you want to leave instead, turn to 131.
We were looking for a way to Craggen Rock specifically so we can find a certain item that will help us deal with Salamonis' champion, so we pass on for now...
You and your horde are departing from the white walls of Salamonis, greatest of the southern cities. Wary sentries watch your warriors leave behind these rich farmlands that straddle both banks of the Whitewater River. A few disinterested bearsheep also observe the passing of your horde while chewing grass, but for the most part this rustic scene is rather too quiet, with not a soul to be seen. Perhaps the peasants are all hiding in their huts and hovels, not daring to breathe lest they attract the attention of your Barbarian army.

"Bah! Civilization! Who needs it?" spits Nharog. "By Grapthar’s hammer, give me a roaring campfire, a fast horse, and an
endless horizon any day of the week! Let us leave this wretched den of justice and learning far behind!"

Where will you venture to next?

If you want to go west to the Forest of Yore, turn to 20.
If you want to go north to the city of Chalice, turn to 120.
If you want to go northeast to the Forest of Spiders, turn to 170.
If you want to go east to Trolltooth Pass, turn to 50.
If you want to go south into the Craggen Heights, turn to 80.
And we found a path back to Craggen Heights!
The Craggen Heights are a highland plateau in the hinterland of central Allansia; a wilderness of dark rocks and shadowy canyons, where evil lurks in abundance with gruesome surprises for the unwary. If you have the Code word Raider, turn to 94. If not, read on below.

Dominating the landscape is the mountain known as Craggen Rock, and atop it, like the tooth of a dragon, the Black Tower, a citadel of Chaos and home to the irredeemably evil Balthus Dire.

"They call this Dire scum a warlord,"’ says Nharog. "But if you ask me, he’s naught but a stinking, impudent demi-sorcerer!"

If you want to attack Balthus Dire and his army, turn to 113. If you want to leave this area, turn to 71.


The place has been raided...
Since you destroyed Balthus Dire and the armies of the Black Tower, his Hill Goblin soldiers have scattered to the far corners of the Craggen Heights, and the uplands have become a lawless realm of rival bands of non-humans fighting each other for dominance and power. Your horde, however, commands respect, and they leave you well alone.

Despite this, there are still a few things you can achieve here.

If you want to loot the ruins of the Black Tower, turn to 175.
If you want to visit the Green Metal Mines, turn to 130.
If you want to recruit warriors for your horde, turn to 148.
If you want to leave the Craggen Heights, turn 71.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to visit the mines to see if our hero can get any Green Metal items.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Green Metal mines.

But the other options also look nice for later.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Queen of Swords »

Agreed, get the Green Metal.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Empty box

If the box is ticked, the seams worked by the Green Metal Mines have run dry and there is no more ore for sale.There is nothing more to do here; turn to 71. If the box is not ticked, read on below.

The Green Metal Mines are an extensive series of excavations at the base of Craggen Rock. Once part of the domain of Balthus Dire, they are now an independent operation ruled over by several tribes of Hill Barbarians. Green Metal is extracted from the mines and traded far and wide, for it is a valuable commodity and used to craft magical artefacts. If you wish to purchase Green Metal Ore, deduct 1 Gold talent from the Gold box on your Adventure Sheet, and note down the Green Metal Ore in the Equipment section. If you do this, you must also tick the box at the top of this paragraph entry.

Regardless of your choice, you have tarried here long enough. Turn to 71.
This was exactly what we came for, and we have more than enough gold, so I'd assume we will buy it unless you object.
You are leaving the rocky wastes of the Craggen Heights behind. This is probably a good thing, given their Chaos-cursed predilection for warping the forms of those who dwell here too long, or so the legends say.

"All roads lead north," says Nharog, sweeping his arms open to encompass the horizon. "South lies only the Desert of Skulls, and a lingering death by thirst."

Where will you go?

If you want to go northeast to Trolltooth Pass, turn to 50.
If you want to go north to the great city of Salamonis, turn to 140.
If you want to go northwest to the Forest of Yore, turn to 20.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 10/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 5/19
HONOUR: 13
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Green Metal Ore
Gold: 11 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Chieftain
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
2) City: Chalice / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Queen of Swords »

We have Green Metal ore, but we need it forged into weapons. Anyone have any ideas where that could be done?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I believe Stonebridge has a forge, so I vote to go there. But first I vote to go through the Forest of Yore and then Chalice to raze the city.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Half vote for Trolltooth pass, and on to Stonebridge.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

We'll be heading to Chalice through the Forest of Yore, as that received a full vote.
The Forest of Yore is an ancient woodland at the northern border of the Vale of Willow and traditionally home to all manner of reclusive folk. If you have the Code word Reaver, turn to 48. If not, read on below.

The Whitewater River flows through the middle of the woods, and on its banks lies the School of Magic, run by the Grand Wizard of Yore, Vermithrax Moonchaser. Many are the wizards who have passed through its doors, including Yaztromo of Darkwood, Port Blacksand’s Nicodemus, and the Healer. Also living under the moss-laden branches of this extensive woodland are savage Half-Elf tribes known collectively as Yorefolk, and a kingdom of the Wood Elves themselves.

"This whole forest stinks of foul sorcery, chief," says Nharog, spitting on the ground. "I say we burn it all the ground!"

If you want to attack the School of Magic, turn to 34. If you want to leave the Forest of Yore, turn to 11.
Nope, still just passing through...
You lead your horde from the enchanted Forest of Yore. Many of your warriors make the protective sign of the Ancestors upon exiting the woods, pleased to be leaving such a place of fell wizardry behind. Not once does anyone look back.

"I hate magic!" curses Nharog with feeling. "Weird words and strange spells are no match for a cold iron axe at your side."

Where are you going now?

If you want to go east to the city of Salamonis, turn to 140.
If you want to go north to the town of Chalice, turn to 120.
...to Chalice.
Chalice is a small walled city that lies amidst green and golden fields on the upper reaches of the Silver River. It serves as a trading entrepôt for prospectors, Strongarms, merchants and others. If you have the Code word Chieftain, turn to 114. If you have the Code word Looter, turn to
103.

The city is ruled by King Pindar, an elderly monarch who dreams of an alliance with Salamonis to the south. Under his rule the city has grown rapidly from its origins as a market town, but the king seeks further protection to safeguard his enduring legacy.

"Chalice is the weakest of the Allansian kingdoms," says Nharog, his eyes gleaming. "The walls are low and poorly guarded, and the docks are not fortified. Truly, these people know nothing of war!"

If you want to attack the city of Chalice, turn to 82. If you want to leave instead, turn to 111.
We're the Chieftain, in more than one place...
You may control the city of Chalice, but just because it is garrisoned with Barbarian warriors doesn’t mean the people are overly happy about it. Roll a die. If it is equal to or under your Chalice GARRISON STRENGTH, turn to 134. If it is greater than the Chalice GARRISON STRENGTH, reduce the GARRISON STRENGTH score to zero and read on below.

There has been a rebellion, and your garrison has been slaughtered and overthrown. Your horde enters the city unaware and is swiftly surrounded by
hostile rebels led by Prince Barinjhar and Morval, the ex-captain of the guards. The fighting is street to street and vicious; no quarter is given or asked.

Nharog shrugs off an arrow to the shoulder and continues hacking away at the rebel scum who oppose your enlightened rule.

"It’s just a flesh wound," he says.

Who will triumph in the battle for the control of Chalice?

BARINJHAR REBELS HORDE STRIKE 6 HORDE STRENGTH 5

Your horde must reduce its Attack Strength by 1 for this battle due to surrendering the initiative against the rebels. What’s worse, you cannot Escape. If the rebels reduce your HORDE STRENGTH to zero or less, turn to 13. If you defeat the rebels, turn to 129.
Probably not surprising that Barinjhar will still be here to cause trouble once the text informed the player that he wasn't dead from the original invasion. But let's see if he'll have the chance to do so:

Die roll = 1! Our garrison troops were strong enough to put off any rebellion attempt!
You are the ruler of Chalice and your official dwelling is the old palace of the former King Pindar. You can rest and recuperate here: roll a die and restore this many points to your current STAMINA score. Remember, though, that you cannot exceed your Initial score.

You can also collect taxes on the merchant traffic that comes into the town on the way to Salamonis to the south and through Trolltooth Pass all the way to Warpstone in the east. Add 2 talents to the Gold box on your Adventure Sheet.

If you want to increase the size of your garrison, deduct a minimum of 1 point from your HORDE STRENGTH score and add it to the city’s GARRISON STRENGTH box. If you want to decrease the size of your garrison, deduct a minimum of 1 point from the city’s GARRISON STRENGTH score and add it to your HORDE STRENGTH box. Remember, the GARRISON STRENGTH and HORDE STRENGTH must both have a score of at least 1 point each, and that GARRISON STRENGTH can only have a maximum score of 5.

What do you wish to do now?

If you want to treat your warriors to a night on the town, deduct 1 talent of Gold from your Adventure Sheet and turn to 169.
If you wish to leave Chalice, turn to 111.
If you wish to sack the city, cross the Code word Chieftain off from the Code words box on your Adventure Sheet. Reduce the GARRISON STRENGTH to zero (and add these points to your HORDE STRENGTH), and turn to 198.
Die roll = 2. We just can't seem to roll a good number when it comes to resting for STAMINA restoration. Perhaps we're too paranoid to rest well in any potential enemy territory. STAMINA is now at 12. Gold is at 13.

We had a vote to sack the city now. Any opposition to that?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 12/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 5/19
HONOUR: 13
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Green Metal Ore
Gold: 13 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Chieftain
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
2) City: Chalice / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

It is a nice place to rest, and it gives us gold. OTOH, we could use a bigger horde. Half vote for leaving it intact
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I confirm my vote to sack the city.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Add the Code word Looter to the Code words box on your Adventure Sheet (and cross off Chalice from its City slot on the
Your Domain box if it was there).

You give the order for your horde to raze Chalice to the ground! Everything goes up in smoke, walls are torn down, and the surviving populace flees across the Silver River in the direction of Salamonis. The fires burn for days, the city is a ruin of blackened stone and grey ash, the crops trampled and plundered. Chalice is no more.

Roll one die and add the result to the Gold box on your Adventure Sheet. This is the amount of loot you personally acquire from the sacking of Chalice.

Turn to 111.
Die roll = 2. Gold is now at 15.
You and your horde are leaving behind the pocket-sized kingdom of Chalice and its surrounding fields of corn and maize. The soil here is fertile and you marvel at the peasants’ devotion to their crops, whereas you and your warriors would much rather go out hunting saiga and steppes-bison.

"These people wallow in filth to make plants grow," says Nharog, shaking his head. "That is not what I would call a life!"

What is the direction of your horde’s next foray?

If you want to go southwest to the Forest of Yore, turn to 20.
If you want to go south to the city of Salamonis, turn to 140.
If you want to go east to the Forest of Spiders, turn to 170.
If you want to go northeast into the Moonstone Hills, turn to 100.
If you want to go north to Darkwood Forest, turn to 160.
Lots of unexplored options here.

Not visited: Forest of Spiders
Not conquered: Forest of Yore, Salamonis, Darkwood Forest
Visited, but with areas yet to explore: Moonstone Hills

(We've been steering clear of taking all the forests so far, somehow.)

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 12/12
STAMINA 12/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 10/19
HONOUR: 15
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Green Metal Ore
Gold: 13 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I vote to go to Salamonis, and thence to Trolltooth pass.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I will also vote to go that way.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The great southern walled city of Salamonis is the capital of the kingdom of the same name, and controls all trade into the fertile Vale of Willow. Ruled by the wise King Salamon LVII, its mighty walls are built from massive blocks of ancient stone and look like they could hold back an army of Giants. Beyond the city gates is a skyline of grand houses and towers with red-tiled roofs and shady pillared colonnades, and towering over all is a statue of Titan, Father of the World.

"So this is Salamonis," breathes Nharog, in awe. "The White City. The Seat of Learning. We would truly set down a mark of greatness were we to take this city, chief…"

If you want to attack the city of Salamonis, turn to 167.
If you want to leave instead, turn to 131.
Passing by again...
You and your horde are departing from the white walls of Salamonis, greatest of the southern cities. Wary sentries watch your warriors leave behind these rich farmlands that straddle both banks of the Whitewater River. A few disinterested bearsheep also observe the passing of your horde while chewing grass, but for the most part this rustic scene is rather too quiet, with not a soul to be seen. Perhaps the peasants are all hiding in their huts and hovels, not daring to breathe lest they attract the attention of your Barbarian army.

"Bah! Civilization! Who needs it?" spits Nharog. "By Grapthar’s hammer, give me a roaring campfire, a fast horse, and an
endless horizon any day of the week! Let us leave this wretched den of justice and learning far behind!"

Where will you venture to next?

If you want to go west to the Forest of Yore, turn to 20.
If you want to go north to the city of Chalice, turn to 120.
If you want to go northeast to the Forest of Spiders, turn to 170.
If you want to go east to Trolltooth Pass, turn to 50.
If you want to go south into the Craggen Heights, turn to 80.
Back to the Pass...
Trolltooth Pass is the true gateway to Allansia, connecting the Windward Plain to the Flatlands, and bordered by the Moonstone Hills to the north and the Craggen Heights to the south. It is a dangerous place, only three leagues across at its narrowest point, and dotted with the ghost-haunted ruins of watchtowers, fortresses, walls and gatehouses. Scavengers such as bandits, Goblins, jackals and hyenas scrabble among the rubble.

"Eyes open and axes ready!" bawls Nharog, clouting a Barbarian with the flat of his blade. "We shall not be surprised by
the weak and cowardly!"

Roll one die to see what you and your horde encounter:

1-2 Turn to 68.
3-4 Turn to 37.
5-6 Turn to 23.
Die roll = 1. Finally a different result!
You are at camp one night, next to a crumbling ruin that may have once been a fortress, when the glowing green form of a man rises from the rubble and floats towards your horde, moaning hideously. Several of your warriors attempt to slash out at the apparition, but their weapons pass harmlessly through its body.

Screaming now in rage, the SPECTRE hurtles straight towards you. If you have the Code word Storm, turn to 74. If you have the Code word Dust, turn to 66. If you have neither of these Code words, read on below.

The Spectre can only be harmed by magical weapons. If you do not have a magical weapon you will have to Escape, as you will die otherwise (see below for further details on how to do this). If you do have a magical weapon you can attack the Spectre. It flies towards you, screaming
with hatred and slashing at you with icy, taloned, claw-like hands.

"Die!" it howls. "Die and know the pain of nothingness that I feel!"

This will be some battle!

SPECTRE SKILL 10 STAMINA 14

If you wish to Escape, you sound the retreat and your horde flees; deduct 1 point of HONOUR and turn to 41. If the Spectre reduces your STAMINA to zero or less, turn to 13. If you defeat the Spectre, turn to 58.
Turns out that new encounter isn't necessarily a better one.

Once again, we were checked for 2 codewords that were also checked when we battled the forces Balthus Dire and a Zagor. Something that may provide aid against magicians and magical entities? We might want to find a way to get at least one of these 2 soon...

Fortunately, I'm pretty sure our warhammer is a magical weapon, which we now throw at the Spectre to knock its STAMINA down to 12 before it closes in on us.

COMBAT LOG:
Spectre 18, Grom 19. Spectre is at 10.
Spectre 21, Grom 20. Grom is at 10.
Spectre 18, Grom 21. Spectre is at 8.
Spectre 16, Grom 21. Spectre is at 6.
Spectre 14, Grom 21. Spectre is at 4.
Spectre 18, Grom 22. Spectre is at 2.
Spectre 16, Grom 23. Spectre is defeated.

Add 1 point to your HONOUR score for your victory over the Spectre.
With a final blow from your enchanted weapon, you banish the Spectre back to the infernal undead dimension from whence it came. Victory may have come at a cost, however. If you were wounded by the Spectre, roll one die. On a roll of 1 to 5 you must deduct 1 SKILL point from your score as the Spectre drained away your life energy. If you roll a 6 there is no effect.

Having defeated the ghostly fiend, you search the ruins that it sprang from; perhaps the creature was guarding treasure! Roll another die and if you roll a 6, you can add 1 talent to the Gold box on your Adventure Sheet. There is little else to do here other than leave Trolltooth Pass. Turn to 41.
Man, that's a nasty penalty! We were hit exactly once!

Die roll = 5. We fell just short of avoiding that penalty. :mad:

Treasure roll = 6 (damn, would have been better to get this for the previous roll). We find some treasure to compensate.
You and your horde have braved Trolltooth Pass and its potentially menacing distractions. The canyons echo eerily with your fading footfalls as you leave its claustrophobic confines far behind. Nearby, disturbed by your presence, a flock of crows and other carrion birds take flight into the sky, abandoning the corpse of some unfortunate creature upon which they were feeding. An omen perhaps, you think. But for good or ill?

"Where next, chief?" asks Nharog, shading his eyes with his hand to scan the horizon.

Indeed, where are you going?

If you want to go east to the Flatlands, turn to 10.
If you want to go south into the Craggen Heights, turn to 80.
If you want to go west to the great city of Salamonis, turn to 140.
If you want to go north into the Moonstone Hills, turn to 100.
If you want to go northwest to the Forest of Spiders, turn to 170.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 10/17
LUCK 7/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 10/19
HONOUR: 16
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Green Metal Ore
Gold: 14 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Erm...if we go to Moonstone we should be able to go to Darkwood and then from there to Stonebridge, assuming we can't directly go to Stonebridge from Moonstone. And I suggest we go look for more recruits before attacking towns, but that's in the future.

(Also, "By Grapthar’s hammer"...that's a Galaxy Quest reference I just noticed)
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JourneymanN00b
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to go to Moonstone Hills, then Darkwood Forest (if we have to go there on the way to Stonebridge), and then to Stonebridge.
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SGamerz
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The Moonstone Hills are a series of rugged uplands in central Allansia, cut through with deep river-valleys, whose grassy hilltops are occasionally surmounted with patches of tangled woodland. If you have the Code word Trollslayer, turn to 115. If not, read on below.

The hills are home to all manner of dangerous monsters, but creatures more prone to menacing lone travellers than your Barbarian horde. Except Hill Trolls. These savage brutes resent any intrusion into their territory, including you and your forces. Word of your incursion travels rapidly through the dales, and the response of the Hill Trolls is swift and aggressive.

“To arms! To arms!” howls Nharog as your forces crest a low hill and see a bristling host of heavily armed Troll warriors before you. Turn to 173.
Since you defeated the Hill Troll army of King Nurm, the Moonstone Hills have seen the rise of numerous small tribes of Wild Hill Men, Goblins and Orcs, but nothing that dares threaten your horde as it travels through these lonely dales. Well, not directly…

Roll two dice and Test your Luck. If you are Lucky, you make it through the hills unscathed. If you are Unlucky, some of your scouts are picked off by monsters and hostile savages, and you must reduce your HORDE STRENGTH score by 1 point.

You know, however, that there are few special places here that may be of interest to visit.

If you want to seek out the Healer, turn to 180.
If you want to head for the Lost Lake, turn to 60.
If you want to leave the Moonstone Hills, turn 91.
LUCK test roll = 6 (Lucky). We made it again, although our LUCK's been getting lower and we've found no way of replenishing it so far...besides a potion that could have been bought from the merchant caravan at Trolltooth Pass which none of you voted to buy.

Our STAMINA is below max, so we can take advantage of a visit to the Healer again. We've also never explored the Lost Lake yet.

From previous visits we know we can only visit 1 of these place each time we explore Moonstone Hills. Do we want to visit either of these?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 10/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 10/19
HONOUR: 16
Equipment: Sword, King Gilibran's Warhammer (+1 Attack Strength, can be thrown before combat for 2 STAMINA damage if SKILL test is passed), Diamond, Horned Helmet (+1 Attack Strength), Dragonscale Shield (reduce damage taken by 1 if we roll 5 o or 6 on 1D6 when taking a blow in battle), Green Metal Ore
Gold: 14 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 5
Notes:
1) Some claim that Chadda Darkmane, who guards Salamonis, is an avatar of Libra, the Goddess of Justice, and unbeatable in combat. Only weapons forged from Green Metal can harm agents of the gods. Green Metal can be found in Craggen Rock.
[/spoiler]
Thaluikhain
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Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Oh, actually yeah, visit the Healer.
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