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

Stories about games that you run and/or have played in.

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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

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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 visit the Healer for sure and recover Stamina.
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SGamerz
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

If you have both or either of the Code words Destroyer and Reaver, the Healer refuses to see you and no matter how hard you search the hills you cannot find him; turn to 91. If you don’t have either of these Code words, read on below.

The Healer is a reclusive and disfigured hermit who dwells in a cave in the Moonstone Hills, marked by the stone carving of a phoenix. He treats (almost) anyone’s illnesses regardless of alignment or disposition, using strange southern magic involving the wearing of mystical masks. While your horde waits further down the valley, you ascend to the Healer’s cave and present yourself for treatment.

The Healer will restore your STAMINA to its Initial score for the payment of 1 Gold talent. He can also restore any lost SKILL points, but this ritual is expensive and costs 2 Gold talents per 1 point of restored SKILL. Note that neither your SKILL nor STAMINA can exceed their Initial scores. Once you have finished here, and made the necessary adjustments to your scores and Gold box on your Adventure Sheet, you can:

Inquire about the Sword of Kull if you have it. Turn to 133.
Or you can leave this place. Turn to 91.
Still no Sword of Kull. Anyway, I'm assuming there's no objection to paying for the healing.
Your horde descends from the Moonstone Hills back into the lowlands, and you are not sorry to be leaving their weird monster-haunted heights behind. All too often you felt that you were being watched by unseen eyes and unknown entities, waiting for any slight mistake or weakening of resolve in order to pounce and strike.

"All Allansia lies before us, chief," says Nharog, indicating with a sweep of his hand a broad expanse of territory dotted with walled cities, tangled forests and other landmarks.

Where will you take your horde?

If you want to go north to the city of Zengis, turn to 150.
If you want to go east to the Flatlands, turn to 10.
If you want to go south to Trolltooth Pass, turn to 50.
If you want to go northwest to Firetop Mountain, turn to 30.
If you want to go west to Darkwood Forest, turn to 160.
If you want to go southwest to the Forest of Spiders, turn to 170.
If you want to pay a visit to the nearby town of Chalice, turn to 120.
On to Darkwood:
Darkwood Forest is a primordial stretch of woodland whose green depths conceal all manner of hidden terrors. If you have the Code word Destroyer, turn to 185. If not, read on below.

The woods themselves are home to many sorts of creatures, including Elves and Forest Goblins, and are watched over by the wizard Yaztromo, who sees all from his lonely white-stone tower on the southern edge of the forest, which is where you and your horde are now. A solitary crow caws from overhead. It is a deceptively bucolic scene, but you cannot help feel you are being watched by hundreds of eyes from beneath Darkwood’s leafy boughs.

"They say Yaztromo is naught but an imposter who swaps trinkets for sweetcakes," says Nharog. "I think we can take him down and his friends with him, boss!"

If you want to attack Yaztromo, turn to 197. If you want to leave this area, turn to 151.
We're just passing through...again.
You and your horde are leaving the vicinity of Darkwood Forest. Not for you its tangled depths and dark glades; you yearn instead for the steppes, where the horizon is an endless visible destination on all sides.

Nharog evidently feels the same way. "Let us begone from here, chief!" he says. ‘These infernal woods stifle a man’s vision, and make him weak in body and mind!"

Where will you take your horde next?

If you want to go north to the village of Stonebridge, turn to 110.
If you want to go northeast to Firetop Mountain, turn to 30.
If you want to go east into the Moonstone Hills, turn to 100.
If you want to go south to the town of Chalice, turn to 120.
And then to Stonebridge...
Stonebridge is a Dwarf settlement that lies among low hills on the northern banks of the Red River. The bridge that gives the place its name spans the river, and on the far side splits into two paths, one going around Darkwood Forest and one going straight south into its green depths. If you have the Code word Dwarfslayer, turn to 33. If you have the Code word Destructor, turn to 118.

The town is ruled by King Gillibran, famous for the magical war-hammer that he uses to protect Stonebridge from savage Trolls and other evil races. Under his rule the town thrives on trade and a small series of diamond mines in the hills behind the settlement.

"Gillibran’s war-hammer unites the Dwarfs," says Nharog, his eyes gleaming. "Without it they are nothing!"

If you want to attack the town of Stonebridge, turn to 127. If you want to leave instead, turn to 101.
You may control the town of Stonebridge, but just because it is garrisoned with Barbarian warriors doesn’t mean the Dwarfs and others are overly happy about it. Roll a die. If it is equal to or under your Stonebridge GARRISON STRENGTH, turn to 47. If it is greater than the Stonebridge GARRISON STRENGTH, reduce the GARRISON STRENGTH score to zero and read on below.

In your absence, a resistance movement has formed, led by a Dwarf adventurer known as Littlebig and comprised mainly of Gnomes, Halflings and the like. They have destroyed the garrison forces and ambush your own horde when you return to the town, using a combination of illusion magic, smoke bombs, and tricks and traps inspired by necessity-induced Little Folk ingenuity and inventiveness.

"Aargh! They’re worse than rabid prairiedogs!" screams Nharog, battering away at a mob of knife-armed Little People, all intent on skewering his kneecaps. Who will triumph in the Battle for Stonebridge – your horde or the resistance?

GNOME RESISTANCE HORDE STRIKE 7 HORDE STRENGTH 5

Your horde must reduce its Attack Strength by 1 for this battle due to fumbling the initiative against the resistance. What’s worse, you cannot Escape. If the resistance reduces your HORDE STRENGTH to zero or less, turn to 13. If you defeat the resistance, turn to 96.
Die roll = 6! Damn, we just lost our garrison force here!

COMBAT LOG:
Gnome Resistance 19, Fire Axe 22. GR is at 3.
Gnome Resistance 15, Fire Axe 14. FA is at 8.
Gnome Resistance 13, Fire Axe 19. GR is at 1.
Gnome Resistance 19, Fire Axe 15. FA is at 6.
Gnome Resistance 12, Fire Axe 16. GR is defeated.
Add 1 point to your HONOUR score for your victory.

Your horde slaughters most of the resistance forces and the survivors flee the town, disappearing into the field and forested glades. Of Littlebig, there is no sign; the Dwarf adventurer has proven as talented at vanishing as he is at raising a resistance army. Your horde doubles its immediate patrols, and triples them in the Gnomish part of town.

You will have to re-garrison the town of Stonebridge as well. Deduct a minimum of 1 point and a maximum of 5 points from your HORDE STRENGTH score and add it to the city’s GARRISON STRENGTH box. Note that you cannot reduce your own HORDE STRENGTH to zero or less. Stonebridge is now regarrisoned with your own troops. Turn to 47.

However, if you do not have at least 2 points of HORDE STRENGTH (or you just want to teach the town folk a lesson), you will have to sack the town. In this case, make sure you cross the Code word Dwarfslayer off from the Code words box on your Adventure Sheet and turn to 9.
Man, those are some terrible rolls! We defeated the resistance, but our horde is in pretty bad shape.

We were here to make use of the forge, but to do that we need to re-garrison the town. How much HORDE STRENGTH can we afford to spare?

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 17/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 6/19
HONOUR: 17
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: ??
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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JourneymanN00b
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

Sigh, I vote to put a garrison of 3, and use the forge.
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Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Second that, though the Flatlands aren't too far away, hopefully we can recruit more people.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

You are the overseer of the Dwarf settlement of Stonebridge and you appropriate the large stone house in the middle of the town that used to belong to old King Gillibran. 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 traders that come into the town on their way north to Fang or south to Chalice, and profits from the diamond mines and Dwarf forges. Add 1 talent 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 town’s GARRISON STRENGTH box. If you want to decrease the size of your garrison, deduct a minimum of 1 point from the town’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 visit the Dwarfs’ forges, turn to 157.
If you want to visit the Diamond Mines, turn to 19.
If you wish to leave Stonebridge, turn to 101.
If you wish to sack the town, cross the Code word Dwarfslayer 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 9.
We're already at full STAMINA, so there's no need to rest. We just collect 1 talent of gold for taxes.

We were here for the forges...
The Dwarfs’ forges of Stonebridge are a cluster of workshops and smithies along the banks of the Red River. They make everything from metal utensils and farm implements to the weapons and armour for which the Dwarfs are famed: warhammers, war-picks, battle-axes, mail shirts and ornate helmets.

Nothing produced by the forges is superior to any of your current battle-gear. However, if you bring rare metals or gems to the forges, they may be able to craft them into special items.

If you have Green Metal Ore, turn to 51.
If you have Yellowstone Ore, turn to 139.
If you have a Diamond, turn to 99.
Otherwise, you leave Stonebridge. Turn to 101.
We have 2 items that can be used for forging, but I assume you want to prioritize on the one you gained specific information on.
The Dwarfs take the Green Metal Ore from you and set to work. Cross it off your Adventure Sheet.

From the ore, the Dwarf smiths forge a magical sword with a shiny green blade that slices swiftly through the air. When you wield the Enchanted Broadsword in battle you may add 2 to your Attack Strength for the duration of the individual combat. It also does 3 STAMINA points of damage per successful hit when you win an Attack Round in individual combat. Make sure to note the Enchanted Broadsword and its abilities in the Equipment box on your Adventure Sheet. Also note the Code word Nemesis in the Code words box on your Adventure Sheet. If you ever lose or sell the Enchanted Broadsword, remember to cross off the Code word Nemesis as well.

Holding your new weapon aloft and marvelling as it gleams in the sunlight, you order your horde to leave Stonebridge.

Turn to 101.
Unless there's objections, I'm assuming we use this as our default weapon from now, since it has a higher Attack Strength bonus than the hammer and does more damage per hit. We do, however, lose the pre-fight free hit from the hammer for that.
You are leaving Stonebridge and the Red River. Your horde marches onwards, sharpened weapons glittering in the sun, gleaming armour reflecting blue skies and white clouds. This is the life of a Barbarian raider!

"This is what I’ve been told!" chants Nharog.

"Dwarfs like kissing lots of gold!" respond the warriors.

Where will you venture next in your depredations against Allansia?

If you want to go north to the city of Fang, turn to 70.
If you want to go east to Firetop Mountain, turn to 30.
If you want to go south to Darkwood Forest, turn to 160.
Fang and Darkwood haven't been conquered yet, Firetop Mountain has been conquered, but we have never revisited it since...

Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 17/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 3/19
HONOUR: 17
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), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat)
Gold: 14 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
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 JourneymanN00b »

I vote to go to Firetop Mountain, and then the Flatlands to recruit more soldiers.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I'll second that, but we might want to look around Firetop again on the way.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

The lone, jagged crag of Firetop Mountain looms above the eastern edges of the Pagan Plains, its summit stained the eerie red colour that gives the peak its name. Several small insignificant hamlets cluster in the dales at the base of the mountain; their peasant inhabitants cower in their hovels
as your Barbarian horde passes by. You ignore these puny serfs; you have more glorious goals to attain than razing the shacks of cottars. If you have the Code word Ravager, turn to 45. If not, read on below.

"The dungeons beneath Firetop Mountain are famed as the lair of Zagor the Warlock, and are said to be rich in treasure," says Nharog. "Shall we drag the old serpent from his lair and give him a beating?"

If you want to attack Zagor and his minions, turn to 8. If you want to leave this area, turn to 21.
The mountain stronghold had been ravaged!
Zagor, the Warlock of Firetop Mountain, has been slain, and his dungeon looted and pillaged by roving fortune hunters. Rival bands of Dwarfs and Orcs have occupied key areas of the underworld complex, dodging occasional raids by wandering undead, underground beasts and rogue
freebooters. Despite this, the temptation for seeking gold or glory in those dark depths is strong.

Nharog sees you looking at the entrance to the dungeon. "That’s your call if you wish to enter, chief. The horde will wait outside. We are honour-bound warriors, not adventurers."

If you want to leave Firetop Mountain, turn 21.

If you want to explore the abandoned dungeon of Zagor, roll one die to see what you encounter:

1-2 Turn to 4.
3-4 Turn to 88.
5-6 Turn to 12.
So, if we explore the mountain, the result is random, could be good or bad. Do we risk exploring?
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

The temptation for seeking gold or glory in those dark depths is strong.

And, except for our luck, our stats are good. I say risk it and go in.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

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

Post by SGamerz »

Die roll = 3!
You take a blazing torch from the wall and explore the dungeon beneath Firetop Mountain. One area has become neutral ground, an underworld tavern of sorts, where a bewildering variety of races and creatures meet to drink, plot and seek out jobs, whether legitimate or, more likely,
not. Mercenaries, in other words, and potential recruits for your horde. You stand on a table with your weapon in one hand and a tankard of ale in the other, and launch into a speech:

"Brothers and sisters! For too long have we been ground down by civilisation, by lords both good and evil, who tell us what to do and when to do it. I say, enough with rules and orders! We are free to loot and plunder, to raze and destroy, to make these decadent and corrupt rulers truly fear us.
We will rise up and annihilate them, and make them realise that individual power counts for nothing when faced with the implacable group-will of the horde! Join us and all history shall witness our blazing glory!"

To see who joins, roll two dice and Test your Honour.

If you are Dishonourable, you are joined mainly by non-humans and other Chaotic races, such as Man-Orcs, Hobgoblins and the odd Troll. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must deduct 1 point from
your HONOUR. (So, if you roll a 4 you could add up to 4 points to your HORDE STRENGTH but you must reduce your HONOUR by up to 4 points as well.)

If you are Honourable, weird human outcasts (some formerly in the employ of Zagor, such as boatmen, builders, mazemasters and so on) wish to join your campaign. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must equip your new recruits, which costs 1 Gold per point of HORDE STRENGTH. (So, if you roll a 2 you could add up to 2 points to your HORDE STRENGTH but, assuming you can afford it, you must deduct up to 2 talents from the Gold box on your Adventure Sheet.)

Whoever you decide to recruit, it is now time to go. Turn to 21.
Hey, just what we need! We get recruits either way!

Our HONOUR is so high that we can fail the check, so we'll be trading gold for extra HORDE STREMGTH.

Die roll = 5. Not bad at all!

Let me know if you wish to pay the full 5 talents of gold for HORDE STRENGTH.

Either way, we're on our way out...
You lead your horde of Barbarians away from Firetop Mountain and its lonely vigil over the plains and dells that it surveys.

"My mad cousin Myog went divining for Gold in the dungeons under the mountain with a Y-shaped stick," says Nharog, conversationally.

"What happened to him?"

"Dunno. He never returned…"

You have a diverse choice of onward destinations:

To go northwest to the city of Fang, turn to 70.
To go northeast to the city of Zengis, turn to 150.
To go southwest to the town of Stonebridge, turn to 110.
To go south to Darkwood Forest, turn to 160.
To go southeast to the Moonstone Hills, turn to 100.
Fang and Darkwoord - not conquered
Zengis - razed, but not revisited since
Stonebridge - occupied garrison
Moonstone Hills - Lost Lake not explored
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to pay the full 5 talents of gold for the army, and to check out Zengis.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Second that.

(Oh, so if we lose all our honour, we can still recruit monsters? Huh. If we roll the right number when exploring here, that is)
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

Thaluikhain wrote:
Tue Jan 23, 2024 11:02 pm
(Oh, so if we lose all our honour, we can still recruit monsters? Huh. If we roll the right number when exploring here, that is)
The text doesn't make it very clear, but I'm reading it as we still need to trade Honour for troops, so if it hits zero, we can hire more. Otherwise, it feels broken.
The strange eastern city of Zengis is capital of the barony of Kaypong and lies on the banks of the River Kok, near the looted ruins of the ancient city of Gar-Goldoran. If you have the Code word Overlord, turn to 138. If you have the Code word Slayer, turn to 123.

Zengis is at the centre of the great northern trade routes between Fang and Sardath, and its potentate, Baron Kognoy, has grown fat on taxing the profits of merchants. He has also become lazy. The walls of the city are in need of repairs, and the few patrols your horde sees (and avoids) are ill-disciplined and poorly equipped.

"It will be like chasing an old bull mammoth through heavy snow," whispers Nharog, after one guard patrol has passed by. "An easy slaughter!"

If you want to attack the city of Zengis, turn to 177. If you want to leave instead, turn to 141.
Zengis the city is no longer. Now it is a ruin, a twin to what was left of Gar-Goldoran, but obviously more recent; a stinking, burning pile of rubble and timber, through which scrabble carpetbaggers and miscreants, looting the homes of the dead. If you have 4 talents of Gold and wish to spend it rebuilding the city (and your HORDE STRENGTH is at least 2), turn to 135. If you do not have enough Gold (or HORDE STRENGTH), or you just wish to leave here, turn to 141.
Nothing too interesting here, it turns out. The only thing we can do is to spend gold (and no doubt some HORDE STRENGTH too) to rebuild a garrison. Well, probably shouldn't be too surprising, since it wasn't a very interesting place even before we destroyed it...
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Eh, leave it alone. I do like the idea of being able to rebuild places, though.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I vote to leave as well.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

You and your horde are leaving Zengis and the eastern Allansian province of Kaypong. Its willow-clad riverbanks and bambooshrouded foothills are picturesque, but perhaps too peaceful. Could greater glory lie elsewhere?

"Look lively, lads!" says Nharog. "Heads high and axes low!"

Where will your horde venture next?

If you want to go east to the Flatlands, turn to 10.
If you want to go south into the Moonstone Hills, turn to 100.
If you want to go southwest to Firetop Mountain, turn to 30.
If you want to go west to the city of Fang, turn to 70.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 17/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 8/19
HONOUR: 17
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), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat)
Gold: 9 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
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]
Last edited by SGamerz on Thu Jan 25, 2024 1:42 am, edited 2 times in total.
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

I suggest the Flatlands, for further recruiting.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by JourneymanN00b »

I also vote for the Flatlands to get more soldiers.
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

"As wide as the Flatlands!" is what an Allansian would say to denote a vast distance, and this certainly applies to these grassy steppes that stretch from the Moonstone Hills in the west all the way to the Sea of Pearls in the far east. Here in the western part of the Flatlands, the monotony of the savannah is broken only by the occasional T’annum Tree, rocky outcrop, or the tents of a camp of nomadic Barbarians, like the ones of your Tribe, which is where you are now.

"Chieftain," says Druzgar the Shaman, acknowledging your entrance with upraised palms. "You have returned."

"It is time for the Testing," says Nharog quietly by your side.

As always, when a horde returns to the Tribe, the honour of the horde and its chieftain must be measured to see if they are still worthy.

Druzgar squats on a bare patch of earth and scatters ancient rune-inscribed pieces of bone onto the dirt, stooping to discern their meaning. Collectively, the people of the Tribe draw in their breath and hold it for a moment.

Roll two dice and Test your Honour. If you are Honourable, you are welcomed back as heroes; turn to 5. If you are Dishonourable, Druzgar shakes his head sadly; turn to 16.
So, this is a place we'd shouldn't come back to too early, since we started with low Honour, but we've built up quite a bit of that now...

Our Honour is so high that we can't fail a normal test.
Unlike the nomadic horse-riders of the deep prairie, the camp of your Tribe is semi-permanent, consisting of large yurts that can be folded down and carried by horse or ox-cart, and stone barns that can house herd animals for months on end. It is bustling with the daily rhythm of tribal life. Hunters return from the wild with deer and antelope carcasses, older folk stitch skins together or craft clay pottery, and everywhere there are children playing in the dust.

"The Tribe is one," says Druzgar the Shaman, appearing suddenly by your side.

"And one is the Tribe!" you reply, in the time-honoured catechism.

What do you want to do now?

If you want to recruit more warriors for your horde, turn to 25.
If you want to visit the Shrines, turn to 18.
If you want to rest and perhaps train your warriors, turn to 32.
If you want to leave the Flatlands, turn to 1.
We haven't tried visiting the Shrines or training yet (and we know of at least 2 other places where recruiting can be done). Do we want to proceed with recruiting or try either of these other options?
Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by Thaluikhain »

Our Horde Strike is at 12, so I doubt training will help us, but I'd have no objection to visiting the Shrines if anyone wants to. Otherwise, recruit more troops.
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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 recruit more warriors.
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SGamerz
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Re: [Let's Play] Fighting Fantazine Adventure #17 - Barbarian Warrlord!

Post by SGamerz »

You call a Tribal Moot, a grand feast for all, and during the festival you stand on the sacred Stone of Summoning in the middle of the camp and launch into a thundering speech on the glories of becoming warriors in your battle-horde.

"Join me, brothers and sisters, as we lay waste to the stinking corruption of the so-called civilised lands, and write our names in blood across the ledgers of history, as we make the very gods themselves tremble at our might and fury!"

To see who joins, roll two dice and Test your Honour.

If you are Dishonourable, no-one joins. Nharog pats you on the back in commiseration. ‘We best be getting back to sacking and pillaging, chief,’ he says. "Perhaps after that we will find more followers." Turn to 1.

If you are Honourable, volunteers wish to join your campaign. Roll one die. The result is the maximum number of points you can add to your HORDE STRENGTH, but for every point you add, you must equip your new recruits, which costs 1 Gold per point of HORDE STRENGTH. (So, if you roll a 3 you could add up to 3 points to your HORDE STRENGTH but, assuming you can afford it, you must deduct up to 3 talents from the Gold box on your Adventure Sheet.)

Whatever you decide, it is now time to go. Turn to 1.
We can't fail the test.

Die roll = 6. We pay 6 talents of gold to bring HORDE STRENGTH up to 14.
With the Flatlands at your back, you and your horde head west, towards the teeming plains of Allansia. Days of glory lie ahead of you, days of plundering booty from the rich cities and carving a bloody swathe through cultures and territories that for too long have looked down upon you and your people as primitive savages. It is time for war and conquest!

"Where are we headed, chief?" says Nharog, breaking your reverie.

If you want to go west into the Moonstone Hills, turn to 100.
If you want to go northwest to the city of Zengis, turn to 150.
If you want to go southwest to Trolltooth Pass, turn to 50.
Adventure Sheet:
[spoiler]Name: Grom the Dark
Tribe: Fire Axe
SKILL 11/12
STAMINA 17/17
LUCK 6/11
HORDE STRIKE: 12/12
HORDE STRENGTH: 14/19
HONOUR: 17
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), Enchanted Broadsword (+2 Attack Strength and does 3 STAMINA damage per hit in individual combat)
Gold: 3 talents
Codewords: Trollslayer, Dwarfslayer, Ravager, Slayer, Raider, Looter, Nemesis
Blessings:
Doman:
1) City: Stonebridge / Garrison Strength: 3
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]
Last edited by SGamerz on Thu Jan 25, 2024 1:42 am, edited 1 time in total.
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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 Zengis and then to Fang to conquer it.
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