The Keep of the Lich Lord (Fighting Fantasy 43)
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- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
240
"Curse you then, you swine," he snarls and comes at you again with his sword.
CAPTAIN JARMESH SKILL 8 STAMINA 4
If you wound him again, turn to 125
Round 1(3?): Jarmesh 4+8=12; Seelah 5+13=18; 3 damage to Jarmesh (1 Stamina)
125
This time he drops his sword and grovels on the ground before you. Sniveling, he begs for mercy. Will you finish him off now (turn to 99) or spare his life (turn to 254)?
"Curse you then, you swine," he snarls and comes at you again with his sword.
CAPTAIN JARMESH SKILL 8 STAMINA 4
If you wound him again, turn to 125
Round 1(3?): Jarmesh 4+8=12; Seelah 5+13=18; 3 damage to Jarmesh (1 Stamina)
125
This time he drops his sword and grovels on the ground before you. Sniveling, he begs for mercy. Will you finish him off now (turn to 99) or spare his life (turn to 254)?
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I don't trust him at all. Finish him.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Half vote for sparing.
- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I vote to finish him.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Finishing him wins 2-0.5
99
This evil pirate must have slain many innocents before without displaying a glimmer of mercy or remorse. He deserves to die, you think to yourself. One blow makes the world a safer place. Turn to 194.
194
Captain Jarmesh is dead. Searching his desk, in one of the drawers you find a scroll and some keys. One of the keys is labeled 'armory'; others are for storerooms, the brig and the locks to the fetters that bind the galley-slaves. The scroll is more interesting. It bears a message from Mortis to Jarmesh. Reading it, you learn that Jarmesh is the first Chaos pirate to have arrived, and that a whole fleet is on the way; their mission is to pick up Mortis's undead legions and then sail to attack the Delphic Alliance.
Mortis reports that he has full control of Bloodrise Keep and has built a dam of bodies and bones on the River Scort. This has rendered the moat round the castle stagnant and still. Quite why he has done this is unclear, although Mortis mentions that he and his Undead are 'free and unfettered'. You also find orders from Lord Kashu of Vorodu, the Grand Admiral of Chaos himself, ordering the Merciless to terrorize those areas of Stayng lsland that are still free of Undead and to take as many slaves as possible to man the slaveships of the Chaos fleet. Will you try to escape from the boat now and leave Keladon to pursue your quest (turn to 26) or try to rescue the villagers from the hold (turn to 354)?
99
This evil pirate must have slain many innocents before without displaying a glimmer of mercy or remorse. He deserves to die, you think to yourself. One blow makes the world a safer place. Turn to 194.
194
Captain Jarmesh is dead. Searching his desk, in one of the drawers you find a scroll and some keys. One of the keys is labeled 'armory'; others are for storerooms, the brig and the locks to the fetters that bind the galley-slaves. The scroll is more interesting. It bears a message from Mortis to Jarmesh. Reading it, you learn that Jarmesh is the first Chaos pirate to have arrived, and that a whole fleet is on the way; their mission is to pick up Mortis's undead legions and then sail to attack the Delphic Alliance.
Mortis reports that he has full control of Bloodrise Keep and has built a dam of bodies and bones on the River Scort. This has rendered the moat round the castle stagnant and still. Quite why he has done this is unclear, although Mortis mentions that he and his Undead are 'free and unfettered'. You also find orders from Lord Kashu of Vorodu, the Grand Admiral of Chaos himself, ordering the Merciless to terrorize those areas of Stayng lsland that are still free of Undead and to take as many slaves as possible to man the slaveships of the Chaos fleet. Will you try to escape from the boat now and leave Keladon to pursue your quest (turn to 26) or try to rescue the villagers from the hold (turn to 354)?
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- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I vote to rescue the villagers from the hold.
Say No To Fascism. The left is the one true way to go.
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Rescue the villagers.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
354
Hastily putting on some of Jarmesh's clothing, you are able to cross the deck to the hold without being stopped. Only one pirate is guarding the villagers, who are all chained to their oars. It is an easy matter to take the pirate by surprise, and soon he is unconscious and bound. The prisoners can hardly believe their eyes - at last they have reason to hope. However, you don't have much time before someone will come to check up on them. Will you use the captain's keys to free them all now (tum to 114) or free one of them and go with him to get weapons from the armory (turn to 79)?
Hastily putting on some of Jarmesh's clothing, you are able to cross the deck to the hold without being stopped. Only one pirate is guarding the villagers, who are all chained to their oars. It is an easy matter to take the pirate by surprise, and soon he is unconscious and bound. The prisoners can hardly believe their eyes - at last they have reason to hope. However, you don't have much time before someone will come to check up on them. Will you use the captain's keys to free them all now (tum to 114) or free one of them and go with him to get weapons from the armory (turn to 79)?
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- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I vote to free them all now.
Say No To Fascism. The left is the one true way to go.
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
The phrasing makes it sound like they'll charge the pirates, or like the pirates will check on them and find them unchained but unarmed. Free one of them and go to get weapons.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Rolling to break the tie. (4) We'll go with Beroli's suggestion.
79
The village blacksmith offers his services. He looks a little battered but seems to be the largest and most determined of the villagers. You and he rush to the armory and you use the captain's keys to unlock it. Grabbing as many weapons as you can, you head back and arm the villagers. Leading them up on deck, you take the pirates completely by surprise. The villagers fight with a ferocity born of a desire for revenge, and soon all the pirates are killed or captured.
The villagers treat you like a hero and the blacksmith promises they will administer 'justice' to the remaining pirates. lf you have met a boy called Paz and left him in the cellar of his house, turn to 348. If not, tum to 398.
Seelah has not met Paz.
398
The blacksmith gives you 10 Gold Pieces and some healing herbs, saying ruefully that this is all they have left to give you (note these on your Adventure Sheet). "You will always have a home here," he adds. You may use the healing herbs just once to restore up to 6 lost STAMINA points. You wave goodbye to everyone, for they have all come to see you off. Your quest beckons. Turn to 186.
186
Leaving Keladon behind, you set out on the road north again, heading for the crossroads at the inn, and then eastwards towards Bloodrise Keep. After a short while you notice a commotion off the road to the south. You can make out what looks like a horseman riding hard, apparently pursued by a pack of wolves, but the dust they are raising makes it hard for you to be sure. Will you press on (turn to 65) or run towards them and see if you can help the
rider (tum to 13)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 15 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 7
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
79
The village blacksmith offers his services. He looks a little battered but seems to be the largest and most determined of the villagers. You and he rush to the armory and you use the captain's keys to unlock it. Grabbing as many weapons as you can, you head back and arm the villagers. Leading them up on deck, you take the pirates completely by surprise. The villagers fight with a ferocity born of a desire for revenge, and soon all the pirates are killed or captured.
The villagers treat you like a hero and the blacksmith promises they will administer 'justice' to the remaining pirates. lf you have met a boy called Paz and left him in the cellar of his house, turn to 348. If not, tum to 398.
Seelah has not met Paz.
398
The blacksmith gives you 10 Gold Pieces and some healing herbs, saying ruefully that this is all they have left to give you (note these on your Adventure Sheet). "You will always have a home here," he adds. You may use the healing herbs just once to restore up to 6 lost STAMINA points. You wave goodbye to everyone, for they have all come to see you off. Your quest beckons. Turn to 186.
186
Leaving Keladon behind, you set out on the road north again, heading for the crossroads at the inn, and then eastwards towards Bloodrise Keep. After a short while you notice a commotion off the road to the south. You can make out what looks like a horseman riding hard, apparently pursued by a pack of wolves, but the dust they are raising makes it hard for you to be sure. Will you press on (turn to 65) or run towards them and see if you can help the
rider (tum to 13)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 15 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 7
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
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Thaluikhain
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Help the rider.
- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I also vote to help the rider.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
13
As you draw nearer you see that what you thought was a rider is in fact a Centaur, a creature half-man, half-horse. It has the legs and trunk of a horse, but from the animal's shoulders sprout the upper torso, arms and head of a man. It holds a short spear in one hand and a small shield in the other and you notice several more javelins attached to a saddlebag. However, the poor creature looks close to collapsing from exhaustion. Three wolves are pursuing it relentlessly, snapping and biting at the Centaurs legs. Will you throw some food to the wolves - you must have at least 3 packs of Provisions to throw - (turn to 102) or fight the wolves (turn to 263)?
As you draw nearer you see that what you thought was a rider is in fact a Centaur, a creature half-man, half-horse. It has the legs and trunk of a horse, but from the animal's shoulders sprout the upper torso, arms and head of a man. It holds a short spear in one hand and a small shield in the other and you notice several more javelins attached to a saddlebag. However, the poor creature looks close to collapsing from exhaustion. Three wolves are pursuing it relentlessly, snapping and biting at the Centaurs legs. Will you throw some food to the wolves - you must have at least 3 packs of Provisions to throw - (turn to 102) or fight the wolves (turn to 263)?
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Thaluikhain
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Hmm, we can spare provisions. Hopefully it's not just hardtack.
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Our skill is 13. I vote to fight the wolves and risk a random pack of wolves being able to inflict over 12 damage, rather than effectively sacrificing 12 Stamina.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I vote to fight the wolves, since 3 Provisions is far too high of a price here.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Fighting the wolves won, 2-1. I think the logic is likely sound - let's see if Seelah can beat the wolves at the cost of less than 12 STAMINA.
263
You charge the wolfpack and they come at you, snarling. The Centaur stops running and turns to throw its spears at them from a safe distance. You must fight (treat the pack as a single opponent).
WOLFPACK SKILL 8 STAMINA 13
Roll 1 additional die at the end of each round of combat. On a throw of 1, the Centaur has accidentally hurt you with a javelin, causing 2 points of damage to your STAMINA, On a throw of4-6, he hits the wolves for 2 points of damage. On a roll of 2 or 3, he misses completely. If you win, tun to 27
Round 1: Wolfpack 9+8=17; Seelah 12+13=25; 3 damage to Wolfpack (Stamina 108); Centaur (4)
Round 2: Wolfpack 8+8=16; Seelah 8+13=21; 3 damage to Wolfpack (Stamina 5); Centaur (3)
Round 3: Wolfpack 7+8=15; Seelah 7+13=20; 3 damage to Wolfpack (Stamina 2); Centaur (3)
Round 4: Wolfpack 7+8=15; Seelah 9+13=22; 3 damage to Wolfpack (Stamina 0); Centaur (2)
Seelah scores a flawless victory and even avoids being impaled by her ally. I'm not reprinting the stat sheet since the one above is correct, but you are down a little from your maximum STAMINA. You're always welcome to address that outside of a fight.
27
The Centaur canters over to you and says in a haughty voice, "Thank you, my friend I owe you my life! Those wolves were out to eat me, hoof and hand! I am Lord Salesh, Elf-friend, and most noble of the creatures of Shamdabag Wood. I serve the gods of Good- as do you, clearly. How may I repay you?" You tell him about your mission, explaining
that you must get to Bloodrise Keep. "Aha! I can help you in your excellent and most laudable quest, my friend. I pledge myself as your steed for ever, in gratitude for your saving my life! With me to carry you, Bloodrise Keep is but moments away and Mortis is as good as dead . . well, anyway, laid to rest - for, as we all know, he is already dead, ha ha! Come, comrade, climb up on my back."
You mount up, realizing he will indeed be able to carry you quickly - but can you put up with his endless prattle? Salesh gallops along the road through Shamdabag Wood at a good pace, much faster than you could travel on foot. He begins to tell you his life-story and of his 'great exploits', which soon begin to sound somewhat exaggerated. Turn to 202.
202
After a while Salesh begins to complain of your weight, saying "Bah, it is not right that a great lord like myself should have to serve as a mere beast of burden!" You remind him of his promise recently made, and he groans in annoyance. He leads you across country and on to the road that leads to Sorgos, a short-cut that avoids the inn. Then he stops. "I must rest, my friend - but only for a short time." You dismount, eyeing the Centaur suspiciously. He looks at you. Then he slaps a hand to his forehead, as if a thought has just struck him. "Ye gods," he exclaims, "the council meet! I must be there - and it had all but slipped my mind." It is transparently obvious to you that Salesh is lying through his teeth. "Forgive me, noble friend, matters of state - I must return to Shamdabag Wood."
"What of my vital mission to kill Mortis," you say wryly, "which after all in the long run is probably more important to you than it is to me?"
"Ah, yes, well . . . l'm sure that a great warrior like yourself will have no trouble - in fact I would only be a hindrance. Well, my thanks, and good luck." With that, he tums tail and canters off southwards. Shrugging your shoulders, you set off on foot on the road to Port Borgos. Turn to 46.
46
You travel all the next day along the featureless road to Borgos. After a while you notice many black birds wheeling in the sky ahead of you. Soon you come to a crossroads and a gibbet standing by the side of the road. Hanging from it is a cage in which some poor unfortunate is trapped. You observe the livery of Bloodrise Keep - the victim is an ex-soldier in the service of the castellan. A s you draw nearer, he stirs and lifts a bedraggled hand towards you. He looks more than half starved, burnt by the sun, and he is filthy dirty with blood-stained, tattered clothes. The blackbirds overhead are crows, their cries filling the sky with despair. The road forks here, south towards Benari village and east to Port Borgos.
Will you try to get the cage down in order to release the man (turn to 142) or carry on, either towards Borgos
(turn to 85) or to the village of Benari (turn to 223)?
263
You charge the wolfpack and they come at you, snarling. The Centaur stops running and turns to throw its spears at them from a safe distance. You must fight (treat the pack as a single opponent).
WOLFPACK SKILL 8 STAMINA 13
Roll 1 additional die at the end of each round of combat. On a throw of 1, the Centaur has accidentally hurt you with a javelin, causing 2 points of damage to your STAMINA, On a throw of4-6, he hits the wolves for 2 points of damage. On a roll of 2 or 3, he misses completely. If you win, tun to 27
Round 1: Wolfpack 9+8=17; Seelah 12+13=25; 3 damage to Wolfpack (Stamina 108); Centaur (4)
Round 2: Wolfpack 8+8=16; Seelah 8+13=21; 3 damage to Wolfpack (Stamina 5); Centaur (3)
Round 3: Wolfpack 7+8=15; Seelah 7+13=20; 3 damage to Wolfpack (Stamina 2); Centaur (3)
Round 4: Wolfpack 7+8=15; Seelah 9+13=22; 3 damage to Wolfpack (Stamina 0); Centaur (2)
Seelah scores a flawless victory and even avoids being impaled by her ally. I'm not reprinting the stat sheet since the one above is correct, but you are down a little from your maximum STAMINA. You're always welcome to address that outside of a fight.
27
The Centaur canters over to you and says in a haughty voice, "Thank you, my friend I owe you my life! Those wolves were out to eat me, hoof and hand! I am Lord Salesh, Elf-friend, and most noble of the creatures of Shamdabag Wood. I serve the gods of Good- as do you, clearly. How may I repay you?" You tell him about your mission, explaining
that you must get to Bloodrise Keep. "Aha! I can help you in your excellent and most laudable quest, my friend. I pledge myself as your steed for ever, in gratitude for your saving my life! With me to carry you, Bloodrise Keep is but moments away and Mortis is as good as dead . . well, anyway, laid to rest - for, as we all know, he is already dead, ha ha! Come, comrade, climb up on my back."
You mount up, realizing he will indeed be able to carry you quickly - but can you put up with his endless prattle? Salesh gallops along the road through Shamdabag Wood at a good pace, much faster than you could travel on foot. He begins to tell you his life-story and of his 'great exploits', which soon begin to sound somewhat exaggerated. Turn to 202.
202
After a while Salesh begins to complain of your weight, saying "Bah, it is not right that a great lord like myself should have to serve as a mere beast of burden!" You remind him of his promise recently made, and he groans in annoyance. He leads you across country and on to the road that leads to Sorgos, a short-cut that avoids the inn. Then he stops. "I must rest, my friend - but only for a short time." You dismount, eyeing the Centaur suspiciously. He looks at you. Then he slaps a hand to his forehead, as if a thought has just struck him. "Ye gods," he exclaims, "the council meet! I must be there - and it had all but slipped my mind." It is transparently obvious to you that Salesh is lying through his teeth. "Forgive me, noble friend, matters of state - I must return to Shamdabag Wood."
"What of my vital mission to kill Mortis," you say wryly, "which after all in the long run is probably more important to you than it is to me?"
"Ah, yes, well . . . l'm sure that a great warrior like yourself will have no trouble - in fact I would only be a hindrance. Well, my thanks, and good luck." With that, he tums tail and canters off southwards. Shrugging your shoulders, you set off on foot on the road to Port Borgos. Turn to 46.
46
You travel all the next day along the featureless road to Borgos. After a while you notice many black birds wheeling in the sky ahead of you. Soon you come to a crossroads and a gibbet standing by the side of the road. Hanging from it is a cage in which some poor unfortunate is trapped. You observe the livery of Bloodrise Keep - the victim is an ex-soldier in the service of the castellan. A s you draw nearer, he stirs and lifts a bedraggled hand towards you. He looks more than half starved, burnt by the sun, and he is filthy dirty with blood-stained, tattered clothes. The blackbirds overhead are crows, their cries filling the sky with despair. The road forks here, south towards Benari village and east to Port Borgos.
Will you try to get the cage down in order to release the man (turn to 142) or carry on, either towards Borgos
(turn to 85) or to the village of Benari (turn to 223)?
-This space intentionally left blank
- JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I vote to get the cage down and eat a Provision.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
- King
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Release the probable zombie, but eat first.
- deaddmwalking
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Seelah stands eating in front of the starved imprisoned figure before she tries to lower the cage.
142
As you step forward to cut the cage down, the crows shriek madly and swoop down to peck and claw at you with razor-sharp beaks and talons. You must fight them off; treat them as one opponent.
A MURDER OF CROWS SKILL 7 STAMINA 10.
If you win, turn to 237.
Round 1: Crows 7+7=14; Seelah 9+13=22; 3 damage to Crows (Stamina 7)
Round 2: Crows 8+7=15; Seelah 4+13=17; 3 damage to Crows (Stamina 4)
Round 3: Crows 8+7=15; Seelah 6+13=19; 3 damage to Crows (Stamina 1)
Round 4: Crows 4+7=11; Seelah 7+13=20; 3 damage to Crows (Stamina 0)
237
You drive the last few crows away and they fly away eastwards. Carefully you lower the cage to the ground, then you lift the bar and open it, reaching inside for the poor man. Suddenly he locks his hands round your throat in an iron grip. Startled you look into his eyes and, with a thrill of horror gaze into milky white orbs, staring and dead. His flesh is rotting, and you see a deep wound in his chest. The man is a Zombie! Mortis must have imprisoned him and watched him die, then brought him back as one of the Undead! You are caught completely unawares - Test your Resolve. If you succeed, turn to 117. If you fail, turn to 322
Seelah's resolve is 10. She rolls an 8, which is successful. Her resolve increases by 1 to 11.
117
Forcing your rising panic down, you manage to resist the urge to flee blindly. Breaking the Zombie's grip is not difficult, for it has been exposed to wind, rain, and more importantly, sunlight. By now it is very weak and you are able to dispatch it quickly. AII that you find lying on the floor of the cage is a heavy iron mace (note it on your Adventure Sheet if you take it). Will you continue on towards Borgos (tum to 85) or visit the village of Benari first (turn to 223)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 11 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
142
As you step forward to cut the cage down, the crows shriek madly and swoop down to peck and claw at you with razor-sharp beaks and talons. You must fight them off; treat them as one opponent.
A MURDER OF CROWS SKILL 7 STAMINA 10.
If you win, turn to 237.
Round 1: Crows 7+7=14; Seelah 9+13=22; 3 damage to Crows (Stamina 7)
Round 2: Crows 8+7=15; Seelah 4+13=17; 3 damage to Crows (Stamina 4)
Round 3: Crows 8+7=15; Seelah 6+13=19; 3 damage to Crows (Stamina 1)
Round 4: Crows 4+7=11; Seelah 7+13=20; 3 damage to Crows (Stamina 0)
237
You drive the last few crows away and they fly away eastwards. Carefully you lower the cage to the ground, then you lift the bar and open it, reaching inside for the poor man. Suddenly he locks his hands round your throat in an iron grip. Startled you look into his eyes and, with a thrill of horror gaze into milky white orbs, staring and dead. His flesh is rotting, and you see a deep wound in his chest. The man is a Zombie! Mortis must have imprisoned him and watched him die, then brought him back as one of the Undead! You are caught completely unawares - Test your Resolve. If you succeed, turn to 117. If you fail, turn to 322
Seelah's resolve is 10. She rolls an 8, which is successful. Her resolve increases by 1 to 11.
117
Forcing your rising panic down, you manage to resist the urge to flee blindly. Breaking the Zombie's grip is not difficult, for it has been exposed to wind, rain, and more importantly, sunlight. By now it is very weak and you are able to dispatch it quickly. AII that you find lying on the floor of the cage is a heavy iron mace (note it on your Adventure Sheet if you take it). Will you continue on towards Borgos (tum to 85) or visit the village of Benari first (turn to 223)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 11 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
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Thaluikhain
- King
- Posts: 7119
- Joined: Thu Sep 29, 2016 3:30 pm
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Sunlight weakens zombies, does it? Or was the corpse dehydrated by the sun or something?
Anyhoo take make, and looks like Benari is a side quest, so that first.
Anyhoo take make, and looks like Benari is a side quest, so that first.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Hope everyone is well. Although we only have one vote, to keep things moving we'll go to Benari with the heavy iron mace in inventory.
223
Plumes of black smoke rise skyward as you near Benari. When you finally reach it, your worst fears are confirmed: the whole place has been burnt to the ground; all that remains are the smoking hulks of homes and buildings. Several bodies lie scattered about, but not as many as you would expect from the destruction of the whole village. A few dogs slink away at the sight of you, and vultures go about their grisly business. Will you examine the bodies (tum to 369), investigate the ruined buildings (turn to 335) or leave the smoking village (turn to 116)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 11 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
223
Plumes of black smoke rise skyward as you near Benari. When you finally reach it, your worst fears are confirmed: the whole place has been burnt to the ground; all that remains are the smoking hulks of homes and buildings. Several bodies lie scattered about, but not as many as you would expect from the destruction of the whole village. A few dogs slink away at the sight of you, and vultures go about their grisly business. Will you examine the bodies (tum to 369), investigate the ruined buildings (turn to 335) or leave the smoking village (turn to 116)?
Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 11 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
-This space intentionally left blank
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
Investigate the ruined buildings.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: The Keep of the Lich Lord (Fighting Fantasy 43)
I am dealing with a work crisis, so I will only be able to provide one update per day for my Let’s Play at most (which will be in the evening) until it is resolved. The same will probably be true for voting. Sorry about this.
I also vote to investigate the ruined buildings.
I also vote to investigate the ruined buildings.
Say No To Fascism. The left is the one true way to go.