[Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

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JourneymanN00b
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Investigating the well to the west of town received 2 votes, so off he goes.

125
Passing through the West Gate, with a nod to the town guards on duty, you walk along the Royal Road till at last the well comes into sight on the north side of the road. It has been disused since the time of Narron, having dried up some years before the Battle of Tanner Heath, and it is now fair overgrown with weeds and creeping ivy. An investigation of the site shows that people have visited in the last day or two. Scuff marks on the rim of the well, which reveal unweathered stone where the top layer has been broken off, suggest something was thrown in. A straggly old rope dangles from the wooden roof of the well and may take your weight, if you wish to use it to lower yourself into the depths. Will you attempt to enter the well using the rope (turn to 192), or, if you have not already done so, go in search of a blacksmith to supply you with a weapon (turn to 74), head to the cemetery (turn to 190), visit The Frantic Rat tavern for information (turn to 107), or leave town to explore the heath by day (turn to 36)? If you have already tried all of these options, you have reached the end of the day and must either drop by The Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.
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Beroli
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Climb into the well.
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

Kinda wish we had an option to climb in without relying in the rope, but that’s the only option. Climb down and pray the rope holds.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Attempting to enter the well using the rope received 2 votes, so Jurgen Rijks will carry it out.

192
Taking hold of the rope, you straddle the well before attempting to slowly climb down, the rope creaking and protesting as you put your weight on it. Test your Luck. If you are Lucky, turn to 113. If you are Unlucky, turn to 4.

Rolling the dice yielded a 9, so Jurgen Rijks was Unlucky.

4
With a resounding crack the rope snaps. You plunge down into the bottom of the well, landing awkwardly on the muddy and smelly floor. Deduct 4 STAMINA points and roll one die. On an even roll you managed not to land on your sword arm, on an odd roll you land on your sword arm and must deduct 1 SKILL point. Now, turn to 77.

Rolling the die yielded a 6, so Jurgen Rijks did not land on his sword arm.

77
You don’t have much time for your eyes to adjust to the dim light at the bottom of the well before you are attacked by a Ghoul whose meal you have interrupted. Remember to fight at a -3 penalty if you are unarmed.

GHOUL     SKILL 8     STAMINA 7

As soon as the Ghoul gets in four hits, turn immediately to 194. If you win, turn to 165.

With Jurgen at 3 Stamina, should Luck be used in this fight, and if so, how? Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 3
INITIAL STAMINA = 18
LUCK = 7
INITIAL LUCK = 10
GOLD: 1
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
RESURECTIONS: 6
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Beroli
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

At Luck 7, there's no point to using it.
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

So if you hit it's 2 points. If you test your luck it's 3 if you're lucky and 1 if you're unlucky. With a 7 that's pretty much even odds. But with an odd stamina for our opponent it might be worth it after we've done 4 damage. It will either let us finish in the same amount of time or 1 round earlier.

But with a +4 relative skill we might win flawlessly.

I'm slightly for using luck on our 3rd hit to do extra damage. I'm not in favor of using luck on damage.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Thanks for the votes. I will break the 1-1 tie and have Jurgen Rijks use no Luck in this fight.

The fight:
Round 1: Ghoul Attack Strength: 15, Player Attack Strength: 21;
Ghoul Stamina: 5, Player Stamina: 3
Round 2: Ghoul Attack Strength: 18, Player Attack Strength: 19;
Ghoul Stamina: 3, Player Stamina: 3
Round 3: Ghoul Attack Strength: 15, Player Attack Strength: 23;
Ghoul Stamina: 1, Player Stamina: 3
Round 4: Ghoul Attack Strength: 12, Player Attack Strength: 17;
Ghoul Stamina: -1, Player Stamina: 3

Fortunately, Jurgen Rijks flawlessly eliminates the Ghoul.

165
Turning from the fallen body of the Ghoul, you look to see where it came from. You stagger back in horror when you spot the body it was feasting on lying slumped against the wall of the empty well, next to a knapsack and a narrow passageway that heads off into the darkness. The torso has been ripped open by the undead creature, but the shreds of clothing that remain suggest that this was once a thief. Will you investigate the body (turn to 49), look in the knapsack (turn to 136), search the well (turn to 191), or use a passageway to escape the well (turn to 105)?

Please make your votes before 9:00 AM PDT or a choice receives more than 1 vote to guarantee that they will be counted.
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Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Thaluikhain »

I vote for checking knapsack first.

(Also, why couldn't we have pulled the rope out of the well and checked it's strength before climbing down it?)
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Beroli
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Investigate the body.
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

Knapsack first.

Pretty sure the body will animate and attack us when we search it - maybe even get a free hit. Still might be worth doing though...
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Votes tallied, looking in the knapsack won over investigating the body by a 2-1 vote, so Jurgen Rijks will do that.

136
Within the knapsack, you discover 1 Provision that is still edible, 3 Gold Pieces, a piece of chalk, some rope, and a note with the following written upon in:

Hparga raptah totnru
Tdnaet ons’xin navfor
Ebmune htotyt fifdda

If you understand the note, turn to the reference in question when prompted by the text. Now will you, if you have not already done so, examine the body (turn to 49), search the well (turn to 191), use the passageway (turn to 105), or use the rope to climb out the way you came (turn to 83)?

Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 3
INITIAL STAMINA = 18
LUCK = 7
INITIAL LUCK = 10
GOLD: 4
PROVISIONS REMAINING: 1
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
Piece of chalk
Rope
Note: Hparga raptah totnru, Tdnaet ons’xin navfor, Ebmune htotyt fifdda
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
RESURECTIONS: 6
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

Note wrote: add fifty to the number of vannix's note and turn to that paragraph
Recommend we go ahead and eat the ration now. I don't think we're going to get a heal to full before something hits us again.

Half vote for searching the body after eating the ration. Hopefully the newly risen are weaker than the one we just fought.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Yes, eat the Meal and search the body. And...56, apparently.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Deaddmwalking’s translation of the latest note has been added to the Notes section of the Adventure Sheet. Vannix’s address came from the beggar, not from a note, so 56 is not the correct result to apply from this direction.

Investigating the body got more than one vote, so Jurgen Rijks will do that. He will also eat a Provision, as requested.

49
A visual examination of the corpse reveals an ornate ring on the female thief’s right hand, but when your fingers graze it in order to remove it, the rings glows green briefly, and the eyes of the corpse flick open. You fall backwards in surprise and shock, staring at the body as it turns its head this way and that. ‘Am I dead?’ queries the corpse in dull tones as it pokes and probes the mess the Ghoul has made of its chest. At first, you can’t even formulate a reply, eventually resorting to nodding. ‘Ah, then it was the ring,’ the dead thief says as she hold the hand with the ring up in front of her face.

You ask for clarification, now sure that she will not immediately attack you, and she explains that she had taken it from a sorcerer she had encountered out on the fields of battle on Tanner Heath while returning home from King’s March. ‘I did a job for him some months ago where I violated the Thieves’ Guild rules by breaking into the headquarters of another Guild. He knew that somewhere in there were some very old papers dating back to the War of the Four Kingdoms, papers that would lead him to what he was after. I found the information and passed it on to him. I’m ashamed to say that together we broke into the family crypt of Narron the Steady, where we found the ring. I took other items and trinkets which I pawned off.

Image

‘When I began hearing tales of strange things out on the heath, I was worried and hid myself for some time till I learnt of the missing farmer and that man who came back insane. I knew then I had to do something, that this sorcerer was involved. So I tracked him down on the heath once more and watched him. He was using this ring to bring the bodies of the dead from the battle back to life. In an unguarded moment one evening, I slipped past his undead bodyguards and stole the ring while he slept. I planned on explaining everything to the town council so they could do something to stop him, only the Thieves’ Guild caught up with me first for the rule breaking and threw me down here.’

After a pause, she stiffly pulls the ring off her finger and blandly states that by wearing it, she must have been brought to life. She passes it to you (add it to your Equipment list) and charges you with keeping it from the sorcerer, as well as finding a means of defeating him and his army of undead. She tells you that she also stole a gem belonging to the sorcerer that seemed important to him and that she hid it in Narron’s grave. Add 30 to the paragraph you are on when you believe you are in the right location to find this gem and turn to the new reference. Then she asks you to end the parody of existence that she now possesses. Reluctantly you must attempt to end her undead life.

If you have a rune covered sword, you are able to end her life with dignity, her body slumping against the wall – truly dead. If you have a regular sword or other weapon, these prove ineffective against the undead thief. If you are unarmed, there is no way to end such torment. In these last two cases, you apologise to the thief for being unable to help her and must lose 2 LUCK points. She is doomed to replace the Ghoul that was feeding on her before at the bottom of the well. Either way, you must press on with your mission. Will you now, if you have not already done so, search the well (turn to 191), look in the small knapsack (turn to 136), use the passageway to escape the well (turn to 105), or use a rope, if you have one, to try to climb back out the way you came (turn to 83)?

Image

Jurgen Rijks has the rune covered sword, so he ends the thief’s life with dignity. He has not yet searched the well but has looked in the small knapsack already. He also has a rope. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 7
INITIAL LUCK = 10
GOLD: 4
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
Piece of chalk
Rope
Note: Hparga raptah totnru, Tdnaet ons’xin navfor, Ebmune htotyt fifdda
Ornate ring
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
Add 30 to the paragraph at Narron’s grave to find the sorcerer’s gem
Add fifty to the number of Vannix's note and turn to that paragraph
RESURECTIONS: 6
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Search the well.
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

Yep. More searching. No stone unturned.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Votes registered; searching the well.

191
A search reveals a handful of Gold Pieces (add 7 Gold Pieces to your Adventure Sheet) Will you, if you have not already done so, attempt to use the passageway to escape (turn to 105), investigate the body (turn to 49), look in the knapsack (turn to 136), or climb out of the way you came if you possess a rope (turn to 83)?

Jurgen Rijks has not yet attempted to use the passageway to escape, but has already investigated the body and looked in the knapsack. He also possesses a rope. Please make your votes before 9:00 AM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 7
INITIAL LUCK = 10
GOLD: 11
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
Piece of chalk
Rope
Note: Hparga raptah totnru, Tdnaet ons’xin navfor, Ebmune htotyt fifdda
Ornate ring
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
Add 30 to the paragraph at Narron’s grave to find the sorcerer’s gem
Add fifty to the number of Vannix's note and turn to that paragraph
RESURECTIONS: 6
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

And here it becomes ambiguous. Use the passageway.
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

I think that leaving via the well will give us the heath option, but it seems likely that exploring down here will connect us to Narron's Tomb. 1 more vote for exploring the passageway.

I'm wondering if we missed a note when we were at Vannix's - not sure that we can go back. If it's not there, wondering where we could expect to find it.
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Thaluikhain
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Thaluikhain »

Passageway.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Votes acknowledged; attempting to use the passageway to escape.

105
The narrow passage takes some work to get through, as you have to be careful not to cause the tunnel to collapse any further than it already has. Roll 2 dice. If the total is equal to or less than your SKILL score, turn to 42. If it is greater, turn to 166.

Rolling the dice yielded an 8, which is obviously less than Jurgen Rijks’ Skill.

42
With care, you extract yourself from the tight entrance to the tunnel, which must have been an old underground river at some point; your exit is simply an area where the ground has caved in slightly. You see that you are a mere one hundred and fifty metres from the well on the other side of the road, but the effort has cost you. Deduct 3 STAMINA points. You have spent some time underground, and the day has moved on. You must now eat. If you have Provisions, you will have to eat 1 now (deduct it from your Adventure Sheet but do not add any STAMINA points). If you do not have any Provisions, you will have to deduct a further 2 STAMINA points. Brushing the mud from your grubby tunic, will you now, if you have not already done so, go in search of a blacksmith to supply you with a weapon (turn to 74), head to the cemetery (turn to 190), visit The Frantic Rat tavern for information (turn to 107), or leave town to explore the heath by day (turn to 36)? If you have already tried all of these options, you have reached the end of the day and must either drop by The Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Image

Jurgen Rijks does not have any Provisions, so he loses a total of 5 Stamina points. His options are now to either head to the cemetery or leave town to explore the heath by day. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 2
INITIAL STAMINA = 18
LUCK = 7
INITIAL LUCK = 10
GOLD: 11
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
Piece of chalk
Rope
Note: Hparga raptah totnru, Tdnaet ons’xin navfor, Ebmune htotyt fifdda
Ornate ring
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
Add 30 to the paragraph at Narron’s grave to find the sorcerer’s gem
Add fifty to the number of Vannix's note and turn to that paragraph
RESURECTIONS: 6
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deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

That fight with the thug is still killing us.

I vote for the cemetery.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Thaluikhain »

May as well.

Also, as the Thug didn't have a weapon either and was Skill 7, presumably they'd be Skill 10 normally, which is pretty good.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Head to the cemetery, we know the heath will kill us if we go there in this state.
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by JourneymanN00b »

Votes registered; heading to the cemetery.

190
It is the rather sombre Dead Row that leads directly south from Bandur Common through the town to the South Gate where the cemetery lies outside the town walls beside the road leading to Hamblehill Castle. Passing the gate, you wander off the road and into row upon row of headstones and markers, with the occasional family crypt in evidence to celebrate a wealthier family. You stop at the grave markers of your own parents for a moment of silence and prayer in respect for the pair who raised you. Obligations completed, you have to decide what to do now that you are here. Will you:

     Take a look at the Potters’ Field?     Turn to 89.
     Investigate the crypt of the Stable family?     Turn to 151.
     Search the headstones for clues?     Turn to 112.
     Investigate the Tanner family mausoleum?     Turn to 44.

Or you can leave, and if you have not already done so, search for a weapon (turn to 74), visit The Frantic Rat for information (turn to 107), leave town and explore the heath by day (turn to 36), or visit Karl at the abbey (turn to 149). If you have already tried all of these options you have reached the end of the day and must either drop by the Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Please make your votes before 9:00 AM PDT or a choice receives more than 1 vote to guarantee that they will be counted.
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