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)

Post by deaddmwalking »

168

You make your way through the trees and into a large clearing, filled with a motley collection of people. There are peasants, farmers, merchants, one or two soldiers and several Wood Elves. A large fire has been lit, and several roasts are turning on spits. Music is being played and jugglers are juggling, dancers dancing and storytellers telling stories. A man armed with a halberd approaches you. He says nothing, merely scrutinizes you closely and then nods, as if satisfied. "You can pass," he says. You ask him what's going on, and he tells you that these people are refugees from the villages which have been overrun by the Undead and that these have come here because elfin sorcery is preventing Mortis's legions from entering the wood - so far. Near by a man in once-rich robes is hawking goods from the back of a cart. Further on, a small group of Wood Elves are conversing m low tones. Will you see what the merchant has for sale (turn to 105) or go over to the Elves (turn to 73)?
-This space intentionally left blank
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote to check out the merchant to see what is for sale.
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Beroli
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Go over to the elves.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

Based on Thaluikhain's last response, I surmise he was more interested in speaking to the Elves about the ring you have been given. Breaking the tie in favor of speaking with the Elves.

73
The Elves look you up and down suspiciously as you greet them. If you have the Ring of Fays, turn to 153. If not, turn to 243

Seelah has the ring of Fays.

153

One of the Elves recognizes the Ring of Fays on your finger. "Ah, you must be the one Elindora told us of!"
exclaims the Elf. "Welcome to Shamdabag Wood, our home. I am Pelagon the Speaker. You have done us a great service, for Elindora could not have compleled her task without your aid. We are in your debt."

You mumble something like "It was the least I could do."

"You acted nobly, and we feel you should be rewarded further," says Pelagon. He motions to one of his companions, who takes a round shield that had been slung on his back. It is of polished silver and is highly reflective. "This may prove useful in your quest. It is of vital importance to us all that you succeed. Please take it as a gift." He hands you the shield (note that you have the Polished Shield on your Adventure Sheet). As the Undead hate to see themselves reflected, whenever you are in combat with an undead creature and you have this Shield, deduct 1 from your opponent's SKILL. However, you may perform this action on only one Undead at
a time.

Then one of the Elves points to a man who has moved to the center of the clearing and is standing beside the fire.
"Ah, Garond is to sing for us," says Pelagon. The man holds a lute and is clearly a bard. Will you stay to listen to his song (turn to 333) or, if you think you have already wasted enough time, do you leave the clearing and carry on toward Keladon (turn to 165)?

Seelah
Skill: 12* [11] *includes +1 from Ring of Skill
Stamina: 16 [17]
Luck: 13 [13*] *includes +1 (382)
Resolve: 10 [7]
Treasure:
Remaining Provisions: 8
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Leather Armor
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Ring of Fays
Backpack
5 Gold
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
-This space intentionally left blank
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JourneymanN00b
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote to stay to listen to his song.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Listen.

(Hmmm, shiny shield that undead don't like because they hate their reflections is nice...don't think I'm seen one of those before in any game)
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Listen to the bard.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

Thaluikhain wrote:
Tue Feb 24, 2026 4:13 am
(Hmmm, shiny shield that undead don't like because they hate their reflections is nice...don't think I'm seen one of those before in any game)
Agreed. Think I may borrow that. *yoink*

333

The minstrel introduces himself and begins a rambling introduction to what he is going to sing tonight. He opens with some ballads and then recites an epic poem about the ancient heroes. These are all entertaining - but are of little interest to you. Just as you are on the point of leaving. he begins a song which at once draws and holds your attention. The audience too seems particularly interested in this song, which Garond calls 'The Lay of Mortis and
Qadarnai'. It is a tale of the great warrior Qadarnai, called the 'War-Spear of the Sun', who defeated Mortis in his previous incarnation. Some parts of the lay are most intriguing: Garond sings of a charm, known by certain wise women, that unbinds the sorcery which Mortis used to raise his armies from the dead. In his song Garond also tells how Qadarnai used his ivory spear to slay the necromancer. In a mythic interlude dealing with the gods, overwatching of the battle, something called the Finger of Lhyss is also mentioned - Lhyss being the Goddess of Luck, who often intervened on Qadarnai's behalf.

When Garond's song is finished, the crowd applauds and he bows, obviously satisfied with his performance. You can talk to him now (turn to 127) or, if you think you have spent enough time here, you can leave and press on to the village of Keladon (turn to 165).
-This space intentionally left blank
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Talk to him now.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote to talk to him now.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

127

Garond acknowledges your compliments to him on his singing and he seems quite happy to chat with you. Will you ask him about the Charm of Unbinding (turn to 43), the Finger of Lhyss (turn to 268), or the ivory spear wielded by the hero Qadarnai (turn to 218)?
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Ask him about the Finger of Lhyss, that's most likely to give us information we need and don't have.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

Sure, I will also vote to ask him about the Finger of Lhyss.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

May as well.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

268

Garond says, "Many stories abound. One relates that the Finger of Lhyss is some ancient artefact fashioned by the goddess for a reason now long lost in the mists of myth and legend. According to this story, it lies on this very island and is, in fact, the feature now known as Whistlestone Tor, which is a short way west of here. Who can say whether this is true or not? But it makes for a good tale."

You can now ask about the Charm of Unbinding (turn to 340) or the Spear of Qadamai (turn to 380). If you feel, however, that you have spent enough time here already, you can continue towards the village of Keladon (tum to 165).
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Ask about the Spear we are carrying around.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I also vote to ask about the Spear.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

We already have the spear. Ask about the Charm of Unbinding.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

Asking about the spear won 2-1.

380

"Legend tells of the great battle fought between Mortis's legions and the true men of Stayng," Garond intones. "It was at this battle that Qadarnai sought out Mortis himself and clashed with him in a dreadful death-duel. Although Qadarnai's spear was wrought specifically to slay the Undead, its Power was weakened by contact with living flesh. Thus it was that Qadarnai, knowing this, was able to slay Mortis only by throwing the spear with the last of his strength as he fell, dying, from a charring blast of sorcerous energy. Untouched by living hands, the spear's power was at its height and struck Mortis dead in an instant. But it was a victory won by Qadarnai, as I have said, at the cost of his
own life.
"

You are about to begin another question when he says, "Ah well, it has been good talking to you, but now other matters are claiming my attention..." You observe a comely young girl waving to him from across the clearing. He smiles and waves back. "Farewell, young warrior," he says, shaking you by the hand and turning away before
you can say a word.

Do you have a whistle from the Temple of Lhyss? If so, turn to 134. If you do not, you decide to resume your journey to Keladon -turn to 165.

Seelah has the golden whistle.

134
From your adventure at the altar to Lyhss, you know that you have to blow the whistle at the Finger of Lhyss 'to gain great power'. If, as seems likely, Whistlestone Tor is indeed the Finger of Lhyss, then it might be worth a detour. lf you set off for the tor, turn to 19. If you decide to go straight to Keladon, turn to 165.
-This space intentionally left blank
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Go to the tor.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

Sure, I also vote for the tor.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

19

To reach Wlistlestone Tor you will have to pass through the western edges of Shamdabag Wood, an area over which the Wood Elves hold no sway. You set off purposefully but soon you lose your direction amid the heavy oaks. This costs you time, and night begins to fall. Soon the wood is in deep darkness and you are forced to make camp for the night. Building a small fire, you cook some of your rations and, having eaten, lie down on a bed of leaves to sleep...

You wake up with a start A sound has disturbed your slumber. It is still the dead of night. You listen, ears straining to filter the sounds of the forest. A faint, ghostly wail comes to you through the blackness and grows louder and more insistent, until you recognize the baying of wolves. But this is not quite the same sound a normal wolf-pack would make. If possible, it is more bestial, more feral. You realize with a thrill of horror that the sound is growing much closer and its timbre is changing. Whatever they are, the creatures have picked up your scent and are closing in on you.

Will yo u make a run for it, hoping to get out of the forest before they reach you (tum to 55) or quickly build up the fire and make a stand here (turn to 95)?



Seelah
Skill: 12* [11] *includes +1 from Ring of Skill
Stamina: 16 [17]
Luck: 13 [13*] *includes +1 (382)
Resolve: 10 [7]
Treasure: 5 Gold
Remaining Provisions: 8
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)
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
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I don't think our hero is faster than a wolf, so I vote to build the fire and make a stand.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Make a fire and make a stand. Running through a forest at night pursued by wolves seems unlikely to end well.
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Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

Running was unwise. If you failed a luck test your adventure would have ended immediately. Still, you were more likely than not to succeed on your check!

95

A few dry branches set the fire well and truly ablaze. You plant a couple of flaming torches to either side of you and stand, your back to the fire and sword drawn, awaiting whatever is coming at you out of the night. The howling stops. In the darkness ahead you can make out several glowing pinpricks of reddish light: your would be assailants. Then,
snarling, they burst out of the shadows and pause, unsure about the flames. There are three of them, and at first glance they look like overlarge timber wolves. But they have long, lash-like tails lined with wicked looking blades of horn, and their eyes are bright with cunning. They are Whipperwolves and you must fight them. Because of the position you have taken up by the fire, they have to come at you one at a time.

First WHIPPERWOLF SKILL 7 STAMINA 8
Second WHIPPERWOLF SKILL 8 STAMINA 8
Third WHIPPPERWOLF SKILL 8 STAMINA 9

ff you roll 11 or 12 for a Whipperwolf's Attack Round, whether or not you beat its score, it lashes you with its tail for 1 point of damage. If you win, turn to 196

Round 1 WHIPPERWOLF 7+7=14; Seelah 5+12=17; 3 damage to WHIPPERWOLF 1 (Stamina 5)
Round 2 WHIPPERWOLF 6+7=13; Seelah 12+12=24; 3 damage to WHIPPERWOLF 1 (Stamina 2)
Round 3 WHIPPERWOLF 8+7=15; Seelah 7+12=19; 3 damage to WHIPPERWOLF 1 (Stamina 0)
Round 4 WHIPPERWOLF 3+8=11; Seelah 6+12=18; 3 damage to WHIPPERWOLF 2 (Stamina 5)
Round 5 WHIPPERWOLF 8+8=16; Seelah 4+12=16; No Damage
Round 6 WHIPPERWOLF 2+8=10; Seelah 7+12=19; 3 damage to WHIPPERWOLF 2 (Stamina 2)
Round 7 WHIPPERWOLF 12+8=20; Seelah 5+12=17; 3 damage to Seelah (including one from the tail) (Stamina 13)
Round 8 WHIPPERWOLF 6+8=14; Seelah 6+12=18; 3 damage to WHIPPERWOLF 2 (Stamina 0)
Round 9 WHIPPERWOLF 8+8=16; Seelah 7+12=19; 3 damage to WHIPPERWOLF 3 (Stamina 6)
Round 10 WHIPPERWOLF 3+8=11; Seelah 7+12=19; 3 damage to WHIPPERWOLF 3 (Stamina 3)
Round 11 WHIPPERWOLF 10+8=18; Seelah 3+12=15; 2 damage to Seelah (Stamina 11)
Round 12 WHIPPERWOLF 7+8=15; Seelah 7+12=19; 3 damage to WHIPPERWOLF 3 (Stamina 0)

196
The last Whipperwolf lies dead at your feet. You are able to pass the rest of the night in undisturbed sleep. Next day, you leave Shamdabag Wood without any further trouble, and you soon spot the tor, pointing like a finger at the sky, a short distance to the west. Turn to 216

216

The craggy rock, over five meters high, stands motionless before you like some primordial leviathan of stone. It is heavily eroded, pitted and scarred by wind and rain. You stand at its base and gaze up at the brooding, lifeless rock: it seems to exude an atmosphere of foreboding. Raising the whistle to your lips, you blow one short, shrill blast.

For a moment a deathly silence falls across the land and then suddenly everything changes. You find yourself standing on a broad, flat expanse of black and featureless sand. The sky is dark and threatening, filled with storm clouds. Lightning crashes and thunder booms. A deluge of rain lashes your face. You are alone, save for the towering rock. A bolt of lightning strikes the rock with a flash and it begins to creak ominously. Stepping back, you watch with growing panic as it starts to change before your eyes. The stone begins to move, and rocky limbs like crystal form round it. The shape resolves itself into a giant, four-armed, two-legged Rock Golem with eyes of coruscating blue plasma. A nimbus of crackling azure energy plays about its body like fire. You might fight it.

ROCK GOLEM SKILL 9 STAMINA 17

Each time you hit the Golem, deduct damage in the normal way and then roll another die. On a roll of 1, turn to 276. Otherwise fight on. If you defeat the Rock Golem, turn to 316

Before starting this fight, Seelah would have had a chance to potentially heal after fighting the wolves. In order to allow everyone to make an informed decision about strategy I will reveal that if a 1 is rolled (276) Seelah will TEST HER LUCK; if she fails she will take 5 damage from the golem in addition to the other combat effects. Without using luck, Seelah would need at least 6 rounds for a flawless victory, meaning it is more likely than not that a 1 will be rolled.

Before we commence the fight, please decide on whether Seelah should have healed herself and how much and whether luck will be used at all in this fight.


Seelah
Skill: 12* [11] *includes +1 from Ring of Skill
Stamina: 11 [17]
Luck: 13 [13*] *includes +1 (382)
Resolve: 10 [7]
Treasure: 5 Gold
Remaining Provisions: 8
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)
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
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