[Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
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- deaddmwalking
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
We're the good guy here, right? Left it is.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Going left received 3 votes, so Jurgen Rijks will take that path.
144
The corridor ends in an ornate wooden door, which you open to reveal a very cosy room with a merrily crackling fireplace around which three chairs are arranged. Bookshelves line the walls, although one set of shelves contains glasses and bottles of various kinds rather than books. A couple of tables are set about the room, upon which books lie both opened and unopened. There is a door in the west wall. A voice speaks up from one of the high-backed chairs, but from this angle, you can’t tell who is seated there. ‘A visitor. Welcome in and have a seat.’ Will you do as asked (turn to 197), or back out of the room and try the other direction, if you haven’t already, (turn to 25) or leave the Guild and head out onto the heath (turn to 180)?
Jurgen Rijks hasn’t already tried the other direction. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted. But you will probably have a lot more time than the imposed deadline since I will be out of town.
144
The corridor ends in an ornate wooden door, which you open to reveal a very cosy room with a merrily crackling fireplace around which three chairs are arranged. Bookshelves line the walls, although one set of shelves contains glasses and bottles of various kinds rather than books. A couple of tables are set about the room, upon which books lie both opened and unopened. There is a door in the west wall. A voice speaks up from one of the high-backed chairs, but from this angle, you can’t tell who is seated there. ‘A visitor. Welcome in and have a seat.’ Will you do as asked (turn to 197), or back out of the room and try the other direction, if you haven’t already, (turn to 25) or leave the Guild and head out onto the heath (turn to 180)?
Jurgen Rijks hasn’t already tried the other direction. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted. But you will probably have a lot more time than the imposed deadline since I will be out of town.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Yes. I'm sure this is a civilized villain. We should enjoy a brisk drink and some conversation.
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- JourneymanN00b
- King
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- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Votes registered; doing as asked.
197
You approach the fireplace slowly and carefully before sitting in an empty seat. You start slightly at the two men seated opposite you. One, who'd you expect to be in the Guild Hall, is Orgriff, the appointed spokesperson for the Guild. The other is the Abbot of the abbey on the east side of the town. Your expression of surprise at his presence must be obvious on your face, as he favours you with a winsome grin and a chuckle. 'You are surprised to see me here,' he states, and you manage to nod. 'Orgriff and I have both been troubled by the growing strangeness of events on the heath and have been keeping our eyes and ears open. This little meeting you have stumbled upon is merely a session to pool what we have discovered in the past week and work through ideas and theories. Perhaps you would like to pitch in and help with what you have learnt since you have made the effort to help this town?
Agreeing, you explain everything you have discovered or achieved in the time since you returned home from Royal Lendle. At the end of your tale, both men sink back in their respective chairs to ponder things. Do you have a notebook with you? If so, turn to 48. If not, both men give you their good wishes on your self imposed mission. You take your leave of the parlour and head from the Guild through the streets towards the heath. Turn to 180.

Jurgen Rijks has a notebook with him.
48
You show Orgriff and the Abbot the notebook you discovered, and they pore over the tiny writing. Orgriff crows in surprise and excitement when he recognises it as one of the many thieves' codes used to pass messages along without discovery of their contents. He points to a last handful of entries, presumably made before the death of the unfortunate owner of the notebook, which detail what the writer had discovered about the events on the heath.' It fits with the name we have been hearing this last week,' agrees the Abbot, who directs Orgriff to explain it to you. 'We were hearing the name Dar'noth, whom we have since learnt is a powerful sorcerer from the Northlands who was ejected from their lands for his necromantic practises. In the last few years, he has been a bitter and vengeful man wandering the four kingdoms searching for a means of exacting revenge. According to this account, he is using a ring to being the dead of the battlefield back to life as a means of forging an army to lay waste to the Northlands. If he did so, no doubt that Gallantaria would be dragged into the war for not stopping him, and the Treaty that Tantalon essentially gave his life to fashion would be undone. The four kingdoms would be at war once more.'
Do you have the ring from the dead thief? If so, turn to 92. If not, turn to 132.
Jurgen Rijks has the ring of the dead thief.
92
You place the ring on a table, and the other two men gather round to look at it. You explain what it did to the dead thief, and the Abbot gasps in horror and recognition. 'This is the ring of Balmorgan, once thought lost on Tanner Heath!' he exclaims. 'Long has our order sought its destruction. The presence of this artefact in the hands of Dar'noth explains much, especially the current situation of your friend Karl. I have no doubt in my mind that your good friend is beyond saving, killed and then resurrected by this blight upon humanity. His realisation of his state of undeath was enough to drive him mad. Once the power of this ring was undone, then he shall be released from his cursed unlife.' Orgriff interrupts him to ask how it may be done, as destroying the ring will no doubt be a great boon to preventing Dar'noth's forces from growing.
'There are two ways in which in which it may be broken of its power. It is believed that this wretched object was the ring found by Cowyn the Traitor after the battle on Tanner's Heath. He and Narron the Steady fought over it, with Cowyn wishing to use it to force the dead of the Northlands into battle against their living bretheren whilst Narron objected and had the ring hidden away till it could be destroyed. He reputedly had a warlock work many years on fashioning a gem which would contain the power to destroy the ring, only to have the ring stolen by Cowyn the Traitor and lost on the heath shortly after the gem was finished.'
Do you have the blood-red gem from Narron's grave? If so, turn to 171. If not, the Abbot continues with the second method of the ring's destruction.
'If we had the gem, then I might be able to undo its power here and now. Without it, the ring must be lost to the pits of hell from which it can never return. For that to happen, you must place it in the mouth of a Demon before dispatching it from this plane. I am not comfortable with you carrying that ring back into Dar'noth's influence, but it must be destroyed!' You thank the two men for the information they have provided you. Turn to 132.
Jurgen Rijks has the blood-red gem from Narron's grave.
171
The Abbot is almost beside himself at your industry as you hand him the blood-red gem you recovered. Placing the gem carefully upon the ring on the table, the Abbot closes his eyes and begins a long and complex chant. Beads of sweat begin to form on his brow as the ritual incantation continues for some time. At last, he opens his eyes and utters one last command, the gem glowing a violently bright light that bathes the room red. Then the ring begins to scream an unholy howl before melting into a puddle of molten metal. Eventually, the three of you are left staring at the mess of cooling metal and fused gemstone on the table top. All of you are lifted by having the goal of freeing Bandur Green from Dar'noth's baleful influence one step closer. You and Orgriff help the suddenly tired Abbot back to his seat, where he gratefully sinks into the comfortable chair. 'I charge you now, good merchant. Save our town and our country from the ravages of war. Find Dar'noth, where-ever he hides on the heath, and destroy him.'
Orgriff clasps a hand on your shoulder and tells you that should you succeed, you will be known as a friend to the Thieves' Guild and have their protection against theft and other crime. With a thank you for their efforts, you set out immediately for the heath to end things once and for all. Turn to 180.
In paragraph 180, our hero reaches the heath in the growing dusk. He came out onto the heath before and marked a tree, so he will go to paragraph 68.
68
You move quickly through the heath as the night begins to draw in, the open landscape becoming darker and more twisted in appearance as the light fails. You reach the copse containing the tree you marked when you lost the tracks you were following the day before. Now you have a last few rays of sunlight to spot new tracks leading out deeper into the heath, but know that once it is dark, you will be truly lost. If you have some sort of map as additional directions, you can attempt to follow these new tracks by doing as the map instructs. If you do not have the map, you may attempt to follow the tracks regardless (turn to 38), or instead head to the battlefield (turn to 14), or the northwards trail that eventually reaches Fickling in the north (turn to 135).
Jurgen Rijks does have a sort of map that Vannix gave him. The instructions were to add 60 to the paragraph when he had the chance to follow some tracks to the heath, so we will proceed to paragraph 128 next.
128
With the route of the map in your mind's eye, you tramp across the heath in almost absolute darkness, hoping that the information you obtained was correct. Eventually, you spot a dull red glow ahead that reflects off the clouds above and illuminates an area of the heath. You creep forward, keeping low to the ground in order to increase your chances of going unseen. Reaching the top of a slight rise, you lie down and pause to observe the area below. You can make out a rather inelegant wooden structure with several other outbuildings surrounding it in a circular pattern. Indistinct humanoid figures wander about the compound and from hut to hut. Will you stride boldly into the camp to do battle (turn to 198), or attempt to find some means of sneaking into the compound (turn to 15)?
Please make your votes before 7:00 PM PDT or a choice receives more than one vote to ensure that they will be counted.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 6
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 3
197
You approach the fireplace slowly and carefully before sitting in an empty seat. You start slightly at the two men seated opposite you. One, who'd you expect to be in the Guild Hall, is Orgriff, the appointed spokesperson for the Guild. The other is the Abbot of the abbey on the east side of the town. Your expression of surprise at his presence must be obvious on your face, as he favours you with a winsome grin and a chuckle. 'You are surprised to see me here,' he states, and you manage to nod. 'Orgriff and I have both been troubled by the growing strangeness of events on the heath and have been keeping our eyes and ears open. This little meeting you have stumbled upon is merely a session to pool what we have discovered in the past week and work through ideas and theories. Perhaps you would like to pitch in and help with what you have learnt since you have made the effort to help this town?
Agreeing, you explain everything you have discovered or achieved in the time since you returned home from Royal Lendle. At the end of your tale, both men sink back in their respective chairs to ponder things. Do you have a notebook with you? If so, turn to 48. If not, both men give you their good wishes on your self imposed mission. You take your leave of the parlour and head from the Guild through the streets towards the heath. Turn to 180.

Jurgen Rijks has a notebook with him.
48
You show Orgriff and the Abbot the notebook you discovered, and they pore over the tiny writing. Orgriff crows in surprise and excitement when he recognises it as one of the many thieves' codes used to pass messages along without discovery of their contents. He points to a last handful of entries, presumably made before the death of the unfortunate owner of the notebook, which detail what the writer had discovered about the events on the heath.' It fits with the name we have been hearing this last week,' agrees the Abbot, who directs Orgriff to explain it to you. 'We were hearing the name Dar'noth, whom we have since learnt is a powerful sorcerer from the Northlands who was ejected from their lands for his necromantic practises. In the last few years, he has been a bitter and vengeful man wandering the four kingdoms searching for a means of exacting revenge. According to this account, he is using a ring to being the dead of the battlefield back to life as a means of forging an army to lay waste to the Northlands. If he did so, no doubt that Gallantaria would be dragged into the war for not stopping him, and the Treaty that Tantalon essentially gave his life to fashion would be undone. The four kingdoms would be at war once more.'
Do you have the ring from the dead thief? If so, turn to 92. If not, turn to 132.
Jurgen Rijks has the ring of the dead thief.
92
You place the ring on a table, and the other two men gather round to look at it. You explain what it did to the dead thief, and the Abbot gasps in horror and recognition. 'This is the ring of Balmorgan, once thought lost on Tanner Heath!' he exclaims. 'Long has our order sought its destruction. The presence of this artefact in the hands of Dar'noth explains much, especially the current situation of your friend Karl. I have no doubt in my mind that your good friend is beyond saving, killed and then resurrected by this blight upon humanity. His realisation of his state of undeath was enough to drive him mad. Once the power of this ring was undone, then he shall be released from his cursed unlife.' Orgriff interrupts him to ask how it may be done, as destroying the ring will no doubt be a great boon to preventing Dar'noth's forces from growing.
'There are two ways in which in which it may be broken of its power. It is believed that this wretched object was the ring found by Cowyn the Traitor after the battle on Tanner's Heath. He and Narron the Steady fought over it, with Cowyn wishing to use it to force the dead of the Northlands into battle against their living bretheren whilst Narron objected and had the ring hidden away till it could be destroyed. He reputedly had a warlock work many years on fashioning a gem which would contain the power to destroy the ring, only to have the ring stolen by Cowyn the Traitor and lost on the heath shortly after the gem was finished.'
Do you have the blood-red gem from Narron's grave? If so, turn to 171. If not, the Abbot continues with the second method of the ring's destruction.
'If we had the gem, then I might be able to undo its power here and now. Without it, the ring must be lost to the pits of hell from which it can never return. For that to happen, you must place it in the mouth of a Demon before dispatching it from this plane. I am not comfortable with you carrying that ring back into Dar'noth's influence, but it must be destroyed!' You thank the two men for the information they have provided you. Turn to 132.
Jurgen Rijks has the blood-red gem from Narron's grave.
171
The Abbot is almost beside himself at your industry as you hand him the blood-red gem you recovered. Placing the gem carefully upon the ring on the table, the Abbot closes his eyes and begins a long and complex chant. Beads of sweat begin to form on his brow as the ritual incantation continues for some time. At last, he opens his eyes and utters one last command, the gem glowing a violently bright light that bathes the room red. Then the ring begins to scream an unholy howl before melting into a puddle of molten metal. Eventually, the three of you are left staring at the mess of cooling metal and fused gemstone on the table top. All of you are lifted by having the goal of freeing Bandur Green from Dar'noth's baleful influence one step closer. You and Orgriff help the suddenly tired Abbot back to his seat, where he gratefully sinks into the comfortable chair. 'I charge you now, good merchant. Save our town and our country from the ravages of war. Find Dar'noth, where-ever he hides on the heath, and destroy him.'
Orgriff clasps a hand on your shoulder and tells you that should you succeed, you will be known as a friend to the Thieves' Guild and have their protection against theft and other crime. With a thank you for their efforts, you set out immediately for the heath to end things once and for all. Turn to 180.
In paragraph 180, our hero reaches the heath in the growing dusk. He came out onto the heath before and marked a tree, so he will go to paragraph 68.
68
You move quickly through the heath as the night begins to draw in, the open landscape becoming darker and more twisted in appearance as the light fails. You reach the copse containing the tree you marked when you lost the tracks you were following the day before. Now you have a last few rays of sunlight to spot new tracks leading out deeper into the heath, but know that once it is dark, you will be truly lost. If you have some sort of map as additional directions, you can attempt to follow these new tracks by doing as the map instructs. If you do not have the map, you may attempt to follow the tracks regardless (turn to 38), or instead head to the battlefield (turn to 14), or the northwards trail that eventually reaches Fickling in the north (turn to 135).
Jurgen Rijks does have a sort of map that Vannix gave him. The instructions were to add 60 to the paragraph when he had the chance to follow some tracks to the heath, so we will proceed to paragraph 128 next.
128
With the route of the map in your mind's eye, you tramp across the heath in almost absolute darkness, hoping that the information you obtained was correct. Eventually, you spot a dull red glow ahead that reflects off the clouds above and illuminates an area of the heath. You creep forward, keeping low to the ground in order to increase your chances of going unseen. Reaching the top of a slight rise, you lie down and pause to observe the area below. You can make out a rather inelegant wooden structure with several other outbuildings surrounding it in a circular pattern. Indistinct humanoid figures wander about the compound and from hut to hut. Will you stride boldly into the camp to do battle (turn to 198), or attempt to find some means of sneaking into the compound (turn to 15)?
Please make your votes before 7:00 PM PDT or a choice receives more than one vote to ensure that they will be counted.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 6
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 3
Last edited by JourneymanN00b on Sun Oct 05, 2025 3:56 am, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
With 7 Stamina, attempt to find a way to sneak in.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Also sneak.
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- JourneymanN00b
- King
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- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Votes registered; attempting to find some means of sneaking into the compound.
15
You scout around to the side of the area to find a safer way in when you observe a humanoid figure flanked by two larger creatures entering the area from the depths of the heath. The figure enters the construct in the centre of the area, and his two bodyguards stand outside. You have a feeling that this is who you are looking for. You carefully ease you way down the side of the slope till you are on level ground, some fifty metres from the huts but obscured by shadow. You will have to make a run for the building and hope that you are not spotted. Test your Luck. If you are Lucky, turn to 88. If you are Unlucky, turn to 96.
Rolling the dice yielded a 7, meaning that Jurgen Rijks was Unlucky. He goes to paragraph 96, where his failed attempt draws the attentions of the entire arena and gets slaughtered by the masses of undead creatures. A resurrection will be used to send him back to the camp, where he decides to stride boldly into it to do battle.
198
With a straightening of your back, you stand and stride down into the middle of the area, the red glow playing tricks with your eyes as shadows seem to move of their own volition. At first none of the assembled undead react to your sudden appearance, but then a Decayer lurches forward to attack. Remember your -3 SKILL handicap if you are unarmed.
DECAYER SKILL 7 STAMINA 5
During the battle, after every third round of combat you must Test your Luck. If you are Lucky, the combat carries on as normal. If you are Unlucky, you are infected by the rotting disease Decayers are known for (deduct 2 extra STAMINA points). If you win and possess an amulet of protection from the powers of the undead, the disease will fade after the initial loss of two STAMINA points. If you win and possess a bag of pungent herbs, you can take these, as they are a cure that was provided to the members of the Guild. Otherwise, from now on till such time as you find a cure or die, you must roll 1 die at the end of every third paragraph you turn to. An odd roll means you lose no STAMINA. An even roll results in the loss of two more STAMINA points. If you win, a figure arrives from the edge of the area, flanked by two humanoid bodyguards. Turn to 115.
Since Jurgen Rijks is at 7 Stamina, I will pause here to take any votes on how Luck should be used in this battle. Please make your votes before a choice receives more than one vote to ensure that they will be counted.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 6
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 2
15
You scout around to the side of the area to find a safer way in when you observe a humanoid figure flanked by two larger creatures entering the area from the depths of the heath. The figure enters the construct in the centre of the area, and his two bodyguards stand outside. You have a feeling that this is who you are looking for. You carefully ease you way down the side of the slope till you are on level ground, some fifty metres from the huts but obscured by shadow. You will have to make a run for the building and hope that you are not spotted. Test your Luck. If you are Lucky, turn to 88. If you are Unlucky, turn to 96.
Rolling the dice yielded a 7, meaning that Jurgen Rijks was Unlucky. He goes to paragraph 96, where his failed attempt draws the attentions of the entire arena and gets slaughtered by the masses of undead creatures. A resurrection will be used to send him back to the camp, where he decides to stride boldly into it to do battle.
198
With a straightening of your back, you stand and stride down into the middle of the area, the red glow playing tricks with your eyes as shadows seem to move of their own volition. At first none of the assembled undead react to your sudden appearance, but then a Decayer lurches forward to attack. Remember your -3 SKILL handicap if you are unarmed.
DECAYER SKILL 7 STAMINA 5
During the battle, after every third round of combat you must Test your Luck. If you are Lucky, the combat carries on as normal. If you are Unlucky, you are infected by the rotting disease Decayers are known for (deduct 2 extra STAMINA points). If you win and possess an amulet of protection from the powers of the undead, the disease will fade after the initial loss of two STAMINA points. If you win and possess a bag of pungent herbs, you can take these, as they are a cure that was provided to the members of the Guild. Otherwise, from now on till such time as you find a cure or die, you must roll 1 die at the end of every third paragraph you turn to. An odd roll means you lose no STAMINA. An even roll results in the loss of two more STAMINA points. If you win, a figure arrives from the edge of the area, flanked by two humanoid bodyguards. Turn to 115.
Since Jurgen Rijks is at 7 Stamina, I will pause here to take any votes on how Luck should be used in this battle. Please make your votes before a choice receives more than one vote to ensure that they will be counted.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 6
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 2
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
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- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
No reason to use luck at all.
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Thaluikhain
- King
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- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Our luck is not great, avoid using it.
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
No luck will be used for this fight, as that choice received 2 votes.
The fight:
Round 1: Decayer Attack Strength: 11, Player Attack Strength: 18
Decayer Stamina: 3, Player Stamina: 7
Round 2: Decayer Attack Strength: 18, Player Attack Strength: 22
Decayer Stamina: 1, Player Stamina: 7
Round 3: Decayer Attack Strength: 16, Player Attack Strength: 14
Decayer Stamina: 1, Player Stamina: 5
Luck Roll: 6, Player is Lucky and combat resumes as normal, Player Luck: 5
Round 4: Decayer Attack Strength: 19, Player Attack Strength: 19
Decayer Stamina: 1, Player Stamina: 5
Round 5: Decayer Attack Strength: 9, Player Attack Strength: 15
Decayer Stamina: -1, Player Stamina: 5
Unfortunately, the Decayer lands a blow on Jurgen Rijks during the third round of combat. Our hero luckily avoids getting infected by the Decayer's rotting disease in the process, though.
115
The central figure of the three, which appears to a human man like yourself, merely sniffs upon seeing you and cocks his head at the two creatures to his left and right. They lumber forward to dispose of the intruder indicated by their creator. The pair are Flesh Golems, and this will prove an interesting battle: you must fight them at the same time.
First FLESH GOLEM SKILL 8 STAMINA 7
Second FLESH GOLEM SKILL 10 STAMINA 11
If you win, you realise that your enemy has made his escape. Turn to 162.
A fresh pause is being made to decide whether to use Luck at all.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 5
INITIAL STAMINA = 18
LUCK = 5
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 2
The fight:
Round 1: Decayer Attack Strength: 11, Player Attack Strength: 18
Decayer Stamina: 3, Player Stamina: 7
Round 2: Decayer Attack Strength: 18, Player Attack Strength: 22
Decayer Stamina: 1, Player Stamina: 7
Round 3: Decayer Attack Strength: 16, Player Attack Strength: 14
Decayer Stamina: 1, Player Stamina: 5
Luck Roll: 6, Player is Lucky and combat resumes as normal, Player Luck: 5
Round 4: Decayer Attack Strength: 19, Player Attack Strength: 19
Decayer Stamina: 1, Player Stamina: 5
Round 5: Decayer Attack Strength: 9, Player Attack Strength: 15
Decayer Stamina: -1, Player Stamina: 5
Unfortunately, the Decayer lands a blow on Jurgen Rijks during the third round of combat. Our hero luckily avoids getting infected by the Decayer's rotting disease in the process, though.
115
The central figure of the three, which appears to a human man like yourself, merely sniffs upon seeing you and cocks his head at the two creatures to his left and right. They lumber forward to dispose of the intruder indicated by their creator. The pair are Flesh Golems, and this will prove an interesting battle: you must fight them at the same time.
First FLESH GOLEM SKILL 8 STAMINA 7
Second FLESH GOLEM SKILL 10 STAMINA 11
If you win, you realise that your enemy has made his escape. Turn to 162.
A fresh pause is being made to decide whether to use Luck at all.
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 5
INITIAL STAMINA = 18
LUCK = 5
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 2
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
At 5 Luck now, don't use Luck voluntarily ever.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
No luck will be used in this battle as well.
The fight:
(Targeting Second Flesh Golem)
Round 1: First Flesh Golem Attack Strength: 19, Player Attack Strength: 20, Second Flesh Golem Attack Strength: 18, Player Attack Strength: 23
Second Flesh Golem Stamina: 9, Player Stamina: 5
Round 2: First Flesh Golem Attack Strength: 11, Player Attack Strength: 19, Second Flesh Golem Attack Strength: 15, Player Attack Strength: 23
Second Flesh Golem Stamina: 7, Player Stamina: 5
Round 3: First Flesh Golem Attack Strength: 19, Player Attack Strength: 15, Second Flesh Golem Attack Strength: 16, Player Attack Strength: 17
Second Flesh Golem Stamina: 5, Player Stamina: 3
Round 4: First Flesh Golem Attack Strength: 13, Player Attack Strength: 21, Second Flesh Golem Attack Strength: 17, Player Attack Strength: 19
Second Flesh Golem Stamina: 3, Player Stamina: 3
Round 5: First Flesh Golem Attack Strength: 13, Player Attack Strength: 14, Second Flesh Golem Attack Strength: 14, Player Attack Strength: 17
Second Flesh Golem Stamina: 1, Player Stamina: 3
Round 6: First Flesh Golem Attack Strength: 17, Player Attack Strength: 19, Second Flesh Golem Attack Strength: 22, Player Attack Strength: 22
Second Flesh Golem Stamina: 1, Player Stamina: 3
Round 7: First Flesh Golem Attack Strength: 14, Player Attack Strength: 18, Second Flesh Golem Attack Strength: 15, Player Attack Strength: 19
Second Flesh Golem Stamina: -1, Player Stamina: 3
Round 8: First Flesh Golem Attack Strength: 14, Player Attack Strength: 18
First Flesh Golem Stamina: 5, Player Stamina: 3
Round 9: First Flesh Golem Attack Strength: 13, Player Attack Strength: 20
First Flesh Golem Stamina: 3, Player Stamina: 3
Round 10: First Flesh Golem Attack Strength: 15, Player Attack Strength: 19
First Flesh Golem Stamina: 1, Player Stamina: 3
Round 11: First Flesh Golem Attack Strength: 14, Player Attack Strength: 17
First Flesh Golem Stamina: -1, Player Stamina: 3
Jurgen Rijks takes a single blow of 2 Stamina damage in the process of dispatching the two Flesh Golems.
162
You catch up with the sorcerer out on the heath, under the pale moonlight and somewhere between his two camps of undead minions. 'So, it's a fight you want you, is it? Casper will burn when I am done with you and this pathetic corner of the world!' The sorcerer throws a stream of lighting at you from his hands, which you are forced to dodge. Do you still have the ring of the dead thief? If so, turn to 72. If you destroyed the ring, turn to 127. If you never found a ring, turn to 146.

Jurgen Rijks destroyed the ring.
127
Are you fighting with a rune covered sword? If so, turn to 66. If you instead possess a black mace, turn to 161, or a war hammer, turn to 183. If you fight with none of these, turn to 155.
Jurgen Rijks is fighting with a rune covered sword.
66
As you face off, Dar'noth attempts one last ranged attack before engaging you in battle. He casts the DUM spell. Test your Skill. If you succeed, you avoid the spell and rush the sorcerer to begin the combat; turn to 159. If you fail, you are struck by the spell; turn to 23.
Rolling the dice yielded an 8, which is obviously less than his Skill, so he avoid the spell and begins his combat with the sorcerer.
159
Resolve the battle. Remember to apply a -3 penalty if you are without a weapon.
DAR'NOTH SKILL 11 STAMINA 19
Did you destroy the ring? If you did and you win, turn to 200. If you did not destroy the ring, but win, turn to 58.
I assume that once again no luck will be used in this battle.
The fight:
Round 1: Dar'noth Attack Strength: 17, Player Attack Strength: 21,
Dar'noth Stamina: 17, Player Stamina: 3
Round 2: Dar'noth Attack Strength: 18, Player Attack Strength: 20,
Dar'noth Stamina: 15, Player Stamina: 3
Round 3: Dar'noth Attack Strength: 19, Player Attack Strength: 19,
Dar'noth Stamina: 15, Player Stamina: 3
Round 4: Dar'noth Attack Strength: 22, Player Attack Strength: 19,
Dar'noth Stamina: 15, Player Stamina: 1
Round 5: Dar'noth Attack Strength: 17, Player Attack Strength: 24,
Dar'noth Stamina: 13, Player Stamina: 1
Round 6: Dar'noth Attack Strength: 17, Player Attack Strength: 22,
Dar'noth Stamina: 11, Player Stamina: 1
Round 7: Dar'noth Attack Strength: 18, Player Attack Strength: 21,
Dar'noth Stamina: 9, Player Stamina: 1
Round 8: Dar'noth Attack Strength: 16, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 1
Round 9: Dar'noth Attack Strength: 19, Player Attack Strength: 16,
Dar'noth Stamina: 7, Player Stamina: -1
Player is killed, a resurrection is used to restore him to full Stamina.
Round 10: Dar'noth Attack Strength: 21, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 16
Round 11: Dar'noth Attack Strength: 18, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 16
Round 12: Dar'noth Attack Strength: 14, Player Attack Strength: 21,
Dar'noth Stamina: 5, Player Stamina: 16
Round 13: Dar'noth Attack Strength: 20, Player Attack Strength: 20,
Dar'noth Stamina: 5, Player Stamina: 16
Round 14: Dar'noth Attack Strength: 20, Player Attack Strength: 16,
Dar'noth Stamina: 5, Player Stamina: 14
Round 15: Dar'noth Attack Strength: 19, Player Attack Strength: 15,
Dar'noth Stamina: 5, Player Stamina: 12
Round 16: Dar'noth Attack Strength: 21, Player Attack Strength: 20,
Dar'noth Stamina: 5, Player Stamina: 10
Round 17: Dar'noth Attack Strength: 17, Player Attack Strength: 22,
Dar'noth Stamina: 3, Player Stamina: 10
Round 18: Dar'noth Attack Strength: 13, Player Attack Strength: 20,
Dar'noth Stamina: 1, Player Stamina: 10
Round 19: Dar'noth Attack Strength: 16, Player Attack Strength: 16,
Dar'noth Stamina: 1, Player Stamina: 10
Round 20: Dar'noth Attack Strength: 22, Player Attack Strength: 18,
Dar'noth Stamina: 1, Player Stamina: 8
Round 21: Dar'noth Attack Strength: 16, Player Attack Strength: 20,
Dar'noth Stamina: -1, Player Stamina: 8
Jurgen Rijks ends up using a resurrection after getting killed by Dar'noth and takes heavy damage before he can eliminate Dar'noth. He destroyed the ring, so we will proceed to paragraph 200.
200
The body of Dar'noth the sorcerer falls to the ground, his evil force finally spent. After resting and restoring yourself as best you can, you return to one of the battle camps and scrounge up the materials needed to fashion a crude stretcher. This task accomplished, you begin the arduous job of dragging the sorcerer's body back to Bandur Green.
Upon your arrival at The Frantic Rat early that morning when the sun is shortly due to rise, you learn that the troops from Royal Lendle are finally on their way. They will arrive in time to help with the clean up of the heath, so that the battlefield may once more lie undisturbed. As you managed to destroy the ring, it will be easy for the soldiers to dispatch the undead and release their trapped souls, for without such an action those resurrected by Dar'noth would have persisted despite being "slain". Your actions also mean that your friend Karl can be released from his tormented existence, after which you can attend a funeral in his memory. You also did many in the region a great favour by completing the final work of Narron the Steady by destroying the ring. You find the frequent comparisons made between yourself and the hero of Bandur Green more than satisfactory.
Later, after all the details have been sorted, you will become something of a hero at your local tavern, and it will feel nice to bask in the adulation of your friends. For now however, a different adventure awaits - the drink waiting for you on the bar of The Frantic Rat!

Thank you to everyone who participated in this Let's Play! I am declaring a sizable break from hosting Let's Plays, as I am in the thick of work and family matters. When things calm down, the next one that I will host will be ACE Gamebook 03 - Neverland: Here Be Monsters!
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 8
INITIAL STAMINA = 18
LUCK = 5
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 1
The fight:
(Targeting Second Flesh Golem)
Round 1: First Flesh Golem Attack Strength: 19, Player Attack Strength: 20, Second Flesh Golem Attack Strength: 18, Player Attack Strength: 23
Second Flesh Golem Stamina: 9, Player Stamina: 5
Round 2: First Flesh Golem Attack Strength: 11, Player Attack Strength: 19, Second Flesh Golem Attack Strength: 15, Player Attack Strength: 23
Second Flesh Golem Stamina: 7, Player Stamina: 5
Round 3: First Flesh Golem Attack Strength: 19, Player Attack Strength: 15, Second Flesh Golem Attack Strength: 16, Player Attack Strength: 17
Second Flesh Golem Stamina: 5, Player Stamina: 3
Round 4: First Flesh Golem Attack Strength: 13, Player Attack Strength: 21, Second Flesh Golem Attack Strength: 17, Player Attack Strength: 19
Second Flesh Golem Stamina: 3, Player Stamina: 3
Round 5: First Flesh Golem Attack Strength: 13, Player Attack Strength: 14, Second Flesh Golem Attack Strength: 14, Player Attack Strength: 17
Second Flesh Golem Stamina: 1, Player Stamina: 3
Round 6: First Flesh Golem Attack Strength: 17, Player Attack Strength: 19, Second Flesh Golem Attack Strength: 22, Player Attack Strength: 22
Second Flesh Golem Stamina: 1, Player Stamina: 3
Round 7: First Flesh Golem Attack Strength: 14, Player Attack Strength: 18, Second Flesh Golem Attack Strength: 15, Player Attack Strength: 19
Second Flesh Golem Stamina: -1, Player Stamina: 3
Round 8: First Flesh Golem Attack Strength: 14, Player Attack Strength: 18
First Flesh Golem Stamina: 5, Player Stamina: 3
Round 9: First Flesh Golem Attack Strength: 13, Player Attack Strength: 20
First Flesh Golem Stamina: 3, Player Stamina: 3
Round 10: First Flesh Golem Attack Strength: 15, Player Attack Strength: 19
First Flesh Golem Stamina: 1, Player Stamina: 3
Round 11: First Flesh Golem Attack Strength: 14, Player Attack Strength: 17
First Flesh Golem Stamina: -1, Player Stamina: 3
Jurgen Rijks takes a single blow of 2 Stamina damage in the process of dispatching the two Flesh Golems.
162
You catch up with the sorcerer out on the heath, under the pale moonlight and somewhere between his two camps of undead minions. 'So, it's a fight you want you, is it? Casper will burn when I am done with you and this pathetic corner of the world!' The sorcerer throws a stream of lighting at you from his hands, which you are forced to dodge. Do you still have the ring of the dead thief? If so, turn to 72. If you destroyed the ring, turn to 127. If you never found a ring, turn to 146.

Jurgen Rijks destroyed the ring.
127
Are you fighting with a rune covered sword? If so, turn to 66. If you instead possess a black mace, turn to 161, or a war hammer, turn to 183. If you fight with none of these, turn to 155.
Jurgen Rijks is fighting with a rune covered sword.
66
As you face off, Dar'noth attempts one last ranged attack before engaging you in battle. He casts the DUM spell. Test your Skill. If you succeed, you avoid the spell and rush the sorcerer to begin the combat; turn to 159. If you fail, you are struck by the spell; turn to 23.
Rolling the dice yielded an 8, which is obviously less than his Skill, so he avoid the spell and begins his combat with the sorcerer.
159
Resolve the battle. Remember to apply a -3 penalty if you are without a weapon.
DAR'NOTH SKILL 11 STAMINA 19
Did you destroy the ring? If you did and you win, turn to 200. If you did not destroy the ring, but win, turn to 58.
I assume that once again no luck will be used in this battle.
The fight:
Round 1: Dar'noth Attack Strength: 17, Player Attack Strength: 21,
Dar'noth Stamina: 17, Player Stamina: 3
Round 2: Dar'noth Attack Strength: 18, Player Attack Strength: 20,
Dar'noth Stamina: 15, Player Stamina: 3
Round 3: Dar'noth Attack Strength: 19, Player Attack Strength: 19,
Dar'noth Stamina: 15, Player Stamina: 3
Round 4: Dar'noth Attack Strength: 22, Player Attack Strength: 19,
Dar'noth Stamina: 15, Player Stamina: 1
Round 5: Dar'noth Attack Strength: 17, Player Attack Strength: 24,
Dar'noth Stamina: 13, Player Stamina: 1
Round 6: Dar'noth Attack Strength: 17, Player Attack Strength: 22,
Dar'noth Stamina: 11, Player Stamina: 1
Round 7: Dar'noth Attack Strength: 18, Player Attack Strength: 21,
Dar'noth Stamina: 9, Player Stamina: 1
Round 8: Dar'noth Attack Strength: 16, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 1
Round 9: Dar'noth Attack Strength: 19, Player Attack Strength: 16,
Dar'noth Stamina: 7, Player Stamina: -1
Player is killed, a resurrection is used to restore him to full Stamina.
Round 10: Dar'noth Attack Strength: 21, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 16
Round 11: Dar'noth Attack Strength: 18, Player Attack Strength: 18,
Dar'noth Stamina: 7, Player Stamina: 16
Round 12: Dar'noth Attack Strength: 14, Player Attack Strength: 21,
Dar'noth Stamina: 5, Player Stamina: 16
Round 13: Dar'noth Attack Strength: 20, Player Attack Strength: 20,
Dar'noth Stamina: 5, Player Stamina: 16
Round 14: Dar'noth Attack Strength: 20, Player Attack Strength: 16,
Dar'noth Stamina: 5, Player Stamina: 14
Round 15: Dar'noth Attack Strength: 19, Player Attack Strength: 15,
Dar'noth Stamina: 5, Player Stamina: 12
Round 16: Dar'noth Attack Strength: 21, Player Attack Strength: 20,
Dar'noth Stamina: 5, Player Stamina: 10
Round 17: Dar'noth Attack Strength: 17, Player Attack Strength: 22,
Dar'noth Stamina: 3, Player Stamina: 10
Round 18: Dar'noth Attack Strength: 13, Player Attack Strength: 20,
Dar'noth Stamina: 1, Player Stamina: 10
Round 19: Dar'noth Attack Strength: 16, Player Attack Strength: 16,
Dar'noth Stamina: 1, Player Stamina: 10
Round 20: Dar'noth Attack Strength: 22, Player Attack Strength: 18,
Dar'noth Stamina: 1, Player Stamina: 8
Round 21: Dar'noth Attack Strength: 16, Player Attack Strength: 20,
Dar'noth Stamina: -1, Player Stamina: 8
Jurgen Rijks ends up using a resurrection after getting killed by Dar'noth and takes heavy damage before he can eliminate Dar'noth. He destroyed the ring, so we will proceed to paragraph 200.
200
The body of Dar'noth the sorcerer falls to the ground, his evil force finally spent. After resting and restoring yourself as best you can, you return to one of the battle camps and scrounge up the materials needed to fashion a crude stretcher. This task accomplished, you begin the arduous job of dragging the sorcerer's body back to Bandur Green.
Upon your arrival at The Frantic Rat early that morning when the sun is shortly due to rise, you learn that the troops from Royal Lendle are finally on their way. They will arrive in time to help with the clean up of the heath, so that the battlefield may once more lie undisturbed. As you managed to destroy the ring, it will be easy for the soldiers to dispatch the undead and release their trapped souls, for without such an action those resurrected by Dar'noth would have persisted despite being "slain". Your actions also mean that your friend Karl can be released from his tormented existence, after which you can attend a funeral in his memory. You also did many in the region a great favour by completing the final work of Narron the Steady by destroying the ring. You find the frequent comparisons made between yourself and the hero of Bandur Green more than satisfactory.
Later, after all the details have been sorted, you will become something of a hero at your local tavern, and it will feel nice to bask in the adulation of your friends. For now however, a different adventure awaits - the drink waiting for you on the bar of The Frantic Rat!

Thank you to everyone who participated in this Let's Play! I am declaring a sizable break from hosting Let's Plays, as I am in the thick of work and family matters. When things calm down, the next one that I will host will be ACE Gamebook 03 - Neverland: Here Be Monsters!
Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 8
INITIAL STAMINA = 18
LUCK = 5
INITIAL LUCK = 10
GOLD: 13
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
Notebook filled with tiny writing
Silver Dagger
Paper with the note: Etonen ins’xin, Naven osis ihteno
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
Marked a tree in the heath
Add 60 to the paragraph upon having the chance to follow some tracks on the heath
Ring has been destroyed
RESURECTIONS: 1
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Thanks for running this. I enjoyed it. I think the fight with the street tough was really hard - is it possible to have a weapon before that fight or get a weapon without it?
-This space intentionally left blank
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Thanks for running this!
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Appreciate the thanks. It make hosting Let’s plays worthwhile.
No, it is not possible to have a weapon before that fight. As far as I know, our hero can only get the regular sword from Vannix on the second day if he doesn’t take the path to the thug encounter.deaddmwalking wrote: ↑Mon Oct 06, 2025 8:09 pmThanks for running this. I enjoyed it. I think the fight with the street tough was really hard - is it possible to have a weapon before that fight or get a weapon without it?
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Which would mean the "if you fight with none of those," passage 155 result at the end, if you managed to get that far.
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- King
- Posts: 7118
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead
Thanks for running. Seems very difficult to win this one using rules as is.
Also, notable in that it seems you can visit places in lots of different orders, as opposed to the linear style of older books.
Also, notable in that it seems you can visit places in lots of different orders, as opposed to the linear style of older books.