The Keep of the Lich Lord (Fighting Fantasy 43)

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

Moderator: Moderators

User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Walk on.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

This is one of those cases where there were no good choices, which feels a little unfair. Turning around immediately does appear to be the least bad choice.

109

You turn round - and your heart nearly stops. An unutterably hideous thing stands there, all scales and claws; you barely have time to make out its body, however, for its face is so demonic, so horrifying, that you are driven almost insane. Screaming, you turn and flee. After a while you recover, but you are always glancing over your shoulder, forever worried that you are still being stalked. Lose 2 RESOLVE points permanently.

You find yourself back at the gates of Port Borgos at last. Will you enter Borgos (turn to 30), or spend the night out here and head for Blood se Keep tomorrow morning (turn to 329)?

It is unclear to me what 'permanently' means in this case. I am choosing to interpret it as 'immediately' but not overriding the Resolve mechanic, meaning it can increase later through the normal means. In this case permanently would mean 'until it changes organically' as opposed to a temporary reduction like 'for the next two resolve checks'.


Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 13 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Enter Borgos.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Enter Borgos.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

30

You step through the shattered gates of Borgos: It seems to be quite a large town with many streets, shops and houses, but it is deathly still. The place is completely deserted and there is no sign of life. It is starting to get dark now and you will have to make camp soon. Suddenly you hear a strange noise that you cannot put a name to, coming from the other
end of town. It is a clicking and clacking sound, together with curious rasping. Will you hide out in a nearby house in order to make camp (turn to 242) or go and investigate the noise (turn to 337)?
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote to investigate the noise.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Investigate random noise.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Investigate the noise.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

337

Making your way through the town you come at last to an open courtyard with a well in the middle. The clacking noise is much closer now, just round the corner of a building near by, you judge. Will you climb down the well and hide (turn to 265 or head straight for the noise (turn to 389)?
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Head for the noise.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote to head for the noise.
Say No To Fascism. The left is the one true way to go.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

389

You walk purposefully towards the noise. A foul-looking creature scuttles round the corner - and it looks intent on tearing you limb from limb. Most of all it resembles a giant skull supported by a myriad insect-like legs; but instead of chitin these legs are made of skeletal bone. Several long, sinuous tentacle-tongues rasp and writhe from the grinning jaws, reaching for you, trying to grab you and draw you to its snapping jaws. You recognize the legendary Skull Beast, a creature that lives in the Lands of the Dead and which comes to Titan only when summoned by some evil and powerful necromancer like Mortis. Now you must defend yourself. If you have been to Benari and have spoken with its headman, Morlak, turn to 50. If not, turn to 115.

Seelah was in Benari, but she investigated the ruined buildings instead of searching through the bodies, where she would have found Morlak clinging to life. He would have told her to use the iron mace on this creature, but because he did not, Seelah does not get to use that weapon. But it's not that bad...

115

You must fight the Skull Beast.

SKULL BEAST SKILL 9 STAMINA 10

The bony outer shell of the Skull Beast is so hard that you do only 1 point of damage to its STAMINA when you hit it, and you cannot use LUCK to increase damage. Even if you are able to use the Spear of Qadamai. it will not do double damage to the Skull Beast. If you win, turn to 267.

Round 1: SKULL BEAST 4+9=13; Seelah 6+13=19; 1 damage to SKULL BEAST (Stamina 9)
Round 2: SKULL BEAST 4+9=13; Seelah 9+13=22; 1 damage to SKULL BEAST (Stamina 8)
Round 3: SKULL BEAST 6+9=15; Seelah 9+13=22; 1 damage to SKULL BEAST (Stamina 7)
Round 4: SKULL BEAST 7+9=16; Seelah 9+13=22; 1 damage to SKULL BEAST (Stamina 6)
Round 5: SKULL BEAST 7+9=16; Seelah 6+13=19; 1 damage to SKULL BEAST (Stamina 5)
Round 6: SKULL BEAST 4+9=13; Seelah 10+13=23; 1 damage to SKULL BEAST (Stamina 4)
Round 7: SKULL BEAST 9+9=18; Seelah 12+13=25; 1 damage to SKULL BEAST (Stamina 3)
Round 8: SKULL BEAST 5+9=14; Seelah 12+13=25; 1 damage to SKULL BEAST (Stamina 2)
Round 9: SKULL BEAST 10+9=19; Seelah 3+13=16; 2 damage to SEELAH (Stamina 17)
Round 10: SKULL BEAST 5+9=14; Seelah 11+13=24; 1 damage to SKULL BEAST (Stamina 1)
Round 11: SKULL BEAST 8+9=17; Seelah 7+13=20; 1 damage to SKULL BEAST (Stamina 0)

I thought that Seelah might score a flawless victory for a moment, which I think was statistically unlikely. I might look at that more closely later for fun. In any case, with the victory we turn to 267.

267

The Skull Beast explodes in a cloud of bone-dust and disappears in a rush of foul air and energy. Regain 1 point of LUCK. Then you notice something very strange: its shadow has remained behind, a dark shape on the floor. Will you take it (turn to 33) or leave it (turn to 350)?


Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 14 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Take the shadow.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Take the shadow
Thaluikhain wrote:
Fri Feb 13, 2026 10:27 pm
Oh, Dave Morris and Jamie Thomson...the former likes his disembodied head monsters.
Not quite, but close.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

33

Scarcely believing what you are doing, you find you are able to pick the shadow up. It is, in fact, a Shadow Cloak and it will aid you to move quietly. When you are in the keep and are told to increase your Alarm Value by a particular number, you may deduct 1 from that number - but you cannot reduce it to zero if the number is only 1 in the first place
(i.e , when told to increase your ,Alarm Value, you must always increase it by at least 1). Turn to 350.

350

The rest of the night passes without incident and you sleep well. The next morning you are ready for the keep. You follow the road that skirts the River Scort up into the hills until you can see the keep ahead. Turn to 2.

2

It is mid-aftemoon when you reach the keep. You had anticipated problems with crossing the moat, but now you see that a dam of skulls has been built across the rivermouth, further up the hillside. This has reduced the stream feeding the moat to a sluggish trickle, and as a result the keep is now surrounded by a ditch of muddy swamp. Clouds of gnats hang in the humid heat of the aftenoon sun, and the reek of stagnant water makes you gag. If you think now would be a good time to make a report to General Chaideshu, and if your Ring of Communing still has any magical energy, turn to 126. Otherwise, you begin to make your way towards the gatehouse- turn to 228.

Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 14 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Shadow Cloak, Reduce Alarm Value by 1 to a minimum of 1 (33)
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [3 charges]
Ring of Skill
Notes:
Sword has been sharpened, providing a +1 damage bonus (392)
Ring of skill adds +1 skill (64)
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

This is likely literally the last time we'll have a chance to potentially learn anything relevant from using the ring and it still has all three charges. Use it.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Use the ring.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

126

You see the general's leathery old features in your mind's eye. He listens to your report and then ponders for a moment "The stream that fills the moat has been blocked off because Mortis's undead legions would have difficulty crossing running water," you hear him say. "If enough of the castellan's men are still alive and if you can find and free them, they may be able to help you destroy the dam and trap the Undead in the keep. Act quickly, however. Daylight inhibits our enemy's powers, but it is only a few hours till nightfall."

The sensation of his presence departs from your mind. Cross off one charge from the Ring of Communing (if you have now used it three times, it is useless and must be discarded). You make your way to the gatehouse. Turn to 228.

228

As you approach, you notice a mechanism like a giant crossbow on top of the gatehouse. It is a ballista, a device capable of hurling lethal steel tipped bolts a distance of up to 400 meters. Doubtless in the past it has been deployed against the many besiegers of the keep, but you are sure it would have been of minimal effect against the relentless troop of Mortis's Zombie army. If you have a copper coin with the head of Mortis stamped on both sides, turn to 285. Otherwise, turn to 388.

388

As you approach the gatehouse, the ballista seems to be watching you like an ominous giant insect. It is only your imagination, of course; without anyone to operate it, the potentially lethal weapon is just a harmless piece of machinery. Then again, what if Mortis has left spells on it that could make it shoot of its own accord? You try not to think of that possibility! It is with considerable relief that you reach the gatehouse safely and pass on into the outer
bailey. Turn to 144.

144

You stand by the gatehouse and look across the bailey towards the walls enclosing the inner keep, where twin towers stand like grim granite sentinels against the cloudless blue sky. Smoldering in the sultry heat of the afternoon, the packed earth of the courtyard throws back a fierce glare from the sun that makes you squint. The outer wall casts a block of shadow along the southern perimeter of the courtyard. If you want to use the shadows as cover to reach the stables to your left, turn to 9. If you prefer to make for the barracks to your right, turn to 42. If you are prepared to stride across the middle of the courtyard and enter the inner keep, turn to 379.


Seelah
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 14 [16*] *includes +1 (382)/+3 (316)
Resolve: 10 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Shadow Cloak, Reduce Alarm Value by 1 to a minimum of 1 (33)
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [2 charges remaining]
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
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

Half vote for brightly lit middle of the courtyard because undead don't like sunlight.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

Sure, I vote for the middle of the courtyard to take advantage of the light.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

We shouldn't enter the inner keep yet. Stables first.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by deaddmwalking »

Directly to the inner keep wins by 1.5 to 1.

379

You sprint across the courtyard, the afternoon sun waming your bones. You haven't much time: soon twilight's shadows will light your way, dread night will fall across the castle like a shroud and the living dead will stalk these walls. The gate looms above you, a huge edifice of crenellated stone. The two doors are of iron-bound oak, carved with the insignia of the Triumvirate. They are not even closed, so sure is Mortis of his invulnerability. All is quiet. Stepping in, you find yourself in an arched entranceway. Ahead of you, a raised portcullis leads to the inner bailey of the castle. As your eyes grow accustomed to the gloom, you see a door set into the wall on either side. Suddenly, out of the shadows two figures emerge. They are dressed in ragged armor, grimed with rust, and they wield strange, ornately barbed swords, equally rusty but none the less deadly. Their eyes stare blankly at you, their faces ghastly masks of worm-eaten decay. Zombies!
The sight of these undead things fills you with terror. First, add 1 lo your Alarm Value; next, Test your Resolve. If you fail to make the roll, you are trembling with fear while fighting them - subtract 1 from your SKILL for the duration of this fight only. If you succeed in the roll, fight on normally. You must fight them one at a time.

If you kill them and are yourself wounded twice or more, turn to 188. If you kill them but take only one
wound or none, turn to 184.


Seelah rolls a 5 on her Resolve test, passing easily (and increasing her resolve by 1). Since these are undead, using the Spear will cause double damage.

First UNDEAD GUARD SKILL 7 STAMINA 9
Second UNDEAD GUARD SKILL 6 STAMINA 10

Round 1: UNDEAD GUARD 7+7=14; Seelah 6+13=19; 4 damage to UNDEAD GUARD 1 (Stamina 5)
Round 2: UNDEAD GUARD 7+7=14; Seelah 4+13=17; 4 damage to UNDEAD GUARD 1 (Stamina 1)
Round 3: UNDEAD GUARD 5+7=12; Seelah 6+13=19; 4 damage to UNDEAD GUARD 1 (Stamina 0)
Round 4: UNDEAD GUARD 8+6=14; Seelah 6+13=19; 4 damage to UNDEAD GUARD 2 (Stamina 6)
Round 5: UNDEAD GUARD 5+6=11; Seelah 6+13=19; 4 damage to UNDEAD GUARD 2 (Stamina 2)
Round 4: UNDEAD GUARD 11+6=17; Seelah 8+13=21; 4 damage to UNDEAD GUARD 2 (Stamina 0)

Seelah scores a flawless victory.

384

You defeat the Zombies quickly and with minimal noise. Will you now go out into the courtyard (turn to 286), go through the door to the right (turn to 230) or through the door to the left (turn to 128)?


Seelah
ALARM VALUE: 1
Skill: 13* [12**] *includes +1 from Ring of Skill; includes +1 (316)
Stamina: 19 [21*] *includes +4 (316)
Luck: 14 [16*] *includes +1 (382)/+3 (316)
Resolve: 11 [7]
Treasure: 15 Gold
Remaining Provisions: 6
Equipment List
Spear of Qadamai (double-damage against Undead)
Sword (+1 additional damage)
Heavy Iron Mace (117)
Leather Armor
Shadow Cloak, Reduce Alarm Value by 1 to a minimum of 1 (33)
Backpack
Golden Whistle
Scroll (blow the whistle at the Finger of Lhyss to win great power)
Healing Herbs (+6 Stamina) (398)
Elixir (turn to 35 then resume current chapter)
Ring of Communing [2 charges remaining]
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
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Beroli »

Go through the door to the right.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by JourneymanN00b »

I vote for the courtyard.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

Re: The Keep of the Lich Lord (Fighting Fantasy 43)

Post by Thaluikhain »

I was going to suggest door to the left, as is traditional, but a 3 way tie...half vote for door to the right.
Post Reply