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

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

Post by Beroli »

I vote that we retroactively use Luck to do damage on the first round.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

According to the votes, Luck will be used if Jurgen Rijks takes 2 more hits.

The fight, continued:
Round 12: Thug Attack Strength: 16, Player Attack Strength: 15
Thug Stamina: 1, Player Stamina: 3
Round 13: Thus Attack Strength: 11, Player Attack Strength: 13
Thug Stamina: -1, Player Stamina: 3

Jurgen Rijks takes 1 more hit before he *finally* kills the Thug and continues the story.

172
Unfortunately, the thug doesn’t have a weapon on him, so you will still have to obtain one. The rest of your search of the fallen body only turns up a scrap of paper with the following written in poor handwriting upon it:

Thgier enrocs’ regrop
Eerhtd liug’sev eihteno

If you understand it, you may turn to the reference indicated when prompted by the text. Pocketing the paper you carry on to the pawn broker’s. Turn to 61.

61
You carefully walk up the Black Narrow, where the buildings have grown up and towards each other in an attempt to create more room. This has the effect of making the corridor darker than a regular lane and much more claustrophobic. You then reach the turn onto Gutfish Alley and locate Vannix’s Sticky Fingers just as the beggar told you. The store is a ramshackle wooden building with a weather-beaten sign above the door depicting a hand being severed from a wrist by a butcher’s cleaver. You shudder at the message Vannix is trying to communicate and, squaring your shoulders, enter the store to purchase what will most likely be a stolen weapon.

Vannix it turns out is a rather surly looking Dryaden with pointed ears and a shaggy yet half-formed beard. He has black rings under his eyes and the left eyeball is very blood-shot. Vannix grunts in acknowledgement when he sees you and steps out from behind the counter to help. ‘What can I get for you, good customer?’ he enquires snidely. Ignoring his anti-merchant attitude, you explain that you require a weapon. Nodding, he brings you to a wall covered in an assortment of weapons ranging from run-of-the-mill legal to those so blatantly evil they’ve been banned by good society. Four items catch your eye. Which will you look at first?

     A standard, yet good quality sword like you used in your adventuring days.     Turn to 24.
     A wicked looking black mace.     Turn to 196.
     A rune covered sword.     Turn to 122.
     A deadly looking silver knife.     Turn to 99.

Important note: For the cost of one resurrection, Jurgen Rijks can gain the sense to state that Lefty referred him to Vannix’s Sticky Fingers, which in turn will cause Vannix to offer Jurgen Rijks a 3 Gold Piece discount for any item that our hero buys.

Please make your votes on whether to trade in a resurrection for this discount and what weapon to look at before 9:00 AM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 9
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 3
INITIAL STAMINA = 18
LUCK = 8
INITIAL LUCK = 10
GOLD: 23
PROVISIONS REMAINING: 1
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
NOTES:
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
RESURECTIONS: 7
Last edited by JourneymanN00b on Fri Sep 19, 2025 3:08 pm, edited 2 times in total.
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: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Ask about the rune covered sword. And yes, use a resurrection.
Thaluikhain
King
Posts: 7119
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

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

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

Post by deaddmwalking »

We know the maces are good against skeletons. If we can get more than one weapon that might be good.

For the note, putting it backward we get: one thieves guild htree porger's corner eight

I think there's a typo so it's one thieves guild three Porger's corner eight - so probably paragraph 138 when the time comes.
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Using a resurrection to obtain the 3 Gold Piece discount, and looking at the rune covered sword got 2 votes, so Jurgen Rijks will do that. Deaddmwalking is correct about the typo… I corrected it, and added a note about the translation.

122
The runes on the sword sparkle in the dim sunlight that penetrates the depths of the store. ‘Now, that is a beauty of a piece I got off a young lady, who swears she was given it as a family heirloom,’ explains Vannix. ‘She said it once belonged to Narron the Steady. Had to part with it having fallen on hard times.’ He clicks his tongue in mock sorrow at the unfortunate seller’s predicament. ‘I’m willing to consider 25 Gold Pieces for this work of art, whatever the origin,’ Vannix goes on to explain. Will you pay the requested sum (turn to 110), or look at another weapon?

     The standard sword.     Turn to 24.
     The black mace.     Turn to 196.
     The silver knife.     Turn to 99.

With the discount, the rune covered sword would only cost 22 Gold Pieces. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.

Adventure Sheet
Jurgen Rijks
SKILL = 9
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 3
INITIAL STAMINA = 18
LUCK = 8
INITIAL LUCK = 10
GOLD: 23
PROVISIONS REMAINING: 1
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
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
RESURECTIONS: 6
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: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

That's a lot of money. My gut says it's the wrong weapon for this adventure.

Vote not to buy it and instead look at the black mace.
-This space intentionally left blank
Thaluikhain
King
Posts: 7119
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Second that, and it's way too pricey.

Wonder though how often we will see skeletons, though, maybe it's the once they are encountered.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Considering we were offered a chance to spend a resurrection to just barely have enough money to buy it, I will be utterly astounded if it is possible to complete the gamebook without it. Buy the runed sword.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

That's perhaps convincing. Okay, change my vote to buying the sword. We still have 6 resurrections.. .
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Beroli wrote:
Fri Sep 19, 2025 8:38 pm
Considering we were offered a chance to spend a resurrection to just barely have enough money to buy it, I will be utterly astounded if it is possible to complete the gamebook without it. Buy the runed sword.
It is theoretically possible to finish this adventure without it, but not having the runed sword at certain points in the story would have things *much* harder for our hero. Since buying the sword won by a 2-1 vote, we will instead proceed to section 110.

110
Handing over the requested amount, you take the rune-covered sword (add this to your Equipment list and deduct 25 Gold Pieces) and exit the store. You can restore your SKILL to its Initial score now that you have a weapon. Feeling more secure now that you have a weapon on hand, you carry on to the abbey, turn to 108.

Image

Jurgen Rijks only pays 22 Gold Pieces with the discount.

108
You stride confidently to the abbey at the east end of town, the huge edifice built up against the wall of the town next to the north part of the East Gate and the Royal Road that leads out of town and on to Fendyke and Weirtown. The large stone building dwarfs everything around it, including the East Gate, the large blocks used in its construction projecting an image of strength and solidity. With a huff of expelled breath, you arrive at the large wooden door that is the main entrance to the abbey and use the brass knocker to summon someone to the door. It takes some time, but eventually a monk opens the door to politely enquire as to the reason for your visit to the abbey. Will you explain that you wish to see Karl (turn to 134), pretend that you wish to join their order as to gain entry to the building (turn to 57), or request to speak with the Abbot (turn to 5)?

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

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 3
INITIAL STAMINA = 18
LUCK = 8
INITIAL LUCK = 10
GOLD: 1
PROVISIONS REMAINING: 1
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
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
RESURECTIONS: 6
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: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by deaddmwalking »

Guessing there's a bad choice, a good choice and a mediocre choice. Pretending to want to join the order is probably the bad one. I'm toen between the other two. Seems like they might say Karl isn't fit for visitors. But I guess that's why we came, so maybe stick with it. Half vote for seeing Karl.
-This space intentionally left blank
Thaluikhain
King
Posts: 7119
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

May as well.

Also, I vote to eat a provision, given our low stamina.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Ask to speak with the Abbot. And eat a Meal, yes.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

According to the votes, Jurgen Rijks will say that he wishes to see Karl and eat a Provision.

134
Accepting your desire to visit with Karl, the monk leads you through the abbey to where your friend is looked after. He has recently been moved to a wing isolated from the rest of the monks so that his madness does not disturb prayers or sleep. The monk tells you with a weary sigh of an occasion in which Karl escaped their watch and upset an exorcism. The expelled Demons had been transferred to three goats used in the ritual (safer than risking a nearby human host), but Karl had run in right after the transfer and accidentally released the goats. The monk and two others had to chase the Demon-possessed goats out the East Gate and slaughter them on the heath in the middle of the night! He then tells you of a Decayer that has been seen stalking the Potters’ Field out at the cemetery, wondering if the two things are linked. People getting infected by its rotting disease have come to the abbey seeking aid, but the monks do not have a skilled herbalist among their number. Instead, victims are sent on to Rosie Fletcher, the local town wise woman who can make a remedy. The monk tells you that she can be found at 147 King’s West.

Reaching the room in which Karl is held, the monk raps on the door to gain entry. The door opens to reveal a sparsely furnished room. Another monk sits at a small table with a single burning candle, a tiny bell, and a small prayer book which Karl rocks quietly to himself on his plain bed.

You sit carefully down at the far end of the bed and attempt to attract Karl’s attention. ‘He will most likely simply start his screaming again if you disturb him,’ the monk who was already in the room explains with a furrowed brow. Ignoring the monk, you try talking to the incoherent being who has replaced your friend. ‘Broken gallows,’ Karl gibbers brokenly, ‘Death lives … ring … it’s all pain. Not free. No, no, no. Karl’s not free. Karl’s dead.’ With that proclamation, your friend breaks out into a howl. You spend some time ignoring the howls and trying to get further sense out of your friend, but you fail to make any progress. Resigning talking any further to Karl, you leave the moaning man to his torments and take your leave of the room.

Once you and your escort are on the other side of the closed door, you ask if anything can be done for Karl. The monk explains that until they can divine what is wrong with him, any random attempt to cure him could be fatal. Will you now ask to speak with the Abbot (turn to 5), or will you leave the abbey and, if you have not already done so, search for a blacksmith (turn to 74), search for information at the Frantic Rat (turn to 107), visit the cemetery (turn to 190), or explore the heath by day (turn to 36)?

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

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 8
INITIAL LUCK = 10
GOLD: 1
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King's West
RESURECTIONS: 6
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7119
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

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

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

Post by Beroli »

Ask to speak to the Abbot.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Abbott and Costello.
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Votes registered; asking to speak with the Abbot.

5
You are shown to the office of the Abbot, a tiny room furnished with four plain chairs and a table piled with parchment. Only a short time later the Abbot joins you in his office to discuss what you have come to talk about. Have you been to see Karl yet? If so, turn to 103. If not, turn to 158.

Jurgen Rijks has seen Karl.

103
‘How was your friend?’ the Abbot asks kindly, and you fill him in on your visit. ‘It is a sad case, and seeing it brings a hard reality to the rumours we have heard. Your visit today finds us in the middle of a prayer of intercession to Usrel for peace in this region.’ He shifts in his chair and fixes you with a slightly sad look. ‘I spend much of my time within the abbey walls these days, so I’m not sure exactly what help I may be to you.’ Do you have a rune covered sword? If so, turn to 28. If you don’t, the Abbot gives you an amulet of protection against the sinister powers of the undead (add it to your Adventure Sheet), explaining that he wants to do what he can to help you since you are endeavouring to put an end to whatever is going on out on the heath. Thanking the Abbot for his gift, you leave the abbey. Will you now, if you have not already done so, go in search of a blacksmith to supply you with a weapon (turn to 74), head to the cemetery (turn to 190), visit the Frantic Rat tavern for information (turn to 107), or leave town to explore the heath by day (turn to 36)? If you have already tried all of these options, you have reached the end of the day and must either drop by The Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Jurgen Rijks has a rune covered sword.

‘A fine weapon,’ the Abbot comments as you carefully pull your sword from the scabbard and lay it down on the desk between the two of you. The older man carefully runs his hands over the blade and pommel, pausing to look closely at the runes inscribed on the blade. ‘Very fine work. Where did you say you came by this?’ You desperately explain how your need for a weapon to undertake your self-imposed mission drove you to utilise a rather dodgy pawnbroker’s in the Thieves’ District. The Abbot nods sympathetically and asks if the pawn broker said anything about the origin of the sword. ‘He did mention that it had been sold to him by a member of Narron the Steady’s family who had fallen on hard times,’ you say. ‘Humph!’ snorts the Abbot as he eases the weapon back into the scabbard. ‘This is definitely the sword of Narron the Steady and was placed with his body in the family crypt. I had heard rumours of incidents at the graveyard involving various graves, but to think that someone desecrated the resting place of Narron to steal the weapon he won the Battle of Tanner Heath with is beyond belief.’ After taking a moment to settle himself the Abbot waves for you to take the weapon back, which you do. ‘You need to make contact with the Thieves’ Guild and learn how the weapon came to be with the pawnbroker. Only their members use Vannix to off-load stolen merchandise. I have a grave feeling that whatever reason Narron’s grave was disturbed is linked to what evil is growing on the heath. You need to succeed, as Bandur Green may be in grave trouble.’ If you have not already done so, you may now visit Karl; turn to 78. Otherwise, you nod in agreement and stand to leave. If you do not already have one, before you leave the abbey, the Abbot presents you with an amulet of protection against the powers of the undead. You take your leave of the abbey and thank the monks on the way to the exit for looking after Karl. Stepping back out onto the Royal Road by the East Gate, you take a lungful of cool air and sigh. Will you now, if you have not already done so, head to the cemetery (turn to 190), visit the Frantic Rat tavern for information (turn to 107), leave town to explore the heath by day (turn to 36), or if you know the location of the Thieves’ Guild will you attempt to make contact (turn to the correct paragraph number now)? If you have already tried all of these options, you have reached the end of the day and must either drop by The Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Jurgen Rijks has already visited Karl, so he will leave the abbey with the amulet of protection that the Abbot gave him. He already visited the Frantic Rat tavern for information, but has not headed to the cemetery or the heath yet. He knows the location of the Thieves’ Guild.

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

Adventure Sheet
Jurgen Rijks
SKILL = 12
INITIAL SKILL = 12
STARTING SKILL = 9
STAMINA = 7
INITIAL STAMINA = 18
LUCK = 8
INITIAL LUCK = 10
GOLD: 1
PROVISIONS REMAINING: 0
ITEMS AND EQUIPMENT CARRIED:
Backpack
Paper with the note: Thgier enrocs’ regrop, Eerhtd liug’sev eihteno
Rune-covered sword
Amulet of protection
NOTES:
One thieves guild three porger's corner eight
Ask Lefty for directions to the pawn broker’s in the Thieves’ District
Vannix’s Sticky Fingers is at 6 Gutfish Lane off the Black Narrow in the Thieves’ District
Rosie Fletcher can be found at 147 King’s West
RESURECTIONS: 6
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: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

Go to the Thieves' Guild.
Thaluikhain
King
Posts: 7119
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

To the thieves guild
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Yes. Must use secret information. :)
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

Votes registered; attempting to make contact with the Thieves’ Guild. We will turn to paragraph 138 for this.

138
Arriving at Porger’s Corner, the intersection of Lucre Alley and Weir Corridor in the Bankers’ District, you spot what you realise is the building that houses the Thieves’ Guild – hidden in plain sight outside of the Thieves’ District disguised as a bank of some kind. Summoning up your courage, you cross the street and knock on the grand door, requesting entrance. A man greets you upon opening the door and challenges you by asking for a password. You repeat back the note you found and are admitted to the building, where you are ushered into the presence of Orgriff, who cautiously welcomes you. Orgriff, it seems, is the Guild representative, and wishes to know your reasons for visiting their “banking” establishment. Hurriedly, you explain your self imposed mission to find out what has taken place out on the heath. Did the Abbot examine your sword? If so, turn to 179. If not, continue reading. Orgriff spends some time studying you once you have finished speaking, before finally responding in turn. ‘Indeed, what is taking place on the heath is a mystery to all of us. I am curious as to why you chose to visit us for help instead of, say, the council or your own guild, merchant?’ What will you say:

     That the council has proven ineffective?     Turn to 39.
     That the Merchants’ Guild has other priorities due to a break in?     Turn to 64.
     That you are in need of what the Thieves’ Guild can offer?     Turn to 12.

Image

The Abbot has examined Jurgen Rijks’ sword.

179
Orgriff spends some time studying you once you have finished speaking, before finally responding in turn. ‘Indeed, it is a mystery to all of us as to what is taking place on the heath. I am curious as to why you chose to visit us for help instead of, say, the council or your own guild, merchant?’ You explain about the sword you purchased from Vannix and how the Abbot indicated that such a product would have been “acquired” by a member of the Thieves’ Guild and passed on to the pawn broker to sell. Orgriff give you a small, rueful smile and shakes his head, ‘A man of the cloth who knows a little something about thievery. Now that isn’t something you hear of every day.’ Then, after a pause, he continues, ‘It seems that our organization may be of help to you. One of our members did indeed supply such goods to our friend Vannix, part of what was an off-the-books one-off job that we fear has caused more trouble than it was worth. The thief broke into the Merchants’ Guild first, despite our pledge to leave your Guild Hall unmolested, yet took nothing it seems. Our later interrogation only gave us the knowledge that directions to the location of something was required, not a material item. After that, whoever our thief was working for directed them to steal what was hidden in that location. Presumably, they passed whatever it was onto their employer and then took the opportunity to steal anything else of value at that location, hence the sword you now carry.’

You nod in understanding before asking about the thief. ‘They foolishly returned here after creating such trouble for our guild and we had to “let them go”. All this talk about the West Well doesn’t bode well for our continued good relationship with the town council.’ You thank Orgriff and go to take your leave when he calls you back. ‘One last thing if you really intended to discover what is happening on the heath. We have not learnt much, but one thing we have discovered is a name: Dar’noth.’ With that, Orgriff dismisses you, and one of his “helper” escorts you to the main door and back out onto the street corner. Will you now, if you have not already done so, go in search of a blacksmith to supply you with a weapon (turn to 74), head to the cemetery (turn to 190), investigate the well to the west of town (turn to 125), visit The Frantic Rat tavern for information (turn to 107), or leave town to explore the heath by day (turn to 36)? If you have already tried all of these options, you have reached the end of the day and must either drop by the Frantic Rat for a last drink (turn to 97), or retire to your home for sleep (turn to 35).

Jurgen Rijks already went in search of a blacksmith to supply him with a weapon and visited the Frantic Rat tavern for information, but has not headed to the cemetery, investigated the well to the west of town, or left town to explore the heath by day yet. Please make your votes before 7:00 PM PDT or a choice receives more than 1 vote to guarantee that they will be counted.
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: [Let's Play] Fighting Fantazine Adventure #1 - Resurrection of the Dead

Post by Beroli »

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

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

Post by deaddmwalking »

I like that it's a new option. Let's try the well.
-This space intentionally left blank
Post Reply