
Hello everybody! I received the copy of Fighting Fantasy’s newest book, and the cover art (made by Iain McCaig) looks really nice and compliments well with the gold-colored foil used to decorate the Fighting Fantasy logo, the title’s letters and the book’s spine. To distinguish this website out of the other existing gaming forums, I will be running a Let’s Play of this book so that it will be not only the first forum to host such a thing, but also the only place to have played every Fighting Fantasy title at the time of this post. Anyone interested in joining this adventure is welcome. As with my previously Let’s Plays, I will try to update this thread on a twice per day basis.
HOW WILL YOU START YOUR ADVENTURE?
IF YOU ARE NEW TO FIGHTING FANTASY …The book you hold in your hands is a gateway to another world – a world of dark magic, terrifying monsters, brooding castles, treacherous dungeons and untold danger, where a noble few defend against the myriad schemes of the forces of evil. Welcome to the world of FIGHTING FANTASY!
You are about to embark upon a thrilling fantasy adventure in which YOU are the hero! YOU decide which route to take, which dangers to risk and which creatures to fight. But be warned – it will also be YOU who has to live or die by the consequences of your actions.
Take heed, for success is by no means certain, and you may well fail in your mission on your first attempt. But have no fear, for with experience, skill and luck, each new attempt should bring you a step closer to your ultimate goal.
Prepare yourself, for when you turn the page you will enter an exciting, perilous FIGHTING FANTASY adventure where every choice is yours to make, an adventure in which YOU ARE THE HERO!
How would you like to begin your adventure?
IF YOU HAVE PLAYED FIGHTING FANTASY BEFORE …It’s a good idea to read through the rules that appear on pages 251-259 before you start.
MapYou will know that before starting your adventure, you will need to roll dice for your character’s Initial SKILL, STAMINA and LUCK scores. You can create your character by following the instructions on pages 251-259. Don’t forget to enter your character’s attribute scores on the Adventure Sheet, which appears on pages 260-271.


HOW TO FIGHT THE CREATURES IN THE DUNGEON ON BLOOD ISLAND
For the purposes of this thread, the Adventure Sheet will be hand-made and periodically displayed.YOU have been preparing for your quest by practising your swordplay and building up your strength and STAMINA. You possess a sword and a backpack containing Provisions (food and drink) to help sustain you during your adventure. Before setting off, you must first roll dice to record your SKILL, STAMINA and LUCK scores on your Adventure Sheet on pages 260-271, which you should also use to keep a record of the items you find on your adventure. Use the adjacent Monster Encounter Boxes to record combat with monsters during the adventure. Write your scores in pencil or make photocopies of the blank Adventure Sheet and Monster Encounter Boxes to use in future adventures.
SKILL, STAMINA AND LUCK
Making the appropriate rolls and modifications yielded the following initial scores:To determine your Initial SKILL, STAMINA and LUCK scores:
• Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.
• Roll both dice. Add 12 to the number rolled and enter this total in the STAMINA box.
• Roll one die, add 6 to this number and enter this total in the LUCK box.
SKILL reflects your swordsmanship and fighting expertise; the higher the better. STAMINA represents your strength; the higher your STAMINA, the longer you should survive. LUCK represents how lucky a person you are; the higher your LUCK score, the luckier you will be.
SKILL, STAMINA and LUCK scores increase and decrease during an adventure, and you must keep an accurate record of them. Although you may gain additional SKILL, STAMINA and LUCK points during the adventure, your Initial levels may never be exceeded unless special instructions are given.
SKILL: 10
STAMINA: 23
LUCK: 10
BATTLES
ESCAPINGWhen you are told to fight a creature, you must resolve the battle as described below in a series of Attack Rounds. First, write down the enemy’s SKILL and STAMINA scores in an empty Monster Encounter Box on the Adventure Sheet and make a note of your own SKILL and STAMINA scores. The sequence of combat is then:
1. Roll the two dice for your enemy and add the total to their SKILL score. This is your enemy’s Attack Strength.
2. Roll the two dice for yourself and add the total your current SKILL. This is your Attack Strength. Whose Attack Strength is higher? If your Attack Strength is higher, you have wounded your enemy – go to 4. If the enemy’s Attack Strength is higher, it has wounded you – go to 5. (If both are the same, you have both missed – start the next Attack Round from step 1 above.)
3. If you wounded your enemy, subtract 2 points from the enemy’s STAMINA score. You may use LUCK here to do additional damage (see ‘Using Luck in Battles’ below).
4. If your enemy wounded you, subtract 2 points from your STAMINA score. You may use LUCK to minimize the damage (see ‘Using Luck in Battles’ below).
5. Make the appropriate changes to either the creature’s or your own STAMINA scores (and your LUCK score if you used LUCK) and begin the next Attack Round (repeat steps 1-6).
6. This continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
7. This continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
LUCKDuring certain battles you will be given the option to Escape. If you think you are going to be defeated, you may Escape, but you must lose 2 STAMINA points, as your opponent is deemed to have wounded you as you flee.
HOW TO TEST YOUR LUCKAt various times during your adventure, you will be told to Test Your Luck. LUCK plays a part in deciding what happens to you.
USING LUCK IN BATTLESRoll two dice. If the number rolled is equal to or less than your current LUCK score, you have been Lucky. If the number rolled is higher than your current LUCK score, you have been Unlucky. The consequences of being Lucky or Unlucky will be found in the paragraph you are sent to. Each time you Test Your Luck, you must subtract one point from your current LUCK score. The more you rely on luck, the riskier this becomes.
For the purposes of this Let’s Play, the Attack Rounds will be resolved all at once. I will generally only consider using Luck in battles if our adventurer has less than 7 Stamina points. For such cases, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option and our adventurer has less than 7 Stamina points, I will also ask under which conditions our adventurer should escape from the battle.During combat, you have the option of using your LUCK either to score a more serious wound on a creature, or to minimize the effects of a wound the creature has just scored on you.
If you wounded the creature: you may Test Your Luck as described above. If you are Lucky, subtract an extra 2 points from the creature’s STAMINA score (i.e. 4 instead of 2 normally). But if you are Unlucky, you must restore 1 point to the creature’s STAMINA (so, instead of causing 2 points of damage, you have only caused 1).
If you were wounded by the creature: you may Test Your Luck to try to minimize the wound. If you are Lucky, restore 1 point of your STAMINA (i.e. instead of causing 2 points of damage, it has only caused 1). If you are Unlucky, subtract 1 extra STAMINA point.
Don’t forget to subtract 1 point from your LUCK score each time you Test Your Luck.
RESTORING SKILL, STAMINA, AND LUCK
POTIONSSKILL
Occasionally, an event may alter your SKILL score. For example, a Magic Sword may increase your SKILL, but remember that only one weapon can be used at a time. You cannot claim 2 SKILL bonuses for carrying two Magic Swords.
Drinking the Potion of Skill (see ‘Potions’ below) will restore your SKILL to its Initial level.
STAMINA AND PROVISIONS
Your STAMINA score will change a lot during the adventure. As you near your goal, your STAMINA level may be dangerously low, so be careful!
You start the game with enough Provisions for ten meals. You may only eat one meal at a time. When you have a meal, add 4 points to your STAMINA score and reduce your Provisions total by one. Keep a record of your Provisions in the box provided on the Adventure Sheet. Remember to use your Provisions wisely.
Drinking the Potion of Strength (see ‘Potions’ below) will restore your STAMINA to its Initial level.
LUCK
Your LUCK score will change during your adventure. For example, you may find a lucky charm which adds to your LUCK score. Or an evil spell might reduce your LUCK score.
Drinking the Potion of Luck (see ‘Potions’ below) will restore your LUCK to its Initial level.
HINTS ON PLAYYou begin your adventure with a sword and a backpack containing Provisions (food and drink). You will find gold, treasure, weapons, armour and artefacts on your adventure. But not all items will help you on your quest. Some might even harm you!
You may also take a Magic Potion, which will aid you on your quest. Each bottle of potion contains enough for one measure, i.e. it can only be used once during an adventure. Choose ONE of the following:
• A Potion of Skill restores SKILL points to their Initial level
• A Potion of Stamina restores STAMINA points to their Initial level
• A Potion of Luck restores LUCK points to their Initial level
These potions may be taken at any time during the adventure, but not during combat.
ALTERNATIVE DICEThere is ‘one true way’ through The Dungeon on Blood Island and it will probably take you several attempts to find it. Making notes and drawing a map as you explore will help you on your quest.
Not all locations contain treasure. Some contain deadly traps and creatures. There are several ‘wild-goose chase’ passages and, while you may progress through to your ultimate destination, winning is not guaranteed.
The ‘one true way’ involves a minimum of risk and even with low Initial dice rolls, you should be able to win through.
Good LUCK on your adventure and may your STAMINA never fail!
Obviously, a pair of dice is available for every die roll that needs to be processed in this adventure.If you do not have a pair of dice to hand, dice rolls are printed throughout the book at the bottom of the pages. Flicking rapidly through the book and stopping on a page will give you a random dice roll. If you need to ‘roll’ only one die, use the number on the first die. If you need to roll two dice, use the total of both dice.
Please keep all spoilers covered out of respect for those who want a blind experience. I will use personal instinct to break any ties.
After briefly reading through the book, I will say that getting to the successful ending can be difficult, but our character’s stats are good enough to have a real chance of success. However, I am willing to provide additional help to rectify any design mistakes that our hero might encounter in this adventure.
BACKGROUND
NOW TURN OVER…The fame and glory that Deathtrap Dungeon had brought Baron Sukumvit was something his brother, Lord Carnuss, just couldn’t bear. People were in awe of the Baron and never stopped talking about his annual dungeon contest in Fang and the heroes who died trying to win the prize of 10,000 Gold Pieces. Lord Carnuss even sent his own battle-hardened champion to compete in the Trial of Champions, but he died a gruesome death, along with everyone else. One year, a brave Adventurer unexpectedly won through, so Baron Sukumvit rebuilt his dungeon and doubled the prize to 20,000 Gold Pieces, which simply added to his notoriety.
Whenever Deathtrap Dungeon came up in conversation, Lord Carnuss would fly into a rage, cursing his brother’s name out loud. Over time, his jealously turned into hatred. To upstage Sukumvit, Carnuss decided to build a dungeon of his own on Blood Island where he ruled and offer an even greater prize to the victor. That prize would be the Golden Orb of Fang, which he’d won from his brother in a dice game many years before. The Orb’s value was difficult to estimate, but some say that, at auction in Shazâar, a bid of 25,000 Gold Pieces for such a legendary treasure would be the minimum expected. Carnuss revelled in the idea of offering a reward that was once his brother’s prized possession. His plan was to hide the Orb deep inside the dungeon and protect it with deadly traps and ferocious monsters. He was certain the Orb would never be found. His message to contestants would be simple – find the Orb, escape from the dungeon, and the prize would be theirs to keep.
Carnuss built his dungeon by linking the underground caverns on Blood Island with a labyrinth of tunnels. Work began in secret, using an army of slaves. It took less than a year to build, but at a cost of nearly six hundred shackled souls. It was finished in time for the grand opening on the 31st day of Fire, just weeks before Baron Sukumvit’s Trial of Champions took place in his reconstructed Deathtrap Dungeon.
Knowing his brother would be incensed by the news, Carnuss sent a personal messenger to him, inviting him to enter a champion of his own to try to win back his precious Orb, or to just come as his guest to watch the greatest winner-takes-all tournament in Allansia. Outraged by his brother’s attempt to usurp him by offering the Orb as a prize, Sukumvit sent the messenger back to Blood Island with an exceptionally rude note, written in blood, stuffed in the mouth of a dead rat.
Amused and encouraged, Carnuss sent word to all the towns in Allansia to announce that his dungeon on Blood Island would be open to all comers to win the Golden Orb. He chartered a fleet of boats to ferry contestants and spectators to the island from the mainland. He built taverns and rooms for spectators close to the Arena of Death where the contest would begin. News of the contest spread quickly. It soon became the talking point in every tavern and market square in Allansia. Adventurers, Warriors and Villains from far and wide bragged that they would go to Blood Island to win the Golden Orb.
YOU hear about the tournament on Blood Island from a merchant in Skaar, where you have come to sell a bronze sword that you found on an expedition to Kalong Marshes. With 5 Gold Pieces from its sale in your pocket, you are thinking about travelling to Fang to sign up for the Trial of Champions, but are intrigued by the new dungeon challenge on Blood Island. You walk down to the port where you see a crowd of people gathered in front of a small ship moored at the dock. The ship’s captain is addressing the crowd, which is becoming increasingly noisy. ‘This afternoon we sail to Blood Island where only the bravest Warriors will compete for the Orb!’ he bellows. ‘All you have to do to enter the contest to win Lord Carnuss’s Golden Orb is step aboard my ship and sign up. And those of you who just wish to watch the contest, step on board and sail with us.’
Winning a prize worth 25,000 Gold Pieces seems unimaginable, and it’s a challenge you cannot resist. Without further thought, you raise your arm and push your way through the crowd to walk up the gangplank to sign up for the contest. You are followed on board by a ruddy-faced Dwarf who also signs up to take the challenge. The captain shakes your hand firmly before welcoming more than fifty passengers aboard who want to witness the spectacle for themselves.
When the ship sets sail, all the passengers talk about is the dungeon and its monsters, and whether any of the contestants would survive. The Dwarf introduces himself to you as Thump and gives you a soft punch on the arm to emphasize his name. He’s a stout man with a long beard and a studded iron helmet pulled down over his big bushy eyebrows. He’s wearing a leather tunic and is holding a huge war hammer with a handle that is almost as long as he is. He tells you he comes from Stonebridge, a village that was almost destroyed by marauding Iron Giants. He says that if he won the Golden Orb, he would pay for Stonebridge to be rebuilt. He spends the voyage telling you tales of his many adventures, most of which seem wildly exaggerated. When you question him about his claim that he once killed a dragon with his bare hands, he leans back and roars, ‘Well, maybe not entirely barehanded, but why spoil a good story with the truth!’ Thump is a jovial, larger-than-life character and you can’t help but like him, but it does feel slightly strange knowing that you will soon be competing with him for the Golden Orb.
Calm seas, a following wind and sunny skies make for a pleasant voyage, and when Blood Island is spotted on the horizon a loud cheer erupts on board. As the ship sails into the harbour, you see a large crowd of people waving from the dock, eager to see the new contestants. There’s a carnival atmosphere with people laughing and cheering, trumpets blaring and drums beating loudly.
Standing on a platform is a tall, stocky man wearing long robes
Standing quietly surveilling the scene from a wooden platform set back from the crowded dock is a tall, stocky man wearing an elaborate headpiece and long purple robes filled out with huge shoulder pads. He seems to be quietly enjoying the moment. He is surrounded by stern-faced guards who push back anybody who tries to get too close to the platform. A trumpet sounds, and, when he raises his arms, the crowd falls silent.
The ship’s captain orders you and Thump to follow him off the ship and walk through the crowd to the platform where the captain bows to the robed man. ‘Lord Carnuss, I bring you two more contestants,’ he says sharply. The robed man thanks the captain and glares at you and Thump before turning to address the throng. ‘Citizens and honored guests, I have good news to share with you. We now have 120 contestants ready to compete. I wonder which one, if any, will triumph?’ he says, teasing the cheering crowd. He snaps his finger at a guard and growls, ‘Feed and water these two wretches. They will need all their strength for the contest tomorrow.’
You are taken to a camp where groups of contestants are huddled together, talking. Some are practising their weapons skills; others are asleep, arms folded, leaning back against wooden cabins. There are a grisly mix of Warriors, Barbarians, Knights, Thieves, Ninjas, Dwarfs, Elves, Man-Orcs, Pirates, Adventurers and Thugs who stare at you coldly as you walk into camp. Thump whispers in your ear, suggesting that the two of you should stick together, at least until the tournament starts. You spend the rest of the afternoon exercising and sharpening your sword. Thump swings his war hammer round his head and smashes it into the ground, practising the move many times. ‘I think I’ll use my war hammer to fight the next dragon I meet!’ he says with a wink.
When the sun starts to go down, you are led to long wooden tables that are piled high with bowls of food. You sit down to a feast of vegetable soup, spit-roast chicken, grilled fish, cheese, fruit and honey. ‘Enjoy your dinner!’ a guard shouts out. ‘It will probably be your last!’ After the meal, you are taken to a log cabin, which you share with nine others, and told that you will be woken at sunrise to receive further instructions.
A bell tolls at dawn, and Carnuss’s guards barge into your cabin, yelling at everybody to get up. When all the contestants are assembled outside, Lord Carnuss enters the camp and walks slowly up the steps of a small rostrum to address you. ‘Welcome. Today is your day of destiny. Look around at your fellow contestants. Do they look stronger than you? Do they look quicker than you? Do they look smarter than you? Do you think you could defeat them in combat? As you can see, there are 120 contestants, all of you hoping to win the Golden Orb. Do you think that 120 contestants are too many to enter my dungeon? If you do, well, you are right! You will now be escorted to the Arena of Death where an elimination contest will take place. You will compete against one another until just twelve contestants remain who will have earned the right to enter my dungeon. I call it my Dungeon of Despair. It is filled with deadly creatures, lethal traps and horrific surprises,’ he says with a beaming smile. ‘Of the final twelve, eleven will most likely perish in the dungeon, and perhaps all twelve. But, with good fortune, wise decision-making and skilful combat, one of you might win through to claim the Golden Orb as your prize today. Be brave and be strong. May your swords be sharp and your wits sharper!’ With his solemn words ringing in your ears, you watch Lord Carnuss leave the camp with his entourage following at a respectful distance.
YOUR ADVENTURE AWAITS!
May your STAMINA never fail!
1

All the contestants are suffering badly in the heat
You are marched into the Arena of Death, which is a high walled amphitheatre with a sand-covered floor and a bank of spectator seats circling the arena wall. With the spectator seats empty, an eerie silence prevails. The captain of the guard orders you to line up in twelve columns of ten. ‘You will do everything I tell you to do. Stand to attention and do not move until Lord Carnuss is seated!’ he shouts, barking out his orders. Without another word, he turns and leaves the arena.
The hours pass, but Lord Carnuss fails to appear. By mid-afternoon, the sun is unbearably hot, and you see that you are not the only one who is suffering in the heat. All the contestants are perspiring heavily, and some are swaying on their feet. You glance to your left and see Thump, who is grimacing but looking determined not to fail. You have a splitting headache, your mouth is bone dry, and you are desperate to quench your thirst. Lose 1 STAMINA point. If you want to take a sip of water from your flask, turn to 56. If you want to remain standing to attention, turn to 323.

In addition to the above choice, what name do you want to give our hero, and which magic potion do you want to take out of the three potions available? Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.



