[Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

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JourneymanN00b
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[Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Cover
Image

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?
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 ARE NEW TO FIGHTING FANTASY …
It’s a good idea to read through the rules that appear on pages 251-259 before you start.
IF YOU HAVE PLAYED FIGHTING FANTASY BEFORE …
You 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.
Map
ImageImage

HOW TO FIGHT THE CREATURES IN THE DUNGEON ON BLOOD ISLAND
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.
For the purposes of this thread, the Adventure Sheet will be hand-made and periodically displayed.

SKILL, STAMINA AND LUCK
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.

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Making the appropriate rolls and modifications yielded the following initial scores:
SKILL: 10
STAMINA: 23
LUCK: 10

BATTLES
When 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).
ESCAPING
During 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.

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LUCK
At various times during your adventure, you will be told to Test Your Luck. LUCK plays a part in deciding what happens to you.
HOW TO TEST YOUR LUCK
Roll 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.
USING LUCK IN BATTLES
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.
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.

RESTORING SKILL, STAMINA, AND LUCK
SKILL

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.
POTIONS
You 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.
HINTS ON PLAY
There 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!
ALTERNATIVE DICE
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.
Obviously, a pair of dice is available for every die roll that needs to be processed in this adventure.

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
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.

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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!
NOW TURN OVER…

1
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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.

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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.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Keep standing to attention.

(Also, at first this seemed like a rip-off of Deathtrap dungeon, but then it makes sense that rich people would rip off each other's evil dungeons, so pay that)
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

I like that the "one true way" and the potions are making a comeback. Obviously stay standing. I would lean towards STAMINA rather than this cheapo luck potion that gives no increase to the Initial value.

And this obviously doesn't take place in the timeline where the Hero won through the first 20000GP tourney and killed Carnuss. Is this the first gamebook that assumes the failure of another?

Suince we're conquering the dungeon of despair: "X Pectopa Tronum" as a name?
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by luna0021 »

Dogopolis wrote: ↑
Fri Sep 27, 2024 1:46 pm
I like that the "one true way" and the potions are making a comeback. Obviously stay standing. I would lean towards STAMINA rather than this cheapo luck potion that gives no increase to the Initial value.
Mp Bhulekhh
And this obviously doesn't take place in the timeline where the Hero won through the first 20000GP tourney and killed Carnuss. Is this the first gamebook that assumes the failure of another?

Suince we're conquering the dungeon of despair: "X Pectopa Tronum" as a name?
It's interesting to see the one true way and potions back in play, especially STAMINA over the less effective luck potions. This definitely doesn’t fit the timeline where the Hero wins the 20,000GP tourney or defeats Carnuss. Could this be the first gamebook to assume failure in another's storyline? The idea of conquering the dungeon with a spell like X Pectopa Tronum fits the theme perfectly.
Last edited by luna0021 on Sun Oct 06, 2024 2:47 pm, edited 1 time in total.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Are you a bot?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Alright folks, I have registered your votes to take the Potion of Stamina and have our hero remain standing to attention. I will leave name voting open for now, since there is currently only one definite vote for a name.
Dogopolis wrote: ↑
Fri Sep 27, 2024 1:46 pm
I like that the "one true way" and the potions are making a comeback. Obviously stay standing. I would lean towards STAMINA rather than this cheapo luck potion that gives no increase to the Initial value.

And this obviously doesn't take place in the timeline where the Hero won through the first 20000GP tourney and killed Carnuss. Is this the first gamebook that assumes the failure of another?

Suince we're conquering the dungeon of despair: "X Pectopa Tronum" as a name?
According to the background, this takes place weeks before the events of Trial of Champions.

323
Time passes slowly in the blistering heat, which is draining your energy. Lose 1 STAMINA point. All you can think about is having a long drink of cold water. You feel dizzy and dehydrated, but manage to stay on your feet without moving. Turn to 141.

141
The spectators are finally allowed into the arena late in the afternoon. They cheer the contestants, some of whom look as though they are about to pass out from heat exhaustion. By the time the arena is full, ten contestants are lying face down in the sand. A trumpet fanfare blasts out to signal the arrival of Lord Carnuss. The spectators stand to applaud him as he takes his place on his ornate throne while the unconscious contestants are dragged out of the arena, their contest over before it has even begun. Carnuss raises his arms to silence the trumpet and acknowledge the crowd. Standing next to Carnuss is a tall, mean-faced officer in a red uniform who steps forward to address the contestants with his sword raised in the air. ‘Thank you for your patience,’ he says insincerely. ‘You may now drink water.’ You do so eagerly – add 1 STAMINA point. ‘As you have been informed by Lord Carnuss, only twelve of you will enter the Dungeon of Despair. Ten contestants have been eliminated already, and another ninety-eight are about to be eliminated in a qualifying tournament. The first round is called Bull’s Eye, and you will need a partner for this contest. Choose one now!’ With no information to go on, you look at the people closest to you. If you want to team up with Thump, turn to 291. If you want to choose the High Elf, turn to 47. If you want to choose the Pirate, turn to 361.

Please make your votes on your choice and what to name our hero before 7:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
???
SKILL: 10 Initial: 10
STAMINA: 22 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Sword
Backpack
GOLD PIECES: 5
TREASURE:
Potion of Stamina (restores STAMINA to full)
PROVISIONS: 10
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Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

JourneymanN00b wrote: ↑
Fri Sep 27, 2024 5:09 pm

According to the background, this takes place weeks before the events of Trial of Champions.
Ah yes, somehow I missed that, still couldn't spot it after you pointed it out, reread it twice. I saw the first bit that seemed to imply a lot longer time had passed than 1 year.

Let's go for the pirate. I expect our partner will end up dead and bulls eye will be an archery contest and a pirate is better than an Elf or our dwarf friend.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

It does seem that dwarf friends we've made in past adventures haven't lived full lives. I'm surprised they don't all wear red-shirts. I think the logic that this is likely to be a murderous competition has merit, so might as well fight against the pirate.

You know, most people think a Pirate's favorite letter is ARRR, but it's not.

[spoiler]It's P. You take that away and they become IRATE.[/spoiler]

One name is as good as another, I suppose, so X Pectopa Tronum is fine. I suppose it could be taken as a tribute to Maggie Smith.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Okay, so it looks like that we are naming our hero X Pectopa Tronum to honor the late Maggie Smith (may she rest in peace) and having him choose the Pirate for the Bull’s Eye contest.

361
When all the contestants have teamed up with their partners, the officer announces with gusto, ‘Bull’s Eye is an archery contest! I hope you have chosen wisely because the targets for this contest are the contestants!’ He sniggers, hardly able to contain himself. The spectators gasp in shock. The Pirate shakes his head and looks at you. ‘Bah! Give me a cutlass any day,’ he says despondently in a heavy accent. ‘I’ve never fired a bow and arrow in my life, and I’m not going to start now. I’m quitting. Good luck to you. I hope you make it through.’ He walks over to a guard who leads him unceremoniously out of the arena. There is a huge roar from the spectators when a trumpet blasts out a sharp note followed by the eerie whooshing sound of arrows flying across the arena, many of them hitting their targets. There are gasps from the crowd as contestants fall to the ground, clutching the arrows lodged in their torsos. Listening to the groans of the injured contestants, you are pleased to have missed this round. You scan the survivors and see Thump standing, hands on hips, with a big grin on his face. The trumpet blasts out again and the officer instructs the remaining contestants to line up against the wall opposite him while the injured are led out and the dead are dragged from the arena. You walk over to Thump and ask him what happened. ‘I never learned how to use a bow and arrow so I figured that if I aimed to miss the Thug, I would be more likely to hit him. And I did!’ he says, roaring with laughter. The offer looks along the line of contestants and says without any emotion in his voice, ‘By my count, there are forty-eight contestants left in the tournament. Lord Carnuss requires that number to be reduced to twelve within the hour. It is time to choose a partner for the next contest. Do it now!’ You agree with Thump’s suggestion to split up, at least for now. If you want to choose the Thief on your left, turn to 98. If you want to choose the Ninja on your right, turn to 184.

Please make your votes before 9:00 AM PDT to guarantee that they will be counted.

Adventure Sheet
X Pectopa Tronum
SKILL: 10 Initial: 10
STAMINA: 22 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Sword
Backpack
GOLD PIECES: 5
TREASURE:
Potion of Stamina (restores Stamina to full)
PROVISIONS: 10
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Again assuming that our partner is not going to be our ally, go for a Thief which seems like an easier win.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by SGamerz »

Agreed, choose the Thief.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Yeah, try the Thief.

(Some people get described by race and some by profession/stereotype? Hmmm)
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

See it's nonhumans innit, they aren't real people.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

In 1e, dwarf and elf were classes. Though 3x had paragon classes. I suppose sometimes racial levels are better than class levels.

Everyone knows ninjas are most powerful fighting alone, so I agree with thief as our partner target.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Votes registered; choosing the Thief on X Pectopa Tronum’s left.

98
You stand opposite the Thief, who looks dismissively at you and spits on the ground. The gates open and an ox-drawn cart piled high with large iron balls rolls slowly into the arena. The officer instructs everybody to take an iron ball from the cart and stand holding it above their head opposite their partner. The ball is very heavy, and you have difficulty in lifting it up. The Thief also struggles to lift his iron ball above his head. Your arms soon start to shake under the weight of the ball. The crowd cheers as balls begin to drop on to the ground all around the arena with a dull thud, and the eliminated contestants are led away by the guards. The muscles in your arms start to burn and you wonder how much longer you can last. Lose 2 STAMINA points. Your glare at the Thief whose face is dripping with sweat. Roll two dice. If the total is higher than the Thief’s SKILL score of 5, turn to 267. If the total is 5 or less, turn to 166.

Image

Rolling the dice yielded an 8.

267
Much to your relief, you see the Thief’s legs buckle underneath him. He drops his iron ball and curses loudly as it thumps into the ground. Not a moment too soon, you drop your ball and shout out in triumph as the Thief is led away. You are exhausted, and the muscles in your arms are burning. Lose 1 STAMINA point. You are relieved to have won the contest and look around to see how Thump has fared. Turn to 310.

310
You see Thump nearby, sitting, arms folded, on his iron ball with a beaming smile on his face. ‘That wasn’t too hard, was it?’ he says as you approach him. Before you can answer, the trumpet sounds again, and the officer instructs the remaining twenty-four contestants to gather at one end of the arena. Gates open at the other end, and a guard walks to the middle, carrying a large silver jug. He begins to pour chalk dust on to the sand, marking out a white line across the arena. The officer raises his sword to silence the murmuring crowd. ‘The next contest is a team game called A Line in the Sand!’ he bellows. ‘You must now make another choice. I want twelve of you to be on one side of the chalk line and twelve of you on the other side. Either stay where you are or step over the line. Do it now.’ A Pirate, a Man-Orc and a Barbarian run across the line, cheering loudly. They are immediately followed by a Thief and a Priestess. Thump turns to you and says, ‘I like their spirit. I’m going to join them. Are you coming?’ If you want to follow Thump across the line, turn to 398. If you want to stay where you are, turn to 257.

Please make your votes before 7:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
X Pectopa Tronum
SKILL: 10 Initial: 10
STAMINA: 19 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Sword
Backpack
GOLD PIECES: 5
TREASURE:
Potion of Stamina (restores Stamina to full)
PROVISIONS: 10
Say No To Fascism. The left is the one true way to go.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Stick with our Dwarven buddy for this one.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Agree. Sounds like one team is advancing, so we should be on the same team as Thump. Easy way.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Votes acknowledged; following Thump across the line.

398
You run across the chalk line with Thump and five others. With the teams established, a party of scrawny slaves enters the arena, carrying shovels. They begin digging out the sand on both sides of the white line to reveal two long sections of solid stone floor. When they are finished, more slaves enter the arena, carrying a long length of thick rope. They lay it lengthways across both sections of the stone floor with half of it on one side of the chalk line and half of it on the other side. ‘A Line in the Sand is a Tug-of-War contest. It will be the final contest in the arena,’ the officer announces triumphantly to rapturous applause from the crowd. ‘Take your positions on the rope.’ Your team members look at each other before the tall Barbarian says in a gruff voice, ‘I should be the lead puller.’ ‘And I should be the anchor,’ the Priestess says, smiling. ‘Why you? I am stronger than you. I should be the anchor,’ the Man-Orc says dismissively. ‘You’ll see,’ the Priestess replies calmly. ‘Let’s vote on it,’ says Thump, and everybody agrees. If you want to vote for the Priestess to be the anchor, turn to 130. If you want to vote for the Man-Orc to be the anchor, turn to 278.

Please make your votes before 9:00 AM PDT to guarantee that they will be counted.
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Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Trust the priestess (contestant#001) because they know about tug of war.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Priestess, cause bad choices are obviously good.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

"Fire and wind come from the sky, from the gods of the sky. But Crom is your god, Crom and he lives in the earth." I think the priestess will magically anchor us. We must trust in more than strength. (130).
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Votes recognized; voting for the Priestess to be the anchor.

130
Thump counts the raised hands and says, ‘That’s seven in favour of the Priestess and five in favour of the Man-Orc. The Priestess will be our anchor.’ Everybody takes up their position on the rope with the Barbarian at the front, with you and Thump in second and third position, and the Priestess at the back. You watch the opposing team take their positions on the rope with a Berserker at the front and a giant of a Warrior at the back as their anchor. Gripping the rope tightly, everybody leans back to take up the strain. The officer raises his sword and shouts, ‘When I say heave, pull on the rope as hard as you can! The first team to drag the other team forward by a metre will be judged the winner. Get ready! One, two, three – heave!’ Sweating profusely in the heat, but encouraged by the grimacing faces of your opponents, you lean as far back as you can, pulling on the rope with all your might. The minutes pass, with neither team able to pull the other forward, when suddenly the Priestess lets go of the rope and points to the sky. A green flash sparks from her ring finger, and the rope suddenly feels easier to pull, as though an invisible hand is helping you pull it. You start to inch your way backwards, and all the wailing and grunting coming from your opponents cannot stop them from being pulled forward. The officer raises his sword when you have dragged them forward by a metre. The stone floor gives way beneath them, and you watch them fall into the void, screaming in terror. Turn to 213.

213
The stone floor rises back up with the spectators clapping and cheering wildly. ‘I told you I had to be the anchor,’ the Priestess says, looking very pleased with herself. ‘A little magic can make a big difference.’ The officer raises his sword to silence the crowd, telling your team to stand in a line. He turns back to the crowd and says, ‘I’m sure you will all agree that this has been a glorious contest so far. To end this part of it, Lord Carnuss will say a few words.’ Carnuss rises slowly to his feet and, with a look of satisfaction on his face, says, ‘Indeed, this has been a glorious day and I, for one, do not want it to end. So, there will be an additional contest called Life or Death. It will be one-on-one combat that will better reflect the name of my arena. The twelve will become six. Only these six survivors will enter my dungeon!’ The spectators go wild on hearing his announcement. Carnuss slowly surveys the twelve remaining competitors. ‘Contestants, draw your weapons and prepare to fight to the death. The Dwarf Warrior will fight the Rogue, the Assassin will fight the Berserker, the Monk will fight the Barbarian, the Priestess will fight the Thief, the Warrior-Knight will fight the Mercenary, and the Man-Orc will fight the Adventurer!’ he growls in a cold voice, pointing his finger at you. ‘Let battle commence!’ He sits down to watch the spectacle begin, signalling to the officer to instruct the contestants to stand opposite their opponents. You walk over to the tall MAN-ORC who looks like he is a mean and ferocious fighter. Holding his heavy broadsword in two hands above his head, he charges at you the moment the trumpet sounds. You raise your sword and stand ready to fight him!

     MAN-ORC     SKILL 8     STAMINA 7

If you win, turn to 69.

Image

The fight:
Round 1: Man-Orc Attack Strength: 17, Player Attack Strength: 16
Man-Orc Stamina: 7, Player Stamina: 17
Round 2: Man-Orc Attack Strength: 18, Player Attack Strength: 18
Man-Orc Stamina: 7, Player Stamina: 17
Round 3: Man-Orc Attack Strength: 13, Player Attack Strength: 22
Man-Orc Stamina: 5, Player Stamina: 17
Round 4: Man-Orc Attack Strength: 14, Player Attack Strength: 14
Man-Orc Stamina: 5, Player Stamina: 17
Round 5: Man-Orc Attack Strength: 15, Player Attack Strength: 19
Man-Orc Stamina: 3, Player Stamina: 17
Round 6: Man-Orc Attack Strength: 14, Player Attack Strength: 17
Man-Orc Stamina: 1, Player Stamina: 17
Round 7: Man-Orc Attack Strength: 14, Player Attack Strength: 20
Man-Orc Stamina: -1, Player Stamina: 17

X Pectopa Tronum kills the Man-Orc while taking 2 Stamina damage from a lucky blow in the first Attack Round.

69
With the Man-Orc slain, you watch the final battle, which ends with the Barbarian slumping to the ground. All the spectators rise to their feet to applaud the victors. Even Lord Carnuss stands and claps. You are exhausted but relieved to have survived the elimination contest. While the spectators begin to make their way to the dungeon to watch the start of the contest, you look around the arena and see that the victors are the Monk, the Warrior-Knight, the Thief, the Assassin and Thump who punches the air triumphantly. You are led out of the arena by the officer and taken to a small building nearby to rest and eat. Add 2 STAMINA points. Nobody is talking and you decide to break the silence and introduce yourself to the others. The Thief bows and says, ‘Greetings. Fingers Foley is my name, and thieving is my game. In case you were wondering, I was given the nickname “Fingers” not because it’s a thief’s name, but because my little finger was cut off as punishment for sneaking out of the Black Lobster tavern in Port Blacksand without paying for my drinks. I usually get away with it, but not in Port Blacksand.’ Thump asks him how he was able to defeat the Priestess. ‘Oh, that was easy. I didn’t lose my thieving skills when I lost my finger! As we chatted while walking across the arena, I slipped her magic ring off her finger without her noticing! You should have seen the look on her face when she realized what I’d done!’ The Monk is called Uzman Koh and says he is from Fang. ‘Sukumvit raged for days when he heard about his brother’s dungeon. Silly old fool!’ he scoffs, leaning on his staff. The armoured Warrior-Knight is from Chalice and goes by the name of Caldwell. He is man of few words and looks to be quietly assessing everyone’s strengths and weaknesses. The last contestant is Azurra Xang from Zengis. ‘Watch your back. I’m an Assassin,’ she says mischievously with a sly smile. Trumpets suddenly blare to signal that it is time for you to enter Carnuss’s Dungeon of Despair. As you get ready to go, Thump whispers in your ear, ‘Shall we make a pact not to fight each other in the dungeon?’ If you want to make a pact with Thump, turn to 195. If you do not want to make a pact with Thump, turn to 368.

Image

Please make your votes before 7:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
X Pectopa Tronum
SKILL: 10 Initial: 10
STAMINA: 19 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Sword
Backpack
GOLD PIECES: 5
TREASURE:
Potion of Stamina (restores Stamina to full)
PROVISIONS: 10
Say No To Fascism. The left is the one true way to go.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

This is probably going to bite us in the arse in the end, but yes pact with Thump.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

I think it's a smart move to make the pact. If Thump attacks us he'd be violating the pact so I think it'd be fair. He may save us from the assassin...

Second vote for making the pact.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Votes registered; making a pact with Thump.

195
Thump slaps you on the back and shakes your hand firmly. ‘By the beard of Bigleg, our bond is built!’ he says solemnly with his eyes fixed on yours. ‘Now let’s find that Orb!’ Once outside, the officer leads you along a dusty track that is lined with hundreds of cheering spectators. Walking along, you notice a white-haired old man in the crowd. He is waving at you, trying to get your attention, and when he catches your eye he beckons you over to speak to him. If you want to stop to speak to the old man, turn to 284. If you want to keep on walking, turn to 12.

Image

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