[Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Open the chest.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes tallied; opening the chest won over walk back down the tunnel to the T-junction by a 3.5-1 vote.
135
The chest isn’t locked. You lift the lid and are immediately enveloped by a dense cloud of tiny MOZFLIES with their ultra-fast-beating wings making a loud buzzing noise. You swat them with your hands, but they get in your mouth, your nose, your eyes, your ears, your hair and even inside your clothing. The attack does not last long, and the Mozflies fly off down the tunnel in search of new prey. You are covered in bites and begin to itch terribly all over. If you possess a small bottle of Mullweed Oil, turn to 54. If you do not have Mullweed Oil, turn to 318.
X Pectopa Tronum possesses a small bottle of Mullweed Oil.
54
You pour the oil on to the palm of your hand and start rubbing it on the bites that are now red and angry and are beginning to swell. The oil acts quickly and calms the swelling, and it doesn’t take long for the itching to stop. Feeling calmer, you look inside the chest and see a finely crafted breastplate made of polished steel. If you want to try on the breastplate, turn to 204. If would rather walk back down the tunnel to the T-junction, turn to 33.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
135
The chest isn’t locked. You lift the lid and are immediately enveloped by a dense cloud of tiny MOZFLIES with their ultra-fast-beating wings making a loud buzzing noise. You swat them with your hands, but they get in your mouth, your nose, your eyes, your ears, your hair and even inside your clothing. The attack does not last long, and the Mozflies fly off down the tunnel in search of new prey. You are covered in bites and begin to itch terribly all over. If you possess a small bottle of Mullweed Oil, turn to 54. If you do not have Mullweed Oil, turn to 318.
X Pectopa Tronum possesses a small bottle of Mullweed Oil.
54
You pour the oil on to the palm of your hand and start rubbing it on the bites that are now red and angry and are beginning to swell. The oil acts quickly and calms the swelling, and it doesn’t take long for the itching to stop. Feeling calmer, you look inside the chest and see a finely crafted breastplate made of polished steel. If you want to try on the breastplate, turn to 204. If would rather walk back down the tunnel to the T-junction, turn to 33.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
I'm hoping the breastplate is like the shield - something that raises our stats while we use it. I'm giving a half vote for trying it on (204).
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Put on the breastplate.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Try on the breastplate.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
We've already overcome the negative stuff with an item check, so the prize should be rewarding one. Wear it.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes acknowledged; trying on the breastplate.
204
The breastplate fits you perfectly and will protect you in combat. Add 1 point to your Attack Strength during combat while wearing the armour. You search the end wall for a secret doorway, but find nothing. You have no option but to walk back down the tunnel to the T-junction. Turn to 33.

33
You are soon back at the junction, where you decide to head straight on. The roughly hewn tunnel walls become smoother and are interspersed with carvings of dragons and demons. The floor has a layer of sand on it with fresh footprints heading west. It’s not long before the tunnel curves slowly round to the right, and, as you continue on, you hear the high-pitched laughter again. Suddenly a large, iron-rimmed wooden wheel with pyramid-shaped spikes comes hurtling round the bend at high speed. The wheel has footholds on the inside like a giant treadmill and is being ridden by a small green-skinned creature with a wide mouth, wild eyes, pointed ears and a long ponytail trailing behind him. It’s a wicked IMP, and he is laughing manically as he steers his Spikle straight at you! Roll two dice. If the total is equal to or less than your SKILL score, turn to 286. If the number is greater than your SKILL score, turn to 303.

Rolling the dice yielded a 7, which is less than X Pectopa Tronum’s Skill.
286
You just manage to jump to the side and avoid being run down by the Imp who doesn’t stop and carries on riding his Spikle down the corridor. ‘I’ll get you next time, wormbrain!’ he shouts and starts laughing hysterically. The laughter soon dies away, and you set off again, now heading north. Turn to 104.
104
You arrive at a doorway in the right-hand wall of the tunnel. You notice that there is a peephole in the middle of the wooden door. If you want to slide it open, turn to 370. If you want to open the door, turn to 50. If you want to keep on walking, turn to 236.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
204
The breastplate fits you perfectly and will protect you in combat. Add 1 point to your Attack Strength during combat while wearing the armour. You search the end wall for a secret doorway, but find nothing. You have no option but to walk back down the tunnel to the T-junction. Turn to 33.

33
You are soon back at the junction, where you decide to head straight on. The roughly hewn tunnel walls become smoother and are interspersed with carvings of dragons and demons. The floor has a layer of sand on it with fresh footprints heading west. It’s not long before the tunnel curves slowly round to the right, and, as you continue on, you hear the high-pitched laughter again. Suddenly a large, iron-rimmed wooden wheel with pyramid-shaped spikes comes hurtling round the bend at high speed. The wheel has footholds on the inside like a giant treadmill and is being ridden by a small green-skinned creature with a wide mouth, wild eyes, pointed ears and a long ponytail trailing behind him. It’s a wicked IMP, and he is laughing manically as he steers his Spikle straight at you! Roll two dice. If the total is equal to or less than your SKILL score, turn to 286. If the number is greater than your SKILL score, turn to 303.

Rolling the dice yielded a 7, which is less than X Pectopa Tronum’s Skill.
286
You just manage to jump to the side and avoid being run down by the Imp who doesn’t stop and carries on riding his Spikle down the corridor. ‘I’ll get you next time, wormbrain!’ he shouts and starts laughing hysterically. The laughter soon dies away, and you set off again, now heading north. Turn to 104.
104
You arrive at a doorway in the right-hand wall of the tunnel. You notice that there is a peephole in the middle of the wooden door. If you want to slide it open, turn to 370. If you want to open the door, turn to 50. If you want to keep on walking, turn to 236.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Slide it open.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes registered; sliding the door open.
370
Sliding the wooden panel open reveals a sunstone, set in a small mirrored box, that gives off powerful rays of white light. Test your Luck. If you are Lucky, turn to 108. If you are Unlucky, turn to 61.
Rolling the dice yielded an 8, which means that X Pectopa Tronum was Lucky.
108
As you slide the panel open, a mouse runs across your feet. You instinctively look down and avoid being blinded by the deadly rays of light coming from the sunstone. You slam the peephole shut, realizing it was a trap. If you want to open the door, turn to 50. If you want to keep on walking, turn to 236.

Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 9 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
370
Sliding the wooden panel open reveals a sunstone, set in a small mirrored box, that gives off powerful rays of white light. Test your Luck. If you are Lucky, turn to 108. If you are Unlucky, turn to 61.
Rolling the dice yielded an 8, which means that X Pectopa Tronum was Lucky.
108
As you slide the panel open, a mouse runs across your feet. You instinctively look down and avoid being blinded by the deadly rays of light coming from the sunstone. You slam the peephole shut, realizing it was a trap. If you want to open the door, turn to 50. If you want to keep on walking, turn to 236.

Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 9 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
It sounds like the sunstone is in a box attached to the door rather than being in the room on the other side of the door, and there probably isn't a trap guarding nothing relevant, so, open the door. Thank you, mouse.
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Opening the door received 3 votes, so X Pectopa Tronum will do this.
50
The door is firmly locked. If you have a bronze key, turn to 277. Or, if you have not done so already, you can slide open the peephole in the door (turn to 370). If you don’t have a bronze key and want to set off again, turn to 236.
X Pectopa Tronum does not have a bronze key, and has already slid open the peephole in the door, so he will set off again.
236
You soon arrive at another T-junction where the cross tunnel has been built with large stone walls and a stone floor that is covered with a thin layer of sand. Looking left, you see the tunnel goes straight on before disappearing into the gloom. Looking right, you see the tunnel goes straight on for about twenty metres before turning left. The footprints you saw earlier head east at this point. If you want to turn right and head east, turn to 77. If you want to turn left and head west, turn to 333.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
50
The door is firmly locked. If you have a bronze key, turn to 277. Or, if you have not done so already, you can slide open the peephole in the door (turn to 370). If you don’t have a bronze key and want to set off again, turn to 236.
X Pectopa Tronum does not have a bronze key, and has already slid open the peephole in the door, so he will set off again.
236
You soon arrive at another T-junction where the cross tunnel has been built with large stone walls and a stone floor that is covered with a thin layer of sand. Looking left, you see the tunnel goes straight on before disappearing into the gloom. Looking right, you see the tunnel goes straight on for about twenty metres before turning left. The footprints you saw earlier head east at this point. If you want to turn right and head east, turn to 77. If you want to turn left and head west, turn to 333.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
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- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Half vote for follow the footprints (right/east, 77).
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Seconded, to the east.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes recognized; turning right and heading east.
77
You head east and turn the corner to head north where the tunnel floor is bare stone, and the footprints are no longer visible. You see two magnificent chairs set opposite each other against the tunnel walls. They both have signs above them with the words ‘Healing Chair’ written in red ink. If you want to sit down on the chair set against the left-hand wall, turn to 225. If you want to sit down on the chair set against the right-hand wall, turn to 58. If you want to keep on walking, turn to 399.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
77
You head east and turn the corner to head north where the tunnel floor is bare stone, and the footprints are no longer visible. You see two magnificent chairs set opposite each other against the tunnel walls. They both have signs above them with the words ‘Healing Chair’ written in red ink. If you want to sit down on the chair set against the left-hand wall, turn to 225. If you want to sit down on the chair set against the right-hand wall, turn to 58. If you want to keep on walking, turn to 399.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
-
Thaluikhain
- King
- Posts: 7121
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Hmmm...keep walking, our stamina is max anyway, and this looks tricky.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Agreed, if the possible benefit is healing, we don't need it. Walk on.
- deaddmwalking
- King
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- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Walk on.
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- JourneymanN00b
- King
- Posts: 5576
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes recognized; keeping on walking.
399
It’s not long before you arrive at another junction. The new tunnel in the left-hand wall is narrow and has a very low ceiling. There is a putrid smell like rotten eggs coming from the entrance and you decide to carry straight on. Turn to 115.
115
The tunnel continues on for another twenty metres to where there is a stairway going down. You hear clanky footsteps and see an armoured SKELETON appear on the steps. When it nears the top, you see that it is dragging a huge glowing sword behind it and is struggling with the weight of it. The sword looks special, and you decide to fight the Skeleton to get it. You rush forward to attack the Skeleton, which looks barely able to lift the sword over its head.
SKELETON SKILL 5 STAMINA 6
If you win, turn to 78.
The fight:
Round 1: Skeleton Attack Strength: 10, Player Attack Strength: 20;
Skeleton Stamina: 4, Player Stamina: 23
Round 2: Skeleton Attack Strength: 11, Player Attack Strength: 17;
Skeleton Stamina: 2, Player Stamina: 23
Round 3: Skeleton Attack Strength: 9, Player Attack Strength: 17;
Skeleton Stamina: 0, Player Stamina: 23
As expected, X Pectopa Tronum flawlessly destroys the Skeleton.
78
You pick up the sword that is radiating shades of blue light. It is a powerful Vorpal Sword that is imbued with magic. If you wish to take the Vorpal Sword, you must leave your own sword behind. You set off again and go down the stone steps. The tunnel soon turns left, and you head west for a while before coming to another junction. The tunnel carries straight on into the gloom as far as you can see. Looking right, you see that the tunnel soon ends at a doorway. There are burning torches on either side of the door, which you notice is covered with deep scratch marks. Curious, you decide to investigate. Turn to 48.
48

The gauntlets have sharp steel spikes and fingertips
You examine the door and see that the scratch marks have been made quite recently. You try to open the door, but it is locked. You sense something is behind you and turn around to see a pair of steel gauntlets hovering in the air, moving slowly towards the door. The gauntlets have sharp spikes on the back, and fingers ending in pointed steel tips that look like long fingernails. If you want to grab hold of the gauntlets, turn to 208. If you want to step to the side to let the gauntlets reach the door, turn to 253.
Please make your votes on whether to take the Vorpal Sword in place of the Doom Sword and what to do with the gauntlets before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
399
It’s not long before you arrive at another junction. The new tunnel in the left-hand wall is narrow and has a very low ceiling. There is a putrid smell like rotten eggs coming from the entrance and you decide to carry straight on. Turn to 115.
115
The tunnel continues on for another twenty metres to where there is a stairway going down. You hear clanky footsteps and see an armoured SKELETON appear on the steps. When it nears the top, you see that it is dragging a huge glowing sword behind it and is struggling with the weight of it. The sword looks special, and you decide to fight the Skeleton to get it. You rush forward to attack the Skeleton, which looks barely able to lift the sword over its head.
SKELETON SKILL 5 STAMINA 6
If you win, turn to 78.
The fight:
Round 1: Skeleton Attack Strength: 10, Player Attack Strength: 20;
Skeleton Stamina: 4, Player Stamina: 23
Round 2: Skeleton Attack Strength: 11, Player Attack Strength: 17;
Skeleton Stamina: 2, Player Stamina: 23
Round 3: Skeleton Attack Strength: 9, Player Attack Strength: 17;
Skeleton Stamina: 0, Player Stamina: 23
As expected, X Pectopa Tronum flawlessly destroys the Skeleton.
78
You pick up the sword that is radiating shades of blue light. It is a powerful Vorpal Sword that is imbued with magic. If you wish to take the Vorpal Sword, you must leave your own sword behind. You set off again and go down the stone steps. The tunnel soon turns left, and you head west for a while before coming to another junction. The tunnel carries straight on into the gloom as far as you can see. Looking right, you see that the tunnel soon ends at a doorway. There are burning torches on either side of the door, which you notice is covered with deep scratch marks. Curious, you decide to investigate. Turn to 48.
48

The gauntlets have sharp steel spikes and fingertips
You examine the door and see that the scratch marks have been made quite recently. You try to open the door, but it is locked. You sense something is behind you and turn around to see a pair of steel gauntlets hovering in the air, moving slowly towards the door. The gauntlets have sharp spikes on the back, and fingers ending in pointed steel tips that look like long fingernails. If you want to grab hold of the gauntlets, turn to 208. If you want to step to the side to let the gauntlets reach the door, turn to 253.
Please make your votes on whether to take the Vorpal Sword in place of the Doom Sword and what to do with the gauntlets before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Take vorpal sword, let the gauntlets do their own thing. Snicker-snack