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

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

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

Post by Beroli »

See who it is.
SGamerz
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by SGamerz »

See who's coming.
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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; seeing who is coming down the tunnel.

15
Image
A sickly gurgling sound erupts from the Zombie’s throat

As they get closer, you see that the person is wearing armour that you recognize as belonging to one of the contestants. Although he is now wearing a chaos helmet that covers his eyes, you know it must be Caldwell, the Warrior-Knight. You call out his name, but he does not reply. He turns his head to one side at an odd angle as though he is listening for something. His body twitches occasionally, and you notice that he is walking erratically, stumbling slowly along. When he gets close, you see that some of the flesh on his face is missing, and yellow drool is dripping down from his broken jaw. A sickly gurgling sound erupts from his throat, and you realize that Caldwell has turned into a ZOMBIE and is lurching forward to attack you!

     CALDWELL     SKILL 8     STAMINA 8

If Caldwell rolls a double during an Attack Round and wins the round, lose 2 additional STAMINA points caused by his Zombie bite. If you win, turn to 95.

Image

The fight:
Round 1: Caldwell Attack Strength: 15, Player Attack Strength: 13
Caldwell Stamina: 8, Player Stamina: 20
Round 2: Caldwell Attack Strength: 18, Player Attack Strength: 17
Caldwell Stamina: 8, Player Stamina: 18
Round 3: Caldwell Attack Strength: 15, Player Attack Strength: 17
Caldwell Stamina: 6, Player Stamina: 18
Round 4: Caldwell Attack Strength: 15, Player Attack Strength: 15
Caldwell Stamina: 6, Player Stamina: 18
Round 5: Caldwell Attack Strength: 17, Player Attack Strength: 15
Caldwell Stamina: 6, Player Stamina: 16
Round 6: Caldwell Attack Strength: 17, Player Attack Strength: 20
Caldwell Stamina: 4, Player Stamina: 16
Round 7: Caldwell Attack Strength: 15, Player Attack Strength: 16
Caldwell Stamina: 2, Player Stamina: 16
Round 8: Caldwell Attack Strength: 15, Player Attack Strength: 13
Caldwell Stamina: 2, Player Stamina: 14
Round 9: Caldwell Attack Strength: 12, Player Attack Strength: 16
Caldwell Stamina: 0, Player Stamina: 14

Despite being more skilled than Caldwell, X Pectopa takes a surprisingly high amount of damage from him to the tune of 8 Stamina damage before he can eliminate that Zombie.

95
Image

The Warrior-Knight has lost his backpack and has nothing on him other than a small leather purse on his belt. You empty the purse and find a ring made of bone and a small bottle labelled ‘Potion of Mind Control’. There is a tiny crack in the bottle from where the liquid is seeping out. If you want to put the ring on your finger, turn to 330. If you want to drink the last drops of liquid in the bottle, turn to 268. Alternatively, you can continue east (turn to 243) or turn round and go back to the junction to head west (turn to 80).

Image

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: 14 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Vorpal 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)
Piece of Chalk
Glass Eyeball
Bottle Labelled Weezle Juice
Small Black Marble Cat
Chewed Bone
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)
Bronze Key
Silver Coin
PROVISIONS: 6
RESURRECTIONS: 1
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 »

Put the ring on.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Vote registered; putting the ring on our hero’s finger.

330
You place the ring on your finger, but don’t sense it has magic powers. If you have not done so already, you can drink the liquid from the bottle (turn to 268). If you do not want to drink the liquid, you can continue east (turn to 243) or turn round and go back to the junction to head west (turn to 80).

X Pectopa Tronum has not already drunk the liquid from the bottle. 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: 14 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Vorpal 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)
Piece of Chalk
Glass Eyeball
Bottle Labelled Weezle Juice
Small Black Marble Cat
Chewed Bone
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)
Bronze Key
Silver Coin
Bone Ring
PROVISIONS: 6
RESURRECTIONS: 1
Last edited by JourneymanN00b on Wed Oct 30, 2024 6:47 pm, edited 1 time in total.
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 »

Drink the liquid. I think it's more likely it will help us control our mind than cause our mind to be controlled.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Sure. Drink the potion. If we live, eat another ration.
-This space intentionally left blank
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Drink and eat one ration.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Drinking the liquid from the bottle received 3 votes, so X Pectopa Tronum will begin with the quaffing. Our hero will also eat a Provision, as requested.

268
You drink the contents of the bottle, but don’t feel any effects from it. If you have not done so already, you can put the bone ring on your finger (turn to 330). If you do not want to wear the ring, you can continue east (turn to 243) or turn round and go back to the junction to head west (turn to 80).

X Pectopa Tronum has already but the bone ring on his finger. 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: 18 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Vorpal 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)
Piece of Chalk
Glass Eyeball
Bottle Labelled Weezle Juice
Small Black Marble Cat
Chewed Bone
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)
Bronze Key
Silver Coin
Bone Ring
PROVISIONS: 5
RESURRECTIONS: 1
Say No To Fascism. The left is the one true way to go.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

Throw away the bone ring from the zombified former contestant, and head east.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Keep the ring and continue east
Thaluikhain
Overlord
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Half vote for losing ring and going east.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Keep the ring and continue east.
-This space intentionally left blank
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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, so our hero will continue east and keep the bone ring, since the latter option won over throwing it away by a 2-1.5 vote.

243
You follow the tunnel east and arrive at a low, narrow archway. There is a tall, narrow wooden box on one side of the archway that has an old sword sticking out of the top of it with just the hilt showing. There is a sign attached to the wall on the other side of the archway that says, ‘No swords allowed beyond this point. Place all swords in the box provided. Failure to do so will result in death.’ If you want to put your sword in the wooden box, turn to 44. If you want to walk through the archway, holding your sword, turn to 125. If you would rather turn around and go back to the junction to head west, turn to 80.

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

Post by SGamerz »

Proceed through holding our sword in preparation for the fellow contestant who set up this sign and is now waiting to ambush us and catch us unarmed.
Thaluikhain
Overlord
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

We have other weapons, so half vote for leaving sword behind.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

This smacks of the same as the insert gold ring to pass bridge in Trial of Champions, (where nothing happened if you didn't).
Don't give up our Vorpal sword. Head on.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

If death awaits, I'd rather face it sword in hand. Let's keep our sword and walk through the archway (125).
-This space intentionally left blank
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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 counted; walking through the archway with his sword won over putting it in the wooden box by a 3-0.5 vote.

125
With your sword held tightly, you stoop down and pass through the archway. Aware of being ambushed at any moment, you walk along the tunnel, ever alert, and see it turn left ahead. You peer round the corner, and, seeing nobody, you head north and walk on for fifty metres to where the tunnel comes to a dead end. There are two huge white clay hands with black-painted fingernails attached to the end wall. The left one is held out with its palm open, and the right one is a clenched fist holding a scroll. There is a sign on the wall, written in what looks like dried blood, which says, ‘Pay 1 Gold Piece, no less, no more, to learn the secret of the Dragonmaster’s door.’ If you want to place 1 Gold Piece in the palm of the open hand, turn to 103. If you want to try to pull the scroll out of the clenched fist, turn to 306.

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.
Dogopolis
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Joined: Sat Aug 20, 2022 5:39 pm

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

Post by Dogopolis »

Pay the gold piece. Sounds like good info.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

We have 3 GP, so I think we can spare 1. Let's pay the hand.
-This space intentionally left blank
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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; placing the 1 Gold Piece in the palm of the open hand.

103
You place the Gold Piece in the palm of the left hand and watch it close into a clenched fist. At the same time, the right fist opens to allow you to take the scroll. You unroll the parchment and see a short rhyme written on it in black ink.

     Note the degrees
     Of the Compass Keys
     To open the Dragonmaster’s door
     North is first
     Then East and West,
     South is number four

You stuff the scroll into your backpack and check the walls for hidden doors and secret passages, but find nothing. You realize your only choice is to walk back to the last junction and head west. As you turn the corner, you don’t notice a small panel in the ceiling drop down. Nor do you see the blowpipe appear that is aimed at you. Test your Luck. If you are Lucky, turn to 136. If you are Unlucky, turn to 315.

Rolling the dice yielded a 9, meaning that X Pectopa Tronum was Lucky. :D

136
A small dart is fired at you by an unseen assailant, but it flies past your head. You hear it hit the floor and run off down the tunnel, not stopping until you reach the stone archway. If you left your sword in the wooden box, turn to 252. If you are still carrying your sword, turn to 71.

X Pectopa Tronum is still carrying his sword.

71
Seeing nobody beyond the archway, you step through it and walk down the tunnel, passing the Warrior-Knight’s body, before reaching the junction where you continue west. Turn to 80.

80
The tunnel continues straight on, and you see nothing of interest until you come to the edge of a pit spanning the width of the tunnel. You cannot see the pit floor as it is covered by a seething mass of large Cockroaches crawling over each other. There is a frayed rope hanging from the ceiling over the pit. If you want to jump down into the pit and stride through the Cockroaches to the other side, turn to 119. If you want to jump on to the rope and swing over the pit, turn to 308.

Image

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: 18 Initial: 23
LUCK: 9 Initial: 10
EQUIPMENT:
Vorpal 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)
Piece of Chalk
Glass Eyeball
Bottle Labelled Weezle Juice
Small Black Marble Cat
Chewed Bone
GOLD PIECES: 2
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Bronze Key
Silver Coin
Bone Ring
PROVISIONS: 5
RESURRECTIONS: 1
Say No To Fascism. The left is the one true way to go.
Dogopolis
Knight-Baron
Posts: 572
Joined: Sat Aug 20, 2022 5:39 pm

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

Post by Dogopolis »

Face the cockroaches.
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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 figure if we swing over and fail, we probably have to face the cockroaches. If we climb down, we have to face the cockroaches. If we swing over we MIGHT fall, but we might make it across. I'm for swinging across. Guessing we test our luck and if we succeed we cross the pit without incident.

Vote for swinging on a rope.
-This space intentionally left blank
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

I'm thinking that cockroaches sound unpleasant but basically harmless. There's probably something good in there.
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