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

Post by deaddmwalking »

Take off his helmet. It's what Thump would have wanted.
-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 »

Obey Thump, look in helmet. (I'm surprised, I was expecting the endgame to be a "surprise" betrayal by Thump)
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Take helmet.
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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; taking off his helmet.

322
You lift Thump’s helmet off his head and see a gold key nestled in his thick hair with the number 180 stamped on it. You put it in your pocket and head north along the corridor. Turn to 6.

Image

6
It’s not long before the corridor ends at a T-junction where it joins a wide passageway. You look left and right and see nothing unusual or of interest. If you want to turn left and head west, turn to 70. If you want to turn right and head east, turn to 215.

Image

Please make your votes before 9:00 AM PST 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: 8 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
Four-Leaf Clover Charm
Small Horseshoe Charm
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
Gold Key stamped with “90”
Gold Key stamped with “180”
PROVISIONS: 3
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 »

Left as it's the first given option.
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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; turning left and heading west.

70
You set off west and notice that the passageway becomes wider, and the ceiling becomes higher. The passageway soon makes a sharp right turn, and you walk north for a while before arriving at a doorway in the left-hand wall. There are bloody footprints in front of the door and the handle is covered with fresh blood. If you want to open the door, turn to 359. If you want to press on, turn to 154.

Please make your votes before 7:00 PM PST 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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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

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

Post by deaddmwalking »

This looks like a trap. I think we should press on.
-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 »

Thank you for voting. I will break the 1-1 tie and have X Pectopa Tronum press on.

154
You walk on for some distance and see a small man with a long grey beard sitting cross-legged on the floor, leaning back against the tunnel wall. As you get closer, you see that he is a GNOME and that he is chained to the wall by his ankle. There is a sign fixed to the wall above his head that says ‘Free Food’. You ask him what the free food is, and he replies, ‘Me. I am the free food. I’ve been left out here for the Raptorex to eat. One of the Troll Guards put up that sign. It’s not funny.’ If you want to try to free the Gnome, turn to 109. If you want to leave him and walk on, turn to 247.

Please make your votes before 9:00 AM PST 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
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

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

Post by SGamerz »

Eat Help the gnome.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Help him.
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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; trying to free the Gnome.

109
The Gnome looks very pleased when you tell him you are going to try to unlock the manacle binding his ankle. ‘You’ll need an iron key for the manacle. Any iron key will do. They are all the same down here,’ he says excitedly. If you have an iron key, turn to 332. If you do not have an iron key, turn to 76.

Image

X Pectopa Tronum does not have an iron key.

76
Image

You search through your backpack and pockets, but cannot find an iron key. The Gnome sighs and says, ‘Thank you for trying. Maybe somebody else will have one. If you were thinking of going north, don’t. There’s a lethal trap up ahead.’ If you want to carry on heading north, turn to 247. If you want to take the Gnome’s advice and turn round, turn to 375.

Image

Please make your votes before 7:00 PM PST or a choice receives 3 votes to guarantee that they will be counted.
Last edited by JourneymanN00b on Fri Nov 15, 2024 7:30 am, 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 »

The Gnome doesn't seem to blame us. I say trust him.
SGamerz
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by SGamerz »

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

Post by Beroli »

Turn round.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Taking the Gnome’s advice and turning round received 3 votes, so X Pectopa Tronum will do that.

375
It doesn’t take you long to get back to the junction where you continue straight on, heading east. The passageway soon makes a sharp left turn, and you walk north until you come to a tunnel in the right-hand wall that has an entrance in the shape of the head of a horned demon. It is made of copper that has turned bluish green with verdigris, and its open mouth is big enough to step through. There are burning torches on either side of the entrance and a large brass gong hanging in its wooden frame next to it. If you want to continue walking north, turn to 138. If you want to enter the new tunnel, turn to 362. If you want to ring the gong with the striker, turn to 92.

Please make your votes before 7:00 PM PST 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 »

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

Post by Beroli »

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

Post by JourneymanN00b »

Thank you for voting. I will break the 1-1 tie by having X Pectopa Tronum continue walking north.

138
Ahead, you see a wooden box that is fixed to the left-hand wall. It has a hinged lid with a coin engraved on it. There are some words below the coin, which read: ‘Heads for a Purse, Tails for a Curse’. You lift the lid up and find a shiny copper coin inside the box. If you want to toss the coin in the air, turn to 258. If you want to keep on walking, turn to 348.

Please make your votes before 9:00 AM PST 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
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Keep on walking to avoid chance of curse.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

keep walking
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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. Don't think money is worth the risk of a potentially crippling curse. Walk 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 »

Votes registered; keeping on walking.

348
Image
A barefooted man approaches pointing a wooden staff

There is a T-junction up ahead where you see somebody run across, heading west. It’s a bald, barefooted man who is carrying a wooden staff. He is wearing light brown robes tied at the waist, and his calves are bound with strips of cloth. It’s Uzman Koh, the Monk. You hurry to the junction and call out his name. He stops and turns with a surprised look on his face. He walks slowly back towards you, watching you intently with his staff pointed at you. ‘Hello, my friend,’ he says calmly. ‘Nothing personal. I’m just not taking any chances. I’m sure you understand. Everyone and everything is trying to kill me down here. Maybe we should team up? I’m heading west. Do you want to join me?’ If you want to team up with the Monk, turn to 178. If you want to decline his offer and tell him you are going to head east, turn to 240.

Please make your votes before 7:00 PM PST 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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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

East
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