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

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

Post by deaddmwalking »

Monks are useless as teammates. But they may be useful as fodder. I'd like to team up and see where that leads us. Let's join him and head West (178).
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

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

Post by JourneymanN00b »

Votes counted; teaming up with the monk won over going east by a 2-1 vote.

178
You head west with the Monk, exchanging stories about the dangers you have faced in the dungeon. ‘The Goblins were easy to defeat,’ he says boastfully, ‘but I was nearly eaten by a Raptorex. I had to hide in an alcove while it rampaged through the tunnel. But I did manage to squeeze some information out of one of the Troll Guards I gave a bit of a clobbering to before leaving him to rot in a cell. He agreed it was better than me leaving him chained to the wall for the Raptorex to find. He told me that you need special keys to escape from the dungeon. They are the four gold Compass Keys. Each one has a number stamped on it that represents the cardinal points on a compass. The north key has 360 stamped on it, the south key has 180 stamped on it and so on. Have you found any?’ Before you can answer, you see two tall, stocky figures in leather armour running towards you, wielding long spears. They have green warty skin and huge tusked mouths. They are TROLL GUARDS. ‘These Guards are beginning to annoy me,’ says Uzman, sounding a bit bored. ‘You take the one on the left, and I’ll deal with the one on the right.’

     TROLL GUARD     SKILL 9     STAMINA 9

If you win, turn to 89.

Image

The fight:
Round 1: Troll Guard Attack Strength: 16, Player Attack Strength: 20
Troll Guard Stamina: 7, Player Stamina: 18
Round 2: Troll Guard Attack Strength: 21, Player Attack Strength: 16
Troll Guard Stamina: 7, Player Stamina: 16
Round 3: Troll Guard Attack Strength: 15, Player Attack Strength: 14
Troll Guard Stamina: 7, Player Stamina: 14
Round 4: Troll Guard Attack Strength: 16, Player Attack Strength: 19
Troll Guard Stamina: 5, Player Stamina: 14
Round 5: Troll Guard Attack Strength: 19, Player Attack Strength: 17
Troll Guard Stamina: 5, Player Stamina: 12
Round 6: Troll Guard Attack Strength: 14, Player Attack Strength: 14
Troll Guard Stamina: 5, Player Stamina: 12
Round 7: Troll Guard Attack Strength: 18, Player Attack Strength: 18
Troll Guard Stamina: 5, Player Stamina: 12
Round 8: Troll Guard Attack Strength: 20, Player Attack Strength: 16
Troll Guard Stamina: 5, Player Stamina: 10
Round 9: Troll Guard Attack Strength: 13, Player Attack Strength: 16
Troll Guard Stamina: 3, Player Stamina: 10
Round 10: Troll Guard Attack Strength: 14, Player Attack Strength: 18
Troll Guard Stamina: 1, Player Stamina: 10
Round 11: Troll Guard Attack Strength: 13, Player Attack Strength: 16
Troll Guard Stamina: -1, Player Stamina: 10

Surprisingly, X Pectopa Tronum has serious trouble dispatching the Troll Guard, as he loses 8 Stamina in the battle.

89
Image

You look round to see that the Monk has dealt with the second Troll, which lies sprawled out on the floor. There is blood seeping through the sleeve of the Monk’s left arm, but he tells you that it’s just a scratch. A search of the Trolls’ clothing yields 4 Gold Pieces, which you share between you. You carry on walking west to where the passageway makes a sharp turn to the right. You continue north for a short distance until the Monk suddenly stops and holds up his hand. ‘Wait. I think we are being followed,’ he whispers, glancing behind him. ‘You walk on so they can hear your footsteps, and I’ll hide in the shadows here and ambush whoever it is.’ Turn to 373.

373
You keep on walking and soon come to the edge of a deep pit. You think about jumping over it when you are suddenly pushed in the back. You fall head first into the pit and land heavily on a rocky floor. Lose 2 STAMINA points. You scramble to your feet and look up to see the Monk staring down at you with a smug grin on his face. ‘Ha! Nobody ever hears me coming. You didn’t. Thump didn’t. Stealth is my gift, and I’m using it to win back the Golden Orb for Baron Sukumvit. He let me out of prison to compete here and promised me my freedom and 10,000 Gold Pieces if I returned the Orb to him. He even promised me a special reward if I eliminate Carnuss. And that’s what I’m going to do. Enjoy yourself down there.’ You watch the Monk leap silently across the pit and disappear. You realize that nobody was following you; it was just a ploy by the Monk to get you to walk ahead of him. The walls of the pit are smooth and impossible to climb, and a climbing rope is useless with nothing to tie it to. Time passes and you begin to think there is no way out of the pit when you hear a familiar voice from above. You look up and see it is the Assassin, Azurra Xang. ‘Well, well, look who it is. What a surprise. It’s so good to see you again,’ she says sarcastically, smiling smugly. ‘Now, remind me, what happened when you saw me trapped at the bottom of the Spider Pit?’ If you helped the Assassin out of the pit, turn to 217. If you did not help her, turn to 68.

X Pectopa Tronum helped the Assassin out of the pit.

217
The Assassin jumps over the pit and says, ‘You don’t need to answer. I’m true to my word, and I’m going to help you now. Then we are quits. Understand?’ You nod in agreement and throw your rope up to her. She wraps it round her waist and tells you to climb up. Once out of the pit, she hands the rope back to you, and you stand facing each other in silence for a few moments. The Assassin holds her hand out and says, ‘Shall we join forces for a while?’ If you want to shake her hand and join her, turn to 159. If you want to decline her offer, turn to 282.

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: 8 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: 5
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
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SGamerz
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by SGamerz »

If she's already returned the favour, there's nothing to stop her from backstabbing us as well, right?

OTOH, I don't think the author will give us 2 trap alliance options in a row..

Half a vote to accept.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Join forces.

EDIT: Oh, yeah, eat a provision.
Last edited by Thaluikhain on Fri Nov 08, 2024 1:53 pm, edited 1 time in total.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

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

Post by deaddmwalking »

Join her. Eat a Provision.
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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; shaking her hand and joining her. X Pectopa Tronum will also eat a Provision, as requested.

159
You shake the Assassin’s hand, telling her that you wouldn’t normally form an alliance with an Assassin, but this dungeon isn’t normal. You see the faintest of smiles on her face before she turns and strides off up the tunnel. You catch up with her and talk about the Golden Orb, wondering if you have already gone past it or whether it was still to be found up ahead. You are deep in discussion when you come to a new passageway in the right-hand wall. ‘Seeing as how I just saved your skin, I’m going to choose which way to go for the time being,’ she says forcefully. ‘We are going to head north!’ You turn right and soon arrive at the entrance to a narrow tunnel in the right-hand wall that has a rough stone floor sloping downwards into darkness. ‘I don’t like the look of that tunnel. Let’s keep going north,’ she says without stopping. Turn to 65.

65
The tunnel eventually ends at a set of double doors. The Assassin run ahead to listen at the doors. She looks back at you and shakes her head to signal that she can’t hear anything. You draw your sword and watch her carefully open one of the doors and step through. She suddenly falls back through the door, holding her shoulder where an arrow is lodged. Turn to 298.

298
She curses loudly and asks you to pull the arrow out of her shoulder. She grits her teeth as you tug on the arrow, but does not utter a sound. You bandage her wound and ask her what she saw. ‘There’s a lavish chamber on the other side of the doors with big columns and a marble floor with a compass-rose inlay. I didn’t see anybody in there, but that arrow wasn’t fired by a ghost. We need to charge into the room, split up and attack whoever it is from both sides. Open the door – we’re going in.’ Turn to 394.

394
Image
They are deadly bowmen from the Southern Plains

You breathe in deeply and pull both doors open. You charge into the chamber together, screaming at the top of your voice. For a moment, it looks like there is nobody in the chamber, but suddenly six lanky creatures with pointed heads and long teeth jump out from behind the stone columns. They are ZANITH ARCHERS, deadly bowmen hired in from the Southern Plains. They take aim with their longbows and let fly their arrows at you. If you are carrying a shield, turn to 191. If you are not carrying a shield, turn to 266.

X Pectopa Tronum is carrying a shield.

191
Three arrows thud into your shield. You look to your left and see that the Assassin has been struck by another arrow, this time in the stomach. It doesn’t stop her, and she runs at the Zanth Archers with her spear held high, ready to strike. You charge at the archers who fired their arrows at you, striking the first one down before he has time to fire another arrow at you. You fight the other two one at a time.

     First ZANTH ARCHER     SKILL 7     STAMINA 5
     Second ZANTH ARCHER     SKILL 7     STAMINA 6

If you win, turn to 382.

The fights:
(First Zanth Archer)
Round 1: First Zanth Archer Attack Strength: 14, Player Attack Strength: 16
First Zanth Archer Stamina: 3, Player Stamina: 12
Round 2: First Zanth Archer Attack Strength: 17, Player Attack Strength: 18
First Zanth Archer Stamina: 1, Player Stamina: 12
Round 3: First Zanth Archer Attack Strength: 15, Player Attack Strength: 17
First Zanth Archer Stamina: -1, Player Stamina: 12

(Second Zanth Archer)
Round 1: Second Zanth Archer Attack Strength: 15, Player Attack Strength: 20
Second Zanth Archer Stamina: 4, Player Stamina: 12
Round 2: Second Zanth Archer Attack Strength: 13, Player Attack Strength: 15
Second Zanth Archer Stamina: 2, Player Stamina: 12
Round 3: Second Zanth Archer Attack Strength: 14, Player Attack Strength: 15
Second Zanth Archer Stamina: 0, Player Stamina: 12

As expected, X Pectopa Tronum flawlessly killed the two Zanth Archers.

382
Image

You look over to the Assassin and watch her dispatch the final archer. She drops to her knees, holding her stomach, with blood oozing out between her fingers. She looks at you through half-open eyes and shakes her head, knowing there is no hope for her. She rolls over on her side and goes limp. ‘Lost your friend, have you? What a shame,’ you hear a familiar voice say sarcastically from the back of the chamber. A figure steps out of the shadows who you recognize instantly. It’s Uzman Koh! ‘I didn’t think I would see you again. Who is going to save you now?’ he says, sneering. ‘The answer is nobody!’ He runs towards you at speed, leaps into the air and does a double backflip, landing almost on top of you. He spins around and lunges at you with his staff. You must fight the Monk! Unless you are wearing a silver armband, you will find it hard to focus on the Monk’s agile movements and must reduce your Attack Strength by 1 point during this battle.

     MONK     SKILL 10     STAMINA 8

If you win, turn to 209.

X Pectopa Tronum is not wearing a silver armband.

The fight:
Round 1: Monk Attack Strength: 20, Player Attack Strength: 19
Monk Stamina: 8, Player Stamina: 10
Round 2: Monk Attack Strength: 19, Player Attack Strength: 18
Monk Stamina: 8, Player Stamina: 8
Round 3: Monk Attack Strength: 19, Player Attack Strength: 19
Monk Stamina: 8, Player Stamina: 8
Round 4: Monk Attack Strength: 16, Player Attack Strength: 15
Monk Stamina: 8, Player Stamina: 6

As it turns out, our hero fails to deal a single blow to the Monk, who gets X Pectopa Tronum to 6 Stamina. Should Luck be used for the rest of the fight? If so, should it be used to reduce the damage that our hero takes or to inflict additional damage?

The first choice to receive two votes will be used to resolve the rest of this battle. If no option has a winning margin before 7:00 PM PST, I will make the choice based on which votes are cast.

Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 6 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: 5
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: 2
RESURRECTIONS: 1
Last edited by JourneymanN00b on Fri Nov 08, 2024 8:11 pm, edited 1 time in total.
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Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Use luck to increase our attack when he has 3 or 4 STAMINA and our luck is 7 or 8, or to defend against a killing blow.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Works for me.
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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 the votes. X Pectopa Tronum will use Luck to deal additional damage when the Monk has 4 Stamina or when our hero is a 2 Stamina for as long as X Pectopa Tronum has at least 7 Luck.

The fight, continued:
Round 5: Monk Attack Strength: 18, Player Attack Strength: 15
Monk Stamina: 8, Player Stamina: 4
Round 6: Monk Attack Strength: 15, Player Attack Strength: 16
Monk Stamina: 6, Player Stamina: 4
Round 7: Monk Attack Strength: 15, Player Attack Strength: 15
Monk Stamina: 6, Player Stamina: 4
Round 8: Monk Attack Strength: 19, Player Attack Strength: 14
Monk Stamina: 6, Player Stamina: 2
Round 9: Monk Attack Strength: 16, Player Attack Strength: 14
Luck Roll: 10, Player is Unlucky and takes 1 extra Stamina damage
Monk Stamina: 6, Player Stamina: -1, Player Luck: 7

X Pectopa Tronum only wounds the Monk once before getting killed by an Unlucky finishing death blow. His remaining resurrection will be used to send him back to where he found the silver coin. After encountering the junction, he will walk down the passageway to the staircase.

2
As you approach the steps, you hear a whispering voice followed by sinister laughter. You stop and listen, but silence returns, only for the voice and laughter to begin again when you resume walking. When you reach the staircase, you hear a piercing scream as soon as your foot touches the first step. If you want to climb up the staircase, turn to 292. If you want to go back and turn right at the junction, turn to 265.

Image

Since it is already known that going back to the junction is the wrong move at this point, X Pectopa Tronum will climb up the staircase.

292
Image
The haggard-looking old woman is carrying a skull on a tray

A ghostly apparition suddenly appears at the top of the stairs. Standing motionless in the gloom is a haggard-looking old woman with a disturbing expression on her face. She has long, straggly white hair and is wearing long, baggy rones tied at the waist. She appears to be carrying a skull on a tray. When you take a step up, she takes a step down. When you stop, she stops. If you want to carry on climbing up the staircase, turn to 34. If you want to go back down and turn right at the junction, turn to 265.

X Pectopa Tronum will carry on climbing up the staircase based on the previous decision’s reasoning.

34
You climb up the steps as the GHOST-WITCH glides down silently until she stops no more than two steps away. You see that her feet are not touching the ground, but you sense that she is very real. She hovers over you, her head tilted to one side, with a wide-eyed, sickly grin on her face. ‘You have not run away from me. How very kind of you,’ she says in a scratchy voice, staring straight at you without blinking. ‘I would be so lonely down here if it were not for my little cat Lawrence. He’s so sweet. But I’ve lost him. I was reading in the library, and suddenly he was gone. Have you seen him?’ If you want to reply ‘Yes’, turn to 156. If you want to reply ‘No’, turn to 297.

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: 21 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)
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: 8
RESURRECTIONS: 0
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

It might upset her to say no, but without a reason to lie I prefer the truth. Let's tell her no.
-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 »

Tell the truth, say no.

EDIT: Changing to half vote based on later comments about it maybe being a marble cat.
Last edited by Thaluikhain on Sat Nov 09, 2024 12:40 pm, edited 1 time in total.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

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

Post by Dogopolis »

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

Post by SGamerz »

It may not even be a lie. She never said it's a live cat. Could be the marble cat in our possession. Try yes.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

Sure, tell her we have the marble cat, if that's what she's looking for.
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

SGamerz wrote:
Sat Nov 09, 2024 10:57 am
It may not even be a lie. She never said it's a live cat. Could be the marble cat in our possession. Try yes.
Oh yes, good catch.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

After counting the votes, it looks like X Pectopa Tronum is replying ‘Yes’.

156
The Ghost-Witch’s eyes light up and she closes in on you, almost touching your nose with hers. ‘Where is he?’ she asks excitedly in a soft, breathy voice. If you possess a small cat made of black marble, turn to 94. If you wan to tell the Ghost-Witch that you do not know where the cat is, turn to 297.

Image

X Pectopa Tronum possesses a small cat made of black marble.

94
If you want to show the black cat to the Ghost-Witch, turn to 19. If you would rather ignore the Ghost-Witch and walk past her up the stairs, turn to 160. If you want to go back down the stairs and turn right at the junction, turn to 265.

Image

It is already known that going back down the stairs at this point is the wrong move. Please make your votes on whether to show the black cat to the Ghost-Witch or ignore her before 7:00 PM PST or a choice receives 3 votes to guarantee that they will be counted.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

Show her the cat!
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

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

Post by deaddmwalking »

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

Post by JourneymanN00b »

Showing the black cat to the Ghost-Witch received 3 votes, so X Pectopa Tronum will do that.

19
The Ghost-Witch stares at you and whispers coldly, ‘Did you steal my cat?’ If you want to reply ‘Yes’, turn to 160. If you want to reply ‘No’, turn to 128.

Please make your votes before 7:00 PM PST or a choice receives 3 votes 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 »

No, it wasn't me guv
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

"No, some Ratmen did."
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