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

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

Post by SGamerz »

Open the door (I think this is where the Orc Skull check is triggered?).
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Opening the door received 3 votes, so X Pectopa Tronum will do this.

On section 97, X Pectopa Tronum discovers a headless Skeleton in the room. The door slams shut behind him and the ceiling begins to slide slowly down the walls. Our hero is carrying an Orc Skull, so we will go to section 218.

218
Image

You take the skull out of your backpack and walk over to place it in position on top of the Skeleton’s spine. It fits perfectly and activates the ORC SKELETON, which starts walking around the room in jerky movements with its skull slowly turning from side to side as though it is looking for something. It stops when it gets to the middle of the room and raises its arms in the air. The ceiling continues to slide down, but grinds to a halt when it touches the Orc Skeleton’s outstretched fingers. You hear a creaking sound and fear another trap has been sprung, but it is the noise of the door opening behind you. If you want to leave the room immediately, turn to 249. If you want to take the silver armband from the Orc Skeleton before leaving, turn to 53.

Please make your votes before 7:00 PM PST or a choice receives 3 votes to guarantee that they will be counted.

Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 19 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
Chewed Bone
Iron Key
Bronze Key
GOLD PIECES: 2
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
3 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Silver Coin
Gold Key stamped with ‘270’
PROVISIONS: 4
RESURRECTIONS: 0
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 »

Take silver armband.

Assuming nothing stops us leaving, do everything else the same up to the Gnome except don't go East after killing Caldwell and don't pay the door 1GP
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Another vote for taking the armband. Second Dogopolis's suggestion.
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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, I'm good with all that.
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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 silver armband from the Orc Skeleton before leaving received 3 votes, so X Pectopa Tronum will do this.

53
The Orc Skeleton does not move when you slide the silver armband off. You see it is intricately engraved with mysterious runes. If you want to put the armband on, turn to 21. If you want to leave the room without it, turn to 249.

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

Post by SGamerz »

Eh, I don't know, if we do everything the same we still won't have the key to free the Gnome, so not much point.

I say head east instead of west after we find Thump and take his helmet. Maybe we'll find the key and be redirected back.


EDIT: Oh, wait, I missed the part where we found the key. Okay then.

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

Post by Thaluikhain »

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

Post by Dogopolis »

Put on armband, still follow path outlined above.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Putting the armband on received 3 votes, so X Pectopa Tronum will do this. As requested, he will repeat everything up to encountering the Gnome except for going East after killing Caldwell and paying the 1 Gold Piece at the trick door.

21
As soon as you put on the armband, the door starts to swing shut. You dash for it and just make it through before the door slams shut behind you. The armband doesn’t seem to have any magical properties, but it looks valuable. Turn to 249.

On section 249, X Pectopa Tronum reaches a T-junction and sees somebody in the distance walking slowly towards him from the right. He decides to see who is coming down the tunnel and runs into Caldwell on section 15. With Caldwell now a Zombie, our hero is forced to fight it.

The fight:
Round 1: Caldwell Attack Strength: 19, Player Attack Strength: 18
Caldwell Stamina: 8, Player Stamina: 17
Round 2: Caldwell Attack Strength: 16, Player Attack Strength: 17
Caldwell Stamina: 6, Player Stamina: 17
Round 3: Caldwell Attack Strength: 14, Player Attack Strength: 18
Caldwell Stamina: 4, Player Stamina: 17
Round 4: Caldwell Attack Strength: 10, Player Attack Strength: 18
Caldwell Stamina: 2, Player Stamina: 17
Round 5: Caldwell Attack Strength: 15, Player Attack Strength: 15
Caldwell Stamina: 2, Player Stamina: 17
Round 6: Caldwell Attack Strength: 17, Player Attack Strength: 21
Caldwell Stamina: 0, Player Stamina: 17

As expected, X Pectopa Tronum only loses 2 Stamina before he dispatches Caldwell.

On section 95, X Pectopa Tronum discovers a ring made of bone and a small bottle labelled ‘Potion of Mind Control.’ He puts the ring on his finger on section 330, but does not sense any magic powers on it. On section 268, our hero drinks the liquid from the bottle, but does not feel any effects from it. He turns round and goes back to the junction to head west towards section 80. It is there that X Pectopa Tronum jumps down a pit that spans the width of the tunnel by going to section 119. Having found himself knee-deep in Cockroaches, our hero plunges his hand into the Cockroaches to find out what it is. On section 146, he touches a large iron ring handle, pulls it up and opens a trapdoor. He then slides down the shaft into a tunnel heading north and ends up in section 329. He discovers that his backpack is crawling with Cockroaches, which eat their way through two of his Provisions before they get shaken out. He sees that the tunnels ends in a doorway, but decides to head north to section 279. It is there that he chooses to carry on walking along the tunnel to section 101, where he finds a trapdoor, pushes it up, and climbs to a small room. He searches the furniture drawers by going to section 397 and gets a gold key with the number 90 stamped on it. X Pectopa Tronum leaves the room by going to 82, where he continues down a narrow corridor and finds a dying Thump. Having made a bond with Thump, our hero goes to section 233 and is instructed by Thump to take his things, which include 2 Gold Pieces, a four-leaf clover charm, and a small horseshoe charm. In section 322, X Pectopa Tronum takes off his friend’s helmet and gets a gold key with the number 180 stamped on it. He then goes to section 6 and arrives at a T-junction. Our hero then goes left to section 70 and presses on beyond a door where the handle is covered with fresh blood. In section 154, he encounters a Gnome and is faced with the choice of freeing the Gnome or leaving him. He decides to try to free him by going to section 109, and has an iron key, so he will next head to section 332.

332
You search through your pockets and find the iron key you are looking for. The Gnome whoops for joy when you free him and gives you a Gold Piece as a reward. ‘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.

Please make your votes on where to go next and when to make a different choice out of the remaining decisions that X Pectopa Tronum encountered in his previous life 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: 17 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
Chewed Bone
Iron Key
Bronze Key
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
3 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Silver Coin
Gold Key stamped with ‘270’
Silver Armband
Bone Ring
Gold Key stamped with ‘90’
Gold Key stamped with ‘180’
PROVISIONS: 2
RESURRECTIONS: 0
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 »

Had back, and enter demon tunnel.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

Yes, turn around.
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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, turn around.
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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 the Gnome’s advice and turning around.

On section 375, X Pectopa Tronum returns to the junction and sees a large brass gong and a tunnel that has an entrance in the shape of a horned demon.

Please make your votes on whether to continue walking north, enter the new tunnel, or ring the gong with the striker as well as when to make a different choice out of the remaining decisions that X Pectopa Tronum encountered in his previous life 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.
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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 visited section 375 on page 15 if anyone cares. We ignored the gong, walked up the passage, found a coin, and then joined up with the monk.

I missed my chance to vote the last time. I'm for ringing the gong this time.

There was a tie and JourneymanN00b broke the tie by continuing on which I think usually means he thinks that kind of is in our best interest based on gut feeling, so maybe ringing the gong is bad. I'll give it 3/4 of a vote.
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Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

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

Post by Beroli »

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

Post by SGamerz »

Take a look in the new tunnel.
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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; entering the new tunnel won by a 2-1-0.75 vote.

362
Image
A wounded Dwarf approaches armed with two short swords

You step into the demon’s mouth and find yourself in a roughly hewn, twisting tunnel that has a very uneven floor. Watching where you step so as not to trip over, you walk round a bend and almost bump into somebody walking towards you. It is a Dwarf armed with two short swords. He is hunched over and looks to be in a bad way from his many wounds, which are bandaged with bloodstained stirps of cloth. He eyes you suspiciously and says, ‘Friend or foe?’ If you want to reply ‘Friend’, turn to 273. If you want to reply ‘Foe’, turn to 196.

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.
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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 feel like we're friendly. Let's go with friend.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

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

Post by Dogopolis »

Where;s the option for "We don't know yet, who are you?" which is the only sensible response to someone unknown.

But of the options "friend" is better than "foe"
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Replying ‘Friend’ got 3 votes, so X Pectopa Tronum will say this.

273
The Dwarf breathes a sigh of relief and introduces himself as Diggle from Mirewater. He tells you he has been wandering around the dungeon for days. He was dropped into the dungeon against his will by Carnuss’s henchmen as a test to see if the dungeon was secure enough. ‘I can tell you it is,’ he says, grimacing. ‘I keep being attacked by vile creatures and there are Troll Guards everywhere. Miraculously, I am still alive, but not for much longer, I fear. I’m tired, I’m hungry and I want to go home. Do you have any food you could give to me? I’ve got nothing to pay you with, but I have something that might be useful to you.’ If you want to give Diggle one of your Provisions, turn to 64. If you do not want to give him any food, or don’t have any to give, turn to 339.

X Pectopa Tronum has 2 Provisions left. 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.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

In some books Mirewater would be a "he's bad" clue, but in this one assassins are trustworthy and monks are not. Give him food.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Give him some food
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