[Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote to help them.
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- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Yeah, even if we're evil, their cousins could make us the slowest ship, so we can help them for all the wrong reasons.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
May as well help them.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
'A predatory Krell, which inhabits a cave under this vessel, has stolen the Skull of Salt,' explains the Sprite. 'This is our most precious relic, given to us by Father Sea, which, by its magic, keeps the sea and fresh waters of the world separate. We must have it back.' The Sprites give you a magic potion which enables you to stay underwater without needing to breathe, and then show you to the Krell's cave beneath the wreck. The entrance tunnel descends vertically into the sea-bed. Swimming down, you notice that the walls are heavily pocked with wide, deep holes.
Continue swimming down into the cave?
Pause to look in one of the holes?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Continue swimming down into the cave?
Pause to look in one of the holes?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Last edited by Beroli on Fri Oct 03, 2025 10:48 pm, edited 1 time in total.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Half vote for continuing to swim down (without looking in any holes).
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Pause to look in hole.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote to continue swimming down into the cave, as I believe that many holes are traps.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
The cave sprouts a large side-tunnel which disappears into murky darkness in front of you, while the main cavern continues straight down.
Change direction and go down the side passage?
Continue down?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Change direction and go down the side passage?
Continue down?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
- King
- Posts: 6064
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
The last time I continued in the same direction I was punished. But I'm not convinced that it's always going to be that way. I think we should continue down.
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- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Check out the side tunnel, as the murky darkness might be perfect for the Krell to live in.
Say No To Fascism. The left is the one true way to go.
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Check out side tunnel, as looking at things is more interesting than not.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
The side-tunnel winds for a long way into the sea-bed. In one stretch you notice that the walls, ceiling and floor of the passage are covered entirely with the skulls and other bones of a variety of creatures. Long-snouted skulls, thigh bones as big as your whole leg and other, more human, remains are easily identifiable. One skull, which looks like a Unicorn's, stands out especially white and clean.
Remove that skull from its place on the wall?
Leave the skulls alone and continue?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Remove that skull from its place on the wall?
Leave the skulls alone and continue?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 7/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Steal unicorn skull, maybe it's the skull we are looking for, which wasn't described very well.
- deaddmwalking
- King
- Posts: 6064
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I guess one skull is as good as another.
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- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Oh I don't know if it is the Skull of salt. My experience with Harry Potter and Nethack says it is not a good idea to desecrate or do anything stupid with unicorns, so I vote to leave that skulls alone.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Taking the skull wins 2-1.
Grasping the skull by its single horn, you pull with mighty force. Test your Luck; a 3 succeeds.
The horn breaks free from the skull, which stays firmly embedded in the wall. A Unicorn's horn is a lucky find at any time, but here, under the ocean, it is doubly so. Restore 2 points to your LUCK. You continue along the tunnel.
The tunnel ends quite suddenly in a large rocky chamber. Sitting on the irregular floor, its insanely complicated limbs folded about a spiked shell, is the Krell. Its stalked eyes consider you, while it toys with a boulder in its claws. 'Food,' it says. 'Mmmm, food. Yes, food.' With a kick of its legs, it attacks.
KRELL Skill 8 Stamina 12
Jack Sinbad Attack Strength: 15, KRELL Attack Strength: 14. KRELL's Stamina is 10
Jack Sinbad Attack Strength: 20, KRELL Attack Strength: 15. KRELL's Stamina is 8
Jack Sinbad Attack Strength: 15, KRELL Attack Strength: 11. KRELL's Stamina is 6
Jack Sinbad Attack Strength: 14, KRELL Attack Strength: 15. Jack Sinbad's Stamina is 5
Jack Sinbad Attack Strength: 22, KRELL Attack Strength: 11. KRELL's Stamina is 4
Jack Sinbad Attack Strength: 17, KRELL Attack Strength: 10. KRELL's Stamina is 2
Jack Sinbad Attack Strength: 21, KRELL Attack Strength: 16. KRELL is dead.
Having killed the Krell, you search its cave, until you find what you were looking for--the Skull of Salt. Returning to the Sea Sprites with their prize, you are rewarded with a blessing to make your journey a rapid one. From now on, when you Test your Crew Strength, you use two dice rather than three. You surface, climb back on board the Banshee and set sail.
Go south toward Marad?
Go southwest into the Inland Sea toward the Shoals of Trysta?
Also highlighting the option to rest.
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Grasping the skull by its single horn, you pull with mighty force. Test your Luck; a 3 succeeds.
The horn breaks free from the skull, which stays firmly embedded in the wall. A Unicorn's horn is a lucky find at any time, but here, under the ocean, it is doubly so. Restore 2 points to your LUCK. You continue along the tunnel.
The tunnel ends quite suddenly in a large rocky chamber. Sitting on the irregular floor, its insanely complicated limbs folded about a spiked shell, is the Krell. Its stalked eyes consider you, while it toys with a boulder in its claws. 'Food,' it says. 'Mmmm, food. Yes, food.' With a kick of its legs, it attacks.
KRELL Skill 8 Stamina 12
Jack Sinbad Attack Strength: 15, KRELL Attack Strength: 14. KRELL's Stamina is 10
Jack Sinbad Attack Strength: 20, KRELL Attack Strength: 15. KRELL's Stamina is 8
Jack Sinbad Attack Strength: 15, KRELL Attack Strength: 11. KRELL's Stamina is 6
Jack Sinbad Attack Strength: 14, KRELL Attack Strength: 15. Jack Sinbad's Stamina is 5
Jack Sinbad Attack Strength: 22, KRELL Attack Strength: 11. KRELL's Stamina is 4
Jack Sinbad Attack Strength: 17, KRELL Attack Strength: 10. KRELL's Stamina is 2
Jack Sinbad Attack Strength: 21, KRELL Attack Strength: 16. KRELL is dead.
Having killed the Krell, you search its cave, until you find what you were looking for--the Skull of Salt. Returning to the Sea Sprites with their prize, you are rewarded with a blessing to make your journey a rapid one. From now on, when you Test your Crew Strength, you use two dice rather than three. You surface, climb back on board the Banshee and set sail.
Go south toward Marad?
Go southwest into the Inland Sea toward the Shoals of Trysta?
Also highlighting the option to rest.
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 25
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
- King
- Posts: 6064
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Shoals sound dangerous. But many ships have probably wrecked there, many laden with treasure. I vote we risk the shoals for a big score.
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- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I also vote for the Shoals.
Say No To Fascism. The left is the one true way to go.
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Marad seems to just be a city, and there are plenty of those around, but not many Shoals, so try the Shoals.
(Also, the book was more invested in finding a random unicorn skull than the Skull of Salt we we looking for, which wasn't even described)
(Also, the book was more invested in finding a random unicorn skull than the Skull of Salt we we looking for, which wasn't even described)
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
The Banshee ploughs on towards the Shoals of Trysta. Test your Crew Strength; a 4 succeeds, so add 4 days to your Log.
As you near the treacherous reefs off the island of Trysta, a vicious squall starts up from the north and looks as if it might turn into a major storm.
Run with the storm by heading south?
Tack north, into the wind, to sit out the foul weather?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 29
As you near the treacherous reefs off the island of Trysta, a vicious squall starts up from the north and looks as if it might turn into a major storm.
Run with the storm by heading south?
Tack north, into the wind, to sit out the foul weather?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 29
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
- King
- Posts: 6064
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Half vote for tacking north.
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- JourneymanN00b
- King
- Posts: 6127
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote to tack north, as going south with the storm seems like a bad idea.
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
- Posts: 6064
- Joined: Mon May 21, 2012 11:33 am
-
Thaluikhain
- Overlord
- Posts: 7563
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote for running south, hopefully making speed if nothing else.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
North wins 2-1.
You bear into the wind. Roll one die; the result is 5, so you add 3 days to your Log. Your Log is now an even number.
The storm blows over, leaving the skies clear and the seas calm. While you are bringing down the storm gear and preparing the Banshee for fair-weather sailing, your look-out spots the distinctive sails and battle banner of a Kishian warship to the north and closing fast. Your only hope of escape is to attempt to navigate through the Shoals of Trysta, which lie only a short distance to the south.
Take that course?
Stand and fight?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 32
You bear into the wind. Roll one die; the result is 5, so you add 3 days to your Log. Your Log is now an even number.
The storm blows over, leaving the skies clear and the seas calm. While you are bringing down the storm gear and preparing the Banshee for fair-weather sailing, your look-out spots the distinctive sails and battle banner of a Kishian warship to the north and closing fast. Your only hope of escape is to attempt to navigate through the Shoals of Trysta, which lie only a short distance to the south.
Take that course?
Stand and fight?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 5/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 6/10
You are wearing a helmet.
Gold: 318
Slaves: 5
Log: 32
Orth Plays: Currently Baldur's Gate II