[Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Stand and fight, hopefully we'll get some slaves.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote to stand and fight. No reason to be cowards.
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- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Warships don't sound profitable. I vote to head to the shoals.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Stand and fight, risky, but we need to do more stuff to win.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Standing and fighting wins 3-1.
The warship bears down quickly, intent on attacking. When it is close, the marines on deck cast grapples which seize the Banshee and draw it closer. The battle begins.
KISHIAN WARSHIP Strike 10 Strength 8
The Banshee Attack Strength: 15, KISHIAN WARSHIP Attack Strength: 12. KISHIAN WARSHIP's Stamina is 6
The Banshee Attack Strength: 21, KISHIAN WARSHIP Attack Strength: 15. KISHIAN WARSHIP's Stamina is 4
The Banshee Attack Strength: 24, KISHIAN WARSHIP Attack Strength: 22. KISHIAN WARSHIP's Stamina is 2
The Banshee Attack Strength: 24, KISHIAN WARSHIP Attack Strength: 16. KISHIAN WARSHIP is dead.
The Kishian marines are routed and their vessel set afire. You don't have much time in which to loot the blazing ship, so you concentrate mainly on collecting slaves among the survivors of the marines. There aren't many, but you manage to find 11 that will be worth selling--add them to your Booty.
Sail around the shoals to the island of Trysta?
Head southwest toward Kish?
Head southwest toward the Roc?
Travel southeast toward the Channel of Goth?
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: 16
Log: 32
The warship bears down quickly, intent on attacking. When it is close, the marines on deck cast grapples which seize the Banshee and draw it closer. The battle begins.
KISHIAN WARSHIP Strike 10 Strength 8
The Banshee Attack Strength: 15, KISHIAN WARSHIP Attack Strength: 12. KISHIAN WARSHIP's Stamina is 6
The Banshee Attack Strength: 21, KISHIAN WARSHIP Attack Strength: 15. KISHIAN WARSHIP's Stamina is 4
The Banshee Attack Strength: 24, KISHIAN WARSHIP Attack Strength: 22. KISHIAN WARSHIP's Stamina is 2
The Banshee Attack Strength: 24, KISHIAN WARSHIP Attack Strength: 16. KISHIAN WARSHIP is dead.
The Kishian marines are routed and their vessel set afire. You don't have much time in which to loot the blazing ship, so you concentrate mainly on collecting slaves among the survivors of the marines. There aren't many, but you manage to find 11 that will be worth selling--add them to your Booty.
Sail around the shoals to the island of Trysta?
Head southwest toward Kish?
Head southwest toward the Roc?
Travel southeast toward the Channel of Goth?
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: 16
Log: 32
Orth Plays: Currently Baldur's Gate II
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I see no reason not to go to Kish.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Sure, I also vote to go to Kish.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Test your Crew Strength; a 10 fails, so add 6 days to your Log.
As you approach the city of Kish, numerous sightings of heavily armed but sluggish war galleys on the horizon impress upon you the foolishness of a raid on the city. Instead, you steer towards the Kish Isthmus, a wide peninsula of land protected by sheer, unbroken cliffs. These cliffs deter large-scale invasions into the rich lands beyond, but a small force, such as you and your crew, might be able to scale them to conduct a lightning raid inland. Dropping anchor when you reach this isthmus, you take your crew on the long and dangerous climb up the cliffs. Test your Skill with a -1 penalty; a 6 succeeds.
You reach the top of the cliffs and look across the wide tablelands of the Kish Isthmus, dotted with fields, settlements and forests. A few miles away is a small town.
Approach the town via the cover of a nearby forest?
Approach the town by a stealthy march through the wide cornfields that lie between the cliffs and the town?
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: 16
Log: 38
As you approach the city of Kish, numerous sightings of heavily armed but sluggish war galleys on the horizon impress upon you the foolishness of a raid on the city. Instead, you steer towards the Kish Isthmus, a wide peninsula of land protected by sheer, unbroken cliffs. These cliffs deter large-scale invasions into the rich lands beyond, but a small force, such as you and your crew, might be able to scale them to conduct a lightning raid inland. Dropping anchor when you reach this isthmus, you take your crew on the long and dangerous climb up the cliffs. Test your Skill with a -1 penalty; a 6 succeeds.
You reach the top of the cliffs and look across the wide tablelands of the Kish Isthmus, dotted with fields, settlements and forests. A few miles away is a small town.
Approach the town via the cover of a nearby forest?
Approach the town by a stealthy march through the wide cornfields that lie between the cliffs and the town?
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: 16
Log: 38
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I like sneaking through the forest.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Cornfields seem more straightforward, so I will vote for that.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Half vote for forests.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
i vote for forest.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Going through the forest wins 2.5 to 1.
You lead your men through the thick, untamed wood. Suddenly, a sticky tendril flies from what you had assumed was a dead tree, and attaches itself to your body. It grows taut and starts to drag you towards the bole of the tree, which, you notice, has eyes on the tips of its branches and mouths opening and closing in its trunk. More tendrils fly out and grab you. Drawing your sword, you try to cut yourself free.
BARK BITER SKILL 9 STAMINA 8
Pausing for votes on how to use Luck here.
You lead your men through the thick, untamed wood. Suddenly, a sticky tendril flies from what you had assumed was a dead tree, and attaches itself to your body. It grows taut and starts to drag you towards the bole of the tree, which, you notice, has eyes on the tips of its branches and mouths opening and closing in its trunk. More tendrils fly out and grab you. Drawing your sword, you try to cut yourself free.
BARK BITER SKILL 9 STAMINA 8
Pausing for votes on how to use Luck here.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Don't use luck at all unless it gets really lucky and is about to hit us a 3rd time.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Actually no ignore that, a bit of a mathematics malfunction, luck wouldn't help. Change it to no luck at all.
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Luck probably won't make a difference, but our luck is good enough that we are likely to succeed, but we'd need to use 2 luck and succeed on both checks) to change how many rounds the fight takes. With a +4 relative skill I'm expecting a flawless victory in 4 rounds.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote not to use luck at all.
Say No To Fascism. The left is the one true way to go.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Don't use luck.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Jack Sinbad Attack Strength: 17, BARK BITER Attack Strength: 11. BARK BITER's Stamina is 6
Jack Sinbad Attack Strength: 24, BARK BITER Attack Strength: 20. BARK BITER's Stamina is 4
Jack Sinbad Attack Strength: 15, BARK BITER Attack Strength: 17. Jack Sinbad's Stamina is 3
Jack Sinbad Attack Strength: 18, BARK BITER Attack Strength: 19. Jack Sinbad's Stamina is 1
Jack Sinbad Attack Strength: 16, BARK BITER Attack Strength: 14. BARK BITER's Stamina is 2
Jack Sinbad Attack Strength: 14, BARK BITER Attack Strength: 17. Luck Test Succeeded with a 3. Jack Sinbad is dead. Rewinding...
Jack Sinbad Attack Strength: 24, BARK BITER Attack Strength: 20. BARK BITER's Stamina is 4
Jack Sinbad Attack Strength: 15, BARK BITER Attack Strength: 17. Jack Sinbad's Stamina is 3
Jack Sinbad Attack Strength: 18, BARK BITER Attack Strength: 19. Jack Sinbad's Stamina is 1
Jack Sinbad Attack Strength: 16, BARK BITER Attack Strength: 14. BARK BITER's Stamina is 2
Jack Sinbad Attack Strength: 14, BARK BITER Attack Strength: 17. Luck Test Succeeded with a 3. Jack Sinbad is dead. Rewinding...
Last edited by Beroli on Thu Oct 09, 2025 10:01 am, edited 1 time in total.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
You set out to patrol the Inland Sea via the isle of Enraki.
The Banshee sails out into the Inland Sea. Test your Crew Strength; a 9 succeeds, so add 4 days to your Log.
Presently, you arrive off the northernmost tip of the mountainous isle of Enraki, home of the warrior priests of Asswr sel Dablo. These fearsome holy men, armed by the gods of war and protected by the gods of stone, reside in a fortress raised on the lower slopes of the island's precipitous central snow-capped mountain. They are very rich. To deprive then of this wealth, you choose:
A direct assault on the fortress?
Gaining entry to the fortress via a deception of some kind, then pilfering what you can?
Finding a way over the mountains behind the castle to assault the probably lightly defended rear?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 14/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 10/10
Gold: 20
Slaves: 0
Log: 4
The Banshee sails out into the Inland Sea. Test your Crew Strength; a 9 succeeds, so add 4 days to your Log.
Presently, you arrive off the northernmost tip of the mountainous isle of Enraki, home of the warrior priests of Asswr sel Dablo. These fearsome holy men, armed by the gods of war and protected by the gods of stone, reside in a fortress raised on the lower slopes of the island's precipitous central snow-capped mountain. They are very rich. To deprive then of this wealth, you choose:
A direct assault on the fortress?
Gaining entry to the fortress via a deception of some kind, then pilfering what you can?
Finding a way over the mountains behind the castle to assault the probably lightly defended rear?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 14/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 10/10
Gold: 20
Slaves: 0
Log: 4
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
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- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Over the mountains to attack the rear.
Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
Go round the back.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 16 - Seas of Blood Redux
I vote to find a way over the mountains behind the castle to assault the probably lightly defended rear.
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 most of your crew ashore, you begin exploring for a pass through the mountains behind the temple-fortress--add 2 days to your LOG. Eventually, you find a likely path and proceed up it, through forest, scrub and finally snow. As you and your crew wend your way towards the high point of the pass, you see the unique II shape of an Enraki shrine poised on a nearby ridge; its red-wood structure howls eerily in the wind.
Detour to look at the shrine?
Continue along the path?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 14/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 10/10
Gold: 20
Slaves: 0
Log: 6
Detour to look at the shrine?
Continue along the path?
Adventure Sheet:
Jack Sinbad
Skill: 12/12
Stamina: 14/14
Luck: 10/10
Crew Strike: 12/12
Crew Strength: 10/10
Gold: 20
Slaves: 0
Log: 6
Orth Plays: Currently Baldur's Gate II