[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 »

Might as well. Feed the hungry dwarf!
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Give 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; giving Diggle one of his Provisions.

64
The Dwarf thanks you for the food and eats it quickly. He lets out a huge belch after he’s finished eating and wipes his mouth with the back of his hand. ‘That’s better!’ he says contentedly. ‘Now, let me give you something in return.’ He opens his leather bag and pulls out a small magnifying glass. ‘I have a feeling you might need this,’ he says, handing it over to you. ‘This tunnel comes to a dead end so you might as well turn round and walk back with me. I’m going to try again to find a way out of this infernal dungeon.’ You are soon back at the copper mouth entrance when you shake hands and say goodbye. ‘Toodle-oo!’ Diggle says cheerfully, and turns left to head south, mumbling to himself. You turn right and head north up the passageway. Turn to 138.

On section 138, X Pectopa Tronum sees a wooden box that has a coin engraved on the lid with the words ‘Heads for a Purse, Tails for a Curse’. Upon lifting the lid up, he finds a shiny copper coin inside the box.

Please make your votes on whether to toss the coin in the air or keep on walking 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.

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
Small Magnifying Glass
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: 1
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 »

Walk on. Don't join the Monk.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Still think the coin looks like a bad value proposition. Walk on. Agree not to join the monk.
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Beroli
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Beroli »

I think the "purse" might hold something we absolutely need, even the fourth gold key. Flip the coin.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

I actually don't think it's a good idea but I'm curious, change my vote to tossing the coin.
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deaddmwalking
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by deaddmwalking »

Well, I hate seeing a tie. I'd like to change my vote to flipping the coin.

Thinking it's a 'test your luck' so our odds are better than a coin flip. Maybe.
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SGamerz
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by SGamerz »

Flip the coin.

I'm okay with choosing not to join the monk...BUT I suspect we'd be forced to, like what Deathtrap Dungeon does with Throm, since his story spans across multiple encounters and will likely be used as vital plot device. Still, let's find out.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

I agree with the 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 »

Tossing the coin in the air received 5 votes, so X Pectopa Tronum will try his luck.

258
You toss the coin up and watch it spin in the air. Test Your Luck. If you are Lucky, turn to 46. If you are Unlucky, turn to 287.

Rolling the dice yielded a 10, meaning that X Pectopa Tronum was Lucky. :D

46
You watch the coin land on the floor. It’s a head. When you reach down to pick it up, you hear the noise of coins jingling behind you. You look inside the box and find a leather purse that contains 3 Gold Pieces. You take the coins and continue on up the passageway, pleased with your reward. Turn to 348.

On section 348, X Pectopa Tronum encounters Uzman Koh, the Monk, who asks whether our hero should join him. X Pectopa Tronum declines his offer and tells the Monk that he is going to head east, since there were enough votes to do this.

240
The Monk frowns and says, ‘I’ve just come from up there. There’s nothing to see apart from rubble. It’s a dead end.’ If you want to change your mind and join the Monk, turn to 178. If you still want to head east, turn to 356.

Image

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: 17 Initial: 23
LUCK: 9 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
Small Magnifying Glass
GOLD PIECES: 8
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: 1
RESURRECTIONS: 0
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 »

He heard us. Let's stick with our decision.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Still head east.
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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; still heading east.

356
You head east, leaving the Monk behind with the tunnel beginning to twist and turn. The floor is very uneven, and you have to watch your step to avoid tripping over. Looking down at the floor, you catch sight of something half buried under a rock that reflects the light of a burning torch on the wall. You reach down and pick up a stoppered bottle made of frosted glass. If you want to open the bottle, turn to 99. If you want to put the bottle in your backpack and continue east, turn to 201. If you want to go back and join the Monk, turn to 271.

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 »

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

Post by Thaluikhain »

Half vote for taking, not opening.
Dogopolis
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Dogopolis »

Open bottle
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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, not open.
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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 tallied; opening the bottle won over putting the bottle in the backpack and continuing east by a 2-1.5 vote.

99
You uncork the bottle and watch white smoke seep out and swirl round the tunnel. The smoke begins to form itself into a humanoid shape with an evil ghostly face. It is a WILL-O’-THE-WISP. It spins round you several times before flying off east down the tunnel. When it has gone, you discover that everything made of glass you possess has turned to dust, rendering the items useless. Lose 1 LUCK point. If you want carry on east, turn to 201. If you want to go back and join the Monk, turn to 271.

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: 17 Initial: 23
LUCK: 8 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
Bottle Labelled ‘Weezle Juice’
Chewed Bone
Iron Key
Bronze Key
Four-Leaf Clover Charm
Small Horseshoe Charm
GOLD PIECES: 8
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: 1
RESURRECTIONS: 0
Last edited by JourneymanN00b on Sun Nov 17, 2024 6:57 pm, edited 1 time in total.
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 »

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

Post by Dogopolis »

Keep East
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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. Keep east.
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Thaluikhain
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by Thaluikhain »

Carry on East.

(I checked, and that's not the name of a Carry On film)
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island

Post by JourneymanN00b »

Carrying on east received 4 votes, so X Pectopa Tronum will head there.

201
The tunnel soon comes to a dead end where a rockfall blocks your way. There’s a slight draught but no way through. The Monk was right. You are about to turn round and head back when you catch sight of a screwed-up piece of paper in the rubble. There is a note on it that says, ‘Do not turn the gold key numbered 180 clockwise in the lock. Turn it counterclockwise.’ You sit down on a rock to rest for a while, turning an imaginary key left and right in the air as you ponder the challenges ahead. The short rest is welcome. Add 1 STAMINA point. With your route ahead blocked, you decide to hurry back down the tunnel to catch up with the Monk and head west. Turn to 271.

271
You walk back down the tunnel past the junction on your left, and it doesn’t take long for you to catch up with the Monk, who tells you he is pleased that you changed your mind and joined forces with him. Turn to 178.

On section 178, X Pectopa Tronum head west with the Monk and learns form him about the four gold Compass Keys needed to escape the dungeon. The two of them encounter two Troll Guards and our hero and the Monk each take on one of the Troll Guards.

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

Thankfully, X Pectopa Tronum only loses 2 Stamina in his fight against the Troll Guard.

On section 89, the Monk kills the second Troll Guard, and our hero and the Monk get 2 Gold Pieces each from their bodies. At the Monk’s urging, X Pectopa Tronum walk along the passageway, but the Monk betrays him by pushing out hero into the pit on section 373. Losing 2 Stamina points, our hero sees no way out of the pit until the Assassin arrives. Since he helped her out of the Spider Pit, the Assassin helps him out of the pit on section 217, and offers to join forces with him.

Please make your votes on whether to shake her hand and join her or decline her offer 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: 14 Initial: 23
LUCK: 8 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
Bottle Labelled ‘Weezle Juice’
Chewed Bone
Iron Key
Bronze Key
Four-Leaf Clover Charm
Small Horseshoe Charm
GOLD PIECES: 10
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: 1
RESURRECTIONS: 0
Say No To Fascism. The left is the one true way to go.
Dogopolis
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Posts: 450
Joined: Sat Aug 20, 2022 5:39 pm

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

Post by Dogopolis »

Eat our last meal and rejoin the assassin
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