Let's Play Fighting Fantasy #7: Island of the Lizard King
Posted: Mon Mar 11, 2013 4:29 am

Ian Livingstone, co-founder of the highly successful Games Workshop and editor of White Dwarf, has created a thrilling sword and sorcery adventure, complete with an elaborate combat system and an adventure sheet to record your gains and losses. All you need is two dice, a pencil and an eraser.
Six more Fighting Fantasy books are published in Puffin: The Warlock of Firetop Mountain, The Citadel of Chaos, The Forest of Doom, Starship Traveler, City of Thieves and Deathtrap Dungeon.
HOW TO FIGHT THE CREATURES OF FIRE ISLAND
Before embarking on your adventure, you must first determine your own strengths and weaknesses. You have in your possession a sword and a backpack containing provisions (food and drink) for the trip. You have been preparing for your quest by training yourself in swordplay and exercising vigorously to build up your stamina.
To see how effective your preparations have been you must first use the dice to determine your initial SKILL and STAMINA scores. [references to the book's character sheet cut]
Skill, Stamina, and Luck
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
(I rolled up a SKILL 12 STAMINA 22 LUCK 11 character. Not quite as good as Dirk von Facestabber, but who is? I'm amazed I'm repeatedly rolling up good to great characters for these.)
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Roll one die. Add 6 to the result. This is your SKILL score.
Roll two dice. Add 12 points to the result. This is your STAMINA score.
Roll one die. Add 6 to the result. This is your LUCK score.
(I rolled up a SKILL 12 STAMINA 22 LUCK 11 character. Not quite as good as Dirk von Facestabber, but who is? I'm amazed I'm repeatedly rolling up good to great characters for these.)
For reasons that will be explained below, SKILL, STAMINA, and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores. [advice on writing them down in provided space cut] Although you may be awarded additional SKILL, STAMINA, and LUCK points, these totals may never exceed your Initial values, except on very rare occasions, when you will be instructed on a particular page.
Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better.
Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score the longer you will be able to survive.
Your LUCK score indicates how naturally lucky you are. Luck - and magic - are facts of life in the fantasy kingdom you are about to explore.
Battles
1. Roll two dice. Add your opponent's SKILL score to the roll. The total is your opponent's Attack Strength.
2. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
3. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
4. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
6. Continue this combat until either your opponent's or your STAMINA is reduced to zero.
(I will roll battles whenever we enter one, and show turn-by-turn rolls if that is desirable.)
2. Roll two dice again. Add your SKILL score to the toll. The total is your Attack Strength.
3. If your opponent's Attack Strength is higher than yours, the opponent has inflicted damage on you - deduct 2 points from your STAMINA.
4. If your attack strength is higher than your opponent's, you have inflicted damage upon your opponent. Deduct 2 points from your opponent's STAMINA.
5. If both Attack Strengths are equal, both attacks have missed. Start the next Attack Round from step 2, above.
6. Continue this combat until either your opponent's or your STAMINA is reduced to zero.
(I will roll battles whenever we enter one, and show turn-by-turn rolls if that is desirable.)
On some pages you may be given the option of running away from a battle should things be going badly for you. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice. Note that you may use LUCK on this wound in the normal way (see below.) You may only Escape if that option is specifically given to you on the page.
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster, sometimes you will fight each one in turn.
On occasion, you will be called upon to Test Your Luck. When this occurs, roll two dice. If the result is equal to or less than your current LUCK score, then you have been Lucky. If the result exceeds your current LUCK score, then you have been Unlucky and you will be penalized. Each time you Test your Luck, you must subtract one point from your current LUCK score. Thus, you will soon realize that the more you rely on your LUCK, the more risky this will become.
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.
Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.
If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
(Won't use this unless instructed to by y'all; LUCK is freakishly important out of combat in this, that much I do remember.)
Whenever you wound an opponent, you may Test your Luck. Roll two dice; if the total score is equal to or less than your LUCK score, you have been Lucky. If the total is higher than your LUCK score, you are Unlucky. Whatever your result, you must deduct 1 point from your current LUCK score. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed him, and you deduct 1 less point of STAMINA than normal.
If you have been wounded, you can Test your Luck in exactly the same way. Remember to deduct 1 point from your LUCK whatever the result. If you are Lucky, the wound was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is more serious: deduct 1 extra STAMINA point.
(Won't use this unless instructed to by y'all; LUCK is freakishly important out of combat in this, that much I do remember.)
Skill
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a Battle. Eating a meal restores 4 STAMINA points. [another bit on writing things down cut] Remember that you have a long way to go, so use your Provisions wisely!
Remember also that your STAMINA score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
Your SKILL score will not change much during your adventure. Occasionally, a page may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL, but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying two Magic Swords. Your SKILL score can never exceed its Initial value unless specifically instructed. Drinking the Potion of Skill (see later) will restore your SKILL to its Initial level at any time.
Stamina and Provisions
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may be dangerously low and battles may be particularly risky, so be careful!
Your backpack contains enough Provisions for ten meals. You may rest and eat at any time except when engaged in a Battle. Eating a meal restores 4 STAMINA points. [another bit on writing things down cut] Remember that you have a long way to go, so use your Provisions wisely!
Remember also that your STAMINA score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Strength (see later) will restore your STAMINA to its Initial level at any time.
Luck
Additions to your LUCK score are awarded through the adventure when you have been particularly lucky. Details are given on the pages of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless specifically instructed on a page. Drinking the Potion of Fortune (see later) will restore your LUCK to its Initial level at any time, and increase your Initial LUCK by 1 point.
You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armor. You have a backpack to hold your Provisions and any treasures you may come across.
In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any one of the following:
A Potion of Skill - restores SKILL points
A Potion of Strength - restores STAMINA points
A Potion of Fortune - restores LUCK points and adds 1 to Initial LUCK
These potions may be taken at any time during your adventure (except when engaged in a Battle.) Taking a measure of potion will restore SKILL, STAMINA, and LUCK to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).
Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note when you have used up a potion.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
(I'm assuming Luck Potion again? Speak now, or forever hold your peace.)
In addition, you may take one bottle of a magic potion which will aid you on your quest. You may choose to take a bottle of any one of the following:
A Potion of Skill - restores SKILL points
A Potion of Strength - restores STAMINA points
A Potion of Fortune - restores LUCK points and adds 1 to Initial LUCK
These potions may be taken at any time during your adventure (except when engaged in a Battle.) Taking a measure of potion will restore SKILL, STAMINA, and LUCK to their Initial level (and the Potion of Fortune will add 1 point to your Initial LUCK score before LUCK is restored).
Each bottle of potion contains enough for one measure, i.e. the characteristic may be restored once during an adventure. Make a note when you have used up a potion.
Remember also that you may only choose one of the three potions to take on your trip, so choose wisely!
(I'm assuming Luck Potion again? Speak now, or forever hold your peace.)
Oyster Bay is a quiet fishing-village some sixty miles down the coast from the notorious Port Blacksand. Because it is at the end of a long peninsula reached only by a steep and winding path, the fishermen and their wives are left to lead a simple but content life, away from the monsters and sorcery of the hinterland.
Journeying south from Fang, you decide that you could do with a few days' rest, and knowing of no more peaceful place than Oyster Bay, you urge your horse towards the coast. Besides, an old adventuring friend of yours called Mungo lives there and it has been years since you last saw him.
(I imagine he got his name after visiting Little Lamplight. I fucking hate those brats, I hope Mungo taught them a lesson or two.)
Two days later you arrive at the edge of the cliffs overlooking Oyster Bay. It is a beautiful sunny morning and everything looks tranquil below. Nothing seems to have changed. The cluster of stone cottages nestles between the foot of the cliffs and the jetty, where a dozen fishing boats lie at anchor. You jump off your horse and walk it down the winding path to the village. The first people you see are a group of crying women. As you approach them, several men step out of a cottage and run towards you. One of the four is your old friend Mungo. His weather-beaten face is full of anger. He looks surprised to see you but wastes no time with words of welcome. He recounts the sad events that have befallen the village.
Having no gold or material wealth, the people of Oyster Bay thought themselves safe from raiders attacking their village. But several weeks ago, while most of the men were out at sea, the Lizard Men of Fire Island landed their boats in Oyster Bay and kidnapped several young men. Mungo believes that they are now enslaved on Fire Island and working in chain gangs in the gold mines. Since the kidnapping, two men were left to guard the village while the rest went out to fish. Despite this, the Lizard Men attacked again this very morning, overpowering the guards and taking away more young men. Mungo tells you that he is about to set sail for Fire Island alone because the other fishermen are too scared to set foot on the island. He stares at you in silence until you smile and say that you will aid him in his quest. He slaps you on the back and shakes your hand in gratitude. For the moment the poor fishing folk forget their grief and crowd round you, eager to thank you. Mungo then invites you to dine with him and rest awhile, as the voyage to Fire Island will take several hours. Over a delicious feast of boiled lobster and salad, you discuss your plans.
(The young men of Oyster Bay and the Lizard Men of Fire Island lived in harmony. But everything changed when the Fire Island attacked.)
Mungo tells you that he does not think humans live on Fire Island any longer, but his knowledge is fairly limited. These are just rumors that pass between fishermen from other coastal villages; however, it is known that Fire Island used to be a prison colony, guarded by a tribe of paid Lizard Men. This was a rather futile attempt by Prince Olaf to rid his land of undesirable characters. The good prince soon learned that it would have been simpler to put his lawful citizens on Fire Island and leave the evil-doers on the mainland; there were just too many of them. He gave up his attempt and abandoned the prison colony. When the Lizard Men received no pay, they took their vengeance out on the prisoners and the island became a place of terror, ruled by a Lizard Man prison-guard who proclaimed himself King. The prisoners were forced to dig mines in the hope of finding gold for the Lizard King. They were underfed and ill-treated and many died; that is presumably why the Lizard King is sending out his men to find new slaves. It is known that in order to assert his authority, the Lizard King began practicing voodoo and black magic. He also started genetic experiments in an attempt to breed an invincible race of Lizard Men. Most of the experiments went wrong. Grotesque mutants were created, and some of the harmful potions found their way into the water drains, with terrible consequences. The local flora and fauna were affected, with the result that man-eating plants and giant beasts evolved. A few of the prisoners managed to escape the island on rafts and were picked up by fishermen, but what has happened in the last few years, nobody knows. Fire Island had almost been forgotten until the recent raids. Success in your quest to assassinate the Lizard King and rescue the kidnapped victims is doubtful, but you must try.
(So Fire Island is basically Australia. Got it.)
You stand up and walk down to the jetty with Mungo, stepping aboard his small fishing boat. In the sight of cheering villagers, you untie the boat and push out to sea, wondering if you will ever return.
NOW TURN OVER
Journeying south from Fang, you decide that you could do with a few days' rest, and knowing of no more peaceful place than Oyster Bay, you urge your horse towards the coast. Besides, an old adventuring friend of yours called Mungo lives there and it has been years since you last saw him.
(I imagine he got his name after visiting Little Lamplight. I fucking hate those brats, I hope Mungo taught them a lesson or two.)
Two days later you arrive at the edge of the cliffs overlooking Oyster Bay. It is a beautiful sunny morning and everything looks tranquil below. Nothing seems to have changed. The cluster of stone cottages nestles between the foot of the cliffs and the jetty, where a dozen fishing boats lie at anchor. You jump off your horse and walk it down the winding path to the village. The first people you see are a group of crying women. As you approach them, several men step out of a cottage and run towards you. One of the four is your old friend Mungo. His weather-beaten face is full of anger. He looks surprised to see you but wastes no time with words of welcome. He recounts the sad events that have befallen the village.
Having no gold or material wealth, the people of Oyster Bay thought themselves safe from raiders attacking their village. But several weeks ago, while most of the men were out at sea, the Lizard Men of Fire Island landed their boats in Oyster Bay and kidnapped several young men. Mungo believes that they are now enslaved on Fire Island and working in chain gangs in the gold mines. Since the kidnapping, two men were left to guard the village while the rest went out to fish. Despite this, the Lizard Men attacked again this very morning, overpowering the guards and taking away more young men. Mungo tells you that he is about to set sail for Fire Island alone because the other fishermen are too scared to set foot on the island. He stares at you in silence until you smile and say that you will aid him in his quest. He slaps you on the back and shakes your hand in gratitude. For the moment the poor fishing folk forget their grief and crowd round you, eager to thank you. Mungo then invites you to dine with him and rest awhile, as the voyage to Fire Island will take several hours. Over a delicious feast of boiled lobster and salad, you discuss your plans.
(The young men of Oyster Bay and the Lizard Men of Fire Island lived in harmony. But everything changed when the Fire Island attacked.)
Mungo tells you that he does not think humans live on Fire Island any longer, but his knowledge is fairly limited. These are just rumors that pass between fishermen from other coastal villages; however, it is known that Fire Island used to be a prison colony, guarded by a tribe of paid Lizard Men. This was a rather futile attempt by Prince Olaf to rid his land of undesirable characters. The good prince soon learned that it would have been simpler to put his lawful citizens on Fire Island and leave the evil-doers on the mainland; there were just too many of them. He gave up his attempt and abandoned the prison colony. When the Lizard Men received no pay, they took their vengeance out on the prisoners and the island became a place of terror, ruled by a Lizard Man prison-guard who proclaimed himself King. The prisoners were forced to dig mines in the hope of finding gold for the Lizard King. They were underfed and ill-treated and many died; that is presumably why the Lizard King is sending out his men to find new slaves. It is known that in order to assert his authority, the Lizard King began practicing voodoo and black magic. He also started genetic experiments in an attempt to breed an invincible race of Lizard Men. Most of the experiments went wrong. Grotesque mutants were created, and some of the harmful potions found their way into the water drains, with terrible consequences. The local flora and fauna were affected, with the result that man-eating plants and giant beasts evolved. A few of the prisoners managed to escape the island on rafts and were picked up by fishermen, but what has happened in the last few years, nobody knows. Fire Island had almost been forgotten until the recent raids. Success in your quest to assassinate the Lizard King and rescue the kidnapped victims is doubtful, but you must try.
(So Fire Island is basically Australia. Got it.)
You stand up and walk down to the jetty with Mungo, stepping aboard his small fishing boat. In the sight of cheering villagers, you untie the boat and push out to sea, wondering if you will ever return.
NOW TURN OVER

Just as Mungo is about to tell you his next tale, he jumps up and shouts, "Land ahoy!" at the top of his voice, as though he were yelling the news to the crew of a galleon. You look to where he is pointing and see Fire Island in the distance. The island sits on the sea like a green cushion, with a jagged mountain protruding from it. Smoke gently curls up from its top: a volcano's fuming anger waiting to explode.
Mungo steers the boat towards a small inlet at the eastern tip of the island, hoping that it will remain concealed between the high rocks. You both put on your backpacks and clamber out of the boat to begin your quest to find the Lizard King.
Do you wish to scramble round the rocks to the beach in the cove on your left or clamber over the rocks on the other side of the inlet to the beach in the cove to your right?
Adventure Sheet:
Dirk O'Killitwithfire (since that was second most popular by a lot in the last Let's Play, I'm using it for our character here, unless there are objections. Fun fact: Dirk O'Killitwithfire has no special ability to kill things with fire.)
SKILL: 12/12
STAMINA: 22/22
LUCK: 11/11
Equipment: Sword, Leather Armor
Potions: [to be determined, either Skill, Strength or Fortune... I'm assuming Fortune again.]
Provisions: 10 meals
EDIT: added poll