[Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Ack. We can't pursue what we were doing, just pursue the mine job or go back to the Adventurer's Guild?
Enter the mine then.
Enter the mine then.
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- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
1 gold per kill. Could be very profitable. Enter the mine.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Votes registered; entering the mine.
441
The main tunnel into the silver mine is broad and tall and shored up with solid supports. It is very well made, and you feel safe as you head underground. You do not need a source of illumination either, since flickering lanterns are positioned at regular intervals, providing you with plenty of light to see where you are going. You pass miners pushing carts of ore before them, and you cannot have travelled more than a hundred metres when the tunnel branches. You can hear voices and the sounds of pickaxes echoing from the right-hand tunnel, but nothing from the one to the left. Do you want to take the left branch (turn to 109) or the right branch (turn to 461)?
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
441
The main tunnel into the silver mine is broad and tall and shored up with solid supports. It is very well made, and you feel safe as you head underground. You do not need a source of illumination either, since flickering lanterns are positioned at regular intervals, providing you with plenty of light to see where you are going. You pass miners pushing carts of ore before them, and you cannot have travelled more than a hundred metres when the tunnel branches. You can hear voices and the sounds of pickaxes echoing from the right-hand tunnel, but nothing from the one to the left. Do you want to take the left branch (turn to 109) or the right branch (turn to 461)?
Please make your votes before 9:00 AM PDT 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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- King
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
We were told first left, so I vote left, but half vote to avoid tie.
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
I vote to follow the half-ogre's instructions. Left.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Votes tallied; going the communist way won over taking the fascist way by a 2.5-1 vote.
109
As you proceed along the left-hand branch, it begins to slope downwards. Water drips from the ceiling to pool on the uneven rock floor of the tunnel. Rather than being lit by regularly spaced lanterns, burning torches illuminate the ways onwards from here. Eventually you reach another junction. Neither of the tunnels that continue from this point are lit, so you lift one of the torches from its wall bracket and hold it aloft. As you are considering which way to go, you fancy you hear distant footsteps coming from the right-hand passage. This time, do you want to head left (turn to 395) or right (turn to 182)?
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
109
As you proceed along the left-hand branch, it begins to slope downwards. Water drips from the ceiling to pool on the uneven rock floor of the tunnel. Rather than being lit by regularly spaced lanterns, burning torches illuminate the ways onwards from here. Eventually you reach another junction. Neither of the tunnels that continue from this point are lit, so you lift one of the torches from its wall bracket and hold it aloft. As you are considering which way to go, you fancy you hear distant footsteps coming from the right-hand passage. This time, do you want to head left (turn to 395) or right (turn to 182)?
Please make your votes before 7:00 PM PDT 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.
Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Left again. And then right.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Left again. Then first right.
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Votes registered; turning to socialism over Nazism.
395
You descend still further, as the tunnel corkscrews down through solid rock, until you finally arrive at a rough-hewn circular chamber. Leading off from it are two tunnels, but you notice that some strange markings have been chiselled into the rock above each tunnel entrance. The angular shape etched into the rock above the left-hand tunnel looks a bit like a skull. The one above the right-hand tunnel looks like a set of jagged fangs. What do you want to do now?
Enter the left-hand tunnel? Turn to 128
Enter the right hand tunnel? Turn to 394
Retrace your steps and go the other way at the last junction? Turn to 182
Retrace your steps and leave King Salamon’s Mine? Turn to 214
Please make (or confirm) your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
395
You descend still further, as the tunnel corkscrews down through solid rock, until you finally arrive at a rough-hewn circular chamber. Leading off from it are two tunnels, but you notice that some strange markings have been chiselled into the rock above each tunnel entrance. The angular shape etched into the rock above the left-hand tunnel looks a bit like a skull. The one above the right-hand tunnel looks like a set of jagged fangs. What do you want to do now?
Enter the left-hand tunnel? Turn to 128
Enter the right hand tunnel? Turn to 394
Retrace your steps and go the other way at the last junction? Turn to 182
Retrace your steps and leave King Salamon’s Mine? Turn to 214
Please make (or confirm) your votes before 9:00 AM PDT 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.
Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
I was hoping to do the quest we originally came to do. I hope following that guy's direction doesn't limit us to the new quest.
Anyway, there's only one right tunnel here, so "first right" doesn't exactly make sense either. But fangs look more attractive than skull, so right I guess.
Anyway, there's only one right tunnel here, so "first right" doesn't exactly make sense either. But fangs look more attractive than skull, so right I guess.
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- King
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Entering the right hand tunnel has at least 3 existing votes, so Lee Miles will do this.
394
The polished shell of a huge, grub-like head
As you proceed further along the tunnel, and head deeper underground, you notice that the walls appear less chiselled and more … chewed? You are just wondering whether you should turn back when your flickering torchlight reflects from the polished shell of a huge, grub-like head that is possessed of a massive pair of mandibles, powerful enough to cut through solid rock. You have no choice but to draw your sword and defend yourself.
ROCK GRUB SKILL 7 STAMINA 11
If you win, turn to 161. If you wish to Escape during the battle and flee from the mine (don’t forget your penalty for this), turn to 214.
The fight:
Round 1: Rock Grub Attack Strength: 10, Player Attack Strength: 15
Rock Grub Stamina: 9, Player Stamina: 11
Round 2: Rock Grub Attack Strength: 9, Player Attack Strength: 18
Rock Grub Stamina: 7, Player Stamina: 11
Round 3: Rock Grub Attack Strength: 14, Player Attack Strength: 20
Rock Grub Stamina: 5, Player Stamina: 11
Round 4: Rock Grub Attack Strength: 19, Player Attack Strength: 11
Rock Grub Stamina: 5, Player Stamina: 9
Round 5: Rock Grub Attack Strength: 15, Player Attack Strength: 14
Rock Grub Stamina: 5, Player Stamina: 7
Round 6: Rock Grub Attack Strength: 15, Player Attack Strength: 15
Rock Grub Stamina: 5, Player Stamina: 7
Round 7: Rock Grub Attack Strength: 13, Player Attack Strength: 15
Rock Grub Stamina: 3, Player Stamina: 7
Round 8: Rock Grub Attack Strength: 12, Player Attack Strength: 19
Rock Grub Stamina: 1, Player Stamina: 7
Round 9: Rock Grub Attack Strength: 15, Player Attack Strength: 20
Rock Grub Stamina: -1, Player Stamina: 7
Lee Miles kills the Rock Grub, although it deals him 4 Stamina damage in the process.
161
Severing the Rock Grub’s head from the rest of its disgusting body, you secure it to your backpack with a piece of twine before setting off, back up the spiralling tunnel to the junction where you thought you heard footsteps echoing from the passageway to the right. Do you want to follow that passageway now, to see where it leads (turn to 182), or do you want to leave the mine (turn to 214)?
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
Lee Miles
SKILL: 8 Initial Skill: 8
STAMINA: 7 Initial Stamina: 12
LUCK: 6 Initial Luck: 6
AMONOUR: 7
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
0 Salacoins
PROVISIONS REMAINING: 0
ITEMS OR EQUIPMENT CARRIED:
Clothes
Trinket
Backpack
Short Sword
Spare Clothes
Purse
Holy Symbol
Longbeard’s Legends of the Windward Plains
Adventurers’ Permit
Rock Grub’s head
SPECIAL SKILLS:
Spelling
THE WHEEL OF THE WEEK:
Stormsday
NOTES:
If at 115, turn to 467 to visit the Testing Grounds in the Forest of Spiders
If at 115, turn to 357 to have Ruznik teach Spelling for 4 Gold Pieces
If at 115, turn to 150 to join Nanoc escorting Velenore Musek’s caravan
Inspection of the dead Shrieker attack: 50 CLUE points
Girl’s statement: 10 CLUE points
Examination of attack scene: 24 CLUE points
394
The polished shell of a huge, grub-like head
As you proceed further along the tunnel, and head deeper underground, you notice that the walls appear less chiselled and more … chewed? You are just wondering whether you should turn back when your flickering torchlight reflects from the polished shell of a huge, grub-like head that is possessed of a massive pair of mandibles, powerful enough to cut through solid rock. You have no choice but to draw your sword and defend yourself.
ROCK GRUB SKILL 7 STAMINA 11
If you win, turn to 161. If you wish to Escape during the battle and flee from the mine (don’t forget your penalty for this), turn to 214.
The fight:
Round 1: Rock Grub Attack Strength: 10, Player Attack Strength: 15
Rock Grub Stamina: 9, Player Stamina: 11
Round 2: Rock Grub Attack Strength: 9, Player Attack Strength: 18
Rock Grub Stamina: 7, Player Stamina: 11
Round 3: Rock Grub Attack Strength: 14, Player Attack Strength: 20
Rock Grub Stamina: 5, Player Stamina: 11
Round 4: Rock Grub Attack Strength: 19, Player Attack Strength: 11
Rock Grub Stamina: 5, Player Stamina: 9
Round 5: Rock Grub Attack Strength: 15, Player Attack Strength: 14
Rock Grub Stamina: 5, Player Stamina: 7
Round 6: Rock Grub Attack Strength: 15, Player Attack Strength: 15
Rock Grub Stamina: 5, Player Stamina: 7
Round 7: Rock Grub Attack Strength: 13, Player Attack Strength: 15
Rock Grub Stamina: 3, Player Stamina: 7
Round 8: Rock Grub Attack Strength: 12, Player Attack Strength: 19
Rock Grub Stamina: 1, Player Stamina: 7
Round 9: Rock Grub Attack Strength: 15, Player Attack Strength: 20
Rock Grub Stamina: -1, Player Stamina: 7
Lee Miles kills the Rock Grub, although it deals him 4 Stamina damage in the process.
161
Severing the Rock Grub’s head from the rest of its disgusting body, you secure it to your backpack with a piece of twine before setting off, back up the spiralling tunnel to the junction where you thought you heard footsteps echoing from the passageway to the right. Do you want to follow that passageway now, to see where it leads (turn to 182), or do you want to leave the mine (turn to 214)?
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
Lee Miles
SKILL: 8 Initial Skill: 8
STAMINA: 7 Initial Stamina: 12
LUCK: 6 Initial Luck: 6
AMONOUR: 7
MONEY: 10 Salacoins = 1 Gold Piece
0 Gold Pieces
0 Salacoins
PROVISIONS REMAINING: 0
ITEMS OR EQUIPMENT CARRIED:
Clothes
Trinket
Backpack
Short Sword
Spare Clothes
Purse
Holy Symbol
Longbeard’s Legends of the Windward Plains
Adventurers’ Permit
Rock Grub’s head
SPECIAL SKILLS:
Spelling
THE WHEEL OF THE WEEK:
Stormsday
NOTES:
If at 115, turn to 467 to visit the Testing Grounds in the Forest of Spiders
If at 115, turn to 357 to have Ruznik teach Spelling for 4 Gold Pieces
If at 115, turn to 150 to join Nanoc escorting Velenore Musek’s caravan
Inspection of the dead Shrieker attack: 50 CLUE points
Girl’s statement: 10 CLUE points
Examination of attack scene: 24 CLUE points
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Follow the passageway.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
There may be false leads and dead-ends, but I like exploring. Since we're here, I feel like we should follow the footsteps.
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- King
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- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Votes registered; following the passageway to see where it leads.
182
You follow the sound of footsteps along the tunnel but without managing to catch with whoever is making them. And then the tunnel branches once more, but now you cannot hear any footsteps at all. Will you:
Take the left-hand branch? Turn to 241
Follow the right-hand branch? Turn to 44
Retrace your steps and leave King Salamon’s Mine? Turn to 214
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
182
You follow the sound of footsteps along the tunnel but without managing to catch with whoever is making them. And then the tunnel branches once more, but now you cannot hear any footsteps at all. Will you:
Take the left-hand branch? Turn to 241
Follow the right-hand branch? Turn to 44
Retrace your steps and leave King Salamon’s Mine? Turn to 214
Please make your votes before 7:00 PM PDT 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.
- deaddmwalking
- Prince
- Posts: 3891
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
This one is hard. But I'm feeling that left is right and right is wrong. So let's go left.
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Blind choice, might as well be left.
- JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Votes acknowledged; following the leftist way once again.
241
As you hurry along the tunnel, you do not hear the footsteps again ahead of you, but as you enter a rough-hewn, circular chamber, your torch illuminates something sitting on the ground. It looks like a ball of messy white fur, no bigger than a large cabbage. But at that moment, disturbed by the light, the thing shakes itself and stands up on two hairless feet, blinking its mismatched pink and orange eyes as it comes to. Suddenly fully awake, the strange creature opens a huge mouth and gives voice to a booming howl that you would have associated with something much larger and more dangerous. The howl makes you jump and, as you are caught off guard, the Jib-Jib – for that is what it is – hares off into the darkness. When it stops howling to take a breath, you hear the fleeing footsteps again. Do you want to set off after the Jib-Jib, chasing the fleeing footsteps (turn to 261), or do you want to quit the silver mine and return to the entrance (turn to 214)?
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
241
As you hurry along the tunnel, you do not hear the footsteps again ahead of you, but as you enter a rough-hewn, circular chamber, your torch illuminates something sitting on the ground. It looks like a ball of messy white fur, no bigger than a large cabbage. But at that moment, disturbed by the light, the thing shakes itself and stands up on two hairless feet, blinking its mismatched pink and orange eyes as it comes to. Suddenly fully awake, the strange creature opens a huge mouth and gives voice to a booming howl that you would have associated with something much larger and more dangerous. The howl makes you jump and, as you are caught off guard, the Jib-Jib – for that is what it is – hares off into the darkness. When it stops howling to take a breath, you hear the fleeing footsteps again. Do you want to set off after the Jib-Jib, chasing the fleeing footsteps (turn to 261), or do you want to quit the silver mine and return to the entrance (turn to 214)?
Please make your votes before 9:00 AM PDT 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.
Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Follow the Jib-Jib.
Orth Plays: Currently Baldur's Gate II
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- King
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
Chase the Jib-Jib.
- deaddmwalking
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Re: [Let's Play] Fighting Fantasy 70 – Secrets of Salamonis
I believe I am outvoted but I say follow the footsteps. Just so I can say 'I told you so'.
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