[Let's Play] Fighting Fantasy 61 - Bloodbones

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Which of these should I host a Let's Play of next?

Poll ended at Sun Jul 23, 2023 6:59 pm

Fighting Fantasy Never-Completed: Trial of Champions, Starship Traveller, Freeway Fighter, Seas of Blood, Portal of Evil, Battleblade Warrior, or Island of the Undead (say which one in comments if you choose this one)
0
No votes
Fighting Fantazine Mini-Adventure: Return to Icefinger Mountains. Sequel to Caverns of the Snow Witch.
1
50%
Fighting Fantazine Mini-Adventure: Vengeance at Midnight. Sequel to Appointment With F.E.A.R.
1
50%
Marvel Super Heroes Gamebook: Through Six Dimensions. In this gamebook you play Dr. Strange.
0
No votes
Advanced Dungeons and Dragons Gamebook: Curse of the Werewolf. In this gamebook you play the warrior Feral, who fought in the Khefan border wars for three years and is now returning home to the village of Mennan, where his late father Agnor the Wolf ruled.
0
No votes
Golden Dragon Fantasy Gamebook: Crypt of the Vampire.
0
No votes
Golden Dragon Fantasy Gamebook: Castle of Lost Souls.
0
No votes
Sorcery! as a warrior.
0
No votes
I would not participate in any of these.
0
No votes
 
Total votes: 2

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Beroli
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

Throwing the dagger hits the third wrecker.

Round One: Bonnie Blood wins. Third WRECKER is at 3 Stamina.
Round Two: First WRECKER wins. Bonnie Blood is at 14 Stamina.
Round Three: Bonnie Blood wins. Third WRECKER is at 1 Stamina.
Round Four: Bonnie Blood wins. Third WRECKER is dead.
Round Five: Bonnie Blood wins. First WRECKER is at 3 Stamina.
Round Six: Tie between Bonnie Blood and First WRECKER.
Round Seven: First WRECKER wins. Bonnie Blood is at 12 Stamina.
Round Eight: Bonnie Blood wins. First WRECKER is at 1 Stamina.
Round Nine: Tie between Bonnie Blood and First WRECKER.
Round Ten: First WRECKER wins. Bonnie Blood is at 10 Stamina.
Round Eleven: Second WRECKER wins. Bonnie Blood is at 8 Stamina.
Round Twelve: Bonnie Blood wins. First WRECKER is dead.
Bonnie Blood Attack Strength: 16, WRECKER Attack Strength: 17. Bonnie Blood's Stamina is 6
Bonnie Blood Attack Strength: 24, WRECKER Attack Strength: 9. WRECKER's Stamina is 5
Bonnie Blood Attack Strength: 20, WRECKER Attack Strength: 8. WRECKER's Stamina is 3
Bonnie Blood Attack Strength: 16, WRECKER Attack Strength: 13. WRECKER's Stamina is 1
Bonnie Blood Attack Strength: 17, WRECKER Attack Strength: 9. WRECKER is dead.

The light is snuffed out and the vessel the Wreckers were luring onto the rocks tums away just in time, heading back out towards the open sea. Searching the Wreckers' bodies you find a total of 5 Gold Pieces and a Skeleton Key. As you are considering what to do next, from your vantage point high on the promontory you spot a sizeable cave entrance on the shoreline where the cliff-base meets the sea. Could this be the location of the pirates' hideout?

Climb down the cliff to the cave?
Return to the lighthouse and investigate it further?
Leave Mallan's Point?

Also highlighting the option to eat here.

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 6/20
Luck: 9/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 3 Meals
Gold Pieces: 4
Time Elapsed: 4 Hours
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

I vote to eat all 3 Provisions and return to the lighthouse to fully search it, since that is what Bonnie intended to do in the first place.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Thaluikhain »

I vote only eating two provisions at the moment, but searching the lighthouse, yeah, though it's probably a sidetrack.

(Also curious why a light near a ruined lighthouse would lead a ship to danger, but ok)
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Queen of Swords »

I’ll go along with 2 provisions and exploring the lighthouse.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

The sturdy lighthouse door is locked, but using the Skeleton Key, you enter the crumbling tower. Inside you find what was obviously the Wreckers' den. Several empty crates have been arranged around a barrel which acts as a table, and bedrolls lie in one corner. On the barrel are a candle, two dice, enough Provisions for three Meals, and a partially burnt letter. Picking up the charred parchment, you read what you can:

has been changed. It is no longer 'Leviathan', it is now 'Crossbones.' Destroy this letter at once. Should you encounter the snooper, do what is necessary. We meet at the allotted time at

The rest of the message no longer exists. This is a valuable clue (regain 1 LUCK point). You notice a backdoor in another corner of the room.

Vote on what to take and whether to:

Open the trapdoor?
Return to the cliff to explore the cave?
Leave Mallan's Point?

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 14/20
Luck: 9/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 1 Meal
Gold Pieces: 4
Time Elapsed: 4 Hours
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Queen of Swords »

We've already discovered one useful thing, so don't take a chance with the trapdoor. Try the cave instead.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

I vote to take everything, and leave Mallan's Point.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

Three-way tie; if it hasn't been broken by tomorrow morning I'll roll to determine who wins.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Thaluikhain »

Changing vote to going to the cave to avoid tie.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

Going to the cave wins 2-1.

In the darkness, and with the rocks constantly splashed by sea-spray, your descent is somewhat dangerous. Test your Skill three times. Or at least it would be somewhat dangerous if you had less than 12 Skill and could fail that.

Reaching the edge of the cave you can now see that a narrow ledge, just a few metres above the crashing waves, leads into the gloomy depths beyond.

Continue into the cave?
Give up on this course of action and leave Mallan's Point?

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 14/20
Luck: 9/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 1 Meal
Gold Pieces: 4
Time Elapsed: 4 Hours
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Thaluikhain »

Continue on.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Queen of Swords »

Yes, continue on.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

Sure, I also vote to continue on.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

Watching your footing, you inch into the shadows. The water inside the cave suddenly begins to churn and two slimy, sucker-lined tentacles burst from the sea and reach for you. Quickly drawing your sword, you prepare to defend yourself.

TENTACLES Skill 7 Stamina 4

If the Tentacles win two rounds in succession, something will happen.

You throw your dagger first, doing 2 damage.
Bonnie Blood Attack Strength: 23, TENTACLES Attack Strength: 17. TENTACLES is dead.

The water inside the cave now begins to boil and from the turmoil rises a hideous grey-green monstrosity. Reaching for you with sucker-lined tentacles, the Giant Octopus intends to pull you into its snapping, beaked mouth and devour you. Once again you find yourself fighting for your life.

GIANT OCTOPUS Skill 9 Stamina 10

If the Giant Octopus wins two rounds in succession, something will happen.

You throw your dagger first, doing 2 damage.
Bonnie Blood Attack Strength: 21, GIANT OCTOPUS Attack Strength: 18. GIANT OCTOPUS's Stamina is 6
Bonnie Blood Attack Strength: 22, GIANT OCTOPUS Attack Strength: 16. GIANT OCTOPUS's Stamina is 4
Bonnie Blood Attack Strength: 16, GIANT OCTOPUS Attack Strength: 19. Bonnie Blood's Stamina is 12
Bonnie Blood Attack Strength: 14, GIANT OCTOPUS Attack Strength: 20. Bonnie Blood's Stamina is 10

Grasping you with its powerful limbs, the Octopus employs its favorite tactic of squeezing the life from its prey. Lose an additional point of Stamina. When you win an Attack Round, you break free; each round that passes without you doing so, you take 1 more point of constriction damage than the previous round (2 points next round, then 3 points, and so on).

Bonnie Blood Attack Strength: 19, GIANT OCTOPUS Attack Strength: 15. Bonnie is free.
Bonnie Blood Attack Strength: 20, GIANT OCTOPUS Attack Strength: 15. GIANT OCTOPUS's Stamina is 2.
Bonnie Blood Attack Strength: 20, GIANT OCTOPUS Attack Strength: 13. GIANT OCTOPUS is dead.

The Octopus sinks back under the waves, its foul blood staining the water purple. Confident that it is now safe to explore the cave, you do just that but, to your disappointment, find no other tunnels leaving from it. The pirates' hideout obviously isn't here.

You leave the Octopus' Lair and Mallan's Point.

The salt sea breeze behind you, you return to the Port of Crabs itself, sneaking back into the city to continue your hunt for the pirates. (Add 1 Hour to the Time Elapsed.) Where will you go now?

The docks?
The taverns and inns?
The sewers?
The cemetery?
The Temple Quarter?

Also highlighting the option to eat here.

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 9/20
Luck: 10/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 4 Meals, candle, 2 dice, burned letter
Gold Pieces: 4
Time Elapsed: 5 Hours
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

I vote to head to the cemetery, and to eat two meals.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Queen of Swords »

Sure, two meals and the cemetery.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Thaluikhain »

I'll go along with that.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

Keeping to shadowy doorways whenever possible, you make your way swiftly along Corpse Way towards Dead Man's Gate.

You have thus far drawn minimal attention.

Just outside the city walls lies the cemetery. Its pillared entrance is decorated with disturbing statues and the fog merely adds to the eerie atmosphere of the place. Creeping between the weathered tombstones and mausoleums, you suddenly hear the crack of a twig somewhere off to your left and almost jump out of your skin. Spinning round, you are sure you catch a glimpse of something disappearing behind a grim sepulchre. You are not alone in the cemetery. Something else is also prowling around here during the hours of darkness. Peering round the corner of a crypt you see two men who look like sailors walking away from you through the mist, carrying a heavy-looking chest between then. Where can they be going? And what are they up to?

You do have a Crab Doubloon.

You are attracted to something lying in the soil of a freshly dug grave, glinting in the moonlight. Bending down, you pick it up - it is another doubloon, also with two heads. Crivens had such a coin, and now you have two men carrying a chest full of them through a deserted cemetery at night! They must have something to do with the Pirates of the Black Skull. You decide to follow these smugglers. Test your Luck; a 4 succeeds.

The smugglers eventually stop outside an old tomb overgrown with moss and ivy. Pushing open the granite door, they disappear inside. You wait a few minutes before lighting your lantern and passing through the portal yourself. (Add 1 Hour to your total.) Your lantern reveals a passageway leading away into the gloom. As soon as you step over the threshold, another light becomes visible at the other end of the corridor and starts to move towards you. Gliding along the passage is the apparition of an old man with sunken eye-sockets and talon-like fingernails clogged with grave-dirt. The sight of the glowing spectre fills you with a sense of dread and your blood runs cold when you see that the lantern it carries has been fashioned from a human skull. From the tales you have heard told of the Port of Crabs, you know that this must be the ghostly Jack A-Lantern. The ghost does not attack you but instead comes to a halt a few metres from you. Its jaw drops open and the apparition utters one word: 'Paasswoord...'

You do know a password: Crossbones.

Folklore has it that in the past pirates would kill one of their crewmen at the place where they buried their treasure or at a location they wanted kept secret, so that in death the ghost would guard it, unsleepingly. This is obviously what Cinnabar did here. Confidently, you speak the password: 'Crossbones.' Holding your breath you await Jack A-Lantern's reaction.

'You may paasss...' hisses the pirate-ghost and sinks into the earth in front of you. Not waiting to be told twice, you hurry along the passageway, which ends in a flight of steps that descend under the cemetery. At the end of a short passageway you come to a T-junction.

Go left?
Go right?

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 17/20
Luck: 9/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 2 Meals, candle, 2 dice, burned letter
Gold Pieces: 4
Time Elapsed: 6 Hours
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Post by Queen of Swords »

In the absence of any clues about direction, go left.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

I vote left to reject the fascist path, of course. I see no reason to choose otherwise given the information Bonnie Blood knows.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Beroli »

You find yourself exploring the pirates' hideout, a collection of meeting rooms, storerooms, and sleeping chambers, but all appear to be deserted!

Make a thorough search of the hideout?
Return to the T-junction and follow the tunnel in the opposite direction?

Name: Bonnie Blood
Sex: Female
Age: 22
Skill: 12/12
Stamina: 17/20
Luck: 9/10
Weapon: Sword
Backpack contents: Lantern, Tinderbox, Shark's Teeth Bracelet, Magic Compass, Rope, 3 Gas Globes (when you choose to smash one before an enemy at the start of a battle, that enemy fights the battle with a -2 Attack Strength, provided they are not immune; Undead, Demons, and magical creatures are immune), Throwing Dagger (Test Skill before a fight to do 2 damage), Crab Doubloon, 2 Meals, candle, 2 dice, burned letter
Gold Pieces: 4
Time Elapsed: 6 Hours
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Thaluikhain »

Search
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by Queen of Swords »

Make a thorough search.
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Re: [Let's Play] Fighting Fantasy 61 - Bloodbones

Post by JourneymanN00b »

I vote to make a thorough search of the hideout to get any essential items that are here, of course.
Say No To Fascism. The left is the one true way to go.
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