[Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Stories about games that you run and/or have played in.

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Which of the below are you most interested in completing?

Island of the Undead (FF51)
2
67%
Deathmoor (FF55)
1
33%
 
Total votes: 3

SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Without you having to force it, the black door opens easily into a passageway, along which you set out, treading carefully to avoid traps. There is a door in front of you, at the point where the passage curves to the left, and you can just make out that this passageway ends at another door. Will you:

Leave this passage and check elsewhere in the dungeon?
Open the door directly ahead of you?
Open the door along the left-hand section of the passage?
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

Try the left-hand door.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to open the door along the left-hand section of the passage.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

As you stand in front of this door, you see that it has neither a lock nor any handle. You cam open this door only by saying a password. If you know the password, multiply the number of letters in the password by ten and turn to the paragraph with that number. If you don't know the password, you can either go back to the door at the bend in this passage and open that or return to the main passage and search elsewhere.
We only found out about one password, and it certainly fits here, since it's a door without handle or lock...
You utter the word, 'Elementarae', and the door opens. You step into a blue, hazy light and feel a momentary ringing sensation in your ears and a slight disorientation. You half fall; regaining your balance, you look around to find yourself in a library, standing just outside a magic circle. The room is full of shelves, groaning under the weight of leather-bound tomes; a comfortable armchair and a pair of ornate writing desks complete the furnishings. Beside the armchair is a small table bearing a decanter of red wine. The fair end of the room has no wall, simply a screen of blue light. Will you:

Investigate the screen of light?
Sit down, take a rest and drink some wine?
Search through the desks?
Examine some of the bookcases?
Walk back into the magic circle?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to sit down, take a rest and drink some wine to celebrate making it this far.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Half vote for investigating screen of light.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

I guess a full vote wins over half a vote...
The armchair is very comfortable, and you sink into it with some relief. You reach out an arm, draw the decanter to you, and sip the rich liquid. It tastes excellent - so good, you guzzle the lot. You sink into a very comfortable sleep...

You wake up feeling very refreshed (restore your STAMINA to its Initial level). You may take the decenter with you if you like; perhaps you will find something to put it later. Now return to 110 and select an option you haven't chosen before.
And of course, as usual, over-indulgence in alcohol makes you refreshed instead of giving you a hangover.

I assume the wine decanter serves as another empty bottle in our possession.

Back to the previous section:
Investigate the screen of light?
Sit down, take a rest and drink some wine?
Search through the desks?
Examine some of the bookcases?
Walk back into the magic circle?
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 19/19
LUCK 10/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle
Provisions: 6/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 15/18
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to walk back into the magic circle after taking the decanter.
Say No To Fascism. The left is the one true way to go.
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

Search through the desks.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Desks.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

The writing desks have been tidied up very conscientiously. Unblemished vellum, vials of rare inks and quills are there aplenty, but no writing or notes, nor any clues as to what has been happening to the wizards. Rifling through one of the desks, however, you must Test your Skill. If you fail, your hand is slashed by a blade trap; deduct 2 points from your STAMINA. If you are successful, you manage to avoid the trap. Now return to 110 and choose an option you haven't selected before.
Nothing gained, but at least we can't fail the SKILL test, so we avoided injury.
Investigate the screen of light?
Sit down, take a rest and drink some wine?
Search through the desks?

Examine some of the bookcases?
Walk back into the magic circle?
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

Examine the bookcases.
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I once again vote to walk back into the magic circle.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Bookcases first.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

It takes quite some time to make even a cursory examination of the shelves, there are so many of them; you must eat a meal during your search. The books themselves are indecipherable to a non-magical person such as yourself, but you do find a scrap of paper covered in very crabbed and angry handwriting. You read, 'He's a FOOL! Stupid! It's obvious to a moron that progress will depend upon getting the Earth element correctly infused. The Airy element can be wholly ignored at this stage.' The note continues, full of invective and abuse, with a bitter diatribe against the Master of Air. The tone of the jottings is wild and furious, and you feel sure that the wizard who wrote so angrily must have been half crazy at the time. Now return to 110 and select an option you haven't chosen before.
Investigate the screen of light?
Sit down, take a rest and drink some wine?
Search through the desks?
Examine some of the bookcases?

Walk back into the magic circle?
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 19/19
LUCK 10/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle
Provisions: 5/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 15/18
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

For the third time, I vote to walk back into the magic circle.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

You step back into the magic circle...and find yourself outside the door with no lock and no handle by which you entered. You can open the door at the junction passage, just along from here, or you can return to the long, main passageway and search somewhere else.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to return to the long, main passageway and search somewhere else.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Sorry, got some issues with my home CPU, so there won't be updates till tomorrow. It's hard to do updates on a phone.
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Standing in the main passageway, choose an area to explore which you have not yet investigated. Will you:

Open the brown door?
Open the black door?
Descend the stairs?
Open the rosewood door?
Head for the hazy yellow light in the distance?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to open the brown door this time.
Say No To Fascism. The left is the one true way to go.
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

Sure, try the brown door.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

You force open the brown door and find yourself looking into an antechamber which has very striking, and strange, quartz formations running along and down the walls. There is a brown crystalline door opposite you - but there is also a guardian standing before it. The creature looks like a skeleton, but its limbs are covered with an array of overlapping, stony plates which give it very effective armouring, and there is a dull, green glow in its eye-sockets. It holds a large, rune-inscribed sword in its bony hands.

It makes no move to attack you, but you guess that, if you want to get to the door beyond, you will be forced to fight it. Will you attack this creature or return to the main passage and explore somewhere else in the dungeon?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to attack the creature since I want to see what is behind the brown crystalline door.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

There was a picture in that last section:

Image
You step forward to attack the Bone Golem. When fighting it, any blow from its runesword will inflict 3 points of damage to your STAMINA, so you must defeat it quickly~

BONE GOLEM SKILL 8 STAMTNA 9

If you win, your intuitions tell you that a dangerous combat lies behind the door beyond the guardian. Make your preparations, then open the door!
COMBAT LOG:
Bone Golem 17, Fred 20. BG is at 7.
BG 16, Fred 21. BG is at 5.
BG 17, Fred 20. BG is at 3.
BG 18, Fred 16. Fred is at 16.
BG 15, Fred 16. BG is at 1.
BG 18, Fred 22. BG is defeated.
You throw open the door to a wizard's lair. The room is decorated in greys and browns and has a stony, cold atmosphere. The furnishings are basic in the extreme, only a granite statue of a wizard providing any decoration. You feel a sudden chill along your spine as all the room seems to grow colder, and you see the ghostly figure of a grey-haired old man manifesting at the other end of the room. He is robed and shrouded, and his piercing eyes look right into yours as his lip draw back in a snarl. He raises his wraith-like hands and begins to chant - he may be a spirit, but he can still cast spells! If you think you know his name and want to talk to him, turn to 362. If you wish to attack him, turn to 44. If you prefer to flee from the spirit, turn to 134.
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 16/19
LUCK 10/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle
Provisions: 5/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 16/19
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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