[Let's Play] Fighting Fantasy 51 – Island of the Undead

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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Darth Rabbitt »

Take the mortar and pestle, go further in.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Going further into the building towards the T-junction received 3 votes, so Shaggy will do that. He will also take the pestle and mortar, as requested.

154
You reach the T-junction. Looking around, you see that there is a door along both the right-hand and the left-hand passage; before you, a short hall leads to a staircase which ascends to a landing. Will you:

Go to and open the right-hand door? Turn to 255
Make for and open the left-hand door? Turn to 61
Climb the staircase? Turn to 302

Please make your votes before 9:00 AM PST or a 3-vote majority is reached to ensure that they will be counted.

Adventure Sheet
[spoiler]Shaggy
SKILL: 11 Initial Skill = 11
STAMINA: 17 Initial Stamina = 17
LUCK: 8 Initial Luck = 10
PRESENCE: 5
TIME ELAPSED: 0 days
ENEMY ENCOUNTER:
None
EQUIPMENT LIST:
Knife
Backpack
Waterskin
Leather Jerkin
Pot of Thick Glue
Sword
Potion of Stamina (restores up to one-half of Initial Stamina when used)
Flask of Grog (+4 Stamina, +1 Attack Strength temporary bonus for one combat)
Magic Sword (+1 Attack Strength)
Shield
Rope
2 Small Bottles of Monk’s Herbal Liqueur (each half-bottle gives +4 Stamina)
PROVISIONS REMAINING: 11
POSSESSIONS:
Bottle of Olive Oil
2 Pouches
13 Gold Pieces
Small Gold Key (Found in paragraph 40)
Glass Bottle
Lantern
Pestle and Mortar
Boons:
2 Entity Wishes[/spoiler]
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Post by Queen of Swords »

Try the right-hand door.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Darth Rabbitt »

Yeah, sure.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by SGamerz »

Thirded.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Votes registered; Shaggy will go and open the right-hand door.

255
You push open the unlocked door. Inside is what was once a study – before it was utterly despoiled. Furniture and books, specimens and samples of plants and fruits and seeds have all been overturned, thrown around and trampled underfoot. You make a careful search, and find, below a carpet piled up in one corner of the room, that there is a tiny trapdoor. It’s not possible to lift it by force, and you can open it only if you have a Gold Key. If you have a Gold Key, you know the number of the paragraph where you obtained it. Double that number and turn to the paragraph with the same number. If you don’t have the Gold Key, you leave the room and return to the passage; now will you:

Leave the monastery? Turn to 281
Set off down the passage to the other door, if you haven’t already opened it? Turn to 61
Climb the stairs? Turn to 302

Shaggy does have the Gold Key, so we will be going to paragraph 80.

80
You use the Gold Key to open the door; then you reach into the alcove below and lift out a heavy tract bound in red leather. Clearly, a monk managed to hide this prized book before the monastery was utterly ravaged; it is a herbiary, describing the medicinal use of plants. You are no scholar, but three of the entries have been dog-eared and annotated. Make a note of the three dog-eared pages and their contents: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, and page 266 on the vicious-looking Axeplant. After this brief literary excursion, will you:

Leave the monastery? Turn to 281
Go along the passage to the other door, if you haven’t already opened it? Turn to 61
Set off up the stairs? Turn to 302

Please make your votes before 11:00 AM PST to ensure that they will be counted.

Adventure Sheet
[spoiler]Shaggy
SKILL: 11 Initial Skill = 11
STAMINA: 17 Initial Stamina = 17
LUCK: 8 Initial Luck = 10
PRESENCE: 5
TIME ELAPSED: 0 days
ENEMY ENCOUNTER:
None
EQUIPMENT LIST:
Knife
Backpack
Waterskin
Leather Jerkin
Pot of Thick Glue
Sword
Potion of Stamina (restores up to one-half of Initial Stamina when used)
Flask of Grog (+4 Stamina, +1 Attack Strength temporary bonus for one combat)
Magic Sword (+1 Attack Strength)
Shield
Rope
2 Small Bottles of Monk’s Herbal Liqueur (each half-bottle gives +4 Stamina)
PROVISIONS REMAINING: 11
POSSESSIONS:
Bottle of Olive Oil
2 Pouches
13 Gold Pieces
Small Gold Key (Found in paragraph 40)
Glass Bottle
Lantern
Pestle and Mortar
Herbiary with 3 dog-eared pages (page 311 on Rat-tailed Fungus, page 175 on Pitcher Plant, and page 266 on Axeplant)
Boons:
2 Entity Wishes[/spoiler]
Last edited by JourneymanN00b on Sun Dec 04, 2022 7:44 pm, edited 1 time in total.
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Post by Queen of Swords »

Try the other door.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Vote registered; Shaggy will go along the passage to the other door.

61
The door here opens into a once-splendid chamber in which someone – or something – has clearly gone berserk. Furnishings have been smashed, a fine rug is ripped in ribbons, and some of the teak panels have been gouged away from the walls. This room is in utter shambles. If you want to search it, you will have to Test your Luck to see whether you can find anything at all. If you are prepared to do this, turn to 104. Otherwise, you leave this room; will you:

Leave the monastery? Turn to 281
Head along the passage to the other door, if you haven’t already opened it? Turn to 255
Climb the stairs? Turn to 302

[spoiler]Image[/spoiler]

Shaggy has already opened the other door. Please make your votes on whether to search the room, leave the monastery, or climb the stairs before 1:00 PM PST to ensure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Since nobody voted, I will have Shaggy search the room and Test his Luck.

104
Test your Luck. If you are Lucky, turn to 230. If you are Unlucky, you find nothing and you leave this room, so will you:

Leave the monastery? Turn to 281
Head along the passage to the other door, if you haven’t already been there? Turn to 255
Head on up the stairs? Turn to 302

Rolling the dice yielded an 8, meaning that Shaggy was Lucky. :D

230
[spoiler]Image[/spoiler]

You find a torn-up diary with, on its broken spine, a name: Brother Kendris. You try to match the scraps of paper to make a coherent message out of what is written here! After puzzling over what you can make out of this, will you:

Leave the monastery? Turn to 281
Head along the passage to the other door, if you haven’t already opened it? Turn to 255
Go up the stairs? Turn to 302

Shaggy has already opened the other door. Please make your votes on whether to leave the monastery or go up the stairs before 3:00 PM PST to ensure that they will be counted.

Adventure Sheet
[spoiler]Shaggy
SKILL: 11 Initial Skill = 11
STAMINA: 17 Initial Stamina = 17
LUCK: 7 Initial Luck = 10
PRESENCE: 5
TIME ELAPSED: 0 days
ENEMY ENCOUNTER:
None
EQUIPMENT LIST:
Knife
Backpack
Waterskin
Leather Jerkin
Pot of Thick Glue
Sword
Potion of Stamina (restores up to one-half of Initial Stamina when used)
Flask of Grog (+4 Stamina, +1 Attack Strength temporary bonus for one combat)
Magic Sword (+1 Attack Strength)
Shield
Rope
2 Small Bottles of Monk’s Herbal Liqueur (each half-bottle gives +4 Stamina)
PROVISIONS REMAINING: 11
POSSESSIONS:
Bottle of Olive Oil
2 Pouches
13 Gold Pieces
Small Gold Key (Found in paragraph 40)
Glass Bottle
Lantern
Pestle and Mortar
Herbiary with 3 dog-eared pages (page 311 on Rat-tailed Fungus, page 175 on Pitcher Plant, and page 266 on Axeplant)
Boons:
2 Entity Wishes[/spoiler]
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Post by Queen of Swords »

Go up the stairs.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Vote registered; Shaggy will go up the stairs.

302
The single staircase with its wooden banister rails leads upwards to a landing from which separate sets of stairs then lead off, left and right. Stepping gingerly up the stairs while checking for any tripwires or other traps, you are almost up to the landing when you see that a magical pentagram has been inscribed on the floor here. You have no idea what may happen if you step into it in order to cross to the stairs beyond. You could try to vault over it, using the banister rails as supports, but this could well be very tricky! Will you:

Leave the monastery? Turn to 281
Walk into the pentagram? Turn to 392
Try to remove the pentagram somehow? Turn to 3
Attempt to vault over the pentagram? Turn to 193

Please make your votes before 5:00 PM PST to ensure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by SGamerz »

Try to vault over it. We're not a wizard, so don't risk touching the pentagram unless we have no choice.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Vote registered; Shaggy will attempt to vault over the pentagram.

193
You must Test your Skill, adding 2 to the total rolled on the dice. If you succeed, you execute a wonderful vault across the landing to the upper stairs, where you face one slightly open door and one closed one. If you want to open the closed door, turn to 325; if you prefer to push open the door which is slightly ajar, turn to 336. If you fail, you land on your rump inside the pentagram; turn to 392.

Rolling the dice and applying the appropriate modification yielded a 9, meaning that Shaggy has executed a wonderful vault across the landing to the upper stairs.

Please make your votes on whether to open the closed door or push open the door which is slightly ajar before 7:00 PM PST to ensure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by SGamerz »

Try the ajar door.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Queen of Swords »

Sure, try the door that’s ajar.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Votes registered; Shaggy will push open the door which is slightly ajar.

336
The large room behind this door may have been a meditation chamber or inner sanctum for the senior monks here. The kneeling cushions, mats, tapestries, ceremonial bowls and tables here have been smashed with a primeval fury; from behind a curtained-off part of the room you hear something scrabbling and panting. Whatever the thing making these disgusting noises is, it doesn’t seem to have noticed you yet. If you prefer not to confront this monster and would like to leave the monastery, and if you’ve encountered an Elemental here, turn to 281. If you want to leave but haven’t fought an Elemental here, turn to 31. If you want to attack the creature here, turn to 354. If you want to go along the corridor and open the other door and you haven’t done this already, turn to 325.

Shaggy has not fought an Elemental here, nor has he opened the other door. Please make your votes on whether to leave the monastery, attack the creature, or open the other door before 8:30 PM PST to ensure that they will be counted.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Since nobody voted, I will have Shaggy attack the creature here.

354
You draw back the black curtains and confront a creature warped almost beyond recognition. This thing was once a human monk: the fine quality of its now-shredded and filthy robe suggests that he may have been the senior monk in the monastery. Now the creature’s body is covered in mottled and calcified nodules, and it oozes a thick, acidic secretion which drips on to the wooden floor and hisses as wisps of acrid smoke rise from the blackening woodwork. The eyes are blackened and opaque, and its face is an impassive, stony mask. It has just wrenched open a wooden chest and has flung the contents – papers and maps – to the floor, where they are dissolving in the acid. The monster reacts swiftly to your presence. You have no idea what gross mutated thing the monk – once Father Honorton himself – has become, but it’s too fast for you to evade. You’ve got to fight!

FATHER HONORTON SKILL 10 STAMINA 12

If you win, turn to 170.

[spoiler]Image[/spoiler]

The fight:
[spoiler]Round 1: Father Honorton Attack Strength: 15, Player Attack Strength: 24;
Father Honorton Stamina: 10, Player Stamina: 17
Round 2: Father Honorton Attack Strength: 14, Player Attack Strength: 18;
Father Honorton Stamina: 8, Player Stamina: 17
Round 3: Father Honorton Attack Strength: 14, Player Attack Strength: 18;
Father Honorton Stamina: 6, Player Stamina: 17
Round 4: Father Honorton Attack Strength: 13, Player Attack Strength: 20;
Father Honorton Stamina: 4, Player Stamina: 17
Round 5: Father Honorton Attack Strength: 17, Player Attack Strength: 17;
Father Honorton Stamina: 4, Player Stamina: 17
Round 6: Father Honorton Attack Strength: 14, Player Attack Strength: 21;
Father Honorton Stamina: 2, Player Stamina: 17
Round 7: Father Honorton Attack Strength: 16, Player Attack Strength: 18;
Father Honorton Stamina: 0, Player Stamina: 17[/spoiler]

Shaggy flawlessly sends Father Honorton to an eternal slumber.

170
What the monster was looking for in the chest surely can’t have been there, since the contents have been strewn around everywhere and are now disfigured through being splattered with acid. The chest is empty, but you spot that its base looks a little higher than it should be – it has a false bottom! Eagerly you prise up the panel in the bottom of the chest and find a secret compartment sunk into the solid wood surround. There is a small purple cloth here and wrapped within it are two crystals. Gain 1 LUCK point and 1 point of PRESENCE for this important find. You sense that these crystals are magical, but you know nothing yet as to their purpose or powers. One is a Sapphire, a fine blue gem with exactly 50 facets. The other is a Topaz, elegantly cut and with 24 facets (make a note of the number of facets each crystal has). You also find a small, glowing stone, with a hundred speckles of light on its surface, and with it a magical scroll on which is inscribed ‘Incantation of Light’; you also find a silver key fashioned in the shape of a bone (add the Skeleton Key to your Possessions).

You sense that the crystals are important, and you must find out how to use them. Excitedly, you head off down the stairs. If you have fought an Elemental, turn to 281. If you haven’t, turn to 31.

Shaggy has not fought an Elemental.

31
As you make your way back to the landing, you notice that a strange change has taken place in the pentagram. It seems to have expanded and now is pulsing slightly with a dim yellow light; it almost seems to be growing across the woodwork even as you look at it. It’s impossible to bypass it, and you take your courage in both hands as you step into it and cross to the stairs below. Turn to 392.

392
As soon as the pentagram is disturbed, an ominous grinding sound comes from beneath the landing, and a pillar of earth and stone erupts through the woodwork, smashing it into splinters and flying fragments. Lose 1 points from your STAMINA because of the cuts and abrasions you suffer from sharp splinters of wood and flying stones. You are faced with a hostile Earth Elemental here! If you want to fight it, turn to 264. If you prefer to flee, turn to 379.

Please make your votes before 9:00 AM PST or a 3-vote majority is reached to ensure that they will be counted.

Adventure Sheet
[spoiler]Shaggy
SKILL: 11 Initial Skill = 11
STAMINA: 16 Initial Stamina = 17
LUCK: 8 Initial Luck = 10
PRESENCE: 6
TIME ELAPSED: 0 days
ENEMY ENCOUNTER:
None
EQUIPMENT LIST:
Knife
Backpack
Waterskin
Leather Jerkin
Pot of Thick Glue
Sword
Potion of Stamina (restores up to one-half of Initial Stamina when used)
Flask of Grog (+4 Stamina, +1 Attack Strength temporary bonus for one combat)
Magic Sword (+1 Attack Strength)
Shield
Rope
2 Small Bottles of Monk’s Herbal Liqueur (each half-bottle gives +4 Stamina)
PROVISIONS REMAINING: 11
POSSESSIONS:
Bottle of Olive Oil
2 Pouches
13 Gold Pieces
Small Gold Key (Found in paragraph 40)
Glass Bottle
Lantern
Pestle and Mortar
Herbiary with 3 Dog-eared Pages (page 311 on Rat-tailed Fungus, page 175 on Pitcher Plant, and page 266 on Axeplant)
Sapphire with 50 Facets
Topaz with 24 Facets
Glowing Stone with 100 Speckles of Light
Magical Scroll with ‘Incantation of Light’ Inscribed
Skeleton Key
Boons:
2 Entity Wishes[/spoiler]
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Thaluikhain »

Run away!
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Post by Queen of Swords »

Agreed, let's gtfo.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Darth Rabbitt »

I think we've gotten everything here. So let's make like our namesake and run away from the monster.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by SGamerz »

Yeah, Elementals are brutal in Titan. Run.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by JourneymanN00b »

Running away received 4 votes, so Shaggy will do that, Scooby Doo style.

379
You run out of the monastery. Roll one die and halve the number rolled, rounding fractions up: this is the number of hits you take from the Elemental as you flee. Each hit drains your STAMINA of 2 points. If you are still alive, the magical guardian doesn’t pursue you outside the building. Will you now head:

North-eastwards to the lighthouse, if you haven’t been there before? Turn to 333
West to the woodlands, if you haven’t been there? Turn to 57
South-west to a grassy hillock? Turn to 186
South-west towards some marshland in the distance? Turn to 6

Rolling the die yielded a 2, meaning that Shaggy takes 1 hit from the Elemental as he flees. He loses 2 Stamina and manages to escape the monastery.

Please make your votes before 9:00 AM PST or a 3-vote majority is reached to ensure that they will be counted.

Adventure Sheet
[spoiler]Shaggy
SKILL: 11 Initial Skill = 11
STAMINA: 14 Initial Stamina = 17
LUCK: 8 Initial Luck = 10
PRESENCE: 6
TIME ELAPSED: 0 days
ENEMY ENCOUNTER:
None
EQUIPMENT LIST:
Knife
Backpack
Waterskin
Leather Jerkin
Pot of Thick Glue
Sword
Potion of Stamina (restores up to one-half of Initial Stamina when used)
Flask of Grog (+4 Stamina, +1 Attack Strength temporary bonus for one combat)
Magic Sword (+1 Attack Strength)
Shield
Rope
2 Small Bottles of Monk’s Herbal Liqueur (each half-bottle gives +4 Stamina)
PROVISIONS REMAINING: 11
POSSESSIONS:
Bottle of Olive Oil
2 Pouches
13 Gold Pieces
Small Gold Key (Found in paragraph 40)
Glass Bottle
Lantern
Pestle and Mortar
Herbiary with 3 Dog-eared Pages (page 311 on Rat-tailed Fungus, page 175 on Pitcher Plant, and page 266 on Axeplant)
Sapphire with 50 Facets
Topaz with 24 Facets
Glowing Stone with 100 Speckles of Light
Magical Scroll with ‘Incantation of Light’ Inscribed
Skeleton Key
Boons:
2 Entity Wishes[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by SGamerz »

Can we go back to the lighthouse, since technically we never went it? If we can, go there.

If we can't head for the woodlands.
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Re: [Let's Play] Fighting Fantasy 51 – Island of the Undead

Post by Darth Rabbitt »

Since we haven’t been to the lighthouse before I don’t see why we wouldn’t be able to—it’s being offered as a choice.
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Post by Queen of Swords »

Oh good, we can go to the lighthouse after all.
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