[Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

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

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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

Check out the cry for help.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Investigating already received 3 votes, so Dirk Cocksmith will do that and succumb to fascism in the process.

318
[spoiler]Image[/spoiler]

You soon come upon a man who is lying, stripped to the waist and staked out on the ground. Somebody has spread honey over his chest and face and he is being stung by hundreds of red ants that are crawling all over him. You hasten to cut him free, then roll him in the dirt to get the ants off him. Although he is in great pain from the angry red bite marks that cover his body, he is not in mortal danger. ‘Bandits ambushed me while I was riding along the path. Before taking off with my horse, they decided to make me pay for killing their leader in the fight. Thanks to you, their plan has failed. Here, take this as a reward, stranger; it’s a Ring of Invisibility. I suppose I should have used it to hide from the bandits, but it is a very old ring and has only one more charge left. Off you go now. Don’t worry about me. As soon as my horse is left alone for even a second by those infernal bandits, he’ll come galloping back to me.’ After making sure the man is fit enough to be left on his own, you head south along the path (turn to 250).

250
The rest of the day passes without incident and, as the light starts to fade, you begin to think about finding a place to sleep for the night. You know the Dwarf village of Stonebridge is not far away, although you do wonder whether you will be able to reach it before nightfall. Will you find somewhere to sleep while it’s still light (turn to 329) or keep walking towards Stonebridge (turn to 143)?

Please submit your votes before 9:00 AM PDT or a 3-vote majority is reached to guarantee that they will be counted.

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 11 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

We’re at full stamina, let’s keep walking.
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Post by Queen of Swords »

Yes, keep walking.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

I think it might not be a matter of whether we'll be tired from walking, but whether we'd encounter something or find a resting spot that gives us potentially important loot, so I vote to find somewhere to sleep.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Thaluikhain »

Yeah, set up camp rather than walk the spooky woods in the dark.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

I’ll change my vote to break the tie.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Votes registered, Dick Cocksmith will find somewhere to sleep while it’s still light, as that won over walking towards Stonebridge by a 3-1 vote.

329
You leave the path and wander into the undergrowth; eventually you come across the ruin of a wooden hut which looks as if it was burnt down years ago. Ivy covers what’s left of the walls and floor, and the people who once lived here have long since moved on. You decide to poke around the floor of the hut with your sword. After several stabs into the ivy, you hear a dull ‘clunk’ as your sword makes contact with something metallic. You cut away the ivy and uncover an iron ring which is attached to a trapdoor. Lifting it up makes a loud creaking noise, and as you peer into the gloom you hear insects and small creatures fluttering and scurrying below. On the top step of the stairs leading down you see a candle and a flint. You soon have the candle lit and climb down into the darkness. You find yourself standing in a small cellar with just enough head room to stand up in. Cobwebs are everywhere. There are two clay pots on a shelf and a wooden box lies under a rickety old table. Despite the profusion of insect life and small rodents, it seems to be a safe enough place in which to spend the night. Will you:

Go to sleep? Turn to 95
Examine the clay pots? Turn to 386
Examine the wooden box? Turn to 33
Find somewhere else to sleep? Turn to 180

Please submit your votes before 11:00 AM PDT to guarantee that they will be counted.
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Post by Queen of Swords »

Examine the clay pots.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Vote registered, Dick Cocksmith will examine the clay pots.

386
The first pot is empty, but the second contains a large iron key with the number ‘142’ stamped on its barrel. You decide to keep the key, and you make a mental note of the number. If you have not done so already, you may now examine the wooden box (turn to 33) or go to sleep (turn to 95). If you would rather find somewhere else to sleep, turn to 180.

Please submit your votes before 1:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 11 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
Iron Key With “142” Stamped
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Post by Queen of Swords »

Examine the wooden box.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Vote registered, Dick Cocksmith will examine the wooden box.

33
You prise the lid off the box with the tip of your sword, and you discover a small leather pouch inside. The pouch contains a small wooden ball and a small wooden brick. Deciding to keep them, you put them in your pocket. If you have not done so already, you may now examine the clay pots (turn to 386) or go to sleep (turn to 95). If you would rather find somewhere else to sleep, turn to 180.

[spoiler]Image[/spoiler]

Dick Cocksmith has already examined the clay pots. Please submit your votes on whether to go to sleep or find somewhere else to sleep before 3:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 11 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
Iron Key With “142” Stamped
Wooden Ball
Wooden Brick
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Post by Queen of Swords »

Might as well sleep here.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Vote registered, Dick Cocksmith will go to sleep.

95
You make a bed out of ivy tendrils, covered with an old sack. After eating some bread and cheese, you close the trapdoor and settle down to sleep. In the pitch-black darkness you can hear scratching sounds as the insects come out of hiding, but soon you are fast asleep. In the morning, you wake to the sound of footsteps crossing the floor above you. You grope slowly for your sword, trying not to make a sound. Test your Luck. If you are Lucky, turn to 352. If you are Unlucky, turn to 370.

Rolling the dice yielded a 5, meaning that Dick Cocksmith was Lucky. :D

352
You feel like a trapped animal, with the blood pumping through your veins, until your hand encounters the reassuring cold steel of your sword. At any moment you expect the trapdoor to be thrown open. You can hear muffled voices, but they do not sound human. The sound of a horn suddenly blasts out and the creatures above you run off. You wait five minutes, before slowly raising the trapdoor. Peering out, you cannot see a living soul. You climb out of the cellar, make your way back to the path and head south (turn to 238).

238
[spoiler]Image[/spoiler]

A brisk three-hour march brings you to the outskirts of Stonebridge. You walk into the village and are met by two Dwarfs. News travels last in Allansia, for one of them says, ‘Welcome, stranger. We have been expecting you.’ Seeing your puzzled look, he continues: ‘A messenger bird brought us the news from Anvil and we wish to help you so that you can meet Yaztromo. It is your good fortune that you came to visit us, because Yaztromo is not at his tower at present. He has gone to the town of Kaad, which is far to the west of Stonebridge, down the Red River. Plague has broken out there and he has gone to help, but we are not sure if this is of Zagor’s doing. We have a fast sailing boat that can get you there in half a day; it is manned and ready to sail immediately. Come now, follow us, we have no time to lose.’

You follow the two Dwarfs through the village to the banks of the Red River, where a strange-looking sailing vessel is moored: it is about ten metres long and is narrow, but with canvassed racks sticking out on both sides. A five-metre pole pokes threateningly out of the bow, doubtless a ramming weapon. The mast is tall and curved, somewhat resembling an enlarged longbow. The massive sails flap noisily in the wind, waiting for someone to harness their power. Nine men stand in line before the boat, their faces brown and lined, as all seasoned sailors’ faces are. The Dwarf points to the men and says, ‘These men are good friends of the Dwarfs of Stonebridge. They will take you to Kaad.’ Pointing at the shortest man, who is standing at the head of the line, he continues, ‘This is Sach, he’s in charge. The helmsman’s name is Lorrie. The others are Fyll, Eeyun, Stooy, Crook, Maak, Neel and Ndroo.’

You greet the crew and climb aboard. The vessel feels very unstable, being so narrow, and starts to rock from side to side. ‘We’re out of here!’ shouts Lorrie, jumping aboard. The two Dwarfs untie the boat as the rest of the crew also jump on board. They rush about their various tasks: pulling on ropes, balancing the boat, trimming the huge sails. The boat pulls away immediately, ploughing through the water at an alarming rate. Ahead, you notice a rowing boat lying upside-down and bobbing along downstream. An Orc is clinging to the upturned hull. If you want to tell Lorrie to slow the boat in order to pick up the Orc, turn to 398. If you would rather sail on, turn to 136.

Please make your votes before 5:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 10 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
Iron Key With “142” Stamped
Wooden Ball
Wooden Brick
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
Say No To Fascism. The left is the one true way to go.
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Post by Queen of Swords »

Well, finding an Orc makes a change from finding miscellaneous items. Stop and pick him up. Even if we end up fighting him, he could be carrying something useful.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

I don't recall Livingstone ever writing about an Orc or any members of the "official" evil race worth helping. Other authors have, but I don't think that's his style. Sail on.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Thank you for the votes. I will break the 1-1 tie by having Dick Cocksmith sail on.

136
As your boat speeds by the Orc, he snarls and hurls a throwing axe at it. Roll two dice. If the total rolled is between 2 and 9, turn to 112. If the total is 10 or more, turn to 188.

Rolling the dice yielded a 6.

112
The axe thuds into the back of Fyll, who topples over into the river, dead even before he hits the water. The boat sails on, her crew silenced by the unexpected loss of one of their number. Test your Luck. If you are Lucky, turn to 40. If you are Unlucky, turn to 258.

Rolling the dice yielded an 8, meaning that that Dick Cocksmith is Lucky. :D

40
A white dover circles then lands on the deck, and you notice that a small pouch is attached to its leg. The bird appears to be unconcerned as you untie the pouch from its leg. Inside you find a message from Moose: ‘Zagor has sent a doppelganger, a ghost-like impostor of Yaztromo, to trap you when you reach Kaad. But, as you know, doppelgangers always have green eyes and Yaztromo’s eyes are blue. Beware!’ Wondering how Zagor has found out about your mission, you throw the message into the river. The dove flies off as the boat continues its rapid journey downstream. Turn to 11.

11
As the morning wears on, dark clouds appear overhead and the wind quickly picks up. The unstable boat is caught by a sudden gust and tilts disconcertingly over to one side. If the crew consists of five or fewer members (including yourself), turn to 54. If there are more than five crew left on board, turn to 312.

The crew currently has nine members on board.

312
The crew react by easing the sails and balancing the boat quickly and without undue effort, their long experience making the task look easy. The boat continues its speedy voyage downriver, until at last it glides to a halt at a jetty on the riverbank, where a narrow tributary from the north joins the river. You jump off the boat and thank the crew; as they turn the boat around to sail back upriver, you approach the people standing on the jetty. There are quite a number milling around, most of them poor and dressed in tattered clothing. They are carrying small bundles and sacks, and all appear sad and downcast. You start a conversation with a tall man wearing a black beard and learn that he is waiting for a boat to take him upriver to Silverton, so as to escape the plague which is devastating Kaad. You ask him if he knows the whereabouts of Yaztromo; he replies that he last saw the wizard in the town square, mixing potions to give to sick people. The man tells you that if you follow the narrow tributary north for a short distance, you will come to Kaad. Turn to 182.

[spoiler]Image[/spoiler]

182
[spoiler]Image[/spoiler]

You soon arrive at the outskirts of the town, and all about you you sense an atmosphere of despair. The occasional person you meet looks either ill or scared, and there is a slight whiff of decay in the air. A cart track runs from the tributary to the town gates, and you see an old man walking along it towards you. He is dressed in long, flowing, scarlet robes and his hair and beard are long and white. From twenty metres away he calls out to you, saying, ‘Welcome stranger. I am Yaztromo, the wizard you are seeking, I believe.’ On reaching you, he puts out his hand in greeting. His face is suddenly lit up by the sun as the cloud passes by, and his green eyes sparkle. If you wish to shake his hand, turn to 8. If you prefer not to shake his hand, turn to 159.

Please make your votes before 8:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 9 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
Iron Key With “142” Stamped
Wooden Ball
Wooden Brick
BOONS:
1 Restoration
2 Item 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 50 – Return to Firetop Mountain

Post by SGamerz »

We just received Moose's warning about green eyes. Don't shake the imposter's hand.

(I'm not surprised that Zagor found out about us, but I wonder how Moose could have gained access to Zagor's secret assassination plan.)
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Vote registered, Dick Cocksmith will not shake his hand.

159
You sense danger. Something is not as it should be. The old man is being too friendly, not the way grumpy old Yaztromo behaves at all. Suddenly you have it! His eyes are green, whereas Yaztromo’s eyes are blue! The impostor in front of you must be a doppelganger, a ghost-like assassin sent to slay you. You must pierce its ethereal heart with your sword before its flesh touches yours, or you will be doomed to immaterial existence in a twilight world. To resolve this combat, roll dice as normal, but do not deduct STAMINA points. The winner of an Attack Round rolls both dice again: if a double is rolled, then either the Doppelganger’s heart is pierced or it touches your flesh, depending on who won the Attack Round.

DOPPELGANGER SKILL 9 STAMINA 0

If you win, turn to 316.

The fight:
[spoiler]Round 1: Doppelganger Attack Strength: 18, Player Attack Strength: 18;
Round 2: Doppelganger Attack Strength: 15, Player Attack Strength: 20;
Player Attempt Roll: 2, 2;
Doppelganger’s heart is pierced[/spoiler]

Dick Cocksmith manages to flawlessly pierce the Doppelganger’s heart thanks to rolling a pair of 2s in the second Attack Round.

316
The Doppelganger screams, then disintegrates and drifts away like smoke on the wind. You sheathe your sword and breathe a deep sigh of relief. You walk quickly into town and make straight for the town square; there you find a crowd of people huddled round a lone figure: an old man with long white hair and a white beard and wearing scarlet robes. Yaztromo! You call out his name and are able to hear his stern reply above the noise of the crowd: ‘Who in the world wants me now at a time like this?’ You are so reassured by his grumpy town that it almost brings a smile to your face – except for the fact that he is surrounded by very sick townsfolk. You tell him your name and ask him to spare you a few minutes to help you prepare for your coming ordeal with Zagor.

‘Zagor!’ he shouts. ‘If I hear another person utter that infernal warlock’s name once more, I’ll turn them into toads!’ Yaztromo waves his arms around and indulges in some unwizardly cursing, until finally he calms down and says, ‘Now, my good people of Kaad, pass this potion of mine among you and you’ll soon be as fit as firefoxes. I must go and see to this young whippersnapper who has just barged in unannounced.’

You walk away from the crows with Yaztromo, telling him of your quest and asking for his help.

‘Well, as you can see, my help is needed here, so I am unable to accompany you. You will have to face Zagor alone and, since he is stronger now than he was ten years ago, you will need to call upon superhuman forces to combat his extraordinary magical powers. You must find the Elementals! Only the Elementals can save you from certain death when facing Zagor. Their material form is that of dragons’ teeth cast in gold, each stamped with a number. Each tooth has a special power, but you must learn the magic word that releases their elemental powers. Then it will simply be a matter of throwing the teeth on the floor in order to activate them. Curiously enough, you will find the dragons’ teeth inside the labyrinths of Firetop Mountain. It is part of the price for invoking the Raise Dead spell that its user must offer the chance of his own demise. But, as you would expect, Zagor has hidden the dragons’ teeth carefully. You’ll need at least two – but the more the merrier, as they say. Now, I must return to my patients.’ Yaztromo gives you a hearty slap on the back then returns to the sick people of Kaad. He stops for a moment, looks back at you and says, ‘Go and see Zoot Zimmer in Hobnail Street. He’s got a giant eagle that could fly you to Firetop Mountain. And it might be worth paying a visit to Deep Sea Dowland’s store in Pudding Street. He’s got some useful items in there. Here’s some gold to spend.’ Yaztromo hurls a leather pouch in your direction, then turns to his ailing townsfolk without waiting for you to thank him.

You set off without further delay, heading for Pudding Street. You find Deep Sea’s store at the end of a row of shops. Sitting outside the shop is a small boy who is playing with some wooden bricks. If you want to talk to the boy, turn to 233. If you would rather enter the store without delay, turn to 345.

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

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

Adventure Sheet
[spoiler]Dick Cocksmith
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 9 Initial Luck = 11
WEAPONS:
Sword
3 Steel Daggers
ARMOUR:
Shield
TREASURE:
3 Gold Pieces Stamped With “Z”
EQUIPMENT:
Backpack
Lantern
Mushroom
Ring of Invisibility
Iron Key With “142” Stamped
Wooden Ball
Wooden Brick
Leather Pouch
BOONS:
1 Restoration
2 Item 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 50 – Return to Firetop Mountain

Post by JigokuBosatsu »

Talk to the boy.
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Post by Queen of Swords »

Yes, talk to the boy.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

Talk to him.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Votes registered, Dick Cocksmith will talk to the boy.

233
You say hello to the little boy, but he doesn’t look up from his toys. ‘If you’re looking for Deep Sea, he’s not here,’ the boy says sulkily, ‘but if you give me a wooden brick for my set, I’ll go and fetch him!’ You are amazed by the boy’s cheek and feel like clipping him round the ear. If you have a wooden brick and are willing to give it to the boy, turn to 116. If you do not have a wooden brick or do not with to give it to the boy, turn to 44.

Dick Cocksmith does have a wooden brick. Please make your votes on whether to give it to the boy before 6:00 PM PDT to guarantee that they will be counted.
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Post by Queen of Swords »

I seriously doubt the wooden brick will be much use against Zagor, so let the little brat have it.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

Give him the wooden brick.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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