[Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

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[Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

Down in the dark twisting labyrinth of Fang, unknown horrors await you. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps and bloodthirsty monsters, which will test your skills almost beyond the limit of endurance. Countless adventurers before you have taken up the challenge of the Trial of Champions and walked through the carved mouth of the labyrinth, never to be seen again. Should you come out of the labyrinth alive, you will be wealthy beyond your dreams. Do YOU dare enter?

Tempted by the promise of a fabulous prize - and the lure of the unbeaten challenge - YOU are one of six seasoned fighters prepared to take on the labyrinth. Only one of you may win through, the rest will perish. But which of you will it be?

This gamebook was attempted here once before, but not completed. This one has the same difficulty on both Watsonian and Doylist levels: Baron Sukumvit's dungeon is theoretically possible to complete, but requires making no mistakes. WhenIf you die, I'll note the number of times you've died and rewind to the place where you stepped off the gamebook's true path.

Standard Fighting Fantasy rules:
Skill, Stamina, & Luck
[spoiler]SKILL score: Roll one die. Add 6 to the result.

STAMINA score: Roll two dice. Add 12 points to the result.

LUCK score: Roll one die. Add 6 to the result.

SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points" . LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.

Testing your Luck: When instructed by the book to test Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.
[/spoiler]

Combat
[spoiler]SKILL and STAMINA scores are given in the text for each adversary that you face.

The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.

Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.

Using Luck in Combat

You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.

If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.[/spoiler]

Equipment and Provisions:
[spoiler]A sword, leather armor, a shield, a backpack, and 10 Meals. Eating a Meal restores up to 4 points of STAMINA; you may only eat one Meal at a time. In this book you may eat whenever not in combat. And you may occasionally be told "you have just enough time to stuff food into your mouth before the enemy attacks, if you choose." You will sometimes be told "you must eat a Meal"; when this happens, you don't gain Stamina from it, just deduct the Meal. If you're told that and you have no Meals, take 2 points of damage.

You also have a Potion of Dexterity, Strength, or Fortune. The Potion of Dexterity will restore your Skill to your Initial Skill. The Potion of Strength will restore your Stamina to your Initial Stamina. The Potion of Fortune will increase your Initial Luck by 1 and then restore your Luck to your (new) Initial Luck.[/spoiler]

Despite its name, Fang was an ordinary small town in the northern province of Chiang Mai. Situated on the banks of the River Kok it made a convenient stopover for river traders and passengers throughout most of the year. A few barges, rafts and sometimes even a large sailboat could usually be found moored at Fang. But all of that was long ago, before the creation of the Trial of Champions. Now once a year the river is crammed with boats as people arrive from hundreds of miles around, hoping to witness the breaking of an ancient tradition in Fang and see a victor in the Trial of Champions.

On 1 May each year, warriors and heroes come to Fang to face the test of their lives. Survival is unlikely, yet many take the risk, for the prize is great - a purse of 10,000 Gold Pieces and the freedom of Chiang Mai forever. However, to become Champion is no easy task. Some years ago, a powerful baron of Fang named Sukumvit decided to bring attention to his town by creating the ultimate contest. With the help of the townspeople, he constructed a labyrinth deep in the hillside behind Fang, from which there was only one exit. The labyrinth was filled with all kinds of deadly tricks and traps and loathsome monsters. Sukumvit had designed it in meticulous detail so that anybody hoping to face its challenge would have to use their wits as well as weaponskill. When he was finally satisfied that all was complete, he put his labyrinth to the test. He picked ten of his finest guards and, fully armed, they marched into the labyrinth. They were never seen again. The tale of the ill-fated guards soon spread throughout the land, and it was then that Sukumvit announced the first Trial of Champions. Messengers and news-sheets carried his challenge - 10,000 Gold Pieces and the freedom of Chiang Mai forever to any person surviving the perils of the labyrinth of Fang. The first year, seventeen brave warriors attempted 'The Walk' as it later came to be known. Not one reappeared. As the years passed and the Trial of Champions continued, it attracted more challengers and spectators. Fang prospered and would prepare itself months in advance for the spectacle it hosted each May. The town would be decorated, tents erected, dining-halls built, musicians, dancers, fire-eaters, illusionists, and every sort of entertainer hired, and entries registered from hopeful individuals intent on making "The Walk." The last week of April found the people of Fang and its visitors in wild celebration. Everybody sang, drank, danced and laughed until day broke on 1 May, when the town thronged to the gates of the labyrinth to watch the first challenger of the year step forward to face the Trial of Champions.

Having seen one of Sukumvit's challenges nailed to a tree, you decide that this year you will attempt "The Walk." For the last 5 years you have been attracted to it, for the rewards, but for the simple fact that nobody has ever yet emerged victorious from the labyrinth. You intend to make this the year in which a Champion is crowned! Gathering up a few belongings, you set off immediately. Two days' walk takes you west to the coast, where you enter the cursed Port Blacksand. Wasting no time in that city of thieves, you buy your passage on a small boat sailing north to where the River Kok meets the sea and from there you take a raft up-river for four days until finally you arrive in Fang.

The Trial begins in three days' time, and the town is in an almost hysterical mood of excitement. You register your entry with the officials and are given a violet scarf to tie around your arm, informing everyone of your status. For three days you enjoy Fang's greatest hospitality and are treated like a demigod. During the long merriment, you almost forget your purpose in Fang; but the evening before the Trial the magnitude of the task ahead begins to dominate your thoughts. Later, you are taken to a special guest-house and shown to your room. There is a splendid four-poster bed with satin sheets to help you rest. But there is little time left for sleep.

Just before dawn a trumpet call awakens you from vivid dreams of flaming pits and giant black spiders. Minutes later, there is a knock on your door, and a man's voice rings out saying, "Your challenge begins soon. Please be ready to leave in ten minutes." You climb out of bed, walk over to the window and open the shutters. Already people are thronging the streets, moving quietly through the morning mist - spectators on their way to the labyrinth no doubt, hoping to find good vantage points from which to watch the competitors. You turn away and walk over to a wooden table on which your trusty sword lies. You pick it up and cut the air with a mighty sweep, wondering what beasts its sharp edge may soon have to meet. Then you open the door into the corridor. A small man with slanted eyes greets you with a low bow as you emerge from your bedroom. "Please follow me," he says. He turns to his left and walks quickly towards the stairs at the end of the corridor.

Leaving your guest-house, he darts down narrow alleyways between houses, and you have to walk quickly to keep up with him. Soon you come into a wide dirt road lined with cheering crowds. When they see your violet scarf, they cheer even louder and start showering you with flowers. The long shadows cast by the people in front of you shrink as the bright yellow sun rises higher in the morning sky. Standing there in front of the noisy and vibrant crowd, you feel strangely alone, aware of your coming ordeal. Suddenly you feel a tug on your shirt and see your small guide eagerly beckoning you to follow him. Ahead you see the looming hillside and the dark mouth of a tunnel disappearing into its inner depths. As you get closer, you notice two great stone pillars on either side of the tunnel entrance. The pillars are covered with ornate carvings: writhing serpents, demons, deities, each seeming to scream a silent warning to those who would pass beyond them.

You see Baron Sukumvit himself standing by the entrance, waiting to greet the contenders in the Trial of Champions. You count five others standing proudly in line, their violet scarves displayed for all to see. There are two bare-chested Barbarians dressed in furs. They stand completely motionless, legs straight and slightly apart, arms thrust forward to rest on the hilts of their long, double-headed battleaxes. A sleek, elven woman with golden hair and feline green eyes is adjusting the cross-belt of daggers wrapped around her leather tunic. Of the two remaining men, one is covered from head to foot in iron-plate armor with a plumed helmet and a crested shield; the other is cloaked in black robes, only his dark eyes showing between the swathes of his black face-scarves. Long knives, a wire garrotte and other silent death-weapons hang from his belt. The five contenders acknowledge your arrival with almost imperceptible nods of the head, and you turn to face the exultant crowd for the last time. Suddenly a hush falls over the crowd as Baron Sukumvit steps forward holding six bamboo sticks. You draw one from his outstretched hand and read the word "Fifth." Then the Trial begins.

The Knight is first. He salutes the crowd before disappearing into the tunnel, and is followed half an hour later by the elf. Next goes a Barbarian and then the dark assassin. Now it is your turn to salute the crowd. Holding your violet scarf aloft, you take one final deep breath of cool fresh air before turning to pass between the stone-pillared gateway into Sukumvit's corridors of power, to face unknown perils on "The Walk" through the mighty Baron's Deathtrap Dungeon.
Deathtrap Dungeon Intro.PNG
Deathtrap Dungeon Intro.PNG (163.36 KiB) Viewed 7568 times
The clamor of the excited spectators gradually fades behind you as you venture deep into the gloom of the cavern tunnel.

Large crystals hang from the tunnel roof at twenty-meter intervals, radiating a soft light, just enough for you to see your way. As your eyes gradually become accustomed to the near darkness, you begin to see movement all around. Spiders and beetles crawling up and down the chiseled walls disappear quickly into cracks and crevices as they sense your approach; rats and mice scurry along the floor ahead of you. Droplets of water drip into small pools with an eerie plopping sound which echoes down the tunnel. The air is cold, moist and dank. After walking slowly along the tunnel for about five minutes, you arrive at a stone table standing against the wall to your left. On it there are six boxes, one of which has your name painted on its lid.

Dice rolls: 3, 3, 3, 6. I can't imagine where you'll vote to put the 6.

Vote to divide the dice between your Skill, Stamina, and Luck; which initial potion to take; the gender and name of your character; and whether to open the box or keep walking by. Doing anything to the other boxes doesn't occur to you as a possibility.
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Post by Queen of Swords »

6 to Skill, Potion of Fortune, and open the box.
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Re:

Post by SGamerz »

Queen of Swords wrote:
Sat Sep 10, 2022 12:22 pm
6 to Skill, Potion of Fortune, and open the box.
Seconded.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by JourneymanN00b »

I vote to put the 6 to Skill, of course, and to take the Potion of Skill, since there is a good chance that our hero will lose 1 Skill point in the adventure. My vote for the name will be Hai Tien since we are playing a Game of Death, and finally, my vote will be to open the box, so we can get the items.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

12 Skill, 18 Stamina, 9 Luck wins 3-0. Potion of Fortune wins 2-1. Opening the box wins 3-0. The name Hai Tien wins 1-0. There are no gender votes either way, but the basis for the name is male and so the character will be male unless someone actually votes to the contrary.

The lid of the box lifts off easily. Inside you find two Gold Pieces and a note written on a small piece of parchment addressed to you. After placing the gold in your pocket, you read the message, which says: "Well done. At least you have the sense to stop and take advantage of the token aid given to you. Now I can advise you that you need to find and use several items if you hope to pass triumphantly through my Deathtrap Dungeon. Signed, Sukumvit." Memorizing the advice on the note, you tear it into tiny pieces and continue north along the tunnel.

After walking down the tunnel for a few minutes, you come to a junction. A white arrow painted on one wall points west. On the floor you can see wet footprints made by those who entered before you. It is hard to be sure, but it looks as though three of them followed the direction of the arrow, while one decided to go east.

Do you wish to head west or east?

Adventure Sheet:
Hai Tien
Skill 12/12
Stamina 18/18
Luck 9/9
Gold Pieces 2/2
Provisions 10/10
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Post by Queen of Swords »

Head east. If three people have already gone west, the good stuff is more likely to be gone.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Darth Rabbitt »

While I've been pretty out of this forum lately, the siren call of trying to finish the first LP I ran on this godforsaken website is too tempting to resist. I don't recall most of the specific moves needed to win. I do remember some of them. I would have voted to put the 6 in Skill because this book is a meat grinder in classic Livingstone fashion, and despite the lies of the introduction you need good stats, especially Skill. Errol Flynn may have perished in last year's contest, but Hai Tien may fare better.

Anyways, head east for the reasons Queen of Swords mentioned.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by JourneymanN00b »

I vote that Hai Tien be male in order to fit with the Game of Death character, and to go east. Having a greater chance of good items is a good enough reason for him to start down the fascist path.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

Ahead you can see a large obstruction on the tunnel floor, although it is too dark to make out exactly what it is. The wet footprints you have been following carry on towards the obstruction.

Continue and approach the obstruction?
Go back to the junction and head west?

Adventure Sheet:
Hai Tien
Skill 12/12
Stamina 18/18
Luck 9/9
Gold Pieces 2/2
Provisions 10/10
Potion of Fortune
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by SGamerz »

Approach the obstruction.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Thaluikhain »

Approach.
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Post by Queen of Swords »

Keep going towards the obstruction.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

You see that the obstruction is a large, brown, boulder-like object. You touch it with your hand and are surprised to find that it is soft and spongy.

Try to climb over it?
Cut it open with your sword?

Adventure Sheet:
Hai Tien
Skill 12/12
Stamina 18/18
Luck 9/9
Gold Pieces 2/2
Provisions 10/10
Sword
Leather armor
Shield
Backpack
Potion of Fortune
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Post by Queen of Swords »

I don't want to find out what's inside this "soft and spongy" thing. Climb over it.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by JourneymanN00b »

I vote to climb over it, as cutting it open is just asking for trouble.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

You clamber on to the soft boulder, half expecting to be engulfed by it at any moment. Getting over it is difficult, as your limbs sink into its soft casing, but eventually you manage to struggle over it. Relieved to be back on firm ground, you head east.

The tunnel makes a sudden turn to the left and heads north for as far as you can see. The footprints you are following start to peter out as the tunnel becomes gradually drier. Soon you are beyond the dripping roof and the pools on the floor. You notice the air becoming hotter and you find yourself panting even though you are walking quite slowly. In a small recess on the left-hand wall you see a section of bamboo standing on its end. Lifting it down, you see it is filled with a clear liquid. Your throat is painfully dry and you feel a little dizzy from the heat in the tunnel.

Drink the liquid?
Carry on?

Adventure Sheet:
Hai Tien
Skill 12/12
Stamina 18/18
Luck 9/9
Gold Pieces 2/2
Provisions 10/10
Sword
Leather armor
Shield
Backpack
Potion of Fortune
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Thaluikhain »

Carry on, like a bad British comedy film.
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Post by Queen of Swords »

Drink the bamboo liquid.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by SGamerz »

Drink. We're clearly showing signs of dehydration.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Darth Rabbitt »

Drink the liquid. It’s too obvious a potential trap to actually be a trap.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by JourneymanN00b »

I vote to drink the liquid in order to rehydrate our hero, as there are at least 10 reasons for doing so.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

Drinking wins 4-1.

The water in the bamboo pipe is welcomingly refreshing. Add 1 STAMINA point. It also contains a magical solution which will enable you to be exposed to melting-point temperatures without harm. Discarding the bamboo, you start off north again in good spirits.

The temperature continues to rise and you find yourself dripping with sweat. As you struggle on, the heat intensifies until it feels like white heat and becomes so unbearable that you begin to pass out.

You have drunk the liquid from the bamboo pipe.

Although the temperature in the tunnel is higher than you could normally tolerate, the liquid from the bamboo pipe keeps you alive.

Mercifully, the temperature now starts to drop rapidly, and soon it feels almost cool again. On the left-hand side of the tunnel is a closed door. It has a small iron plate in it, which might possibly slide open.

Try to slide the iron plate?
Try to open the door?
Continue north along the tunnel?

Adventure Sheet:
Hai Tien
Skill 12/12
Stamina 18/18
Luck 9/9
Gold Pieces 2/2
Provisions 10/10
Sword
Leather armor
Shield
Backpack
Potion of Fortune
Immune to melting-point temperatures
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Darth Rabbitt »

Slide the iron plate.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by SGamerz »

Slide the iron plate to look through.

(I probably shouldn't be surprised, but this seems to be the only book I can recall where it actually gives you such an option. There are other - also rare - occasions where you can choose to stop and listen at a door first, or open it slightly to sneak a peek, but this seems to be the only door I can recall that's designed with a viewing slot and plate in the whole Titian-verse - or at least, the only one we get the choice to look through.)
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Post by Queen of Swords »

Yes, slide the iron plate and see if we can look into the room.
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