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

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

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

Post by Beroli »

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You just have time to hear the Gnome yell, 'Three crowns!', before the lock clicks open. As the heavy door swings slowly outwards, the Gnome rushes towards it, hurling the glass ball at your feet. Green gas escapes from the broken glass, and you try to avoid inhaling it. Test your Luck; a 6 succeeds.

Covering your nose and mouth with your hand to avoid breathing in the gas, you follow the Gnome through the open door. You enter another tunnel, at the end of which is the welcome sight of daylight. Much to your surprise, you see the Gnome lying dead halfway down the tunnel. A crossbow bolt protrudes from the side of his head. The Gnome, in his bid for freedom, has fallen foul of Baron Sukumvit's final trap. You walk past him and out into brilliant sunshine.

As soon as you appear at the tunnel exit, a large crowd of people begins to cheer and shout. You walk down a path lined with jubilant people toward a small rostrum, and there, sitting under a colorful bamboo umbrella, is Baron Sukumvit. He looks astonished, as if he never expected anyone to come through his Deathtrap Dungeon alive. Now the secret of Fang is known. As the Baron rises from his chair, you climb the steps to the rostrum, bow down before him and watch as his cold eyes stare at you in utter disbelief. You smile grimly as he offers you his outstretched hand. To the deafening noise of the cheering people of Fang, Baron Sukumvit opens the chest containing your prize of 10,000 Gold Pieces. Then he places a laurel crown on your head and proclaims you the Champion of Deathtrap Dungeon.

Final Adventure Sheet:

Adventure Sheet:
Hai Tien
Skill 11/12
Stamina 11/18
Luck 7/10
Gold Pieces 2
Provisions 0/10
Sword
Leather armor
Shield
Backpack
Hollow wooden tube
Ring of demon banishing
Dagger
Ruby
Mallet
10 iron spikes
2 daggers
Mirror
Pouch with brass bell
Amulet of strength (worn)
Immune to melting-point temperatures
Will detect hidden traps
Number of deaths: 1

Let me know if you have any questions about unexplored paths/options.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by JourneymanN00b »

Thank you for running this adventure, Beroli.
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Queen of Swords
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Post by Queen of Swords »

Thanks for hosting this, Beroli!

Was there any use for the pouch with the brass bell?
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Beroli
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

I appreciate the thanks!

As far as I can recall, none whatsoever. The ring of one wish you can potentially use to banish a mirror demon (thus why I changed it to a ring of demon banishing, plugging the plothole where you inexplicably use it only for that and not to immediately teleport yourself to the exit), but if you ever see the mirror demon, you're on the wrong path and guaranteed to lose the game. The hollow wooden tube can keep you alive if you hide in the water from the Troglodytes, but that automatically costs you all your remaining Provisions, and there's no advantage to doing so if you got most of the way past them with the Doppleganger Potion.

There are a lot of items you could have safely given to Ivy, but giving her anything would have cost you Luck.

Contrary to what angelfromanotherpin thought about the previous playthrough, there is nothing in the trapped room with the illusion of a dead man reaching for a diamond except death. It's baited to look like a diamond because if you get that far, you might know you need a diamond (though how the elf learned that is less than clear). The actual diamond was in the trapped chest and the ninja took it, making him the only one of your rivals to find any of the three gems.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Thaluikhain »

Huh, even allowing some modification of the rules, we seemed to have gotten through this one relatively easily. Though, perhaps conscious or unconscious memories of this one (since it was tried here before and it's one of the well-known ones) helped.
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Beroli
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

Thaluikhain wrote:
Sun Oct 09, 2022 8:18 am
Huh, even allowing some modification of the rules, we seemed to have gotten through this one relatively easily.
The only modifying of the rules I did this time was rewinding the time you died and renaming the ring you never used anyway (and not listing off the options you had in cases like riddles). You did stick much more closely to the true path through the gamebook than I was expecting--and this is a gamebook with a seriously unforgiving true path, as the people who played it the first time on the forum found out.
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Thaluikhain »

Well, and letting us choose where to put our dice for our stats. Some high skill opponents in here, if we'd been gotten 3 less skill and 3 more stamina we could have been in trouble.
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Beroli
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Re: [Let's Play] Fighting Fantasy 6: Deathtrap Dungeon Redux

Post by Beroli »

Ah, yes, there is that.
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