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

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

Post by JourneymanN00b »

Important note: Since the spoiler tags still do not work, some of my posts in this thread will be a little hard to read. I hope that everyone can bear with the clutter as I run this Let's Play, since the issues are apparently not getting resolved anytime soon.

Cover
[spoiler]Image[/spoiler]

Hello folks. About a week ago, I got a copy of Fighting Fantasy Book #50, which will be the subject of this Let’s Play. Anyone interested in joining our attempt to complete this adventure is welcome. The plan is to update this thread on a twice per day basis, with the exception of Sundays, where I will try to update more frequently on those days. Due to my work duties, however, I will be moving my more frequent update day from October 16 and 23, both Sundays, to October 15 and 22, which are both Saturdays, should the Let’s Play last that long.

Preface
Firetop Mountain, the forbidding peak whose dark shadow once cast gloom over the whole of Northern Allansia, has been quiet for ten years. It has been that long since the diabolical reign of the evil sorcerer, Zagor, was ended by a heroic adventurer who braved the countless perils of the dungeons beneath the mountain and succeeded where so many had failed before.

But now, resurrected by the power of dark sorcery, Zagor has risen from the dead! More evil than before, the crazed wizard is intent upon wreaking his revenge upon all Allansia. He must be stopped, and for good this time. Some brave adventurer – YOU! – must enter the forbidding labyrinth and bring justice once more to the lord of Firetop Mountain!

Two dice, a pencil and an eraser are all you need to embark on this thrilling adventure, which comes complete with its own elaborate combat system and a score sheet to record your progress.

Many dangers lie ahead and your success is anything but certain. Sinister enemies are ranged against you; it’s up to YOU to decide which route to follow, which dangers to risk and which foes to fight. Beware: Zagor will not be so easy to defeat a second time!

Ian Livingstone is the co-founder, with Steve Jackson, of Games Workshop, the hugely successful chain which specializes in fantasy games of all kinds.
Introduction
Before embarking on your adventure, you must first determine your own strengths and weaknesses. Use dice to determine your initial scores. On pages 14-15 there is an Adventure Sheet which you may use to record the details of an adventure. On it you will find boxes for recording your SKILL, STAMINA and LUCK scores.

You are advised either to record your scores on the Adventure Sheet in pencil or to make photocopies of the sheet for use in future adventures.
For the purposes of this thread, the Adventure Sheet will be hand-made and will be periodically displayed.

Skill, Stamina and Luck
Roll one die. Add 6 to this number and enter this total in the SKILL box on the Adventure Sheet.

Roll two dice. Add 12 to the number rolled and enter this total in the STAMINA box.

There is also a LUCK box. Roll one die, add 6 to this number and enter this total in the LUCK box.

For reasons that will be explained below, SKILL, STAMINA and LUCK scores change constantly during an adventure. You must keep an accurate record of these scores and for this reason you are advised either to write small in the boxes or to keep an eraser handy. But never rub out your Initial scores.

Although you may be awarded additional SKILL, STAMINA and LUCK points, these totals may never exceed your Initial scores, except on very rare occasions, when you will be instructed on a particular page.

Your SKILL score reflects your swordsmanship and general fighting expertise; the higher the better. Your STAMINA score reflects your general constitution, your will to survive, your determination and overall fitness; the higher your STAMINA score, the longer you will be able to survive. Your LUCK score indicates how naturally lucky a person you are. Luck – and magic – are facts of life in the fantasy kingdom you are about to explore.
Making the appropriate rolls and modifications yielded the following initial scores:
SKILL: 12
STAMINA: 17
LUCK: 11

Once again, Fate has decided to be nice and give our protagonist excellent Skill and close to top-notch Luck. The hero’s Stamina is also mediocre, but that should not be too much of an issue if we are smart about our decisions.

Battles
You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not – or if you choose to attack the creature anyway – you must resolve the battle as described below.

First record the creature’s SKILL and STAMINA scores in the first vacant Monster Encounter Box on your Adventure Sheet. The scores for each creature are given in the book each time you have an encounter.

The sequence of combat is then:
1. Roll both dice once for the creature. Add its SKILL score. This total is the creature’s Attack Strength.
2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than that of your opponent, you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from step 1 above.
4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see over). Proceed to step 6.
5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again you may use LUCK at this stage (see over).
6. Make the appropriate adjustments to either the creature’s or your own STAMINA score (and to your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round by returning to step 1. This sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).
Fighting More Than One Creature
If you come across more than one creature in a particular encounter, the instructions on that page will tell you how to handle the battle. Sometimes you will treat them as a single monster; sometimes you will fight each one in turn.
Luck
At various times during your adventure, either in battles or when you come across situations in which you could either be lucky or unlucky (details of these are given on the pages themselves), you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if you are unlucky, the results could be disastrous.

The procedure for using your luck is as follows: roll two dice. If the number rolled is less than or equal to your current LUCK score, you have been Lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and you will be penalized.

This procedure is known as Testing your Luck. Each time you Test your Luck, you must subtract 1 point from your current LUCK score. Thus you will soon realize that the more you rely on your luck, the more risky this will become.

Using Luck in Battles
In certain paragraphs of the book you will be told to Test your Luck and will be told the consequences of your being Lucky or Unlucky. However, in battles you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimize the effects of a wound your opponent has just inflicted on you.

If you have just wounded the creature, you may Test your Luck as described above. If you are Lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (i.e. instead of scoring the normal 2 points of damage, you have now scored only 1).

If the creature has just wounded you, you may Test your Luck to try to minimize the wound. If you are Lucky, you have managed to avoid the full damage of the blow; restore 1 point of STAMINA (i.e. instead of doing 2 points of damage, it has done only 1). If you are Unlucky, you have taken a more serious blow. Subtract 1 extra STAMINA point.

Remember that you must subtract 1 point from your own LUCK score each time you Test your Luck.
For the purposes of this Let’s Play, the attack rounds will be resolved all at once. I will generally only consider using Luck in battles if the character has less than 7 Stamina points. For such battles, I will ask whether Luck should be used to improve the odds of winning the fight. In battles where escape is an option and the character has less than 7 Stamina points, I will also ask whether the character should escape from the battle and under which conditions to do so.

Restoring Skill, Stamina and Luck
Skill
Your SKILL score will not change much during your adventure. Occasionally, a paragraph may give instructions to increase or decrease your SKILL score. A Magic Weapon may increase your SKILL – but remember that only one weapon can be used at a time! You cannot claim 2 SKILL bonuses for carrying 2 Magic Swords. Your SKILL score can never exceed its Initial value unless you are specifically instructed otherwise.

Stamina
Your STAMINA score will change a lot during your adventure as you fight monsters and undertake arduous tasks. As you near your goal, your STAMINA level may become dangerously low and battles may be particularly risky, so be careful!

Unlike other Fighting Fantasy Gamebooks, in this adventure you do not begin with any Provisions. However, during the course of the adventure, you will have opportunities to regain STAMINA points in various ways.

Remember also that your STAMINA score may never exceed its Initial value unless you are instructed to the contrary in a specific paragraph.

Luck
Additions to your LUCK score are awarded during the adventure when you have been particularly lucky. Details are given in the paragraphs of the book. Remember that, as with SKILL and STAMINA, your LUCK score may never exceed its Initial value unless you are specifically instructed otherwise.
Equipment
You start your adventure with the basic tools of your trade: a fine sword; clothes suitable for travelling; a backpack to hold your Provisions and any treasure you may come across; and a lantern to light your way.
Please keep all spoilers covered out of respect to those of us who want to have a blind experience. Any ties will be broken by me based on my personal instincts.

Now, this particular adventure can be tough to complete due to its meatgrinder nature, even for a hero with very good stats. I will therefore allow our hero to have up to 3 boons of the below types to level the playing field:

Rewinds: If our hero dies from any cause other than Stamina loss, the story will be reverted to a previous choice, with the Adventure Sheet being modified to what it was at that point in the story. A rewind will be used for each decision away from the death that we choose to send our hero back to. For example, if our hero starts with 3 rewinds, we can rewind to a maximum of 3 choices before the death occurred. This mechanic is to ensure that we remain careful in our decisions, as rewinds are not able to take our hero too far back from the death.

Restorations: If our hero’s Stamina falls to 0 in any way, it will be restored to its initial score after reducing initial Stamina by 2. This penalty to initial Stamina is to ensure that we are sensible in maintaining Stamina should our hero take a restoration or two.

Item Wishes: If our hero does not have an item that a section asks for, the said item can be requested by using an item wish. Any important information that would be obtained by normally getting the said item will also be provided.

Background
Ten years is not a long time in a wizard’s life – some live for over two hundred years, keeping themselves alive by their own magic and potions. There is a well-known saying among wizards which goes: ‘You’re a long time dead, so let’s live instead!’ Some wizards even went one step further: they cast a spell on themselves so that, in the event of their being slain or assassinated, they were able to raise themselves after a predetermined time when their assailant was long gone. The wizards who chose to come back from the dead were, however, always aligned to evil, for it was dark magic that was needed to cheat death. One of those wizards was known (and feared) by the name of Zagor, the infamous Warlock of Firetop Mountain. Ten years have passed since the day when he was killed by a brave adventurer who risked the guards and deadly traps deep inside Firetop Mountain to save Allansia from his evil magic. But killing Zagor is one thing; keeping him dead is another. Nobody knew that Zagor had cast the Raise Dead Spell on himself, otherwise the adventurer who killed him would have sealed him inside his mountain tomb.

But all that was ten years ago. In the last six months, sinister events have begun to happen around Firetop Mountain. First, the top of the mountain, which was famous for its red-coloured bracken, has turned deathly black. Livestock which have grazed on and around the mountain for decades have started to die a sickening death, and recently people have even disappeared, dragged inside the mountain (it is said) by hideous creatures of the night. Those good people who remain are terrified, for it is rumoured that Zagor has risen and is building himself a new body, bit by bit, from the unfortunate villagers of Anvil!

You are an adventurer, a sword for hire, wandering through the lands. Coming to the village of Anvil, you decide to stop for a rest after your week-long march. However, as soon as you enter the village you sense that all is not well. The villagers look frightened and women quickly push their children indoors as you walk along the main street. You decide that the local tavern would be the best place to find out what is troubling the villagers, so you enter the Two Moons. The chatter inside dies down quickly to a low murmur and the customers eye you as you walk up to the bar. The barman stares at you sternly, and you can see by the look in his eyes that he is a proud man trying to hide is fear.

‘Yes?’ he grunts in a low voice.

You tell him that you are an adventurer seeking a new quest that will end in riches and honour. He frowns, not knowing whether to trust you.

‘Does the name Zagor mean anything to you?’ he asks softly, watching you closely for a reaction.

‘Zagor,’ you reply confidently, ‘was the Warlock of Firetop Mountain until he was slain, ten years ago.’

Is the Warlock of Firetop Mountain,’ the barman says dramatically. ‘He’s come back to life! He is building himself a new body and is sending his evil servants to Anvil to take back live donors!’

The barman seems to accept you as a friend and quickly goes on to tell you about the doom that has befallen Anvil, thanks to Zagor.

‘We need help, stranger!’ he says desperately. ‘None of us here has the power to defeat Zagor ... but maybe you do. We are poor and cannot pay you what you deserve to take on such a task, but we do know that there are chests full of gold inside Firetop Mountain. Will you help us?’

By now the tavern is silent. All eyes are upon you. How can you let them down? Slowly you smile and nod your head.

‘On one condition,’ you say.

‘Name it,’ the barman replies.

‘That I get a hot bath and a room for the night!’ you laugh.

‘Done!’

Everyone in the tavern lets out a cheer, and they all gather round to slap you on the back and offer to buy you some ale.

In the morning you find the barman, whose name you learn is Moose, cooking a large breakfast for you.

‘You must set off south immediately to visit the grand wizard Yaztromo. He alone can prepare you for such an adversary as Zagor. Don’t even think about tackling Zagor on your own. He is stronger than ever and his magic is deadly,’ Moose says earnestly.

You thank him for his advice and bid him farewell.
Now turn to paragraph 1.

1
[spoiler]Image[/spoiler]

Leaving Anvil and its villagers behind, you set off east deep in thought. Firetop Mountain is only a short distance from Anvil, but to go all the way to Yaztromo’s Tower first would mean losing many days’ valuable time. How could Yaztromo help? Ever since he single-handedly defeated eight ghoulish Dark Elves on the edge of Darkwood Forest, the place where he built his famous tower, his reputation has grown. Wise, good, powerful, philanthropic and many other words were used to describe the great Yaztromo. Many sought his help against evil and none were turned away. Suddenly there is a shout from behind you. You spin around, to see Moose running towards you. You notice that his sword is drawn and there is a look of alarm on his face.

‘Zagor will know of your plan unless we can catch the two Trackers I saw running from Anvil, a few minutes ago. They must have overheard us and are running back to inform Zagor. Quick, follow me, we must catch them,’ Moose says hurriedly, still panting. He runs off into the undergrowth, shouting at you to follow him. If you wish to do so, turn to 341. If you would rather continue to walk along the path alone, turn to 161.

In addition to the above choice, what name do you want to give our hero, and how many boons of each type should we take? Please make your decisions before 9:00 AM PDT to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Follow him.

(This is like the 4th book in a row where Livingstone chooses not to use the provisions system. Does he hate the system that he himself created?)
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Thaluikhain »

Follow.
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Post by Queen of Swords »

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

Post by JourneymanN00b »

Alright, so I registered your votes to follow him. Since there are no vote for naming our hero or selecting what boons our hero will take, I will leave voting for these two categories open for now.

341
You run after Moose, keeping your head down to avoid the many outstretched branches. You catch sight of something sparkling in the bushes. If you want to stop briefly to find out what it is, turn to 82. If you do not wish to stop, turn to 267.

Please submit your votes on whether to stop, the name of our hero, and what boons to take before 6:00 PM PDT to guarantee that they will be counted.

Adventure Sheet
[spoiler]???
SKILL: 12 Initial Skill = 12
STAMINA: 17 Initial Stamina = 17
LUCK: 11 Initial Luck = 11
WEAPONS:
Sword
ARMOUR:
None
TREASURE:
None
EQUIPMENT:
Backpack
Lantern
BOONS:
???[/spoiler]
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Post by Queen of Swords »

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

Post by SGamerz »

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

Post by JourneymanN00b »

I have registered your votes to stop briefly to find out what it is. Since there are still no votes on names or boon selection, I will leave voting open for now.

82
You find a round, polished shield, half buried in the dirt. Take it if you wish and turn to 267.

[spoiler]Image[/spoiler]

267
You have to run hard to keep up with Moose. He zigzags through the undergrowth, glancing down at the ground occasionally for prints. All at once he stops and puts his arm up for you to stop running too. You hear a rustle of branches to your left, followed by a piercing howl. Will you charge into the bushes towards the noise (turn to 72) or stand your ground (turn to 374)?

Please submit your votes on whether to take the shield, how to respond to the howl, what to name our hero, and what boons to assign our hero before 9:00 AM PDT to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Queen of Swords »

Take the shield and stand our ground.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

Take shield, stand our ground, one health restore, 2 item wishes. Livingstone books are meatgrinders that require you to find a giant pile of random items.

Name our character Dick Cocksmith. Pull out all the dick jokes for Livingstone's final entry in the series.

(Also, we have now either run or are in the process of running the first 50 Fighting Fantasy books, as well as a handful of ones after that.)
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Darth Rabbitt wrote:
Fri Oct 07, 2022 4:09 am
Name our character Dick Cocksmith. Pull out all the dick jokes for Livingstone's final entry in the series.
It's his last entry in the Puffin series, at least (besides the controversial authorship of Legnd of Zagor, which has already been run), but he has more new books under Wizard and Scholastic publications, including a very recent one (Shadow of the Giants), although I hadn't bought any of the 'new' ones besides Eye of the Dragon, which is probably at the low end of most players' favourite list.

But yeah, go with that name anyway.

And agreed on the boon and the choice to stand our ground.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

I have registered your votes to take the shield, have the hero stand his ground, name our hero Dick Cocksmith, and provide him with 1 Restoration and 2 Item Wishes.

374
A dagger flies out of the bushes, straight at you. If you are holding a shield, turn to 49. If you do not have a shield, turn to 196.

[spoiler]Image[/spoiler]

Dick Cocksmith is holding a shield.

49
Reacting swiftly you fling your shield up to block the steel dagger, which clatters off the shield and falls harmlessly to the ground. You pick it up then charge into the bushes, brandishing your sword. Turn to 72.

72
[spoiler]Image[/spoiler]

You leap into the bushes, your sword cutting through the air. To your right is Moose and in front of you are the two servants of Zagor: they crouch, daggers drawn, and growl, foamy spittle dripping from their dog-like jaws. Half Dark Elf and half Goblin, Trackers are perfect hunters and messengers. Always armed with a cross-belt of throwing daggers across their chest, they will not usually fight openly unless cornered. Suddenly they throw their daggers at you and Moose and draw their short swords. But you are ready and duck below the flying dagger. Wasting not a second more, you charge at the nearest Tracker.

TRACKER SKILL 7 STAMINA 6

If you win, turn to 306.

The fight:
[spoiler]Round 1: Tracker Attack Strength: 12, Player Attack Strength: 14;
Tracker Stamina: 4, Player Stamina: 17
Round 2: Tracker Attack Strength: 13, Player Attack Strength: 15;
Tracker Stamina: 2, Player Stamina: 17
Round 3: Tracker Attack Strength: 14, Player Attack Strength: 18;
Tracker Stamina: 0, Player Stamina: 17[/spoiler]

As expected, Dick Cocksmith flawlessly kills the Tracker.

306
You pull your sword free from the Tracker’s chest and, looking round, see that Moose has also been victorious, despite a deep gash in his left arm. A search of the Trackers’ bodies reveals 6 Gold Pieces, each stamped with the letter ‘Z’. You agree to keep three each, and you also take two steel daggers. Not content with emptying pockets, Moose pulls the boots off the Trackers and gives them a shake. A folded piece of brown-stained paper falls to the ground. ‘I’m not touching that smelly thing,’ laughs Moose. ‘If you want it, you can have it.’ If you do as Moose suggests, turn to 218. If you would rather leave the paper on the ground, turn to 106.

Please submit your votes before 6:00 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
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Eww...no thanks.
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Post by Queen of Swords »

Check out the paper. I seriously doubt it's that dangerous if it was inside a boot.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Thank you for your votes. I will break the 1-1 tie by having Dick Cocksmith leave the paper on the ground.

106
You walk back to the path with Moose, deep in discussion about Zagor.

‘Mission accomplished anyway,’ Moose says cheerfully. ‘At least Zagor doesn’t know you’re coming.’

Eventually you shake hands and say goodbye. Moose sets off on the return journey to Anvil, while you follow the path in the opposite direction. Turn to 161.

161
By midday the sun overhead is shining brightly and it is uncomfortably hot as you walk along the dusty path. You hear the sound of someone whistling, then in the distance you see an old man, leading a donkey. Two large wicker baskets, piled high with mushrooms, are strapped to the donkey’s back. As you approach the man, he comes to a halt and, standing boldly in front of his donkey with his arms folded across his chest, he says,

     ‘I’m Dungheap Dan
     the mushroom man
     I’d rather be a poet
     than a man who has to hoe it.’

He smiles and bows, as if waiting for applause. If you want to talk with Dan, turn to 286. If you would rather ignore him and keep on walking, turn to 237.

Please submit your votes before 9:00 AM PDT to guarantee that they will be counted.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Darth Rabbitt »

Talk to Dungheap Dan, who for probably the first time in his life is not the person with the silliest name in the area.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Dirk can't seem to get a break from stinky stuff. Talk to him.

(Someone ought to introduce this guy to Brennan's Poetic Fiend. They'd spend many happy hours together sharing bad rhymes and appreciating each other's work.)
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by Thaluikhain »

Talk.

(Also, half Dark-Elf and half Goblin creatures called Trackers? That seems a bit odd...checking the FF wikia only has this book in their entry, so it seems everyone else thought so as well)
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Post by Queen of Swords »

Yes, 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 with Dan.

286
You open your mouth to speak, but Dan immediately interrupts with another rhyme.

‘Take a mushroom, I won’t tell;
When you’re ill, it will make you well.’

You realize that talking to Dan would be a waste of time; you accept his gift gratefully, putting the mushroom in your backpack. Dan then sets off with his donkey towards Anvil, leaving you to continue east (turn to 237).

[spoiler]Image[/spoiler]

237
Half an hour later you come to a place where the path splits. If you wish to keep walking east towards Firetop Mountain, turn to 19. If you would rather turn south towards Darkwood Forest and Yaztromo’s Tower, turn to 120.

[spoiler]Image[/spoiler]

Please submit your votes before 6:00 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
BOONS:
1 Restoration
2 Item Wishes[/spoiler]
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Post by Queen of Swords »

Yaztromo's tower. We need magic items... though hopefully he won't charge, given that all we have is zagor-money.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Livingstone won't let us win without us visiting all his set pieces, so we need to visit Yaztromo first.
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by JourneymanN00b »

Votes registered, Dick Cocksmith will turn south towards Darkwood Forest and Yaztromo’s Tower rather than succumb to fascism that easily.

120
An hour or so later, you hear a cry for help coming from a wood in the middle of the scrubland to your right. If you want to investigate, turn to 318. If you prefer to keep on walking, turn to 250.

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Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 50 – Return to Firetop Mountain

Post by SGamerz »

Succumb to fascism and investigate.
Queen of Swords
Prince
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Post by Queen of Swords »

Investigate.
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