[Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

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

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Which of the below are you most interested in completing?

Island of the Undead (FF51)
2
67%
Deathmoor (FF55)
1
33%
 
Total votes: 3

SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Most of the potions and bottles are unlabelled, and the contents of several have evaporated or decayed. You don't much fancy trying them, and the glassware here is too filthy for you to use. There are two exceptions, however. One is a Potion of Luck; you can drink this at any time except during a combat, and it will restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up). The other is a vial still clamped within a complex construction of glassware and metal; it contains a syrupy blue liquid from which drifts a pleasing smell of coriander, turmeric and lemongrass. If you want to take the Blue Potion, you will have to Test your Skill. If you are successful, turn to 157. If you fail, turn to 182. If you would rather not attempt this, turn to 58.
Do we want to take the Blue optionPotion?

Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 18/19
LUCK 11/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottles (x3). Diamond (280-carat), Ethereal Oil (1 dose), Sprectrebane (1 dose), Potion of Luck (restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up)
Provisions: 4/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 18/21
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to take the blue potion.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

In that our skill is 12, take it.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Since we can't fail the SKILL test, we proceed straight to 157:
You manage to extricate the Blue Potion from the apparatus without breaking its container. You can drink this potion at any time, even at the very beginning of a combat. You don't know what it does, so you will have to take pot luck with it. If and when you decide to drink it, you can find out its effects by nothing the paragraph you are on at the time and turning to 237 (make a note of this). For now, turn to 58.
As stated, this can be drunk at any time, and we will only find out what it does when we do, so voice out if you want to try drinking it now.

In the meantime...
You decide to investigate something which you haven't already examined in the laboratory. Will you inspect:

The green glass globes?
The red glass globes?
The potions and bottles?
The oils and unguents?

The vat?
The chest?

When you're ready to leave this laboratory, return to the main passage and find somewhere else to search by turning to 106.
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 18/19
LUCK 11/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottles (x3). Diamond (280-carat), Ethereal Oil (1 dose), Sprectrebane (1 dose), Potion of Luck (restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up), Blue Potion (turn to 237 to find out effect when drunk)
Provisions: 4/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 18/21
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I also vote to inspect the vat.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

May as well.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Lifting the lid off the great vat, you both see and smell a syrupy deposit of acid lying in the bottom. If you want to take some acid, you can do so in any spare containers you may have (empty potion vials or glass bottles). None of the glass ware here is clean enough for you to add acid to it - you don't want to think about the alchemical reactions that might occur! If you want to take acid for use, make a note of how many vessels you fill with it (to a maximum of four). In combats, you can now throw bottles of acid; if you hit successfully, the corrosive fluid will inflict 4 points of damage to the STAMINA of an opponent. You will be told when you may do this. Acid may also have other uses, of course. Return to 58.
We have 3 empty bottles. Please decide how many we wish to use to hold acid.
You decide to investigate something which you haven't already examined in the laboratory. Will you inspect:

The green glass globes?
The red glass globes?
The potions and bottles?
The oils and unguents?
The vat?

The chest?

When you're ready to leave this laboratory, return to the main passage and find somewhere else to search by turning to 106.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to collect two bottles of acid, leave the laboratory, return to the main passage, and try the left hand door next.
Say No To Fascism. The left is the one true way to go.
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

Two bottles, but check the chest out before we leave.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Two bottles and examine something more, may as well be the chest.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

The chest is locked, and you have a gut feeling that it is somehow trapped. You can prise open the lock with a knife, but doing so will risk activating the trap. If you want to hazard opening the chest, turn to 297 If you would rather not, turn to 58.
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 18/19
LUCK 11/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle. Diamond (280-carat), Ethereal Oil (1 dose), Sprectrebane (1 dose), Potion of Luck (restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up), Blue Potion (turn to 237 to find out effect when drunk), Bottle of Acid (x2)
Provisions: 4/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 18/21
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I don't want to get greedy and have Fred get killed by the trap, so I vote not to open the chest.
Say No To Fascism. The left is the one true way to go.
Queen of Swords
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Queen of Swords »

We've got enough from the room, so I'll go along with leaving the chest alone.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

Leaving the room...
Choose somewhere else to search (where you have not been before) in this dungeon level. Will you try:

The central door in the main passage?
The left hand door in the main passage?
The right-hand door in the main passage?
Th€ right-hand side-passage?

The left-hand side-passage?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I will vote to try the left hand door in the main passage.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

The door, which is locked, is decorated with a large rune; you aren't sure, but you think you may have seen something like this used as a warning rune. If you want to force the door open, you'll have to put some real effort into it - and you may well trigger a trap or make a noise which could alert any guards or guardians about. If you decide to try anyway, turn to 233. If you think better of it, turn to 106.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to try anyway.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Try anyway.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

You put your shoulder against the heavy door, using plenty of force. The door suddenly flies open, and you are catapulted forward so that you slip and fall on the stone floor of the room beyond: deduct 2 points from your STAMINA. What your horrified eyes see next is clear proof that the wizards here have sought to tamper with the basic forces of life. A single creature is restrained in a ghastly chair-and-harness apparatus, moaning piteously. It might once have been human, but now it has scaly green skin which is badly inflamed in places and from which an acrid-smelling, oily fluid oozes. The creature has no hair and its eyes are bulbous and staring. The six fingers on each of its shaking hands are joined together by webbed skin, and a tail like that of a monkey hangs limply down from its back. The pitiful creature draws back its lips and snarls al you, spitting defiance and hatred. Will you:

Kill the restrained creature?
Search the rest of this chamber?
Leave and search elsewhere?
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 16/19
LUCK 11/12
PRESENCE: 8
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle. Diamond (280-carat), Ethereal Oil (1 dose), Sprectrebane (1 dose), Potion of Luck (restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up), Blue Potion (turn to 237 to find out effect when drunk), Bottle of Acid (x2)
Provisions: 4/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 18/21
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
Thaluikhain
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by Thaluikhain »

Kill it.
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by JourneymanN00b »

I vote to kill the restrained creature as well.
Say No To Fascism. The left is the one true way to go.
SGamerz
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Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)

Post by SGamerz »

You draw your sword and approach the mutated monster. It spits at you and the gobbet of corrosive acid hits you on the bare flesh; deduct 2 points from your STAMINA. As you slit its throat, the monster groans in relief at being released from its torment and pain. Get 1 point of PRESENCE. Now you can search the room if you haven't before; otherwise, you return to the main passageway and search somewhere else.
Adventure Sheet:
[spoiler]Name: Fred
SKILL 12/12
STAMINA 14/19
LUCK 11/12
PRESENCE: 9
Equipment: Knife, Backpack, Waterskin, Leather Jerkin, Sword, Bottle of Blade Venom (+1 damage for one combat), Rope (x2), Wooden Pole, Gold Key (found in section 40), Potion of Stamina x2 (restores lost STAMINA points up to one-half of Initial STAMINA when drunk, rounding fractions up), Flask of Grog (+4 STAMINA, +1 Attack Strength for next combat after drunk), Magic Sword (+1 Attack Strength in combat), Shield (x2), Lantern, Bottle of Monks’ Herbal Liqueur x2 (4 doses in total, each restores 4 STAMINA when drunk), pestle and mortar, Herbiary (dog-eared pages: page 311 on the Rat-tailed Fungus, page 175 on the Pitcher Plant, page 266 on the Axeplant), Sapphire (50 facets), Topaz (24 facets), Skeleton Key, Small Pearl, Brass Orb (picked up in section 63), Ruby (36 facets), Tiger Eye stone, stone axe, Tomb Dust, Empty Bottle. Diamond (280-carat), Ethereal Oil (1 dose), Sprectrebane (1 dose), Potion of Luck (restore 1-3 lost LUCK points (roll one die and divide by 2, rounding fractions up), Blue Potion (turn to 237 to find out effect when drunk), Bottle of Acid (x2)
Provisions: 4/12
Gold: 8
Afflictions: Lung Rot
Extra Lives remaining: 18/21
Notes:
1) Message pieced together from torn scraps of paper found in monastery: "There is conflict between the wizards, Caltarelair has certainly quarrelled with one of his fellows and a magic duel cannot be far away. One of them has begun to dabble in magic other than elementalism. Ralsteen the Hermit may have sensed any disturbance at the Circle; I am too weak to risk visiting it. I must hasten to hide the Crystals, and I will hide them in pairs, one pair in..."
2) Parraine will do us a service three times before we bury his bones. He can perform any of the following acts at any time as one service: cure one disease, strengthen our sword so that it inflicts 6 points of damage to the STAMINA of an enemy as the result of a successful hit in combat (can choose this service after we hit the enemy), and he can heal for up to 8 points of lost STAMINA (this cannot be carried out during a combat).
3) The magical password to a door without a lock or handle somewhere below in the dungeons is 'elementarae'.
[/spoiler]
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