Re: [Let's Play] Fighting Fantasy 51 - Island of the Undead (Take 2)
Posted: Wed Nov 29, 2023 5:21 pm
I vote to return to the main passageway and search somewhere else.
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We've already killed the creature, so the only thing left to do is leave.Searching through the room, you notice various small items that were left over when the restraints were installed: some lengths of leather strappings, a few metal bolts and the like. The only article that looks useful, though, is a bag full of metal spikes and rods, so you take these. Now you can either kill the creature in this room, if you haven't done so already, or leave this chamber and search elsewhere.
Adventure Sheet: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?
The passageway turns right here and leads down until it comes to a door at the end, with a second door about half-way along on the left. Will you open the door that is nearer to you or try the door at the end of the passage?
Surprisingly enough, this door opens readily to your touch, and you stand at the top of a flight of stone steps that lead down. A dim red glow is reflected along the walls of the staircase and a blast of heat strikes you in the face even from this distance. You guess that this must be the correct route to reach your final destination: a confrontation with the Master of Fire. If you are ready to descend now and face him, turn to 397. If you would rather close this door and try the one at the end of the passage, turn to 49. If you wish to search elsewhere in the dungeon, turn to 106; make a note that, when you are ready to go down to the deepest dungeon level, you can do so by turning to 397.
COMBAT LOG:You descend the slairs for what seems an eternity, sweating in the increasing heat of the air that rises towards you from the dungeons of the Master of Fire. Your hair sticks to your scalp and your hand, resting on the hilt of your sword, grows moist; but at last you see before you a single door on the landing at which the stairs terminate. You have no choice but to fling it open, and you stand in the doorway, gazing open-mouthed at a bizarre chamber beyond. The floor is slightly concave, as is the ceiling, and a forest of red-veined, stony, rib-like protrusions litter them both. The walls glow red and in the centre of the chamber stands a motionless undead creature which looks like the skeletal result of some dreadful splicing-together of various creatures. A human torso and arms are topped by a Lizard Man's head and neck but the powerful legs the thing stands on look like those of a great horse, and the skeletal tail of the monster ends in a bony spike. The monstrosity is armed with a barbed bone hook which it is holding in front of it, and now it is moving towards you, cutting an arc through the air as if with a scythe. You must fight the Skeletal Mutant before you can progress any further.
SKELETAL MUTANT SKILL 9 STAMINA 12
If you win, you can see doors on either side of the room, in addition to the one you entered by. Will you open:
The door to your right?
The door to your left?
The door ahead of you?
The plain wooden door here has a spider's web pattern traced across it in a fine silvery metal; the tracery appears to be growing on the wood like mould on stale bread. You cannot be certain, but you think that it is glowing faintly and you suspect a magical trap may be laid upon this door. If you wish to open it anyway, turn to 349. If you want to open the door opposite you instead, if you have not done it before, turn to 211. If you prefer to open the door opposite the one through which you entered, turn to 310.
If you have a ruby, multiply the number of facets on that gem by ten then turn to the paragraph with that number. If you do not possess a ruby, turn to 282.
As you force open the door, the metal of the web turns a dull red; at the same time the ruby you are holding starts to glow, as if absorbing something into itself. This gem is now transformed in to a Fire Ruby; it has expanded greatly in size, with a full 6o facets (make a note of this!). You step into the room beyond the door.
Adventure Sheet:You have entered a very luxurious and well-appointed study. The plush tapestries, the carpets and furniture are all valuable - but you re not here to admire their beauty and worth. An everlasting magical fire burns in a large fireplace and above it two excellent swords are mounted on the wall; they may be worth looking at. A swift inspection of the bookcase reveals some arcane works which aren't going to be of any use to anyone but a wizard. Tucked away under a mahogany table you spot a small locked chest; this too may be worth investigating. Will you:
Take down a sword in order to examine it closely?
Force open the chest?
Leave and search elsewhere?