June 2nd, 2022, 10:27
(This post was last modified: June 2nd, 2022, 12:44 by Herman Gigglethorpe.)
Posts: 3,135
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Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 6
Island of the Lizard King is more lenient than the first book in one way: "You may rest and eat at any time except when engaged in a Battle". In Warlock of Firetop Mountain, you can only eat Provisions in designated Sections.
GUSTARAN knew that gaining the high ground was a sound tactic in battle. Would it apply to Fire Island's mutants and voodoo? In CHOICE #28, he climbed the hill in Section 194. His prudence was rewarded by not being buried for future archeologists to find.
"Looking over the hill on the far side of the gorge, you suddenly see a landslide start, sending rocks and boulders crashing into the gorge".
GUSTARAN would have restored 1 LUCK if that were relevant. In CHOICE #29, he opted to walk on the hill in Section 83 and not risk another gorge landslide in Section 382. But the gorge may have been a better option this time. The "still" in the chronicle referring to the hill climbing might have been a clue. GUSTARAN slipped down the hill, and would have to regain his footing in a Test Your Luck sequence in CHOICE #30. Passing was Section 334 and failing was Section 281.
Test Your Luck: 4+1=5
Our hero was guaranteed to succeed with a 15 LUCK stat. He held onto a bush to survive, and saw a dark hollow below a rock. CHOICE #31 was to reach into it blindly in Section 145, or descend into the gorge in Section 119.
SKILL: 15
STAMINA: 10 (initial 16)
LUCK: 14 (initial 15)
One disadvantage of putting multiple Sections on a page is that you can accidentally see spoilers. One moment near the end of the game where the Lizard King sics a monster on you is revealed on the same page as Section 83, complete with illustration on the left side.
GUSTARAN did not want to put his hand anywhere he couldn't see after the ordeal in the swamp. If GIANT LEECHES were commonplace, what other parasites could live on Fire Island? He noticed a couple of pairs of footprints that suddenly stopped, implying there was a fight in the gorge. GUSTARAN picked up an "oval snuff-box made of brass" with a "hinged lid". CHOICE #32 was to open the (probably trapped) snuff box in Section 41, or discard it in the dust in Section 325.
No dart trap shot at GUSTARAN. He had expected that after learning about Herman's adventure in Firetop Mountain. Instead, he found a Gold Nugget and a paper with this message written in charcoal:
If you read this, it will mean that I have failed in my attempt to escape from the slave mines of the Lizard King. My raft is hidden beyond the gorge where the plain meets the river. If you are here to help us, please follow the river upstream until you see the mud huts. The slave mines are near by, but beware the Lizard Man guards.
GUSTARAN then took the Paper and Gold Nugget, and tracked the footprints in Section 325. Chances are what caused them to vanish was the six meter GIANT LIZARD that thought of him as "a source of food"!
GIANT LIZARD
SKILL 8
STAMINA 9
Round 1
GUSTARAN rolls 5+4+15=24
GIANT LIZARD rolls 6+2+8=16
GUSTARAN thrusts his short sword into the GIANT LIZARD's tail. Enemy STAMINA=7
Round 2
GUSTARAN rolls 5+6+15=26
GIANT LIZARD rolls 4+5+8=17
GUSTARAN slices off the tip of the GIANT LIZARD's tail. Enemy STAMINA=5
Round 3
GUSTARAN rolls 5+3+15=23
GIANT LIZARD rolls 5+6+8=19
GUSTARAN hacks off one the GIANT LIZARD's rear legs. Enemy STAMINA=3
Round 4
GUSTARAN rolls 3+4+15=22
GIANT LIZARD rolls 6+3+8=17
GUSTARAN pierces the GIANT LIZARD's torso with an upward stab. Enemy STAMINA=1
Round 5
GUSTARAN rolls 2+1+15=18
GIANT LIZARD rolls 6+5+8=19
GUSTARAN is overconfident as the GIANT LIZARD strikes back in its death throes. GUSTARAN STAMINA=8.
Round 6
GUSTARAN rolls 1+6+15=22
GIANT LIZARD rolls 1+4+8=13
The dying GIANT LIZARD is too exhausted to counterattack GUSTARAN's slash.
GUSTARAN had been bitten during the battle, but the GIANT LIZARD was not poisonous. He wondered for a moment whether it was the result of a Lizard Man being transformed in one of the failed potion experiments. He ate 2 of his Provisions to restore his STAMINA to full. He would be less generous with vagabonds in trees from here on out.
SKILL: 15
STAMINA: 16
LUCK: 14 (initial 15)
Provisions: 1
The gorge ended and GUSTARAN was relieved to be walking on a "grassy plain". GUSTARAN saw birds drinking at a pond ten meters away, and CHOICE #34 was to follow their example in Section 128, or ignore them and move West in Section 222. An illustration in the chronicle gave an ominous clue: two crows standing on or pecking at a humanoid skull.
GUSTARAN would probably not have wanted the water even without the carrion birds. Who knew what kind of mutagen potion residue was in it? CHOICE #35 was a Spear check: GUSTARAN could have eaten a pig if he had one in Section 342. Instead, he had to settle for Sections 167 and 170 where the pig outran his short sword.
CHOICE #36 came at a time when GUSTARAN could see the volcano and the ground gaining elevation. This was a Snuffbox Message check, which he had in Section 288. If he had thrown the snuff box into the dust, he would have gone to Section 88. GUSTARAN found the raft that was mentioned in the letter and pushed it up the shallow river with the help of a pole.
On Fire Island, there were many dangers in the water, and not just in the swamp. A CROCODILE was ramming into the raft in Section 387, and CHOICE #37 was an Iron Bar check. Mungo's death against the PIRATE CAPTAIN was not in vain in Section 9. If GUSTARAN didn't get the Iron Bar, or mistakenly gave it to the PYGMIES, he would probably have had to fight the CROCODILE in Section 204.
GUSTARAN shoved the Iron Bar into the CROCODILE's jaws and pushed his raft to Section 390. He observed a man on the right bank waving his arms at him, and CHOICE #38 was to row the raft to him in Section 87, or ignore the man in Section 14. Of course our hero would try to rescue the prisoner, but the results of that decision will be in another post.
SKILL: 15
STAMINA: 16
LUCK: 14 (initial 15)
Provisions: 1
Items: Picklock's Wire, Map, Hand-Axe, Rope, Gold Nugget, Snuffbox Message
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
June 2nd, 2022, 12:44
(This post was last modified: June 2nd, 2022, 12:45 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 7
GUSTARAN's effort to rescue people, or at least extract information from them, was thwarted when the DELIRIOUS PRISONER attacked him! He was suffering from a fever, and GUSTARAN was forced to fight him with his fists because there was not enough time to draw the sword. This meant a penalty of 3 to GUSTARAN's accuracy roll, but he would only have to win 2 rounds to avoid killing the opponent.
DELIRIOUS PRISONER
SKILL 6
STAMINA 5
Round 1
GUSTARAN rolls 6+4+12=22
DELIRIOUS PRISONER rolls 6+1+6=13
GUSTARAN punches the DELIRIOUS PRISONER with a right cross. Enemy STAMINA=3
Round 2
GUSTARAN rolls 5+3+12=20
DELIRIOUS PRISONER rolls 6+3+6=15
GUSTARAN knocks the DELIRIOUS PRISONER down with an uppercut.
Our hero was forced to send the DELIRIOUS PRISONER flying into the river, perhaps to be the future meal of a CROCODILE. When he reached mud huts past some trees on land, GUSTARAN hid behind them and saw armored LIZARD MEN wielding "whips and curved swords". CHOICE #40 was a Snuffbox Message check: Section 63 because he did. If GUSTARAN had ignored the snuffbox, he would be sent to Section 270.
Ignoring the DELIRIOUS PRISONER on the riverbank has the same effect as defeating him in combat, as both lead to Section 14. Does this mean that he survives when the player throws him into the river?
What the Snuffbox Message did here was to alert GUSTARAN that he was close to the gold mines. CHOICE #41 was to sneak by the LIZARD MEN in Section 147, or fight them in Section 329. He believed a cautious approach was necessary here. GUSTARAN noticed footprints at the mine entrance, and walked downhill until he found an intersection in CHOICE #42: Left in Section 274, or Right in Section 28. No hints were given in the history.
When going Left, GUSTARAN noticed a ladder going into the darkness. CHOICE #43 was to either descend blindly in Section 315, or turn back and go Right in the junction in Section 28. CHOICE #44 after revisiting the junction was to go Left in Section 226 or Straight in Section 101.
A "hand-cart with wooden wheels" blocked the Straight path. A small skeleton of a Dwarf slave lay there, and GUSTARAN wondered in the chronicle "whether a Rock Grub might have attacked the unfortunate Dwarf". These adventurers were well-informed about subterranean wildlife on a foreign island! CHOICE #45 was to check out the seemingly infinite bore hole in Section 10, or climb over the mine cart in Section 321.
CHOICE #46 was another Left (Section 19) or Right (Section 39) decision. Chances are the Rock Grub was in the bore hole. Right was wrong when GUSTARAN was bitten by a GRANNIT disguised as a rock shaped like a coconut. He lost 1 STAMINA and had to check in CHOICE #47 whether or not he was bitten by a RATTLESNAKE: Section 207 for Yes and Section 25 for No.
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 14 (initial 15)
GUSTARAN may have been bitten by GIANT LEECHES, but he was happy he avoided RATTLESNAKEs. Several more GRANNITs aimed for his legs, but he bounced over them. Only the first was still chewing on his shin.
GRANNIT
SKILL 4
STAMINA 3
Round 1
No need to record any rounds of combat! An enemy with 4 SKILL cannot harm or even parry a hero with 15 SKILL if it rolls six both times. GUSTARAN's woes weren't over yet. He would have to roll 1D6 in CHOICE #49 to determine the next Section number: 60 if one or two, 239 if three or four, and 112 for five or six.
Roll=4
GUSTARAN slew one of the GRANNITs automatically, and would do the same to the two remaining GRANNITs with his 15 SKILL. I'll mention their stats from the history for formality's sake. They were so weak, even Herman could have beaten them.
First GRANNIT
SKILL 4
STAMINA 3
Second GRANNIT
SKILL 3
STAMINA 2
The GRANNIT tunnel was a dead end, so GUSTARAN had to turn back to an intersection in Section 57. CHOICE #51 was to turn Left in Section 361 or keep Straight in Section 19. Despite the unfamiliar Section number, Left led to the area with the Dwarf skeleton, the bore hole, and the mine cart. CHOICE #52 was to check out the bore hole in Section 298, or go past the mine cart as before in Section 47.
GUSTARAN took it as a sign that maybe he should check out the bore hole after all. Or perhaps he should have paid more attention in the village Omens class. There was nothing worth investigating in the bore hole, and an item fell out of his backpack in the process along with 1 LUCK. He then proceeded to Section 47 anyway and was forced to climb down the Section 315 ladder as if he had done so in CHOICE #43. This mine mapping of the upper level was looking more pointless by the CHOICE.
Current Stats
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 13 (initial 15)
Items:
Picklock's Wire, Map, Rope, Gold Nugget, Snuffbox Message
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
June 2nd, 2022, 15:59
(This post was last modified: June 2nd, 2022, 16:00 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 8
GUSTARAN concealed himself in the shadows in CHOICE #53's Section 78, instead of confronting the figure behind him directly in Section 347. After all, he had heard stories of Herman's triumphant moment with the Potion of Invisibility in Warlock of Firetop Mountain. And maybe he could get a "backstab" bonus if forced into combat!
Our hero's suspicions were correct. The figure was a LIZARD MAN holding a heavy iron bucket. CHOICE #54 was a strange item check: the Potion of Clumsiness! GUSTARAN wondered what kind of maroon would drink something with that name. Then it occurred to him that adventurers drank potions without labels the mythical land of NetHack. Since GUSTARAN insisted on only drinking identified potions, he moved to Section 184 instead of Section 154.
GUSTARAN tracked the LIZARD MAN, and regained his balance after stumbling on a rock instead of falling over. He recovered 1 LUCK in this incident.
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 14 (initial 15)
When GUSTARAN thought he was getting close to the slave miners, he bashed the LIZARD MAN on the head with a "stone". This instant kill was better than a mere backstab bonus! GUSTARAN caught the bucket in case the slaves needed to drink some water.
Six Dwarfs* were chained together in Section 223 pounding on rocks with hammers as a LIZARD MAN was whipping them. GUSTARAN placed the bucket on the floor and drew his sword for two rounds of combat.
LIZARD MAN
SKILL 8
STAMINA 7
Round 1
GUSTARAN rolls 6+3+15=24
LIZARD MAN rolls 3+1+8=12
GUSTARAN bruises the LIZARD MAN's whip arm. Enemy STAMINA=5
Round 2
GUSTARAN rolls 3+1+15=19
LIZARD MAN rolls 5+3+8=16
GUSTARAN cuts the LIZARD MAN's leg. Enemy STAMINA=3
GUSTARAN's performance rallied the Dwarfs, who destroyed their shackles and bludgeoned the LIZARD MAN to death. They drank water from the pail and informed me of the location of the other slaves. The Dwarfs began to lead GUSTARAN further into the mine in Section 161.
Our hero put on the LIZARD MAN's cloak as a flimsy disguise that would hopefully work in the darkness. He posed as the Dwarfs' guard and cracked the whip for effect. Another LIZARD MAN approached GUSTARAN, and he would have to Test Your Luck to determine the next Section in CHOICE #56. Passing was Section 74, and failing was Section 262.
Test Your Luck: 1+3=4
Yet another LUCK check that GUSTARAN was guaranteed to pass. But how many more times would GUSTARAN have to succeed before his LUCK dropped below the safe zone of 12?
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 13 (initial 15)
The LIZARD MAN didn't bother to check GUSTARAN's advice, and let both him and the Dwarfs pass. Two ORC GUARDs yelling at human and Elven prisoners in Section 114 were more perceptive. CHOICE #57 was yet another Test Your Luck: passing was Section 265 and failing was Section 138.
Test Your Luck: 5+3=8
GUSTARAN sacrificed one LUCK point, causing the "embittered" Dwarfs to pound the overseers to death without a fight.
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 12 (initial 15)
The humans and Elves were thrilled when the slave drivers died. Now GUSTARAN had a total of 14 allies "armed with their own tools of slavery". One prisoner was an Oyster Bay resident who mourned Mungo's death when GUSTARAN told the story of the PIRATE CAPTAIN.** Now the former slaves wanted GUSTARAN to assault the fort ruled by the Lizard King. There were still more slaves to rescue, and CHOICE #58 was a 1D6 roll: Section 251 for one or two, Section 293 for three or four, and Section 32 for five or six.
Die roll=5
GUSTARAN's expedition was a total victory, and he now had an army of 63 former slaves. One Elf provided essential information: the Lizard King was invincible as long as a "parasite" called the Gonchong was connected to his brain. The Gonchong was the source of the Lizard King's telepathic mind control. Only the Shaman of Fire Island knew the Gonchong's weakness, and the Elf had never met him for four years. GUSTARAN told his followers to move to the fort as he searched for the Shaman.
CHOICE #59 was to take the raft against the fast current in Section 228, or walk on land in Section 376. That will be for another day.
Current Stats
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 13 (initial 15)
Provisions: 1
Items: Picklock's Wire, Map, Rope, Gold Nugget, Snuffbox Message
*Ian Livingstone must take after C.S. Lewis instead of J.R.R. Tolkien regarding the plural of Dwarf.
**The line about the PIRATE CAPTAIN was only added for dramatization. It's implied that Mungo is doomed even if you fight the GIANT CRAB instead, as the cause of death isn't mentioned.
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 9
GUSTARAN abandoned the raft in CHOICE #59 and set off toward the volcano "as it might be an ideal place for the Shaman to hide". Such was the logic in Fighting Fantasy land, but Shamans were weird in all worlds.
CHOICE #60 offered the same temptation that Dan and the hero from Hijacked! faced, or Prince Alexander of Daventry: "It has wide leaves with crimson tips and fruit like giant raspberries hanging from its branches". Eating the fruit was Section 100, and blowing a raspberry at the Lizard King's poisoned raspberry trap was Section 399.
CHOICE #61 presented itself in the form of a sack hanging from a tree. To cut it down was Section 282 and to ignore it was Section 27. GUSTARAN wondered whether the sack had killer bees or something, and decided to leave it there.
It was dusk by the time of CHOICE #62, and GUSTARAN appreciated the sight of "pink and purple" sunset. Was that from the volcano's smoke, or the Lizard King's voodoo? GUSTARAN camped among the bushes, hoping to avoid a "nocturnal predator". It was time to Test Your Luck again! Passing was Section 388 and failing was Section 348.
Test Your Luck: 2+5=7
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 12 (initial 15)
The night was peaceful at the cost of 1 LUCK. If he failed, there would probably have been combat with some kind of attack roll penalty for not being able to see. GUSTARAN filled up his nearly empty water bottle in a pool*, and noticed some writing in chalk on the rocks. CHOICE #63 was to read it in Section 72, or ignore it in Section 30.
Reading the chalk mark was worthwhile, even if it didn't immediately change the adventure. It was a message from the Shaman saying that GUSTARAN had to tie a feather in his hair in order to meet him on good terms. Not everyone in the volcano's outskirts was so friendly. A HILL TROLL with "ugly warts" and a "grotesque torso" bonked GUSTARAN on the head, as he had no Sog's Helmet to protect him!
SKILL: 15
STAMINA: 13 (initial 16)
LUCK: 12 (initial 15)
HILL TROLL
SKILL 9
STAMINA 9
Round 1
GUSTARAN rolls 5+1+15=21
HILL TROLL rolls 5+1+9=15
GUSTARAN recovers from his concussion and slashes the HILL TROLL's leg. Enemy STAMINA=7
Round 2
GUSTARAN rolls 2+1+15=18
HILL TROLL rolls 6+4+9=19
The HILL TROLL clobbers GUSTARAN's head again. GUSTARAN STAMINA=11
Round 3
GUSTARAN rolls 1+6+15=22
HILL TROLL rolls 1+6+9=16
GUSTARAN stabs the HILL TROLL in the left arm. Enemy STAMINA=5
Round 4
GUSTARAN rolls 3+2+15=20
HILL TROLL rolls 1+5+9=15
GUSTARAN thrusts his sword into the HILL TROLL's stomach. Enemy STAMINA=3
Round 5
GUSTARAN rolls 6+3+15=24
HILL TROLL rolls 2+2+9=13
GUSTARAN cuts the HILL TROLL's mouth. Enemy STAMINA=1
Round 6
GUSTARAN rolls 4+2+15=21
HILL TROLL rolls 3+1+9=13
GUSTARAN plunges his sword into the HILL TROLL's heart again and again.
GUSTARAN saw a seagull corpse in CHOICE #65, and knew to pluck off a Feather in Section 89 because he had read the Shaman's chalk message. If he didn't, he would have ignored it in Section 365. For a reason only the historian knew, GUSTARAN felt "a little self-conscious" after getting the Feather. Our hero found a cave entrance with painted rocks, though he was alarmed at first by the skulls. CHOICE #66 was to enter the cave in Section 59, or continue to the volcano in Section 303. That will be in another part.
*You can't starve or die of thirst in Fighting Fantasy, so far as I can tell. Food and water are only mentioned to add some realism to the narration and to give you an excuse to restore STAMINA.
Current Stats
SKILL: 15
STAMINA: 13 (initial 16)
LUCK: 12 (initial 15)
Provisions: 1
Items: Picklock's Wire, Map, Rope, Gold Nugget, Snuffbox Message, Feather
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
June 4th, 2022, 09:58
(This post was last modified: June 4th, 2022, 13:06 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 10
GUSTARAN thought the Shaman had a macabre taste in decor, so he advanced into the cave in Section 59. He might have been wrong. Instead of a Shaman, a CAVE WOMAN appeared and tossed her spear at GUSTARAN. Test Your Luck in CHOICE #67 to find out if he was impaled: Section 108 to pass, and Section 255 to fail.
Test Your Luck: 4+6=10
This would be the last time GUSTARAN was sure to ace a Test Your Luck. GUSTARAN thought the CAVE WOMAN was rude: he had heard all the old stories about cave people, and thought he was at entitled to an honest clubbing!
SKILL: 15
STAMINA: 13 (initial 16)
LUCK: 11 (initial 15)
GUSTARAN immediately got his wish. The CAVE WOMAN brandished her club and charged at him.
CAVE WOMAN
SKILL 5
STAMINA 5
Round 1
It wasn't necessary to record this battle. Even if she rolled two sixes, the CAVE WOMAN could only have parried GUSTARAN's sword.
The CAVE WOMAN's hygiene was as bad as her hospitality. Her dwelling had the stench of "rotten food and stale body odour". The only item that may have been worthwhile was a bowl with red powder. CHOICE #69 was to "dab" the powder on GUSTARAN's face in Section 332, eat the powder in Section 97, or take the sensible option and exit the cave in Section 17. GUSTARAN left the powder where it lay and walked to Section 303 as if he had done so in CHOICE #66.
GUSTARAN worried that the volcano was about to erupt by CHOICE #70. That would have been a fine way to be rid of the Lizard King, brain parasite or not. The options were to climb straight up in Section 178 and risk having lava pour over GUSTARAN's face, or walk around the base in Section 355 and probably die to pyroclastic flow instead.
Searching the base was pointless. There was no Shaman, and the only thing available was an egg laid by some monster in Section 48. The more sensible CHOICE #71 option was to climb the volcano in Section 178. In CHOICE #72, GUSTARAN found a stone circle with a Bracelet, a Clay Doll, a Tin Mug, and a Buckle inside. The historian suggested it was a place to offer gifts to the Shaman. GUSTARAN could add another item in Section 233, or take it away in Section 306.
Items: Picklock's Wire, Rope, Gold Nugget, Snuffbox Message, Feather
GUSTARAN abandoned his Map, since he knew the island's geography well enough not to need it anymore. A magic spell activated that turned a line of rocks red, leading to the Shaman's lair. The Shaman wore beads and a feather headdress, and held animal bones and a staff. CHOICE #73 was a Feather check: Section 199 for Yes and Section 176 for No.
Although the reason for visiting the Shaman in the first place was the Gonchong, he didn't even know one lived on Fire Island. The Shaman jumped in surprise. But the Shaman required a "disturbing and painful" test to learn his magic, and CHOICE #74 was to agree in Section 397, or try to fight the Lizard King without the Shaman's help in Section 237.
CHOICE #75 was a list of six Shaman tests, and GUSTARAN would have to pass three of them:
Luck: Section 2
Fear: Section 75
Pain: Section 151
Revulsion: Section 183
Strength: Section 220
Dexterity: Section 335
Fear seemed like a good option. . .then GUSTARAN instantly regretted not putting on that red powder in the CAVE WOMAN's hideout. He would have to fail in Section 131 instead of passing in Section 155. The Shaman touched GUSTARAN's head, implanting "terrible and threatening images" into his thoughts.
Failing even one test prevented the Shaman from assisting GUSTARAN. He trudged Southeast towards the Lizard King's fort in disappointment. A HOBGOBLIN protected a ravine, and CHOICE #77 was how to deal with him. Section 127 was to bluff him, Section 252 was to bribe him with the Gold Nugget, and Section 328 was to battle him. Once again the snuffbox paid off: the HOBGOBLIN was corrupt enough to take the Gold Nugget.
A LIZARD MAN riding a STYRACOSAURUS* charged at GUSTARAN and prepared for battle. The dinosaur was a match for the WARLOCK himself.
STYRACOSAURUS
SKILL 11
STAMINA 10
Round 1
GUSTARAN rolls 1+3+15=19
STYRACOSAURUS rolls 1+3+11=15
GUSTARAN chips the STYRACOSAURUS's horn. Enemy STAMINA=8
Round 2
GUSTARAN rolls 1+4+15=20
STYRACOSAURUS rolls 3+4+11=18
GUSTARAN stabs the STYRACOSAURUS's head just in time to stop a charge. Enemy STAMINA=6
Round 3
GUSTARAN rolls 3+4+15=22
STYRACOSAURUS rolls 1+4+11=16
GUSTARAN cripples one of the STYRACOSAURUS legs. Enemy STAMINA=4
Round 4
GUSTARAN rolls 4+5+15=24
STYRACOSAURUS rolls 3+6+11=20
GUSTARAN cuts off a STYRACOSAURUS horn. Enemy STAMINA=2
Round 5
GUSTARAN rolls 1+2+15=18
STYRACOSAURUS rolls 1+6+11=18
GUSTARAN and the STYRACOSAURUS are at an impasse.
Round 6
GUSTARAN rolls 3+4+15=22
STYRACOSAURUS rolls 3+4+11=18
GUSTARAN makes the STYRACOSAURUS extinct.
The fight wasn't over when the mount died. GUSTARAN now had to battle a MUTANT LIZARD MAN wielding a halberd.
MUTANT LIZARD MAN
SKILL 9
STAMINA 9
Round 1
GUSTARAN rolls 5+6+15=26
MUTANT LIZARD MAN rolls 1+3+9=13
GUSTARAN pierces the MUTANT LIZARD MAN's hide. Enemy STAMINA=7
Round 2
GUSTARAN rolls 1+4+15=20
MUTANT LIZARD MAN rolls 4+6+9=19
GUSTARAN blocks the halberd and gashes the MUTANT LIZARD MAN's arm. Enemy STAMINA=5
Round 3
GUSTARAN rolls 4+5+15=24
MUTANT LIZARD MAN rolls 3+3+9=15
GUSTARAN stabs the MUTANT LIZARD MAN in the leg. Enemy STAMINA=3
Round 4
GUSTARAN rolls 4+4+15=23
MUTANT LIZARD MAN rolls 1+6+9=16
GUSTARAN ripostes the halberd and pokes the MUTANT LIZARD MAN's face. Enemy STAMINA=1
Round 5
GUSTARAN rolls 3+6+15=24
MUTANT LIZARD MAN rolls 4+5+9=18
GUSTARAN beheads the MUTANT LIZARD MAN.
The prize for this double feature was a Shield** that was worth 1 SKILL and moving on to Section 218.
*Nice to see that Fighting Fantasy goes beyond the most typical dinosaurs.
**Does the shield count as an inventory item in game rules? Does it really add to SKILL or merely restore it? The rules state at one point that "Your SKILL score can never exceed its Initial value", yet you can add to it with a Magic Weapon in the same paragraph. In this unclear situation, I may count it as SKILL 16 because it makes sense for a shield to increase your accuracy/evasion bonus.
Current Stats
SKILL: 15 (16 with Shield?)
STAMINA: 13 (initial 16)
LUCK: 11 (initial 15)
Provisions: 1
Items: Picklock's Wire, Rope, Snuffbox Message, Feather, Shield?
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
June 4th, 2022, 12:40
(This post was last modified: June 4th, 2022, 13:19 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
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Fighting Fantasy: Island of the Lizard King #2 Part 11
GUSTARAN rushed toward the Lizard King's fort, only for a thorny bush to prick his legs. CHOICE #80 was a check for the "aniseed-tasting liquid from the jug in the hut on the beach"*: Section 258 was Yes and Section 146 was No.
The thorns didn't just draw blood: they were also poisonous! GUSTARAN suffered a loss of 3 STAMINA before recovering. Maybe he could limp through the rest of the adventure if SKILL were the main stat from here on out.
SKILL: 15 (16 with Shield?)
STAMINA: 10 (initial 16)
LUCK: 11 (initial 15)
CHOICE #81 happened when GUSTARAN saw a monkey chained to a dead pirate. Section 330 was to rescue it, and Section 350 was to leave it behind. GUSTARAN was suspicious, having heard the story of King Alexander of Greece and the monkey bite, but he took the simian with him. The monkey was happy and it was off to Section 350. (It'll surely be used for an item check later.)
GUSTARAN knew he was close to the Lizard King fortress when he saw its "striped flag" in the valley. A woman holding a SABRE-TOOTHED TIGER approached him, and CHOICE #82 was to talk to her in Section 106, attack the beast in Section 190, or run away in Section 242.
The woman couldn't speak to GUSTARAN, and the historian suspected that she was a feral child who was abandoned on Fire Island. GUSTARAN backed away and looked for the freed slaves in Section 279. They met in a "copse" and charged to the wooden door. The Lizard King must not have been a tactical genius, since he sent his "guards and mutants" directly out of the door instead of shooting a volley of arrows from the fort. CHOICE #83 was a 1D6 roll: Section 185 for one or two, Section 308 for three or four, and Section 42 for five or six.
Die roll=4
Section 308 was an encounter with a LIZARD MAN. Would one, two, five, or six have led to more fearsome foes?
LIZARD MAN
SKILL 8
STAMINA 7
Round 1
GUSTARAN rolls 3+4+16=23
LIZARD MAN rolls 1+1+8=10
GUSTARAN bashes the LIZARD MAN with the hilt. Enemy STAMINA=5
Round 2
GUSTARAN rolls 2+3+16=21
LIZARD MAN rolls 4+6+8=18
GUSTARAN ducks under the LIZARD MAN's sword and stabs him in the stomach. Enemy STAMINA=3
Round 3
GUSTARAN rolls 1+5+16=22
LIZARD MAN rolls 3+5+8=16
GUSTARAN cuts the LIZARD MAN's face. Enemy STAMINA=1
Round 4
GUSTARAN rolls 1+5+16=22
LIZARD MAN rolls 1+4+8=13
GUSTARAN hacks apart the LIZARD MAN slaver without remorse.
GUSTARAN survived intact, but most of the former slaves didn't have close to 15 SKILL. Others believed the battle was lost and fled. CHOICE #85 was a Horn of Valhalla check. If he had it, perhaps he could have summoned einherjar in Section 109, but he didn't, so it was Section 254.
Our hero would have to battle the CYCLOPS with "plate mail"** and a two-handed battleaxe to rally the remaining troops.
CYCLOPS
SKILL 10
STAMINA 10
Round 1
GUSTARAN rolls 2+2+16=20
CYCLOPS rolls 3+5+10=18
GUSTARAN barely opens a weak spot in the CYCLOPS's armor. Enemy STAMINA=8
Round 2
GUSTARAN rolls 3+5+16=24
CYCLOPS rolls 1+6+10=17
GUSTARAN trips the CYCLOPS by holding out the sword. Enemy STAMINA=6
Round 3
GUSTARAN rolls 5+5+16=26
CYCLOPS rolls 3+3+10=16
GUSTARAN knocks aside the CYCLOPS's battleaxe. Enemy STAMINA=4
Round 4
GUSTARAN rolls 1+4+16=21
CYCLOPS rolls 4+5+10=19
GUSTARAN bashes the CYCLOPS with his shield. Enemy STAMINA=2
Round 5
GUSTARAN rolls 1+3+16=20
CYCLOPS rolls 2+4+10=16
GUSTARAN pierces the CYCLOPS's eye.
GUSTARAN's victory over the CYCLOPS rallied the freed slaves and pushed into the Lizard King's courtyard. CHOICE #87 in the next post will be if GUSTARAN enters the doors on the left in Section 268, or straight ahead in Section 84.
*This item may come from the hut near the GIANT CRAB that killed Herman.
**Is there any such thing as "plate mail"? I remember seeing that phrase on a list of bad fantasy cliches.
Current Stats
SKILL: 15 (16 with Shield?)
STAMINA: 10 (initial 16)
LUCK: 11 (initial 15)
Provisions: 1
Items: Picklock's Wire, Rope, Snuffbox Message, Feather, Shield?, Monkey
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
June 4th, 2022, 13:04
(This post was last modified: June 4th, 2022, 13:20 by Herman Gigglethorpe.)
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 12
With this pause in the assault, GUSTARAN ate his last Provision. It wasn't worth saving it anymore now that it was the final battle.
SKILL: 15 (16 with Shield?)
STAMINA: 14 (initial 16)
LUCK: 11 (initial 15)
Suspecting a trap immediately ahead, GUSTARAN entered a corridor with prison cells. He saw an old man, which he freed in CHOICE #88's Section 166 instead of trying to open a locked door in Section 227. CHOICE #89 was a Ring of Confusion check when the old man kept quiet: Section 294 for Yes and Section 318 for no. GUSTARAN had no reason to wear a trinket that would befuddle him. GUSTARAN's virtue was rewarded with another monster encounter. He remembered stories about a chained werewolf woman of Castle Shadowgate. . .
"Green spikes burst through his clothing and his mouth becomes a pair of slavering jaws lined with razor-sharp teeth".
SHAPE CHANGER
SKILL 10
STAMINA 10
Round 1
GUSTARAN rolls 1+6+16=23
SHAPE CHANGER rolls 1+6+10=17
GUSTARAN pummels the SHAPE CHANGER's spikes with his shield. Enemy STAMINA=8
Round 2
GUSTARAN rolls 4+6+16=26
SHAPE CHANGER rolls 2+2+10=14
GUSTARAN slashes the SHAPE CHANGER's jaws. Enemy STAMINA=6
Round 3
GUSTARAN rolls 4+5+16=25
SHAPE CHANGER rolls 2+5+10=17
GUSTARAN clobbers the SHAPE CHANGER's torso with the shield. Enemy STAMINA=4
Round 4
GUSTARAN rolls 3+6+16=25
SHAPE CHANGER rolls 1+6+10=17
GUSTARAN stabs the SHAPE CHANGER. Enemy STAMINA=2
Round 5
GUSTARAN rolls 1+4+16=21
SHAPE CHANGER rolls 4+5+10=19
An enraged GUSTARAN strikes down the SHAPE CHANGER to repay its deceit.
When GUSTARAN eliminated the SHAPE CHANGER, he moved to the wooden door as if he had done so in CHOICE #88. CHOICE #91 was a check for three Iron Keys: Section 273 for Yes and Section 162 for No. GUSTARAN was as useless at finding keys on Fire Island as Herman was in Firetop Mountain. CHOICE #92 offered a chance to barge it open in Section 50, but GUSTARAN didn't want to lose any more STAMINA and returned to the courtyard in Section 84.
CHOICE #93 was whether to open the Jailer door in Section 195, or climb the spiral staircase in Section 8. The Jailer room had a snoring GOBLIN with a breastplate that GUSTARAN could try to steal in Section 333. The alternative in CHOICE #94 was to return to the spiral staircase in Section 8.
CHOICE #95 was a Test Your Luck when the breastplate scraped the wall. Passing was Section 164 and failing was Section 285.
Test Your Luck: 5+6=11
GUSTARAN barely succeeded in putting on the breastplate without the GOBLIN noticing. The new armor added 1 SKILL. He ascended the spiral staircase and stared down the Lizard King himself. . .
Current Stats
SKILL: 15 (17 with Shield and Breastplate)
STAMINA: 14 (initial 16)
LUCK: 10 (initial 15)
Items: Picklock's Wire, Rope, Snuffbox Message, Feather, Shield, Breastplate, Monkey
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 13
"There, in the open air, standing feet astride on the battlement, is the infamous LIZARD KING waving a clenched fist and calling to his troops. A strange BLACK LION sits obediently at his side, but it is the sight of the Gonchong on the Lizard King's head that makes you tremble".
The LIZARD KING didn't deign to attack GUSTARAN, or even look at him. Instead, our hero had to slay the BLACK LION.
BLACK LION
SKILL 11
STAMINA 11
Round 1
GUSTARAN rolls 1+5+17=23
BLACK LION rolls 3+3+11=17
GUSTARAN breaks one tooth of the BLACK LION with his shield. Enemy STAMINA=9
Round 2
GUSTARAN rolls 4+6+17=27
BLACK LION rolls 1+3+11=15
GUSTARAN stabs the BLACK LION's mane. Enemy STAMINA=7
Round 3
GUSTARAN rolls 2+6+17=25
BLACK LION rolls 1+2+11=14
GUSTARAN pierces the BLACK LION's jaw. Enemy STAMINA=5
Round 4
GUSTARAN rolls 1+5+17=23
BLACK LION rolls 2+5+11=18
GUSTARAN bludgeons the BLACK LION. Enemy STAMINA=3
Round 5
GUSTARAN rolls 1+3+17=21
BLACK LION rolls 5+6+11=22
The BLACK LION bites GUSTARAN. GUSTARAN STAMINA=12
Round 6
GUSTARAN rolls 6+6+17=29
BLACK LION rolls 1+2+11=14
GUSTARAN regains his composure and puts out an eye of the BLACK LION. Enemy STAMINA=1
Round 7
GUSTARAN rolls 3+6+17=26
BLACK LION rolls 4+6+11=21
GUSTARAN pokes out the other eye of the BLACK LION.
"The Lizard King finally turns to look at you, staring in disbelief at the sight of his dead pet". But GUSTARAN had a pet of his own, ready to dare the LIZARD KING and his flaming sword. CHOICE #97 was a Monkey check: Section 314 for Yes and Section 36 for No.
Current Stats
SKILL: 15 (17 with Shield and Breastplate)
STAMINA: 14 (initial 16)
LUCK: 10 (initial 15)
Items: Picklock's Wire, Rope, Snuffbox Message, Feather, Shield, Breastplate, Monkey
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #2 Part 14
Nothing happened with the Monkey yet. CHOICE #98 was a check for the Fire Sword: Section 296 for Yes and Section 271 for a regular sword. The Lizard King turned out to have a monkey phobia, and CHOICE #271 was a Test Your Luck to take advantage of it: Section 22 to pass and Section 123 to fail.
Test Your Luck: 6+5=11
GUSTARAN's LUCK failed him right at the final confrontation! The Gonchong controlled the LIZARD KING's mind and scared off the Monkey with his flaming sword. The Monkey was the fortunate one. All hope for Fire Island had vanished.
The strength with which the Lizard King attacks you is overpowering. Blow after blow of his fire sword crashes down on you and it is all you can do to defend yourself. Your own sword is useless, unable to make even a scratch on the Lizard King. You are forced to back off and as you tire, the Lizard King finds a gap in your defense. His fire sword cuts a terrible gash into your arm, forcing you to drop your sword. He picks you up and hurls you over the battlement to the delight of his troops below. The day is lost and the Lizard King will remain ruler of Fire Island for ever.
No illustration for GUSTARAN choking at the last minute. That's what happens when you neglect to bring a LUCK potion at the beginning, and rely on a Breastplate to save you! Rumor has it that Fighting Fantasy has a certain wizard who can rewind time so another Realms Beyond adventurer could try to save Fire Island. . .
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
Posts: 3,135
Threads: 25
Joined: Feb 2018
Fighting Fantasy: Island of the Lizard King #3 Part 1
SKILL: 6+4+6=16
STAMINA: 1+4+12=17
LUCK: 6+4+6=16
In an obscure region of planet Titan, a wizard was bemused at the failures of his favorite adventurers. He was especially disappointed in GUSTARAN, who made it all the way to the LIZARD KING, only to be thrown off the fortress battlements after he botched his attempt to use the Monkey. There was no way he would allow some upstart reptile to rule Fire Island forever, so he found one parallel timeline immediately after Herman's ignoble death to the GIANT CRAB. The wizard summoned an eloquent champion named REFSTEEL, gave him GUSTARAN's chart of Fire Island and a Potion of Fortune, and sent him on his way.
REFSTEEL's first mission was to save Mungo from the GIANT CRAB if possible, and find the treasure in the hut that both Herman and GUSTARAN missed. GUSTARAN drew his sword and pointed it menacingly at the GIANT CRAB's carapace. . .
GIANT CRAB
SKILL 10
STAMINA 11
Even for a warrior with 16 SKILL, the crustacean was formidable. The GIANT CRAB blocked his sword with its pincers on Rounds 4 and 6, and gashed him on Round 8 with the last of its power. The battle was for naught since the GIANT CRAB had crushed Mungo with its claws. REFSTEEL buried Mungo just as GUSTARAN did and entered the hut for Section 198 and CHOICE #100.
SKILL: 16
STAMINA: 15 (initial 17)
LUCK: 16
REFSTEEL noticed a trapdoor under a "dirty rug" in the hut, and his next decision was to open it in Section 267, or abandon the hut in Section 152. CHOICE #101 was whether to open a box with candle wax on the lid in Section 354, or leave the hut in Section 152. REFSTEEL wouldn't have fought a monster as powerful as a DRAGON if he weren't going to take its loot! The candle wax was not any kind of fire trap. The box had a note explaining its contents:
Many years ago I came to Fire Island for peace and solitude. But since the Lizard Men have dwelt here, such an existence is no longer possible. I have now returned to the mainland. Many of the plants and bushes here are poisonous; a scratch can kill you. Drink my potion from this jug and you will come to no harm. I wish you well for whatever reason you are here. Farewell, Baskin.
CHOICE #102 was to drink this potion in Section 238, or leave in Section 152. REFSTEEL questioned the long-term effects of a medicine that would flow through his bloodstream for days, but he was wary of the Automatic Thorn Bush in Section 218. REFSTEEL quaffed the aniseed tasting liquid and walked out of the hut to Section 152. REFSTEEL marched into the jungle in CHOICE #9 and prepared to confront HEADHUNTERs.
Island of the Lizard King must be mostly linear, with a few minor branches such as which cove to explore on the starting beach. Nothing as extensive as the different routes to Africa in Heart of Ice.
I omitted the combat dice rolls in an effort to make this playthrough easier to read. They're played out in the Microsoft Word document.
Current Stats
SKILL: 16
STAMINA: 15 (initial 17)
LUCK: 16
Provisions: 10
Potion: Potion of Fortune
Effects: Aniseed Tasting Liquid
"I wonder what that even looks like, a robot body with six or seven CatClaw daggers sticking out of it and nothing else, and zooming around at crazy agility speed."
T-Hawk, on my Final Fantasy Legend 2 All Robot Challenge.
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