Fighting Fantasy: The Warlock of Firetop Mountain Part 14
Herman walked West in CHOICE #96 and came to CHOICE #97: North in Section 222, East in Section 297 (CHOICE #96), and South in Section 133. Herman turned North, "round a sharp hairpin turn" as the chronicler described. Why they thought a hairpin turn would matter when there were no land vehicles inside the Maze of Zagor is unknown.
CHOICE #98 was, you guessed it, a junction. North in Section 106, South in Section 373, East in Section 318, or West in Section 59. The West passage was actually another "hairpin" way South to Section 150, i.e. CHOICE #97.
Polaris may not have existed in the Fighting Fantasy world, but Herman still looked for a North Star, perhaps after listening to too many stories about Earth. He crouched under an arch to enter a cavern that was completely dark, save for a hole in the roof. Herman searched the room with a lantern, only to be greeted with "a jet of fire"!
"You throw yourself onto the ground and look up to see a large DRAGON stalking out of the darkness towards you. Smoke curls from its nostrils. Its scaly red skin glistens with an oily covering. The beast is some fifteen metres long!"
CHOICE #99 was to draw a sword against the DRAGON in Section 152, or to "search your memory for another means of attack" in Section 126. CHOICE #100 was to confirm if the name "Farrigo Di Maggio" meant anything to our hero in Section 26. If not, he would have had to fight the DRAGON in Section 152.
Of course Herman remembered Farrigo Di Maggio! He had fought two ORCs just to get his box, and the warning about being "consumed by evil itself" was too stark to forget.
"You shout loudly at the Dragon and it stops in its tracks. It cocks its head to one side and eyes you suspiciously. You fling a stone at its head, and the rock bounces off its nose. The beast lets out an angry cry and breathes deeply, a roaring sound being created from within its throat. The Dragon exhales, and from between its teeth you can see another fireball building up. You prepare yourself, and as the ball of flame comes from its mouth, you cry:
Ekil Erif Ekam Erif Erif Erif Di Maggio
The fireball continues no further. With an agonized scream, the Dragon tries to shake the flames from its snout. But there the burning continues. Squealing in agony, the Dragon turns its back and leaps into the blackness, flailing its head from side to side."
Herman advanced to Section 371 and could have rested to eat Provisions had he wished. The 3 LUCK points were irrelevant. He left the DRAGON's cavern to the West until reaching a door to a room where a "small old man" was playing cards, who looked like "quite a harmless old soul, grey-haired and bearded".
Herman wondered why an allegedly "harmless" man would live on the opposite side of a DRAGON cavern in an ORC and GOBLIN infested dungeon. Besides, didn't he meet an old man who played cards before much earlier in the caves? CHOICE #101 was to draw the sword to surprise the old man in Section 324, to greet him politely in Section 356, or to crawl stealthily in Section 98.
Sneaking was likely to fail. Any Warlock worth his staff would have applied scrying spells around his lair. And barging in might activate automatic spells. Politeness had failed Herman before against the Mazemaster, though if this man really was the Warlock, he would be required to make a villain speech. Possibly a speech long enough for his magical wards to expire.
Herman's suspicions were proven immediately. He must have heard about the staring contests in Lair of the White Worm.
"The old man looks at you, accepts your greetings and bids you sit down. You sit at the table and notice that he is glaring at you. His piercing stare is becoming hypnotic, but you realize this and break eye contact. He opens his mouth to speak and to your amazement, instead of an old man's voice, the whole room resonates to a powerful voice which seems to be coming from the walls themselves. You throw a glance back at the man and can see him changing before your very eyes. He is of imposing height. His tattered old rags have become robes of velvet and gold. His black eyes are fixed directly on yours. He has been expecting you. . ."
358 The Warlock ready for battle.
The Warlock warped to the edge of the room in front of the door with two locks. CHOICE #102 in Section 358 was to draw the sword and attack in Section 142, look through the inventory in Section 105, or search the room for another way to attack or defend in Section 389.
Herman recalled the village rumor about a "silky black glove" being the source of the Warlock's power, and rummaged through his pack. But that wasn't an option presented in CHOICE #103. The eligible items were:
Potion of Invisibility-Section 39
Eye of the Cyclops-Section 382
Cheese-Section 368
Bow with Silver Arrow, Section 194
Y-shaped Stick, Section 215
Our hero had heard tales of a Hyrulian sorcerer being pierced with a Silver Arrow, and the bizarre case of a piece of Cheese draining the power from an evil wizard's wand in Serenia. Herman only had the Potion of Invisibility and Cheese, and didn't think this Warlock would fall for a convoluted magical energy transfer machine trick. Besides, he still wanted to avenge that ORC CHIEFTAIN's dart trap. . .
Apparently the Warlock had not learned how to scry, because he was literally sniffing the air while searching for Herman. The results of the final battle will follow in the next post!
Current Stats
SKILL: 14
STAMINA: 22
LUCK: 17
Provisions: 10
Potion: Fortune-2 doses, Invisibility-consumed for final battle
Items: 47 Pieces of Gold, "Bronze-Coloured" #99 Key, "silky black glove", Cheese, Silver Crucifix (4 GP?), two Earrings worth total of 2 GP, Parchment of Maze of Zagor
Spells: Dragonfire (used against DRAGON)
"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."
Fighting Fantasy: The Warlock of Firetop Mountain FINALE
The WARLOCK started with formidable stats of SKILL 11 and STAMINA 18. But the Potion of Invisibility made it difficult for the sorcerer to even attack, let alone deal damage. The rules were as follows:
+2 to attack rolls 3 damage per strike instead of 2 If WARLOCK hit Herman: roll odd number for 2 damage, two or four for 1 damage, or six to block attack outright
Round 1
Herman rolls 4+3+14+2=23
WARLOCK rolls 6+2+11=19
The WARLOCK mutters a spell under his breath, only to be poked. Enemy STAMINA=15
Round 2
Herman rolls 5+4+14+2=25
WARLOCK rolls 5+4+11=20
The WARLOCK casts EPOR and flings an enchanted rope. Herman cuts it. Enemy STAMINA=12
Round 3
Herman rolls 1+1+14+2=18
WARLOCK rolls 2+2+11=15
The WARLOCK casts TERRA TERRAK and hurls a globe. Herman clumsily dodges it. Enemy STAMINA=9
Round 4
Herman rolls 5+1+14+2=22
WARLOCK rolls 6+3+11=20
The WARLOCK casts ATARI, mistaking it for MOTARI. Enemy STAMINA=6
Round 5
Herman rolls 5+5+14+2=26
WARLOCK rolls 5+2+11=18
The WARLOCK casts HUMANA, thinking it to be super effective against Humans. Enemy STAMINA=3
Round 6
Herman rolls 5+3+14+2=24
WARLOCK rolls 2+5+11=18
Herman chops off the WARLOCK's head without a scratch.
Now that the WARLOCK was no more, Herman could enter his treasure room. There was a catch: he had only one key! There was another method of lockpicking: the shoulder charge! Doing so would cost Herman 5 STAMINA since he would have to take so much resistance from the door.
SKILL: 14
STAMINA: 17 (initial 22)
LUCK: 17
The WARLOCK's treasure room had curtains covered in gold and silver. A flame in the corner illuminated a table with a treasure chest, but just as Herman was about to open it, he heard a "mysterious sound" like "the rumbling of thunder clouds preparing to make storm".
CHOICE #106 was to either hit the box with the sword in Section 379, or try to unlock the chest with three locks in Section 139. There was no option to turn back, satisfied with the WARLOCK's defeat. Herman was too greedy for that. He lifted his sword, and. . .
Test Your Luck.
1+2=3
Herman's sword was shattered as if it were glass by the lightning trap. But he had survived, and would have even with the worst possible roll! The fate if Herman weren't blessed by whatever gods existed in Fighting Fantasy: "If you are Unlucky, your charred remains have formed a small black outline on the floor".
The key numbers were supposed to add to 400. But Herman only picked up Key #99, so this is the ending he got instead.
If you do not have the three numbered keys, this is the end of your journey. You sit on the chest and weep as you realize that you will have to explore the mountain once more in order to find the keys.
To destroy the WARLOCK only to find out that the treasure was inaccessible was a tragic fate usually reserved for heroes of the epics written by the poet Roberta Williams. Herman's LUCK had failed him at the most inopportune time. He would later seek his fortune on the Island of the Lizard King. But that is another story.
"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."
If any brave adventurers of Realms Beyond want to follow along in their copies of Warlock of Firetop Mountain, download the attached Word document. That's as close you'll get to a map.
"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."
Fighting Fantasy: Island of the Lizard King Prologue
SKILL: 1+1+6=8
STAMINA: 4+3+12=19
LUCK: 5+6+6=17
Herman had let himself go after his disappointment at Firetop Mountain. He had spent his remaining Gold Pieces and inventory items quickly after failing to find the Warlock's treasure. The Cheese was the first to go. By the end, he had even pawned the "silky black glove" allegedly owned by the Warlock. Heavy drinking had caused Herman to forget Farrigo Di Maggio's spell, not that he was likely to fight a DRAGON with his atrophied SKILL of 8, the minimum possible for an adventurer. His lack of discipline had also taken a toll on his STAMINA, reducing it to 19.
If Herman had taken up the vice of gambling, he would have been so wealthy that he would never have to go on another quest. The gods of Fighting Fantasy still took an interest in Herman, probably to enjoy his suffering. Therefore his LUCK was exactly the same as in the caves of Firetop Mountain. It is probable that the gods inserted a suggestion in his mind to do battle with a Lizard King. . .
The only thing Herman could count on was his LUCK, so he brought a single dose of a Potion of Fortune with him.
Herman's second quest was not merely to plunder a sorcerer's treasure. The chronicler explained local politics in considerable detail, which I'll briefly summarize. Oyster Bay was once a peaceful fishing village of "stone cottages" 60 miles from "the notorious Port Blacksand". The reason for the respite from Fighting Fantasy's monsters was that Oyster Bay was isolated on a peninsula, and they had almost nothing to steal. A supposed old friend of Herman's named Mungo lived there.
However, by the time Herman and Mungo arrived, the women were crying because Lizard Men had found a way to exploit Oyster Bay. The Lizard Men had enslaved most of the young men and forced them to mine for gold in chain gangs on Fire Island. Mungo wanted to rescue his people alone, but Herman had nothing better to do and offered to join the quest.
Fire Island was once a penal colony guarded by Lizard Men mercenaries. The chronicler stated his opinion on the prison policy thus: "This was a rather futile attempt by Prince Olaf to rid his land of undesirable characters". Prince Olaf then wondered if he should have placed his lawful subjects on Fire Island and left the mainland to the criminals. Fire Island was abandoned, and Prince Olaf failed to pay the Lizard Men. One Lizard Man became a self-proclaimed King, and he worked many slaves to death during his reign.
The Lizard King learned "voodoo and black magic", and performed "genetic experiments" with potions to create "an invincible race of Lizard Men". What happened instead was that the potions mutated many of the Lizard Men and created "giant beasts" and "man-eating plants" once they entered the water supply.
While sailing West to Fire Island, Mungo told Herman about his father who had been a member of the circus. If Mungo was truthful, his father wrestled TROLLS, let elephants step on him, and survived a KILLER BEE sting. His downfall was entering Deathtrap Dungeon when the circus moved to the city of Fang.
Fire Island looked like a "green cushion" with an active volcano about to erupt. CHOICE #1 was to investigate a cove to the left in Section 24, or visit the cove to the right in Section 33.
"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."
Fighting Fantasy: Island of the Lizard King Part 1
Herman was nonplussed at Mungo. Why did he insist that they were friends? Could Mungo have mistaken him for someone else?
(Island of the Lizard King is actually a sequel to City of Thieves and Deathtrap Dungeon, but I don't have those!)
Herman turned right in CHOICE #1, preferring to "clamber" instead of "scramble". This was a mistake. Six PIRATES were guarding a treasure chest, and Herman was in no shape to fight any unnecessary battles with only 8 SKILL. Especially not PIRATES who were probably superior to the cheap imitations in Provoka. Mungo was with him, but he might have been unreliable. In CHOICE #2, Herman turned back to the left cove in Section 24 rather than wage war with the PIRATES in Section 24.
Fire Island must have been smaller than Firetop Mountain's caverns, since Herman was offered a chance to return to the right cove in Section 33 with the PIRATES in CHOICE #3. He refused and advanced to a collapsed hut in Section 211.
The long tracks close to the hut were not from Lizard Men. "Then you see six large spiny legs and a pair of pincers, and as the sand slides off its huge shell, your eyes widen at the daunting sight of the GIANT CRAB before you. It scuttles across the sand, picking up Mungo with one of its pincers".
CHOICE #4 was a Morality Test for Herman, or so the historian thought. Section 182 was to rescue Mungo from the Giant Crab, and Section 307 was to rush to the stone hut and abandon Mungo. Herman may have become a coward since Firetop Mountain, but he was a pragmatic coward. If Mungo died now, how could he be used as a human shield against the Lizard King's voodoo later?
The GIANT CRAB dropped Mungo onto the beach, not wanting to fight Herman with only one pincer. Herman drew his sword, but could he survive an opponent with SKILL 10 and STAMINA 11? This crustacean's claws were almost as powerful as the WARLOCK's magic!
Round 1
Herman rolls 5+3+8=16
GIANT CRAB rolls 3+3+10=16
Herman and the GIANT CRAB parry each other's attacks.
Round 2
Herman rolls 4+6+8=18
GIANT CRAB rolls 2+6+10=18
Herman blocks the pincer with his sword, and the GIANT CRAB blocks the sword with its pincer.
Round 3
Herman rolls 3+5+8=16
GIANT CRAB rolls 1+3+10=14
Herman scratches the GIANT CRAB's exoskeleton. Enemy STAMINA=9
Round 4
Herman rolls 6+4+8=18
GIANT CRAB rolls 4+6+10=20
The GIANT CRAB gashes Herman's sword arm. Herman STAMINA=17
Round 5
Herman rolls 6+2+8=16
GIANT CRAB rolls 2+5+10=17
The GIANT CRAB's pincer dives under the sword and bruises its foe's leg. Herman STAMINA=15
Round 6
Herman rolls 6+4+8=18
GIANT CRAB rolls 6+6+10=22
The GIANT CRAB smashes Herman's stomach with a CRITICAL HIT. Herman STAMINA=14
Round 7
Herman rolls 3+2+8=13
GIANT CRAB rolls 5+1+10=16
The GIANT CRAB cuts Herman's off hand. Herman STAMINA=12
Round 8
Herman rolls 4+2+8=14
GIANT CRAB rolls 2+1+8=11
Herman slashes the GIANT CRAB's pincer. Enemy STAMINA=7
Round 9
Herman rolls 2+6+8=16
GIANT CRAB rolls 1+6+10=17
The GIANT CRAB reaches over Herman's sword and strikes. Herman STAMINA=10
Round 10
Herman rolls 4+5+8=17
GIANT CRAB rolls 2+6+10=18
The GIANT CRAB charges into Herman and knocks him down. Herman STAMINA=8
Round 11
Herman rolls 2+1+8=11
GIANT CRAB rolls 6+3+10=19
The GIANT CRAB trips Herman just as he rises again. Herman STAMINA=6
Round 12
Herman rolls 3+4+8=15
GIANT CRAB rolls 1+1+10=12
Herman stabs the GIANT CRAB in the thorax. Enemy STAMINA=5
Round 13
Herman rolls 2+5+8=15
GIANT CRAB rolls 5+6+10=21
The GIANT CRAB clobbers Herman in the head. Herman STAMINA=4
Round 14
Herman rolls 6+3+8=17
GIANT CRAB rolls 3+4+10=17
Herman and the wounded GIANT CRAB are too exhausted to attack.
Round 15
Herman rolls 2+4+8=14
GIANT CRAB rolls 4+3+10=17
The GIANT CRAB gets a second wind and slaps Herman with its pincer. Herman STAMINA=2
Round 16
Herman rolls 3+3+8=14
GIANT CRAB rolls 1+4+10=15
The GIANT CRAB rips out Herman's heart. It pursues Mungo, but he barely escapes to row his boat back to Oyster Bay in hopes of finding a more SKILLed adventurer.
(SKILL is much more important than STAMINA, as you can tell by the differences between the easy fights with 14 SKILL and low enemy stats in Warlock of Firetop Mountain vs. the GIANT CRAB fight in Island of the Lizard King with only 8 SKILL.One of the first fights you can run into in this book is as strong as the DRAGON at the end of the original Fighting Fantasy!)
"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."
Fighting Fantasy: Island of the Lizard King #2 Part 1
SKILL: 5+4+6=15
STAMINA: 1+3+12=16
LUCK: 4+5+6=15
Mungo rowed to Oyster Bay, waving Herman's map in the face of anyone who was willing to answer the call to suicide adventure. GUSTARAN brandished his sword and a flask of a Potion of Skill, and set off for Fire Island.
(I have no idea how that second die appeared around my computer desk yesterday. Maybe some of Fighting Fantasy's magic is leaking out onto Earth. Herman may not have been an ALL CAPS adventurer, but his successors named after assorted Realms Beyond members are.)
GUSTARAN was intrigued by the PIRATE treasure marking on the map. He charged off to CHOICE #2's cove on the right, and murdered two of the PIRATES before they were even aware of him. Mungo acted as a distraction for two of the remaining PIRATES, while GUSTARAN would have to battle the others.
First PIRATE
SKILL 7
STAMINA 7
Second PIRATE
SKILL 8
STAMINA 6
The rules for this battle were special. Unlike the monsters of Firetop Mountain, the PIRATEs had the sense to attack the hero simultaneously. GUSTARAN could only wound one PIRATE at a time, but still had to roll 2D6 + SKILL to block the other PIRATE's attack.
Round 1
GUSTARAN rolls 3+6+15=24
Second PIRATE rolls 6+2+8=16
GUSTARAN gives the Second PIRATE a new scar. Enemy STAMINA=4
GUSTARAN rolls 2+5+15=22
First PIRATE rolls 5+6+7=18
GUSTARAN and the First PIRATE's swords clang together.
Round 2
GUSTARAN rolls 1+3+15=19
Second PIRATE rolls 2+3+8=13
The Second PIRATE will need a peg leg after GUSTARAN slashed him. Enemy STAMINA=2
GUSTARAN rolls 3+1+15=19
First PIRATE rolls 5+1+7=13
GUSTARAN sidesteps the First PIRATE's thrust.
Round 3
GUSTARAN rolls 1+1+15=17
Second PIRATE rolls 3+2+8=13
GUSTARAN clumsily swings his sword at the Second PIRATE's throat.
GUSTARAN rolls 4+6+15=25
First PIRATE rolls 1+5+7=23
GUSTARAN parries the First PIRATE.
Round 4
GUSTARAN rolls 5+1+15=21
First PIRATE rolls 5+5+7=17
GUSTARAN flicks his sword at the First PIRATE. Enemy STAMINA=5
Round 5
GUSTARAN rolls 4+4+15=23
First PIRATE rolls 5+1+7=13
GUSTARAN stabs the First PIRATE. Enemy STAMINA=3
Round 6
GUSTARAN rolls 5+5+15=25
First PIRATE rolls 2+3+7=12
GUSTARAN cuts the First PIRATE's sword arm. Enemy STAMINA=1
Round 7
GUSTARAN rolls 5+4+15=24
First PIRATE rolls 3+2+7=12
GUSTARAN pierces the First PIRATE's vital organs.
GUSTARAN triumphed over two PIRATEs, but at a greater cost than he imagined. . .
Current Stats
SKILL: 15
STAMINA: 16
LUCK: 15
Provisions: 10
Potions: Potion of Skill
"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."
Fighting Fantasy: Island of the Lizard King #2 Part 2
As GUSTARAN struck down the two PIRATEs in CHOICE #6, Mungo defeated the pair he was fighting. But this was enough of a distraction for a PIRATE CAPTAIN to pierce his chest! "He lets out an anguished cry and drops on to the golden sand in a crumpled heap". GUSTARAN would have to avenge his companion in another battle.
GUSTARAN reopens the scar on the PIRATE CAPTAIN's head.
Mungo lived long enough to say these last words in GUSTARAN's arms: "Well, we got them, but a lot of good it did me. Make sure you get the Lizard King for me, won't you?" GUSTARAN planted Mungo's sword into his grave. The chronicle is strange here, giving CHOICE #8 of ignoring the treasure chest in Section 200 to visit a "goat-track" or opening it in Section 398. GUSTARAN fought a whole crew of PIRATEs and lost his friend to the PIRATE CAPTAIN, and the historian thought there was a chance he would ignore their loot?
The PIRATE CAPTAIN had one last laugh at the expense of GUSTARAN and Mungo: the chest contained only two Iron Bars! "The captain must have tricked his crew into believing they were burying treasure and the real treasure is probably still on board his ship, not that it will do him much good now."
GUSTARAN took one Iron Bar as a consolation prize and walked onto the goat-track towards the cliff in Section 200. He drank some water from his canteen at the top and wondered if he would die of thirst. To the west, he saw the volcano. No animals were visible, but he could hear "a cacophony of bird and insect noise". He camped for the night and entered the forest at dawn in Section 391.
CHOICE #9 was to rest at a tree in the jungle in Section 53, or cut through the vegetation to go West in Section 81. He found unwelcome visitors while hacking away the plants, and they weren't Lizard Men.
Current Stats
SKILL: 15
STAMINA: 16
LUCK: 15
Provisions: 10
Potions: Potion of Skill
Items: Iron Bar
"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."
Fighting Fantasy: Island of the Lizard King #2 Part 3
"You stand back, sword ready, watching the leaves for any sign of movement. Then three dark-skinned men step into view, each wearing only a crude loin-cloth. They are armed with stone clubs and long spears, but you are more alarmed to see that each wears a belt of shrunken human heads".
(The second sentence in that quote is probably why Island of the Lizard King isn't reprinted to the degree of Warlock of Firetop Mountain.)
Since the HEADHUNTERs were arguing with each other about who would get to shrink his head, GUSTARAN would only have to fight them one at a time.
First HEADHUNTER SKILL 6 STAMINA 6
Second HEADHUNTER SKILL 7 STAMINA 6
Third HEADHUNTER SKILL 6 STAMINA 7
Round 1
GUSTARAN rolls 1+5+15=21
First HEADHUNTER rolls 3+4+6=13
GUSTARAN knocks aside the First HEADHUNTER's club. Enemy STAMINA=4
Round 2
GUSTARAN rolls 2+5+15=22
First HEADHUNTER rolls 5+2+6=13
GUSTARAN cuts off the belt and wounds the First HEADHUNTER's waist. Enemy STAMINA=2
Round 3
GUSTARAN rolls 1+2+15=17
First HEADHUNTER rolls 1+1+6=8
The First HEADHUNTER did not have the clubbing skills of a cartoon caveman.
Round 4
GUSTARAN rolls 5+4+15=24
Second HEADHUNTER rolls 2+5+7=14
GUSTARAN slashes the Second HEADHUNTER. Enemy STAMINA=4
Round 5
GUSTARAN rolls 6+4+15=25
Second HEADHUNTER rolls 4+4+7=15
GUSTARAN gashes the Second HEADHUNTER. Enemy STAMINA=2
Round 6
GUSTARAN rolls 2+4+15=21
Second HEADHUNTER rolls 6+1+7=14
GUSTARAN slaughters the Second HEADHUNTER.
Round 7
GUSTARAN rolls 3+4+15=22
Third HEADHUNTER rolls 5+5+6=16
GUSTARAN ripostes the Third HEADHUNTER's club. Enemy STAMINA=5
Round 8
GUSTARAN rolls 1+6+15=22
Third HEADHUNTER rolls 5+2+6=13
GUSTARAN hacks at the Third HEADHUNTER. Enemy STAMINA=3
Round 9
GUSTARAN rolls 6+6+15=27
Third HEADHUNTER rolls 6+6+6=18
Both combatants attempt to CRITICAL HIT, but only GUSTARAN succeeds. Enemy STAMINA=1
Round 10
GUSTARAN rolls 6+4+15=25
Third HEADHUNTER rolls 6+3+6=15
GUSTARAN could have taken all of the HEADHUNTER's heads as ironic trophies if he wished, but he was not so ghoulish.
The HEADHUNTERs did have some loot: coconuts and bananas. This would have allowed GUSTARAN to regain 1 STAMINA, if his combat weren't flawless so far. He climbed a tree and saw what may have been the HEADHUNTERs' village to the Southwest. The volcano was due West.
CHOICE #11 was whether to go West to the volcano in Section 229, or Northwest to avoid the volcano's smoke in Section 12. GUSTARAN's next adventure will be for another time.
Current Stats
SKILL: 15
STAMINA: 16
LUCK: 15
Provisions: 10
Potions: Potion of Skill
Items: Iron Bar
"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."
Fighting Fantasy: Island of the Lizard King #2 Part 4
GUSTARAN walked Northwest through the jungle to avoid both smoke inhalation and the HEADHUNTER village. He encountered a human skeleton whose gender was unknown. They may have been a prisoner or slave who tried to escape Fire Island. The corpse had a Hand-Axe and a Rope, which GUSTARAN took.
While looking around for carnivorous plants and giant insects, GUSTARAN noticed "a crude platform and a vine leading down from it". CHOICE #12 was to climb it in Section 286, or continue in Section 375. Was this some kind of HEADHUNTER trap? He had a compulsion for cartography like all Fighting Fantasy adventurers, and ascended.
An "old man with grey hair" at the top warned GUSTARAN: "Go away', he cries, 'or you'll be sorry". CHOICE #13 was whether to disregard the threat and keep climbing in Section 117, or obey and leave in Section 375.
GUSTARAN felt confident with his 15 SKILL and LUCK and wondered if the old man had any loot. The old man pelted him with objects, causing the loss of 1 STAMINA from minor head injuries.
SKILL: 15
STAMINA: 15 (initial 16)
LUCK: 15
CHOICE #14 was whether to offer the old man Provisions in Section 46, leave him in Section 375, or to snatch his bamboo pole in Section 349. At this point GUSTARAN hoped the old man was a wizard who would teach him a new spell like Farrigo Di Maggio's book did for Herman.
Provisions: 9
The old man was a former thief on the mainland who was sentenced to five years on Fire Island when it was a penal colony. The Lizard Men enslaved him later, but he escaped and had lived in the jungle ever since. He was now too old to risk going on a boat, but he was content to accept more food in Section 149 in CHOICE #15. GUSTARAN also had the option of threatening him in Section 69.
GUSTARAN reluctantly surrendered another Provision to hear more information about Fire Island. He resented the idea of future explorers being able to learn for free what he had gained through sacrifice.
Provisions: 8
The old man drew a Map of Fire Island with charcoal with West at the top of the compass. The island had more longitude than latitude. The old man's platform was well to the East of the Gold Mine in the center of the island. The Prison Colony and Volcano were near the Western edge. The old man got greedy in CHOICE #16 and offered more knowledge in exchange for Provisions in Section 90. The alternative was to climb down and walk Northwest to Section 375.
The final gift from the old man was the Picklock's Wire that he used to escape his leg irons, which would be useful if imprisoned. Then it was off to Section 375
Provisions: 7
It seemed the Lizard King's magic had sent Fire Island to the Carboniferous Period when a GIANT DRAGONFLY descended to attack GUSTARAN.
GUSTARAN thrusts his sword into the GIANT DRAGONFLY's abdomen. It crashes to the ground.
Our hero found some "clam-shaped fungus" on a rotting log next to the "crumpled heap" of the GIANT DRAGONFLY. CHOICE #18 was to eat it in Section 385, or reject it in Section 224.
GUSTARAN may have been a curious adventurer, but he wasn't going to fall for the "poisoned wild food in the mutated jungle" trick. A much more insidious temptation was a crystal in a clearing that was "completely free of vegetation". It was "glowing and radiating heat", which probably burned all the trees and shrubbery. CHOICE #19 was to ignore the crystal in Section 71, touch it in Section 232, or chop off a piece of it in Section 370.
GUSTARAN thought touching the entire crystal directly would probably mean Death. He wasn't living on one of those New Age Final Fantasy planets that he had heard about from village bards! GUSTARAN swung his sword. . .and the blade split into two pieces!
CHOICE #20 was similar to CHOICE #19 without the "break piece off of crystal" option. GUSTARAN touched the crystal, and. . .he restored 3 STAMINA! GUSTARAN quaffed his Potion of Skill and felt more comfortable with his improvised short sword.
SKILL: 15
STAMINA: 16
LUCK: 15
CHOICE #21 was the same as CHOICE #19 minus the crystal touching option. GUSTARAN left the clearing and met six PYGMIES with blowguns pointed at him. CHOICE #22 was to talk to them in Section 276 or battle them in Section 359.
Current Stats
SKILL: 15
STAMINA: 16
LUCK: 15
Provisions: 7
Items: Iron Bar, Picklock's Wire, Map, Hand-Axe, Rope
"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."
Fighting Fantasy: Island of the Lizard King #2 Part 5
GUSTARAN couldn't speak the PYGMIES' language, but they would accept one of his items in CHOICE #23: the Hand-Axe in Section 243, the Iron Bar in Section 327, Provisions in Section 126, or nothing in Section 137. GUSTARAN thought the PIRATEs' "treasure" would come in handy later, and everyone else on this island seemed to want his food.
Provisions: 4
The PYGMIES ate 3 Provisions, and thought they tasted horrible. They spat some of it out, but swallowed just enough to suffer from food poisoning! GUSTARAN dashed to Section 7 while he had the chance.
Fire Island's jungle gave way to "black mire" as GUSTARAN marched West. He heard a "squelching" sound from a green reptile who was paying no attention to him. CHOICE #24 was to call out to the reptile in Section 317, or keep moving West in Section 158. He had no idea if the reptile was feigning ignorance, so he called out the creature. This was a MARSH HOPPER, a monster with a similar appearance to Gollum in the chronicle's illustration. MARSH HOPPERs were infamous for deceiving travelers and sending them to "carnivorous marsh beasts for the price of a few scraps of meat".
CHOICE #25 was to be foolhardy and follow the MARSH HOPPER in Section 58, or go West solo in Section 158. GUSTARAN soon regretted his decision to leave the MARSH HOPPER behind. He was knee-deep in swamp water, and the six-tentacled SLIME SUCKER rose out of the muck to challenge him. CHOICE #26 was a Spear check: possessing one was Section 394, and fighting with the sword in Section 122 would result in a -2 penalty to the attack roll.
Against all odds, GUSTARAN slays a SLIME SUCKER in its natural habitat.
The SLIME SUCKER had "thick blood" which GUSTARAN cleaned off his shortened sword. But he couldn't escape the swamp yet while GIANT LEECHES were sucking blood from his legs! He cursed the bards for telling him lies about "evil" MARSH HOPPERs. At this point, he had to roll 1D6 + 1 to determine the loss of STAMINA. The loss of one Provision was inevitable to use salt to remove the GIANT LEECHES.
Roll=5+1=6
GUSTARAN had six GIANT LEECHES attached to him!
SKILL: 15
STAMINA: 10 (initial 16)
LUCK: 15
Provisions: 3
GUSTARAN had removed all the parasites on his leg and advanced to a gorge between two hills on a "muddy plain" in Section 362. At last the abominable swamp was over. CHOICE #28 was to walk down the gorge in Section 40, or climb the hill on the right in Section 194. That story will happen in another post.
(So far Island of the Lizard King is quite different from Warlock of Firetop Mountain. The quest seems more linear as opposed to the Maze of Zagor, and the monsters are more difficult than average due to their higher SKILL.)
SKILL: 15
STAMINA: 10 (initial 16)
LUCK: 15
Provisions: 3
Items: Iron Bar, Picklock's Wire, Map, Hand-Axe, Rope
"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."