Wednesday, 16 August 2017

Some Strange Scent of Death

When Wizard Books announced that their next previously unpublished Fighting Fantasy release would be Jonathan Green's Bloodbones, probably the best-known of the books that were in the pipeline at the time the Puffin range came to an end, fan response was mixed. In some quarters, the excitement of finally getting to see the long-lost book was overshadowed by memories of the extreme difficulty of Mr. Green's previous FF books, not to mention the disappointment that the Eye of the Dragon remix had been. And one particularly obnoxious fan was most displeased because he'd been writing his own (abysmal) gamebook called Bloodbones, and considered the title to be his property (never mind that the writer 'taking' the title was the man who'd come up with it in the first place). I endeavoured to keep an open mind about the book (and was highly amused at the outrage of that fan).

The book was slow in getting to Hull, so I'd already read a bit of feedback on it by the time copies finally appeared on the shelves of Brown's, and was expecting a pirate-themed gamebook much like Jonathan Green's previous FF books - a plot involving a returning evil, a pretty narrow 'true path', enough tough fights to doom any character who started with a Skill under 11, a hostile encounter in the very first section... An adventure I'd need to replay a lot before I could even start to figure out everything required for successful completion. Which is pretty much what I got.

My first attempt at the book ended when I discovered one of the ways to get knocked out and come round just in time to be sacrificed. My most successful attempt only got as far as a fight with a monstrous arachnid on a tropical island, and I wouldn't be surprised if that fight's not even half way through the book.

I t's around ten years since my character's father and brothers were killed in a pirate raid on my home village, an incident that was probably also to blame for the illness that subsequently killed my mother. At the time, I vowed to have my revenge on the captain of those pirates, a voodoo cultist named Cinnabar and nicknamed Bloodbones. Since then I've been working and travelling on ships, learning about Cinnabar and his crew, the Pirates of the Black Skull, and honing my skills to the point where I feel ready to track him down and make him pay for the death of my family.

Allocating dice to at least marginally reduce the likelihood of my dying before I can make any progress, I find that I have
Skill: 12
Stamina: 14
Luck: 8
That's not good. Maybe I'll wind up finding a new path to the first ending I reached.

Anyway, my travels have brought me to the insalubrious Port of Crabs. Rumour has it that the Pirates of the Black Skull have a secret base not far from here. I enter a tavern in the hope of finding a lead in my search for Cinnabar, but then the landlord points out one significant flaw in my plan: a bounty hunter by the name of Conyn killed him half a year ago. The body was lost at sea, and Cinnabar's second-in-command took his ship, the Virago, and sailed away to try and retrieve his remains.

As I'm heading out of the tavern, an elderly patron, somewhat the worse for drink, mutters about Cinnabar's death only being a temporary thing, and arranges a clandestine meeting with me. At the time specified, I head into an alley by the tavern, and find the old man badly beaten and semi-conscious, with three pirates standing over him. Their leader, who appears to be a Half-Ogre, makes a rubbish joke, and the other two advance on me. I stand my ground, taking just one wound in the course of defeating them. The Half-Ogre then attacks, and a lucky blow in the first round knocks me down, subjecting me to an Attack Strength penalty. The tide of battle turns in my favour after that, and I kill him without difficulty.

The old man is, of course, dying, but before expiring he manages to tell me that one of Cinnabar's crew recovered their captain's body, that he's currently neither rightly dead nor rightly alive, and they're planning to bring him back completely with black magic. Resolving to thwart their schemes, I start searching for clues to the whereabouts of the pirates' base.

As I recall, a lead may be found at the Gambling Pits. And also a chance to make some money and thus be able to buy more during the inevitable shopping excursion. The Pits are in the worst part of town, their doors guarded by two Trolls who warn me that fighting is prohibited. Three games in particular catch my eye, and I start by having a go on the Arrow of Providence. The outcome is completely random, with the odds not in my favour, and I lose my stake. Still, Luck is with me as I leave the table: the noise of the crowd does not drown out the words of a nautical rogue as he tells a fellow rapscallion that the Virago sets sail for Bone Island at midnight.

I proceed to Calabrius' Calculator, a machine that produces numerical sequences, with a cash prize for anyone who can figure out what comes next in the sequence. When I pay to have a go, the sequence displayed is very straightforward (and would be a whole lot more so in base 8), so I make a tidy profit there.

As I recall, the last game available is a con, and the Troll bouncers are quick to intervene if anyone attempts to remonstrate with the fraudster running it, so I give it a miss and head for the exit. While I'm pushing my way through the crowds, an old woman slips a sealed envelope into my hand. Checking the contents once I'm outside, I find a key and a message inviting me to meet 'A Friend' at the Silent Donkey inn if I want to defeat the Pirates of the Black Skull. I decide against heading to this rendezvous, as I know from a past failure that it's been arranged by some of Cinnabar's cronies who consider me a donkey in need of silencing.

Now I think it's time to head to the market. I'll start with the Bazaar, where the more outlandish goods are sold, because there's at least one essential item to be found there, and I'd rather make sure I can afford that before I start stocking up on Provisions and other less Instant Death-averting oddments. At a Talismonger's stall I buy a bracelet of shark's teeth, a lock of Elvin's hair that will improve my chances of successfully Testing my Luck, and a purportedly magical compass that I was too smart to be taken in by on every previous attempt at the book. Regrettably, I had to buy it to learn of its supposed properties, and now I know that it allegedly shows the way to large quantities of gold, I wouldn't much care for it even if I believed that it worked (which it most likely doesn't, given that the Talismonger was selling it rather than using it to track down unclaimed hoards).

Proceeding to the more conventional markets, I buy some Provisions and a rope. As I'm leaving, I catch sight of a man with one eye, a wooden leg, and clothing of the sort traditionally associated with buccaneers. He has a pet monkey (with a costume much like his own) rather than a parrot, but apart from that he's got 'Pirate' written all over him. Possibly literally, if his tattoos are not that imaginative. He indicates for me to follow him into an alley, and as my first failure at the book was a consequence of allowing him to lure me into a trap, I hurry away. Which may not have been the wisest course of action, as I have to note down a codeword. I think previously (except for that first time) I approached him but didn't let him distract me from the thugs sneaking up on me, which meant a fight and my getting to ensure that he wouldn't get to report back to the other Pirates of the Black Skull.

I spent too much. As I'm making my departure, I catch sight of a cartographer's store, and pop in to see if I can find out anything about Bone Island, but I don't have enough money to jog the proprietor's memory. Which almost certainly guarantees failure, but also ensures that I won't make that mistake again.

Is it time to stop searching for information? I'm pretty sure that two of the remaining investigatorial avenues open to me are just trouble and wasted time (I am having to keep track of the hours as they pass), and I'm not sure that the other one leads to anything essential. But maybe I should check. If I'm already doomed for want of information, I can't make things that much worse for myself even if the Temple Quarter is nothing but a wild goose chase.

Looks like it is a waste of time. After queuing for a while, I am told that the Overpriest is too busy to see me, though I am welcome to make a donation. I'm tempted to give the obstructive cleric a piece of my mind, but I don't want to get into a fight with the armed and armoured priests guarding the inner sanctum.

The street outside is crowded, and a few men in different religious outfits sit at the side of the road, offering the fruits of their wisdom in return for slightly more money than I have on me. I depart, a little surprised to have only wasted an hour here.

Now I will go looking for the pirates' base. Thanks to the time I've spent snooping around, night has fallen, which will give me some cover. My enemies likewise, of course... There's a codeword check, but not for the word I picked up when evading that pirate, so I have no idea what I'm missing out on here. Probably nothing good, given the codeword being asked about.

There's obviously a lead I missed somewhere, as I've never heard of one of the locations mentioned here, and don't have the concealed section number that would allow me to visit it. Well, I'll just have to give that place a miss. I decide to start with the ruined lighthouse to the south-east, and as I draw near to it, I catch sight of a flickering light close to the cliff edge beyond the ruin.

Investigating the light first, I discover a trio of miscreants using a lantern to lure a ship towards the rocks lining the coast along here. Taking advantage of these Wreckers' focus on their would-be victim, I draw my sword and attack before they're aware of my presence. They respond quickly once they know I'm there, but I only take one wound in the course of the fight. With the lantern extinguished, the ship changes course in the nick of time.

Searching the dead, I find some money and a Skeleton Key. I also catch sight of a cave mouth at the foot of the cliff, and climb down to investigate. My high Skill ensures a safe descent, and I see that a narrow ledge leads into the cave. Having come this far, I'm not about to turn back, and enter. The waters below the ledge churn, and two tentacles emerge and make for me. I hack them apart with ease, and their owner, a Giant Octopus, emerges from the water to attack me. It fares no better than the preliminary tentacle assault, and I'm soon able to search the cave undisturbed. No Pirates' lair here, though.

Climbing back up the cliff, I now turn my attention to the lighthouse. The door is locked, but the Skeleton Key opens it. Inside I find the Wreckers' den, which contains crude furniture, some food, and the remains of a letter that somebody did a substandard job of burning. Only a few lines of text are legible, but they happen to be the very part of the letter that the recipient was supposed to destroy, revealing the password to... somewhere.

There's also a trapdoor in the floor, but I don't open it. Which is bad news for the cat that one of the Wreckers imprisoned beneath it, but keeps me from further Stamina loss.

Convinced that the Pirates of the Black Skull do not have their base here, I head back to the Port of Crabs to choose somewhere else to search. But it's been a week since I last posted anything, so I'll save further investigation for a subsequent post. There should be less of a wait for that one, as I'm not expecting to get a whole lot further before my failure to obtain information from the cartographer brings the adventure to an end. Nevertheless, I shall play through to the inevitable failure. Starting tomorrow.

1 comment:

  1. I just attempted Bloodbones using one of the sample characters (Bronwyn Ravenblade, because she is rich and there are several Luck tests where being unlucky leads to inevitable failure) and I did much better than I expected. She survived both encounters with the monstrous arachnid you mentioned, only to get turned into a zombie because I couldn't roll 2 or less on three dice.

    To be honest, I think I was a bit unlucky to lose so much stamina in fights early on, but even if Bronwyn had been at full strength, I still wouldn't fancy her chances of getting much further with a skill of 10. Quite good fun, though. Next time, I might just see how far a 12/24/12 character with 24 starting gold can get, although I suspect that the random roll in the Temple of Quezkari with a <50% chance of success is both unavoidable and fatal if failed, so even a maxed character might well not get as far as Miss Ravenblade did today.