The mini-adventure accompanying the Mongoose Publishing reissue of the twelfth Lone Wolf gamebook, Vincent N. Darlage's Aboard the Intrepid, returns to the 'prequel starring a character who features in the main adventure' formula. On this occasion I play the part of Borse, Captain of a three-masted ship named the Intrepid. The details of crew and inventory provided at the start of the adventure give the impression that this could be a blend of Starship Traveller and Seas of Blood, with extra bookkeeping, which doesn't massively excite me. Also less than encouraging is the fact that the Action Chart provided clearly belongs to the previous mini-adventure, as it identifies my character as Lorkon Ironheart, lacks any means of keeping track of crew numbers, and gives the wrong name and number of slots for Skills.
Perhaps recognising that the prospect of admin on the high seas isn't the strongest of hooks, the author attempts to get the readers fired up during character generation by abandoning the usual 'Special Skills' tag and instead giving the player character one Exceptional Skill. I guess I should be thankful he didn't also replace the standard stats with 'cool' variants. On which note, my stats are as follows.Fighting Awesomeness Combat Skill: 19 (increased to 24 by equipment)Physical Badassitude Endurance: 21 (increased to 23 by equipment)
Exceptional Skill: Navigator
Crew and manifest are not randomised - I always start with 27 men (including five named officers and two other sailors considered noteworthy enough to get a specific mention), plus more than enough cutlasses to arm the lot, and a selection of spears and throwing axes that will doubtless be depleted once we start chucking them at enemies.
For the benefit of any reader daft enough to have skipped the mini-adventure's rules section (these things invariably include some deviation from the basic LW ruleset, so it's always advisable to check what's different from usual), the first section opens by telling me who my character is. Perhaps that's the author's way of resisting the temptation to open with a certain infamous cliché, though the absence of the line doesn't change the fact that there is little illumination, the weather is the kind that features lightning, and it is after sunset but before sunrise.
Observing a raft out on the turbulent seas, with a man on it, I get my crew to rescue its passenger. He introduces himself as Vijya Nath, and tells me that he was seeking a specific island before his ship got wrecked. My boatswain (who's slightly changed the spelling of his name since the list of prominent crew in the rules) doesn't trust him, and predicts that one of us will end up having to kill him if we don't throw him overboard. While not as eager to end the man's life, my first mate also warns me not to get caught up in Nath's quest, and says we need to prioritise finding a safe harbour where we can repair the ship (and yes, this is the first mention of any harm having come to the Intrepid - clearly making absolutely certain I knew I was Captain Borse was considered more important than establishing that my ship is damaged (let alone making clear how serious the damage is, but then, why would the ship’s Captain need to know whether the vessel is still broadly functional or on the verge of sinking?)).
I could simply agree with the first mate, but in case authorial contrivance is going to force me to get involved in the hunt for the island, I think I’d better find out what I can about the place. Just asking Nath for information shouldn’t commit me to anything (though the caprices of gamebook writers do sometimes lead to such abuses of causality).
Sigh. It would appear that enquiring about the island is taken to indicate the desire to join Nath’s hunt for treasure. Not that he’d actually said anything about seeking wealth – up until now the only mention of loot came when my mutably-named boatswain commented that our new passenger would probably spin some fanciful yarn about a lost treasure. But that was a whole section ago, and a busy gamebook writer can’t be expected to keep track of trivia like who said what on a completely different page, right?
Now I come to think about it, lack of consistency from one section to the next was one of the issues I had with Mr. Darlage’s previous mini-adventure, The Crown of King Alin IV. Maybe that reminder of the player character’s identity at the start of the first section was actually for the author’s benefit, to help him remember that he was writing an adventure starring Captain Borse rather than, say, Lord-lieutenant Rhygar, Grey Star, Pip, the Silver Crusader, or Margaret Thatcher.
Anyway, Nath tells me that the island is further away than most would dare to venture, and surrounded by hazardous coral reefs. On it are multiple active volcanoes and the ruins of an ancient city, containing a temple that holds vast quantities of treasure. Nath then asks to see my ship’s charts to help him pinpoint the precise location of the island. I note that my navigator may be reluctant to show them to a mysterious stranger, and suggest that Nath describe the region to him and allow him to work out how to get there. While considering this an inferior option, Nath concedes that it might work, and as my Exceptional Skill could help with identifying the right place, I go with the approach less likely to upset my crewman.
As it turns out, my having the Navigator Skill doesn’t come into play here. My navigator thinks he can identify the place, but doesn’t believe that the island described exists. He asks if I’m ordering him to have the helmsman set course for it anyway, or if we should head back to port. I imagine any attempt at heading to safety will be thwarted, bur demonstrating some willingness to heed my crew’s concerns before we get railroaded (or the aquatic equivalent) into the treasure hunt may reduce the risk of having to deal with a mutiny later on, so I’ll heed the navigator’s advice.
Given that I have on more than one occasion
complained about gamebooks pushing the ‘decline the call’ option, it may seem
odd that I’m not enthusiastically throwing myself into the quest for the
treasure. I think it’s down to a combination of factors.
In character, there’s my responsibility to my
crew. Maybe if I’d been painted as some reckless hunter after fortune and glory
from the outset, I’d have fewer qualms about risking the lives of the two dozen
plus men under my command for the sake of loot, but the introduction to the
mini-adventure implied a sense of responsibility, so dragging them into peril
doesn’t sit well with me. Especially when some have clearly indicated their
unwillingness to get involved.
As a reader, the issue is mainly my dislike of
railroading. The whole set-up just has a strong vibe of ‘I’m going to make it
look as though you have the option of doing something else, but force you down
this path no matter what you do,’ and I’m no fan of that. There are
circumstances in which a choice that isn’t really a choice can work, but a lot
of the time it’s just robbing the reader of agency for no good reason.
Incidentally, the last couple of sections only ever referred to the navigator as ‘the navigator’, which got me wondering if he had been left out of the list of named crew members, so I checked the rules. Not only does he have a name (Ghoro), but he’s actually the helmsman in addition to being the navigator, so it makes no sense that he was going on about being made to chart a course for the helmsman. Unless he has a form of multiple personality disorder that causes him to regard himself as a different character in each of the roles he fulfils.
It turns out that Nath is a carpenter, so I have him work his passage by helping with what repairs to the ship can be carried out while we’re under sail. He keeps to himself when not required to interact with the rest of the crew, but maintains civil relations with most of them. However, the boatswain continues to insist that he’s a bad lot, and that Nath will kill him unless he kills Nath first.
One night, while pacing the deck, I observe that Nath’s turban is missing its white-and-purple plume. That’s not all that has disappeared, though: back at my cabin I notice that my sword isn’t where I usually keep it. Still, it doesn’t take me long to find the missing weapon, which turns up embedded in the boatswain’s stomach. Before expiring, he clutches at me, smearing me with his blood, and mutters about something that screams when freed. In case his dying words refer to my sword, warning of an enchantment that will draw unwelcome attention if I should extricate the blade from the corpse, I make no attempt at recovering the cutlass with a view to concealing it, and instead search the body for anything that could indicate who the murderer is – Nath is such an obvious suspect, it’s almost certainly going to turn out to be someone else.
There are no clues on the dead man, but I do see that a trail of blood leads back to his cabin. Some of the crew catch sight of me standing over the corpse, and jump to predictable conclusions. I can try to take charge, or protest my innocence. It should be possible to do the former in a way that blatantly implies the latter, but whether or not I can do that is going to be down to authorial caprice. On this Mr. Darlage and I are in accord: I call for an investigation into the murder, pointing out that anyone could have taken and used my sword.
The investigation gets under way, and I report the boatswain’s dying words, only the ones I mention are significantly different from what he said a few paragraphs back, and refer to something that writhes when touched and emits a foul stench. Is my character’s misrepresentation of the facts there to help set up a plot twist in which I am the killer, but committed the crime behind my own back and unsubtly framed myself in order to throw myself off the trail? Or just another authorial and editorial failure to maintain consistency?
One of the crew finds some planted evidence designed to incriminate me, but my decisive action back when seen with the dead man seems to have convinced the other innocent men that I’m the victim of a fit-up. A little asking-around establishes that three crewmen other than Nath have possible motives for the murder. They’re all pretty flimsy, though, and given that the man with the weakest of those motives – a long-standing grudge against me – is one of the crew named in the rules, I find it a little odd that his animosity wasn’t mentioned when he was introduced.
Remember that trail of blood leading from the corpse, which could be taken as indicating that he was killed in his cabin, and there might be a clue about his killer there? If not, don’t worry. The author appears not to have done so either, as there’s no opportunity to follow up on that potential lead.
A recent addition to the crew, a former pirate by the name of Sordello, approaches me. There’s something vague about his history – and not in the ‘Mr. Darlage can’t keep track of the details’ sense, either. My character just cannot remember the specifics whenever he tries to bring them to mind, and is aware of this, yet untroubled by it.
For now the text won’t allow me to engage with this perturbing-to-me-the-reader-but-not-to-my-character mental oddity, so I focus on what Sordello has come to show me. It’s an amulet in the shape of a demon, which wriggles about and gives off a horrendous smell. Sordello says he’ll only tell me where he found it if I promise to head for the island sought by Nath. Agreeing is probably a bad idea, but most likely the only way I’m going to have any shot at reaching a good ending in this mini-adventure.
When I begrudgingly accept his terms, Sordello
reveals that the amulet is his property, and that he killed the boatswain (who,
by his account, was trying to steal it). If I take him where he wants to go,
his buddy Bonvesin will take the blame for the death (but must be allowed to
escape before he can be turned over to the authorities) and I’ll get a share of
the riches to be found on the island. It all sounds very dodgy, and I don’t
trust him for a moment, but that ‘hazy memory’ business suggest that he has
access to some kind of mind-altering sorcery, so feigning acquiescence and
remaining on the alert for his sudden yet inevitable betrayal seems like the safest
course of action.
We set sail into uncharted waters where few would
dare to venture, and… see some whales in the distance at one point. And that’s
the only remotely noteworthy thing to happen before we sight the island. I’m
not sure who’s more unadventurous: the seafarers of this world who fear to
undertake such peril-free voyages, or the author who made travel into the
unknown so free from incident.
I ask Nath about places where we could make
landfall, and he describes two. The one in the north is in less dangerous
waters, but the route from it to the temple passes through territory occupied
by a tribe of cannibals. A taboo keeps the cannibals away from the vicinity of
the western inlet, which is closer to the temple, but there are more
naturally-occurring hazards around there.
I have to decide how many mariners accompany Nath, Sordello and me to the island and how many remain on the ship. As Captain I should have some idea of the minimum size of crew needed to pilot the Intrepid back to civilisation if anything fatal should befall the landing party, but the text makes no mention of such trivia, so I have no clues on how best to split the crew. Let’s say that a dozen of us go on the expedition, and if I have any say in the matter, Bonvesin is not among them, and is clapped in irons or confined to quarters or whatever it takes to minimise the risk of his trying to seize control of the ship in my absence. We also take enough supplies to cover four Meals for each member of the landing party.
The Skill check that enables me to bypass the randomised determination of how we fare on the trip from ship to shore rebrands Navigator as a Special Ability. At this rate it’s only a matter of time before I get told to Test my Luck or make a Driving skill roll. Still, thanks to my Exceptionally Special Skillability, the twelve of us make it to land without any of the men or boats coming to any harm.
We head into the jungle, take a break to eat, and
then reach an area where a toxic scent pervades the air. My companions collapse
and, lacking Poison Resistance, I take a not inconsiderable amount of Endurance
damage. Sordello rallies enough to be able to drag Nath out of the affected
area, and I can rescue other members of the party, but will take further damage
(randomly determined) for each person that I save. Should have brought a smaller
team. I go back for one of my nameless companions, and take so much damage that
trying to recover a second crewman could kill me.
Regretfully abandoning the others to their fate, I
press on. The trek is the sort of arduous jungle exploration that involves no
noteworthy encounters and takes no further toll on stats, though we do need to
eat again. Hours later we find traces of the ruins of which Nath spoke, and by
the time we reach the remains of the actual city, the sun is setting.
Sordello is eager to continue the expedition even
as night falls, but Nath would rather make camp. I think I’ll side with the man
who isn’t a manipulative, untrustworthy murderer who tried to frame me. That
may seem like pettiness, but resting may enable me to recover some of the
Endurance I’ve lost – or at least prevent further attrition through fatigue.
We make camp, but at some point Sordello sneaks
away, and when his absence is noted, my crewmen (indicated by the text to be plural
despite the fact that by this stage I could only have one with me – maybe even
zero, as it’s not clear whether or not Nath is being counted as one of my men) are
so concerned that he’ll steal all the treasure, they force me to go after him. Well,
their concerns might have a little validity if the lost civilisation’s treasure
consisted of just one incredibly valuable jewel, but the hoard Nath described is
way beyond the carrying capacity of a lone man, even if he wasn’t going to have
to to hack a route through the jungle, find a safe route through the
treacherous waters, and deal with everyone who stayed on the ship before he’d be
in a position to get away from here.
Nevertheless, the text gives me no choice. Nath
leads the way, acting on knowledge he seems to have gained in a dream, and
brings us to the temple. By the time we reach the entrance, not even starlight
provides any illumination, and the temple interior is somehow even darker than
the total darkness surrounding us. This does not deter me from going in,
because I am a sailor (seriously,
that’s the gist of what the text says). On the walls are illustrations straight
out of a story by H.P. Lovecraft or Robert E. Howard (which I can apparently
see in spite of the darker-than-darkness).
Lighting a
somehow-less-effective-than-it-should-be torch, I lead Nath and ‘several of the
crewmen’ deeper into the temple. Look, Mr. Darlage, if you wanted me to still
have a decent-sized party at this stage of the adventure, you should not have
made rescuing men from the toxic cloud so hazardous. Or is this whole wretched
mini-adventure just your way of saying, “If you don’t pick the ‘right’ Skill
during character creation, you DESERVE to die, loser!”?