Wednesday, 4 November 2015

What Unspeakable Horror Lies Behind That Mask?

This is the third part of the Spellbreaker playthrough that started here and continued here. At this point my character is at a fork in the road. The map at the start of the adventure gives no indication that one route is any better than the other, but from previous attempts at the book I know I'm better off going north-west. This branch of the road leads into a forest, though not the same one in which Lady Attana's entourage and I were ambushed by brigands.

A short distance into the forest, I am ambushed by brigands. This group is led by a woman, who stands above me on a tree branch, and orders me to drop my weapon and throw her my gold. I decide to try and trick her, and am mildly disappointed to find that this doesn't involve hurling my money pouch with enough force to knock her off the branch. Rather more boringly, I feign surrender and just toss the cash on the ground, and when she leaps down to collect it, I grab my sword and rush her before any of her dozy associates can twig that I'm not as cowed as I appear to be.

I sustain a minor wound while taking the woman hostage. The others surround me, but are reluctant to press their attack while I have their leader, and I'm able to deal with two of them before she breaks away from me. I trip a third outlaw, who collides with one of his fellows, leaving the pair of them too dazed to fight, leaving just the leader and one of her men to deal with in straightforward combat. They're no match for me, and once I've killed the man and brought the woman near to death, she warns me that 'the Mask' will make sure I never leave the forest alive. Keen for a rematch (and a chance to get hold of the magic-looking sword he wielded), I demand to know more about the Mask, and the outlaw reveals that he's in charge of all the brigands in the area, and gives me directions to his camp. I spare her life, tie her up (presumably similarly immobilising the two who were only incapacitated) and, disguising myself in the robes of one of the outlaws who didn't survive the fight, head off to the camp.

As I head deeper into the trees, I hear an owl hoot. That's odd: it's still broad daylight. To be honest, the fact that, despite all I've done since leaving Talpas' residence, it's still only the middle of the day strikes me as being stranger than the possibility that an owl might be active before nightfall, but I must accept that this is one of those gamebooks in which time is extra-flexible.

Correctly suspecting that the hooting is part of the outlaws' security set-up I imitate an owl in response, and no harm befalls me as I continue on my way. Lucky for me that the correct response wasn't a different kind of bird call - if the Mask had thought to tell his men to cuckoo when they heard the hoot, I'd now be in a lot of bother.

I reach a clearing containing the ruins of some ancient outpost, in which the outlaws have made their camp. The walls that survive to this day might provide extra cover in the event of a large-scale assault on the Mask's base of operations, but they also enable me to stay hidden as I get closer. I climb up to the battlements and spy out the area. Stables, haycart, well, remnants of a keep, group of brigands sharpening their weapons. Maybe I should find some way of keeping that little mob occupied while I confront their boss. And while I'm sure the Ruddlestone Society for the Prevention of Cruelty to Animals would object (should they exist), the proximity of that flammable hay to the stables is too tempting to pass up. Just as I reach the cart, a man emerges from the stables, but he fails to see through my disguise, so I wait until he's moved away, and then set light to the hay and make myself scarce. Before long the fire attracts the outlaws' attention, and while they're trying to fight it, I slip into the keep unnoticed.

Stairs lead up to two doors. I pick one more or less at random, and it opens into a room in which the Mask is at a table, counting money. He notices that I'm not one of his men, and draws his sword (which the illustration confirms to be the one that was stolen from Gwythain's body, as the word 'Deliverer' is inscribed on the blade). The fight is not difficult (regardless of whether I fight him at his original Skill or the slightly reduced one in the Wizard Books edit), and once it's over, I take Deliverer for myself. I also grab some of the money the Mask was counting, and find the box that had been stolen from Lady Attana. The key she gave me unlocks it, and the Elven prayer beads inside enhance my Faith.

Before leaving, I remove the Mask's mask. The face beneath is scarred and burned, the left side looking decidedly skeletal. While he won't be coordinating his subordinates' actions any more, the outlaws in the camp could still be a threat to me, so I leave the keep via the window, sustaining only minor damage from the drop. Then I retrace my steps to the road and ditch the disguise before continuing north-west. The text doesn't even mention the next junction, but as one of the turnings leads back towards Hallow's Well and I do only have a couple of days left to find and thwart Nazek, not getting the option to choose a direction is fair enough on this occasion.

After a couple of hours I reach the village of Fenford, and pop into the local tavern, the Brindled Cat. (Anyone unfamiliar with the term 'brindled' may be reassured to learn that it refers to the markings of the cat's fur, rather than describing some arcane form of animal cruelty.) On this occasion I do buy a drink, as I no longer need to be so frugal, and could do with the small Stamina bonus it provides. While at the bar, I chat with the landlady, who mentions a monster in the nearby marsh of Blackmire which has been causing trouble in the area. She also indicates that one of the other patrons is a Witch-hunter, and that the local holy man Friar Barnabas, also present, may be able to assist me in my quest.

I'm not sure if there's an optimal order for meeting with the others here, so I might be about to make a serious error. Still, even if I do mess up now, I will at least know to try something else next time. I start by approaching the Witch-hunter, and the text forces me into awkwardly ambiguous dialogue that leads the man to suspect that I might be a witch. I don't have anything that could back up his suspicions, though, and the Ilithorn Rose I have with me convinces him that we're both on the same side.

Introducing himself as Karad, he explains that he's assembling a resistance group to oppose Nazek's coven. He can't accompany me to Claybury, but invites me to meet with him there 'at the sign of the tower' tomorrow, and tells me the Resistance's password. He also gives me some Shackles that can prevent a witch from casting spells, then leaves to do some reconnaissance. I also have to leave now, so I hope there was nothing essential to be learned in conversation with anyone else in the tavern.

There are two ways I can go from here: along the road to Tallow, or on the path through Blackmire to Selwick. Many potentially useful herbs grow in Blackmire, and Tira, the erstwhile witch's apprentice I helped in Hallow's Well, mentioned Selwick when speaking of her former mistress, so the route through the marsh is going to be the better one, even if it is also the more hazardous option.

I've only made it to Blackmire on two or three of my previous attempts at this adventure, and at least one of those ended in there, so I'm definitely setting up another 'save point' before I go any further.

Monday, 2 November 2015

Something Ill-Defined and Impalpable

This is the second part of my attempt at Jonathan Green's Spellbreaker, which commenced here. I'm not going to recap what happened in the first part because that's what the link is for.

Hurrying away from Hallow's Well, I take the road south to Aryll, but only get about half way there before dusk falls. My search for somewhere safe to spend the night leads me to a small cave behind a clump of bushes. Unlike most caves, this one has a door. I'm about to knock on it when it is opened from within by an anthropomorphic mole. He invites me in, saying he was expecting me because he read of my coming in the runes.

My host, Talpas the Molekin, gives me some soup and offers to cast the runes to give me some indication of what the future holds. I take him up on his offer, and get told a lot of vague stuff hinting at things I already know. Slightly more helpfully, I also learn that I must visit a place of death and a place of worship. And then comes the 'That runestone isn't even part of the set!' bit, as the last of the stones turns out to bear the Witch Mark, Shekka's Rune. Talpas throws the offending stone into the fire, and I turn in for the night.

In the morning Talpas gives me some extra Provisions and I resume my walk to Aryll. My first sighting of the village is not encouraging: it's unnaturally quiet, the air is filled with bonfire smoke, and a woman carrying a massive pack yells at me to stay away because of the plague. I ignore the warning, because that plague is part of the reason I've come here.

Proceeding into the village, I see houses with red crosses painted on them, and realise that the bonfires are being used to dispose of the diseased dead. A couple of the corpse-burners take me to the village elders, and along the way I acquire a new attribute: Infection. Its function should be pretty obvious, and the consequences of having it get too high are liable to be fatal. A couple of the herbs I acquired along the way could be of help here, though it turns out that I can't use both to get double the effect. Maybe I should have bought that other Faith-boosting relic instead of the second of those herbs. Still, getting to reduce every Infection gain by 1 could mean the difference between survival and a painful demise, so I shouldn't complain too much. And I've avoided acquiring a couple of afflictions that would hasten the onset of illness, which is also good.

The elders have figured out that the plague is carried by rats, but they don't know how to get rid of the infestation. As I now have the Charmed Pipes that were used to draw the rats here, I can use them to lure the rats into an old barn on the outskirts of the village, which can be set alight once they're inside. Of course, I will also be inside the barn when the fires are lit, but I've only had one or two past characters fail to escape the flames, so I'm not too worried about the danger.

When I start playing, hundreds of rats, some of them as big as dogs, emerge from cellars and sewers and advance on me. I lead them to the barn and continue playing until the structure is properly ablaze. Pity I don't think to keep playing until I'm at the foot of the ladder leading to the hayloft, as I get bitten several times while dashing across to it. Still, I make it up the ladder without further trouble, and the barn waits until I've leapt out of it before collapsing.

The elders thank me for my assistance, and one of them comments that there is now some hope for the people of Aryn's Hill. Remembering that name from the story I heard at the Pilgrim's Rest, I ask about the canker from the legend. Tales tell that somewhere around here Gwythain the Protector fought a servant of the god of disease, who had been unleashing plagues of rats and flies upon the world. The villain's crypt is said to be inside the hill on which the village stands.

I decide to investigate the crypt, and the village Tanner leads me to the stone purported to mark the crypt's entrance. A recent cave-in has opened up a tunnel by the stone, so I light my lantern and head inside. A diseased rat at least 1½ metres in length attacks me, but is easily killed.

The tunnel leads to a pair of stone doors, above which is the cheery inscription "All Good souls, do not ye enter here." Two decaying corpses lie on the ground by the doors, but as I approach, the cadavers get up and start shambling towards me. My Faith is strong enough to deter them from attacking, and I get through the doors without encountering further contagion. Beyond is a large cavern, with a slime-covered floor that writhes with giant maggots.

Mind your step!

There's another stone door at the far side, but as I head for it, a swarm of massive Carrier Flies swoops towards me. I manage to fight them off for long enough to get through the door, which leads into the actual crypt.

The first thing I notice about the crypt is the smell, a stench of decomposition strong enough to inflict a Skill penalty as long as I'm in there. At the far end of the crypt is a sarcophagus, containing the Canker: formerly the servant of the dark gods told of in legend, but now a decaying, undead monstrosity barely recognisable as having once been human. Between it and me are more than a dozen Plague Zombies, though only (roll) two of them try to intercept me, and one of them is repelled by my Faith. Thanks to the Skill penalty and some bad rolls, I take a couple of wounds while putting down the one Zombie that actually attacks me.

As the Canker itself moves to the attack, I take the risk of throwing my lantern at it. The monstrosity catches light, but still attacks me. There's a time limit for completing the fight, but in this one I don't lose or draw any rounds, so I'm not even close to running out of time. Killing the Canker causes the remaining Plague Zombies to revert to inanimate corpses, and having flung my light source at the thing proves no obstacle to finding my way back out.

The people of Aryll celebrate upon seeing my return, and invite me to a banquet. I decline, citing the urgency of my quest, so they settle for giving me some food, money, a replacement lantern, and directions to the barrow in which Gwythain was laid to rest along with his magic sword Deliverer. It's guarded by a sect of druids who worship a benign deity.

While visiting the barrow will take me out of my way, I think there's an essential item in there, so I make the necessary detour. Along the way I develop plague symptoms, and am only spared the Canker's posthumous revenge by using the Heal-All I've been taking care not to use before now. This cures the disease and heals most of the damage I've taken since reaching Aryll.

My journey to the barrow takes me through a stone circle. As I'm crossing it, druids surround me and take me to their High Priest, who wears a mask made from a horse's skull. He demands to know why I'm here, so I explain that I wish to enter the barrow. The High Priest tells me I must prove my worthiness, and shows me the carvings on a small stone, challenging me to calculate the Equinox Stone's mystic number. The carvings depict an unfinished Magic Square, though (like the last time FF featured such a puzzle) it doesn't use the numbers 1-9. This puzzle might be considered slightly unfair, as there's nothing to indicate whether the 'correct' answer is the sum of the missing numbers, the total to which any line should add up when the square is complete, or the number by which the digits of a standard Magic Square have been multiplied to create this one. On the one previous occasion that I reached this stage of the adventure, I correctly guessed that it was the third of those possibilities, so I have no trouble getting it right again, but anyone who got themselves sacrificed (well, I'm guessing that that's what happens to anyone who doesn't give the desired answer) as a result of picking one of the other options would have valid grounds for complaint.

The High Priest then sees the Pilgrim's Staff and, rejoicing, grabs it from me. He plants it in the centre of a nearby grove, and it sprouts shoots, rapidly transforming into a bush with white flowers. Handing me one of the blooms, he explains that the staff was made of wood from the rare and sacred Ilithorn. Suppressing the urge to point out that he could have asked for the Staff rather than just snatching it away like that, I proceed to the barrow before he can take an interest in any of my other possessions.

A short distance into the barrow, there's a small hole in the ground. I have to Test my Luck to see if I notice it, which is annoying, as doing so costs me a point of Luck, and even if I were capable of failing the Skill roll that the Unlucky must make to keep from falling in, the damage incurred as a result would be negligible.

Further on is a circular chamber, with scenes from Gwythain's life depicted on the walls, and an axe-wielding undead Barrow Guard blocking the far exit. His axe does extra damage the one time he hits me, but not enough to seriously imperil me. Beyond the archway he guarded, there's an alcove in the tunnel wall, with a coffin in it. A sword is inscribed on the lid, so I open it in case Deliverer is here and the passage onwards is a trap. The coffin contains no sword, nor any corpse, but there is a Golden Sickle and a bunch of herbs in there, so I take them before continuing along the tunnel.

Eventually I reach the burial chamber, which has more biographical murals. On a plinth lies Gwythain's skeleton, wearing silver armour and a silver helmet, and clutching a shield with a golden lion motif. No sword. Someone's pilfered it. Probably the mask-wearing brigand with the magical-looking sword who attacked us on the way to Hallow's Well.

There's an inscription on the plinth, so I read that before I do anything else. It states that his 'weapons of truth shall serve the noble-hearted' (not that the brigand showed any signs of a noble heart), but requests that the armour be left intact. Does the shield count as armour? I'm sure the helmet does, and shall leave that alone, but I'll risk taking the shield, as there must surely be something of use in here. Yep, the shield provides bonuses to Skill and Faith. Better not push my luck, so I leave.

I reach the circular chamber just as the Barrow Guard is getting up again. Not an unexpected development - the sword-thief would have had to get past it as well, so if it were the sort to stay dead, I wouldn't have had any bother from it on the way in. Not that it's much bother now, as it's weaker than it was in the previous battle, and the Skill bonus from the shield allows me to exceed my Initial score.

There's no sign of the druids when I emerge. I decide against returning to Aryll, and head in the direction that should lead to the road west. Along the way I encounter a large Ogre carrying a dead deer. He decides that he'd rather eat human flesh than venison, and I give him a taste of cold steel instead. That spoils his appetite rather permanently, and I reach the road without further incident. Before long it forks, and I shall again pause my narrative and institute a save point, because I'm pretty sure that I'm almost at the point where my previous online attempt at this book came to a nasty end.

Saturday, 31 October 2015

Don't You Know We're on the Eve?

A little while after parting with my original copies of Fighting Fantasy books 43 and 45, I found some more FF books I'd never played in the same charity shop. At least half a dozen, and most (if not all) of them from the 50s. If prices on eBay are anything to go by, that little stack could probably fund a week's holiday on another continent these days. But it was the mid-nineties when I found them, and I chose not to buy the lot because I had no intention of getting back into gamebooks full-time, and just felt like picking up a couple to provide a little short-term entertainment. Consequently, I read the blurbs and just bought the two that looked as if they might be a bit different from the norm.

The first of these was Spellbreaker, the FF debut of Jonathan Green, who would go on to become one of the most prolific writers for the series other than Livingstone and Jackson. What caught my eye was a little detail on the secondary blurb, on the first page of the book: somehow I was partially to blame for the villain's having acquired the McGuffin with which he intended to cause all manner of unpleasantness.

Funnily enough, I bought my present copy of Spellbreaker (original version) in the same charity shop where I'd found my first one, on probably the second most fruitful day of the not-quite-a-year I spent rebuilding my gamebook collection. But I'll have more to say about that day in a subsequent blog post.

As I recall, my first attempt ended in a blazing barn full of plague-infested rats. I played the book (and the other one I'd bought) a few more times, and gradually lost interest because of the difficulty level. In terms of ludicrous harshness, this book is right up there with Crypt of the Sorcerer (though I rate Spellbreaker more highly than Crypt owing to its atmosphere). When Wizard Books reissued it in 2007, some edits were made in an attempt to make the book less unfair, but the changes don't help much as they did nothing about one of the worst elements, and made a total hash of rectifying another. I shall go into more detail about these problems if my character survives long enough to encounter them.

My character is, as usual for FF, a warrior, but this one is taking a break from adventuring (fat chance) and has embarked on a pilgrimage to the shrine at Hallow's Well. On what Mr. Green refrains from openly describing as a dark and stormy night, I have got lost on the way to Rassin Abbey, and trying to avoid attracting the attention of the wolves in the area. I catch sight of a fire in a copse, tended by a pale and world-weary-looking young man who invites me to join him, and we exchange potted biographies. Not exactly The Canterbury Tales, but as gamebook info-dumping goes, it's not bad.

It turns out that he is also on a pilgrimage to the Abbey, but he isn't lost, and is merely sheltering from the storm. As he knows the way, we decide to set off at once, and catch sight of the abbey just before an unpleasant noise reveals that numerous Demons are bearing down on us. None too surprisingly, we speed up at this point, and in next to no time I'm hammering on the door, yelling to be let in. The door opens, and I stumble through. My new companion is too intent on the pursuing Demons to have seen the door open, so I yell at him to get inside sharpish.

And that's how I doom the world. The thing is, the other 'pilgrim' is actually a bad guy, and is so evil that he can't enter holy places uninvited. But apparently, despite my not being one of the residents of the Abbey, my urging him to hurry after me was sufficiently invitationy to allow him access. Not that my character is aware of that yet, as the loophole-exploiting villain doesn't take action until after I've gone to sleep. A convenient-ish bad dream wakes me in time to spot him sneaking out of the dormitory, and I follow him, but am not quick enough to prevent him from gaining access to a black book that's being kept in the Abbey. He mocks me and magically teleports away, and a Brimstone Demon starts to manifest in his place.

The first section of a Jonathan Green FF book almost always has the viewpoint character in a confrontation with something or someone hostile. This is the only one of them to launch straight into the fight in section 1, rather than giving the reader the option of making some kind of strategic blunder before battle commences. Time for some stats. I shall allocate dice, as the Demon I'm about to fight has an effective Skill of 9, and dying in the first combat never makes for that good a blog entry.
Skill 12
Stamina 20
Luck 10
There's also Faith, but that always starts at 1.

I take one wound during the fight, but the healing provided afterwards is more than adequate to make up for it. Then I'm taken to see the Abbot, who reveals that the book which was stolen is the Black Grimoire, a virtually indestructible tome packed with evil magic, which was being stored in the Abbey to keep it out of the hands of characters like the man who stole it. He has belatedly been recognised as Nazek, a former foundling raised here, who became fascinated with 'the dark ways' and disappeared on a night like this one.

After explaining how I'm to blame for the theft (rather conveniently glossing over the lack of guards, locks and traps that could have supplemented the flimsy protection that existed), the Abbot also points out that one of the spells in the Grimoire could be used to release a particularly nasty entity from its prison. That prison is in Claybury monastery, a couple of days' travel to the west, which strikes me as being rather closer than seems entirely prudent. On the bright side, there's only one night on which that spell can be cast, but that night, Shekka's Moon, is less than a week away, so that silver lining comes with a very heavy cloud.

In the morning I prepare to set off on an attempt to avert the cataclysm I have played a small part in making possible, and am given the option of using the Abbey's library before I go. Consulting a book on astronomical events, I discover that Shekka's Moon only occurs once every 37 years (better make a note of that number), and that Shekka is an ancient goddess of witchcraft, whose powers are (unsurprisingly) strongest on that night.

I also get to visit the Abbey's herb garden before I leave. Owing to damage caused by the storm, I may only take one of the three potentially useful plants that grow there (well, it's not as if my mission is important enough to justify the expense of replacing two varieties, is it?). I'm pretty sure that despite the impending supernatural shenanigans, I'm not going to have to deal with any Vampires, so the garlic is something of a red herring. Glebe Balm's healing properties are more likely to come in handy, but probably not as much as the protection from disease provided by Aramance, so that's the one I take.

The Abbot blesses me before I depart, slightly increasing my Faith, and I am asked if I would accompany one of the other pilgrims to Hallow's Well, which is on the way to Claybury. I agree to do so, as it won't significantly delay me, I could do with the money that's being offered in return for my protection, oh, and I'll miss out on a bit of vital information if I don't.

Lady Attana, the pilgrim in question, is wealthy and has a lot of servants with her, and it takes a little while to get organised, but before too long we're on our way. After a while the road passes through a forest, and I signal for a halt when a suspicious rustling catches my attention. The brigand who was lining up a crossbow doesn't anticipate my stopping, and thus fails to hit me, but his companions still charge to the attack, and I have another fight on my hands.

It's even easier than the combat against the Demon, but the next Brigand to go for me wears an iron mask, wields a sword that appears magical, and is altogether a more formidable opponent (though slightly less so in the Wizard edit of the book). The masked brigand wounds me twice before he and his men ride away. Giving chase would be fruitless, so I stay with Lady Attana and her entourage. They're all right apart from a few minor injuries, but the brigands did get away with Lady Attana's jewellery box. It's enchanted, so they won't be able to open it, and Lady Attana gives me the key in case I should happen to encounter the brigands again and retrieve the box. As is often the case, the key has a number on it, but this one is slightly more justified than most, as the box was a wedding present, and the number on it is the year the wedding occurred.

No further trouble befalls us on the journey, and I opt to spend the night at the same hostelry they choose, the Pilgrim's Rest. On my way in I notice the inn's sign, which depicts a staff-bearing pilgrim on the road to Hallow's Well.

After receiving my payment, I join a group of well-off pilgrims by the fireplace. They're having a story-telling competition, and I've just missed the local equivalent of The Miller's Tale. There's a prize for the best story, and I'm going to need a lot of money if I'm to get everything I'll need in order to have a shot at completing this adventure, so I join in. There's one other storyteller before me, who tells of the Warrior-Priest Gwythain, who cut out the canker of Aryn's Hill. I'm not sure that my audience would appreciate the tale of the unwise Abbot who failed to increase security measures in the weeks leading up to the once-every-thirteen-and-a-half-thousand-plus-days event when the forces of evil would most like to get their hands/claws/tentacles/miscellaneous appendages on the artefact he was supposed to be protecting, thereby threatening to bring down disaster upon the region, so I tell of more conventional heroics (the in-text description of the story I tell is, alas, a poor match for any self-referential in-jokes), and sufficiently impress everyone else that I win 6 gold pieces.

Turning in for the night, I have a dream about meeting the pilgrim from the inn's sign, who offers me aid on my quest and gives me his staff. When I wake in the morning, there's a real-life version of the staff by my bed, and the pilgrim on the sign no longer holds a staff. This dream (which I only had a 50% chance of having) also gives me a small but potentially crucial Faith bonus.

Leaving the inn, I soon reach the Market Square, which is where the book's first serious flaw starts to manifest. For no good reason, I may only visit the healing well if I do so before looking around the market stalls (and there's not even any warning of this: you're just forced to leave town as soon as you've looked around the market). That might not sound like much, but there are additional factors that I will cover as they come into play.

The temple containing the well is surrounded by beggars in varying states of ill health. One of them calls out to me for alms, and I give him a gold piece. He blesses me, and I get another Faith bonus, but I'd have been cursed and suffered a Faith penalty if I hadn't tossed him a coin (in spite of the fact that it is possible to be robbed between the inn and the well, and thus not have any money to give).

Straight after the book rewards charity (or punishes the lack thereof), it provides another opportunity to give money to a worthy cause, but this second chance to give is a distraction that would cost me my slim chance of acquiring an essential item. Having learned this on a previous attempt, I ignore the martyr's shrine and head for the well. There, I have to pay 2 gold for a gourd (with no explanation of what happens to anyone who's been robbed), which I fill with water from the well. A Faith roll determines what happens next. Now, I have the highest Faith achievable at this stage of the adventure (including the point I only had a 50% chance of getting at the inn), and to succeed at this roll, I need to get less than 2 on one die.

I did it! Got a 1! The gourd is transformed into a Heal-All, which could be used to restore my Skill and Stamina to maximum at almost any time (but will actually be needed to prevent me from dying at a later stage of the adventure). That's only about the second time I've managed it in all my attempts at this book. And my chances of winning are still negligible...

Returning to the Market Square, I must now visit one of the taverns on the outskirts. Two catch my attention: the Brass Farthing and the Baited Bear. Not being a fan of cruelty to animals (or fighting mistreated animals after they escape), I choose the former. There's only one other person in there, a Dwarf who invites me to play a game called Eclipse. As I recall, the game is dull and irritating (and the book neglects to specify who starts, which could make a significant difference), but the mandatory wager on it provides me with my only chance of getting enough money to be able to afford everything I need from the market. Losing would ultimately be catastrophic regardless of exactly how much it costs me, so I bet the maximum possible stake - if I succeed, I'll have a chance of buying some non-vital but still helpful items as well as the essential ones.

I let the Dwarf go first because it's his game, and that does help determine the outcome. We roll a die to move around a circular board, collecting tokens when we land on them. I start by picking up a token with a negative value, and after a couple of circuits I'm 3 or 4 'points' behind my opponent, but then I land on the space that he's on, which means he has to give me one of his positive tokens. From then on my fortunes continue to improve, and in the end, my score is more than twice his.

Okay, time to go shopping. The first stall to catch my attention is selling relics. Even with my Eclipse winnings I can only really afford the cheapest item on sale, a scrap of linen purported to be from the shroud of Aline the Innocent. It's only 3 gold because the stall-owner believes it to be a fake, but it's actually the real thing, and adds to my Faith. If I'd been able to buy it before going to the well, I'd have had much less harsh odds of getting the Heal-All, and anyone who'd rolled too high at the Pilgrim's Rest would still be in with a chance.

There's at least one more useful item on the stall, but buying that would leave me short of funds for something that might be more important, so I move on to the next stall of interest, This is run by a falconer, and as I pay his high prices, I make a quip about needing a bird of pray on my holy quest.

The next stall is run by a couple of shifty-looking apothecaries. While I'm not interested in their snake oil or surgical services, some of the herbs they sell will prove essential at a later stage of the adventure, and another could save my life a little sooner.

That's everything worth getting at the market. There are two ways out of town, one leading west, the other south. Claybury is to the west, but the direct route is almost never the best one in gamebooks. Funnily enough, on my first attempt at this book, I chose the 'right' exit thanks to inattention: thinking the deadline for stopping the ritual made speed essential, I picked what looked like the quick route, but I hadn't spotted that the map at the start of the book has an unconventional orientation, with east at the top of the page, so I mistook west for south and accordingly chose the south gate.

As I head south, I catch sight of a figure in rags, lying in an alley. Investigating, I find the man to be afflicted with some nasty-looking illness. I give him food, and he tells me that he is from the town of Aryll, which is suffering from plague brought by rats which accompanied a mysterious stranger who came there five days ago. The man staggers off in the direction of the well, and I continue south.

Passing through another square, this one full of entertainers, I stop to watch a puppet show, taking note of the fact that the hero of the tale performed uses a golden sickle to cut the mistletoe that helps him resist the powers of the sorceress he opposes. I'm offered the opportunity to buy one of the puppets, but it's out of my price range and, as far as I can tell, of no great importance.

Just outside the entertainers' square I catch sight of a busker. He's playing pipes, and has a rat on one shoulder. Somehow sensing that I have spoken with the plague victim I passed earlier, he starts playing a hypnotic tune, but resisting it is based on a Skill roll, which I cannot fail. Then his rat leaps at me, and I also succeed at the Luck roll to not get bitten. I stamp on the rat, and the piper attacks me. He's nowhere near my equal in fighting ability, though, and dies quickly.

As I help myself to his Charmed Pipes, some of the town militia charge at me. Despite the fact that I've probably saved the town from infection, and was definitely fighting in self-defence, they mean to arrest me, and this is where the bungled improvement in the Wizard Books edit that I mentioned earlier comes into play.

The thing is, it is actually necessary to get arrested to acquire another important item, but in the original text, the only way to get arrested is to take so long fighting the militiamen that reinforcements arrive, and anyone with a Skill high enough to have a chance in some of the fights later in the book will almost certainly kill the militia too quickly. The edit got around this problem by adding the option of surrendering rather than resisting arrest - but only in the context of the miscarriage of justice that can occur at the west gate (leaving Hallow's Well without getting into trouble with the law because some evil git attacks you is not easy). At a no longer extant FF forum of which Jonathan Green was a member, I asked him if the surrender option was supposed to be available at the south gate as well, but he never answered.

Still, working on the assumption that the added surrender option was a misplaced attempt at making the book more playable rather than flagrant trolling of the readers, I have taken the liberty of making it available here, too, so (back in character) I allow the militia to take me to a blockhouse and throw me into a cell. Also in the cell is an old man who introduces himself as Cynric, aka 'the Mad Beggar', and his uncommunicative companion Gerald, who turns out to be a skeleton manacled to the wall. Do I detect a slight homage?

Observing my reluctance to stay here, Cynric offers his assistance - provided I can solve his riddle. It's a simple one, and when I answer correctly, Cynric gets out the skeleton key hidden close to Gerald and unlocks the cell door to let me out. He's staying, as the prison provides him with food and shelter free of charge.

There's more than one cell down here, and the occupant of another one asks me to free her as well. She says her name is Tira, and explains that she was apprenticed to a witch, but had second thoughts and fled here to warn the authorities of a coven gathering in the west. They didn't believe her, except for the 'witch's apprentice' bit, for which they locked her up. I let her go, and she gives me a jar of powder that will prevent her former mistress from changing her shape, should I encounter her. The guards don't spot us escaping, and we part company once we're beyond the town's walls.

This, incidentally, is where the most successful Wizard Books edit occurs. The section number to which the reader is directed following Tira's rescue is woefully incorrect in the original version of the book, but has been put right in the reprint.

It's also where this particular blog post concludes. Yes, I'm afraid my Spellbreaker playthrough is going to be another split one (though I hope not to leave as long between instalments as I did with Night Dragon). I'm stopping here because it's already been more than a week since my last post, because of the thematically appropriate date, and in order to create a 'save point'. I'm almost certain to wind up failing this attempt at the book sooner or later, and it could easily take more than a dozen retries before I next succeed at everything I need to achieve in Hallow's Well, so if I restart my next go at the book from here, that would cut out a lot of unnecessary repetition and help avert a series of near-identical failures liable to become almost as tiresome for my readers as they would be for me.

Friday, 23 October 2015

Mind the Gap

The successful ending to the second of Ruth Pracy's Warlock magazine mini-adventures blatantly left things open for a follow-up. Having undertaken to find the secret that lies beyond the mountains surrounding the edge of the world, or die in the attempt, the hero learned of a route below the mountains...

And then Warlock got cancelled before the sequel could come out, which must have come as a disappointment to anyone who still cared about Ms. Pracy's ongoing saga. But only for a little under a year. Then rival magazine Proteus brought out In Search of the Lost Land, which (to anyone familiar with Warlock's Ruth Pracy adventures) was obviously the continuation of the series. I say continuation rather than conclusion, because while ISotLL does resolve the quest from the preceding adventure, it does also hint at a further sequel (though as far as I can tell, that never saw publication).

The introductory section mentions most of the relevant information from the Warlock adventures, though it does rather gloss over the climactic revelation, perhaps to try and conceal the strangeness of what has transpired since the preceding adventure. That is, despite the 'or else die in the attempt' aspect of the quest, and the revelation of the secret that would make it possible to actually undertake the quest, the viewpoint character has spent the intervening time amassing wealth, power and glory instead of doing anything remotely related to the quest.

So, what does this prize procrastinator look like stats-wise?
Wisdom: 3
Dexterity: 7
Strength: 23
The highest possible starting Wisdom, funnily enough. A rubbish Dexterity, but as I recall, that's not the automatic death sentence that it would be in a lot of gamebooks.

I start the adventure in the presence of Gether, Lord of the Lower Kingdom, and a good friend ever since he first told me the secret I've been ignoring for so long. He notices that I am troubled, and asks why. My response, while in keeping with certain authorial preoccupations indicated by earlier adventures, is a poor one: I'm bored of riches, fame and responsibility. Not feeling guilty about getting sidetracked by self-centred side quests. Not suffering some mystical punishment for having failed to make good on my vow. No, I'm just fed up with doing all this stuff I should never have been doing in the first place.

Gether advises me to go adventuring again, and suggests that I might like to seek the Sariram, three stones that are somehow connected to the might of his kingdom (not that the kingdom appears to be in any trouble or decline). As a bonus, they will be found in the presence of the key that holds the secret of the universe. You know, that thing I pledged to find or die trying. Yeah, I suppose I could have a go at that.

Anyway, I get together my sword and a few meals and nothing else, because it's not as if all that tiresome money I've accumulated could be used to buy any useful equipment, right? Then Gether leads me through dusty, winding tunnels to a rune-inscribed door, which he unlocks with a 'curious' key. The text doesn't go into any detail about what makes it so curious: for all I know, it could be made of cheese and shaped like a rugby ball. Gether tells me that a magical road lies beyond the door, and I step through into the darkness.

The passage leads me to a T-junction, and a patch of the wall lights up. A voice tells me that I must swear to pursue wisdom first of all on my quest. I do so, though considering my track record in such areas, I'm probably just as likely to prioritise games of FreeCell, attempts to remember the titles of every episode of seasons 1-10 of The Simpsons in order, and the identification and disposal of the tattiest of the socks I own. Regardless, the voice congratulates me, and I receive a silver-bound horn for blowing when needed.

I must now choose which way to go, and I don’t remember whether or not picking the wrong direction guarantees failure. I choose to go east, and a block of stone descends behind me to ensure that I don’t change my mind. After a while the passage turns south, and the air becomes unpleasant, writhing ‘like rank treacle’ (does treacle writhe when it goes rank, and if so, what led Ms. Pracy to discover that it does?), turning my lantern dim and muffling all sound.

Eventually I reach a stone door leading on, while an alternate route leads west. I go through the door into a chamber with a moister atmosphere. Faintly phosphorescent weeds grow here, dripping slime and emitting unpleasant smells when trodden on. Something glows greenly nearby, and I risk investigating. There’s a silver wristband in the weeds and, having found it, I have no choice but to put it on before continuing forwards.

Further on I see a turning west, and investigate. A door slams behind me, and I am attacked by Garm, one of the hounds of hell. Luckily for me, his Dexterity is no better than mine, and while the dice slightly favour him, my Strength is so much higher than his that I still win by a narrow margin. His corpse decays with alarming rapidity, and beyond it another door leads onwards.

After a while the passage turns north, but just beyond the turning is another passage leading to a dead end with a fissure in it (so not exactly a dead end, then). I avoid the fissure in case it leads to one of the more arbitrary Instant Deaths I remember from previous attempts, and just go north. Some time later I pass a door on the left, which I cannot open - probably a convergence with a path not taken. The walls of the passage beyond it are more rough-hewn, and have crystals sparkling in them, while the air becomes warmer.

Up ahead is a dead end, but a panel in the east wall slides open, closing again after I have stepped through it. The passage beyond turns south after a while, and the air becomes foul. This is starting to look (and smell) familiar, so it comes as no great surprise when I reach a stone door up ahead and a side passage west. This is actually a positive sign - when I reviewed the Proteus adventures more years ago than I care to recall, I did note that the correct path through this one includes looping round at one point. If I've looped round correctly, that would suggest that I need that wristband, but something else essential can only be found by going west here.

The door will not open this time (suggesting that my character hasn't figured out that I've gone full circle), so going west is the only option here. Before long the passage turns south, and a strange pattern in the rock of one wall catches my eye. It's just like the pattern on the wristband, so I press the wristband to the appropriate spot on the wall, and a secret door opens. Predictably, I step through, and the entrance seals behind me. Mist issues from the walls, enshrouding me, and unseen entities touch me, slipping a ruby ring on a leather thong around my neck. An intense sensation of sweetness overloads my senses (reminding me of the time in my schooldays that I consumed way too many Parma Violets in one go, with... interesting consequences).

When I come round, my mind is still a bit fuzzy, and I pass through an archway to the west. The passage leads through multicoloured mists, changing direction a few times and eventually bringing me up a slope to near the roof of a large, circular cave. And just as I start to become capable of making my own decisions again, the ground beneath me gives way, dropping me into the cave.

The fall does no damage. A passage leads west, but to the south is another opening, waist-height and shrouded with cobwebs. Above it is carved a rune signifying danger. Of course I investigate, and beyond the curtain of web I find... a small bird in a cage. It looks like the chick of some kind of bird of prey. I release it, and it hops onto my backpack.

Taking the passage west, I head down a slope that rapidly becomes very slippery, and soon lose my footing. I slide out of control down the rest of the tunnel, which ends some way above a fast-flowing river. Falling into the water extinguishes my lantern, and might do the same to my life, except that before I can drown, a huge bird of prey swoops down from the sky. In a display of remarkable cluelessness for a veteran adventurer, my character assumes that the bird is attacking, but of course she's rescuing me in return for my having freed her chick.

The bird carries me a great distance, then leaves me in a pretty inhospitable-looking region. I go west because the text tells me I do, and eventually I come to a vast ditch, spanned by a bridge, with a massive wall visible on the other side. Lacking any other option, I cross the bridge, and a beautiful (and, judging by the illustration, bizarrely-dressed) woman with a sword steps out from behind a parapet and asks what I’m doing crossing the Echoing Bridge so noisily. With some alarm, my character recognises her as Modgud, guardian of the gate to the kingdom of Hell. I have been brought, still living, to the realm of the dead.

Explaining my quest can’t get me into any more trouble than either of the alternatives (attacking her would probably not be clever even if I had a decent Dexterity, and I doubt that she’ll be convinced if I claim to have wound up here as a consequence of taking a wrong turning at Albuquerque (or words to that effect)), so I tell my tale (omitting the bit about having put the quest on hold for ages for no good reason). Modgud reflects that it’s not going to be easy for me to get to the Lost Land, not least because this place is as tricky to leave as the Hotel California, but then she figures out a route that the not-dead can take to get away from here. She also offers to swap her emerald ring for the ruby one I got in the mist, and I accept. I also receive a Wisdom bonus just for getting the option of trading jewellery with a deity.

Beyond the bridge, a path leads south towards a cliff wall. When I reach the cliff, I spot a cave entrance that is the only way forward. The only other exit from the cave is a granite chimney, and climbing it is a bothersome endeavour. I need to go up 50 yards, and must repeatedly roll a die to determine how I fare: on 4 or more I ascend 10 yards, but any time I roll lower, I slip back 5 yards and take Strength damage. Since the fight against Garm I’ve already consumed a few meals, but I have another before commencing the climb, so I start at full Strength – an average distribution of rolls is liable to cost me around three quarters of that before I reach the top.

I don’t get an average distribution of rolls. A literal reading of the rules for climbing would indicate that I sink 20 yards into the ground before I manage to ascend at all. Working on the assumption that it’s not actually possible to fall a greater distance than I’ve gone up (but still taking damage for every roll of 1-3), and taking advantage of the loophole in the rules that allows me to eat at any time when not in combat, I finally get to the top of that blasted chimney with no meals left and just 2 Strength remaining.

After catching my breath, I clamber through a less challenging opening and along a ledge. Some way below is a vast expanse of ice, leading up to a ravine, on the far side of which the land appears to be ablaze. I make my way along the ledge until I reach a point directly above the mist-filled ravine. This is Ginngungagap, the meeting point of shadow and substance, where worlds have their beginnings and ends. Stepping out into it seems an insane idea, but the alternative is turning back, which seems even more unwise in view of who wrote the adventure.

Nothing ventured, nothing gained: I step off the ledge. Rather than plummeting to my doom, I drift down onto an island in a moonlit lake. Pleasant scents fill the air, and somewhere a flute plays. I feel tired. In view of my low Strength, I risk resting. Somehow this causes me to walk to a cave, which leads to a hall containing a massive throne, a fire and a pile of weapons. Taking a closer look at the weapons, I find my attention drawn to a bow and arrows and a mace, and take the mace.

Three giantesses emerge from behind the throne, and one of them scowls down at me. I try defending myself with the mace, which gives me no bonus. Considering that the giantesses’ Dexterity is significantly higher than mine, and it’ll only take one blow to kill me anyway, I’m not expecting to survive – and I don’t. The fight takes significantly longer than I expected, and I do more damage to the giantesses than they do to me, but at the end of it I’m just as dead as I would have been if they’d swatted me in the first round.

Wednesday, 21 October 2015

The Different Accidents of Life

I have already told of my initial experience of The Curse of Frankenstein, the second of J.H. Brennan's Horror Classics. One thing I didn't mention previously was that my memories of reading part of it at an employment agency came from a diceless attempt at the even-numbered sections - like the other Horror Classics book, Curse contains two intertwined adventures, each with a different viewpoint character, and the even-numbered sections cover the adversities and absurdities experienced by Baron Viktor Frankenstein in the Arctic wastes.

I'm here to track down and destroy the creature I was lunatic enough to give life with my Mad Science (capitalised because Mad Science is one of my special abilities, though given the (at least) 1 in 6 chance of it proving fatal to use, I doubt that I'll do much with it in the course of the adventure).

It is unlikely that I will succeed, in part because so few of Brennan's gamebooks actually offer a remotely decent chance of winning, but also because I have some pretty dismal stats.
Life Points: 100 (the default starting score)
Speed: 1
Courage: 1
Strength: 6
Skill: 4
Psi: 1 (further reducing the likelihood of my using Mad Science)
Still, even with such a mediocre Speed and Courage, surely I can't fare any worse than I did when playing Count Dracula (see the third of the above links). Can I?

Before setting off, I can pick six items from a list. The ice pick and 50ft rope seem obvious choices. Vague memories incline me towards taking the box of matches and the copy of The Manchester Guardian. Given its medicinal properties (at least in this adventure), I'd be wise to take the bottle of laudanum. And a tent is probably going to be of more use than a pair of warm socks or a pith helmet (though with Brennan you never can tell).

All four points of the compass look equally uninviting, so I go east. Mainly because I didn't go that way much when playing as the monster. Nothing catches my attention, and I get the option of changing direction, but I might as well try to be systematic and thorough, so I'll keep going east until it's no longer an option or something happens to make another direction look more promising. As I continue, rocky outcrops block off the south and west (eh?).

Suddenly I catch sight of the monster. Throwing caution to the wind, I lunge at it, and find myself grappling with a snowman built by the monster to lure me into a snowdrift. My survival here depends on a roll of the dice, and while I don't roll low enough to drown, I don't roll high enough to keep myself from freezing to death, either.

Rather a humiliating demise, but I think it's a better death than I had as Dracula. Just.

Tuesday, 20 October 2015

After All It's Not Easy

Some years back, at one of the now-defunct FF forums, several fans cooperated in the creation of a new adventure, which involved a search for villains and McGuffins in around half a dozen different locations in Allansia. I wound up writing the passages covering travel between those locations, and did my best to ensure that there was always at least potential for something interesting to happen on the way from one place to another. In view of how well I knew the books, I suspect that Night Dragon was less influential than Keith Martin's earlier gamebook Tower of Destruction in showing me the sort of thing I wanted to avoid, but both books feature lengthy journeys on which hardly anything of note happens. While the multi-authored adventure to which I contributed is not as good as those two books, I do find its travel sequences more enjoyable, and I'm pretty sure that that's not just because I wrote them.

Resuming Night Dragon (rather later than intended), I have a lot of travel ahead of me. The Green Dragon who took me to the Conclave offers to transport me part of the way, but remembering Nevill's advice (and the nasty fate which befell the Dragon on the one previous attempt at this book when I took him up on his offer), I decline, thereby gaining my first Honour point.

To start with I seek the magic sword. After a day's uneventful travel, I reach a fork in the path. The side route leads to Carnex, and presents me with a minor dilemma: there's useful stuff to be had in Carnex, but getting hold of it would require me to get into a fight that's currently out of my league. So do I go anyway and hope for some really lucky rolls, or continue on to the Mist Crypts and hope for another opportunity to visit Carnex once I've got my hands on a decent magical item or two?

Carnex can wait. I hope. So I go on my way for a couple more days, during which nothing of note happens. Maybe the assassins on my trail are hoping to bore me to death. Finally I reach the mountain that houses the Crypts, and find an obvious entrance. Too obvious? I try seeking another way in, and my low Nemesis score means that I miss out on some fun or trouble while doing so. My search is unsuccessful, but not entirely fruitless, and I add some edible flora to my belongings before heading down the tunnel leading into the mountain.

After a while, I reach some steps leading down into the darkness. They eventually lead to a landing with a door at the far end, and as I head for the door, two skeletons 'melt' out of the walls to menace me. There appears to be a mistake in the text here: apparently these 'Stonemelders' are no ordinary animated skeletons, but are composed of both bone and bone.

Though I have a higher Skill than either of these creatures, and manage to position myself so they can only attack one at a time, I get some appalling rolls, and the second Stonemelder manages to kill me. A rather more abrupt ending than I'd hoped for, but with those dice I'd have done even worse in Carnex.

Tuesday, 30 June 2015

Someone Always Gets to Them First

Of the original run of Fighting Fantasy gamebooks, Keith Martin's Night Dragon was the one I played last. It wasn't the last one I acquired - as previously explained, that was Siege of Sardath - but I'd already had a couple of goes at a library copy of Siege a while before I properly restarted my FF collection. As with most of the last additions to that collection, I got ND on eBay.

I had previously encountered a copy at Brown's bookshop, on the sale table (which was a little further south than it had been when I'd come across similarly reduced copies of Black Vein Prophecy or Moonrunner there), and had had a very brief look inside, coming across an Instant Death involving a drugged biscuit. I was not impressed, and left the book for someone else to buy.

ND also has the distinction of being the most recent FF gamebook I've definitely won. While my first attempt ended badly in a fight against assassins, and I've failed the book more than once since then, the time I played it at the unofficial FF forum, I succeeded. It's not as essential to visit locations in just the right order as in most of Mr. Martin's later books.

Another factor that makes this book less harsh than those that surround it is a small addition to the rules that makes character creation a little less hazardous. In recognition of the fact that my character is a seasoned adventurer, I get a couple of points to add to the stats of my choice (with certain restrictions), to at least slightly compensate for any poor rolls. For this reason, I'm going to take the dice as they come, getting:
Skill 9
Stamina 20
Luck 8
Mediocre, but it'd be even worse without that rule.

Hints of an epic quest have brought me to the Hemlock tavern in Port Blacksand to meet with a stranger. He turns out to be a Dark Elf, but this isn't a trap. Things are bad enough that he's prepared to put aside traditional enmities for his people's sake. As are the land's different Dragon communities: the Dark Elf attended a Conclave of Dragons, at which were representatives of every colour of Dragon, and some of the different types really do not get on with certain of the others.

It seems that the Night Dragon, an Ancient Dragon far more powerful than any of the contemporary breed, has been sleeping for centuries, but is starting to wake, and growing in strength as it does. There is little that the other Dragons can do about it, as they are bound by an oath that would inflict a lethal curse upon any of their number who dared oppose an Ancient. Already reptilian servitors of the Night Dragon, known as Stalkers, are guarding the Night Dragon's resting place and beginning to roam further afield. They defeated the Dark Elves who sought to eliminate the Night Dragon, and are responsible for the injuries that will probably soon kill the one telling me this.

There is one loophole to the Dragons' oath: they can talk. And they know the whereabouts of several powerful magical items that might give me a chance to defeat the Night Dragon in battle. The Conclave will see me and tell me what they can, and the Dark Elf gives me the key to a room where I can meet a messenger who will take me to them. He also gives me money for the voyage to the tavern where I'll meet the messenger, in a place called Rentarn, and then limps away, leaving me to dwell on the trials ahead.

In the morning I opt to do some shopping before leaving town. Unlike some gamebooks, this one specifies that I need to save a certain amount for anticipated expenses, so I limit my purchases to a rope, a mirror, an ice pick and a Luck potion. I almost went for the carved ivory polar bear, but despite looking like your classic 'seemingly non-essential, but actually invaluable in a certain situation' item, it's not something I've ever actually had any use for in previous attempts at the book, so I shan't bother with the expense for once.

Avoiding some kind of Unlucky incident (most likely having something stolen, given Blacksand's reputation), I proceed to the harbour. I have seen it argued that it's better to travel on foot than by boat at this stage of the adventure, but the misadventures of a fellow member of the 'played every FF book in order' club taught me of a potentially lethal Test your Luck early on the land route to Rentarn, and as I don't know how to avoid it (or if it's even possible) and my Luck isn't that impressive, I'd rather go by sea.

There's a ship heading my way. My spending in town has left me with too little money for the fare, but my Stamina is just high enough that I can get passage on the ship at an affordable price by agreeing to assist the crew with assorted tasks. Towards the end of the first day, the ship is attacked by a couple of Greels, aquatic monsters with which I'm not familiar.

Despite what some might think, they don't look like this.

One of the Greels targets me. Its Skill is equal to mine, but a string of lucky rolls enables me to kill it at very little Stamina cost. The other manages to kill a couple of the crew before succumbing to their shipmates' blows, and I soon have cause to be thankful that 'skinning and butchering furred sea serpents' was not one of the duties for which I signed up.

The following day is foggy, and ice floes drift past as we head up the coast. I catch sight of something that doesn't look like ice on one of them, and as the ship is having to go slowly because of the weather conditions, the captain has no objections to my borrowing a rowing boat in order to take a closer look. The mysterious object turns out to be a black-robed corpse, frozen onto the floe. Closer examination of the body turns up a tattoo, which could be taken as implying that the dead man came here from a completely different gamebook series. I use my ice-pick to chip away at the ice on the body, and find that the man was carrying a pouch. It contains some money, a bit of frozen food, and a scroll bearing a partially illegible message. What I can read includes a mention of my name and a reference to a town with a name ending in '-rnex'.

The ship has pulled away while I've been investigating, but I am able to attract the attention of someone on board, and they allow me to catch up with them and resume my northward voyage, so for the rest of my trip to Rentarn I experience nothing more horrific than a dish of boiled Greel.

Rentarn turns out to be a cold and not-very-hospitable trading outpost. Stopping off to do a little shopping on my way to the tavern where my contact waits for me (while this book does track the passage of time, the reception awaiting me in the tavern will be the same no matter how long I take getting there), I get an empty bottle (there's a lot of demand for them in FF books from around this time) and some extra Provisions. Thinking of the meeting that awaits me in the tavern, I eat one portion of those Provisions before setting off to it. As I draw near, I think I see a grey-robed figure duck into the shadows, but don't worry about that as I enter the tavern, ascend the stairs and unlock the door to which the Dark Elf directed me.

In a shocking twist, the person I'm here to see has been murdered, and three armed fanatics in grey robes are waiting for a chance to kill me, too. I manage to manoeuvre into a spot where they can only attack one at a time, and consequently only lose just over half my Stamina fighting them. Searching the body of my contact, another Dark Elf, I find some money and a silver plaque with the word 'Endimion' scratched onto it.

Someone hammers on the door, demanding to know what's going on in the room. I search the bodies of my attackers, and though I'm supposed to be a seasoned adventure, the book has me go for their money first, so the people outside the room are able to force the door open before I can turn my attention to the paper that one of the Assassins carries in an inside pocket. The landlord and a couple of the local militia burst in, and I decide not to make myself look even more suspicious than I already do by trying to escape through the window. Consequently I spend the next couple of days in the local jail on a charge of Resisting Being Assassinated or something.

Once I'm released, the only real lead I have to follow is the word from that plaque. It looks like it could be a name, so I start discreetly asking if anyone knows somebody called Endimion. After two days of nothing but, "Did you mean Endymion?" and fourth wall-breaking references to Keats and Dan Simmons, I catch sight of a man in grey robes entering a tanner's workshop, and decide to see if I can find out anything useful from my enemies. Listening at the door, I hear enough to deduce that my next contact is due to arrive on a ship today, and the men in grey intend to prevent him from talking to me.

Aware that I have as much chance of averting his death as I did that of the Dark Elf in the tavern, I keep listening. The robed killers want to stop the messenger from the ship from going east to investigate the activities of the Frost Giants, and 'to deal with that idiot they recruited in Blacksand'. There are Stalkers in the wasteland and, predictably, an assassin at the docks. That seems to be all I can find out here, so I enter the tannery. The grey-robed man holds a dagger in one hand and a pouch of money in the other, and turns to attack me with his sword (don't ask). He's my equal, Skill-wise, and to complicate matters, the tanner starts throwing pots of acid at me. Amusingly, while the dice favour my opponent in the actual combat, they also give the tanner abysmal aim, as a result of which the Assassin gets hit by three vessels of vitriol, so the one blow I manage to inflict upon him is enough to finish him off.

The tanner flees, and I take the money before proceeding to the docks, where I find a sailor who knows about the Endimion, which is due in later today. When it arrives, I catch sight of a figure in a black cloak lurking on board, and the book has me fail to remember that my enemies favour grey robes, so I assume he's a villain, yell at him, and thereby draw the dock-based assassin's attention to the Dark Elf I'm supposed to be meeting, so my final lead gets a poisoned dart in the neck before he can tell me anything.

I hurry over to the dying Dark Elf, who is competent enough to make his last words matter. He tells me where to go next, says to take firewater to the Frost Giants, and leaves me with a new unfamiliar word to puzzle over: Ismater. Before following his directions, I head to the shops again to stock up on Provisions.

After a day's uneventful travel along a little-used pass, I reach a junction. One turning leads the way the Dark Elf said to go, but there's a weathered sign indicating that the other one goes to a place with a name that starts with 'Is-' and ends in '-er', so I investigate that first. Not entirely surprisingly, it leads to a village named Ismater. I risk spending a day doing manual labour to earn a bit more money, and then visit a tavern, which appears not to charge for the food and drink I get there. A grey-robed individual with a scar and a tattoo is watching me, so I stroll across to make conversation.

Night Dragon actually has three non-standard characteristics to track. Time and Honour are nothing new, but there's also Nemesis, which reflects the extent to which I have made myself noticeable to the fanatics who serve the Night Dragon. So far I've only acquired one Nemesis point, following the fracas in the tanner's workshop. No doubt some of the late Assassin's associates caught up with the fleeing tanner, who may have told them a less than entirely accurate account of the fight, downplaying his own substantial contribution to the outcome. Regardless, I am not yet notorious enough for the scarred man to be certain that I'm the person he seems to think I might be, so when I approach him, he makes his excuses and leaves. I attempt to follow and see where he goes, but he eludes me.

As I'm wandering around the village anyway, I decide to see if it contains anything of note. There are two potentially significant shops: the Firewater Emporium and a place with a weathered sign that appears to read 'EVIL'. Remembering the most recent dying Dark Elf's words, I first pop into the former establishment to buy a bottle of intoxicating spirits. Then I try the other place on the off-chance that the grey-robed mob have situated their local headquarters in the most unsubtle venue imaginable and can be eavesdropped upon. In this regard I am disappointed, as it turns out to be a junk shop owned by a man named Nevill, who needs to repaint the sign. Amidst the useless clutter (which, judging by the illustration, includes a Facehugger in a jar!) I find a few items that could be worth having, and I buy another Luck potion and a dose of Poison Antidote.

Nevill looks like the sort of person who keeps his ear to the ground, so I casually ask if he knows anything about the Conclave of Dragons. Alarmed at the possibility of being overheard, he pushes me out of the shop, at the same time whispering a warning that if I accept an offer of help from a Dragon, that Dragon will die.

Before leaving Ismater, I spend my remaining gold on more Provisions. Now it's time I was heading to the Conclave, and the book provides nonsensical directions for doing so: at the last junction Ismater was to the north-east, and the conclave was north-north-west, yet the text advises me to head east-north-eastwards to get from Ismater to the conclave. What's the betting that the author or editor of this book has a few birds of prey in his toolbox?

The path is uneven, and I stumble, twisting my ankle. After a while, a Green Dragon flies towards me and carries me to the cave where the Conclave is being held. Somehow this doesn't qualify as the sort of assistance that would doom a Dragon, though I know from a past attempt at the book that accepting a ride after I've spoken with the Conclave will cause the Dragon to die. Nastily.

Anyway, the Dragons of the Conclave tell me (purely as a matter of academic interest, I'm sure) that the humans who defeated the Night Dragon before used three magic items: a sword which is now located in the Mist Crypts to the south-west, armour crafted by the dwarven artisans of Slate Peak, to the north-west, and a shield which is currently owned by the Frost Giants to the south-east. The Night Dragon itself is somewhere to the north: the Dragons here don't know exactly where, but the Loremaster does, and I'll meet him if I find the three magic items needed. He also has an unlikely-looking servant whom I might encounter if I get lucky. And now that we've had this nice chat, if I should happen to start looking for the items in the hope of using them to kill the Night Dragon, that's entirely my own business, and the Dragons of the Conclave cannot in any way be held responsible for the consequences, right?

Those who expressed an opinion following my previous post were in favour of my breaking playthroughs into smaller instalments if that helped me get back to posting less infrequently, and the revelation of the three sub-quests lying ahead seems like a good point to take a break and post the story so far. I'll try to get my next post up before the end of next month.