Monday, 5 August 2019

Definitely a *Very Slim* Chance

The fact that the mini-adventure in the Mongoose edition of Lone Wolf book 10 consists of a series of further (albeit imagined-yet-potentially-harmful) escapades for the main character, combined with my failure to successfully complete it (owing to its defying certain laws of physics), had led me to wonder if I should have another go at the mini before proceeding to book 11. What little discussion followed my playthrough has helped me to reach the following conclusion:

Go to The Prisoners of Time. Go directly to The Prisoners of Time. Do not pass through Echoes of Lost Light. Do not collect Endurance penalties that will further diminish the already negligible likelihood of your surviving the toughest of the original run of Lone Wolf adventures.

The few memories I have relating to my buying The Prisoners of Time back in the 1980s suggest that I popped into town to get it during the lunch break on a school day. I remember that I was in the kitchen at my friend Duncan's home when I got to one of the puzzles in the book, and the detour required to visit him was just enough that I don't think I'd have been there unless I'd accompanied him straight there after school. I suppose I could have bought the book a day or two before and taken it in to school with me, but that was during the phase when I was mostly getting gamebooks out of habit, and I doubt that I'd have been sufficiently invested in Prisoners to take it to school after I got it home. I didn't play it by the rules until my epic Lone Wolf play-through of the early 1990s, and readers familiar with the book can guess how delighted I was to reach a certain fight for the first time. Hey ho, back to Flight from the Dark again!

So, at the end of the previous book I fell into Darklord Gnaag's trap and got dropped into a Shadow Gate. Now, I may be falling through a portal of total darkness that will take me to the twilight world of Daziarn, a dumping-ground for some of Magnamund's worst criminals, but that doesn't meant I can skip the usual between-book administrative duties. The Lorestone I retrieved just before getting cast into the unknown provides me with another Discipline, and if I choose Pathsmanship, I complete the Lore Circle of Solaris, thereby gaining a point of Combat Skill and 2 Endurance. More trivially, I gain proficiency in another weapon (for what it's worth, I choose Broadsword). Under the circumstances, it's not surprising that there's no sign of the usual choice of new equipment to collect at the start of a new book.

It's been a while since I last listed Lone Wolf's stats. Before my previous Lore Circle-derived increases, even. So, I enter the adventure with
Combat Skill: 21
Endurance: 30
Disciplines: Divination, Psi-screen, Weaponmastery (Sword, Bow, Dagger, Mace, Axe, Spear, Quarterstaff, Broadsword), Huntmastery, Psi-Surge, Nexus, Invisibility, Pathsmanship
Probably doomed. Especially as passage through the Shadow Gate takes its toll on my health. 

Luck is with me, as that turns out to be just 1 Endurance damage, but as it's not combat-derived, Healing won't do anything about it. Curing would, but if I'd chosen that Discipline, I'd have one fewer Lore Circle (unless I'd also gone for Animal Control rather than one of the other abovementioned, but the Lore Circle with those two in provides no Combat Skill bonus, and an additional 1 CS in the right place can be worth a lot more than the recovery of one point of Endurance).

I hadn't actually picked up on the fact that Healing only restores Endurance lost in combat, while Curing puts right all manners of ill, until a helpful reader of this blog drew my attention to the distinction. It is, thus, possible that in one of the books where I only narrowly survived a fight, I should actually have died, having erroneously healed damage that was sustained outside of battle beforehand. If so, tough. Pedant and stickler though I am, I'm not replaying books 1-10 again just to make sure I didn't offend against an arbitrary limitation. Besides, if I'd chosen to use Healing to prove myself a Kai way back at the start of book 2, I'd have demonstrated it by deliberately cutting my hand with a broken glass and then causing the wound to disappear, and that's not combat, so not even the author held closely to the letter of the rule.

Enough chit-chat. Time to get on with the adventure. I find myself on a desolate plateau beneath a sunless, moonless sky, illuminated by a glow on the horizon. This is the Daziarn Plane, believed by the magicians of Sommerlund to connect Magnamund with other planes of existence, like a less verdant version of C.S. Lewis' Wood Between the Worlds. According to those magicians, travel here is strictly a one-way journey, so I'm guessing that Grey Star never published his memoirs in Sommerlund. Nevertheless, I'm not accepting that return is impossible without more compelling evidence than, "Well, nobody we know ever came back after passing through a Shadow Gate."

Finding my way back home isn't my only concern. There's also the little matter of retrieving the two Lorestones that fell through the Shadow Gate just before I did. Still, I am sufficiently advanced along the Kai career track that Divination should be able to pinpoint their location. And it does, at least insofar as 'not here at all' constitutes a location. Let me guess, the 'connected to other planes of existence' part of the magicians' theories is correct, and the Lorestones bounced straight out of the Daziarn and into the world without shrimp or some other alternate reality.

The wind blows crimson sand into my eyes, and I become aware that there's a proper storm on the way. I need to find shelter, and quickly. Two options stand out to me: a mound of volcanic rocks in the middle distance, and a gully further away. Unless sandstorms are a very rare occurrence in this region, the fact that the mound is still standing suggests that it's not likely to topple over in this one, so I'll head there, as it's closer.

Between the increasingly strong wind and the soft sand underfoot, getting to the mound takes some effort, but I get there without sustaining further damage. It is only then that the symmetry of the mound catches my attention, and I realise that this has been constructed. Closer examination draws my attention to one particular stone, which is polished and bears an inscription, features you'd expect to have stood out without the need for detailed scrutiny. My freshly-acquired Pathsmanship comes packaged with enhanced language skills, which enable me to make vague sense of the inscription: it's an epitaph to somebeing named 'Ztuul', who lies buried in this cairn.

A combination of curiosity and the need for better shelter prompts me to extract the inscribed slab. Inside, I can make out a metallic statue on a mound of sand. Taking out my Firesphere, I illuminate the interior of the cairn, and closer examination of the statue reveals it to be Ztuul's remains, wrapped in a thin sheet of metal. The tinfoil mummification has done little to preserve the body: only the skeleton and a Silver Rod remain. I could take the Rod, but I can see no good reason for robbing this grave, and more than one (beyond the basic moral one) for leaving things as they are: I'm already at my carrying capacity for Special Items, no Disciplines are giving any indication that the Rod could be of use, and I'd have no way of concealing the thing if I did hang onto it, so any live members of Ztuul's species that I encounter would be likely to spot that I've been plundering a tomb, which could lead to violence. Unless they have some wacky beliefs involving reincarnation, in which case I might get mistaken for Ztuul reborn, and doubtless wind up getting into a completely different sort of trouble.

For a while I watch the storm raging outside. Then I need to eat, and it's a good thing I have a couple of Meals in my Backpack, as I don't think Huntmastery would be of much use for finding something edible while I'm stuck inside a tomb on a desert plateau in a world separate from the one in which I grew up. Once I've eaten, I doze off.

When I wake up, my ears immediately tell me that the storm is over, and that a large winged creature is flying close by. Emerging from the cairn, I discover that there are, in fact, six large winged creatures flying close by. They look like dragons, and are being ridden by large, hairless, gold-skinned humanoids. As Ztuul's skeleton suggested a height of around nine feet, I'm guessing that these big fellers are of the same species. And they're hunting something on the ground. Not me - at least, not yet. Climbing to the top of the cairn, I can see that the airborne sextet are hunting a brace of big red lizards. One of the lizards heads in my direction, and draws the hunters' attention to me.

They land close by, and a few approach. Their leader asks me something in an unfamiliar language, and the word 'Ztuul' in there strongly suggests that he wants to know what I'm doing on top of the tomb. Pathsmanship again aids with comprehension, indicating that he's asking why I have violated the sacred tomb of the revered hunter Ztuul. Awkward, but it could be worse - at least I haven't broken into the eternal prison of some powerful undead necromancer who's been awaiting the opportunity to break free and wreak a terrible revenge on the descendants of his captors. That kind of situation rarely ends well.

Another of the hunters asks how I managed to get here on my own and with no means of transportation, and I sense that, rather than using their native tongue, these beings are speaking to me in a second language which they assume me to know. This suggests that there are people more like me somewhere relatively close by, and that relations between the two species are at least civil. Though my having broken into the tomb could cause a diplomatic incident, so I'd better explain that I'm from another world, and my having sought shelter from the storm in the tomb should not be held against the locals to whom I bear a resemblance.

The hunters are sceptical, but intrigued by my appearance and voice. Maybe I'm not that much like whoever speaks the language in which I'm being addressed - though still closer in appearance to them than to the hunters. The leader tells me that his people are the Yoacor, and I can tell that what follows is intended as a boast, even if the references mean nothing to me. Masters of the Abaxial of Czenos, eh? That's... a thing. Probably. Could be handy to know if I get drawn into a game of Scrabble while seeking the Lorestones.

The Yoacor leader states his intention to take me to the Beholder and see what he makes of my story. This seems my best chance of getting away from the wilderness that surrounds me, so I agree to accompany him. The subsequent ride on dragonback takes quite some time, though with no cycle of day and night, it's hard to judge exactly how long. I doze off twice, but don't have to eat at any point - not that that tells me a great deal, given the inconsistent way in which the Lone Wolf books handle the need for food.

Eventually the desolation gives way to grassland interspersed with marshes, then hills and valleys, before we pass between a couple of mountains to a crater with a city in it. A fairly lengthy description follows, and I guess the 'fragrant, tree-like plants' lining the avenues must have a very strong scent if I can perceive it from this height. We land on a platform attached to the citadel, and the Yoacor leader takes me to a room and telepathically advises me to wait, indicating a room where I can rest while he sees the Beholder. I check out the other room in case there's food or healing to be found in it.

There is food. Whether or not it's something I can safely eat remains to be seen, and it's Curing rather than Huntmastery that would provide a hint about what to avoid. Well, sooner or later I'm likely to have to sample the local produce, so I might as well start now. And not only is it edible: it's restorative, making good the damage sustained by my journey through the Shadow Gate. There's enough left for a Meal, so I add it to my Backpack.

Returning to the first room, I spend a couple of hours staring out of the window, and then have another nap. The Yoacor leader wakes me for that meeting with the Beholder, and as I'm being escorted to it, I indulge in speculation about the doubtless powerful and wise being with whom I am to speak, convincing myself that he'll be able to help me find the Lorestones and get home. It consequently comes as a shock to find that he looks a lot like the Mekon. As a reader, not Lone Wolf, I am decidedly uncomfortable with the attitudes implicit within the text. Equating physical strength with wisdom and goodness is already dodgy, and it gets worse when the Beholder's crippled body is said to be 'loathsome' and 'repulsive'. If I remember rightly, there's worse to come yet.

Speaking a language similar to my native tongue, the Beholder urges me not to judge by appearances. Divination takes me to section 291, where I sense that he is powerful, but could be a force for good or evil. And his expressed desire to show me some of the wonders of his realm comes across a lot like a Bond villain showing off his lair to 007.

Carried by a Yoacor guard, the Beholder leads me to the gallery containing the reason for his name: a portal that enables him to view whatever is happening anywhere in the Daziarn. He saw me arrive (and survive the journey, which apparently was not the case with some of the people previously cast into a Shadow Gate), and claims that my bones would be bleaching in the desert if his hunting party hadn't found me. Well, I might have died but for their arrival, but I doubt that my flesh would have decayed quite so rapidly, and as the Yoacor were not expecting to find me, I am sceptical regarding the Beholder's implication that he sent them to rescue me.

Activating his Beholdamatic ('spying machine' is such a prejudicial descriptor), the Beholder shows me the world in which I am apparently to spend the rest of my life. Well, actually he shows me a panorama that includes my home universe as well as his own realm, the aforementioned Abaxial of Czenos, which he claims to shape as he wishes and populate with beings embodying his ideals. And then, perhaps wondering if I disapprove of his ways, he tries to probe my mind. Psi-screen reduces the damage thereby inflicted to just 1 Endurance, but it's still an intrusion of mental privacy combined with harm that Healing won't fix. He grins, and the text suddenly makes his face out to be grey rather than green. Both editions, incidentally: I am still comparing them, but there's been nothing particularly worthy of mention so far.

Expressing approval of my character, the Beholder notes that, had I not been such a decent chap, he would not have hesitated to get rid of me, "for I will not tolerate the weak and untrustworthy in my realm." No comment. However, as there are some in this world who would wish to destroy me, I must leave this place so that somewhere else can bear the collateral damage. However, I will receive the Beholder's assistance, just to show that my enforced departure is not the same as being got rid of. After all, we wouldn't want people thinking that the arrogant, hypocritical, mind-violating snooper with a god complex considers me a bad sort, now would we?

Knowing where and when I arrived enables him to make a rough calculation of where the Lorestones must have landed. That turns out to be the realm of Vhozada, which can sustain human life, and is the home of a being named Serocca, whom the Beyonder advises me to seek, as she should have more accurate knowledge of the Lorestones' whereabouts. As I'm not able to just jump between realms of the Daziarn, the Beyonder also offers me transportation, with an ominous section transition before the book will let me know why I find the specifics of the impending journey so horrific.

It's a Dimension Door. That's anticlimactic. Okay, so it probably defies multiple laws of physics, and maybe it's uncomfortably similar to the Shadow Gate, but given the build-up and the questionable character of the Beholder, I was half-expecting some kind of slave-drawn Ethetron with live kittens wired into the controls.

Stepping through the portal, I experience edited highlights of the penultimate reel of 2001: A Space Odyssey and lose another 3 Endurance before arriving on a hill overlooking grassy plains and forests. The landscape reminds me of home, prompting a wave of homesickness. And the recent scarcity of decisions - it must be a dozen sections since I last got to make a choice - reminds me of Jon Sutherland's gamebooks, prompting a wave of ennui.

My Huntmastery-derived telescopic vision indicates that there are some pyramid-like structures on the horizon, so I follow a nearby stream that meanders towards them (and no, a Discipline check does not constitute a proper decision). After a while I reach a clearing with a monolith in it (grey metal, not black slab), and have the option of taking a closer look. 'Investigate the interesting thing or ignore it' is barely a choice, but I'll take what I can get.

Though plant growth indicates the monolith to have been here for some time, it shows no signs of weathering. A transparent spike protrudes from the top, and up close I can hear a humming noise that seems to originate underground. Oh, and the ambush-detecting function of Pathsmanship lets me know that I've just triggered a silent alarm, and hostile creatures are approaching. I shan't wait for them: there's plenty of unavoidable combat later in the book, and I'm not so bored at having had few opportunities to determine my actions of late that I'd choose to get into an unnecessary fight just for the sake of a little action.

And it's too late: a group of hairy brutes with spears is already close enough to cut off my return to the stream. I could try using my bow, but that term 'group' is unhelpfully vague - if we're talking just a handful, I could potentially deal with them before they get within poking range, but a mob in excess of a dozen would still be a threat even if I could take down one with each arrow. Maybe I should see if Invisibility can help me hide well enough that they blunder straight past me on their way to the monolith, and I can sneak off while they're checking its immediate surroundings.

Yes, that works. I hurry along the stream until I reach some hills, and as I reach the top of one, I see something, though I have to turn to another section to find out what it is. As with my means of travelling to Vhozada, the revelation is rather less impressive than the section transition implied. A city of pyramid-like dwellings, its streets teeming with creatures like those that came to investigate the alarm at the monolith. My Sixth Sense informs me that the sky-grey citadel near the centre of the city is the home of Serocca, so I'm going to have to go in.

There are a couple of those creatures guarding the main gate, but I see no reason to seek an alternate entrance. It'd be different if I'd fought with the ones who came to investigate the alarm I triggered, but I have no blood on my hands in this realm, and a direct approach seems like the simplest way of getting to where I need to go.

As I approach, the guards close the gate and relocate to the battlements before challenging me in a twittering tongue. They want to know who I am, and why I've come to their city, and I explain that the Beholder sent me and I need to speak with Serocca. Alarmingly, here Animal Mastery would be just as effective as the advanced language skills provided by Pathsmanship as regards enabling me to understand what is being said. The Mongoose edit makes things worse, changing the guards' response into the sort of pidgin that frequently gets used to portray people with non-pink skin as being primitive and intellectually inferior. To add to the uncomfortably racist-ish tropes, the crowds through which I am escorted to the citadel combine fascination at my different-ness with a complete disregard for personal space, and their pawing and prodding causes further Endurance damage.

Serocca turns out to be a feline anthropomorph. She greets me by name, and invites me to join her and discuss what brings me here. Psi-screen lets me know that a psychic barrier holds her prisoner here: I can pass through it without trouble, but if she were to try and leave, the resultant explosion would destroy the whole city.

I ask how she knows who I am, and, using a remote viewing device of her own, she explains that I am the chosen one of Destiny, and my actions will determine whether good or evil prevails in both my own world and the Daziarn. This is the prelude to another info-dump: the Chaos-master is causing trouble again, only now he's raising up armies and laying waste to the more civilised regions of the Daziarn, which is a bit of a step up from the 'forcing two people who really don't get on with each other to travel together' shenanigans that used to amuse him.

The book then gets me to actually regret being offered a choice. As Serocca explains about the carnage being wrought by the forces of Chaos, it becomes clear that she is particularly distressed about the destruction of one specific region, and I have the option of intruding on her grief with questions that are none of my business. As I recall, the sordid tale she would recount if I were to stick my nose in reveals the Beholder to be a thoroughly abhorrent individual who doesn't get that no means no, but makes out that he's a tragic figure because his refusal to uphold his end of the vile bargain into which he entered led to his being transformed from an arrogant jock into a sickly nerd.

Getting back to the reason for my visit, Serocca shows me the rough vicinity of where the Lorestones arrived. It's a forest, not far from the ancient burial grounds of Tolakos, and also close to where the Chaos-master's armies are currently encroaching. I'm all set to go there and try to recover the Lorestones, but Serocca urges patience while she shows me the way to the Shadow Gate that will take me back to Magnamund. Yes, there is one, but a key is required to use it. Luckily for me, that's not a literal key - what is required is power, and the Lorestones will provide that.

There's quite some distance between where the Lorestones are and the location of the Shadow Gate, and Serocca hands me a Map to aid with navigation between the two places. The Mongoose edition states that if I'm already at capacity on Special Items, I must discard something to make room for the Map, so I ditch the Sommerswerd. No, just kidding - actually I dispose of the Gorodon horn that I picked up and never found a use for last book. I was tempted, though, as possessing the Sommerswerd makes the hardest fight in this book significantly more difficult. However, getting rid of it would add complications in some later books, and I'm not quite ready to give up on this series in disgust.

Serocca urges me to rest while she makes preparations for my journey, and I finally get to regain the 6 points of Endurance that I unavoidably lost and couldn't replenish with Healing since I last ate. Waking me once all is ready, she explains that she's arranged for a company of guards to escort me to where I need to go, and gives me an Obsidian Seal that will identify me to the locals as an ally. This is, of course, another mandatory Special Item that forces me to dispose of something else to make room for it. Don't suppose I can chuck the Map, can I? Well, I think Nexus has rendered my Platinum Amulet surplus to requirements, so I'll bin that. You know, inventory management is the only remotely meaningful choice I've had since I reached the city gates.

The book has me turn from section 210 to section 211. That really does highlight just how pointless the bulk of the jumping from section to section in this book has been. And as it comes just after a complete restoration of Endurance, it's not even as if this transition enables use of Curing or Healing. Okay, time for a spot of research. My gamebook manager makes it easy to track these things, so I'm taking a look at how the book has been structured thus far. It turns out that I've been through exactly 50 sections. 30 of them end with a single direction to turn to another section. Another 10 of them end in Discipline checks. That leaves just 10 actual choices (plus a couple of 'decide what potentially useful item you're going to chuck out' moments). I recognise that some of those single-direction transitions are to make paths through the book converge, cutting down on duplication of text, but around half of them are just there to break up lengthy passages of not-getting-to-take-action and make it less obvious how little agency the reader has. It also helps with ensuring that the book has the requisite 350 sections, of course, but there are better ways of reaching the target.

Serocca introduces me to T'uk T'ron, the leader of the company that will escort me to my destination. He speaks, and the Mongoose edit renders his greeting in stereotypical-ignorant-savage-ese. He then leads me outdoors, and I board one of three chariots. After spending ages going into way too much detail about things, the book now goes too far the other way, giving the onipa which draw the chariots the vague description of 'strange, horse-like creatures'. Strange how? Are they green? Six-legged? Horned? Levitating purple arthropods that are only 'horse-like' in that they obviously serve the same function here that horses do in Magnamund?

We travel for a few hours, and then catch sight of a village. T'uk T'ron asks if I want to stop for a meal. That means there's probably another 'you must eat or lose Endurance' coming up, and as I'd rather not waste the Endurance-restoring food I got at the Beholder's, I think I'll stop and sample the local delicacies. The villagers are pleased to see us, and an elderly fortune-teller shows an interest in me. On this occasion the 'primitive' language is already present in the original, and as it's T'uk T'ron who's speaking, there is a jarring contrast with his earlier eloquence (though I'd have preferred it if Joe Dever had corrected the mismatch by improving the syntax here rather than making the earlier exchanges equally 'funny foreigner').

Getting my fortune told hasn't been that helpful in the past, but I'll give it a go anyway. The outcome of this reading is randomised, and T'uk T'ron translates the fortune-tellers words for me. His language is slightly simplistic in the original text, and dumbed-down for the Mongoose edit. Either way, the fortune indicates that I am to dream of when I was younger. This dream will make things clearer to me, and strengthen me against my enemies. Oh, goody, more exposition on the way!

We set off again, and approach a bridge across a river. Sensing that something is amiss, I use the telescopic vision provided by Huntmastery, and see that a hole has been made in the bridge and then crudely concealed. I warn T'uk T'ron, who is able to call a halt in the nick of time. Pathsmanship's ambush-detecting capability then kicks in, alerting me to the presence of enemies in the trees. Again I let T'uk T'ron know of the danger, and he warns the guards to take cover behind the chariots while he and his driver take a closer look at the bridge. I choose to accompany them, and see that the damage can be repaired: it was intended to hold us up, not put the bridge completely out of action.

Apparently forgetting what I told him, T'uk T'ron summons the rest of the guards to assist with the repairs, at which point the lurking agents of Chaos emerge from the trees, meaning to put the chariots out of action. T'uk T'ron and his troops hurry back to defend the chariots from the attacking Agtah, shambling fusions of human and animal, but I stay to try and fix the bridge and make it possible for us to resume our journey and flee from our assailants.

Most of the damage is trivial, but there is one vital supporting beam that's out o' skew on t' treadle. The telekinetic side of Nexus enables me to manoeuvre it back into place, but as I'm doing so, a sinister laugh warns of trouble, and the combination of Divination and Huntmastery enables me to pinpoint the location of the creature preparing to attack me. Hurriedly drawing my bow, I put an arrow through the lurking beast's frontal lobe, and then turn my attention to the nearby battle. It's not going well for my companions, and T'uk T'ron heads for me and tries to tell me something. I move closer, and hear him yell that they've been defeated and I should save myself. I do as directed, while he and his surviving guards do what they can to buy me more time.

For some hours I continue on my way, halting when I catch sight of three humanoids watering their steeds at a pool of water. Divination or Pathsmanship tells me that they're scouts from the army with which Serocca advised me to hook up, sent to meet me and escort me to their leader, Lorkon Ironheart. Sneaking up on them looks like a great way to experience a friendly fire incident, so I step into the open - and one jumpy idiot promptly looses a crossbow bolt at me. Randomness determines whether or not it hits, though Huntmastery and my level of experience improve the odds. As it turns out, I get the best possible outcome even before modifiers, but it's good to know that most veteran players are at no risk of a fatal outcome here.

Dodging the bolt (which is a more narrow miss in the Mongoose text), I disappear into the undergrowth and discreetly move closer to the scouts. Divination will allow me to contact them telepathically, and even if they react with hostility again, they won't be able to pinpoint my location as well as they would if I were to call out, stand up, or raise a banner that reads, "Hold your fire - I'm the person you were sent to collect, and prophesied saviour of the region, you trigger-happy fools!" Not that the latter is suggested as an option.

It turns out that I can only initiate telepathic contact with people who possess some psychic ability, and two of the scouts have none. Nor, judging by their actions, do they have much in the way of intelligence, either, and the third isn't much smarter, neglecting to point out that I'm the man they've been sent to meet until his companions are on the verge of shooting me down after I obey his spoken instructions and surrender. I'm willing to bet that the main reason the Chaos-master's troops are gaining so much ground in this region is because Ironheart's troops are constantly killing each other over such provocative actions as standing nearby, wearing their uniforms and breathing.

As the bow-wielding cretins are still suspicious, I urge them to check my pocket for proof of who I am. They find the Obsidian Seal and promptly fill me with arrows on suspicion of having murdered and robbed Lone Wolf finally concede that maybe they shouldn't kill me, at least until after I've met their leader and saved their world. Taking the Seal, a scout indicates that I should ride pillion behind him. It's not made clear whether or not their steeds are also onipa, but I do get a hint as to what makes these horse-equivalents strange: their long hair.

Following another journey, during which I imagine the scouts to be constantly keeping their bows trained on me, each other, and themselves, we reach an encampment in a forest. Somehow we manage to get beyond the perimeter wall without being puréed, flattened and pulverised as a precautionary measure, and (doubtless following a brief pause in which our approach momentarily distracts the guards from throttling each other) enter Ironheart's tent.

Inside the tent, a couple of nobles are planning battle strategies, perhaps debating the controversial suggestion that their troops try attacking the enemy rather than their own commanders, just for a change. A scout tells one of the officers about how they met me, also mentioning the massacre of my previous escort - not actually taking credit for it, but most likely being ambiguous enough to give the impression that they might have been responsible, lest anybody accuse them of negligence for having only almost killed me a couple of times.

Ironheart, who takes being blue-eyed to extremes (no whites, no pupils, just featureless cerulean orbs), attempts to read my mind, but he's no Beholder, and does no Endurance damage before Psi-screen blocks him out. He makes a snarky comment about having to put the War on Chaos on hold for the sake of my 'treasure hunt', and I diplomatically raise a toast to his victory, privately reflecting that, the way his troops conduct themselves, stopping them from fighting is easily the best way to hinder the advance of the Chaos-master's armies. The Mongoose edit gratuitously changes the wine we drink from 'bitter' to 'rare'.

According to the most up-to-date battle maps, the Chaos-master's forces are only a few hours from the burial grounds where the Lorestones arrived. Having previously blamed me for holding up his war effort, Ironheart now states that holding Tolakos is part of his strategy anyway, and the only reason he and his troops aren't already marching there is that reinforcements are on their way here, and he needs to wait for the survivors. He can spare one guide to take me there, but if the armies of Chaos arrive before Ironheart's forces, we'll have to butcher each other defend the place on our own.

Ironheart also suggests that we check out the equipment tent before we go. Having relinquished the Obsidian Seal leaves me free to collect one more Special Item, and I have a couple of spaces in my Backpack, so I'll take a look on the off-chance that there's something more useful than the inevitable suicide pills, sideways-firing crossbows and armour with spikes on the inside. The options are almost all weapons, so I replace the arrow I fired at the thing that almost attacked me on the bridge.

I depart, accompanied by my guide Odel, and we enter the forest. Owing to the thick tree canopy overhead, the only growth at ground level is a lichen that produces orange 'berries'. Curing would tell me if they're safe to eat (since Huntmastery, the Discipline that enables me to find food in almost any environment, is obviously not going to be any help in identifying what's edible), but as I don't have it, I can only help myself to a handful or ignore the hunger pangs they have stirred up. Asking Odel is not an option, presumably because there's no way of getting him to understand that I seek sustenance rather than a means of terminating my existence.

Despite having just been told that I'm hungry, I get no 'you must now eat a meal or lose 3 Endurance'. We reach a fallen tree, which Odel recognises as being just a league from our destination, and then Pathsmanship's Admiral Ackbar factor kicks in, drawing my attention to the blowpipe-toting creature lurking in the tree canopy. Let's see if my bow has better range than the blowpipe. Yes, I fell the Agtah sniper without even having to generate a random number. Odel hurries across to check the body, and I keep watch in case the sniper wasn't alone, angling my bow upwards to reduce the risk of Odel's assuming that I plan to make him my next target.

Odel finds nothing of interest on the corpse, and urges me to hurry on. I catch sight of another creature scurrying away, but all that looking for additional enemies in the vicinity left me completely unprepared for taking action against further foes nearby, so it gets away.

At last we reach the burial grounds, which evoke a frisson of fear. Lone Wolf is afraid because they're a bit spooky, and I'm nervous because Odel identifies all the different tombs, and I remember that at some point Joe Dever developed the conviction that trivia quizzes were an important element of interactive fiction.

Near the centre of the burial grounds is the Grand Sepulchre, last resting place of Ironheart's ancestors. Naturally that's where I sense the Lorestones to have landed. When I tell Odel that I need to go in there, he explains that clan law forbids him from accompanying me. He will wait outside for me, though, so I'd better get ready to add another entry to my list of companions who didn't survive to the end of the adventure.

Hurrying over to the entrance, I find a lock divided into four squares. There are patterns of shapes on three of them, and the blank one is made of a soft substance into which it would be easy to inscribe something. A Discipline warns me that drawing the wrong pattern will trigger a trap. The book suggests four possible solutions, one of which matches what I thought the answer should be, and it is indeed the right one. Possibly also a Douglas Adams in-joke. And I'm delighted to see that Mongoose have stopped adding those patronising 'this is the section for having correctly answered the puzzle at section XX' paragraphs.

I enter the Grand Sepulchre and proceed to a chamber containing a statue and an assortment of tombs, only half of them currently in use. I sense that the Lorestones aren't in here (though, what with this chamber having been sealed for decades, common sense should have sufficed to tell me that). and turn my attention to a flight of stairs leading to a portal in the ceiling.

The Sommerswerd vibrates and lights up, so I draw it, and its flames illuminate the portal, indicating that the Lorestones are beyond that. Also, incidentally, diverting me from discovering a magical broadsword that would make an impending battle a good deal less harsh. There are enough sentient swords in fantasy fiction (and gamebooks) to make me wonder if the Sommerswerd might be a little bit possessive of its wielder. But this is metaknowledge. I hurry up the stairs to the portal and open it.

I'm about to clamber out when a shadow falls and I feel a cold wind, causing me to flinch away. Then I hear the unmistakable sound of Odel being added to the list I mentioned four paragraphs ago, and hurry onto the roof to confront 'an unexpected adversary'. This is not somebody known to me, so it's not unexpected in the sense of being an illogical twist that suddenly pits me against the likes of Ironheart, Serocca, the Beholder, T'uk T'ron (having faked his death), Paido or Maouk.

In fact, it's an armoured warrior with a helmet designed to look like a dragon's head, who travelled here on a huge black bird, and looks set to steal the Lorestones, which lie undefended on the mist-wreathed roof of the Sepulchre. The illustration of this scene has its flaws in both editions of the book: the slightly cartoony look of the original picture makes the glow of the Lorestones look like impact lines, as if the warrior has just thrown the Lorestones down, while the newer version suggests that the artist doesn't know what shape a sphere is.

Telling him to leave the Lorestones alone is unlikely to achieve anything worthwhile, so I must attack. The armour makes using the bow more challenging than the last couple of times, but the helmet has eyeholes, so I'll give it a shot. The warrior turns out to be almost as good at dodging missiles as I am. Almost. While the arrow misses his eye, it dents his nose guard, doing superficial damage to the skin below. That's not enough to keep him from grabbing the Lorestones and dropping them into a pouch on his belt, though, so I'll have to use the Sommerswerd on him.

The book makes this out to be a difficult fight, but in reality it takes me just two rounds to wound my foe so badly that he flees, grabbing the rope ladder attached to the bird's saddle and commanding his winged mount to take off. I try to cut loose the pouch containing the Lorestones, and though the warrior tries to fend off my blow, I am partially successful: the pouch is split, and one of the Lorestones falls to the ground near the Sepulchre's entrance. Also, he loses his sword, and possibly the use of the hand that held it. However, he manages to retain the second Lorestone, and the bird carries him out of bow range before I can ready another arrow.

A discordant thrumming noise heralds the arrival of some Agtah. I hurry downstairs and outside, hoping to find the Lorestone before any of the Chaos-master's minions can get their paws on it, and Healing has just taken care of the minor wound the warrior inflicted on me when a couple of Agtah pounce. My Huntmastery keeps me from incurring a Combat Skill penalty due to the surprise attack, but some abysmal random numbers cause me to take 8 Endurance damage in the course of shredding the brutes. Damage that is healed moments later as I find and retrieve the dropped Lorestone, but even though the text states that 'the wisdom contained within the Lorestone is infused into [my] being', I don't get to select a new Discipline.

Heading for the Sepulchre entrance, I trip on the warrior's sword, which inflicts a nasty cut on my boot, though my foot is unscathed. At this point the limitations on carrying weapons become tiresome: I don't think I can take this with me to keep it out of the hands of other enemies unless I ditch my bow or magic spear. The bow is useful, and abandoning the spear would be just as inadvisable as leaving the sword lying around. Memo to myself: in the increasingly unlikely event of my ever trying to play through this series from earlier on again, put the spear into storage after book 9.

I'm about to hurl the sword away when I spot that it's engraved with an image I recognise from what Serocca showed me earlier. The same picture is engraved on the gate of Haagadar, the abandoned city that houses the Shadow Gate that can take me home. Not so abandoned, if the warrior came from there, and the obvious place to check out when I can turn my attention to retrieving the last Lorestone.

The arrival of more of the Chaos-master's troops brings me back to the current situation, leaving unresolved the question of what I did with the blade. I'm going to assume that it tumbled through a quantum indeterminacy into the box housing Schroedinger's cat. Allowing the advancing monstrosities to surround me would be a bad idea, so I resume my rush to the relative sanctuary of the Sepulchre, but three fat blobs with armour and tentacles get in my way.

Sensing that Ironheart's army is en route, I figure that I need to shelter somewhere until they arrive and distract the chaos-creatures. Only the Sepulchre and Baylon's Tomb are defensible structures, and as I remember having had to solve two different doorlock puzzles when I played this book before, I guess I'm better off heading for Baylon's Tomb rather than trying to fight through the tentacled trio.

Two Agtah armed with chunks of masonry attempt to intercept me, but I dismember them so easily, there's no need to disturb the Combat Results Table. As I thought, there's a puzzle lock on this tomb as well, and this one is also booby-trapped. This one's a bit trickier: I can rule out two of the four suggested solutions straight off, but neither of the remaining options is obviously right - they're just not as blatantly wrong as the ones I've dismissed. Applying 'standard sneakiness of multiple-choice question author'-based logic makes one of those two seem more plausible, so I give it a go... and it's right. Phew!

Now I've beaten it, let's check online to see what reasoning others have come up with for the solution... Frankly, none of the explanations I can find make much more sense than my own. The consensus seems to be that, while that has to be the right one, it's a bit vague why it is. And if I were the type to post animated .gifs, I'd have to use a flabbergasted Nathan Fillion in response to the person who said that the triangle in one of the patterns is not a triangle, it's a triangular portion of a partially unseen square.

Anyway, I'm inside the tomb, and have closed the door behind me. There's a sarcophagus, and a flight of stairs leading to the roof. Should I search the place, or head straight up top? It seems that the Lorestone doesn't count as any sort of Item, inventory-wise, so I still have space for stuff. As long as Divination doesn't take a break from detecting traps (there's precedent), I can't see what harm having a look around could do, and it'll help pass the time until Ironheart and his troops arrive. And the chamber contains nothing of any practical use, so I just take the stairs to see what's going on outside.

Ironheart and his troops have arrived, and the 'attack the enemy, not your allies' contingent has prevailed. They rout the attacking Agtah, but a roaring sound indicates that their victory may be short-lived. The sound of something huge approaching terrifies the troops, and then a couple of trees are torn aside to reveal the Chaos-master, a 30-foot-tall being whose form is in constant flux. Ironheart, perhaps missing the feeling of being constantly under threat of death, challenges the Chaos-master to single combat. After mocking him, the Chaos-master accepts the challenge, uprooting a tree to use as a club. For a while Ironheart is able to evade the blows, but eventually he stumbles. Fortuitously, this happens while he's close to Baylon's Tomb, and stomping across in readiness for delivering the coup de grace brings the Chaos-master within range of my sword. I get in a palpable hit, but it's not as effective as it could have been, because the Chaos-master senses its 'goodly' power and dodges well enough to turn what could have been a killing blow into just a wound. And now I have to finish the fight.

The Chaos-master's stats have been toned down in the Mongoose edit. Still no pushover, but that 3-point reduction in Combat Skill could make a big difference. I swallow the Combat Skill-enhancing Alether berries I've been saving for just this battle, and I'm going to use Psi-surge, as Mindblast won't affect the Chaos-master. The rules governing Healing (rather than Curing) don't mention the Endurance cost of using Psi-surge (largely because Psi-surge wasn't around back when Healing was being mentioned in the rules), but I think it can be classified as 'points lost in combat', so if I survive this battle and there are more than enough combat-free sections before the next fight to heal whatever damage is unambiguously inflicted by the Chaos-master, I should be able to go on recovering Endurance.

Well, this is interesting. Using the stats from the original text, I die. Using the Mongoose stats, I survive with 2 Endurance remaining. So do I go with the edit and play on, or treat that as a defeat? Either way, I'm taking a break here and posting what I've achieved so far. Depending on feedback received, my next post will either see a nearly-dead Lone Wolf continuing this adventure or move on to cover my playing the next Fighting Fantazine mini-adventure.

Oh, and now I've been reminded of the full healing that's provided at Serocca's, one of the strongest arguments against including the book 10 mini-adventure in the sequence of events has been undermined, so if anyone wants to argue the case for my having another go at Echoes of Lost Light before replaying this book, now is the time to say something.

Saturday, 20 July 2019

An Extremity of Anguish and Terror

Given that Fighting Fantasy's forays into science fiction had met with a mixed reception at best, it came as a bit of a surprise that Prey of the Hunter, the mini-adventure in issue 3 of Fighting Fantazine was SF-themed. Prey has little or no connection to any of the earlier SF adventures published under the FF banner, but that's just following the precedent set by pretty much every one of them that came out after Starship Traveller. I shudder to think of the work the creators of Stellar Adventures, the RPG based on science fictional Fighting Fantasy, must have had to do to fit everything into one coherent universe (or two, depending on how they categorise the worlds beyond the Seltsian Void).

Prey starts with a guide to the different alien species in its universe, followed by a brief history of the Earth Confederation. All very implausible, what with its commencing with the formation of an united Europe in 2027. It's more detailed than the backgrounds for some of the full-length gamebooks, and some online discussion prompted the revelation that author Kieran Coghlan was considering writing further adventures in the same setting, though nothing has come of that yet.

My first try at Prey (covered in a playthrough at a forum which is now so thoroughly deleted that not even the internet's greatest hunters could track down a copy) ended with my character being fatally shot. I could go into more detail, but the context involves an issue that often leads to vicious arguments in the real world (and worse online), and an outbreak of that kind of unpleasantness here would probably lead to another lengthy interruption in posting. At best.

Anyway, my character is the commander of an Earth Confederation squadron sent to apprehend a renegade Trawg. The Trawg are a warrior race, bound by a code of honour, formerly rulers of an Empire but now in decline. In the lost playthrough I compared them to Klingons, to which Kieran replied that they were more ripped off inspired by the eponymous alien from Predator.

As I was saying, my character commands a squadron. Well, used to: underling management hassles such as those that can be experienced when playing Starship Traveller are avoided by having Omoz the one-eyed Trawg massacre most of the troops under my command before the Background section, and kill off the rest within the first dozen paragraphs. He then cripples my fighter and, not having learned the obvious lesson from Red Dwarf's Gunmen of the Apocalypse, spares my life because he reckons it'll be more fun to let me flee to the nearby hive of scum and villainy that is the planet Karthran-6, give me a slight head start, and then hunt me down. If I can get off-world before he finds me, I get to live. If he catches me first, extreme and lethal unpleasantness will ensue.

The shot that ended my character's life last time wasn't an automatic kill - I'd just been brought down to next to no Stamina by a process of attrition. Consequently, I shall be allocating dice at character creation, in the hope of not being whittled down in a similar manner this time round. Thus, I get:
Skill 11
Stamina 18
Luck 10
There are other stats, but they both start at 0. Villainy tracks the extent to which I become morally compromised as I endeavour to survive and earn my fee off-world, and Trail indicates how easy I've been making it for Omoz to find and annihilate me.

My escape pod takes long enough to reach Karthran-6 that I can fit in a quick info-dump about the planet. Though technically in Confederation space, it's largely ignored by the authorities, crime having become rife after the virtual collapse of the local mining industry. Administrator Schnell tends to keep his head down in the hope of surviving to the end of his shift of duty, and is liable to be about as much help as a chocolate heat shield. And the pod crashes down.

As I emerge, a man complains that I've just destroyed his house. While the FF brand may require that rudeness not rise above PG-level, the invective used here is that bit too tame. Not quite as mediocre as the insults hurled in Deathmoor, but it's no 'Impudent peasant!' Still, upon recognising my uniform, the man panics and flees, so maybe he was just a bystander pretending to own the property in the hope of conning me out of some money.

The uniform seems to be deterring other witnesses of my arrival from getting involved. However, it does also make me rather conspicuous, which is not a good thing to be when I have a homicidal brute looking for me, so I decide to get rid of it. There's a handy incinerator close by, but I decide to see if anyone is in the market for a slightly crumpled and bloodstained Confederation uniform. Asking random passers-by will draw attention and not be very efficient, so I go looking for the sort of individual who habitually trades in items that fell off the back of an escape pod.

My enquiries lead me to a man with a ponytail, who claims to have been unsuccessfully trying to make a replica of just such an uniform for some time. This transaction nets me a point of Villainy, so he's probably not just a cosplayer with a perfectionist streak. A nearby Mercani trader offers to sell me a laser for most of the proceeds of the sale, but I'll risk hanging on to the money.

I could now try seeking Administrator Schnell's assistance, but that's liable to be a waste of time. The average deranged survivalist would think most gamebooks a bit harsh in their depiction of the reliability of the authorities. So I head to the spaceport to find out what it's going to cost me to get off-planet. A one-eyed Silazian directs me to a pilot, and as selling my uniform also netted me a couple of Trail points, I part with a little money to convince him that he ain't seen me, right?

After some haggling that's described in unnecessary detail, I book passage on the freighter Purple Lady for roughly four times the money I have on me, so I'm going to have to find some extra funds. As I head for the exit, a man with a laser tries to attract my attention. He may wish to rob me, he might be about to offer me some work, or he could even be a tourist seeking directions and (as so often happens) asking someone with practically zero local knowledge. I think I'll find out which it is.

No cause for alarm. He's just a trader, looking for someone to keep an eye out while he unloads some cargo. Without the owner's acquiescence. I accept the job, and after knocking out the pilot, he hands me the laser and asks me to stand guard. I could just take the laser and make myself scarce, but if I'm going to become a crook, I might as well be an honest one.

A security bot with a laser stomps towards my partner in crime, who appears oblivious. Is the man trusting me to shoot, or has he neglected to inform me that he has an artificial accomplice? I risk calling out rather than opening fire, and the text forces me to run off after doing so. Well, at least I gained a weapon in addition to the Villainy and Trail points.

Having blown my chance of joining the criminal underworld (though not as catastrophically as my last T&T character), I'm going to have to find work in the mines. They're still operational, just not very profitable, so the pay's going to be lousy. Especially as I have no papers, so the foreman can get away with paying me less than minimum wage. Still, if I can survive for a week, I'll have earned enough for my ticket out of here.

I am taught the basics of the job by an earthman named Finnegan, who does not wish to go into detail about how he wound up here. Not a problem, as I don't intend to stick around for long enough to exhaust all other topics of conversation.

Once my first shift is over, I need to find accommodation. I could try finding somewhere abandoned (and hope that no escape pods hit it), or I can rent somewhere - either a cheap place or somewhere with its own security force. The more I spend on somewhere to live, the longer it'll take to earn the money I need, and security guards are just going to be more victims for Omoz. I'll see how cheap cheap is.

Browsing is not permitted. Having checked out the cheap place, if I can afford it (and I can), I have to move in. On the plus side, food is included, and I have more chance of healing once the job (or life on Karthran-6 in general) starts taking its toll, but I'll need to work for that bit longer to get the cost of my ticket off-planet. Unless I can make some money on the side by acting in self-defence against muggers, or something like that.

Omoz doesn't track me down during the night, so on the next day I head back to the mine. I must choose whether to walk or go by public transport, and between not wanting to have to pay the fare and suspecting that the monorail is going to be about as safe as the one in North Haverbrook, I take to the streets. A random encounter ensues, and it's one that I remember from my previous attempt at the adventure. Well, partially remember: I recall that the old woman calling for help is trying to lure me into a trap, but I forget whether or not beating up the thugs she sets on any would-be hero brings any reward. There's a slim possibility that ignoring her will lead to an increase in Villainy, as my character doesn't share my memories of her perfidy, and I think my Skill should suffice against these petty criminals, so I'll still respond to the cries.

I do have the edge, though the dice aren't very nice to me, so I take some damage - most of it from the old woman, yet another eyepatch-wearer, who turns on me when I defeat her 'boys'. The money they have on them is too little to make any significant difference to how long it'll take for me to earn my fare, and section number recognition indicates to me that after the fight I wind up at the same section I'd have reached if I'd ignored the woman.

Proceeding to the mine, I encounter further randomness. On this occasion I wind up working alongside an unhealthily skinny miner, who tells me about the cult of Despair. A pretty nihilistic bunch, judging by his account, but their leader evidently has some kind of mind-controlling ability, as he was able to compel my co-worker and his friend Samuel to join the cult by just touching their faces. A head injury enabled the miner to regain his free will, but Samuel and the rest of the cultists are still wallowing in futility. I make a mental note to stay out of reach of anyone who tries, "I'd like to talk to you about the essential meaninglessness of existence and the need to abandon all hope," as a conversation-starter.

Nothing else of note happens at work, and at the end of the shift I collect my pay and trudge back home, another day older but slightly closer to having the wherewithal to depart Karthran-6. The rest of the day passes without incident, and the following morning I wake up, still not found by Omoz, and with most of the damage done by the attempted robbers healed.

Again I walk to work and along the way I pass a muscle-bound individual who is challenging bystanders to wrestle him, with a prize of just over a day's wages for anyone who overcomes him. A Mercani urges me to accept the challenge, and says he'll hold my stuff during the bout. I'm guessing that the Mercani is a sprinter himself, and intends to abscond with my belongings while I'm grappling with his associate. The adventure only gives me the choice between falling for the con and proceeding to work, which is probably for the best, as I might gain a point of Villainy if I were to suggest to the Mercani that he might do better making that offer to a certain one-eyed Trawg I know to be new in town...

Back to the mine and another roll of the die. And today's workplace incident is the one that got me killed before. No risk of it proving fatal today, but the bad decision I made last time would have had further adverse consequences if I hadn't been too dead for them to matter, so this time I will do the wise thing and not get involved. Except that that's not an option, so I have to opt for trying to de-escalate the situation. That turns out about as well as could be hoped for, but... Nope. No comment. Except to say that if I wanted to interact with a Troll, I'd replay City of Thieves or Deathtrap Dungeon.

Shift over, wages collected, home again, home again, jiggety-jig. The next day I'm back at full health, and there's still no sign of Omoz. Walk to work again, and this is a bit tiresome. I have to roll on the 'random encounter en route to the mine' table again. There are three incidents on there (with an alternate table for after I've been through all of the initial lot, but that's not relevant right now). Each incident may only be experienced once. If I roll up one with which I've already dealt, I have to reroll, and keep rerolling until I get something that's new to me. And by now there's only one left. But rather than saying something along the lines of, "If two of the boxes are already ticked, just tick the third one and go straight to the relevant section," the text would have me keep rolling until I get the number corresponding to whatever it is that has not yet happened to me.

Somewhat appropriately, all that pointless rolling leads to an encounter with a member of the cult of Despair. I don't discover that that's what he is until after I've chased off the skinheads who were beating him up, but it becomes obvious when, rather than thank me for my assistance, he says it was unnecessary as he was resigned to his fate. He then invites me to accompany him and learn the ways of not giving a **** about anything, ever. Though strongly tempted to quip, "I misgave at the office," I take the risk of accepting, in case there's any chance of breaking the leader's hold over his followers.

The man takes me to a subterranean chamber, in which a man in green robes is quite literally preaching to the converted about the purposelessness of all endeavour. Spotting that I'm a new face, he urges me to let him touch my forehead and teach me the futility of continuing to run. I say I don't see any point in going along with that. He insists, advancing on me as he does, so I try a little laying on of hands myself. That is, punching him in the face. This hurts me more than it does him, because he turns out to be some kind of android. Displeased at my actions, he orders his acolytes to attack, so I draw the laser gun and fire at him.

Resistance is not futile. I melt the metal misery, and the acolytes regain their senses. Ish. They're not that happy at realising their pursuit of hopelessness was in vain. Still, while they're reluctantly watching the lights flicker on at the ends of their personal tunnels, I search the place, finding a little money and a gas mask. People notice when I lead the sorry bunch of ex-Despairers out onto the streets, which increases my Trail score, but I think it was worth it.

And then I proceed to the mine as if nothing much has happened. It strikes me that, if the dice had fallen differently, I could have met with the cultists before having that chat with the miner who escaped from them. Had I not been warned in advance, I might have done things differently (though I'm pretty sure that the forehead-touching thing would have seemed suspicious even if I hadn't already heard about its effect). In any case, it is possible that I could have destroyed the Despairdroid and then, later the same day, have been told about the miner's experiences with the cult - to which I would have responded with a vaguely sceptical shrug, rather than replying, "Oh, yes, I had a run-in with them this morning. Funny thing: that leader was actually a robot. I fried his circuits and released everyone from his influence. You know, once you've finished here for the day, perhaps you should head round to your mate Samuel's old home, in case he's gone back there. You've already been through what he must be experiencing now, so you can probably help him readjust to life outside the cult."

Back at the rock face, Finnegan's tall tales (and amusing Godzilla in-joke) are interrupted by the shenanigans of a couple of stoned Silazians (and while I'm not a massive fan of the Peter Adamson artwork accompanying this adventure, I do like this section's illustration). Apparently the tunnel in which they're working has a leak of a gas that causes euphoria. And brain damage. I feel obligated to report this Health and Safety issue, and when the foreman shrugs it off by saying it's good for morale, I hint that I might have to tell the authorities. He sends a couple of Aquanarians (who are immune to the stuff) to plug the leak, and I find that none of the other miners appreciate my having made the job safer but less fun. Being such a spoilsport nets me another Trail point and a codeword that will take precedence over the 'random mining incident' table if I survive long enough to get to work tomorrow. (There are 6 outcomes on that table, so rolling on it won't become thoroughly unnecessary for a couple more days.)

While my goody-two-shoes activities have increased the likelihood of my being found by Omoz six-fold, there's still no sign of him as another day dawns. Do I take a chance on using the monorail, or proceed to the secondary 'random encounter en route to the mine' table? Walk again. And nothing untoward occurs, so it's time to face the consequences of my busybodying.

That's not so bad. Those Silazians resent having lost their workplace high, and hope that the endorphins released by bludgeoning me to death will prove an adequate substitute, at least for today. I take a few blows, but deal out twice as many, and the Silazians concede that mining without the gas is not as miserable an experience as being killed in self-defence by a whistleblower, so they break off the fight while they can still limp away. Word must get out that I'm not an easy target, as I now have to delete that codeword, and tomorrow I'll be back on the random incident table if I remain undetected by Omoz.

And Omoz is still combing the outskirts of Lisbon (or the Karthran-6 equivalent). Following another uneventful walk to work, I have to roll 4 times before getting a new result on the random table. And today I strike gold. Well, titanium. A rich lode of the stuff. My find gets me a bonus, and the rest of the day off work. And, frustratingly, I now have the money I need, but I'm forced to go back to my digs rather than heading straight for the spaceport, and the cost of the rent just brings me below the price of my ticket off-world, so it'll take another day's work before I can pay my way.

I narrowly succeed at the Trail roll (if it had been 'equal to or less than' rather than just 'less than', I would be toast), and head off to the mine one last time. On this occasion, a couple of knife-wielding Aquanarians make the mistake of attacking me. The fight nets me a little money, but also attracts a Trail point's worth of attention. If this encounter had happened yesterday, the money wouldn't matter: Omoz would have caught up with me, and one of us would be dead.

Again it takes a few rolls to get an encounter I have yet to experience. Well, no matter how things transpire, I won't need to faff about trying to get that last unrolled number on the morrow. Today one of the miners attempts to sell me a laser for a suspiciously low price. In fact, I could buy it and still have my fare off-world, even after another night's rent. But I already have a laser, and just in case the cheap one is liable to explode when fired, I'm not going to fork out for a spare.

Shift ends. I collect my wages, though I could get by without them. One last rent payment, though I shan't let on that I'm leaving tomorrow. A final Trail roll. Success. But I don't think this adventure is going to have a 'You escaped intact - well done!' ending. More likely, I'm heading for a showdown at the spaceport.

Things are much as they were before at the Purple Lady. I pay my way and am escorted to a cabin. The ship takes off. Still waiting for the other shoe to drop. It's going to happen in a new section, but Kieran has resisted the temptation to have 'Turn to 200' lead to the 'surprise' reappearance of Omoz.

Someone knocks on the door, and my character is not genre-savvy enough to twig that there's a climactic confrontation imminent. The sight of the fatally mutilated crew member in the corridor outside is a bit of a hint, though. Time to take the hunt to the hunter, as cowering in the cabin isn't likely to protect me.

Do I check out the cabin opposite, or head down the corridor? This is a particularly well-written sequence, with little incidental details enhancing the atmosphere. I'm a bit on edge myself.

The cabin door may be booby-trapped. Keep moving. Omoz emerges from the gloom up ahead and fires a flamethrower. Not lethal damage, but far from trivial. I run off, hoping to find somewhere that will put us on a more even footing. How about the canteen? In there I find a couple of the crew, so intent on their game of cards that they don't even react when I warn them that there's a killer on board. Yes, my character is apparently stupid enough to believe that. They're dead, you idiot, and probably rigged to explode if given a shake.

Looks like I'll have to go to the docking bay, then. Unsurprisingly, it contains lots of crates. Only one way in and out, other than the cargo doors, which are not exactly suitable for use while in space. Omoz advances on me, now preferring to use his claws rather than the flamethrower. I rather feebly protest that I wasn't on Karthran-6 by the time he caught up to me, so he ought to let me go. He claims a technical victory on the grounds that he boarded the ship before it took off, and points out that there are no officials to overrule his decision.

Omoz draws closer. I must fight or look for an alternate method of overpowering him. Maybe the lever for the cargo doors - even if I wind up spacing myself, taking him with me would constitute a partial victory. I'll give 'something else' a go anyway.

And there's a convenient harness just within reach. Omoz having come down with a bout of the same cluelessness that afflicted my character in the canteen, he doesn't pick up his pace as I strap myself in, and even slows down as I reach for the lever. And poor as the insult which followed my arrival on Karthran-6 was, it's positively Wildean by comparison with the 'witticism' I utter just before opening the doors and watching as the outrush of air takes Omoz with it.

After sealing the doors, I explore the ship, finding the crew's corpses posed in a variety of twisted dioramas. The Captain's 'horrible children' (his words, back when we were haggling over the price of passage off-world) are now horrible orphans. Still, the Purple Lady can be piloted by a single operator, so I'm able to take it to the closest Confederation garrison.

The text skips my arrival, arrest and interrogation, picking up again at the end of the military tribunal convened to pass judgement on my actions on Karthran-6. My Villainy is low enough that they decide the exceptional circumstances excused my more questionable decisions, and all charges are dismissed. I shall sleep well tonight.

While flawed in places, Prey is nowhere near the worst work of fiction inspired by Richard Connell's subgenre-defining The Most Dangerous Game (well, by some of its imitators - back when I first played this, Kieran had never even heard of Connell's short story. I wonder if he's read it in the intervening years.) Rated alongside Fighting Fantasy's other science fiction adventures, it fares a lot better. If Kieran ever does write anything else set in this universe (perhaps a spy-themed adventure involving the cold war between the Confederation and the Lyanians), I'd be interested to see how the place gets expanded and developed.

Saturday, 13 July 2019

Delirious Fancies Such as the Madman Fashions

Issue 3 of Flying Buffalo's magazine Sorcerer's Apprentice didn't contain a Tunnels & Trolls solo adventure, so the next one to be reprinted in the Adventurers Compendium is Michael Stackpole's Golden Dust, Red Death from issue 4. It involves Gull, the notorious City of Terrors, where I had one of my more rapid failures, and I wouldn't be surprised to find this adventure proving similarly lethal, given the nature of the exploits it concerns. The introduction indicates that my character wishes to become part of Gull's criminal fraternity, but lacks the right connections, and has consequently resorted to taking a job where being an unknown is not such a bad thing - smuggling drugs.

Let's take a look at this reprobate's stats:
Strength 11
Intelligence 10
Luck 13
Constitution 11
Dexterity 15
Charisma 10
Speed 13
Above average, for once. The rules recommend that if Luck is higher that Strength or Intelligence, the character should become a Rogue, but in solo play Rogues tend to get a rough deal, so I'm making him a Warrior. His starting gold isn't bad, either, so he starts out equipped with a sabre, a little armour, and a horned shield known as a Madu, which can be used offensively rather than just soaking up damage.

My services have been engaged by an individual named Dajal. All I have to do is take a boat through the harbour to a specific boathouse at nightfall. Oh, and drop off the three sacks of the magical narcotic Demregh-mno that are concealed within it. And that will net me enough cash to properly equip myself for further adventures, and potentially set me up with some decent contacts if I want to go in for a proper life of crime.

Well, it will if I complete my mission successfully. But as I enter the harbour, a patrol boat heads in my direction. Am I about to be stopped and searched, or are they on their way to deal with someone else? Alas, the Saving Roll I must make is just that bit too tough - I'd have passed if it were a lower level - so the boat makes for me. Lacking the wherewithal for a bribe, I must either jettison my cargo or attempt to talk my way out of trouble. Knowing the sort of unpleasantness that tends to be reserved for smugglers who drop their shipments at the first sign of a patrol boat (and being uncertain of what might happen if a substantial quantity of a magical drug should be dumped into the sea - we wouldn't want Gull to wind up attacked by giant mutant junkie cephalopods with laser breath), I opt to try and brazen it out.

It doesn't work. And Demregh-mno-smuggling carries the death sentence, so my hopes of getting shunted into some other solo to face justice look low. The captain of the patrol boat offers a slender chance, though: help them capture the dealer and I won't be executed on the spot. I'd rather not die if it could be avoided, so I agree to cooperate with the law.

There's something vaguely familiar about the captain. He hides in the boat while I sail to the boathouse to meet with my contact, the infamous Al-Dajjal (is this the same character mentioned in the introduction, only spelled differently, or was Mr Stackpole just woefully low on inspiration when it came to naming characters here?). As I enter the boathouse, I see that Al-Dajjal is accompanied by three men armed with crossbows.

Okay, time to take a chance. What if I almost recognised the captain because he's secretly my employer, and this is all a test of my loyalty? I decide to show Al-Dajjal the patrol boat captain concealed on board, but when I fling back the tarpaulin concealing him, he's not there. Somebody uses magic to blow open the boathouse doors. A hand emerges from the water, grabs my belt and yanks me overboard.

Before I can fight back against my assailant, I must make a Saving Roll on Constitution, and I roll poorly enough that I'd have failed even at the easiest level, so I almost drown. Further such Saving Rolls are required during the underwater battle, and between my already reduced Constitution and another appalling roll, I choke on water before my enemy gets a chance to land a blow on me.

Well, that was certainly an occasion on which crime didn't pay.

Saturday, 6 July 2019

Wherever You Go, Whatever Path You Take

Previously in Night of the Necromancer.

Following the incineration of my ghost, I find myself back at the Black Gate. A thunderous voice tells me that there are no second chances, and I find myself being drawn towards the Gate. Just as I'm about to pass into the Void beyond, a million lost souls cry out, begging for me to be released so that, as Champion of the Dead, I might avenge them. Am I right in thinking that some of those televised talent shows have a thing where a contestant can get poor marks from the panel of judges but be saved from elimination by a phone-in vote? If so, it's a bit like that. Only with more fighting undead monstrosities and less singing and dancing.

My randomly-generated stats are back at maximum, my Will has been increased again, and I'm back in the Inner Ward. Annoyingly, I'm not allowed to go back to the chapel where I re-died, so I must miss out on what I might have encountered there. If I want to check out the catacombs (which I do), my only option is to see if there's any truth to the rumour that there's a secret entrance to them in the well.

That's not the only thing said about the well. It is also claimed that, after my ancestor Agravain fatally wounded the monstrous Sourstone Worm, it slithered into the well to die, and the family had to call in a priestess to cast a cleansing spell on the waters. The illustration on the facing page makes it pretty obvious that that's not just a myth. And that it's a pity nobody thought to try removing the corpse back then.

But I'm getting ahead of myself. Before I start to descend into the well, the text indicates that if I have my faithful hound with me, he'll have to stay up top. Which leads me to reflect that the text really ought to have said something about needing to part company with the dog if I were, for instance, to levitate away from an impending battle and descend on the far side of a gatehouse. Or possibly to have my spectral form immolated, then reconstituted in a slightly different location*.

Despite being able to levitate, I use the hand-and-footholds carved into the side of the well shaft, and descend to a natural cavern, which is littered with bones. Lots of bones, of an assortment of species. Human, canine, bovine, equine... serpentine. And it is the skull of the Giant Snake (or possibly Basilisk) formerly known as the Sourstone Worm that constitutes the head of the skeletal agglomeration that now attacks me.

While the Skeletal Serpent's Skill is slightly higher than mine, I hit it almost as often as it hits me. My opponent manages to make one use of its special attack, which turns out to be a bite that does double damage and taints my spirit with a Will-weakening corruption, but I use Luck every time I win a round, enhancing the damage I inflict sufficiently that I manage to win the fight. Perhaps a bit wasteful, but by now I don't think I have any chance of beating the book on this try, so burning Luck to delay my defeat gives me that bit more time in which to learn things that could help on future attempts. And if one of the things I learn turns out to be 'Don't waste Luck, as you'll need a ton of it for a later encounter', well, that's still more useful to know than 'Getting killed by a superior opponent makes you dead'.

So, the Worm has turned into a mass of no longer animated bones, and I enter the passageway leading out of the cavern. It does take me into the catacombs, and before long I reach a crossroads, from which I can see two doors, one straight ahead, the other to the left. Opting for a systematic approach, I start with the door down the left turning, and a rhyming inscription on it suggests that this is where I'll find the ghostly wizard mentioned by the gravedigger. Provided I can solve the riddle with which the verse concludes, that is, but it's not the books' most challenging puzzle.

As I expected, this is the tomb of deceased court wizard Aramanthus, whose spectre is glad to see mine, as the clumsy homunculus that was interred with him isn't a great conversationalist. As in my conversation with Yorrick, I only get to ask one question, so I decide to find out if he knows anything helpful about the evil infesting the castle. Beyond the fact that there's something afoot in the Keep, he has nothing useful to say.

The interruption to this conversation takes the form of a banshee wail. Before I leave, Aramanthus says to take Fizzgig the homunculus with me, as he may be of assistance. It turns out that Fizzgig has a repertoire of four magic spells (though only enough power to cast three of them before departing via a slightly incongruous Douglas Adams in-joke). One can be used to banish something undead, the others all restore attributes. Having lost almost half of my Stamina to the Skeletal Serpent, I anticipate needing one of the restorative ones before long. But I can take a bit more damage before I'm at existence-threatening levels, and I vaguely recall something liable to cause further Stamina loss not far from here, so I'll wait until the need for healing gets a little more serious before taking advantage of my new companion's capabilities.

Back to the crossroads, and on to the next door. This one turns out to have been ghost-proofed, and inflicts the 'further Stamina loss' I mentioned a paragraph ago. I'm not going to be able to get through it until I find a way to counteract the spells bound into it. Had to take that hit, though, as I won't be able to get back to the door after obtaining suitable protection unless I get the codeword acquired at the same time as I incur that damage.

Returning to the crossroads again, I take the turning I have yet to investigate. Sometimes in a place like this, one of the options is just bad news, other times it's advisable to check out everywhere, and I don't know which situation I'm in here, so the (probable) doomedness of my character makes this an ideal opportunity to try and find out.

My gamebook manager reveals that the only other time I got this far in this book I did explore the third turning, so I must have forgotten what happened back then. And I'm not going to find out now, because randomness determines what occurs, and today I roll a different number. Oh, that's not good. I encounter a cloaked figure with nothing but darkness beneath its hood. This Nightshade is intimidating enough to cost me a point of Will, and its stats and Stamina-draining abilities make this a fight that I have little chance of winning. Still, I see no reason why I shouldn't be able to use Fizzgig's 'Banish Spirit' spell here - the text definitely states that the Nightshade is undead, and doesn't say that it's immune to magic, so if Mr Green didn't intend the spell to be usable here, he should have made that clearer. The ambiguity regarding the usability of the spell also leaves me wondering if banishing the Nightshade denies me the Stamina bonus that can be gained by defeating it. Well, between the Will penalty, the tough fight and the need for clarification, I'm probably better off not coming this way on future attempts. Unless the other randomised outcome from taking this turning is very desirable, but I'm pretty sure that by the time he wrote this book, Jonathan Green had given up on that sort of unfairness.

And after all that unpleasantness, I just wind up back at the crossroads where I started, so I have no alternative but to return to the Inner Ward. From there I decide to head to the kitchens, where my character is inexplicably surprised to find preparations for a banquet in full swing. Was I not paying attention when the hermit told me about the feast, or when Captain Cador said that Chamberlain Unthank had decided not to cancel it even after news of my death reached the castle?

The description of Inglenook the Cook makes him sound more like the Gormenghast trilogy's Swelter than Gordon Ramsay. I didn't get on well with him while alive, and I doubt that my death will have made him any more sympathetic to me, so I turn invisible before entering. This enables me to see which underling is currently on the receiving end of the Cook's wrath, but not much else. If I'm to achieve anything here, I will need to reveal my presence. And that proves to be a bad idea after all: panic ensues, Inglenook summons guards, and I depart rather than get drawn into a fight with people who don't deserve to get killed.

On previous attempts at this book, going to the feast hall has always ended badly for me, and I won't survive another loss of existence this time round, so I think I'll try and find out a bit more about what's afoot in the gatehouse between here and the Keep.

There are no guards present, and the portcullis is up. Looks safe to me. I could try flying again, but I'll stay at ground level this time. I do not have the codeword for which I am asked, which means I suddenly find my way blocked by a fire-breathing mechanical behemoth that I somehow failed to spot. Another codeword check ensues, and again I have nothing relevant, leaving me with a choice between attacking this Golem, trying to dodge past it, turning invisible or taking to the air. I have a vague recollection of having been unable to inflict damage on this opponent the last time I reached this stage, and it wouldn't surprise me if this encounter makes use of Dead of Night's 'guardian against which neither of the special abilities listed will actually help' trick, so I try dodging. This requires a Skill roll, at which I succeed (just), so I make it to the door. Which turns out to be like the one I couldn't pass in the catacombs. Unable to get through it, I am forced to abandon my attempts at investigating and avenging my murder, and wind up having to haunt my old home for the rest of time. Mind you, given the hints that there's some major-league unpleasantness due to occur before the night is over, that might not actually take very long.

So, failed again. But I've learned a few things that should be helpful the next time I try this book, so it's been a more successful failure than a few I could mention.

*Other methods of being parted from your pet are also available.

Saturday, 29 June 2019

Lie Down and Join Your Family Line

After a longer break than intended, I am finally resuming the attempt at Night of the Necromancer commenced here and continued here and then here. Proceeding to the Barbican results in a codeword check (and a borderline ironic error reading 'If you none of those words written down'). I have one of the five codewords listed, acquired when I visited the kennels and disturbed the dogs. That's enough to bring consequences, but the number of them I have also makes a difference, so it's probably a good thing that I avoided the other codeword-triggering actions.

Definitely a good thing. A couple of creatures resembling tentacled brains rise out of the ground and attack me, and I'd have an additional opponent for every codeword acquired after that first one. Though I have a higher Skill than these Spirit Hunters, some appalling rolls (double 1 two rounds running - good thing this book uses the 'make a separate roll against each opponent' variant of the rules governing fighting multiple enemies, or I'd be dead again) cause me to take a significant amount of damage before defeating them. Oh, and I see that there's a little in-joke here, as my attackers are also referred to as my 'spectral stalkers'.

Moving on, I see a couple of Unthank's mysterious knights emerging from the shadows to bar my way. They wear cloaks and old-fashioned armour, and I'm in neither the mood nor a fit state for another fight, so I utilise my recently-manifested ability to defy gravity and fly over the gatehouse. There is another possible way of bypassing them, which involves a tunnel leading from a privy. I get the feeling that that's where it's possible to have the encounter that I thought could occur in the sewage culvert that might be used to gain access to the Outer Ward, which leaves me wondering what does actually happen in the culvert. Well, whatever it is, I'm sure it doesn't involve gaining the ability to fly, so I don't regret having avoided that route.

Unless there's something useful or essential in the gatehouse that I've just missed my chance of finding. But I probably wouldn't have survived a fight with the Dread Knights, so the likelihood is that I was doomed either way. At least now I have a chance of learning something that could improve my prospects the next time I play this book.

In any case, it's time I explored the Inner Ward. From here I can access the kitchens, the feast hall, the chapel (which is close to the private plot of the family graveyard, and atop a system of catacombs), the castle well (said to contain another entrance to the catacombs) and the ruined tower in the east wall. Or I could try heading straight for the Keep, where I can make out a mysterious flickering, either by proceeding to the gatehouse that leads to the bridge over the sea-moat or by taking to the air again, but that would definitely mean missing some potentially useful encounters.

I'll start with the Blasted Tower. Not the safest place to go, normally, as it's been disused since a bolt of lightning destroyed the top two storeys, but between my lack of corporeality and my recently-acquired power of flight, I don't think I'm in much danger of being crushed by falling masonry or falling off. I ascend to the topmost remaining level without finding anything of note, but then a voice calls my name and a sphere of light forms overhead. I don't know if what is manifesting is friend or foe, but I shan't find out by running away.

It's my father's ghost. Given the circumstances, I can't really object to his being disappointed at what has become of me, and his advice is at least not a recommendation to take up a career more like the one he had. The stuff about not trusting the trusted or heeding the helpful is a bit vague, but the mention of a sword under hallowed ground and a shield beyond a door sounds worthy of further investigation, and the bonus point of Will provided by the encounter is welcome.

'Hallowed ground' suggests the chapel or graveyard, so it makes sense to head that way next. Flickering candles in the chapel suggest that there's someone in there, so I check out the graveyard first. There's somebody there, too, carving an inscription into the headstone of a freshly-dug grave. Probably my own, so getting close may prove inadvisable. I keep my distance, and the sight of my ancestors' graves adds to my motivation to thwart my slayer, giving another Will bonus. The inscription on one of them provides the answer to a question I remember being asked shortly before failing a previous attempt at the book (though I got the answer right that time thanks to general knowledge, and fell foul of a different question).

While browsing among the headstones, I've wandered inadvisably close to the chiselling gravedigger. Luckily, I realise that something is drawing me towards the grave, and resist. The book then gives me the option of going there anyway, and I can't help but notice that doing so would take me to the same section as failing the roll I've just made. In the hope that my Will is now strong enough to keep me out of the grave, and just in case there is some benefit to having this encounter, I approach.

As expected, the name being engraved is my own, and I do have to make a Will roll to avoid some unpleasantness (probably being drawn back to the gate where I encountered the Reaper), but by now I am able to resist, so I get to encounter Yorrick, who catches rats and unclogs drains when there are no bodies needing burial. He's met ghosts before, and is unperturbed at meeting me. After performing a macabre ventriloquy routine with a freshly-disinterred skull, he asks if there's anything of use he might be able to tell me about local revenants.

I can ask about potential allies, likely enemies, or my ancestors. The third option will probably give me a pointer to the tower I've already investigated. The first ought to do likewise, but probably won't, as having two different questions both provide the same information seems not to be the done thing in gamebooks, even when it would be logical. I think I'll try and find out. Yep, Yorrick tells me about the former court wizard Aramanthus, who can be found in the catacombs, but makes no mention of daddy deadest. Well, maybe he would have gone on to do so if he hadn't been startled by the ominous baying of Moon Dogs. Not wanting to suffer the same fate as a previous FF character of mine, Yorrick makes a speedy departure, and I head for the chapel.

The door is closed, but not locked, so I call on my Poltergeist abilities to open it. And the holy wards set to protect the chapel from the undead burn away the exact amount of Stamina this spectral form still has. That's not quite the end for me yet, but I think the one last restoration to the land of the living which remains isn't going to be enough for a shot at victory. But I'll save what happens between now and failure for another day, as it's high time I posted something here again.