Showing posts with label Fighting Fantasy. Show all posts
Showing posts with label Fighting Fantasy. Show all posts

Friday, August 27, 2021

The Rings of Kether - Attempt 3

It's been a few weeks since my last post, but life has a way of intervening from time to time.  I'm not sure what life; I'm literally confined to my house for 22 out of 24 hours a day.  I can't even really say what I've been doing during that time, aside from avoiding the effort of updating my blogs.  Welcome to the existential void of 2021, I guess.

Well, I'm back and it's time for a void of a different kind: the unending void of space!  It's time for another crack at The Rings of Kether, in which I've been tasked with smashing a drug ring on the titular planet.  (Wouldn't be my first instinct, but I doubt this book's going to give me the option of petitioning to legalise satophil-d.  I hear it's great for pain relief.)

For this attempt I rolled a Skill of 12, Stamina of 16, Luck of 10, Shields of 3, and Weapons Strength of 9.  Pretty good stats, but I was a little worried about my Shields score (having died because of such a low score in my first attempt).

After dropping out of hyperspace into the Aleph Cygni system, I decided to check out the moonbase called Rispin's End.  After hiring a scooter for 500 kopecks, I spent the day investigating.  There were no signs of drug manufacturing to be found, so I took off and headed for the planet of Kether.  (On my second attempt I had explored the moon and been the target of an assassination attempt.  This time, coming here before making my presence known on Kether, my stay here was uneventful.  I feel pretty safe in saying that this is a dead end.)

After landing and being harassed by customs, I decided to hang around a local bar for information.  I was approached by a deranged starship captain, whose rambling indicated that a fat woman playing cards nearby was up to some shady business.  I tried to join her game, and after first telling me to get lost she eventually relented and dealt me in.  Her name was Zera Gross, and she was in the import/export business.  "More exporting than importing, I'd wager, the nature of the drug business being what it is! Ha, ha!" I said.  (This is the kind of sly subtlety they teach you in this galaxy's secret agent business, I suppose.)  As a response, Zera had her men beat the ever-loving shit out of me.  (Seriously, this beating made me lose 2 Stamina points permanently.  I don't think I've ever seen permanent Stamina loss in a Fighting Fantasy, most of which involve being run through with swords, shot with crossbows, engulfed in fire, and all sorts of other nasty stuff.  That is some beating.)

After waking up, I decided that a quiet day at the library might be more my speed.  I started by looking at some statistics.  The stats on agriculture and manufacturing didn't yield anything, but the transport stats showed some anomalies.  I decided to head for the State Computer File Centre to get a first-hand look at those statistics.  Unfortunately, when I got there I discovered that only those files more than 100 years old were available to the public.

I decided to return at night and try to break in.  (I'd tried to bribe my way in here on my last attempt, and gotten arrested for my trouble.)  The place was surrounded by razor wire, but I was able to climb up a drainpipe onto the roof and drop in through a skylight.  (I had to Test my Luck here, which I did successfully (reducing my score to 9).  I'm not sure what the consequences of failure were.)  Many of the more recent files on air traffic records were missing, so I decided to leave and find the Chief of Air-Traffic Control.

After locating him at the main heliport, I decided to follow him home from work and confront him. After a few hours of waiting in the carpark, I followed him in a hired ground car.  When I cheerfully introduced myself as a narcotics officer (there's that subtle spycraft once again) he became stricken with terror.  He was apparently covering up flights from "the islands", as well as flights to "the asteroids".  He wasn't able to tell me more than that, so I headed back to the spaceport to see if anyone there could enlighten me.

From a shuttle pilot I learned that something odd was going on at asteroid C230, so I decided to head up there and check it out.  The asteroid was one of thousands that made up the system's asteroid belt.  Its only signs of habitation were a dock and a few antennae.  There was also an emergency escape hatch and an air-conditioning vent.  I decided to enter through the hatch.

It opened into an airlock, and then a rough-hewn corridor that eventually led to a spherical room.  In a niche above me I found a small plaque with the following inscription:

PRAYER TO THUVALD
Hidden is he,
Mighty is he,
His time returns,
Hold, wait, be still.

Continuing down the corridor, I came to a junction. I could hear voices down one of the tunnels, so I went the other way and came to a room with a low pedestal and a burning flame.  I entered, and the flame roared higher, forming into a serpent with a woman's face.  Legs and wings grew from its body as it began to laugh.  In a panic, I decided to recite the prayer to Thuvald, and the weird creature replied:

"Misled you have been,
In the wrong place, you are
With the Customs officials you should be!"

The creature then told me to begone, and I was hurled from the room by a mystical force.  Not wanting to trust any prophecy that referenced customs officials, I decided to ignore it and keep exploring the asteroid. Soon I came to a door, over which was inscribed GRAND KEEPER.  Inside, an old man in black robes was sitting in a high-backed chair.  He asked me to sit with him, and I obliged. He explained that the asteroid was a monastery, and that I should return to Kether and visit the customs officials at the spaceport.  He waved his hand, and I was immediately transported back to my spaceship.  Taking the hint, I returned to Kether.

What kind of monk wears a proper belt?

At the customs office, I found the office of the Head Customs Officer - one Zac Kalensus - and kicked his door open with my pistol drawn.  "OK Zac baby, start talking about this little drug racket you're in on or I'll have to start pumping with my trigger finger!"  (Holy shit, that dialogue.  Incredible stuff.)  He stuttered something about transmissions from a satellite in orbit, but I wasn't able to get anything else out of him (because I failed a Luck test, reducing my score to 8).

With no other leads, I flew into orbit to look for the satellite and found it after a few days.  Rather than blow it up, I decided to put on my pressure-suit and take a space-walk to look at it.

Looking for Satellites.

What followed was a mini-game, where I had a limited supply of fuel with which to jet over to the satellite.  I had four units of fuel, and every choice used up one of those units; if I ran out I'd be sent spiraling off endlessly into space.  Luckily for me this mini-game relied entirely on rolls against my Skill.  With a Skill of 12 it was almost impossible for me to fail, and I made it over to the satellite using just two units of fuel.  I was able to learn that the satellite was transmitting from an unknown asteroid to the Isosceles Tower in Kether, and that all of those transmissions concerned shipments of the drug satophil-d.

Returning to Kether, I hired a helijet and landed on top of the tower.  On the 50th floor I found an import/export office run by Zera Gross.  The office was unlocked, and after I entered I soon came to a junction.  Heading left, I came to an open plan office that looked to have been recently stripped and deserted. Searching through the office, I was able (due to a successful roll under my Skill) to spot a vidilink file with coordinates to an island.  The message was signed by Zera Gross and someone called Blaster Babbet.

I flew out to the island, where I found a launch pad for shuttles, a helipad, and some ramps.  I climbed into an anti-grav dray and rammed it through a freight door at the end of a ramp, killing half a dozen guards.  In a warehouse I found crates of satophil-d, and a dead body with some Pep Pills (which I took).  Continuing down a corridor into another room, I was confronted by an android, but I was able to bypass it by successfully answering its riddle.  (I covered this riddle in my first attempt if you're interested.)

The passage beyond led to the office of Zera Gross, who was busy dictating to a robot secretary.  Upon seeing me she immediately went for her blaster, but I dove on her first to force her to fight me hand-to-hand.  (Melee combat is much easier to get through without losing Stamina than blaster combat.)  Zera (Skill 8, Stamina 11) proved to be a surprisingly strong foe, and was able to injure me twice despite my high skill (reducing my Stamina to 10).  While she lay "whale-like, immobile and exhausted", I slapped her in the face for information; all I was able to get from here was a dazed mumbling of "up then left".

In a nearby command room I found the coordinates of the asteroid where the drugs were being manufactured.  I flew back out to the asteroid belt, only to discover that it was surrounded by a deadly minefield.  Rather than blast my way through, I decided to be cautious (mostly because blowing them up had contributed to my death on my first attempt).  I made it through safely (with a successful roll under my Skill), but I still had to deal with the Asteroid Defences (Weapons Strength 9, Shields 6), a battery of phasers.

I opened the fight by unloading both of my Smart Missiles (which reduced their Shields to 2), then blew through them with my ship's own phasers, sustaining moderate damage (my Shields were reduced to 1).  I docked at an emergency airlock on the asteroid and made my way inside.

I made my way down a long zero-gravity tunnel, until I reached an airtight security door in one of the walls.  Inside was a room full of pressure-suits and emergency air-tents, but nothing of use.  Continuing down the tunnel, I soon found my way blocked by a strange device, constructed of four cubes in the shape of an X.  The cube sparked with electricity as it approached.

4d6 damage coming my way.

I took a flying dropkick at the device (because when a gamebook presents you with an unusual option, you should always take it).  I hit it dead on (due to a successful roll under my Skill) and the device smashed to pieces against a wall.

I came to a crossroads with three options, and decided to go straight ahead. The corridor led to a large cavern, filled with bulbous, tentacled creatures that had no eyes.  Above them hung three metallic spheres, each with a loop-shaped handle.

What is this, Total Wipeout?

There was no way I was going to wend my way through a bunch of tentacles, so I decided to risk jumping from sphere to sphere.  I was able to make all three jumps safely, and exit the cavern on the other side.  (This required three successful rolls under my Skill, so it's probably not the best option unless you're playing with a high-Skill character like mine.)

I found myself in a large chemical laboratory for making satophil-d, and spent some time smashing things up.  There was a door and a corridor leading onwards, and I chose the door.

Oh look, a room.

In front of me was a wide pit spanned by a narrow bridge with no handrail. Guarding the bridge was a three-legged alien, with an electric bracer in each of its three hands.  It ordered me to halt before firing several bolts of electrons at me.

You could say I Vanque-ished him.

I traded shots with the Arcturian Vanque (Skill 7, Stamina 10).  It hit me once (dropping my Stamina to 6) before I was able to kill it.  I ate a Pep Pill after the battle to restore my Strength (bringing my Stamina back up to 12).

At a junction I turned right, which led to the control room for the asteroid's nuclear reactor. There were no controls except for a keyhole.  I had no key, so I had to go back and take the other path.  This led to a tiny room with doors on every surface.  Each door had a black button in the centre.  Presented with six buttons to press, I tried the one in front of me and received an electric shock (reducing my Stamina to 11).  I tried the door behind me, and was shocked again (reducing my Stamina to 10).  At that point, I thought of what Zera Gross had told me while I was slapping her in the face: "up then left".  Pressing the button above me opened the door into an identical room.  Pressing the button to the left opened the door in that room, leading into a sumptuous living area.  (I could see those rooms being frustrating and potentially deadly if you didn't get the clue from Zera.  I had enough Pep Pills that getting through by trial and error wouldn't have been a problem, but I saved myself some pain by remembering that hint.)

The room was decorated with carpet and modern furniture, with a trendy folding screen near the door. In the wall opposite was a corridor, guarded by two identical figures that I assumed to be 'Blaster' Babbet.  They each had a blaster aimed at me, and after greeting me in unison they prepared to open fire.

Babbet season!

Rather than try to guess which of them was real, I "thought of an alternative course of action" by jumping through the folding screen.  The real Babbet was behind the screen, and the two in the corridor were illusions.  I tackled him, and we engaged in hand-to-hand combat.

'Blaster' Babbet (Skill 10, Stamina 8) was tough, and the battle was a close one (he reduced me to 4 Stamina).  But with my superior skill I was able to capture him, and wipe out the leadership of Kether's whole drug operation.  My mission was a complete success!

THE POST-GAME
I'd considered retracing the steps of my first attempt to get this book over and done with, but I couldn't resist the temptation of checking out various different things.  The pointless detour to asteroid C230 was probably my biggest deviation, and maybe the most interesting; I look forward to seeing what else is there when I read through the whole book.  This one ended up not being too difficult, although I may very well have failed without such a high Skill.  As it was I only scraped through on 4 Stamina, so maybe it's harder than it seems.

NEXT: I'll do one wrap-up/review post, and then it's on to something a little unusual: Steve Jackson's Tasks of Tantalon.  Unfortunately all of my books are currently boxed up after a move, so I may have some trouble finding it.  If I can't, then I'll be moving ahead with the next book in the series, the piratical Seas of Blood.

Sunday, August 8, 2021

The Rings of Kether - Attempt 2

I feel like I did pretty well on my first attempt at The Rings of Kether; at the very least, I almost made it to what I assume was the stronghold of the head bad guy.  I went into my second attempt with a great deal of confidence; if I nearly won last time, surely I stood a good chance of victory this time around.

For my second attempt I rolled a Skill of 12, Stamina of 18, and a Luck of 9.  For my ship I rolled a Weapons Strength of 9 and Shields of 4.  Last time a low Shields score had done me in, but I felt a lot better about my roll for this attempt.

I began my mission to bust the drug rings of the Alpha Cygni system by entering the orbit of the planet Kether.  I began my investigation by checking out the system's asteroid belt (because I already knew that the bad guy's base was there from my last play-through).  Before I could find anything I was attacked by a pair of space vessels: Interceptors (Weapon Strength 5, Shield 3; and Weapons Strength 5, Shield 2).  It was a long, drawn-out dogfight, and the Interceptors shot me twice before I could destroy them (reducing my Shields to 2).  Unfortunately, there was no way for me to find anything among the thousands of asteroids without years of searching.  I would need to find the proper coordinates before I could come back.

(As an aside, the ship-to-ship combat in this game yields very different results to regular FF combat. In regular FF combat, having a higher Skill than your opponent gives you a pretty good chance of getting through unscathed, because only one combatant can score a hit in any round.  With this style of ship-to-ship combat, having a high Weapons Strength in no way prevents other ships from hitting you, and dealing just 1 point of damage per hit means that the battles are bound to be drawn out.  It's almost guaranteed that you're going to lose some Shields if you get into a fight, and I'm not sure that there's any way in the book to replenish your Shields.)

After landing at the spaceport on Kether and being bullied by customs, I decided to hang around the port and ask some questions.  I learned that all cargo comes through the spaceport, but there was no other useful information to be had.  I decided to head to the local authorities and declare my presence as a Federal Investigator.

After asking for one of the senior investigators, a bored man at reception led me to the office of a Mr. Samuel.  (Normally I'd have been taken to see Mr. Perry, but he was apparently out at the pub.  Being taken to Samuel was the result of rolling a die and getting an even number; presumably if I'd rolled odd I would have seen Perry.)  Samuel became immediately alarmed when I told him who I was.  He slipped me a note saying that he couldn't talk, but would meet me later at a restaurant called Viqueque.

I decided to trust Samuel, and went to meet him at the restaurant.  He showed up in disguise, and told me that the local police were rife with corruption.  It was his suspicion that the drugs were being brought in via the city's helipads.  He also told me of his underworld connection, an unemployed starship navigator.

Meeting with Mr. Samuel

I decided to meet the navigator at a local bar.  The man was paranoid, but among his ramblings I picked out two things: there was something odd going on at the moon (also known as Rispin's End), and a fat woman playing cards in the bar was mixed up in it.

Rather than trail the woman, I went back to my ship and immediately took off to investigate the moon.  The only facility on the moon was a small dome town for tourists and scientists.  Before landing I decided to fly around the moon looking for suspicious activity, and before too long I was attacked by two Robot Fighters (both with Weapon Strength 7 and Shields 1).  I blew the first one up with a smart missile, but the second hit me before I could destroy it (reducing my Shields to 1).  I couldn't find anything else on the moon, so I landed at the dome town.


To explore the town I hired a rocket scooter for a few days (this cost me 500 kopecks, leaving me with 4,500).  Someone left a note in my helmet telling me to leave Alpha Cygni if I wanted to live, but I ignored it and continued my investigations.  I didn't turn anything up, but a few days later an assassin took a shot at me.  I fled the scene, but not before getting a good look at my would-be-killer, and I was able to identify him by going to the starport and looking through the recent arrivals.  He was a Mr. B. Smith, age 34, a librarian working for the City Central Library.  Rather than stay on Rispin's End, I decided to return to Kether and check out the library.

At the library I looked through some transport statistics, and noticed that there were some discrepancies.  I headed for the State Computer File Centre for some more information, but was disappointed to find that they only allowed perusal of files more than 100 years old.  I tried to bribe the clerk, opting for a conservative bribe of 1,000 kopecks.  Rather than accept the bribe, the clerk pressed an alarm, and I was swarmed by security and arrested.  The police stripped me of my identification, and my pleas of being an official investigator fell on deaf ears.  Soon I was thrown in prison, and my adventure was over.

THE POST-GAME

Well, I fell into the trap of taking a different path so that my second attempt would be more interesting.  I could easily have followed the same choices I made last time, and I would have done much better.  With a higher Shields score, I very well may have won the whole thing.  Instead I got curious, explored a lot of dead ends, and fell afoul of the crooked authorities.  My initial instincts for this book - to keep a low profile - were much more effective.

Saturday, July 31, 2021

The Rings of Kether - Attempt 1

Cover by Terry Oakes


Corruption is rife in the Aleph Cygni system and the flow of the illicit narcotic Satophil-d from the spaceports of the planet Kether has grown to enormous proportions.  Several attempts have been made to crack the notorious drug rings of Kether, with no success.  Now the Galactic Federation has entrusted YOU with this dangerous undercover mission in this wild and lawless place. But will YOU succeed?

The Rings of Kether is the 15th book in the Fighting Fantasy series, written by Andrew Chapman and illustrated by Nik Spender.  I wasn't particularly fond of Chapman's previous effort, Space Assassin, but according to interviews he put a lot more effort into Kether.  I guess we'll see if that effort made any difference, but the book has an uphill battle from the start, as I've never loved the sci-fi entries in the series.

I've only read this book once, about 20 years ago, and I barely remember any of that play-through.  The podcast Campaign on Dice covered it about a year ago, which somewhat jogged my memory, so I'm not going in completely blind.  (As an aside, Campaign on Dice is excellent, and very funny.  It's well worth a listen, as long as you don't mind the books being incessantly ridiculed.  Their coverage of The Rings of Kether is especially good, but word of warning: you should probably listen to it with headphones, it's definitely not family-friendly.)

As noted above, the hero of this book is an undercover investigator, being sent to the planet of Kether to sort out a drug trafficking ring.  The authorities on Kether are supposed to deal with this sort of thing themselves, so there's some suspicion that the authorities might be in on the whole operation.  As such, the hero has been sent in under the guise of a travelling salesman specialising in exotic fruit, spices and luxuries.

The sci-fi books almost always have new rules, and Kether is no exception.  Aside from the usual Skill, Stamina and Luck, you need to roll stats for your spaceship: Weapons Strength and Shields.  Weapons Strength is rolled like Skill (1d6 + 6) and Shields are a simple d6 roll.  Your ship also has two smart missiles, which can be used to instantly blow up enemy ships.  Instead of provisions you have 4 Pep Pills, which restore 6 Stamina at a time.  You've also been provided with money in the form of 5,000 Kopecks, the standard intergalactic currency.

Melee combat works the same as regular FF, but there are new rules for Blaster Combat and Ship-to-Ship Combat.  In Blaster Combat, both combatants trade fire, each taking turns to roll against their Skill with 2d6.  A result under their Skill indicates a hit, which deals 4 damage.  Ship-to-Ship Combat is similar, with the combatants rolling against their Weapon Strength.  A ship that is hit loses 1 point from their Shields, and if they are hit when Shields are at 0 they are destroyed.  (I should note that the use of Luck in combat isn't anywhere in the rules.  There's also nothing to say that Skill and Luck scores can't go above their initial level, although it's possible that may never come up.)

For my first attempt I rolled a 10 for Weapon Strength, a 2 for Shields, a 7 for Skill, a 20 for Stamina, and a 10 for Luck.  I couldn't remember how difficult this book was stats-wise, but I was already nervous about my Shields score, and figured I'd be relying on smart missiles to get through any space battles.

The adventure began as I dropped out of hyperspace, into the Aleph Cygni system: a yellow star with one orbiting planet.  I was told by my cosmo-nav that Kether was mostly ocean, with a few scattered islands and one large continent.  Orbiting Kether was the moon known as Rispin's End, and there was also a vast asteroid belt in the system.  Figuring that investigation of the moon and the asteroids would look suspicious, I decided to land at Kether's starport.


As soon as I landed, I was promptly boarded by customs officers who said they were looking for contraband.  Not drugs as I suspected, but technology; they stripped me of my spy ray before allowing me to disembark.  (This whole spy ray thing is a bit odd.  It's not mentioned at all before these officers take it from you.  What is it?  I thought maybe it was my blaster, and that I now had no weapon, but there's nothing to indicate that that's the case.  I'm going to ignore this unless it specifically comes up later.)

Rather than ask questions at the spaceport or go to the local authorities for help, I decided to keep a low profile by going to a local shady canteen.  I found a noisy bar populated by the usual scum and villainy, and decided to mingle and see what I could find out.  I ended up talking to a deranged starship navigator who told me to "beware".  (This was determined by a die roll, where I got the most common result.  If I'd rolled a 1 I would have talked to a pale man sitting alone, and if I'd rolled a 2 I would have spoken to a fat woman playing cards.)  The navigator went off on a rant, and by the time he ended I had gleaned two things: something was going on at Rispin's End, and the "fat broad" playing cards at the table had something to do with it.  (Yes, the book really describes her as a "fat broad".  As far as this character is concerned, the descriptions of her get much worse.)

Rather then head out to Rispin's End immediately, I decided to keep an eye on the woman.  Despite her appearance and slovenly manner, she seemed to be in charge of the men playing with her.  Figuring that joining their game would attract too much attention, I waited until they were done and tried to follow her when she left the bar.  Unfortunately (due to rolling higher than my Skill on 2d6), I tripped over a motor unicycle, and the woman bolted.  She was fast for her size, but I was able to keep up with her (due to another roll against my Skill, this time successful).  She ducked into a five-story building, and soon I saw a light switched on in the window of the fourth floor.  Looking at the list of residents, the entire fourth floor was owned by a "Zera Gross, Import/Export".  Rather than attract more attention by waiting around, I decided to resume investigation tomorrow by visiting the library.

At the library I found an unused terminal and started going through old news reports about organised crime and narcotics.  I found very little, just one snippet that read: "Central Criminal Court 3: State vs. Z. Gross and B. "Blaster" Babbet. Before Justice Zark. Charge: trafficking in illicit organic materials (Satophil-d). Sitting 10.30 a.m."  I found a record of B. Babbet's address, but nothing further on Z. Gross (although it did indicate that I was on the right track the night before).  I decided to check out Babbet's address.

The place was a large, run-down warehouse. Rather then go in through the main entrance I went around the back and went in through a rear door.  At the end of a corridor I was faced with a choice of two doors, and went through the one to the left.  It led to a raised landing with a storehouse below.  Two men entered, and I lay down flat to hide.  I overheard them say that the "dope" was arriving from the asteroids tomorrow.  Figuring that I'd already pushed my luck, and that staying in the building might be dangerous, I left and returned to the starport.

Looking for someone who might know something about illegal space traffic, I started in the starport hangars.  I approached a lone shuttle pilot, and asked him without offering a bribe (again, I didn't want to cause too much suspicion).  He told me that there's been a bit of odd traffic around asteroid C-230, and that I'd be able to find it easily enough with my cosmo-nav.  Not trusting his information, I decided to head into the city to try to verify this information.

I asked around at a few places with no luck, but while I was having lunch at a sandwich shop two men with blasters approached and forced me into their car.  I was taken to a manor house in the country which was crawling with armed men.  I decided to play along rather than make a run for it.  Inside the house I once again met Zera Gross, and was told that I had to go to a meeting and pick up some documents for her "or else".  Figuring that "or else" meant a certain death, I opted to go to the meeting.


The meeting was with the wife of a Clive Torus, one of the gang's former associates, and was to take place in the city's botanic gardens.  As I approached Mrs. Torus, who was carrying a box containing the documents, a sniper fired at us from the bushes nearby.  We were both hit, and Mrs. Torus fell to the ground.  (I had to roll for damage on a d6 and rolled a 1, reducing my Stamina to 19).  The sniper raced out, grabbed the box, and made his getaway in a waiting car.

Not bothering to check on Mrs. Torus, I ran out onto the road and commandeered a passing car by throwing the driver out the door.  I gave chase in my new car, as my quarry disappeared over the crest of a hill.  I decided to drive at top speed, and was surprised when the road took a sharp turn, but I was able to keep my car on the road (with a successful Luck test that reduced my score to 9).  I chased the other car through a forest, matching its speed, and attempted to ram them from behind.  This had little effect, but I was still able to keep pace with them (with another Luck test that reduced my score to 8).  As the other car went through an S-bend I hit them in the side (requiring yet another Luck test that reduced my score to 7), and sent them spinning off the road.  None of the occupants survived the crash, but I was able to recover the box containing the documents.  These documents had lots of incriminating evidence against Gross and Babbet, as well as the location of their receiving facility on Kether, on an island about 4,000 km away from the mainland.


Hiring a helijet, I flew out to the island and landed on a landing bay.  There were two ordinary entrances  into the facility, and a large freight door.  Parked nearby was an antigrav dray (a dray is kind of truck or cart).  I investigated the dray, and decided that it would be a great idea to use it to ram through the freight door.  I did this to great success, killing four brutish-looking guards in the process.

The room was stacked with containers full of Satophil-d.  There was also the corpse of a man who was covered in bloody gashes, either the work of a savage beast or a skilled torturer.  There were no other clues on his person, but he did have a jar with four pep pills, which I took with me.

A corridor led me into a hexagonal room, where I was confronted by a seven-legged robot which waved  its sensors in my direction.  It offered me a riddle, which I would have to answer before I could pass:

Red I am,
the heart of a scorpion,
but not of Arachnia at all!
Pincers I have,
but I grasp with the unseen.
In one word, what am I?

This immediately brought to mind the constellation Scorpio, but I couldn't remember the names of any of the stars that comprised it.  I took a stab, answering "Antares", and was proven correct.  (In actual fact, I took a guess here.  I was thinking of the constellation, possibly due to faint memories from the podcast I mentioned above, but I couldn't remember the answer.  The book gives three options: a word starting with A, a word starting with S, or a word starting with X.  I picked A, and it ended up being correct, which got me past the robot without a fight.  Regardless, I take issue with Antares having pincers, and grasping with anything.  Those clues work for Scorpio, but not at all for Antares.)

At a junction I turned right, where I found a control panel saying that the next shuttle would be arriving in 75 hours.  Returning to the junction and going left, I entered the office of Zera Gross.  As soon as she saw me she reached for her blaster, and I returned fire.  Zera (Skill 8, Stamina 11) managed to hit me twice (reducing my Stamina to 11) before I shot her to death.  Her office was destroyed in the fight, so I raced down another corridor into a command centre.  There on some monitor screens I saw records of Satophil-d shipments, as well as the exact location of the asteroid that the drug was coming from.


I headed back to the mainland and took off in my ship, heading for the asteroid belt.  The asteroid I was headed for was surrounded by a minefield.  I decided to shoot the mines, but I misjudged their power and was caught in the blast (reducing my Shields to 1).


With the path clear, I approached the asteroid, but they had been forewarned by the exploding mines.  The Asteroid Defences (Weapon Strength 9, Shields 6) opened fire on me as I drew closer.  I softened them up with both of my smart missiles (which reduced their Shields by 2 each), and then we traded fire.  I came close to penetrating their defences, but my own Shields, already weakened, weren't enough to survive the barrage.  My ship was destroyed, and my adventure was over.

THE POST-GAME

I think I did pretty well on my first go, as I suspect that I was pretty close to the end of the adventure.  It's honestly hard to tell, I have much more trouble figuring out how well I'm doing with these investigation-style gamebooks than I do with most dungeon-crawls.  My low Shields score was what did me in, but I did have some quandaries regarding ship-to-ship combat.  The first was with my smart missiles, where the book wasn't entirely clear if I could fire them both off at the start of the fight, or if I had to fire one each round while taking fire from the Asteroid Defences.  In the interests of actually beating the book, I opted for the former.  I also wasn't sure if enemies are destroyed when reduced to 0 Shields, or if you have to hit them again once they're on 0.  The latter is true for the player, so I decided to do it the same way for enemies as well.  This cost me, because I did get this enemy down to 0 before it killed me.  One more shot might have been enough for me to finish this book in one attempt, but it wasn't to be.  With better stats, I'll hopefully be able to get through next time (although the temptation to explore a different path will be hard to resist).

Sunday, July 25, 2021

Exploring Titan 16: Dungeon of Justice

It's time to finish up my coverage of "Dungeon of Justice" with a post delving into how it fits into the  Fighting Fantasy setting of Allansia.  This adventure is historic in its own way, because it actually does fit into Allansia.  Author Jonathan Ford went to the effort of giving this one a place on the map, which makes this one a lot easier to place than its predecessor, "The Dervish Stone".

The adventure takes place at the northern edge of the Desert of Skulls, which is said to lie some fifty miles south of Oyster Bay (home of the sadly departed Mungo).  (As an aside, there are a lot of desert adventures around this time.  This, "The Dervish Stone", Temple of Terror...  There must have been something in the cultural zeitgeist.  Indiana Jones, Dune, Star Wars?  There are no doubt other things I'm forgetting.)

On the southern edge of the desert is the prosperous town of Sapphire City, famous for its gemstone mines.  The protagonist of the adventure is planning to walk from Oyster Bay to Sapphire City, across the Desert of Skulls, which doesn't seem like the wisest career choice; if Oyster Bay to the desert is 50 miles, then the distance from there to the southern edge of the desert would be at least 500 miles based on one map of Allansia I've seen.  That map (the one from Titan) does have some coastal mountains along the western edge of the desert; perhaps Sapphire City is in those mountains, more south-west than true south?  It would be a more plausible journey.

The area between Oyster Bay and the Desert of Skulls is home to a tribe of elves, much uglier than most Allansian elves if the adventure's illustrations are anything to go by.  These elves have a twisted sense of justice: instead of putting criminals on trial, they throw them into an underground labyrinth where they must find a golden idol to prove their innocence.  I will note that none of the criminals encountered in the dungeon are elves: most of them are human (with one possible dwarf).  The only elf in the dungeons is found wrapped up in a giant spider's web, and may not have been a prisoner at all. It's possible that this form of justice only applies to outsiders.

Aside from criminals encountered, the creatures living in the dungeon are a mix of naturally occurring vermin (Giant Spiders, Giant Bats, Giant Porcupines), specially placed guardians (the two-headed dog Xlaia, Galon the Birdman, possibly the Mud Dragons), and administrative staff (the wizard at the end, and I suspect the sleeping old man as well).  The orcs and hobgoblin present are curious; it seems unlikely that the elves would have creatures like this working for them, although the wizard might.  They could also be prisoners, I suppose.

The most baffling encounter is the one with the Light-Worshippers, who are found dancing around a huge glowing crystal.  They're described as very small creatures with fine silver cloaks which float about them.  Their size makes it likely that they're not human.  They may be elves, but the real question is what they're doing in the dungeon.  I doubt they're prisoners.  Maybe they're a religious cult working for the wizard?

Let's talk about that wizard.  He's encountered at the end of the dungeon, and he's the one who leads the hero outside for his execution (or exoneration if they're lucky).  Even though it's the elves who throw the hero in, the ending implies that the wizard is really in charge, as he's the one who stays to wave farewell to the hero when everyone else has vanished.  He seems benevolent, but who knows.  If I had to put all of this together, I'd have him in charge of the whole lot: the elves up top, the elven light worshippers below, the monsters in the dungeon, and the whole justice system.  As for the reason for all of this, your guess is as good as mine.  I'm pretty sure I've already put more thought into it than the author did at the time.  (And that's not a knock, I've created loads of dungeons that are nothing more than rooms and tunnels filled with random monsters and traps I thought were cool.  I assume Jonathan Ford was a young boy or teenager doing much the same.)

Some smaller details:

  • Oddly, this dungeon contains an atlas that has a map of Analand.  The hero takes it, thinking it will be very handy.  I suppose at the time the author had no way of knowing just how separated Allansia and the Old World are.
  • Xlaia is the name of a two-headed dog, thought to have been extinct for 100 years.  I don't think there's been a two-headed dog in any of the adventures so far, but there's definitely at least one coming up (in Trial of Champions).  I suspect there are more, and that the Xlaia may just be a specific variety that's been almost wiped out.
  • One of the criminals is carrying a piece of triangular fruit that the hero thinks might be the legendary Xentos, the fruit of longevity.  Literally nothing else is said about it, but based on the name you'd expect it to extend the lifespan of whoever eats it.

NEXT: It's back to the main series for The Rings of Kether.

Monday, July 19, 2021

Dungeon of Justice - Final Thoughts

I probably said this when I covered "The Dervish Stone", but I expect very little from these fan-written mini-adventures.  As non-professional efforts, I'm happy enough for them to present a straightforward adventure that isn't doing anything new or interesting with the format.  I'm not expecting Creature of Havoc or Shadow on the Sand when I sit down to play one of these.

For the most part, author Jonathan Ford provided exactly what I expected with "Dungeon of Justice".  Being placed on trial is a novel (if nonsensical) way of getting your adventurer into the action, but from there it's just a straight-up dungeon crawl with a macguffin to hunt.  The FF rules are used well enough, the encounters are drawn from standard fantasy tropes, and it all holds together solidly enough to justify its existence as a mini-adventure in the middle of a magazine.  Except, of course, for its one crippling flaw.

There was no way that this wasn't going to be the major talking point of this review, so I'll get to it right away: you have to fail a roll against your Skill to find the idol and beat the adventure.  On the one hand you could say that this is a clever subversion of game design principles, and an ingenious way to disguise the path to victory.  I've played a lot of gamebooks over the years, and I sure wasn't expecting it.  On the other hand, it does feel very, very cheap.  With any sort of game design there's a certain amount of trust that has to exist between the designer and the player.  If you're playing a board game, you expect the rules to be clear, and for every player to have an even chance of success.  If you're playing a video game, you expect that it will be relatively free of glitches and that the game can be beaten fairly.  The same goes for gamebooks, and technically "Dungeon of Justice" can be beaten fairly, and with better odds of success than many of the main series books.  But requiring a failure to succeed just feels wrong.  It's more like being tricked by the author than challenged by the adventure, and for me it breaks that player/designer trust.

It's a shame because "Dungeon of Justice" is otherwise a decent amateur effort (despite some smaller design flaws and weird tangents).  This is a real case of one major flaw overshadowing a work that is - if not outstanding - at least solid.

COOL STUFF I MISSED

The only encounter I missed that springs to mind is a magic mirror that forces you to fight a replica of yourself.  It brings up the twisted notion that killing your mirror image might end up as a form of suicide, but never does anything with it.  Other than that I covered everything else the dungeon has to offer.

MISTAKES AND RED HERRINGS

There were a bunch of errors in the PDF that I was using, with a number of choices pointing to the wrong section.  I don't want to bring those up specifically, because I don't know if they're in the original or just a result of bad OCR.  The page for "Dungeon of Justice" at the Titannica wiki has some errors listed that I assume are from the original magazine.

There are a few items that are only here as treasures to be won, and serve no purpose within the adventure.  Some other items, such as the golden and brass keys, only unlock areas that lead to death and danger.  Everything else serves a purpose somewhere, but aside from the idol there are no items required to win.

BEST DEATH

This adventure has 14 instant death sections, and some of them are fantastic.  Whatever flaws Jonathan Ford has as a writer and designer, he's great at creating memorable demises, giving them a level of over-the-top gore or macabre detail that sticks in the mind.  I had a number of contenders here, but the passage below gave me a good chuckle with how over-the-top horrific it is.


S.T.A.M.I.N.A. RATING

Story & Setting: The notion of being put on trial and forced to prove your innocence by surviving a dungeon is nonsensical, but fun in a pulp fantasy sort of way.  There are some nods in the adventure itself towards making it a prison of sorts, but otherwise it's a generic dungeon with the usual assortment of orcs, monsters and giant creepy-crawlies.  The set-up is interesting, but it barely matters except as an excuse for the player to do some dungeon-crawling.  I'll give it an extra point for making an effort to integrate it with the setting of Allansia. Rating: 2 out of 7.

Toughness: It's decently balanced in terms of combat, with lots of weaker foes and some more difficult ones in area that are harder to get to.  It probably errs on the side of being a little too easy, statistically speaking.  The Golden Idol is deviously well-hidden; I do think that putting it in the river - usually the sort of area that would result in an instant death - is somewhat clever.  All the good points, however, are overshadowed by the requirement to fail a check to succeed.  That's enough to knock this one down to a low rating.  Rating: 2 out of 7.

Aesthetics: Being stuck in the middle of a magazine never does these mini-adventures any favours, but Warlock always benefits from the presence of the Games Workshop artistic stable.  In this case it's Bob Harvey, whose work we've previously seen in Talisman of Death.  This is a step down from the work on display in that book, with far too many illustrations depicting mundane things such as books, traps, and sleeping old men.  Harvey excels at grotesquerie, and his monsters here are great.  It's a shame he didn't get a crack at drawing the Mud Dragons; the Christos Achilleos painting on the cover that depicts one isn't as fantastical as I'd like.  Rating: 3 out of 7.

Mechanics: This adventure uses the standard instructions copy-pasted from The Warlock of Firetop Mountain, with no embellishments.  This means there's an error in the rules from the start, because it says you can only eat provisions when instructed; the adventure never says you can do so.  There are also a few links pointing to the wrong section, and a couple of other bits of rules weirdness (I'm thinking specifically of an awkwardly worded Luck bonus that ends up being a penalty if interpreted literally).  There aren't any game-breaking flaws, but there are enough small ones to add up. Rating: 2 out of 7.

Innovation & Influence: There's very little going on here that hasn't been seen before. Rating: 1 out of 7.

NPCs & Monsters: For the most part the monsters in this book are drawn from the standard FF/D&D list: orcs, hobgoblins, giant spiders, and the like.  Galon the Birdman is named, as is the two-headed dog Xlaia, but neither are presented differently from similar monsters in earlier adventures.  The Mud Dragons are the only unique monster, but they don't do anything that would make you think of them as actual dragons; in effect they're just large mud-dwelling lizards that can swell themselves up with swamp gas.  There are a few NPCs in the dungeon, but none of them show much personality. Rating: 2 out of 7.

Amusement: This is a weird one, in that I was finding it mildly enjoyable right up until I learned what I had to do to win it.  It's not a classic by any means, but I'm a sucker for a dungeon-crawl.  It was never going to rate super-high in this category, though.  Rating: 2 out of 7.

Bonus Points: 0.

The above scores total 14, which doubled gives a S.T.A.M.I.N.A. Rating of 28.  That makes it the lowest-rated gamebook on the blog so far.  Without its major flaw it might have scraped in ahead of "The Dark Usurper" and "The Dervish Stone" - I certainly enjoyed it more than "The Dark Usurper" - but in the end it was too big a flaw to ignore.

NEXT: I'll do an Exploring Titan on "Dungeon of Justice" and then it's on to The Rings of Kether.

Sunday, July 11, 2021

Dungeon of Justice - Attempts 9 through 18

Yeah, you read that right, this post covers attempts 9 through 18.  I was keen to put "Dungeon of Justice" behind me, so I made a concerted effort to knock it off yesterday.  Did I succeed, and discover the Golden Idol?  Read on, and you may just find out!

ATTEMPT 9

For this attempt I rolled a Skill of 10, a Stamina of 18, and a Luck of 7.

I still had a few unexplored paths on my map of the dungeon, one of which was in the eastern area where I'd been killed by Light Worshippers in an earlier game.  I decided to use this attempt to check that path out, and after killing the unavoidable Thief at the start I made my way through several junctions to that encounter.  There I saw a number of robed figures performing a ritual around a glowing crystal, and when they saw me they moved to attack.  I was able to kill the Light Worshippers (Skill 9, Stamina 11) this time, but I was left with a meagre 4 Stamina.  After the battle the crystal stopped glowing, and when I inspected it it was nothing more than a piece of glass. I was able to loot 3 gold pieces from the Worshippers, though.

The tunnel continued north, but there was also a hole in the wall that led to a smooth slide.  Rather than heading north, I decided that sliding down into the unknown would be a great idea.  Not so much; I was dumped into a furnace and incinerated.

ATTEMPT 10

For this attempt I rolled a Skill of 11, a Stamina of 20, and a Luck of 11.

I couldn't be bothered fighting the Light Worshippers again, so this time I decided to make my way north to a secret door that I'd previously been unable to open.  Along the way I ducked into a side room to fight some Giant Bats, and take the Cape of Levitation and a Ring of Skill (cursed so that it gave no benefit).  One of the Bats, despite having a Skill of 6, really did a number on me; it started rolling absurdly high numbers, and ended up hitting me four times to reduce my Stamina to 12.

I made it to the dead end where I suspected there was a secret door, and this time I got it open with a successful Luck test.  The passage beyond was trapped with a crossbow; I passed the requisite Luck test, but the crossbow bolt still lodged in my shoulder, reducing my Stamina to 8.  It's a pretty rough penalty for success, but the alternative is an instant death, so I guess it is lucky under the circumstances.

On the way north I tripped and bent my shield, imposing a -2 Attack Strength penalty.  I'd reached this ridiculous section in an earlier game due to some faulty OCR in my scan of Warlock #5, but now I was getting to it legitimately.  North of that I passed a junction and came to a cliff, where I was able to float down using the Cape of Levitation.

I had reached the cave with the river, and the wooden bridge being eaten by giant termites.  In every previous attempt I'd crossed the bridge, assuming that trying to swim the river would be an instant death.  This time, I decided to jump in.  The current was strong, but with a successful roll of 2d6 under my Skill I was able to swim to the other side.

(I didn't come to this decision on my own.  Ed Jolley gave me a hint in the comments about reaching a certain point of the adventure four times, and making the wrong decision each time.  By process of elimination, I figured that the only place I'd visited four times was this bridge, so I decided to try something different.  A successful Skill test resulted in it being a non-event, but perhaps a failed Skill test might be of more benefit.  It would certainly fit the warnings I'd been getting from my readers that the solution to this one is a bit bullshit.)

On the far side of the river I headed west, and took the north path through the room with the mud pits.  This time I failed my Luck test while trying to cross, and a fearsome beast emerged: the dreaded Mud Dragon!  The Mud Dragon (Skill 10, Stamina 6) ended up being something of a pushover.  I used my Luck to dish out some extra damage, and hacked the creature's head off in two quick blows.

From there I was able to make it to the end of the adventure, but I still didn't have the golden idol.  Another failure.

ATTEMPT 11

With Skill 10, Stamina 21 and Luck 11, I headed west this time, sneaking past the sleeping dog and taking a couple of unexplored paths.  Both of these tunnels simply joined back to areas I'd already checked out.  At the river I jumped in, but once again I succeeded in testing my Skill and was able to swim across.  I ploughed quickly through the rest of the adventure, getting killed by the elves at the end.

ATTEMPT 12

This time I rolled a Skill of 7, a Stamina of 20, and a Luck of 12.  I decided to hurry north, not bothering to fight the Giant Bats and get the Cape of Levitation.  Because I didn't have the cape I had to take a detour and fight the Giant Porcupines, which managed to knock me down to 9 Stamina.

This time when I jumped in the river, I failed my Luck test, and was swept downstream.  As I passed a rocky island I was able to grab it with a successful Luck test and pull myself to safety.  There, hidden in a niche in the rock, was the Golden Idol I had been tasked with finding.  I carefully placed it in my backpack, and swam to the north shore of the river.

Quickly I made my way through the mud pit room, avoiding the Mud Dragon fight, and reached the old man at the end of the adventure.  I showed him the idol, and he led me outside to face the elves.  I was deemed innocent, and allowed to go on my way.  But when I turned back, the elves had vanished, and only the old man was there, nodding goodbye.  Then even he vanished, and I set off on my long journey to Sapphire City.

THE POST-GAME

Success!  Well, maybe not.  See, the path I'd taken had resulted in my shield getting broken, meaning I had an effective Skill of 5 in combat.  I'd forgotten about that when fighting the Giant Porcupines, so this whole run was technically invalid.  I refought the battle, and got slaughtered.  So while I'd reached the end I didn't feel good about it, and was determined to beat the adventure legitimately.

Scanning the map I worked out the path that would get me through the adventure most quickly.  I found a path through the eastern area of the dungeon that got me to the river cave with no encounters; it did require two successful Luck tests to get safely down a rope, but with the Potion of Fortune that was no problem.  After the river there was only one Luck test required (to pass the Mud Dragon) to get to the end.  The whole adventure could be boiled down to the fight with the Thief at the start, two Luck tests, the Skill test at the river (and subsequent Luck test if I failed), and one more Luck test.

With the adventure distilled to its most basic elements, I set about rolling those dice.  The winning play-through came on Attempt 18, with a character that had a Skill of 10.

So that's that for "Dungeon of Justice".  I won't go in-depth on my feelings for it - I'll save that for a wrap-up post - but suffice it to say that I don't love the successful path requiring a failed Skill check.  There are just some unspoken rules about gamebook design that shouldn't be broken, and this is one of them.

NEXT: I'll do the usual wrap-up posts (Final Thoughts and Exploring Titan), and then it's back to the main series (yay!) for The Rings of Kether, a sci-fi adventure (boo!).

Saturday, July 3, 2021

Dungeon of Justice - Attempt 8

After seven attempts, I can sense that my readers are starting to get somewhat frustrated with my efforts to complete Dungeon of Justice.  I get the feeling that I've been on completely the wrong track, and that simply exploring the dungeon isn't going to be enough for me to find the Golden Idol and win the adventure.  Nevertheless, there are still tunnels for me to check out, and with no other obvious options I plan to stick with it.

This time around I rolled a Skill of 8, a Stamina of 21, and a Luck of 10.  Those aren't the greatest stats, but I'm not overly worried; there are tough enemies in this book, but they're hidden out of the way and easily avoided.

As usual I started the adventure by fighting the Thief; this time he actually wounded me, which is unusual.  At the first junction I took the western path, through the room with the sleeping dog.  Despite my high Luck score I rolled badly on my attempt to sneak past.  The two-headed dog Xlaia woke up, and I had a fight on my hands.  Our Skills were even, but by the time I'd killed Xlaia I only had 3 Stamina points left.  I ate a meal, restoring my Stamina to 7, before moving on.  (The rules says that you can only eat when instructed, but at no point in the adventure have I been told I can eat provisions.  I can only assume that this is a mistake resulting from copying the rules directly from Warlock of Firetop Mountain, so I'm allowing myself to eat provisions whenever I'm not in combat.)

I ignored a door and headed north at the next junction (into unexplored territory).  At the top of some stairs I was attacked from behind by a Dwarf wielding a morning star (Skill 8, Stamina 5).  He struck me before the battle commenced (reducing my score to 6).  With only a meagre 1-Stamina advantage, I decided to use my Luck score to even the odds.  My first blow reduced him to 1 Stamina, but then he proceeded to win the next three combat rounds; I had to use my Luck again to avoid death.  With just 1 Stamina remaining, I killed the Dwarf and hastily ate another provision (restoring my Stamina to 5).

I almost got killed by a dwarf with no
beard, how embarrassing.

Continuing north, I came to a room with three exits and a pile of gold pieces in the middle.  I carefully scooped up the gold (30gp in total), and searched the corners for more.  Finding none, I was told by the adventure that I had to exit to the north.  The door was trapped with darts, but I avoided them with a successful Luck test.  My Luck had been reduced to 5 at this point, so I took a drink from my Potion of Fortune to raise it to 11.

Along the passage I came to a massive door studded with iron bolts.  The handle was shaped like an enormous bird, and I decided to push it open. Inside there was a sparsely furnished room, with an old man asleep on a chair.  I didn't find anything else in the room, but before leaving I had the option to murder the poor old guy.  Instead I decided to wake him up and question him.  The startled old man offered me all of his treasure, which I took; it amounted to 27 gold pieces and a diamond.  Once again I had the option of cold-blooded murder, but I decided to let the old man live and leave the room.

The author really wants me to
murder this guy.

The passage turned into a chimney, and I had to climb up (reducing my Stamina to 4; I ate a meal to get it back up to 8).  I emerged in the river cave, with the bridge and the termites.  Crossing the bridge with a successful Luck test, I took a door to the west.

At the next junction I went north, entering a room with a pit.  Having been drowned in this pit in an earlier play-through, I ignored it and continued north into unexplored territory.  I emerged into a circular room with a deep pool of warm water. While taking a refreshing swim I noticed a door at the bottom which I was unable to open. With nothing else to do, I headed back through the pit room to the junction and turned west.

Ignoring a north tunnel, I soon came to the room with the ruby and the constantly rotating spikes.  I'd been here in an earlier adventure, but decided against trying to get the ruby.  This time I went for it, and one successful Luck test was all I needed to pocket the ruby.  With nothing else to do, I went back to the last junction and headed north.

I entered the room with the two mud pits, and decided to skirt around them to the right.  With a successful Luck test I was able to pass by without mishap.  I went north, past a door leading to a trap, and soon ended up in the final room, where I was asked if I had the idol.  Once more I did not, so I was taken before my elven accusers and shot to death.

THE POST-GAME
I got more of the dungeon paths explored, but to nobody's surprise the idol didn't turn up along any of them.  Currently, I have these options left to explore:

  • The north tunnel of a junction found just after a jumping into a pit (a little north of the sleeping dog).
  • Heading north from the door where I met the sleeping old man.
  • Whatever lies past the Light Worshippers over on the eastern side of the dungeon.
  • North of the prison past the combination lock.
  • The dead-end/secret door directly north of the entrance (through four junctions)

I'm pretty sure that most of those are just going to connect back to areas I've already explored, with little of interest to be found.  I should try to knock them all out as quickly as possible in my next post.  Wherever that idol is, it's damn well hidden.

Friday, June 25, 2021

Dungeon of Justice - Attempts 6 & 7

 Another week, another attempt at finishing "Dungeon of Justice", the mini-adventure from Warlock #5.  Surely I'll get it this time.  After all, it's a mini-adventure, how hard can it be?

ATTEMPT 6

For my sixth attempt, I rolled a Skill of 11, a Stamina of 19, and a Luck of 11, probably my best character yet for this adventure.  After choosing the Potion of Fortune, it was time once more to try to survive the Dungeon of Justice and find the Golden Idol.

With no obvious clues as to which path will lead to success, I'm still in exploration mode.  The path that seemed most likely to lead to something interesting was the door with the combination lock, so I set that as my goal.

Getting to that door involved going back over a lot of familiar territory: I killed the thief, turned left at the first junction, sneaked past the sleeping dog (taking its brass key), went through a door and dropped down into a hole, turned right at a junction, and fought a Hobgoblin.  This Hobgoblin had a parchment with some numbers written on it (these numbers were the combination needed to unlock the door I was headed for).

From there I went north, fought a Giant Spider for a ruby, fought some Giant Porcupines, crossed a river by using a bridge being devoured by giant termites, and took a door to the east.  This brought me to the door with the combination lock.  I had to add the numbers of the combination together, and turn to that section.  The numbers on the Hobgoblin's parchment were correct, and I was able to open the door and enter a library.


The walls were lined with books, and there were three books open on the table (one red, one blue, and one green).  I decided to read them all.  (Oddly, the adventure implies that you might not have time to read.  I'm not sure if this is just odd phrasing, or if there's something in the adventure that would impose such a time limit.)

The red book was in Ancient Elven, and completely unintelligible.  The blue book was full of maps, one of which showed the terrain of Analand, including the locations of some valuable mines.  I took it with me.  The third book was a list of criminals submitted for trial, with my own name inscribed last.  The name before me was a thief, no doubt the one I'd killed at the start of the adventure.

Leaving through the north door, I entered a prison.  In a cell I saw a tattered prisoner, and rather than murder him in cold blood I decided to talk to him.  I exchange for his freedom, he said that he could tell me where to find an enormous ruby.  I opened his cell, and the prisoner leaped forth, wrested my sword from my grasp, and disemboweled me with a single blow.  To quote the text: "Your adventure ends here... messily!"

ATTEMPT 7

Well, the combination lock ended up being a bust, unless there's something great beyond the prison.  This time around, I set myself to explore some of the other pathways I'd yet to go down.  For such a small adventure, this one is surprisingly non-linear.  I rolled a Skill of 10, a Stamina of 19, and a Luck of 11 before setting off.

After killing the thief, I turned north at the next junction, then east at the junction after that.  The next junction had a northern passage that I hadn't explored yet, so I took that one.  It ended at a door, which I opened.  Inside the room, there were two Orcs chattering to each other (Skill 5, Stamina 6 and Skill 6, Stamina 5).


The Orcs fell beneath my blade, and I wasted no time in looting their corpses: they had 5 gold pieces, and a sprig of some sort of herb.  I decided to risk eating the herb, expecting maybe a little bit of healing.  I got that (restoring 4 Stamina), but I also got a boost I wasn't expecting: from now on, my Luck could never be lowered below 6.

I continued north, and at a junction I was forced to go north again.  This linked up to the path with the grille, which I ignored, as there's nothing beyond it but a bottomless pit.  The path turned east, and I ignored the next door, which only led to a fake Idol and certain death.  Further east was a junction where I was forced to go north, and that path ended at a cliff.  There was a rope leading down, and I had to test my Luck twice to get down safely.

From here I had to cross the termite bridge, and choose between the three doors on the far side.  The eastern door led to the combination lock, but I didn't have the numbers this time around.  The northern door led to a difficult fight with a Birdman, and no other reward to speak of.  So I chose the door to the west.

The western door led to a tunnel, with three paths heading north.  I chose the middle path, as it was the only one I had never explored.  It opened up into a room with two mud pits, and the stench of rotting flesh.  I had three ways forward: skirting around to the left, skirting around to the right, or taking the middle path.  I chose to go right down the middle.  The stench almost choked me, but a successful Luck test allowed me to cross safely and continue on.

The tunnel headed north before turning east.  I came to a side door, but when I opened it the room beyond was pitch black.  I decided to risk the dark room, and almost as soon as I entered the floor fell away under my feet.  I failed the first Luck test (rolling double 6), and was surprised not to be killed instantly; I got another chance, and managed to save myself.  (Before the Luck tests the room asked me if I had a Ring of Skill.  I'd found it in a previous game with the Cape of Levitation, so this might be another avenue to explore.) With no other option, I continued east down the tunnel.

This lead to a crossroads, where I was forced to go north and encounter the old man at the end of the adventure.  I already knew that admitting I didn't have the Idol would result in my death, so I decided to kill him.  He warned me against it, but with no other good options I pressed my attack, and he cast a spell that turned me to stone.

THE POST-GAME
I checked off some more paths here, and explored some new areas, but none of it feels like progress.  Normally by this point in an adventure I have at least some idea of what I should be doing, but this one has me baffled.  I still have a few more unexplored paths, so hopefully I'll find the idol in one of those.  If not, I really don't know what to try next.

Saturday, April 10, 2021

Dungeon of Justice - Attempt 1

 


"Dungeon of Justice", written by Jonathan Ford, was the runner up in the gamebook design contest that ran in Warlock #1. That means it came in second to "The Dervish Stone", which is a little worrying.  I don't believe we'll see anything from Jonathan Ford in the future, but illustrator Bob Harvey has already worked on the main series with Talisman of Death, and will contribute to a bunch more.

The background kicks off by firmly setting this in Allansia, with the hero of the adventure determined to travel south from Oyster Bay, across the Desert of Skulls, to reach Sapphire City and its famous gemstone mines. (This adventure came out a little before Temple of Terror, so it does have the distinction of being the first adventure to do something with the Desert of Skulls.  Although technically it starts before the hero ever gets there, so I guess Temple of Terror should still get that credit.)  Along the way, the hero encounters some goblins in the process of murdering an important-looking elf. The goblins clear out just before some other elves appear, and of course the hero gets blamed for killing the elven chief. The elven legal system apparently involves retrieving a golden idol from the so-called Dungeon of Justice as proof of innocence, and the hero is lowered through a hollow tree trunk into the labyrinth below.  The mission is to find the idol and escape the dungeon, and only then will the elves set the hero free.

The rules are basic Fighting Fantasy, without any embellishments. The hero begins with the standard FF kit of a sword, shield, leather armour, and backpack. The backpack contains five provisions, which can only be eaten one at a time when the adventure says it's okay.  You also get the choice of taking one of the following three: a potion of skill, a potion of strength, or a potion of fortune, each with two doses. Very familiar territory.

I rolled an 11 for Skill, a 20 for Stamina, and an 8 for Luck.  With Luck as my obvious weakness, I chose the potion of fortune, and set off on my adventure.


With no other recourse, I set off along the torch-lit tunnel.  The tunnel twisted and turned, continuing roughly north. As I turned a corner I bumped into a man in black robes, armed with a dagger; probably someone else that the elves had put on trial. (For what?  Have the elves had multiple chiefs killed on the same day? It says he's a thief, so that solves it, I guess.).  The thief (Skill 7, Stamina 6)  lunged at me with his dagger, but I killed him easily.  (If you're making a list of things that annoy me in gamebooks, add unavoidable combats right at the beginning of adventures. Getting thrown right into a fight before making a single decision really gets to me.)

On his body were 3 gold pieces and a mouldy piece of triangular fruit. I'd never seen a fruit like it, but I suspected it might be the Xentos, the legendary fruit of longevity. Rather than risk eating it, I left it behind. (This bit is weird. You don't get a choice to eat the fruit, it's just an odd bit of setting flavour that the author throws in. It might come back later in the adventure, but I suspect that it's pointless.)

At a fork in the tunnel, I turned west into a passageway that ended at a door. The door opened into a small room with a large dog sleeping in a basket in the corner. On the far side of the room was another door, with a brass key hanging on a hook nearby. I decided to risk creeping quietly across the room. My sword made a noise when it struck a stone, but the dog didn't wake up (due to a successful Luck test that reduced my score to 7). I took the key, made it through the door, and slammed it shut as the dog snarled and slavered on the other side.  (I never understand in these sleeping animal situations why I don't get the option to just sneak over and jam my sword through the dog's neck. But I guess I only think of things like that because I am a dog-hater, a hater of all kinds of pets, and generally just soulless and evil.)


The tunnel beyond headed west before turning north. I came to a door in the east wall and decided to open it. The only thing in the room was a not-too-deep hole in the floor, with a passage leading north at the bottom. I decided to jump into the hole, but as I did my backpack caught on something and I was thrown off-balance. I managed to land well (due to a Luck test that reduced my score to 6), but I was still slightly hurt by the fall (reducing my Stamina to 19).  I took this chance to take a swig from my Potion of Fortune (increasing my initial Luck to 9, and restoring it to that number as well.)

The tunnel came to a junction, with a path branching off to the east. I went that way, down some roughly cut steps.  After a time the tunnel curved back north, and I was confronted by a dirty, fat Hobgoblin (Skill 7, Stamina 8). (With one purple eye and one green eye, he's the David Bowie of hobgoblins.) He attacked me with his sword, and I was able to kill him without a scratch. On his corpse I found 2 gold pieces (bringing my total to 5) and a scrap of parchment.

The parchment had three numbers written on it: 15, 10 and 22. I tucked it away in my pocket. (The book told me I should memorise the numbers in case I lost the parchment, but I wrote them down instead. I figure if I'm carrying the parchment with me there's no need to memorise it. If I do lose it, then I'll rub the numbers out.)

Further along the tunnel I came to a door in the east wall. It was locked, but I was able to open it with the brass key I'd taken from the dog's room. In the middle of the room beyond was a large ruby, glinting in the torchlight. Filled with greed (and also figuring that if I needed a key to get in here this ruby might be important for my quest) I walked over to pick it up. As soon as I entered the room, a gigantic Spider dropped down from the roof. I caught a glimpse of its previous victims webbed to the ceiling before it attacked me.


The Giant Spider (Skill 9, Stamina 5) was a stronger foe than those I'd previously fought, and it managed to wound me once (reducing my Stamina to 17).  When the spider was dead I grabbed the ruby, and clambered back out of the room over it's sticky corpse.

Coming to a junction, I headed east. The passage soon came to another junction, but the way south was a dead end, so I turned north. After a while the passage widened, and I found myself at the top of a cliff overlooking a large cavern with a fast river at the bottom. I had no way of getting down, so I turned back south, west, and then north. (The book asked if I had a Cape of Levitation, so that's something I'll have to look out for.)

The way north was barred by two strange beasts, giant Porcupines with poisonous quills. I had to fight them both (Skill 7, Stamina 5 and Skill 8, Stamina 5), but luckily they attacked me one at a time. I was able to kill them without being hurt by their spines. (The poison would have done 3 points of damage instead of the usual 2, due to the poison.)


The passage widened into a cavern, the same one that I had seen before from the clifftop. I went downstream along the river until I reached a bridge. Not only was the bridge rather flimsy-looking, it was also in the process of being devoured by giant, two-headed termites. I considered swimming across, but figured that the current would be too strong for me to survive.  Instead, I decided to risk crossing the bridge before it was completely destroyed.  The termites ignored me, but with each step another piece of the bridge fell away. By the time I got to the far end it was hanging by a single rope, but I was able to make it to the north riverbank (with the aid of a successful Luck test, which reduced by score to 8).


An alcove in the cliff face ahead had three doors, heading west, north and east, but first I decided to search the beach on the north riverbank. I didn't find anything, and I was nipped on the hand by a small crab (reducing my Stamina to 15).  I decided to move on, taking the west door.

The passage beyond continued west, and I ignored two branches heading off to the north. Eventually I came to a rock fall that blocked the way forward, but there was another passage north, which I took. It led to a huge cavern, in which I saw a gigantic ruby on a shelf on the far wall. The path to the ruby was lined with spikes that swivelled in and out, looking very dangerous. Figuring that I was here for a golden idol and not a ruby, I decided to leave and head back the way I came.  (Now that I think of it, that's the second ruby I've encountered so far, which seems a bit suspicious. I'm wondering now if I need to be collecting all the rubies I see.)


I went back east, past the first northern branch. I wasn't able to open the door back to the river cave, so I took the second branch to the north. It led to a room with an exit on the far wall, and a shallow pit. I jumped into the pit, and saw a low tunnel entrance under some overhanging rock. Investigating, I found a phial of blue liquid on the ground, which I drank. It was a Potion of Fortune, much like the one I already had with me. (Drinking it raised my initial Luck and my current Luck to 10.)

At the end of the tunnel was a door, and from behind it I could hear a strange gurgling noise. It felt strangely cold to the touch, but I decided to open it anyway. This proved to be a very bad idea, as a flood of water gushed out as soon as the door was opened. It was impossible to flee, and I drowned in the tunnel. My adventure was over!

THE POST-GAME
Well that was a nice, traditional dungeon crawl, which I'm always up for. Nothing out of the ordinary so far, but I don't expect a lot from these amateur contest entries. One thing I've realised that I need to do is make a map. The dungeon has a lot of doors and passages, with a decent amount of backtracking. I figured that, being a shorter adventure, I'd be able to dispense with the mapping, but I was wrong.

I'm also wondering about the rules for provisions. The rules say you're meant to eat when instructed by the text, but I never got any such instructions.  I suspect that this is an error, and that I should be able to eat whenever I'm not in battle.  It didn't matter, as I hardly sustained any damage, but it might become more important for a low-Skill character.