Showing posts with label Seven Serpents. Show all posts
Showing posts with label Seven Serpents. Show all posts

Monday, March 23, 2020

The Seven Serpents: Final Thoughts


I've been trying to keep a regular blogging schedule lately, but I missed my usual Saturday post because I hadn't quite finished exhaustively reading The Seven Serpents.  What can I say, the book has 498 entries, it's a lot.

The Seven Serpents, written by Steve Jackson and illustrated by John Blanche, is the third book in the series, and this is where things get serious.  Book 1, The Shamutanti Hills, was a leisurely beginning to your quest.  Sure, the hills are dangerous, but there are still plenty of peaceful folks and getting through alive isn't all that hard.  Book 2, Khare - Cityport of Traps, is quite a bit deadlier, but there's no antagonist as such.  You might get murdered or sold into slavery, but that's just everyday life in Khare.  The Seven Serpents is different, though.  In this book, you have enemies.

In many ways, this is where the actual plot of the series begins.  The first two books are just travelogues, and don't have any meaningful ties to the story of the Archmage and the Crown of Kings.  But in Book 3, the Archmage's spies are aware of your mission, and the deadly serpents have been dispatched to bring word of your approach to Mampang Fortress.  It brings a level of threat and tension that wasn't present in the previous books.

And then there's the books setting, the Baklands, a barren wasteland roamed by barbarian tribes and weird monsters, where it seems like everyone you meet is a wizard of some sort.  Even the laws of nature behave weirdly in this place (although that could be the influence of the Serpents in some cases).  It's not quite as intriguingly bizarre a place as Khare, but as wilderness settings go it's a lot more fun to traverse than the Shamutanti Hills.

The book isn't super-difficult to survive, but Steve uses the Seven Serpents to good effect as a way of ramping up the challenge.  Sure, you can make it all the way from Khare to Xamen alive, but how many of the serpents did you kill?  Getting through with all seven serpents defeated is a challenge, especially before you know all of their weaknesses.  My only complaint is that you have to defeat at least two of them; it would be nice if the option was there to traverse the whole book without fighting a single serpent.

This close reading of the book has done a lot to raise The Seven Serpents in my estimation.  For the longest time I've thought of it as the lull between Khare and The Crown of Kings, and I've always been more fond of the city/dungeon adventures than the wilderness ones.  But there's a lot to love about this book: it's full of great encounters, the path to victory is wide open, and yet it still presents a decent challenge.  I've been sleeping on it for far too long, I reckon.

COOL STUFF I MISSED

I covered pretty much everything in the second half of the book, from the Forest of Snatta onwards, but there are a bunch of cool encounters I missed in the Baklands.  There's a Temple of Throff, the Earth Goddess, where you can possibly bring down her wrath, or rescue an imprisoned priest.  At one point you can be attacked by the Serpent of Fire while you're camping, and get carried off to an encounter with some Klattamen.  Coolest of all is probably the creepy encounter with the Seven Spirits, who try to get you to renounce the goddess Libra.

MISTAKES AND RED HERRINGS

There aren't many glaring errors in this book, although there are a couple of entries towards the end that are technically unreachable.  You can't reach the end of the book without defeating the Serpents of Air and Time, but the book still asks if you've beaten 0 or 1 Serpent when you get there.  This makes references 386 and 496 impossible to get to.  Logically, because the Sun Serpent has been captured by Fenestra, reference 479 shouldn't be valid either.

When making fire to fight the Moon Serpent the book gives flash-fire powder as a possible method of doing so. As far as I can tell there's no flash-fire powder in any of the books so far.

It's impossible to have the Staff of Oak Sapling by the time you reach the Temple of Throff, but the book still gives you the possibility of casting FIX there.  Similarly, the book allows the casting of GOD and ZEN at various points, when I don't think you can get a Jewel of Gold or Jewel-Studded Medallion beforehand.  I need to check that I didn't miss anything in book 2; I know for sure that neither item is found in book 1.

The following items can be found in this book, but serve no purpose: a rat spine, some fake holy water, some green leathery leaves, and some yellow bird feathers.  This is in addition to the useless items still lingering since books 1 and 2: a locket; a huge broken stool, a giant's net, various dead giant body parts, some poison, and some moldy goat's cheese.

BEST DEATH

There aren't a lot of instant deaths in this book - just eight in total - but the ones that are there are all top quality.  I'm a big fan of the one that follows if you get tricked by the Seven Spirits, and the one entry where you get killed by the Time Serpent.  Nothing beats the following entry for sheer gruesome absurdity though:


Yes, that really is the Analander cutting off his own leg.  Every aspect of this is ridiculous: the seeming ease with which the job is done; the fact that the pain merely makes you gasp; the lack of concern over what would surely be fatal blood loss.  Not to mention the total disregard for the fight with the Earth Serpent that should still be going on.  I really want the gamebook that details the Analander's one-legged journey back home, though.

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

Story & Setting: The Seven Serpents takes the Sorcery! plot and livens it up with a race against time, and some genuinely dangerous antagonists.  The series has a good overall story, but both of the first two books simply involved getting from point A to point B (with book 2 making that journey quite a bit more difficult). Book 3 raises the stakes, and really makes it feel like the story is coming to a head.  It falls down a little in the setting though: the Baklands are great, lacking in character compared to Khare.  Rating: 5 out of 7.

Toughness: This book isn't particularly difficult to get through: you really just need to encounter Fenestra without getting her angry and you'll have all the tools you need to win.  The challenge here isn't so much surviving as it is finding and defeating all of the Seven Serpents, but that gives the book some optional difficulty that takes advantage of the serial nature of the series.  Rating: 6 out of 7.

Aesthetics: John Blanche is once again in good form here, although I feel as though the Baklands don't give him quite the scope to show off that the weirdness of Khare did.  And once again I'm not all that fond of the original cover to this one.  Fenestra is all well and good, but the depiction of the Seven Serpents on the Wizard reprint is much more appropriate even if I'm not keen on the actual rendition.  I rate this category on the Penguin covers though, so it gets marked down a little.  Rating: 4 out of 7.

Mechanics: Steve Jackson keeps things rolling here, using the Fighting Fantasy system to great effect.  There are one or two odd bits where the rules don't quite make sense, but the magic system is still one of the best things that the FF series ever did.  Rating: 6 out of 7.

Innovation & Influence: The spell system remains great, but once again this book isn't really adding anything beyond what was in The Shamutanti Hills.  Rating: 4 out of 7.

NPCs & Monsters: The Seven Serpents is full of memorable encounters, and has some of the best antagonists gamebooks have to offer.  The Serpents admittedly don't have a lot of personality, but they make up for it by giving some of the best boss battles of the series.  Even outside of the Serpents there are plenty of cool encounters, all of which offer something interesting to try.  Rating: 7 out of 7.

Amusement: There's a lot of fun to be had in this book, which leaves the path to victory wide open and has intriguing, entertaining encounters along every single branch.  Rating 6 out of 7.

The above scores total 38, which doubled gives a STAMINA Rating of 76.  I'm not giving it the discretionary Bonus Point, because that would put it equal with Deathtrap Dungeon, and I don't think it quite deserves that.  Even so, it reaches fifth place, a pretty damn good showing.

NEXT: I'll do an Exploring Titan for The Seven Serpents, and then it's on to the wrap-up posts for The Crown of Kings.

Saturday, March 14, 2020

The Sorcery of Sorcery! 3: The Seven Serpents

Normally I'd start this round of wrap-up posts with my Final Thoughts on The Seven Serpents, but due to a combination of coronavirus paranoia and the sniffles, I've spent the week exiled from the house which has been slightly disrupting to my schedule. I live in a bungalow already, so it's not so bad, but it's been a big enough change that I didn't get around to doing a full reading of the book.

For the weekend I'm lounging away in a hotel though, with no responsibilities, so I at least have time to knock out a "Sorcery of Sorcery".  I could get used to this, if I'm being honest...

This is part three of the series covering the use of magic in the Sorcery! epic: where the spell components are found and how often the various spells come in handy.  I've already covered The Shamutanti Hills and Kharé - Cityport of Traps, and today's post will cover The Seven Serpents.

It should be noted that this post may not be as accurate as my previous two in this series, as I've only skimmed the book and not yet done a deep read.  I'll come back and fix any mistakes that I find later.

SPELL COMPONENTS

Below are listed the spell components that can be found within the Baklands between Kharé and the Zanzunu Peaks.

  • Beeswax for the RAZ spell - Traded by Fenestra
  • A Bamboo Flute for the JIG spell - Traded by Fenestra, taken from the Snake-Charmer
  • Goblin Teeth for the GOB spell - Traded by Fenestra
  • Giant Teeth for the YOB spell - Traded by Fenestra
  • A Vial of Glue for the GUM spell - Traded by Fenestra
  • A Medicinal Potion for the DOC spell - Traded by Fenestra
  • Pebbles for the POP spell - 5 found on a path in the Forest of Snatta, traded by Fenestra
  • Nose Plugs for the NIF spell - Traded by Fenestra
  • Sand for the MUD spell - On a path in the Forest of Snatta, on the body of a slain Horseman, traded by Fenestra, taken from some Klattamen
  • A Cloth Skullcap for the TEL spell - Traded by Fenestra
  • A Black Facemask for the GAK spell - Traded by Fenestra
  • A Jewel of Gold for the GOD spell -Traded by Fenestra
  • A Gold-Backed Mirror for the KIN spell - Traded by Fenestra
  • A Potion of Fire Water for the PEP spell -Traded by Fenestra
  • Stone Dust for the ROK spell - In the Baddu-Beetle's hole, on a path in the Forest of Snatta, traded by Fenestra
  • Yellow Powder for the NIP spell - Taken from Renfren the illusionist, traded by Fenestra
  • A Galehorn for the HUF spell - Given to you by Shadrack, bought from the Black Elf caravan, traded by Fenestra
  • A Staff of Oak Sapling for the FIX spell - Traded by Fenestra, given to you by Dintainta
  • A Brass Pendulum for the NAP spell - bought from the Black Elf caravan, traded by Fenestra
  • A Jewel-Studded Medallion for the ZEN spell - Traded by Fenestra
  • A Pearl Ring for the YAZ spell - Bought from the Black Elf caravan, traded by Fenestra
  • A Sun Jewel for the SUN spell - Traded by Fenestra, taken from some Klattamen
  • A Bracelet of Bone for the KID spell - Traded by Fenestra
  • A Green-Haired Wig for the RAP and YAP spells - Taken from a slain Horseman, traded by Fenestra
  • A Ring of Green Metal for the ZIP spell - Traded by Fenestra
  • An Orb of Crystal for the FAR spell - Left behind after the Moon Serpent is slain, bought from the Black Elf caravan, traded by Fenestra
  • Holy Water for the RES spell - Bought or taken from the Snake-Charmer, traded by Fenestra

Wow, I knew that there were a lot of spell components to be found in this book, but I never knew exactly how many. Given that Fenestra will trade you for any spell component you want, the potential is there to be able to cast all 48 spells.  Thirty-six of those were available as of the end of book 2, so there are twelve that have now been added: GOD, PEP, ROK, NIP, HUF, FIX, NAP, ZEN, YAZ, ZIP, FAR and RES.

With enough items to trade it's technically possible to find everything, but Fenestra only accepts two spell components for every one she gives you, so this isn't the best way to do it.  Even taking the right path, there are still a bunch of items that can only be found by trading with her, so it's probably not possible to end this book with a full complement of items.  Although, if you count individual goblin teeth as single items it's definitely doable. I'd say that's valid.

SPELL USES:

As noted above, all 48 spells are available by the end of this book. Below I've grouped these spells by the number of times they are useful during The Seven Serpents.

Spells Used 5 Times:

  • FIX
    • Allows you to escape from the Bear
    • Deducts 1 Skill point from the Flying Fish
    • Forces the Ferryman agree not to charge you any gold
    • Frees you from the Stranglebush
    • Protects you from rocks while fighting the Earth Serpent

Spells Used 4 Times:

  • HUF
    • Defeats the Air Serpent
    • Defeats the Earth Serpent
    • Disperses the whirlwind
    • Adds 2 to your Skill while fighting the Fire Serpent, and protects you from its special attack

Spells Used 3 Times:

  • SUS
    • Warns you that the hieroglyphics in the ruined temple are dangerous
    • Warns you that the Snake Charmer's music is enchanted
    • Warns you the the Deathwraith is an illusion
  • DOC
    • Restores your Stamina to its initial level while fighting the Earth Serpent
    • Restores your Stamina to its initial level before crossing Lake Ilkala, or you can use it to get the Ferryman to agree to a free trip
    • Restores your Stamina to its initial level inside the ruined temple
  • RAZ
    • Increases damage dealt when fighting the Flying Fish
    • Increases damage dealt when fighting the illusory Rock Demon
    • Increases damage dealt when fighting Water Serpent
  • ZAP
    • Kills the Golden Snake
    • Open's Fenestra's door (although you can just walk in without using this spell, so it probably shouldn't count)
    • Frees your leg from the rocks when fighting the Earth Serpent
  • FOF
    • Allows you to flee from the Snattacats
    • Protects you from the Golden Snake
    • Protects you from falling rubble in the ruined temple
  • FAR
    • Allows you to spy on Fenestra from outside her lair
    • Allows you to avoid the Snattacats
    • Gives you some cryptic hints while fighting the Earth Serpent
  • GOD
    • Makes the Klattamen leave you alone (I didn't think you could get the Jewel of Gold at this point, but perhaps I missed one somewhere.)
    • Stops the old Black Elf from leaving you staked out on the plains (ditto).
    • Makes the Ferryman agree to ferry you for free

Spells Used 2 Times:

  • GAK
    • Frightens the Klattaman Champion into fleeing
    • Deducts 2 from the Attack Strength of the three Klattamen
  • HOW
    • Warns you that the Black Elf is leading you into a trap
    • Warns you to steer clear of the whirlwind
  • WOK
    • Reduces the Water Serpent's Attack Strength by 2
    • Protects you from falling rocks while fighting the Earth Serpent
  • DIM
    • Removes one of the Horsemen from the following battle
    • Reduces the Skill of the illusory Deathwraith, and causes it to act confused in battle
    • GOB
      • May free you from the Stranglebush
      • Help you fight the Marsh Goblins
    • GUM
      • Removes one Snattacat from the following battle, if you are Lucky
      • Allows you to avoid the Firefox
    • SAP
      • Reduces the Klattaman Champion's Skill by 3
      • Reduces the Skill of one of the Horsemen to 1
    • HOT
      • Kills the Moon Serpent
      • Kills the Golden Snake
    • KID
      • Distracts the Snake Charmer long enough for you to loot his pit
      • Frightens the Klattamen into giving you their possessions
    • LAW
      • Saves you from fighting the Nighthawks
      • Forces the Bear to leave you alone

    Spells Used 1 Time:

    • KIN
      • Creates a duplicate to fight the illusory Rock Demon
    • NIF
      • Forces the Firefox to flee
    • POP
      • Kills all of the Marsh Goblins
    • DOP
      • Opens Fenestra's door, but this probably shouldn't count because it opens anyway
    • YOB
      • Moves rocks to free your leg while fighting the Earth Serpent
    • TEL
      • Warns you that the old Black Elf is leading you into a trap, but can be swayed with gold
    • MUD
      • Helps you climb out of the pit while fighting the Earth Serpent
    • MAG
      • Dispels the illusory Deathwraith
    • SUN
      • Allows you to escape from the Baddu-Beetle
    • WAL
      • Protects you from the Flying Fish
    • YAP
      • Allows you to communicate with the Golden Snake
    • BIG
      • Doubles your Skill while fighting the Baddu-Beetle
    • RAP
      • Allows you to communicate with the Marsh Goblins
    • NIP
      • Allows you to flee from the Marsh Goblins
    • YAZ
      • Allows you to escape from the Snattacats
    • ROK
      • Removes three Snattacats from the battle that follows if you are Lucky, one if you are not
    • ZEN
      • Allows you to lift the Earth Serpent and destroy it (although I was sure you can't get the item required so early; perhaps I missed it?)
    • FAL
      • This one might help against the Fire Serpent, but it's ambiguous. The spell says you are protected from falling damage, and shortly after you can fall out of a tree. However, the damage sustained is a combination of falling and being burned, and it's not split between the two. The spell should probably do something here, but it's not clear.

    Spells Used 0 Times:

    • DOZ
    • DUM
    • SIX
    • JIG
    • DUD
      • All of the above spells can be cast during the book, but none are successful
    • FOG
      • This spell only works inside, so it fails every time it's used in this book
    • ZED
      • This spell isn't used until the final book

    Once again looking at the six spells that the book says are the most useful, we find that in this book they run the gamut: ZAP and FOF are used three times, HOT and WAL are used twice, and DUM isn't useful at all.  Overall, there's a flattening of the number of times that spells are useful; with a greater variety available, it's inevitable that spell usage gets spread around a bit. The real stars are FIX and HUF, both newly available. This is understandable, as I suspect Steve wanted to play with his new toys.

    Of course, it also should go without saying that these spell uses are of varying worth. Some will be vital to beating the book, and some will be trivial, or perhaps even detrimental in the long run. I've just included those that succeed in the moment.

    Spell Usage Across All Four Books:

    Below I've added the amounts of times that spells are useful in both books 1, 2 and 3. I'll be keeping a tally for the whole series.

    • DOC - 10 times
    • SUS - 10 times
    • HOW - 9 times
    • WOK - 9 times
    • ZAP - 9 times
    • FOF - 8 times
    • RAZ - 8 times
    • GOB - 7 times
    • YOB - 7 times
    • LAW - 7 times
    • DOP - 6 times
    • TEL - 6 times
    • HOT - 6 times
    • GUM - 6 times
    • DIM - 6 times
    • MUD - 5 times
    • BIG - 5 times
    • GAK - 5 times
    • FIX - 5 times
    • SIX - 4 times
    • POP - 4 times
    • JIG - 4 times
    • DUD - 4 times
    • WAL - 4 times
    • SAP - 4 times
    • HUF - 4 times
    • DUM - 3 times
    • FAR - 3 times
    • DOZ - 3 times
    • KID - 3 time
    • MAG - 3 times
    • NIF - 3 times
    • KIN - 3 times
    • GOD - 3 times
    • FAL - 2 time
    • SUN - 2 time
    • RAP - 2 time
    • ROK - 1 times
    • FOG - 1 time
    • NIP - 1 times
    • ZEN - 1 times
    • YAZ - 1 times
    • YAP - 1 times
    • ZIP - 0 times
    • NAP - 0 times
    • RES - 0 times
    • PEP - 0 times
    • ZED - 0 times

    NEXT: I should have my Final Thoughts on The Seven Serpents ready to go.

    Saturday, August 24, 2019

    Sorcery! Attempt 15 and 16 - Books 1-4

    On my last attempt, I made it all the way to book 4, and did quite well I thought. Of the four Throben Doors I had to penetrate to make it to the Archmage, I got through two. That's seems pretty good to me for my first serious foray into Mampang Fortress, especially in a book that's renowned for being pretty tough. I'm feeling confident about this one.

    For attempt 15, I rolled a Skill of 6, a Stamina of 19, and a Luck of 9. I played this ages ago, and I don't know why I never wrote about it. My memories are vague, but looking at my notes I can see that I died in Book 3 to an illusionary Deathwraith. Normally I would have dispelled this thing with a MAG spell, but I only had 2 Stamina left and no recourse but to fight it. Obviously, I lost. Perhaps I was so demoralised by my failure that I couldn't bear to post about it, but it's long ago enough that I don't remember.

    For attempt 16, I rolled a Skill of 8, a Stamina of 20 and a Luck of 8. It doesn't get any more average than that. Stats aren't as important in Sorcery! as they can be in the main series, but I was still a little nervous about this guy.

    I got through the first three books with no problems, and started The Crown of Kings with the following scores: Skill 10; Stamina 20; Luck 9; 0 gold pieces; 5 provisions; a sword, a backpack, a broadsword (+1 attack strength), a bamboo pipe, a silver key numbered 111, an Armband of Swordmastery (+2 AS with swords), a skullcap, a magic chain, a mirror, a green wig, a lucky talisman (no Luck lost when unlucky), a bow and silver arrows, another broadsword (-1 AS, +1 damage), a tinderbox, a serpent ring, a galehorn, a chakram, a crystal orb, a suit of chainmail (+1 Skill, -1 damage on  a roll of 5-6), a hewing axe, a pearl ring (worth 10gp), a brass pendulum, Sham's vial, a serpent staff, some sand, a whistle numbered 199, and a cure disease potion. I had also lost the sight in my right eye while fighting a Baddu-Beetle, which hasn't had any negative effect on me so far. Finally, I defeated all seven serpents during book 3, so I could be confident that I was entering Mampang in secret (I could deduct 40 from the current paragraph whenever someone called me the Analander).

    Climbing up the Zanzunus towards Mampang Fortress, I had the choice of three caves in which to take shelter for the night. One of those had hoof-prints leading inside. Despite the potential danger, I decided to enter that cavern and see who the hoof-prints belonged to.

    Inside, I saw a human-like figure leaning against the cavern wall. It's legs were like those of a goat, and it was unmoving.

    This one's for the furries AND the necrophiliacs.


    I called out to attract its attention, but got no reaction. Warily I reached out to touch it, and to my shock I found that it was dead. I probably should have found another cave to sleep in, but I was already here, and what could possibly go wrong for me if I bedded down next to the fresh corpse of a goat-man? I ate a meal (leaving me with 4) and went to sleep.

    In the morning I left the cave, taking some pebbles and a handful of stone dust with me. There were two paths onward: one via a rope bridge over a gully, and another winding up the mountainside. I chose to go up.

    Further along the path I encountered a pair of goat-women, who got my attention by hurling spears at me. They were obviously of the same race as my sleeping companion from the night before, so I told them about their dead friend. They were grateful, and explained that Sh'himbli had disappeared from the village days before, presumably to die of fever in peace. They offered to take me to their village, and I accepted.

    At the village I was taken to the leader, who I told about Sh'himbli. She nodded gravely, and informed me that Sh'himbli's disease was contagious, and that by sleeping with the corpse the night before I had almost certainly contracted it. Luckily, they had recently learned that Colletus the Holy Man was able to cure the disease, and that by whistling in a certain way at the right place (and by subtracting 30 from that paragraph) I'd be able to call him. I was also offered a selection of items that I could trade for, but I opted not to trade anything. (It looks like, by getting infected with the disease, I missed out on getting the blessed spear. Hopefully it's not too important.)

    Not far out of the village I found an alcove where I stopped to eat (leaving me with 3 provisions). Inside I saw a message written on the wall, telling me that Colletus could be found at the Groaning Bridge.

    Further along the path I saw a narrow crevasse, and a rope that could be used to swing across, but I thought better of it. Continuing along the path, I came to another crevasse blocking my way. There was a bridge spanning the crevasse, but when I stepped upon it, it let out a series of disturbing groans. This was obviously the Groaning Bridge, so I whistled to summon Colletus.

    The blind holy man appeared, and I ask about his powers of healing. He was more than happy to cure me, and did so with a simple palm on my forehead (or at least so he claimed; it's not like I'd had any negative effects, so how would I know if he's legit?). I questioned him further about Mampang, and he revealed that the Groaning Bridge was an illusion, which would have disappeared once I was halfway across. He summoned the real bridge, and I was soon on my way. Before I left, he gave me three items to help me: a skullcap, some holy water, and a medicinal potion. He also gave me a blessing of good luck (that increased my initial Luck score to 10).

    I crossed the real bridge and entered a pass leading to Mampang Fortress. The sight was imposing (lowering my Skill by 1 until I was inside). I crept cautiously, looking out for guards, and was able to sneak past a pair that were asleep (with a successful Luck test that reduced me score to 9).

    I found a sheltered spot to sleep in, but during the night I was contacted by my goddess, Libra. She informed me that the netherworld deities that ruled Mampang were strong, and that she could not aid me once I was inside. She also told me of another follower of hers, who had escaped from the fortress via a secret door. She told me the password, and I took note of it before going back to sleep. (When I wanted to use the password, I could subtract 92 from the passage I was on.)

    (At this point, Libra also told me about the effects of the trembling disease. Apparently, I wouldn't be able to regain any Stamina, and when choosing spells I'd have to roll a die, and only have the option of casting the spell that was randomly selected. Nothing's said here about being cured by Colletus, so I could interpret this as meaning that the old charlatan hoodwinked me. He's on the level about everything else, though, so I'm choosing to believe that I've already been cured.)

    In the pre-dawn gloom I approached the fortress and made my way to the front gate. I gave it a knock, then climbed to a perch above. A guard came out to investigate, but didn't spot me hiding. I decided to wait, and a second guard appeared. Still I waited, until a third and a fourth guard appeared. Then I dropped to the ground, and slipped inside the gate while they were preoccupied.

    Ahead of me were two double doors, and there were also doors leading left and right. I took the left-hand door, opening it as silently as possible (with a Luck test that reduced my score to 8). It opened into a short passage, with a door at the end and another to the right. I opened the door to the right, despite the horrid smell coming forth.

    That Gandalf rune cracks me up.
    What was he even doing here? Nobody in
    Lord of the Rings poops.


    It was a latrine, and I had to resist the urge to vomit (reducing my Stamina to 19). I decided to search the room anyway, and although I was able to once more resist vomiting (with a Luck test that reduced my score to 7), the flies buzzing around had given me an unpleasant illness. (I immediately lost another point of Stamina, reducing me to 18. I also lost 1 Skill point for battles only. The disease would progress further by the time I first encountered the Archmage, and would seemingly be fatal. It was all pretty moot, because I cured it immediately with a cure disease potion that I had found during book 3.)

    Ignoring the door at the end of the passage, I went back to the entrance and chose the left door. I could hear gruff voices beyond, so I kicked the door down to murder whoever lay beyond. It was another pair of Guards (Skill 8, Stamina 6 and Skill 7, Stamina 7). I was able to kill them with the element of surprise, but not before one of them was able to wound me twice (reducing my Stamina to 14). In a drawer I found some keys, which I used to unlock the double doors and progress further into the fortress.

    I was in a courtyard, milling with inhabitants of the fortress. I tried to cross as inconspicuously as possible, but a group noticed me and headed in my direction. Trying to avoid them I veered to the left, heading towards a pillory.

    Stock image.


    A pitiful man was held captive in the pillory, He asked for some food, and I gave him one of my provisions (leaving me with 2). I stopped to chat, and he revealed that he had been placed in the stocks because of his wagging tongue. He then asked if I was another of the Archmage's warmongers, before stopping himself, afraid that he might have gone too far. I threatened him unless he told me more, but he refused to get himself into more trouble. Figuring that I didn't want to be caught freeing prisoners, I left him to his fate.

    There were some guards ahead, but I instead turned aside to investigate a ragged shape on the ground. It was a toothless old woman, who held out a hand and begged me for a copper piece.

    That's some very chill, casual begging.


    I wanted to give her a gold piece, but I didn't have any. Instead, I reluctantly parted with my pearl ring, which was worth 10 gold pieces. She gave me words of thanks, then went to shuffle off, muttering something about her friends from Schinn. I questioned her about them, but she was reluctant to reveal anything until she had touched my face to discern whether I was trustworthy. I let her do so, and she told me that the Samaritans of Schinn were a faction among the Archmage's Birdman allies that were plotting his overthrow. I was told that I could identify the Schinns by asking about their parents; loyalists would only talk of their fathers, while the Schinns would honour their mothers. (My Luck was restored to 9 by learning this information.) I asked her how to get through the doors ahead, and she told me a little about the Throben Doors, but nothing of use. I bid her farewell.

    To my left were some guards, and to my right another group who looked vaguely familiar. I ignored them both and went straight ahead, where I saw some double doors. There was also a door in the corner of the wall, and I investigated this. Inside, a short stocky man asked if I was here to torment the Mucalytics. There were two doors onwards, and the left led to the Mucalytics, so I chose that one.

    Inside was a room covered in filth. A strange, elephantine creature was slumped in the corner. I decided to ignore it and leave through another door, but it got to its feet and swiped at me with a blubbery arm. I slowed it down with a DOZ spell (reducing my Stamina to 12), but I still had to fight the Mucalytic (Skill 4, Stamina 9). I made short work of it with my broadsword, and searched through the filth. I found a rusty sword, which I left behind, a bracelet made of bones, two goblin teeth and 5 gold pieces.

    Going through the door opposite, I entered a passage with a small chamber off to the side. Seeing a raised portcullis over the entrance, I decided not to enter, and continued up the passage. Passing through another door, I entered a plush chamber. A man in a turban with a pet jaguar under his table greeted me. He said that I had to give him a gold piece to enter. Instead I asked him his name, and learned that he was Valignya, First Assistant to the Lord Treasurer of Mampang.

    I had been warned about Valignya by one of the seven serpents, so I continued to refuse to give him any gold. Instead, I gave him my serpent ring, which I no longer had a use for. In return he gave me the password for the next Throben Door: "alaralatanalara". I thanked him and left, swiping a pouch containing 10 gold pieces on my way out (raising my total to 15, and restoring my Luck to 10).

    I was able to return to the courtyard and the double doors without incident, where I used the password to get through. (I would have been accosted by guards here, but because I'd slain all seven serpents I was able to avoid this encounter.)

    Beyond there were two doors leading into the inner keep. The main entrance looked to be guarded by Birdmen, two of which nipped inside while I was watching. The other appeared to be unguarded, but I decided that I wanted to contact the Samaritans of Schinn, so I headed for the main gate.

    The door was unlocked, so I slipped inside. I was in a wide hallway, and I could hear Birdman voices approaching. Without much time to think, I had a choice of doors to the left and right. I nipped through the right door. The room was uninhabited, but the Birdmen outside had heard me, and a trio of them entered. I asked them about their mothers, but this only angered them further, as they told me that they had been taught to hunt and kill by their fathers. These were obviously not Samaritans, so I drew my sword and attacked the three Birdmen (Skill 8, Stamina 10; Skill 9, Stamina 8; and Skill 8, Stamina 9). Luckily they could only attack me one at a time, and they only managed to wound me once before I killed them all (reducing my Stamina to 10).

    Looting their corpses, I found 6 gold pieces, (raising my total to 21), some worms, and enough bread for two meals. I ate some of the bread right away (restoring my Stamina to 12, and leaving me with 3 provisions).

    Leaving quickly, I came to a T-junction. One of the passages ended in a metal door, with a noose hanging over it. This path looked more interesting than the other, so I tried to metal door. It was locked, so I tried the silver key that I had found all the way back in the Shamutanti Hills. To my surprise, it fit, and I was able to enter, avoiding a spiked mace that had been set up as a trap (weirdly, there were no rolls to avoid this, it just happened automatically).  The room beyond was a torture chamber. The torturer was an Ogre, with an eyepatch and a whip.

    Naggamanteh does not care for leg day.


    He didn't recognise me (because I'd killed all of the seven serpents), so he made me an offer: he would give me what help I asked for, then he would ask me a question. If I couldn't answer, I would be his "amusement" for the rest of the day.

    I agreed to his offer. Earlier, one of the seven serpents had given me a clue: "pay your respects to Naggamanteh the torture-master". With this in mind, I complimented him on his torture chamber before asking what he knew of the Throben Doors. Naggamanteh was quite touched by my compliment, and told me that the next Throben Door would be open, but when I entered I would be seemingly plunged into a pit of hell-fire. This would be an illusion, and I would be best to ignore it. (I was told to turn to paragraph 399 when stepping through the door, rather than the paragraph indicated.) Naggamanteh had forgotten about his own question, so I slipped away while he was distracted.

    I left through a door to the left, and soon came to a small courtyard. There was a passage onward, with a door to the left, and another to the right. The right door had a sign that said "Nylock - Merchant", so I walked up to investigate. The room was lined with shelves filled with objects, and Nylock eyed me suspiciously from behind his table.

    Check out the pictures of Ian and Steve.


    I bought the following from Nylock: a rusty cutlass, two candles, a nest containing a golden egg, and a pouch containing four ancient silver pieces. These cost me 11 gold pieces (leaving me with 10). The cutlass was not enchanted, and would reduce my Skill by 1 if I used it in battle. The candles were normal, one made of wax and the other made of blood from a Firefox. The egg was a mystery. The coins were cursed; a short time after placing them in my pack, they burned a hole in the bottom and fell out. This also caused me to lose my silver key. (I was told to cross off the third item on my equipment list.)

    I followed the passage around through a door. Ahead of me were two double doors, probably the next of the Throben Doors for me to confront. Off to the side was another door, but I decided to ignore this and make my way through the double doors. As soon as I stepped through I was confronted by a fiery inferno, but armed with knowledge I had gleaned from Naggamanteh I was able to step through safely.

    The next chamber had a sign that said "Chamber of Night". I opened the door and stepped through into a pitch-black room. One of the Seven Serpents had warned me about this room, and that I should not light the blood candle. Instead I lit the regular candle, revealing that there were many spikes protruding through the wooden floorboards. I slowly and carefully picked my way across the room, and was able to get through without injury.

    No sooner had I left the room than a pair of guards seized me by the wrists. They bundled me into another room, where I met Cartoum, Captain of the Guards. I decided to hear what he had to say.

    There's meant to be a clue in this picture,
    but I don't see it. It's probably the portrait
    on the wall?


    I was not recognised (again, because I'd killed all of the serpents), and the captain asked what my business was in the fortress. I decided to bluff, telling him that I had a message for the Archmage. He believed me (which required a successful Skill test), and offered to escort me to the Archmage personally. Along the way another guard appeared to tell him that some mutants had gotten out of hand. The captain had to rush off, but before he did he gave me a key (numbered 17) that he said would open the next Throben Door.

    I continued on, and the next chamber I entered was large, with an enormous carving of a ram in the centre.

    BAA RAM EWE


    As I stepped carefully across the room, the stone ram came to life, to absolutely nobody's surprise. It charged at me, but I was able to avoid it (with a Luck test the reduced my score to 9). It smashed into the wall behind, giving me a few moments to think. I remembered the Sham, who I had encountered in the Baklands, and the vial she had given me to counter the "Sleepless Ram". I still had the vial, so I threw it at the ram. The liquid inside gave off an acidic smell, and caused the stone ram to steam. It toppled over, and I raced for the far doors. Before the ram could recover, I opened the doors with the key the captain had given me, and escaped.

    I was at the foot of a spiral staircase, and I climbed up, anticipating my imminent meeting with the Archmage. I stepped through the door at the top, expecting an elegant study, but what I found was quite different.

    Maybe the most legitimately frightening thing
    I've ever encountered in a gamebook.


    Instead, I was in a squalid cell. I was confronted by a man in long undergarments, wielding a brass pot. He was obviously reluctant to attack me, so I spoke to him to calm him down. He introduced himself as Farren Whyde, a renowned inventor of weapons from Ruddlestone. The Archmage had kidnapped him for his knowledge, and imprisoned him in the tower. I asked him where I might find the Archmage, and his reply filled me with dismay. Apparently the Archmage rarely visited Mampang, and had a secret fortress elsewhere in the Zanzunus. Farren Whyde shouted some magic words out of his window, revealing the fortress to me. I asked how I might get there quickly, and he told me of a secret passage that could be opened with a password. Unfortunately, Farren Whyde did not know the password.

    I took my leave of him and investigated the wall where the secret passage was said to be. Remembering the password I had been told of by Libra, I tried it. It worked, and the door opened into a dark tunnel that zig-zagged down to a door that led outside. Ready to confront the Archmage, I raced over to the second tower and bashed it down with my shoulder (and a successful Skill test).

    Inside was a simple, bare room, with two doors leading on. I took the right door, and entered another room with a staircase at the far end. I started to ascend the staircase, but was startled by a sudden rumbling: the floor beneath me was rising! There was no escape as floor slowly raised, threatening to crush me against the ceiling. I tried to wedge it with my rusty cutlass, but it snapped. I tried searching in the straw for anything that could help, but found nothing. All I could do was wait for death.  My adventure was over.

    THE POST-GAME

    Well, that was disappointing, to come so far and fail at the final hurdle. I'm not sure how I could have avoided it, unless I was supposed to take a different path. There were no other options offered. Maybe there's an item I missed that might have given me a secret way out?

    Hang on.

    Wait.

    I'm not dead?

    No, this was not a deathtrap, but rather the Archmage's Floortrap Chamber, which he used to frighten potential enemies into surrender. A crack opened in the ceiling, and I found myself in a chamber lined with star-charts and a telescope. A scrawny fellow stood across from me, perhaps the Archmage himself. He knew who I was (even though I had killed the serpents), and he offered to give me the Crown of Kings, saying that he would be glad to be rid of it. I was suspicious, so I cast a MAG spell (reducing my Stamina to 10), and he was shocked to find that I was a magician. He tried to capture me with an animated rope, but my anti-magic spell protected me. Instead, the Archmage summoned some guards to take me away.

    I was in a cell at the top of the tower. A squeaky voice greeted me, and to my horror I was face-to-face with Jann, the Minimite who had accompanied me in the Shamutanti Hills. With him around, I would be unable to use my magic to escape. Apparently Jann had followed me all the way on my journey, but had been captured by Red-Eyes and had his wings cut off. He also explained that I was in a prison tower, and I had been tricked into thinking that the Archmage lived here.  I told Jann about Farren Whyde, and he informed me that Whyde was actually the Archmage in disguise. (I was told that should I encounter him again, I could deduct 111 from the paragraph to expose him.)

    I asked Jann for his opinion about how we should try to escape. He said that maybe I could ambush the guard when he brought me some food, or wait until the Archmage called for me. There was also the possibility of using magic, but only the very strongest of spells would work in Jann's presence. We went through my spells, and as I had "strength to waste" (my Stamina was greater than 8), Jann was happy to hear me out. He was shocked to learn that I knew the ZED spell, even though I had no idea what this spell was for. He explained that the purpose of the spell was to travel through space and time. With proper concentration, I would be able to arrive at the desired time and place. (I was told that I could turn to paragraph 631 after casting the spell.)

    I prepared to cast the spell, ignoring my weaker options and going for the ZED spell. The strain was enormous (reducing my Stamina to 3), and Jann was killed by the power of the magic. (Good riddance.) I could feel myself hurtling backwards in time, so I mustered all of my concentration. Past adventures flashed before my eyes, but with the knowledge given to me by Jann I was able to fix the destination in my mind rather than stopping at random.

    I was back at the bottom of the staircase leading up to Farren Whyde's chamber. I climbed up, but this time when he confronted me I exposed him as the Archmage. Whyde's expression changed, and he offered me his admiration. He stepped across to a drawer, and pulled out the Crown of Kings. While I was distracted by the crown, he stepped out of my sight. By the time I turned around, the form of Farren Whyde was lying on the ground, and a horrible demon stood before me.

    I'm so tired. Why did I commit myself to
    putting captions on every image in this
    stupidly long post?


    With precious little strength left (my Stamina score was 3), I couldn't risk a spell, so I stepped forward with my sword at the ready. The Netherworld Demon was still transforming, and was still weak (Skill 7, Stamina 7). Even so, it managed to hit me once; luckily my chainmail armour softened the blow (leaving me with 2 Stamina points). I killed the demon quickly, and took the Crown of Kings. I had almost reached my goal.

    The only thing left was for me to escape the fortress and return to Analand. I didn't fancy my chances of making my way back through Mampang, but I didn't have anything useful in my backpack. I considered the spells I had at my disposal. ROK would turn someone to stone, which didn't seem all that useful. NAP would put someone to sleep, which again seemed useless. LAW, to command someone? SIX, to create duplicates of myself? Neither seemed applicable, and LAW would definitely kill me in my weakened state. The only spell left was RES.  I cast it (surprisingly with no reduction in Stamina).

    I sprinkled some holy water on Farren Whyde's body while casting the spell. He woke up, and I explained the situation. Whyde (the actual person, not the Archmage), offered to get the Samaritans to help me. Pulling forth a crystal ball, he summoned an image of Peewit Croo, birdman leader of the Samaritans. He then gave me a silver whistle, and said that I could use it to summon the birdman.

    I blew the whistle, and Croo appeared. He gripped me in his claws, and we flew away from Mampang. The fortress was powerless now without the Crown of Kings, and I had succeeded in my mission. And best of all, Jann the Minimite was dead forever.

    THE ACTUAL POST-GAME

    What a relief. Especially so, given how dangerously low my Stamina was. I had a little bit of confusion at the end; when looking for items I could use to escape the fortress, I was asked if I had a silver whistle or holy water from the Tinpang River. I had a whistle, and I had holy water, but I suspect that these weren't the items I was being asked for. Also, I should have lost a Stamina point while casting RES; at least that's what it says in the spell book. I'm a little annoyed by it, to be honest, because I'd really like to have finished with only 1 Stamina point.

    Regardless, finishing at all feels pretty great, especially having done so by treating Sorcery! as one huge gamebook. It feels like an achievement, albeit a fairly pointless one. Ah well, pointless achievements are about all I have in me these days.

    NEXT: With one daunting task behind me, I have another one ahead of me. First, I need to give my Final Thoughts on each of the four books in the series, and to prep for that I have to thoroughly read through every path in each book. Then, I have four Exploring Titan posts lined up to cover the series. So for the next eight weeks, at least, the blog will still be stuck in Sorcery! mode. After that, it's back to the main series for Freeway Fighter.


    Saturday, July 27, 2019

    Sorcery! Attempt 14 - Books 1-4

    My regular readers will be aware that I've been having all sorts of trouble reaching book 4 of the Sorcery! epic.  Despite these failures, I don't feel like that time has been wasted. I'm now very familiar with Books 1-3, and am pretty sure that I've found the optimum path through all of them. Now, dice willing, I shouldn't have too much hassle getting to The Crown of Kings, and taking a real crack at finishing this series up once and for all.

    For my 14th attempt, I rolled Skill 10, Stamina 18 and Luck 10. The dice gods were starting out by showing some kindness.

    I know I'd said that I thought I'd found the optimum path, but sometimes it's hard not to go exploring. I realised that I'd never been into the dark passageway behind the blind goblin in the Schanker Mines, so I decided to risk it and take a look; if I failed, at least it I wouldn't have lost much time. The tunnel collapsed as I entered, and I decided to throw myself forward rather than retreat. Groping in the dark, I found a pair of Borrinskin Boots, which I know will get some sort of reaction out of the snake charmer in Book 3. The tunnel soon emerged into daylight, and I was able to resume my quest and finish book 1 with no trouble. (In the end, I didn't follow the path to the snake charmer, and I traded the boots in somewhere along the way. I'm not sure you can visit him and defeat all of the Archmage's serpents.)

    Book 2 was similarly easy, although I did have a ridiculous battle at the end that featured myself, two harpies, two summoned goblins, and a blind beggar. It resulted in an excessive amount of dice rolling, so I won't be casting GOB during that battle again any time soon.

    In Book 3 I followed the same path as my last attempt, except this time I turned right instead of left after fighting the Fire Serpent in the Forest of Snatta. I found Fenestra, so I was able to summon the ferryman and make it across Lake Ilklala to the end of the book. Along the way I killed all seven of the Archmage's serpents, which grants loads of benefits: not just the seven clues from the serpent ring, but a +2 bonus to initial Skill, a +1 bonus to initial Luck, and the option to start Book 4 at reference 237 instead of reference 1.

    As I started Book 4, I had a Skill of 12, a Stamina of 18, and a Luck of 12. I had no gold, 1 provision, and I was carrying the following: a backpack, a bamboo pipe, a broadsword (+1 attack strength), a silver key with the number 111, an Armband of Swordmastery (+2 attack strength with swords), a green wig, a mirror, a lucky talisman, 4 goblin teeth, a giant's tooth, a bow and silver arrows, some snake-bite antidote, a tinderbox, another broadsword (-1 attack strength, but +1 damage), a galehorn, a chakram, a crystal orb, a brass pendulum, a hewing axe, a suit of chainmail (+1 Skill, -1 damage on a roll of 5-6), and Sham's Vial. Using my best items, I could have an effective Skill of 16.  Using my second broadsword, I would have an effective Skill of 14, but deal 3 point of damage per blow. The foes in Sorcery! rarely have a high skill, so I was using this one more often than not.

    The seven clues I had garnered from the serpents were as follows:

    1. Four guards protect the entrance to the Fortress of Mampang.
    2. Offer no gold to Valignya if you value your life.
    3. Eat not from the larder of Throg if your journey should cause you to meet her.
    4. Beware the breath of the Mucalytics.
    5. In the dark chamber of night, do not light your way with the blood candle.
    6. Pay respect to Naggamanteh the torture master should you meet him.
    7. The Archmage is not as he seems. He may be disguised in Mampang.

    Before starting out, I had a look at reference 237. As I had defeated all of the serpents, the Archmage had no idea I was coming. If at any point during The Crown of Kings someone referred to me as "Analander", I could subtract 40 from the reference and turn there instead. Hopefully the element of surprise will help me win through.

    My quest resumed at the base of the Zanzunu Peaks; I climbed up through the foothills until evening. I had the option of three caves to take shelter in: one was small, one had hoof-prints outside, and the other had no markings to distinguish it. I chose the latter of these, feeling my way into the darkness. It seemed to be uninhabited, but there were still some dark recesses at the back that I hadn't checked. Not wanting to take any risks, I double-checked the shadows. My foot kicked something soft, and a large animal reared up and knocked me sprawling (reducing my Stamina to 16). It was a Skunkbear (Skill 7, Stamina 6), and I decided to draw my sword and take some revenge on the vile thing.

    SKUNKBEAR!!!!

    Before the battle, I cast a DOZ spell (reducing its Skill to 4, and my Stamina to 14) . I killed the Skunkbear in just two quick blows, but not before it could spray the cave with its foul stench. (This happens after two rounds of combat. The thing is, I killed it in the second round, so it shouldn't have been able to spray its stench at all. Had it still been alive my Skill would have been reduced by 2 for the rest of the battle.) I left the cave, returning to sleep only when the smell had dissipated. I was refreshed by my sleep, but quite hungry as I had not eaten at all the day before (reducing my Stamina to 13).

    Further up the mountains, the trail split in two. The left path led to a bridge (where you may recall I died in Attempt 10 while investigating a nest), but I ignored it and went right. As I climbed, a spear whizzed past my head and shattered on the rocks. I took cover, but before I did I caught a glimpse of my attackers and their disturbing boobs.

    One for the furries

    They were she-satyrs, which explained the hoof-prints I had seen on the path earlier. (Apparently I could have met one earlier in the book. I suspect it's in one of the caves.)  I cast a SUS spell (reducing my Stamina to 11), but there was no trap to warn me about aside from the obvious. They told me to step forward, calling me a "weak-bowelled cur", and explain my business.  Being rather proud of my bowel-strength, I fired back with some equally choice insults. This amused their leader, and they decided that I should accompany them back to their village. I agreed to go with them.

    At the village I was taken to see Sh'houri, their leader. Rather than wait to see what she would do with me, I started regaling her with tales of my great exploits. Other she-satyrs gathered, enraptured by my tale, but saddened by the death of the boatman of Ilklala (did I leave out the part where I totally murdered him?). Once my tale was finished, Sh'houri told me what she knew of Mampang. Four "Throben Doors" blocked passage to the inner keep, each one deadly to those who didn't know how to open it. She also gave me a hardwood spear, saying that I should find Colletus the Holy Man and get him to bless it. (When I found the place I thought Colletus to be, I was instructed to subtract 30 from that paragraph to summon him.) Finally, I was shown a collection of artefacts that would help me with my spells, and told me that I could take any so long as I left behind an item from my own pack. I didn't want to get rid of anything, so I didn't take any of Sh'houri's items.

    I continued on, getting closer to Mampang, and came to an alcove where I stopped to eat. Written on the wall of the alcove was a message from Colletus, warning travellers to turn back from Mampang. It said I could meet him at the Groaning Bridge. I finished my meal (restoring my Stamina to 13) and marched on.

    Soon the path split in two. One path continued on, and the other stopped at a crevasse. There was a rope for travellers to swing across, but I thought better of it took the path. It curved around, and the crevasse was blocking my way to Mampang, but I soon came to a bridge. As soon as I stepped on it, the boards gave a low moan. Every step produced a moan, and although the bridge was sturdy enough I was loathe to cross it. Besides, this was obviously the place where I might find Colletus, so I called out to summon him (subtracting 30 from the current paragraph).

    Colletus appeared, and with his eyes painted black it was obvious that he was blind. I asked for his services as a holy man, deciding to steer clear of the subject of Mampang for now. He blessed my spear when I asked, and I then told him about my quest. He explained that the destruction of Mampang had once been his own mission in life, but the cursed gods of the fortress had struck him blind. He also explained the the Groaning Bridge was an illusion, and that halfway across I would have been dropped into the crevasse. The true bridge was invisible, and he summoned it with a wave of the hand. Finally, he gifted me with a medicinal potion and a vial of holy water, before wishing me "the luck of Cheelah". (This raised my initial Luck to 13. At this point, I had probably the strongest character I'd ever played in any Fighting Fantasy, with the possible exception of the Silver Crusader.)

    I crossed the real bridge, and followed the path around into the mountain pass leading to Mampang. The sight of the fortress was unnerving (resulting in the temporary loss of 1 Skill point). I crept forward cautiously, looking for guards. I passed a guard post where two drunken sentries were asleep, and I was able to slip quietly past them (with a successful Luck test that reduced my score to 12.)

    They love a horned skull in Mampang.

    Further on I found a place to hide and rest before my ordeal in Mampang. As I slept, I was contacted in a dream by my goddess Libra. She said that she was proud of my progress, and informed me that I would not be able to call on her help with the fortress. She also told me of a secret door that one of her followers had once used to escape Mampang, and gave me the password. (When I wanted to try this password, I could subtract 92 from the current paragraph.)

    I woke up hungry (reducing my Stamina to 12). Reasoning that I should use my prayer to Libra now while I still could, I had her restore me to full strength.

    In the darkness before sunrise I crept up to the main gate. I didn't think a spell would be helpful so I knocked on the gate, then hid on the ledge above. A guard came out to investigate, and I decided to nip inside while he was distracted.

    Do I have a torso? Or are my eyes in my groin?

    Unfortunately there was another guard there, and I soon found myself surrounded. I took one of them out with a DIM spell (reducing my Stamina to 16), which caused him to rave like a beast, but I still had to fight the remaining three.

    Even with superior numbers the guards were no match for me, and I killed all three without them wounding me at all. Only the fourth one caused me any trouble, striking me from behind in his beast-like frenzy (and reducing my Stamina to 14).

    Nipping inside, I saw doors to the left and right, and some double doors ahead. The latter of these was probably the first of the Throben Doors I'd been warned of, so I went left instead. The door wasn't locked but its hinges were squeaky. I tried my best to open it quietly, and luckily the noise did not alert anyone (this required a Luck test that reduced my score to 12). Beyond was a short passage, with a door at the end and a door on the right. I investigated the door ahead.

    I could hear voices from inside, and stopped to listen, but before I could react the door opened and I was dragged inside by a trio of Black Elves. They insulted me and the paleness of my skin, and I decided to laugh and play along by quipping that at least it meant I would not lose myself in the dark. They found this amusing, and I pushed ahead with another racist joke. Luckily, I was able to calm them down (with a Luck test that reduced my score to 11).

    Just a couple of friendly racists.

    I asked them how to get further into the fortress. They explained that I'd need a key to get through the Throben Door, saying that I might try being charming to the guards across the way. I went back to the double doors, and this time took the door on the right.

    There were voices behind this door as well, and listening I overheard a conversation about Birdmen, and a group known as the Samaritans of Schinn. One of the guards got up to check on the front gate guards, so I hid behind the door as it opened. It was a poor hiding place, and I was soon spotted by the guard (Skill 8, Stamina 6). He managed to wound me (reducing my Stamina to 12) before I could kill him. A second guard stepped out behind him (Skill 7, Stamina 7) but I made short work of him.

    Inside a drawer in the guard room I found a key, and I was able to use it to unlock the double doors. I had passed through the first of the Throben Doors!

    Beyond was a courtyard, with inhabitants of the fortress milling about in small groups. I tried to cross without being noticed, but one group pointed me out and headed in my direction. Changing course, I moved around closer to another group, hoping to avoid them. The second group had a familiar look about them, and as I drew closer I saw that they were Red-Eyes, a people that I had encountered in Khare.

    Are these three all wearing one cloak?

    They beckoned me over, and I approached and told them I was from Khare. They were delighted that I hailed from their home, and asked me if I remembered the name of the high priest of Slangg. I was aware that I was being tested, so I replied truthfully that I had no idea. This was apparently the right thing to say, as they let me go peacefully on my way.

    Moving on I saw a bundle of rags, but I also saw a group that looked familiar to me. My curiosity was piqued, so I went over the the group. They were Sightmasters, an order that used their special eyesight in service of Analand. I approached them quickly, wondering what purpose they had in Mampang.

    Why did I ever trust these creepy motherfuckers?

    They had recognised me as an outsider, and offered to give me advice for 3 gold pieces. I had no gold, so I had to refuse them. The Sightmasters were incensed, and drew their swords. Acting on a strange impulse, I pulled out my blessed spear. With ease I stabbed one through the eye, the other through the chest, and the other in the back as he was fleeing. (This isn't me embellishing things, it's just a rad moment straight from the text.) Nobody paid any attention to the battle I looted the corpses of the Sightmasters, finding 20 gold pieces, some sand, a vial of glue, a ring of green metal, and three provisions.

    I came to two large wooden doors, which I suspected were the second Throben doors. In front of them was a metal pole, carved with faces and symbols, with axes and swords melded into the base. I decided to ignore this for now, and turn back to the doors. As I watched, a bulky creature approached the door and put his mouth close to the handle. They opened and he went through. I was still wary of the doors, so I decided to take a look at where the creature had come from.

    In the right-hand corner of the courtyard I found a door, and went inside. I was greeted by a short stocky man, who asked if I was there to torment the Mucalytics. When I said that I wasn't, he exclaimed that surely I wasn't there to meet the spiny ones. There were two doors onwards, and I chose the one on the left, where the man had gestured when talking about the Mucalytics.

    Beyond was a disgusting room covered in debris and thick slime. Slumped in a corner was a bulky creature with a trunk-like snout: a Mucalytic!

    I'm not even touching this one.

    It looked like it was trying to listen to me, so I stopped to talk to it. No matter how loudly I shouted, it seemed the creature couldn't hear me. It's own reply was little more than a croak. Remembering the serpent's warning about it's breath, I decided not to let it whisper in my ear, but when I tried to exit the room it attacked me. The Mucalytic (Skill 8, Stamina 9) was strong, but I was able to kill it without being harmed.  In the muck I found a rusty sword (which I didn't bother to take), a bracelet of bones, and 5 gold pieces.

    There were two doors leading on, and I chose the one opposite where I had entered from. Inside I saw an alcove where I could rest and eat, but I decided to ignore it and enter another door with a sign: "Enter Only Those Who Will Pay the Price". Inside I saw a large man wearing a turban, with a jaguar lounging under his table.

    Someone needs to cosplay this guy at FF Fest.

    The man told me that I could not enter without paying him a gold piece. I countered by saying that he looked like he could use a bodyguard, and that I was offering my services. He decided to test me by making me fight his Jaguar (Skill 8, Stamina 7). I wounded the beast and allowed it to retreat. The man was impressed, but he still would not let me enter without payment. I learned that his name was Valignya, and my caution had paid off: I had been warned about giving gold to this man by the serpents. I continued to refuse payment, but he insisted that I give him something valuable from my pack. I gave him the Serpent Ring, and he informed me that I would need a password to get through the Throben Door: alaralatanalara. On the way out I snatched a pouch with 10 gold pieces from his desk (and restored my Luck to 13).

    Heading back to the courtyard (and avoiding an encounter due to having arrived at Mampang in secrecy), I walked up to the Throben Door and said the password. It opened and I was able to pass through. (At this point I restored the Skill point I had lost due to fear at seeing the fortress. I'm not sure that there's a specific place that tells you to restore it, but I don't think there is. I figure that this counts as being inside.)

    The path branched in two beyond the doors. One led to the keep's main gate, which looked to be guarded by Birdmen. The other led to a smaller door, with steam and voices coming from within. I entered the smaller door, into a kitchen.

    She probably pays better than George Calombaris.

    I tried to sneak through, but the kitchen mistress spotted me. Mistaking me for one of the Archmage's officers, she introduced herself as Throg and insisted that I have something to eat. I was led down into her larder, but once again I had been warned against this by the serpents. I refused to eat her food, until she became murderously angry. She attacked me (Skill 7, Stamina 7), but fled after I had wounded her a couple of times.

    I left the kitchen through another exit. I could hear guards ahead, so I hid in an alcove where I accidentally opened a secret passage. The passage led beneath the ground level, eventually coming back up and ending in a door, which I opened. I was in a yard, beneath a cloister. Edging around I came to a short passage, where there were three doors. The one on the left had a sign that said "NYLOCK - Merchant - Open". I decided to ignore this door, and chose to go through the unmarked door on the right.

    The passage beyond was dark, but I was forced to enter by the sound of approaching guards. Eventually it ended at another door, which I opened. Inside was a dirty living quarters.

    I've lived in worse.

    I decided to check the walls for secret passages. While I was searching a heavy portcullis dropped, barring my exit. I had wandered into a cell, and now I was captive. My adventure was over.

    THE POST-GAME

    Aaaaahhhhhhhh! Done in by the absolute worst trick in the Steve Jackson playbook. Ian likes to get you for not having the correct items, but Steve likes to throw in a path somewhere that leads to inescapable death. For the most part he's a great designer, and his books are fair, but these moments are the biggest black mark on his record. It sucks to lose this way, and I've never been more tempted during the course of this blog to flip back and keep going from an earlier point. (And yes, I tried Libra's password here. No luck.) Still, I feel like I made some pretty good progress for my first proper venture into Mampang. If there aren't any more stupid moments like this one, I should be able to make it even further next time.