Review: Fighting Fantasy Book 11: Talisman of Death

Review: Fighting Fantasy Book 11: Talisman of Death

Talisman of Death is a book I’ve got no real nostalgic connection to. Despite it being one of the older Fighting Fantasy gamebooks, I’ve only read it once and never owned it until recently. I assume this is because there weren’t many copies of it in the local library system when I was a child. That makes it the first book in the series where I’ll be more or less going into the adventure blind, rather than with memories of previous play-through welling up in my mind.

It’s a co-authored book, by Jamie Thomson and Mark Smith, who also co-authored Sword of the Samurai, and is set not on the usual world of Titan, but on Orb, which never features in Fighting Fantasy again. Orb is, however, the setting for Thomson and Smith’s Way of the Tiger series of gamebooks. They also collaborated on the Falcon and Duel Master series of gamebooks. Thomson also went on to co-author the 43rd Fighting Fantasy book, Keep of the Lich Lord, with Dave Morris, before the two of them went off to write the Fabled Lands series (into which Keep of the Lich Lord was later adapted, presumably because the rights reverted to the authors when the book went out of print for more than a few years).

Mechanically, Talisman of Death is classic Fighting Fantasy: Skill, Stamina, Luck, 10 meals’ worth of provisions, a potion, plus a sword and a backpack. No leather armour though, not that it makes any difference to the rules.

One notable innovation (the lack of which I’ve complained about in several previous reviews) is the incorporation of how to fight more than one opponent into the core rules section. I’m surprised it took eleven books and two years to realise that was a sensible thing to do.

I roll up my stats, and get Skill 10, Stamina 21, Luck 8, and pick a Potion of Luck to bolster that weaker stat. Not a bad stat line overall, and I didn’t even have to modify the Skill roll in the way I suggested in my previous review of Caverns of the Snow Witch.

My memories of this book are so hazy that I know almost nothing about the plot, other than the blurb on the back of the book: The Evil One’s minions are seeking the titular Talisman of Death, and I’m the only one who can stop them. I also recall that I’m some random Earthling plucked out of space/time by the gods, trained in swordsmanship, and sent to Orb. This is actually the first Fighting Fantasy book to have a pantheon of gods, even if it’s not the same pantheon that is later developed for Titan. Somehow, the previous books have all avoided developing a religious culture for Allansia. The closest we got was the Good paladin/angel manifestation in Scorpion Swamp, as well as the efficacy of Christ-free crucifixes against vampires.

On with the story: I wake up in a white castle in the clouds, with a beautiful blue sky outside that’s notably lacking a sun, and I’m wearing a leather jerkin, dark green leather breeches and calf-skin boots. Many animals died to bring me this outfit. It might also count as armour, unless it’s soft leather.

Ever on the lookout for signs that the series is assuming I’m male, that outfit seems pretty masculine to me, at first glance, but then again, non-chainmail-bikini warrior women tend to dress that way in fantasy.

Oh, and I’m brilliant with the sword, which is surprising, as I wasn’t when I went to sleep. On Earth.

Fortunately, a songbird explains to me that I’m the Champion of Fate, and am currently in the Garden of the Gods, on the world of Orb. What’s Orb, I ask.

“You will find it most strange and full of wonder, as it is very different from Earth. Men must share it with not just talking creatures such as I, but with weird and fell monsters, giants, dragons and demons. There are warlocks and sorcerers, too, great wielders of magic, in the city, But do not fear, you have been chosen to be our champion, for you are more likely to succeed than any other on Earth.”

Yeah? Well, I’ll have you know that I’ve just killed a demon with a culturally-appropriated Indonesian knife, and I’ve still not made it to my vague, work-related appointment.

That’s my head-canon anyway. I can’t imagine the traumatised protagonist of House of Hell ever made it to their important meeting, even if the fire brigade did turn up and found them covered in stab wounds and dog bites, while babbling about trying to find a district nurse, right next to a blazing example of Colonial Americana in the English countryside. I think there would have been an even bigger delay once the police started pulling the first of fifty or so burnt human corpses from the rubble, and an even bigger delay than that once they found the charred corpse of a peer of the realm, hugging the body of an actual, dishonest-to-God, demon. Plus, their car was in a ditch with a flat battery, so it’s not like they could go anywhere, even without an arrest for arson and lots of murders.

It’s so much easier to think that being abducted by alien gods and whisked away to Orb would make more sense, and also explains why I was picked, rather than, say, any one of the thousands of people on the planet already trained in swordsmanship.

And then I meet a god and goddess. Today’s turning out to be quite eventful. Castles in the sky, talking birds, an actual sword, and now I meet a pair of deities.

They explain nothing to me, except that as gods, they can’t interfere directly with the cosmic scales getting tipped in the wrong direction, but they can manipulate mortals to do that for them. That sounds like interference to me, but who am I, a mere mortal, to argue? I’m being sent down to Orb’s surface, and they beseech me not to fail them.

Wait, fail them at what?

This makes me really angry (me the protagonist, not me the reader), and I resolve to find my way back home instead. Screw their all-important, yet unspecified, quest.

I lose consciousness again.

And it was all just a dream… No, actually, it wasn’t. I’m now in a vast underground chamber, and something just howled. Orb isn’t all castles in the clouds; I realise I have no idea what’s down here with me. More immediately though, a group of adventurers is running towards me.

They’re an interesting mix: a shieldmaiden with a crossbow (kind of hard to make use of her shield while carrying a crossbow, but…), a robed wizard with a golden mask, a mace-wielding priest with a red cross on a white surcoat (hey, it’s another crusader type on another world without Christianity), and a dashing-looking knight with a glowing two-handed sword. “Who are you,” the shieldmaiden demands, “and what are you doing here in the Rift, the spawning place of all evil?”

Of all the places on Orb that the gods could send me to, and they sent me to the worst of them? Brilliant.

I tell them the truth, that I’m from another world. The priest casts a spell to check I’m not lying, and I barely react to the fact that SOMEONE HAS JUST CAST A SPELL. Like, ACTUAL GODDAMN MAGIC!!!!!!

I mean, there’s no special effects described, so basically he wiggles his fingers or mutters a few words, and then says, “Yup, this guy’s on the level.”

The wizard comments that all the exits are blocked, and he only has the power to teleport one of the four out of the Rift. But, he adds, perhaps this stranger (me, obviously) has been sent by the gods to carry on our quest.

Mate, you have the power to teleport one, and only one, person out of this underworld, and you’re still here? You’re better qualified to carry the talisman to safety anyway. I’ve never even been to this planet before.

The crusader-priest-polygraph dumps a load of exposition on me. The god Death (you know, tall, bony, TALKS LIKE THIS) can’t come to Orb, or everything dies. Makes sense. Unfortunately, he has minions in somewhere called the City of the Runes of Doom (their Tourist Board really struggles with attracting visitors), and they’ve manufactured a talisman that will allow them to… uh… summon Death.

Not sure why they’d want to destroy Orb, because it’s where they keep all their stuff.

To prevent this act of self-destructive stupidity, the holy Loremasters of Serakub (the good guys, it seems) have sent an army of crusaders to steal the talisman from someone called the Fleshless King. These four are the only ones left. That went well. Oh, wait, it did go well. The cleric hands me the Talisman of Death.

So, do I throw this into a volcano, or…? It can’t be destroyed. However, if I find my way back to Earth, I can take it with me, beyond the Fleshless King’s grasp.

I take the talisman and put it on. Christ, this is an evil god-summoning artefact, and I’m wearing it like it’s from Claire’s Accessories.

Conveniently, my objective is already to escape Orb and return to Earth. An ugly cursed amulet is exactly what I want as a souvenir.

The wizard gives me 10 gold pieces and instructions to go west from wherever he sends me, until I reach the city of Greyguilds-on-the-Moor, and then prepares to teleport me. At this point, a horde of ‘creatures’ boils into the cavern.

Dark elves and cave trolls, apparently. How do I recognise them as such? Dunno, since an elf is an elf is a humanoid figure when you’re in a dark underground chamber, and these trolls are in a cave, though I bet they don’t look like this:

There’s also a huge shadowy form looming behind the horde. Someone had just watched the Ralph Bakshi animated version of The Lord of the Rings, clearly. (If you don’t know the scene I’m referring to, Peter Jackson referenced it in his live action films, as he did several of the iconic shots from the Bakshi cartoon.)

Oh, right, that’s why it’s a mix of dark elves and trolls being herded into battle by this Balrog while a group of adventurers tries to transport a super-powerful magical artefact from A to B. What are the origins of Middle Earth orcs? Yeah, they’re corrupted elves. Subtle.

There’s a reference to the dark elves using magic, which is why they manage to overpower the adventurers. Again, I’m from Earth. The only magic I’ve seen is Dynamo turning a paper butterfly into a real one for the entertainment of Natalie Imbruglia, and I was only watching that because Natalie Imbruglia is one of the most beautiful women in the world. Give me more detail. What horrific or brightly coloured things are happening to the shieldmaiden that allows the elves to defeat her? The only magical special effect I’ve encountered so far is that the paladin’s sword glows.

Then I get teleported out, which is another magical effect, but not a particularly dramatic one. I’m stood at the top of the Rift. I need to go west, and I even know which way that is. How do I know this? I have no map, no compass, no GPS. Am I following the sun?

I’m on another world. Does the planet spin in the same direction as Earth? Does it rotate around its star in the same direction? If I follow the sun, am I going to be going north instead, due to the planet being on a tilted axis?

I assume the narrative knows what it’s doing, and that what it tells me is west is actually west. It would have been nice to have better directions than the cardinal compass points when I’ve no way of measuring those.

Would a magnetic compass even work on Orb? Not all planets have magnetic poles like Earth; Mars and Venus don’t, although other planets in the solar system do.

I can either take a direct route across open ground, or a more indirect route through a forest. This is a good choice to present the reader with. Yes, there’s not much information being provided, but then I don’t have much information in-character either. The only things I know are that Death’s minions are looking for the talisman, which I have, and that I need to go west towards Greyguilds-on-the-Moor (which the text has thankfully started shortening to just Greyguilds). Going through the forest would conceal me from sight, but take longer and I could get lost. Plus I have no idea what lives in a fantasy world’s forests.

I opt for the more direct route.

Inevitably, this is a bad idea, as after a short while I spot two bands of warriors heading to intercept me. One is a bunch of twenty or so orcs (how do I know what an orc is?), who are ugly and brutal looking, and bear the banner of a purple claw, and the other is a smaller group of dark elves (again, how do I know they’re dark elves, or even elves at this distance?) similar to those the crusaders fought in the Rift.

So, my choices are to get hacked to death with rusty hatchets, and then get eaten, or to get tortured for hours in exquisitely elegant ways, before being neatly finished off with a long, shiny dagger through the throat. I hide instead.

It doesn’t work. Fortunately, it turns out that the orcs and dark elves are hostile towards each other, and I manage to escape as the elves wipe out the orcs using magic, although I lose the contents of my coin purse in the struggle.

At the bottom of a valley, I stop for a drink from a stream. A nearby willow tree tries to kill me. Interestingly, in one of the circumstances in which I fight this tree, it has Stamina 12. In the other, it has Stamina 20. This is presumably a typo or an editing error, as there was no damage done to the tree in the Stamina 12 scenario. However, the fight only goes on until you hit the tree four times, at which point the tree stops trying to whomp you, so it doesn’t make any real difference.

Hey, how about that, the sap from the willow is a good source of healing. I scrape a glob of it off my arm and save it for later, before leaving the tree behind me and following the stream west along the valley floor.

Oh crap. A dark elf. He’s from the same group from earlier, tracking me (or the talisman, maybe). He’s sniffing at my trail – I assume the text means that literally – and points in my direction. The illustration here, by Bob Harvey, is interesting, largely because my image of elves, and dark elves in particular, is defined by their presentation in Games Workshop – tall, lithe, eerily attractive humanoids who look pretty sleek in their armour. This one looks, based on his proportions, to be about five feet tall, with a big nose (all the better for sniffing you with, my dear) and generally ugly profile.

His armour does remind me of Games Workshop imagery though, specifically the old-school 1980’s Citadel Miniatures dark elves, as can be seen here. In fact, reading the linked article from the Collecting Citadel Miniatures wiki, it seems the early Citadel dark elves were short in stature, having been based on the dark elves of Norse mythology, rather than their later, more developed, Warhammer imagery.

It should be noted that this group of dark elves numbers just five individuals, and they took out an entire warband of twenty orcs using magic. On multiple occasions during the journey to Greyguilds, encounters with these elves (including if I make the wrong decision now) result in them paralysing me with magic and dragging me down the Rift.

The sniffing of my trail was literal. Wading down the river means they lose my trail, a la the classic way of evading bloodhounds.

The elves do eventually catch up, but shy away when a large group of armoured riders approach from the west.

They’re all women, which is interesting, in terms of representation in Fighting Fantasy. The shieldmaiden was the first person I met after descending onto Orb, and now here’s a band of twenty more badass women. It’s not like female characters have been absent throughout the previous books, but they’ve tended to fall into traditionally feminine roles: Balthus Dire’s ridiculously vain wife, the ghost of Dire’s laundress, Owen Caralif’s agency-less daughter Mirelle in City of Thieves, Mordanna the dead/dying old woman in House of Hell (okay, that’s an unusual role) and so on. There were the two unnamed cavewomen on Fire Island, and the elf adventurer in Deathtrap Dungeon, and of course the Snow Witch, who were all pretty badass, but lacking characterisation.

They ask what I’m doing out here. How you answer dictates how you enter Greyguilds, and there’s a certain degree of guesswork involved as to what the correct answer should be. However, this isn’t a list of blind choices, as are often the problem with Fighting Fantasy. Of course, you know very little about Orb, so there’s some guessing, but there’s also common sense. If you claim to be the sole survivor of a caravan, be ready to say where your caravan was coming from, and of the connotations of that answer.

One of the options is to pretend to be deaf and dumb, which seems a bit out there insofar as plausibility goes, but avoids me having to guess what answer won’t get me arrested or killed. They’re actually quite amused, and one of them comments, “A deaf warrior – well there’s a turn-up for the scrolls!”

If they’d left that idiom as it should be, ‘a turn-up for the books’, I’d have probably let this slide. But they had to fantasy it all up by referring to scrolls. A ‘turn-up’ is a term meaning a stroke of unexpected good luck. So what’s the ‘book’? It’s the notebook carried by bookmakers at a sports event, in which bets are recorded. In other words, it’s an unexpected stroke of good luck at the races. Bookmakers have only existed since 1795, when Harry Ogden stood at Newmarket (thanks, Wikipedia), and Orb appears to be several hundred years of social development before that. And, even if bookmakers did exist on Orb, why would they use scrolls, when the point of the notebook is that it has an integrated hard surface upon which to write, something that a scroll does not.

Anyway, the warriors let me share a horse with a rider called Elvira, who (regardless of what truth or lie I tell them) does not like to share. The advantage of them thinking I’m deaf is that the riders eventually start chatting unguardedly among themselves as we ride towards Greyguilds. They’re the Greyguilds Watch, and that they’re in disagreement with the local Priestesses of the All-Mother, who they consider to be too lenient.

I hope this doesn’t mean the Watch are medieval Judge Dredd types.

They’re quite nice actually, so long as you maintain the fiction that you’re deaf, and they drop me off in Greyguilds, on a road called Moorgate. It seems a rather nice place, a lot better than Port Blacksand anyway, and the locals are a mixture of people shopping and young men and women carrying scrolls. I assume Greyguilds has a university or some sort of arcane college. And now I’m asked if I want to visit Store Street or Smith Street. Since I have no idea what I’m doing in Greyguilds, and no money following my close escape from the orc and dark elf war bands, I pick one at random. Smith Street.

Some distance down the street, a hooded beggar confronts me. Then I realise there’s no face under the hood, just a pair of glowing eyes. “Did you think you could run from Death?” it hisses.

To avoid violence, I pretend not to have the talisman any more. This Minion of Death doesn’t believe my lie and touches me, sucking away 1 Skill and 2 Stamina. Right, self-defence it is then.

The Temu Nazgûl goes down like a sack of wet hobbit-weed, though it takes another point of my Skill with it. Ouch.

Fortunately, a rest lets me restore one of those lost Skill points, and I have a bite to eat while I do so.

There are no shops on this stretch of Smith Street, which means it was deserted apart from me and the ‘beggar’. Not sure how that works. The illustration shows houses, and surely two people fighting would draw some attention.

Personally, I’d have put that encounter down an alley. This isn’t Blacksand; there’s no suggestion that you can have battles in the streets of Greyguilds during business hours.

I head onto Silver Street and, due to a trick of the wind, overhear three thieves in a nearby house preparing to rob the jeweller’s shop just ahead. I could go into the house and confront them, but the more sensible thing appears to be to get to the jeweller’s before them.

The jeweller takes one of them on, while I handle the other two simultaneously. The rules for this are actually in the rules section! What an innovation! I kill one of the thieves and the other flees.

Yesterday morning, I was a normal person (House of Hell head-canon or not). Today, I’m a killer. This is not traumatic.

Oliol the Jeweller has killed his opponent too. Two dead bodies, killed with swords, so blood sprayed all over the shop. He’s remarkably cheerful, and gives me 10 gold pieces and a box containing a magnificent ruby. Nice.

I thank him and leave.

So, is he just going to drag those butchered criminals out the back door and let the dogs chew on them? Or is he going to flag down the next passing city watch patrol and explain that some randomer turned up, killed that guy, while he killed that guy, and the other guy ran off?

I carry on off Silver Street and onto Booker’s Walk. There’s a library here, along with another building that appears to have lots of young people in togas, being led along by an old guy in robes. I get to pick one.

Have I missed it or do I not actually have a clue what I’m doing in this city? I’m wandering aimlessly, with no idea who or what I need to find in Greyguilds. Surely, I should be asking people where I can find a wizard or someone who can send me back to Earth.

Still, I appear to have found some potential avenues of enquiry on Booker’s Walk. The library might have some books, but what I assume is a university will have some people who’ve read them, so I go there.

The Guilds of Learning are surprisingly empty of people inside, so I just wander around, looking in scrolls in the reading rooms. Turns out those City Watch women worship a god called Fell-Kyrinla. That’s all I know about that. I spend more time reading up on the various types of magic and magicians of Orb, and, in a nod to the target audience of Fighting Fantasy books, find myself most interested in necromancy, ‘for these are the death magicians who perform human sacrifices and other unspeakable abominations in their pursuit of power,’ which is cool, in a 13-year-old boy kind of way.

I assume that I can read whatever language the Orb-dwellers write in just as easily as I can understand the definitely-not-English that they’re speaking.

A book bound in strange, multi-coloured scales is drawing me in. This can’t go badly at all. I read the book.

It’s title is Tome of Misfortune… Oh. Dammit! Who the hell writes that in the first place, and who else leaves it lying around in a bloody university library?

It sucks away a point of my Luck, but where does that Luck go? I theorised in a previous post (Island of the Lizard King, I think) that there’s a principle of the conservation of magic in play on Titan, and possibly Orb as well. You can make an amulet that grants you a boost to your Luck, but to balance everything out, to get it to work, you have to make a cursed artefact of a similar type, to maintain the net global amount of whatever metaphysical or physical concept (in this case, Luck) that you’re interfering with.

Alternatively, there’s an extremely lucky author out there, who writes books that are good at reeling the reader in, but ultimately make their life worse.

Having tried to read The Lost Symbol, I suspect that it’s Dan Brown.

Annoyed at being tricked into reading just the front cover of a piece of trash fiction, I abandon my efforts at finding someone who knows about magic. Instead, in the gathering gloom of evening, I carry on along Booker’s Walk and… wait, what? I step into a concealed mantrap that snaps shut around my ankle.

Is this magic, because how in the hell did this suddenly-appearing cult of Death worshippers know to set a trap designed for hunting animals in a forest, in the middle of a street in the university district of Greyguilds? Any drunken student could have got stuck in that?

Maybe it’s magic. There is a lack of special effects described on other bits of magic I’ve witnessed, so maybe it’s so subtle that I think I’ve just put my foot in it, rather than been targeted by an Ankle-Biting Impedimentary Immobility Charm.

And just like that, the leader of these representatives of the Priesthood of Death seizes the Talisman from around my neck and announces that they can now summon their master to Orb.

Well, damn. Is that the end of the story then, or am I again going to get saved by the cavalry at the last minute?

I get saved by the cavalry at the last minute. Again.

For the second time in this adventure, the City Watch tell the cultists to stand down, one of the cultists starts incanting a spell, several of the Watch, or their horses, turn tail and flee, others charge the cult, and it all goes chaotic for a little while.

The priest who took the Talisman gets decapitated while running away. Christ, the Watch take no prisoners. Well, except me, earlier today, apparently.

Not now though. Now, they just leave me with my ankle caught in a trap and take the Talisman of Death off to the Temple of Fell-Kyrinla.

I take it all back. Although Greyguilds is a more pleasant-looking town, it’s easily as vile and inhospitable as Port Blacksand.

A random bloke shows me the quick release catch on the trap and invites me stay at his house for the night. Stranger danger! I’m tired, I’m fed up, and so yeah, I’ll go back to the house of some guy who’s roaming the streets at night. He takes me back to his bungalow, and I actually get a decent night’s sleep and wake up in the morning with all of my internal organs internal.

He has been watching me sleep though…

I talk in my sleep, something about having something stolen from me, apparently. He asks me how I ended up caught in a trap in the middle of Greyguilds. From the illustration, he seems like a scholar of some sort, and it’d be rude not to share something with him, so I tell him all about myself.

Turns out that Apothecus (for that is his name) is a historian. He knows about the Talisman of Death and agrees that I need to get it back from Hawkana, the high priestess of Fell-Kyrinla. He suggests that while he does some research on the Talisman, I enlist the Thieves’ Guild, to which end he points me towards the Red Dragon Inn on the Street of Seven Sins.

Hmm. I probably killed a Thieves’ Guild member yesterday evening. Worse, one of his accomplices got away. This could get awkward.

Apothecus also gives me a jade rose, to show him when I return, which will prove I’m not a shapeshifter.

Great, that’s a thing on Orb, is it?

I make my way to the inn, which is a beer-cellar hive of scum and villainy, and get chatting with the barman. He regales me with a story about one of his former customers, Heimdol the Mighty, who was killed after losing an arm-wrestling bout against someone called Tyutchev. Tyutchev, who then carved his initials into Heimdol’s forehead (which suggests Tyutchev has more than one name), is apparently a worshipper of Anarchil, the god of insane chaos.

Why’s he telling me this? Am I going to meet him at some point in this adventure? I’m going to meet him, aren’t I?

I approach a bunch of patrons who look like criminals. Pretty bigoted of me, really, but it turns out that my irrational prejudice against scruffy working class people is accurate on this occasion: they’re thieves. They invite me to meet them at the Thieves’ Guild, which is inside a disguised coal-hole on Hornbeam Road.

Success. Things are going well.

A tall, wiry man with curly dyed-blonde hair and a clothing ensemble best described as ‘black’, enters the beer cellar, accompanied by a woman wearing a patchwork of armour. The barman mutters under his breath, and then greets Tyutchev and Cassandra.

Bugger. I’m reminded of the prescient words of Lieutenant Aldo Raine of the US Army: ‘You know, fightin’ in a basement offers a lot of difficulties. Number one being, you’re fightin’ in a basement!’

I try and ignore the newcomers, but Tyutchev tells me he doesn’t like my face. Aware of what happened to Heimdol’s face, I apologise for being ugly and leave.

Getting out of the Red Dragon Inn alive gains you a point of Luck.

In the interests of completeness, I had a flick through the various combinations of threats, insults, violence and localised earthquakes that can result from engaging with these two characters. It’s not difficult to avoid getting into a fight with these two highly-statted individuals, so long as you’re cringingly polite to them and don’t stand up for yourself at any point.

With the detailed descriptions, level of characterisation and just sheer badassery of Tyutchev and Cassandra, I’m getting the distinct impression that Greyguilds-on-the-Moor might actually be the setting for Jamie Thomson’s and Mark Smith’s Dungeons & Dragons games, and I just met their player-characters.

That incident with Heimdol the Mighty probably happened in-game as well. The DM probably reacted with horror when one of his friends described in detail how he was carving his initials into the forehead of the man he just killed. Or he just expected it. There’s nothing like a roleplaying session for unveiling your friendship circle’s repressed sociopathic tendencies.

On the way back to Apothecus’s house, a small boy invites me to do some work for some really clever scholars. I’m more than half-expecting a Blacksand-style mugging, but he leads me to the Guilds of Learning, so maybe it’s legit.

Two scholars, Moreau and Polonius, want me to test a war-beast they’ve been developing. Wait, what? Holy… WHAT THE HELL IS THAT?

That, it turns out, is a vivisect. It’s a giant cockroach with massive hairy arms for legs, and two badly-positioned heads (one of a crocodile, the other of an ogre).

How do I know it’s an ogre’s head? I’ve been on this planet for less than a weekend, and not met any ogres in that time. Anyway…

I volunteer to fight the beast (which is lucky, because if I declined, these two psychopaths would trap me in a room with the thing, the arseholes). Polonius can help me if it’s too difficult, using a sleep spell.

Yes, Moreau is clearly a reference to H.G. Wells’ The Island of Dr Moreau, in which a mad scientist creates monstrous hybrids through vivisection. Polonius is another literary reference, to Hamlet, though I can’t see the relevance of that character (Hamlet’s evil uncle’s servant) to this situation.

I kill the vivisect without suffering a scratch, thanks to its low Skill and lucky dice rolls. However, if I had asked Polonius to intervene, it turns out the spell doesn’t work.

There’s an interesting game mechanic here: in both paragraphs in which you fight the vivisect (the voluntary and the involuntary one), you can call on Polonius’s assistance, in which case you remember the paragraph number you’re on, and turn to 158.

Hilariously, when you demand payment, Polonius pats the pockets of his robe, unable to find where he left his money. However, he hands me a scroll containing a Spell of Agonising Doom, good for one use, to assuage my obvious anger.

Judging by the success of that sleep spell, what do you bet that if I ever have to resort to using this scroll, it doesn’t work?

Later on, over dinner, Apothecus introduces me to his friend, Diodorus, another sage, although his specialism is inter-planar travel. Being a historian doesn’t sound quite so cool and impressive now, does it?

Diodorus suspects that the gods used a portal to get me to Orb. I’d honestly assumed it was just them being, you know, gods. However it happened, Diodorus advises that to get back to Earth with the talisman, I need to travel south-east from Greyguilds to the Great Plateau, and then up Mount Star-Reach, which has a portal at its summit.

If all that wasn’t enough, he also teaches me an invocation to be granted the aid of the All-Mother.

Interestingly, if I hadn’t revealed my quest to Apothecus and then gone back to his house for dinner, using the jade rose token to prove I wasn’t a shapeshifter, then I’d not have got this critical quest information.

On the way to find the Thieves’ Guild, I stop to watch a conjurer performing tricks on the street. One of his tricks is creating clouds of smoke, through which I notice that antihero-of-another-story, Tyutchev, creeping through the smoke, shortly before numerous people discover their purses have been stolen.

This has to be something that happened in a roleplaying game, and this conjurer is another member of Tyutchev and Cassandra’s party.

As I leave the scene of the crime, a servant appears and presents me with an invitation to drink sherry with his master, Mortphilio, one of the elders of the city.

Why is one of the elders interested in me? Also, that name…

Mortphilio sounds suspiciously like it means Death-Lover.

I go to Mortphilio’s house, a large, gothic mansion with bat-like gargoyles, because I’m an idiot, and am led through to a gloomy parlour at the back of the house. Mortphilio is a decrepit invalid, so probably harmless, right? No sooner have I noticed the soporific effect of the four black candles burning in the gloomy, bamboo-walled chamber, the human skull on the mantelpiece starts talking: “This is the one, master.”

Mortphilio the necromancer sics the winged skull at me, and I kill it without breaking a sweat. Unfortunately, those bamboo walls… they’re bones, not bamboo. I flee from the horde of skeletons that pop out of the architecture into the main house… which is a gods-damn Temple of Death.

There are hundreds of worshippers here (which puts the forty that were in the cellar of the House of Hell to shame) and, thanks to the light of the black candles, I can see that ‘many of them have embraced death already’.

What does that even mean? Are they dead? Undead? Branded with a skull on their foreheads? I could do with another sentence of description there.

Similarly, I somehow know that the high priest’s name is Somnus. Has he been referenced earlier, because I don’t remember it? My only encounters with the Death cult has been when they mugged me in the street and when I fought the down-on-his-luck Ringwraith.

There’s a pretty good chance you’ll die in here, but I pick the right option and get a nifty little magic helmet into the bargain. Unfortunately, my Skill is already at its maximum, so the +1 Skill it grants me is meaningless. Skill boosts from weapons and armour really should be boosts to Attack Strength instead.

I continue on towards the Thieves’ Guild. There’s a really neat bit of bastardry now. ‘Have you been told about the storm drain?’ the narrative asks. Why yes, yes I have, you might answer, and you head in to find the secret entrance to the Guild. Test Your Luck. If you’re lucky, you survive a vicious trap. If you’re unlucky, you get eviscerated by a harpoon trap (and sent back to a divine respawn point, just as the shieldmaiden and her comrades are getting slaughtered by Dark Elves – how do you know they’re -Dark- Elves?). Once you’re inside the Guild, the thieves point out that they didn’t actually want you to visit, or else they’d have told you the safe route into their headquarters. If you try and fight them, a crossbow sends you to back to the Rift respawn point.

Meanwhile, if you weren’t obnoxious towards the thieves in the Red Dragon ale cellar, you’re not told to enter via the storm drain, but by that safe route. The way these options are structured is a subtle deterrent to cheaters, with the better choice being the ‘no, I don’t know about this secret entrance to the place I’m trying to get to’ paragraph, in which you go straight to the concealed coal hole on Hornbeam Road. It’s reverse psychology brilliance.

Once inside the coal hole and through the coal cellar, I discover the Thieves’ Guild is opulent in the extreme. This is no Riften.

Wait, if the non-trapped entrance is via a coal cellar, where you crawl down a chute and over a pile of coal, how the hell does the Thieves’ Guild look so nice? It should be filthy with coal dust.

Maybe there’s another door, and I’ve just gone in through the guests’ entrance.

Presumably covered in black dust, I meet Vagrant, the leader of the Thieves’ Guild, and enlist their aid. There are various conversation options to be taken, but all the bad ones sooner or later lead to you being killed and sent back to the respawn point. I get lucky/play it smart and manage to recruit four thieves to assist me in stealing the Talisman of Death: Scarface, Jemmy the Rat, Bloodheart and the young Lord Min. Awesome.

As we leave the Guild lair, I notice some graffiti written, in blood, on the wall: “There is no honour among thieves.” Not awesome.

They might not be honourable, but damn, they’re good. A quick montage of coolness as the thieves break us into the temple of Fell-Kyrinla, and we’re in. Then I balls it all up by being seen by a servant.

The thieves disappear, abandoning me. Great.

I hide but one of the guards sees me. I try and fight but I get stabbed repeatedly and die.

I guess I’m not cut out for burglary.

My spirit wafts towards the Valley of Death, but those two meddling gods pull me aside and offer me a second chance. I take it.

This is a blunt reset, similar to that featuring in Forest of Doom but, in this case, literally restoring a saved game rather than continuing the adventure from an earlier point. I’m fully healed, with 10 provisions again, but have lost everything I’ve picked up along the way. Oh, and I’ve got the Talisman of Death. Let’s see where I get sent back to.

Oh, bloody hell…

At this point, a horde of ‘creatures’ boils into the cavern…

I’m back in the Rift, watching the shieldmaiden and company get slaughtered by dark elves and orcs, before I get teleported up to the surface.

Wait… I keep all the equipment I started the adventure with, so that’s a sword, provisions, five torches and a Potion of Luck, plus the Talisman of Death. What isn’t explicitly included is the 10 gold pieces that the wizard gave me the first time around.

Also, I presumably remember the invocation that Diodorus the interplanar expert taught me to invoke the protection of the All-Mother.

Now, I don’t think the book is written to explicitly facilitate this, but something I’d like to see with this kind of reset mechanic is for there to be actual advantages to dying beyond being given a second chance to make bad mistakes and get killed breaking into the Thieves’ Guild or the temple of Fell-Kyrinla. For example, I could call on the All-Mother as I was being chased down by orcs and dark elves on the way to Greyguilds, even though I only learned it a day ‘later’ in the city itself.

Do I remember that the correct way into the Thieves’ Guild is via the coal hole on Hornbeam Road? Shouldn’t there now be an option to leave the Red Dragon earlier, to avoid that tense conversation with the psychopathic Tyutchev and Cassandra?

As it stands, this reset button takes me back to virtually the beginning of the adventure, skipping only the conversation with the last crusaders. I could easily just roll up a new character from scratch, hopefully getting a better Luck score, or taking a different potion, and only add on a few turns of a page to get to the same point in the adventure.

Anyway, this time, I decide to avoid travelling over open ground towards Greyguilds, because those orcs and dark elves were bloody dangerous. I plunge into the forest instead, and immediately come across a huge she-wolf, the size of a pony, suckling her young. She snarls and gets ready to pounce.

I distract her with some provisions. Smart move, since along comes Wodeman, the Guardian Druid of this sacred grove, who appreciates that I didn’t just stab mama-wolf, and rewards me with a blessing and a golden apple that restores 4 Stamina points (so it basically replaces the provisions I just gave to the wolf).

Further on in the woods, I encounter a sleeping, eight-legged lizard and can try and sneak past it. Eight legs? Is this a basilisk?

It is, but fortunately I manage to avoid waking it, unlike the now-petrified mouse that runs past it shortly afterwards.

Now I’m in the woods, the adventure has bceome a linear sequence of encounters, rather than a plot. At least the journey over open ground became a dramatic chase scene that led directly to being rescued/captured by the Greyguilds Watch. The third encounter in the sequence is an old lady tangled in pond weeds, asking for help.

It’s not just bait, it’s a Grendel, which is apparently an old lady with a beak and six tentacles growing out of her bloated body.

Pretty sure that Grendel was male, and it was Grendel’s mother that was female. And although he is a swamp-dweller, he’s also normally portrayed as a non-tentacled giant or humanoid monster (and his mother is normally portrayed as a naked, CGI Angelina Jolie, covered in gold paint – I swear, go and read the original myth).

So ‘the’ Grendel dies a stabby death, and the next paragraph unceremoniously dumps me in front of the Watch cavalry. Their shield heraldry, I notice from the illustration (though not the text), is a pair of crossed swords over the female symbol (♀).

This is actually the Roman symbol for the goddess Venus, and is also used in astronomy as shorthand for the planet (the male symbol is used for Mars, planet of the war god, which says something about society’s attitude to masculinity). Seems that, on Orb, it’s also the symbol for Fell-Kyrinla.

Having experienced the brutality and callousness of the Watch in my previous life, and knowing a little more about Orb this time around, I lie and pretend to be the last survivor of a merchant caravan from Serakub. They give me a lift to Greyguilds and don’t even try and confiscate my sword (although Elvira still hates having me behind her on her horse).

Ah, yes, the book does tell you you’re arriving at Greyguilds in the late afternoon. I missed that the first time around.

Instead of going down Smith Street, which is where I met the Poundstretcher Black Rider, I instead travel along Store Street, where I meet a short-haired woman in green robes, who recognises me as a stranger and asks, politely, who I am.

With the parallels between this story and The Lord of the Rings, I’m reminded of this:

“I think a servant of the Enemy would look fairer and feel fouler.”

Frodo Baggins, upon meeting Aragorn

Nevertheless, I tell her I’m on a holy quest and have just travelled across the wilderness. She introduces herself to me as Lillantha, a priestess of the All-Mother, after I tell her I met Wodeman on the way to Greyguilds, and invites me to come and pray with her. Since the druids seem a little friendlier than the followers of Fell-Kyrinla, and she’s probably not going to take me to Mortphilio’s house, I accept.

It’s all very pleasant. Considering I’ve been into three temples on Orb and was either nearly killed or actually killed in the first two, this one’s my favourite. Lillantha gives me a shirt of lightweight magical chainmail as a gift, because what adventurer carrying the evil one’s favourite piece of jewellery to a mountain doesn’t get to wear a shirt of mithril?

She also lets me know that the gates of Greyguilds are guarded by followers of the All-Mother on the evenings of market days and for three days afterwards, so that’d be a good time to sneak out of the city if I ever need to. (Presumably, it’s the Fell-Kyrinla-aligned Watch that do it the rest of the week.)

Back on Store Street, I meet another Envoy of Death. Rather than being an impending lawsuit from New Line Cinemas, this one is a funeral director who transforms, unnoticed by everyone else in the street, into a skeleton. Oh, and the coffin in the back of his little hearse with the little horse has my name on it.

It demands the Talisman of Death. Remembering how hostile its comrade on Smith Street was, I attack it straight away. (I’ll worry later about the rest of the street witnessing me murder an undertaker.)

Oddly, no one seems to care that I just murdered an undertaker. The crowd that parted to let the hearse through isn’t mentioned, nor is the storekeeper that greeted the ‘undertaker’ immediately before it spoke to me. If this is weird supernatural stuff, then it’s not noticed by the protagonist. Honestly, it feels like an oversight by the authors.

I head onto Bookers Walk and am presented with the same scene as last time. This time around, I investigate the library, rather than the university, and peruse a book about the history of Greyguilds. The various religions hold all the power in the city, and it turns out that Vagar, god of thieves, liars and cut-throats, has the most followers. ‘Thieves, liars and cut-throats’? That explains why this city’s Thieves’ Guild is a lot more casually murderous than those in most fantasy settings. According to this book, and matching what Lillantha implied earlier, the city’s armed forces are split between the warrior-women of the ‘evil’ goddess Fell-Kyrinla, and the followers of the All-Mother.

Oh, and there’s a temple of Death in the city as well.

It’s right there, in black and white in the book. It would have been useful, perhaps, if the wizard in the Rift had mentioned that detail to me. There’s me, thinking that these robed cultists and sinister undead monsters were operating at least slightly covertly.

I leave the library when it gets dark and promptly step into a mantrap. Again. I have the Talisman stolen from me. Again. Then the Watch arrive, butcher the Death cultists and steal the Talisman, leaving me to rot with my foot trapped. Again.

Apothecus approaches, lets me out of the trap and invites me home. Out of curiosity (as a reader) and because I already know the information he has to provide me (as a character), I politely decline. “No, thank you, I’m just on my regular evening bleed-from-the-ankle.”

Saying yes is the better choice, because there are no inns around by the time my wounded ankle becomes too painful to walk on, so I end up sleeping rough in an alleyway. I always like it when an injury received in the text actually has lingering effects. Less nice is when I get woken up by an ogre slamming my head against a wall. I’ve been mugged for the second time in one night. What are the odds?

I kill the ogre. I wonder if its head will later end up mounted on a vivisect?

Actually, unless fate is a thing, it’s unlikely that it’s the same ogre. In the timeline where I fought the vivisect, I hadn’t killed this ogre. If fate dooms it to die tonight, then it could end up glued to a cockroach, but the very fact I’m able to fork the timelines by taking a different route this time around is an indication that predestination isn’t a thing on Orb. (EDIT AFTER FINISHING THE BOOK: Oh, am I wrong on this assumption!)

Also, I’m on a meddling mission from the gods, which suggests ‘fate’ is whatever some random deities think it is at any given moment.

I do know that being mugged three times in one night isn’t my fate, so I find somewhere else – specifically an empty stable – to sleep.

The paladin from the Rift appears to me in a dream, suggesting I hire the Thieves’ Guild to liberate the Talisman of Death from the temple of Fell-Kyrinla. That was convenient. Who needs a warm bed, hot meal and the friendship of a scholar when I can have rough sleeping, damp straw and getting my head slammed against a wall by an ogre?

I get mugged for the third time in one night, this time by a Death Knight, aka a suit of empty black armour with a rather disturbing lack of face behind its visor. With its Skill 10, Stamina 15, and my current Skill 10, Stamina 17, this is going to be an attritional fight.

Fortunately, when my Stamina drops below 6, an apparition of the paladin appears, slices the Death Knight in half with its sword. Both of them then vanish, leaving only the paladin’s holy sword behind. Another magical artefact that gives a +1 boost to Skill, when my Skill is at its maximum value already.

I’ve double-checked the rules at the start of the book. No, magic items can’t increase your Skill above its initial value, even if that’s what is presumably intended.

After a really bad night’s sleep, I go to the Red Dragon Inn, as recommended by the dead paladin, to recruit some thieves.

How and why does a paladin not only recommend I enlist the Thieves’ Guild, but also where to find them? I guess he wasn’t always Lawful Good. I manoeuvre my way through the conversation with the thieves-who-look-very-much-like-thieves-but-it’s-rude-to-say-that, avoiding getting sent to the storm drain by way of not being a dick at them.

And here come Tyutchev and Cassandra. I’m tempted to send the conversation in a different direction, for shits and giggles, but since that involves being stabbed repeatedly by a pair of psychopaths, I decide to employ tactical wimpiness, apologise again for my face (I wonder if Tyutchev experiences deja vu at that?) and then leave.

Without an invitation to dinner at Apothecus’ house, I need to find my own entertainment for the evening. Cobbler’s Walk or Merchant Street? Merchant Street, I think.

I visit an alchemist called Alembic. Really? Did he invent the alembic, or is this just a nom de selling stuff? Unfortunately, without having been given the 10 gold pieces at the start of this iteration of the quest, thanks to the reset button dropping me about two paragraphs too late, I only possess a single gold piece, found in the straw in that stable. I can’t afford a damn thing. “Just looking,” I say, to his probable irritation, and then leave.

I need an inn for the night, and find the Silver Trinket, which the text notes looks a lot nicer than the Red Dragon. I can’t afford the 3GP for a room for the night, but the landlord lets me do the washing up instead (nice touch!) and get a room and a warm meal for free. I have to wash up after myself though, so it isn’t all good.

In the morning, I recruit the Thieves’ Guild again. “There is no honour among thieves!” Yeah, yeah, I know.

We break into the temple of Fell-Kyrinla, and there’s that servant again. Maybe I should have said to the guys to wait for a minute or two before we enter, so we could avoid him. There’s a couple of missed opportunities with this reset button.

I knock the servant out with the pommel of my sword, and then Lord Min slits his throat with a dagger. Hmm. I could have intervened, but I don’t want the honourless thieves to turn on me.

Fell-Kyrinla’s apparently an evil goddess, so it follows that her followers do evil deeds. However, does that make it okay to slit their throats while they’re unconscious?

No.

I absolutely deserve to lose that Luck point for letting him die.

We sneak further into the temple until we come across the high priestess. “Hounds of Hell! It’s Hawkana, the High Priestess!” hisses Jemmy the Rat, helpfully, and then adds, less helpfully, “I’m off!” And so are the rest of the team. Bastards.

Hawkana sees me, gets a bit miffed that I interrupted her communing with her goddess, magically slams the doors shut, and blasts me with a fireball. That’s 6 Stamina points lost. (Bloody hell, that’s a lot.)

Interestingly, the narrative emphasises that being set on fire is really painful and I can hardly see. Other Fighting Fantasy books have been quite blasé about being hit with dragon fire or similar.

I’m given the option of using various items I may have picked up on my travels against Hawkana. The Scroll of Agonising Doom that I got from the idiot vivisectionists is a really good choice here. Unfortunately, that was in a different leg of the Trousers of Time. Here, it’s just me, a sword and third degree burns.

Hawkana is tough. She’s Skill 12, Stamina 14. Her Skill is two points higher than my own and she’s just blasted away a good third of my Stamina.

And I kill her, through sheer good luck and having one Stamina point when she has none.

I recover the Talisman of Death from the altar of Fell-Kyrinla and notice that Hawkana’s wounds are healing. Damn.

I pull the glowing ring off her finger and slip it on my own. What is it with me and randomly throwing on magical jewellery? Fortunately, it’s a ring of regeneration and returns those 6 Stamina points she blasted away. I assume it also closes up those hideously weeping burns that cover large parts of my body.

I open the temple doors and find the Thieves’ Guild crew, who’ve been taking turns to watch through the keyhole as I get set on fire. Good of them to stick around, I guess, though I’d imagine they were hoping that Hawkana and I would kill each other, and they could just lift the talisman off our corpses.

The alarm’s well and truly raised and we flee the warrior women of Fell-Kyrinla, only for Bloodheart the thief to try and stab me in the confusion. The Greyguilds Watch live up to their reputation for saving my life in the worst possible way, and riddle him with crossbow bolts.

We escape the temple and regroup. Scarface looks surprised to see me and asks about Bloodheart. “Failed, you treacherous dogs,” I reply.

Really?

Remember, I’m not a typical Fighting Fantasy protagonist. I’m an alien abductee from Earth. When was the last time you heard someone call someone else a treacherous dog?

Jemmy the Rat runs away without another word, while Scarface and Lord Min declare that they’re not going to fight the killer of Hawkana, and leave with a little more dignity.

I rest in the Thieves’ Guild safe house for a while before I try to flee the city.

Brilliant. Guess who turns up, courtesy of a tip-off from Lord Min? Tyutchev, Cassandra, and a giant floating octopus who appears to be getting it on with Cassandra. When I refuse to hand over the Talisman of Death, the octopus transforms into Thaum, the illusionist who was helping Tyutchev with his cut-pursery earlier. So blatantly a gang of PC’s.

Or maybe they’re just a very well characterised and written set of recurring villains a step above every other villain faced in Fighting Fantasy to date.

I dodge Thaum’s spells and get into it with Tyutchev. The first time I stab him, Thaum turns him invisible. Cheating little…

Tyutchev is a master swordsman, and now he’s invisible. Cassandra is also pretty nasty in combat, according to the bad branches of the Red Dragon Inn conversation, and Thaum is chucking spells around everywhere. I call for divine intervention.

“All-Mother, nature herself, preserve me!” Fortunately, I remember this from my previous life, where Apothecus’ friend, Diodorus, taught it to me.

You’re given five gods to choose from during this fight, or the alternative is to fight Tyutchev using just your own skills. Every single option, apart from calling on the All-Mother, results in that blond-haired arsehole slicing off your head and causing the gods to press the reset button. In a conventional Fighting Fantasy book, this would be a One True Path moment, where refusing Apothecus’ offer of a room for the night, and then returning to his house in the evening to meet Diodorus, causes you to fail the quest. However, because of the reset button, you can either remember the invocation of the All-Mother from previous attempts, or you now have a chance to learn it for the first time, thanks to taking a different leg of the Trousers of Time.

In theory, you could Groundhog Day this book, just trying every option and then dying until you get it right.

An eagle swoops down and picks me up in its talons, flying me and my magical artefact of ultimate evil towards my goal, that mountain over there.

Is this a dig at The Lord of the Rings, eighteen years before the Peter Jackson adaptation of The Return of the King popularised smartarses asking why Frodo didn’t just fly an eagle into Mordor?

The reason, incidentally, is this:

Those eagles would be ripped to shreds before they even flew over the Black Gate, and the Nazgûl would have picked the One Ring out of the bloody mess that was once Frodo Baggins.

In this case, the Talisman of Death feels really heavy to the eagle, forcing it to dump me in an alley off Store Street, where I encountered the knock-off Nazgûl.

In a subtle moment similar to the narrative asking if you’ve been told about the storm drain, it now asks if I’m wearing magical chainmail (i.e. if I spoke to Lillantha the priestess of the All-Mother and got told about the arrangements over who guards the city gates on which days). If you say no, you’re given a couple of options, including heading to the cemetery as recommended by Apothecus. If you say yes, the narrative gives you the same options, and also points out that it’s market day and asks if you want to lie low in an alleyway until evening.

I choose to lie low in an alleyway, before slipping out at nightfalls to head for Moorgate, which should be guarded now by the All-Mother’s followers.

Sonofabitch! One of the dark elves that attacked the crusaders in the Rift (and in a previous lifetime pursued me along the valley towards Greyguilds) has infiltrated the city and tries to kill me. Nice bit of continuity there.

Once out of Greyguilds (thank you, followers of the Allmother!), I’m given three routes to take to get to the plateau – directly across the moorlands, along the old trade road, or over some heath and into the hills. The road is likely to be patrolled, I’d have thought, whether by Fell-Kyrinla’s unhelpful valkyries or by servants of the Rift. The direct route is also an obvious one, so I’ll go over the heath.

I beat up a griffin and cadge a lift on its back to the plateau. And promptly get attacked by a pterodactyl. Because obviously.

Also, remember what I said earlier about the difficulty of flying an eagle to Mount Doom when there are airborne reptiles in the service of the big bad? Oh well.

I kill the pterodactyl and continue across the plateau. A panicking triceratops attacks me next. Dinosaurs are bloody tough. Fortunately, when the tyrannosaurus rex(!) that was chasing it arrives, the triceratops wins and then limps off, sparing me an obscene combat against a Skill 12, Stamina 30 king of the tyrant lizards.

I find a sulphurous cave and investigate it. It’s a sleeping dragon. Nope. Nope nope nope. I leave the cave and reach the end of my journey… only to encounter that very same dragon, who announces that he is bound by the Gods (you know, some of whom I’m working for) to prevent anyone going through the portal on Mount Star-Reach.

With a bellow he empties his cavernous lungs. Rolling jets of flame engulf you, before you can attack him. You are charred to a cinder. Your quest ends in sight of your goal.

Time for the reset button. I appear in the Rift, possessing only… no, wait… Thankfully, this second save point takes me to just outside Greyguilds, having just escaped the city, with 15 Stamina points and all my equipment barring certain specified items that you can pick up after the reset point.

Rather than fight a griffin and a series of incredibly tough dinosaurs, I take a different route to Mount Star-Reach. Let’s try the direct route this time.

The talisman seems to be warning me of the presence of the minions of Death. First up is a wraith, who wakes me up in the night, scares me a bit and then leaves. The next night, it’s six of the bastards.

There’s a previously unnoticed inscription in the talisman: “One talisman to rule them all…” No wait, I’ve not got my reading glasses on. That’s better: “I am Death’s talisman. I am protected by the Faceless Ones who serve my wielder.”

Wait, I’m the wielder of the talisman, so why are these legally-distinct-Black-Riders tormenting me?

I tell them to piss off and let me sleep. They do so, but remind me that once some other servant of Death nabs the Talisman back, they’ll become lords under the reign of Death. I really don’t care. I just want to sleep, which I do.

The next morning, I reach the plateau, and rather than climb the steep slopes, I find a secret cave that will, hopefully, lead to the top.

Oh look, a frieze with a picture of a dragon. I’ve got a bad feeling about this.

There’s some inscriptions on the pillars in the first few caves I go into: “Behind the symbol on the first door lies that which you risk your life for,” and “Put yourself in the place of the monkey. To the left is danger. The idle shall act.”

These smell suspiciously like there’s a logic puzzle coming up…

I find four doors, each with a picture – a serpent, a monkey, a scarab and a dragon. Right, so, behind the serpent is something that I risk my life for. Put myself in the place of the monkey – in other words, pretend I am the monkey door – and to my left is danger (the scarab). ‘The idle shall act’ is clearly a reference to the giant idol, labelled as ‘Damolh, Son of the god Nil, Mouth of the Void’, and it squishing me to death if I open the wrong door.

I have no idea.

Well, I do. The first door – the serpent – seems to be what I’m meant to go for, but when I do, I get bitten by a snake and go straight back to the reset. I retrace my steps to have another go, reading a different pillar this time: ‘Furthest from the poison of the scarab beetle, you will find a venom more deadly than dragon fire.’

I could have done with that five minutes ago, thanks. Also, it’s exactly as deadly as dragon fire. Trust me.

And then I fail to Indy-roll under a descending stone slab door, which crushes my rib cage ‘like a concertina’. Thomson and Smith like their gruesome deaths, particularly when the poor protagonist lives to remember them.

So. Much. Therapy, once I get back to Earth.

Back to the idle idol of Damolh.

So the serpent door is out. The scarab door is dangerous and presumably animates the idol, so that one’s out as well. That leaves the monkey and the dragon, and I’m not sure which is which.

Monkey. It’s a blank wall behind the door, so I guess, through trial, error and two deaths, I pick the dragon door.

It’s a tomb. Not what I expected. And I’m trapped in it. After a while, I decide to rob the tomb, and take the spear out of the mummified corpse’s hands. Two important things: the spear has ‘Dragonsbane’ inscribed on its shaft, and also the mummy doesn’t want me to have it.

This is another magical weapon that gives me +1 to my Skill, but the rules-as-written mean that it doesn’t help me as I’m already at my initial Skill.

I defeat the mummy, compounding my grave robbing with, what, murder?

The base of the sarcophagus is, for some reason, hollow, so I smash my way through it and find a tunnel leading to the top of the waterfall. As I get onto the plateau, I meet a group of hogmen. As in, pig-people. I’m pretty sure these are unique to Orb, as they never show up on Titan. I’m given the option of attacking them or trying to communicate, but the narrative contains no indication of their numbers, which is vital information for that decision.

I give them some salted meat as a gesture of friendship.

I’ve just remembered, my provisions consist of salted pork.

Pork.

FFS…

(And yes, I’ve just checked back to the game rules, where you’re given your provisions – no, it doesn’t say what they’re made of.)

To appease the DIY ham sandwiches (just add bread!), I go with them to their village. I’m not a captive, I’m a guest, right?

Their chief, fortunately, forgives my moment of cultural insensitivity and agrees to help me, because whenever this dragon wakes up, it despoils the local area, including this village. The only way to protect myself against dragonfire (oh, yes please) is to steal three of its scales while it’s asleep (what, what?) and turn them into a shield.

How does he know this, and if he knows this, then why over the last few generations in which this dragon’s been asleep, haven’t his people stolen some already, to prevent their village from being transformed into a (deliciously smelling) barbecue?

The theft of the scales is surprisingly easy. This burglary went a lot better than the time I burgled a temple full of fanatics, in the company of a team of traitorous cutthroats. Times, plural.

The book does that subtle thing again, where it asks whether you’ve got a particular item to establish if you know certain information – in this case, the gum you need to use to make a dragon-scale shield. Otherwise, you’d just be a weirdo who saw a mythical creature lying on a vast pile of gold coins, and you stole its dandruff.

I’m not entirely sure how I made a strap or handle or whatever, since the book doesn’t say. Anyway…

I reach the portal at the top of Mount Star-Reach, and the dragon says, ‘I am bound by the gods to guard the portal.’ Does he rehearse this and say it to everyone he meets, or is it just what he’s been planning to say to the next person that comes to the portal, in different timelines?

I try and negotiate, because that’s the nice thing to do. I warn him the world is about to be destroyed by Death, so I just need to get through that portal there. The dragon isn’t overly impressed, since Death can’t touch him, due to being a divinely-appointed guardian. A bit antisocial, don’t you think? I explain about how I can stop it all by taking the talisman through the portal. The dragon explains to me that metal objects can’t pass through the portal, so if I just put all my weapons and armour over there, I’ll be able to go through.

What this foolish dragon doesn’t realise is that I have also seen The Terminator, which came out in 1984, the year before this book was published. I ask him if he thinks I’m an idiot. He explains to me in a surprisingly soothing voice, which sounds like warm honey, that he doesn’t make the rules. He sounds really quite reasonable.

Wait, no. He’s beguiling me. With a successful Luck test, I shake it off like Taylor Swift and do what’s normally a bad idea in Fighting Fantasy boss fights, and resort to violence.

Then, I test my Skill to dodge a flail of his claw as I move in to attack. Just kidding, no I don’t. I roll two dice and go to one paragraph if the result is equal to or less than my Skill, and another if it’s greater.

Seriously, at what point do these books start testing your Skill instead of going through that awkward phrasing. About book 40? 50?

Anyway, I stab the dragon. He’s Skill 12, Stamina 20, which is better than me on all counts. Fortunately, Dragonsbane causes 5 points of damage each time I hit him, and the fight finishes when he’s reduced to Stamina 5.

Battered, bloody and about to keel over, I win the fight and the dragon transforms into an old man who begs for mercy and offers to let me through the portal, if he takes me with him.

Nuh-uh. You’re a psychopathic dragon who has already tried lying to lull me into a false sense of security, and clearly relished the first time you incinerated me. Without a single instant of remorse, conscience or regret, I murder the old man. Take that, psychopath!

Turn to 400.

I get back to Earth and meet the two gods, who reveal that they’re Time and Fate. Not a big reveal, but thanks for the basic politeness of an introduction. The last line of the book is Fate and Time saying, ‘We may call upon you again!’

Maybe, but not as part of the Fighting Fantasy series, Orb!

My god, that was a long one, thanks to some time-loops that mean I ended up going through pretty much all 400 paragraphs, but I enjoyed it. The world-building in Talisman of Death is top-notch, with an entire setting revealed through a mixture of details, carefully deployed lore-dumps, and implication. I’m still convinced that Tyutchev et al are Thomson and Smith’s Dungeons & Dragons party, but the vast cast of characters in this book, from Apothecus to Hawkana, to the thugs from the Thieves’ Guild, to the semi-competent vivisectionists Moreau and Polonius, are all stand-outs despite their individually small screen-time.

Sure, the plot is basically a Chosen One version of The Lord of the Rings, which possibly misses the argument that Frodo was just some bloke, rather than having been chosen by the gods, but the distinctive setting means that the Tolkien tributes aren’t too distracting.

On that note though, I couldn’t get past the first couple of chapters of The Wheel of Time series when I realised how blatantly Robert Jordan was ripping off the Shire sequence at the start of The Fellowship of the Ring, so Thomson and Smith were definitely doing something right. (I later discovered that Jordan was doing it as an overt pastiche, so I might yet give that series another go.)

I’ll have to keep an eye out for the Way of the Tiger books.

Next up, back into space for some badass military sci-fi, Space Assassin.

Review: Fighting Fantasy Book 10: House of Hell

Review: Fighting Fantasy Book 10: House of Hell

Or House of Hades, if you’re American, because your country was founded by people so uptight the English kicked them out. (Thank you, Robin Williams.)

Transatlantic idiosyncrasies aside, House of Heck was, like the previous book, Caverns of the Snow Witch, originally published in shortened form in Warlock magazine in 1984, before being reshuffled and expanded for full publication.

There’s a couple of other noteworthy things about House of Darn. Firstly, it’s the first Fighting Fantasy book where the protagonist isn’t a veteran adventurer (the captain of the Starship Traveller counts), but just some average person. Secondly, that person is from the modern day. Well, the 1980’s, which is the modern day with bigger hair and fewer mobile phones. Thirdly, the illustration for paragraph 264 was excised from some later editions due to the implied nudity of the woman about to get sacrificed to Satan.

Oh yes, there’s that as well. House of Dash It All is a horror story in the style of 1970’s Hammer Horror films, and the cult aren’t worshipping some fantasy world’s demonic pantheon, but the actual, literal, Devil of the Abrahamic faiths, or at least his servants.

Only ten books in and Fighting Fantasy is getting controversial. You can see why the yanks shrunk away from the actual title as well when you bear in mind that this book was published during the hysteria about Dungeons & Dragons leading children into satanism.

Patricia Pulling was an awful person. I mean, she obviously suffered an unspeakable tragedy when her son, a D&D player, shot himself dead, but then she spent the last fifteen years of her life launching or supporting frivolous lawsuits against roleplaying games on the fantasy that the magic in D&D was real, and a curse had caused his suicide. Since she was full of shit and/or extremely unstable herself, whenever she acted as an ‘expert witness’ on satanism in roleplaying games, she was committing perjury. Fortunately, none of those lawsuits were successful, due to courts relying on facts rather than deranged conspiracy theories about a vast underground network of devil worshippers ensnaring vulnerable young people through the medium of dungeon-crawling.

Oh God. Wait… If she’d been alive today, she’d have been tweeting QAnon theories and predicting that the One True President would be returned to office, upon which day his first act would be to lock up all the Democrats for being fans of popular, but not that good, roleplaying systems.

Anyway, the crusade spawned by Pulling’s inability to process her own feelings of guilt over failing to address her son’s obviously deteriorating mental health or prevent his suicide was eventually debunked extensively by author and game designer Michael A Stackpole (I mainly know him from his Battletech novels, as well as the X-Wing series for Star Wars) in his 1989 Pulling Report. Have a read of it when you have an hour or so to spare. It’s comprehensive.

So yeah, that’s the cultural environment into which House of Asshat was released.

I can see the meeting with the publisher now:

“Steve, I’ve just read the first draft of Ian’s thing with the vampire sorceress in a cave. It’s pretty good. What have you come up with for book ten?”

“You’re a lost motorist who takes refuge in a haunted house during a storm.”

“Interesting, and a bit different from the others. I like it.”

“Then you use a letter opener to stab your way through a coven of devil worshippers.”

“Are you sure about that? I mean…”

“And I’ll include the names of real demons in the text, for authenticity.”

“It’s going to be a tough sell, particularly in the US market, but…”

“The final boss is Patricia Pulling.”

“And that’s where the line is, Steve.”

“Also, I want to ritually sacrifice a naked woman.”

“Steve, we’ve talked about this…”

“I can negotiate.”

In all seriousness, with Patricia Pulling making waves, it’s hard to think that this book wasn’t something of a deliberate challenge to her awfulness.

History done, let’s get to the game.

– Stats are Skill 10, Stamina 20, Luck 7 (oh dear).

– In House of Nuts, you also have a Fear stat, which starts at 0 but goes up to a predetermined maximum score (D6+6). I roll a 6, so I can acquire up to 12 Fear points before I *checks notes* die.

– In The Warlock of Firetop Mountain, you can kill a dragon. In this book, you can literally die of fright. These protagonists are not the same.

– Fear is essentially a Call of Cthulhu-style Sanity meter.

– According to the Titannica fan wiki, the optimal path through House of Poo causes you to gain 8 Fear. In other words, you can play the game perfectly but there’s a 1 in 3 chance that you didn’t roll high enough during character creation and just die. That’s a design flaw that should not have got past editing. I prefer my difficulty levels on the lower end (for me, a gamebook is about how you reach one or other endings of the story, not if), but it’s inexcusable to make a book impossible because of a particular stat roll before the story even begins; I can only assume this was an error.

– Although I rolled Skill 10, I start the game unarmed, so am effectively 3 points lower than that during any fights until I find something pointy to play with.

– And no provisions or potions (or setting-appropriate equivalents). This is survival horror. If I had a packed lunch or a Thermos of soup, it’s back in the car.

– The opening paragraph of the introduction makes the modern setting clear – you’re driving through the rain but, like Brad Majors and Janet Weiss, you’ve taken a wrong turn. Let’s hope you don’t end up in a creepy old mansion where the master of the house is having one of his… affairs.

– It’s all the fault of some creepy old guy who directed you this way. You’re rather annoyed at him, but it’s still quite a shock when you run him over twenty minutes later.

– Except there’s no body, my car’s in a ditch and the battery’s dead. Nice suggestion of the supernatural, although since this is the early 1980’s, I’m probably just drunk at the wheel and hallucinated him.

– The book doesn’t specify where these events are taking place, other than naming a town twenty miles back down the road as Mingleford. That could be English, or maybe North American, or frankly anywhere else where some British sea captain once stuck a flag. This fits the setting, though the few Hammer Horror films I’ve actually seen are very British in feel. I imagine that foreign language translations of the book rename Mingleford as something more locally relevant.

– Anyway, I approach the house in the pouring rain, and lightning flashes, illuminating it briefly, and… Damn it, Janet…

Yes, that’s a young Susan Sarandon. Up in the window is Richard O’Brien, and above him is a prototype for the Crystal Dome. “Start the fans, please!”

– I notice that the light at the window isn’t electric, but probably an oil lamp, but the narrative then breaks POV to point out that I don’t notice that there’s no telephone line going to the house, and if I had then I might have turned back.

– Aside from that immersion-breaker, this intro is pretty good at building atmosphere.

– Unfortunately, the final line harks back to the Rocky Horror Picture Show again: “Tonight is going to be a night to remember…” One of the Criminologist’s lines in Rocky Horror, in similar circumstances, is: “Tonight would be a night they would remember for a very long time…”

– In paragraph 1, I approach the delapidated old mansion, and there are three ways to proceed: rapping on the door knocker, pulling a cord, or creeping around the side of the house to where someone’s turned a light on.

– Well, the obvious thing to do when approaching a house in the dark is to ring the doorbell. Anything else will scare the occupants.

– The butler answers and invites me in after I explain my predicament. “The Master is expecting you.” Wait, what?

– Anyway, the butler leaves me in an incredibly well appointed room while he goes to fetch his boss. I admire the paintings, and one of them only goddamn starts speaking to me! “Stranger, beware this place, for it is cursed! Many have succumbed to its power, myself included. The evil Lord Kelnor will already be plotting your death. Drink not his white wine. Or if you can, begone. Escape while you may!”

– Well that’s weird (and worth my first Fear point). I’m clearly hallucinating. Have I got schizophrenia? And what kind of stupid made-up name is Kelnor?

– In walks Lord Kelnor, the Earl of Drumer. Oops. Maybe I’m not hallucinating. He’s wearing a smoking jacket. Bearing in mind it’s the middle of the night, that means ‘posh person’s dressing gown’.

– Drumer is, of course, an anagram of ‘murder’.

– If his name was actually Kelnors or Skelnor, rather than Kelnor, it would be an anagram of ‘snorkel’, though that would be less sinister.

– The butler’s name, it turns out, is Franklins. This is an anagram of ‘skin flan’, if you take out the ‘r’, and ‘r’ stands for ‘rex’, as in the King of Hell, so his name means ‘King of Hell who wants to turn you into a skin flan’, which is foreshadowing.

– Forget Patricia Pulling; I should be in QAnon.

– My initial objective in this book is to get my car fixed and get on my way. I don’t know if it’s that this book is riffing off the same tropes that Rocky Horror joyfully parodies, or if Steve Jackson spent the late 70’s and onwards going to late night cinema showings while wearing basque and suspenders, but the phrase, “I’ll get you a satanic mechan-iiiii-ic…” keeps cycling through my mind.

– I drink the brandy that Kelnor offers me, and that warm fuzzy loveliness that is brandy in front of a fireplace calms me down enough that I erase that Fear point.

– This is a children’s book in which drinking alcohol is advantageous. Cool.

– Dinner’s ready. Kelnor actually got his cook out of bed to make me a meal. What a generous chap. I have a choice of red or white wine. I think I’ll try the wh… no, the red.

– Lovely wine, this. Proper stuff, not aspirin-drugged supermarket rubbish at all.

– Now I have a choice over whether to have duck or lamb. Are these reheated leftovers, or has the cook actually prepared multiple options for me? A ham and cheese sandwich would have sufficed.

– I pick duck, but in a nice bit of tension-building, the decision doesn’t actually matter. Lord Kelnor and I chat about my unspecified job (for which I have an unspecified appointment in the morning, hence my late night drive through an unspecified area of an unspecified country in the middle of the night), before moving onto his own background.

– His lordship’s lands once spread for miles around, with lots of tenant farmers, but then his sister died at thirty-two, found dead in the woods with strange marks on her neck.

– I wonder if I’ll find some garlic somewhere in this house?

– The peasants started muttering about witchcraft and black magic and the house being cursed and… Wait, ‘peasants’? He calls working class people ‘peasants’? Is the Earl of Drumer hundreds of years old or is he just a Conservative Party MP?

– Actually, if this is Britain, he probably is a member of the House of Lords, and as a landowner almost certainly a Conservative peer.

– Assume the current year is 1984, the year of publication, and although the text doesn’t describe Kelnor beyond him being tall and wearing a smoking jacket, the illustrations suggest he’s in his 50’s or 60’s. If he was born around 1920, that’s still rather late for talk of peasantry, even if tenant farmers were still a thing (academic citation: Downton Abbey).

– My car has windscreen wipers and headlights, but they’ve existed since 1903 and 1904 respectively (thanks, ChatGPT), so if this book’s set at some point in the early twentieth century, Kelnor could be from the mid-1800’s, but there’s no suggestion it’s anything other than the modern day.

– Assuming he’s not supernaturally long-lived, and there’s no indication of that, besides my little psychiatric wobble with the painting, it seems he’s just the kind of person who refers to poor people as ‘peasants’.

– Another selection of after-dinner foods to choose from. For once, the irritating Fighting Fantasy complete absence of any hints as to which decision is the wisest is actually helping in this scene. Are the decisions important? I have no way of knowing unless I take the wrong option. It’s a brilliant way of building tension.

– Spoiler: this choice does matter, but I choose the correct one, and Franklins leads me to the Erasmus room, where I shall sleep for the night.

– ‘Erasmus’ does not, apparently, have any meaning in demonology. It’s likely a reference to the Dutch Catholic humanist and scholar Desidirius Erasmus, who emphasised in his writings the importance of education and critical thinking.

– Rather than go to sleep, I opt to go for an explore. The door is locked. Franklins has gone and locked me in!

– I mean, I’m a complete stranger in a house full of valuables, but that’s still pretty unfriendly, so I wait up in the darkness for someone to come in. This is rather unsettling and I gain a Fear point.

– My patience is rewarded when a hunchback comes in with a bedtime drink. I do have the option of assaulting this person with a stigmatised disability, but instead I sneak past him and lock the door behind me, trapping him in the Erasmus room.

– I’m going to keep track of how many people I kill tonight. Still zero, so far.

– My undiagnosed mental health issues kick in again as a ghost appears and tells me to come into a room at the end of the landing, saying “Thank God I’ve found you in time.”

– Is this a trap? No, it’s just a hallucination and I was going into that room anyway.

– This is the Apollyon room, an ornate bedroom. I’ve no idea how I know the name of the room, but let’s assume there’s a brass plaque by the door.

– Apollyon, incidentally, is a biblical reference, specifically in the Book of Revelation. It’s the king of demonic locusts associated with destruction and torment. The name is Greek and means ‘Destroyer’ or ‘Exterminator’.

– The ghost tells me that Lord Kelnor, Earl of Drumer, is a Black Priest of the Night and yesterday he captured a pretty young district nurse to sacrifice to the Demons of Hellfire. I need to find the Kris knife as it’s his only weakness, and it’s probably to be found in…

– Some ghostly Great Danes (the dogs, not the Vikings) suddenly attack the ghost, presumably how she died, and she fades away.

– I think I need to rescue this damsel in distress, so she can get back to changing the dressings on old people’s abscesses.

– Ah, yes, there are name plates on the rooms. The next two are the Azazel and Mephisto rooms.

– They’re both demons or fallen angels. Azazel is associated with scapegoat rituals (ie offloading a community’s sins onto one volunteer or sacrificial animal), while Mephisto is keen on tempting people, particularly in the Faust legend.

– The Azazel room is an old-fashioned, very cluttered science lab. There’s a skeleton hanging from a hook. Maybe I’m paranoid, but I’m keeping half an eye on that thing. Ooh, a letter opener. I now have a weapon.

– I don’t search the rest of the room, because I get spooked by two voices outside, which then leave.

– I try the Mephisto room next, but it’s empty, apart from a broken window and a length of knotted rope, which I take.

– The next room along is the Balthus room. Aside from the obvious reference to Balthus Dire, antagonist of Steve Jackson’s Citadel of Chaos, Balthus also refers to the French-Polish artist, Balthasar Klossowski de Rola (1908–2001). Balthus was known for his paintings of very young girls in sexually ambiguous or unsettling scenes. To put it politely, his artwork has been accused of being paedophilic. I guess Puffin Books didn’t have access to Wikipedia back in the early 80s.

– The Balthus room is empty apart from a box on the mantelpiece. I try to open the box, but the catch is stiff. Then I get attacked by the curtain, which punches me in the chest and drops me to the floor.

– Oh no, it’s not enchanted drapes. It’s just the reanimated rotting corpse of some bloke.

– I fight the zombie.

– As anyone who’s read Jack Chick’s Dark Dungeon, an insane and notorious Christian tract about the Satanic influences of the titular roleplaying game, and definitely not Dungeons & Dragons, will know, ‘fighting the zombie’ is a thing you can do by yourself, separate from the rest of your roleplaying group. Although the character in the tract is sitting at her mother’s kitchen table during that scene, she’s supposedly locked herself away in a hermit-like existence, leading to the use of ‘fighting the zombie’ as a euphemism for masturbation, as in, “Don’t come in, mother, I’m fighting the zombie!”

– Of course, Dungeons & Dragons is a multiplayer game, and one might ask why Marcie has a GM screen set up on the dining room table.

– “Don’t come in, mother, I’m Fighting the Fantasy!” That’s more appropriate.

– Read Dark Dungeon online here at the official Jack Chick website. There are no adverts, so the more traffic we send to those awful people, the more it costs them. Just don’t buy anything. (Content warning: Suicide, religious bigotry, stupidity.)

– Anyway, I fillet the zombie like it was a letter that really needed opening. It was already dead when I started, so I’m still on zero murders.

– Shame that just being attacked by the zombie netted me two Fear points. Very Call of Cthulhu, but I think I need to find some more brandy.

– The box on the mantelpiece contains the key to let myself out of the room. Turns out the door locked behind me when I entered.

– Back on the landing, I find an unmarked door and go through it, finding myself on a short corridor with a window at one end and the Diabolus room off to my left.

– Holy hallucinatory messages, Batman! I swear, for an evil House of Poop, most of the spooky stuff appears to have been helpful. Apart from the zombie, obviously, and those Great Danes were kind of horrible. “Mordana in Abaddon,” is written in the condensation on the window, with the narrative advising me to turn to a particular paragraph when that message becomes relevant. I’m not normally fond of combination lock puzzles, but this variation is unintrusive and encourages close reading of the text. (Appointment with F.E.A.R. does something similar with its investigatory clues.)

– Oddly, if I look at the window on the short corridor, I’m not given the option to enter the Diabolus room, and if I’d gone into the Diabolus room, I’d lose the opportunity to look at the window. (Having checked what happens in the Diabolus room, I’m glad.)

– Diabolus, incidentally and probably obviously, is Latin for ‘devil’ or ‘demon’, and is usually used to refer to Satan in Christian tradition. I bet you feel educated for that, but I started offering quick (Google-facilitated) insights into the room names, in the hope that they had some relevance to what was inside them (no, basically), so I’m carrying on.

– There’s another unmarked door along the landing, opposite the main staircase down to the ground floor. I go in and find myself in a storeroom. I’m not sure why, considering I’m on the upper floor of the house, but it’s full of crockery and cutlery, including a very sharp meat knife, which I take as a spare weapon.

– Oh bollocks. There’s also several cloves of garlic on the shelf. We all know what garlic means.

– There’s also an unlabelled bottle of white liquid. I’m not going to drink it, but I’m curious about this probable schmuck-bait, so let’s scout ahead. Oh. I expected bleach or floor polish. No. It’s that poisoned white wine I was warned about.

– Describe white wine to me. Ask fifty different people to describe the appearance of white wine. Ironically, the colour white is unlikely to be mentioned. I’m truly mystified by this idea that white wine in House of Buggery is actually as white as red wine is red…

– I leave the storeroom through the door at the back of it (it has two doors, unusually perhaps for what’s essentially a large cupboard, though I suppose it makes it easier for the servants to get things without traipsing around the entire upper floor). There’s another short corridor here, ending in the door to the Shaitan room, and to my right is the Mammon room. On my left is an unmarked door.

– Expecting another storeroom, I try the unmarked door. It’s locked. I try the key I picked up in the Balthus Room (internal doors in a house likely all use the same key, is my logic), but it doesn’t fit, and the book directs me to the page I would have gone to if I’d not bothered trying. Nice little red herring ‘choice’ there. If I hadn’t explored the Balthus room and picked up the key in there, I’d have been kicking myself for not exploring properly. As it is, it’s not possible for me to go through this door (at least not yet). I opt for the Mammon room.

– There’s some boxes in here, and I rummage through them. Ah. I see. ‘Mammon’ is a Biblical concept of material possessions and the pursuit of wealth, often personified in Christian tradition as a demon. Finally, there’s an obvious connection between the room’s name and its function. This is where Kelnor’s family store all of their jewellery. I steal a gold ring rimmed with rubies and engraved with the words ‘From George, to Margaret, 1834’. That year’s going to part of a puzzle, I suspect.

– And, as I turn to another page, I catch a glimpse of the paragraph where that ghostly voice warned me about Kelnor and the white wine. The voice came from a painting of Lady Margaret of Danvers, 1802-1834. George, whoever he is, gave Margaret that ring in the same year she died. I’m not sure stealing it was the best plan ever, but what the hell? What’s the worst that can happen, right?

– The curtains open and shut without anyone else being in the room. Weird. I go and investigate, only to fall over as I try to lean on a bedpost that passes its dodge roll, and then get attacked by an armchair, but pass my own roll to dodge out of the way.

– Yeah, no, not poltergeists, I’m out of here. I flee the Mammon room and head for the Shaitan room instead.

– ‘Shaitan’ is another obvious one, being the Arabic word for ‘Satan’, and is commonly used in Islamic tradition. I wonder if Kelnor ever spends time not acting like a satanist, and invites his friends from the House of Lords over for brandy and coke parties? (Spoiler: this is the 1980’s, so that’s not a reference to soft drinks.) If so, does Lord Mingleford never ask awkward questions about why the bedrooms all have sinister names? Or does he think it’s just an eccentricity, like why Kelnor never lets any of his friends drink the white wine or eat cheese in the house?

– Anyway, the Shaitan room is a large bedroom with a big four-poster bed and, in the middle of the room, a three-piece suite. This is a big room. The door locks behind me, I gain a Fear point, and along comes a disembodied voice. I wonder if my appointment tomorrow morning is with a psychiatrist?

– “So, our visitor is inquisitive, eh? Or are you trying to leave the house? Perhaps your hospitality is not to your liking? Maybe you would like to see some more – shall we say – amusements?” I’m calling it: Kelnor is stood behind the curtain, being weird at me.

– I don’t know why I’m being so sceptical about the supernatural. So far, I’ve seen several ghosts, not seen a poltergeist, read some haunted writing, and stabbed up a stinking, decomposing, reanimated corpse.

– Oh, there’s actually nothing supernatural going on. It’s not Kelnor, but a bloke sat in a high-backed armchair that was facing away from me. Perfectly normal.

– How did he know I was who I was though? He’s a bit pale, isn’t he?

– Yeah, the vampire-garlic symbiosis strikes again. I whip out my vegetable and wave it at the pale guy who most definitely isn’t non-supernatural. He backs off towards one of the two doors at the far side of the Shaitan room. I throw the garlic at him (WHY?) and get there first. It’s a cupboard, but the back panel has been slid aside to reveal a secret passage. Cool.

– That was the third or fourth encounter with a vampire in the Fighting Fantasy series so far and, although brief and non-fatal, it was fun. There were numerous instadeath choices available, and if I’d picked the other door, I’d have been attacked by a pair of zombies. You can even wear the ring you find in the Mammon room, which is bad idea, since it makes it easier for the vampire to hypnotise and then kill you.

– This vampire is presumably George. He gave the ring to Lady Margaret of Danvers back in 1834, and used it to kill her.

– The vampire survived the encounter, so I wonder if I’ll meet him again. For some reason, he doesn’t follow me. Probably picking garlic out of his hair.

– There’s a small room partway down the secret tunnel that has a weird mystical haze hanging on the wall, ‘almost like a curtain of sparkling water’. Oh, yes, I’ve got one of those at home and this looks just like that. I stick my head through it and it turns out I’m peering out of a mirror into a reception room. I can hear voices, so I duck back into the secret room until the coast is clear, then step out into the reception room.

– The thing this book does very well is keep you aware that you’re being stealthy. You’re aware you’re in hostile territory from the moment Franklins locks you into your bedroom (and earlier, really, if you consume the wrong things at dinner). If you see or hear people coming, you often get the option of trying to hide, and every choice about whether to fight someone is in the context of you’re just ‘some bloke’ (or lady – I’ve not noticed any gendering when other characters have been referring to me).

– Oh, FFS, Kelnor’s ancient. I’ve just pieced it together. His sister died with marks in her neck at thirty-two, which is the same age at which Lady Margaret of Danvers was killed by George the vampire. Kelnor keeps his sister’s murderer living in the house. That’s a weird thing to do.

– I suspect that the ghost I met earlier was Lady Margaret, but in that case, where do the Great Danes come into it? Did George set the dogs on her, or are the ghostly hounds some sort of defence mechanism of the house, keeping the resident spectres in line?

– Wait, why is there an illusory ‘mirror’ not-actually-hanging on the reception room wall? What’s its purpose?

– I leave the reception room and find my way through the darkened hallways to the kitchen. The back door is right there. The keys are sat on the cooker. I could escape from the House of Poomchukker right now, if I wanted to. However, there’s an NHS employee somewhere in this house, about to get sacrificed to Satan. I can’t really leave her here, can I?

– There’s a neat little trap in this room, that again plays on the fact that this entire book is a stealth game. Try the door? It’s locked. Hmm, maybe you should pick the keys up off the top of the cooker? The hob’s very hot and the keys burn your hand, causing you to scream. You can test your Luck to see if it was your off-hand, rather than your weapon hand, to reduce the Skill and Stamina damage suffered, but it doesn’t matter either way. That scream sealed your fate: four cultists arrive to investigate the scream. Outnumbered, you surrender and are dragged down to the cells in the basement. It’s not an instadeath as such, but it’s still a game over, and who knows how long you’ll live afterwards?)

– I mean, I reckon the danger of the keys could have been flagged up a little more. They’re described just as being on top of the cooker. Maybe specifying that they’re lying on one of the electric hobs is a little fairer.

– I enter the pantry instead. Who the hell left a ghoul in here? I fight it, I kill it, and it falls over onto a stack of pans…

– And those four cultists turn up and drag me off to the cells for a game over.

– Wow. Really? The entire kitchen of the House of Drumer is a dead end. If you enter, you will end up getting dragged off to that cell in the cellar.

– House of Bumholes is an old-school horror movie, right?

– I pick up the remote control for the VCR and press Rewind

– I leave the reception room and find my way through the darkened hallways to the door opposite the door into the kitchen, which for some reason I’m averse to entering. I need a key to get through this door. Without the key, I decide to enter the kitchen instead…

– (Doing some five-finger-scouting, it turns out that that key was from a locked room in the secret room with the magical mirror into the reception room, which I didn’t have the Golden Key to enter on this playthrough. Inside the room opposite the kitchen, you confront Kelnor and Franklins. So, by fleeing from George the vampire into the secret passage rather than back out onto the landing, I skipped a large part of the house, and ended up at a finale I was completely unready for. Also, the key that I didn’t have has a number inscribed on it, which you subtract from the paragraph reference you’re on. It’s not quite a combination lock puzzle, but I’m not entirely sure how I feel about it. I’ll think about it.)

– For now though, I press Rewind again…

– I whip out my vegetable and wave it at the pale guy who most definitely isn’t non-supernatural. He backs off towards one of the two doors at the far side of the Shaitan room. I throw the garlic at him (WHY?) and run for the door back to the upstairs landing.

– It’s locked.

– And I have no garlic left.

– Balls.

– George kills me.

Rewind…

– (Incidentally, Edge of Tomorrow is an excellent film. Think Groundhog Day, but with Tom Cruise getting shot in the head more often.)

– Yeah, no, not poltergeists, I’m out of here. I flee the Mammon room and run down the landing, past the Asmodeus and Eblis rooms, stopping to try the door of the Tuttivillus room.

– Asmodeus is a demon from Jewish and Christian traditions, usually associated with evil and temptation. In Christianity, he’s a Prince of Hell. In Judaism, he’s a king of demons with a fondness for tempting people into sexual immorality (so he’s clearly not all bad).

– Eblis (or Iblis) is a figure from Islamic tradition synonymous with Satan. He was a jinn that refused Allah’s command to bow down to Adam, and was cast out of Paradise. Ever since, he tempts people into sin.

– Tuttivillus is a flavour of Italian ice cream.

– No, actually, he’s a minor demon or imp found in medieval Christian folklore, who hangs around in churches(!), making a record of any mistakes made by the clergy during services. He then snitched on these erroneous vicars to higher-ranking demons. He was a cautionary tale, basically, to get people to pay attention during religious rituals.

– It’s a bedroom with barred windows. Cosy. Actually, the bed looks very inviting. The book asks me if I want to go to sleep. Considering what happened last time I was shown to a bedroom, no. I look out of the window instead, for some reason.

– Gah! +3 Fear points for seeing an old man. A bit steep, but then it is the one that gave me crappy directions, who I then ran over twenty minutes’ drive later, and is now swinging by the neck from a tree, as a long-dead corpse. I’m on 8 Fear now, and am still on the upper floor of the House of Boobies. Only four more points, and I’ll have a heart attack and die. I run out of the room, round the corner, and face three doors: Belial on the left, Abaddon on the right, and an unmarked door dead ahead. I start with the Belial room.

– Belial is a Judaeo-Christian demon associated with treachery and rebellion, and is generally regarded as being wicked and lawless. Conversely, in Warhammer 40,000, Belial is a Dark Angels Chaplain, hunting down the traitorous Fallen.

– It’s a study, but the furniture is all covered in sheets. I take a breather and regain enough Stamina to take me back to my maximum. Small mercies. Then one of the sheets begins to rise up into the air, as if being pulled up on string, and I gain a Fear point.

– I grab the sheet and… Oh. It was actually being pulled up on a piece of string. That’s okay then; erase that Fear point. But… who was pulling it up on string? Rather than find out, I leave the room.

– For some reason, I no longer have the option of going through the unmarked door, so I go into the Abaddon room.

– Abaddon is a Hebrew word meaning ‘destruction’ or ‘place of destruction’, and is portrayed in Jewish and Christian tradition as either the place or as an angel or demon embodying destruction. He’s also a Chaos Space Marine with a very big sword, very short temper, and very small arms.

– There’s an old woman asleep in the Abaddon Room. For some reason, I decide to wake her up. This is a bit tricky, as she’s actually stone cold dead. (And now I’m up to 10 Fear points. I’m doomed.) Then she wakes up and stares at me with pure white eyes, asks how dare I walk into the bedroom of the lady of the house, and tells me to go away and leave her to die in peace.

– Wait, this is the lady of the house? Is this Kelnor’s wife?

– I ask her questions about the house. After all, she’s hardly likely to pose any kind of… A wooden panel opens and a pair of Great Danes bound into the room to savage me. (Do they live in a secret compartment in the wall, because that’s not the usual habitat of canines?)

– I stab to death a pair of animals with a letter opener. Still on zero murders, so long as you’re not PETA.

– The old lady keeps hurling threats at me while I search the room for… what? Anything interesting, I suppose. I notice that she gets rather agitated when I approach her herb garden near the window. Since I was attacked by a pair of her very large dogs, I don’t feel so bad about bullying a helpless old (dead) lady, so threaten to destroy her plants if she doesn’t tell me what she knows. She still refuses, unless I can tell her her name.

– Why? Has she forgotten?

– I don’t get this puzzle. I’ve got the answer, courtesy of some condensation on a window, but why is the key to getting her to answer telling her her name?

– Oh crap.

– This woman, Mordana, is the lady of the house. [SPOILERS TO FOLLOW] Kelnor is not the master of the House of Butts. This must be Franklins’ wife, and therefore she’s probably a demon. How do you control demons? By knowing their true name.

– I ask her about secret rooms in the house. I hit paydirt. She tells me about the Master’s most secret hiding place and how to get into it. (By subtracting ten from the paragraph reference when I’m in the appropriate location.) However, I’ll need the new password, and Mordana doesn’t know it. Shekou does though. Oh good, who’s… This possible demon has fallen asleep again. Maybe she is just an old lady after all.

– Having now explored most of the rooms upstairs, I decide to head down the main flight of stairs to check the downstairs. Looks like I’m going to avoid encountering George this time.

– At the bottom of the stairs are two doors. The one to the right is actually, from the map I’ve been using, an alternative door to the room where you confront Kelnor and Franklins later in the book. It’s locked. Instead I go into the opposite room, as the alternative was to go out of the front door, and I’m not actually trying to escape. Remember, this is a rescue mission for that district nurse (who never even gets a name, if I recall).

– Also, from a previous time I’ve played this book, there’s a +3 Fear jump scare behind that front door, and that’ll be enough to kill me at this stage in the book.

– The drawing room is unoccupied, so I loot some silver ornaments, specifically a short dagger and a hip flask, which I fill with brandy. Behind the carriage clock are some letters belonging to the earl, including one from another Satanist, Count Pravemi, who has recently survived a raid on his home, and suggests Kelnor improves his own security. Pravemi says he knows the password to Kelnor’s secret cache is ‘Goathead’ and suggests he changes it to ‘something which will remind you of the sound advice of a good friend’. So, the new password’s ‘Pravemi’ then.

– While I’m searching the room, the fireplace bursts into life in a very literal way, and two fire sprites leap out and advance on me. How do I know that these are fire sprites? Sprites don’t exist in the real world, so why am I giving them that name? Anyway, I back away – can I even hurt them if I stab them? They’re living flickers of flames, for Christ’s sake. So I pick up one of the many potted plants in the room and hurl the contents at the sprites, smothering them under a load of wet soil.

– Weirdly enough, despite these arguably being the most obviously supernatural creatures I’ve faced, they’re not worth even one Fear point. I mean, fire is scary, and fire with faces and that chases you around the room is just plain terrifying.

– I leave the room hastily, and find myself in the study. Writing starts appearing on the sheet of paper on the desk, costing me another Fear point. Damn, I’m at 11 out of 12 now. My heart rate is pounding. The writing says, ‘Find Shekou’.

– I’m trying to, goddammit. He knows the current password to the earl’s special room.

– Are all these supernatural hints the work of one ghost, or are there a whole bunch of dead people cursed to haunt the House of Wank, and who are all taking whatever opportunity they can to help me? The implications of that are interesting. Are the ghosts picking me in particular? Or did the district nurse who came over to trim Mordana’s ingrowing toenails find ‘Don’t eat the cheese,’ written in blood on her notebook?

– I look through the bookshelf and find Mystical Symbols and Their Part in Magical Rituals. This is, presumably, a book about mystical symbols and their part in magical rituals. Oh, no, it’s actually a hollowed out container for a pentacle that has power over devil worshippers. Cast into the metal of the pentacle is a potent number related to the Devil himself: 66!

– Pardon?

– 66!

– That’s not related to the Devil in any way.

– Well, no, but there’s only 400 paragraphs in this book, so we’re dropping the third ‘6’.

– Fair enough.

– I pick up another book, on medieval portraiture, and spot a button on the wall behind it. At this point, I get the choice between pressing the button, or keeping the very valuable book. If I press the button, it opens a secret door. I can then choose to explore that passage or leave the room via the other door, without taking the book. Why can’t I both go down that secret passage and take the book with me? This is a flaw/oddity/strange design choice that occurs frequently in this book.

– House of Farts is an unusual Fighting Fantasy book in that it’s technically a dungeon crawl, but through a realistically laid out building, and one that’s significantly smaller than, say, Craggen Rock from The Citadel of Chaos. You can take several routes through the house (as my VHS rewinding earlier demonstrates), but there’s not the freedom of a video game to walk wherever you want to, whenever you want to.

– The logistics of making the gamebook work like that would be quite intimidating, particularly when you bear in mind that there are NPC’s also living in the building, but I think it could be doable with codewords to indicate certain events have occurred, and a Scorpion Swamp style ‘If you have already explored the Abaddon room, turn immediately to page x’ when you enter that location. At the time House of Knickers was written, gamebooks as a genre weren’t that advanced.

– I follow the passage, which gradually becomes a staircase down to the cellar. (No, this isn’t the staircase with Kelnor’s secret cache room – I checked.)

– Instead, this is the house’s dungeon, with four cells, three of which are occupied. I assume the fourth one is the one that you get put into when you make too much noise in the kitchen. The occupants of the other cells are a pretty young girl who begs to be released, a tall man who asks you to kill him so that Kelnor is deprived of the opportunity, and a balding man in a grey gown who doesn’t say anything.

– Incidentally, the illustration for this page depicts them all being in one large cell, or charitably three very narrow cells.

– I’ve not really mentioned the illustrations in this book. I’m not sure why, because there are some real corkers in there, courtesy of Tim Sell. The double act of Kelnor and Franklins appear in two, one when you first meet them, and one where you confront them for the finale, and the difference in demeanour bookends the story nicely. The various other inhabitants of the house (living and dead) are characterfully illustrated, and are all pretty damn sinister. There seems to be a family resemblance between Kelnor and George the vampire, although that’s probably coincidental, as George is implied to be Kelnor’s brother-in-law.

– But, you know, aristocrats and gene pools…

– Interestingly though, despite this house being the home of an earl with apparent aristocratic rulership of the surrounding area, not one of several illustrations show a typical British or European stately home of any era, instead leaning more towards an American colonial/plantation style of mansion, right down to having a covered veranda around the front door, from which the master of the house can survey his land/enslaved people. The version on the front cover appears to be made of bricks, but the internal illustrations are that kind of wooden clapboard popular in North America but rarely seen in Europe (the UK at least) in anything larger than a garden shed. The Addams Family are more likely to live in that house than Lord Kelnor, Earl of Drumer.

– Back to the cells. This is a discreetly dangerous room. One of the three prisoners is useful, telling you that you need to find the Kris knife in order to defeat the evil in the house. One of the prisoners murders you. One of them is a hysterical district nurse. Success! Unfortunately, I have no way of opening the cell door. Suck! You only get the chance to speak to one of the prisoners before you have to leave, or else you get grabbed and take up (brief) occupancy of the fourth cell.

– Ooh, this house has its own torture chamber and even a torturer on staff. I wonder if he’s listed as such in the house accounts, or whether he’s officially a gardener or kitchen hand. Now starts a fun memory game, as you try and convince the torturer and his team of pain technicians (Orville and Dirk) that you’re actually a friend of the earl and could you please untie me from the rack right now, pretty please?

– Remember all those room names upstairs? I hope so, because otherwise you’re going to fail this test and become a good few inches taller and significantly deader.

– The letters are D, A, K, M, S.

– My answers are Drumer, Abaddon, Kris (dammit, why did I not think of Kelnor?), Mordana, Shaitan.

– I scored an excellent 21 out of a maximum 25. For some reason, the points you score for each word are spread across five paragraphs, rather than just listing them all in one paragraph. I guess it keeps the tension ratcheted up.

– Speaking of tension and ratchets, I’m still being stretched on a rack, so if you could… Thank you.

– I coldly leave the torture chamber, and get scared to death by bats.

– Not zombies. Not a corpse flopping out of a cupboard or hanging from a tree. Not a knife-wielding cultist at the front door. Not a ghostly apparition or even just a feeling of anxiety while waiting in a darkened bedroom. I suffer a fatal heart attack after a flying mouse lands on my head.

– No, I don’t. Ignore it and keep going. Fear 12 is where the wimpy motorists get sorted from the badass vigilante action heroes.

– Anyway, like a badass, I hide under the cellar stairs until the bats go away.

– Under the cellar stairs… Hmm…

– I trace the outline of a secret door and the book gives me a choice of four passwords to get through it. ‘Goathead’, Kelnor’s old choice of password, is one option, and ‘Pravemi’, the name of the friend who told Kelnor to change it, is another. Other options are ‘Murder’ and ‘Kris’.

– Obviously it’s not ‘Goathead’, since Count Pravemi told Kelnor that he knew it.

– It’s not ‘Kris’. We know this, because ‘Kris’ is derived from the Greek for ‘Christ’, and the thing in the room is the Kris knife. Kelnor’s not an idiot and probably has an aversion to the word anyway.

– Hilariously, the password isn’t ‘Pravemi’. Despite that being the obvious choice if you’ve read the letter, but not yet got the actual password off Shekou the hunchback, again, Kelnor is not an idiot. What he is, though, is the kind of bastard who doesn’t appear to mind if his sister gets eaten by his vampire housemate.

– I say ‘murder’, and the door opens.

– Count Pravemi is most likely in a shallow grave somewhere, with his heart ritually removed. Probably his tongue as well, the nosey, blabber-mouthed fool.

– I enter the actual secret room and find the Kris knife. And this is where this book gets problematic.

– You see, the Kris knife is described as pearl-handled with a wavy silver blade. The inscription on the box reads: The Kris Knife. A blade fashioned for the glorification and pleasure of the Demons of Hellfire – our true Masters. To be used only by Initiates. Never to be wielded in the presence of the Masters.

– So, what’s up with that?

This. This is what’s up with that.

– That picture, borrowed without permission from eBay (it’s on sale for $2500, if anyone’s interested), is an Indonesian kris knife. The kris is a real-world part of Indonesian culture, with its own mythology and mystical associations, and Fighting Fantasy just recast it as being a sacrificial knife used by devil worshippers to glorify their demonic masters. It even has the same wavy blade. Not cool.

– You know what is cool? That UNESCO awarded the kris the status of Masterpiece of the Oral and Intangible Heritage of Humanity in 2005.

– Anyway, back to the 1980’s, when that kind of cultural appropriation was ‘fine’.

– I ascend the stairs to the ground floor and find myself in a reception room with a large mural of a country scene on one wall, and a mirror… hang on, I’ve been here before, in another life, but from the other side of the mirror. When you look at the mirror from this side, you gain a Fear point due to the shock of not having a reflection in the illusory mirror. I go through. Unfortunately, I still don’t have the Golden Key (not my capitals) required to open the right-hand door in the chamber behind the mirror. I think, at some point, I’m going to end up in the kitchen again…

– For now though, I search the reception room and find a leather box hidden under the table. Nice. I didn’t see that last time. Someone’s coming! I’m given the option of hiding behind the curtains or ducking through the illusory mirror. Picking the curtains results in you being discovered as the approaching figures are looking for the very box you’ve just picked up. In a brief moment of hilarity, you are described as sheepishly holding the box and given the option of handing it back to them. Then the comedy ends and you’re plunged into a knife-fight to the death with one or both of them. Instead, I dive through the mirror.

– The writing of this book is quite elaborate. Essentially, you as the character follow a series of potential paths through the book, with circumstances or occasional (annoyingly arbitrary) author fiat meaning that you don’t try certain doors/routes. Think of it like a rail shooter video game, in which you are propelled onwards without full control of your journey, with how you deal with the environment and its threats as they pass you by being the interactive element. As is demonstrated here, sometimes those routes overlap each other or even have you travelling in the opposite direction along the rails.

– This entails moments like this, where the reception room is written twice, once as if I was entering through the mirror, and once where I enter from the corridor that leads off from the entrance hallway. I’m not sure how Steve Jackson went about it, but if I were planning this book, I’d map the entire house out before I started writing, with intended paths drawn on that map. Rooms and corridors would be described in notes, rather than when I reached the appropriate paragraph of the story, so that if the protagonist visits somewhere more than once, I’m consistent about the building.

– Actually, that’s not quite accurate. What I’d do if I was writing House of Flamin’ Nora is make it more free form, allowing the reader more agency to explore the house as they like. Not quite sure how I’d facilitate that, in a building as complicated as the House of Drumer. Maybe use Scorpion Swamp-style nodes, but probably not laid out in a grid pattern. Perhaps even have randomly-occurring encounters with plot-relevant entities (essentially scripted ‘wandering monsters’) that are possibly triggered when you enter an otherwise NPC-free room.

– I should give it a try at some point.

– Awesome. This leather box contains the Golden Key that I need to open that door right there, that I couldn’t get through on the play-through in which I came down from the vampire’s room.

– I open that door right there, and find an iron key with a number cast into it. That would be the key I need to get into the room opposite the very dead-end kitchen.

– Now, how to actually get there? I know the route, out-of-character, but which rail am I riding on now?

– Oh, simple enough. I can either go down the stairs in the secret passage from George’s room (though not up – presumably the vampire encounter isn’t written to be played from that direction), or I can head back through the mirror and into the entrance hallway, which sets me on the rail that leads towards the kitchen/locked door choice.

– I opted to go back through the mirror, but decided to check out what was in the other direction, for the purposes of review. In summary: you encounter a chamber of 40 cultists. If you stick around and watch, you see the high priest kill the district nurse and get a brief but grotesque description of the coven rubbing her blood all over their bodies. If you escape from this room alive, you can find two cells containing out-of-favour members of the cult, one of whom turns on you in order to get back into favour, and then you find a room with three Great Danes, before finally being captured by the coven. That entire series of encounters is a dead end that puts the kitchen sequence to shame.

– Interestingly, one of the prisoners gives some quite specific details on how you can complete the book, although he gets a key fact wrong. Not that it matters, since you’re doomed anyway.

– Also, that pentacle that I found, where you turn to page 66 to control devil worshippers, is used if you accidentally alert the ritual. It’s also useless, since you’re on a doomed path. The dead-endedness of this sequence is somewhat peculiar.

– That human sacrifice scene has an illustration that was removed from some later editions. It’s this one:

Children’s books, ‘80s-style

– The most naked person to appear in a Fighting Fantasy book, I believe. A bound and naked woman isn’t really kiddy-friendly, I guess, although since the rest of the book has illustrations of corpses falling out of cupboards, old men hanging from nooses and that +3 Fear monstrosity that’s standing at the front door. I presume the later editions still describe how this poor woman gets ritually murdered and her killers smear themselves with her blood.

– There’s a discrepancy here that makes me think that the brief to the artist wasn’t quite comprehensive. The woman on the altar has long dark hair. It’s actually the same woman, the district nurse, who you can find in the coven’s cell block. In the illustration for that room, she appears to have a lighter bob and looks, well, less woman and more child. The text for the cells describes her as a ‘pretty young girl’ and explicitly says she has dirty fair hair. Her identity as the district nurse, and not actually a child, isn’t revealed until you try speaking to her.

– This, people, is what happens when you refer to women in their twenties, who have earned their nursing degrees, as ‘girls’.

– I also think it would have been nice if she had a name.

– Anyway, back in the main continuity of the story, I have the cast iron key, so I can get into the red room. (Not the one from Fifty Shades of Grey – I’m about to confront a completely different wealthy psychopath with a love of tying up naked young ladies.)

– The room’s empty, but there’s a bell-pull for summoning the butler. (The butler gets summoned? Hmm…) I get the option of searching the room, in case of traps. This involves testing my Luck. If I’m lucky, I don’t find anything. If I’m unlucky, I don’t find anything. But it builds atmosphere, right? As a reader, you wonder what would happen if you had the opposite result, and what it is you’ve missed seeing. Also, you’re down 1 Luck point for the final fight.

[SPOILERS TO FOLLOW]

– I ring the bell and Franklins appears, looking surprised to see me. I demand to speak to ‘the master of the house’, so he goes and gets Kelnor. For some reason, I explain to Kelnor that I know what’s going on in the house and I’m going to put a stop to it. The two of them advance towards me, splitting into a pincer movement around a table. I have to choose which man to murder.

– I’m not sure where in the book it is that you find out the identity of the actual Master of the House of Eckythump, but I’ve missed it on this play-through.

– The butler did it.

– In video games, and also in Fighting Fantasy books that have simultaneous combats (I don’t recall seeing any of those in this book), when confronted by multiple opponents, I usually find that killing the weakest one first is the best strategy, as it reduces the amount of incoming damage. In this circumstance, if I lunge at this elderly man, stab him up, and by the time Kelnor reaches me, I’ll only have one opponent to fight. Alternatively, if I took on the fitter (if not actually younger, thanks to him being from at least the 1830’s) earl, I might still be fighting him by the time Franklins stabs me in the back.

– That’s my excuse for targeting Franklins first, and I’m sticking with it.

– Franklins actually pulls away as I approach him. That’s a surprise (not in-character, but because of what the butler is shortly to be revealed to be). Kelnor even yells, “Move in, man! Step up and attack!” Which is a wonderfully upper-class bit of dialogue, straight from the playing fields at Eton.

– I corner the old man in, appropriately, the corner, and engage him in combat. Skill 8, Stamina 8. Not a wimp, but not a serious challenge either. The first time I hit him though…

– He screams, then scowls at me and transforms into a towering Hell Demon with Skill 14, Stamina 12, and I have to fight that bastard to get to paragraph 400. Fortunately, I have the Kris knife, the only weapon that can actually harm it, and that grants me a phenomenal +6 Skill.

– There’s some controversy over whether that’s meant to be in addition to the Kris knife being a weapon and thus cancelling out the -3 penalty to Skill that you start the book with. Weapons in House of Hell are supposedly all described in the text with the word ‘WEAPON’, but the Kris knife isn’t.

– Anyway, that +6 Skill is a great help in what’s basically an attritional fight against an otherwise impossible opponent who is trying to make a skin flan out of you.

– Paragraph 400, to avoid twist spoilers for anyone flicking forward out of idle curiosity, mentions that my other attacker (Kelnor) is still alive and rushes over to hug the dead demon. I resist the urge to kill him, partly because the demon several candles out of the room’s chandelier when it fell, setting fire to the curtains. I flee the house, leaving Kelnor behind, and watch the house burn down from a safe distance.

A fitting end, you think, for a house of hell.

Paragraph 400.

– The illustration for the final page features the house ablaze, with ghostly human faces visible in the smoke. This isn’t described in the text, but is presumably the innocent souls haunting the house being released.

– You may have noticed that I’ve completed this book (albeit with 16 Fear points and about four presses of the Rewind button), without having killed a single human being. Technically, it was the demon that started this fire that presumably kills Kelnor, Shekou, George, Mordana (if she wasn’t already dead), the district nurse and her two cell mates (remember, in a successful play-through, you don’t see her die in the ritual), at least two other prisoners that you meet elsewhere in the house, a whole bunch of Great Danes, and forty devil worshippers having a party in the basement.

– I mean, I could have called the fire brigade, but, well, there’s no telephone line leading to the House of Drumer, is there?

– Final thoughts: House of Hell is a brilliant entry in the Fighting Fantasy series. It’s tense, claustrophobic, and playing a regular Joe/Jane rather than than the usual trained adventurer puts the reader in a very different mindset. This book rewards avoiding combat, with you regularly hiding from threats instead of engaging them in battle (even if allows that option). There are very few ways to regain lost Stamina, so every fight is potentially a source of handicap for the rest of the book, just as it should be in a horror game.

– It’s a shame that the final encounter, aside from the twist about who the true Master of the house was, was a straight combat, even with a fancy magical dagger. Sure, make the Kris knife vital, but the series has already given us complex boss fights against Zagor, Balthus Dire, Zanbar Bone and the Snow Witch, and the brief pursuit and stabbing of an elderly man doesn’t really match up to those.

– The extensive dead-end sequences are also a bizarre design decision. There are useful bits of information to be gleaned from characters encountered in those sequences, as well as the horrific rug-pull of being forced to watch the district nurse you’ve probably been hoping to rescue being murdered in a truly ghastly fashion, so why make it something that won’t be seen by a player following the One True Path? I guess Steve Jackson likes his books to be replayable, but my own feelings are that you should always be able to find a route to 400, unless you’re exceptionally foolish or unlucky.

– Overall though, I love this book.

– Next time, it’s book 11, The Talisman of Death, in which you play another regular Earth-person, albeit in a fantasy world that isn’t Allansia, and the VHS Rewind button is implemented as a feature.

Review: Fighting Fantasy 8: Scorpion Swamp

Review: Fighting Fantasy 8: Scorpion Swamp

I hate drawing maps in Fighting Fantasy books. I mean, there’s no scale given, meaning that that tunnel that goes on for a bit before hair-pinning back on itself is meaningless. (Screw you, Maze of Zagor.)

But then along came an American chap called Steve Jackson, who wrote Scorpion Swamp for a British chap called Steve Jackson and his friend Ian Livingstone, along with Demons of the Deep and Robot Commando.

Funny story: American Steve’s company, Steve Jackson Games, was once raided by the US Secret Service, who seized the manuscript for GURPS Cyberpunk because they thought it was a computer crime handbook, rather than a roleplaying game supplement set in a cyborgs-and-cyberspace near-future. It didn’t help that the author of the book was an actual computer hacker who the Secret Service were investigating, but the raid was a massive overreach. The Electronic Frontier Foundation’s first lawsuit was Steve Jackson Games, Inc. v. United States Secret Service. They won.

Anyway, Scorpion Swamp adopted the ‘draw a map’ approach to playing Fighting Fantasy books and took it to its logical extreme, basing its entire gameplay around the drawing and maintenance of the map. It does this by following the practice of text-based adventure games of using a grid layout of numbered locations, joined by paths following the cardinal directions (North, East, South and West).

From memory, it worked surprisingly well. I liked it enough that when I attempted to write a Fighting Fantasy book, I used the Scorpion Swamp map format. (Also, in all honesty, I was about fifteen and had no idea how to plan out a more narrative game book.

That book was my first serious attempt at getting published. Unfortunately, it was at a time that Puffin Books had put the Fighting Fantasy series on hiatus, so it was also my first rejection letter.

It was also twice as long as it should be (an issue I still struggle with while writing, as readers of this series may have noticed), included some science fiction elements within Allansia, as well as a whole new kingdom, widespread use of gunpowder weapons, and a completely linear final battle that threw the map-based format out of the window.

I adapted part of it into a text-based adventure game as part of my Computing A-Level. Sadly, neither the manuscript nor the computer game still exist, having apparently fallen through the cracks in various hard drive crashes, media format changes and just general digital and physical housecleaning over the past twenty years.

– Anyway, the game. Stats aren’t bad again – Skill 11, Stamina 20, Luck 11. Equipment-wise, I have a sword and some chainmail. That makes a change from the leather armour that Fighting Fantasy protagonists traditionally wear, but there’s no gameplay effect to this.

– Casting spells is a major part of Scorpion Swamp as well, which sometimes gets forgotten in the focus on the mapping system. You’re not a wizard though. You just obtain and expend one-use spell gems over the course of the story. The magic section of the rules mentions that magic is divided into Good, Neutral and Evil magic, and Good wizards cannot cast Evil spells, and vice versa. Of course, that’s mostly irrelevant, because I can cast any spell gems I can get my hands on, although wizards of one alignment won’t sell me gems with spells from the other alignment.

– Good spells are Friendship (make someone better disposed towards you), Growth (make a plant grow) and Bless (heal something that isn’t you). My god, I consider myself to be a generally morally upstanding person, but these are cloying in their fluffy-bunny tree-huggery.

– Evil spells are mostly Good’s counterparts: Fear (make someone scared of you), Withering (wither a plant) and Curse (not actually the opposite of Bless). Curse causes a die of Stamina loss when you cast it, which is bad, but something really nasty happens to the target. This sounds like fun.

– It’s strange how the villainous approach to things seems more appealing than the compassionate one, don’t you think? I guess it’s the transgression of societal norms of Evil that elicits a little thrill, while Good just seems to abide by society’s expectations in a way that’s just so dull.

– Anyway, that’s something I might go into more detail on while lying on a therapist’s couch.

– Neutral spells are functional, and include Skill, Stamina and Luck (which restore up to half of your initial value in that stat), and Fire, Ice and Illusion (create fire, ice or an illusion, respectively).

– I don’t think spell gems are a thing in other Fighting Fantasy books, which is a bit of a jarring discontinuity; from an editorial perspective, don’t introduce a new concept to the world if you’re not going to commit to it.

– In the introduction to the story, the book lays it on thick that it’s not the monsters or the wizards or the ‘wicked men’ that inhabit Scorpion Swamp that have made me and everyone else averse to exploring it. It’s the fact that the place is unmappable, with twisty, turny paths, a perpetual fog that obscures the stars, and even some quality that makes magnetic compasses unreliable.

– Right, stop there. Take a moment.

– Take another moment. Have you spotted it?

– How do the inhabitants of the swamp find their way around?

– Anyway, I discover a dehydrated witch at the side of the road, add water, and escort her to the next town. In return, she gives me the Brass Ring, which turns out to be magical, adjusting to fit my finger perfectly (saves me taking it the psychotic JB Wraggins in Port Blacksand to get it adjusted, I guess), growing warm in the presence of evil and making me instinctively aware of which way is north.

– I mean, it leaves a green band on my finger, but it’s worth it, as I can now become the first person to map Scorpion Swamp.

Step 1: Explore a monster-infested bog.
Step 2:
Step 3: Profit!

– The adventure proper opens in the village of Fenmarge, where the inn’s patrons are shocked to hear that I’m going to explore the swamp. The illustration (it’s Duncan Smith doing the art this time) is lovely. Nothing flashy, just six villagers staring at me dumbfounded. I suspect that Smith modelled them on people he knew, as there’s a certain naturalistic appearance to them.

– Apparently, a group of wizards calling themselves ‘the Masters’ has recently moved into the swamp, and they apparently don’t like trespassers. I bet I meet them later.

– Okay, I’ve played this book before. I know I do.

– The first few choices in this book can be summed up as ‘Do you behave like a dick towards these villagers who only have your best interests at heart?’ This is an interesting roleplaying experience. Since the adventure revolves around running an errand for one of three wizards (not Masters), aligned to Good, Evil or Switzerland, it’s an opportunity to flesh out the protagonist’s personality a little.

– There’s also an interesting experience during a conversation with a random villager who suggests working for one of the above three wizards: if you fervently announce that you will only serve the Good wizard, Selator, it turns out that the villager is an angel, or a disguised paladin, or a saint, or something. He blesses you and gives +2 to your Initial Luck score. Bloody hell, that’s good, and it has absolutely no bearing on the game’s plot whatsoever.

– The true form of this ‘villager’, when revealed, is unclear, but it includes a cross on his outfit. (It’s implied to be similar to a medieval crusader or St George.) This, as with the efficacy of crucifixes against vampires, again flags up a certain piece of Judaeo-Christian iconography as having spiritual meaning on Titan, despite never explaining why.

– I didn’t pick that option, because I’m going to go and work for Poomchukker, the Neutral wizard.

– Poomchukker.

– Anyway, for completeness, I’ll mention what the other two wizards are like. Selator is a tree-hugging hippy. It turns out that the Antherica plant is of great use to Good wizards, but worthless to Evil wizards, so the forces of Evil eradicated it. (Seems a lot of effort, but…) Selator has found out that there is one last Antherica plant somewhere in Scorpion Swamp, and with a single berry he can revitalise the species all around Allansia. One plant. Find a single specific plant in a vast swamp. Right.

– Grimslade, whose name suggests he was a PE teacher in an old episode of Grange Hill, is Evil with a capital ‘E’ and wants you to acquire at least three of the amulets worn by the Masters of Scorpion Swamp. Although the book purports to allow the protagonist to follow Good, Neutral or Evil paths, it makes it clear from the start that visiting Grimslade is a REALLY BAD IDEA. Whereas visiting Selator is a straightforward conversation, Grimslade’s tower has the potential (if you annoy the resident) to turn into an exceptionally tough mini-adventure in itself, with numerous instant death endings and near-impossible combats. One opponent has Skill 13 due to a magic sword (+2 Skill if you get it for yourself though) and another boasts an incredible, was-the-editor-asleep, Skill 16!

– If you kill Grimslade, leave his house, because your Brass Ring, already hot from the wizard’s evilness, burns even more when the thing that has a claim on his soul approaches…

– As mentioned, I’m going to visit Poomchukker, largely because of his name. He’s a bit odd. He’s very tall, very fat, very red, and he offers me 100GP if I sell him the Brass Ring. This is, of course, a Game Over ending, though better than any of the instadeaths you might suffer in Grimslade’s tower.

– His name is Poomchukker.

– Poomchukker isn’t a wizard. He’s a merchant who specialises in buying and selling magical artefacts, so lets ignorant peasants think he’s a wizard because they treat him with more respect. His quest is simple: map the route to Willowbend, a town on the northern side of Scorpion Swamp, in exchange for half of his first year’s savings from not having to send trade convoys around the swamp.

– Fortunately, he has a lot of spell gems in stock, but only Neutral ones, because he can’t get hold of Good or Evil ones at the moment.

– Incidentally, Fenmarge is a very large village. It has its own market, three wizards (two of whom are diametrically opposed, yet haven’t burnt half the town down with fireballs), and enough winding streets and clusters of houses that I can get lost several times. (And this, of course, is with my Brass Ring’s compass effect.) Medieval villages are generally pretty small, but Fenmarge reads more like a decent-sized town, akin to Silverton or Fang, though maybe not Port Blacksand.

– With my best map-writing quill in hand, I enter the swamp, and almost immediately stumble upon the Master of Wolves’ house. Makes sense – he’s the Master that visited Fenmarge recently. He’s a bit grumpy and orders me to leave. Since the alternative is to cast a spell on him, and I’ve not got any useful ones, or to kill him, which I have no reason to do (and he’s accompanied by two wolves), I leave.

– Leeches. Ugh. If this happens every time I cross this stream (and it will, unless I cast an appropriate spell), I might need to find an alternative route back after I reach Willowbend.

– Anyway, since I know Willowbend is on the northern edge of Scorpion Swamp, keep going north.

– Sword trees! They’re like normal, animated trees, but they have swords! And the narration implies that I already know what these things are. (To be fair, guessing what they were called isn’t exactly difficult once you see them.) I cast a Fire spell to… achieve not much, and then have to fight them with my sword. Oh well.

– I get stabbed up by a bunch of trees, and although I win, I have to plug my wounds with a Stamina spell gem. (There are no provisions in Scorpion Swamp, so I can’t push cheese sandwiches into my puncture wounds in this adventure.)

– I pocket a handful of sword tree seeds, which can’t possibly go horribly wrong. The fact that there’s new growth appearing in the clearing, even as I’m scooping the seeds up, is a bit concerning.

– I encounter a unicorn, who is rather aggressive due to being wounded. I don’t want to kill a unicorn, and I haven’t any useful spell gems, so I decide to flee. That takes me back the way I came…

– …to the bloody sword trees, who have already grown back! (What the hell is this, the video game Far-Cry 2?) I re-fight the combat, without the marginal benefit of having scorched them with a Fire spell, and even though I’m of higher Skill than them, get mauled badly due to rubbish dice rolls. (Once I find Willowbend, I should probably work out a safer route back to Fenmarge.)

– This time, when I return to where I encountered the unicorn, it’s gone. (This is due to a nice little mechanic in which arriving in a new clearing prompts you to go straight to a different paragraph if you’ve been there before.)

– Heading north from here, I lose 2 Stamina points from the noxious air. Is this a new clearing? Should I mark it on my map? Or is this just a thing that happens between clearings? Going south takes me back to the unicorn’s clearing, while going north takes me to another clearing. It’s unclear, but I’ll mark it down as a new clearing anyway. Any distortion to the map is minimised by this being an extra clearing, rather than missing one out.

– The Foulbrood River (who names these places?) is about 200 metres wide. That’s not much compared to, say, the Nile or the Delaware, but slightly narrower than the Thames as it passes through the middle of London (thank you, ChatGPT, for that info, assuming you’re not hallucinating). English rivers that are about 200m wide include the Medway, Ouse, Avon and Nene. The Foulbrood has crocodiles. I’m not going to attempt to cross it, even with magic to try and freeze it solid. I walk along the bank instead.

– Wait, crocodiles? Where the hell are we that there are crocodiles?

– Oh. Hey, turns out that I’m not even in Allansia! Scorpion Swamp is just off the King’s Highway, which a quick Google search tells me is in Khul. That makes this the first non-science fiction Fighting Fantasy book to be set off the main continent.

– I wonder if American Steve was aware of this when he wrote the book, as there is very little geographic detail in the introduction (even the region in which it’s set is simply referred to as ‘the kingdom’), or if it was even intended that Scorpion Swamp be outside of Allansia. The world of Titan was only really fleshed out as the series went on, which is why the early books around Port Blacksand, particularly Ian Livingstone’s, have such a bizarre range of cultures and environments in a relatively confined space.

– Anyway, I reach a cliff top 20 metres above the water and am given the option of diving into a crocodile-infested river either to the north or to the east. Oh, and there’s a bridge across the river some distance to the east, but there’s no direct path to reach it. You know what, since I’m meant to be charting a trade route, I’ll not turn myself into lunch and will instead remain on dry land.

– Thumb-in-page time, to see what would have happened if I’d thrown myself off a cliff… Yes, those two instadeaths are well-deserved.

– And remember kids, tombstoning is a hobby for idiots, even without crocodiles.

– I head south into the swamp, to try and find a way around to the bridge, and meet a man in the swamp. He seems cheerful and is quite friendly. My Brass Ring grows extremely hot, and I realise that he is a THIEF. Why do Fighting Fantasy books capitalise the names of potential foes? To get this far in the book, I must be capable of reading above a Where’s Spot? level of complexity. Also, how do I know his particular brand of evilness? He doesn’t look like a thief (whatever that means), and the Brass Ring only translates evilness into heat, rather than providing rap sheets, so how do I know he’s not just a random serial killer, animal abuser or Tucker Carlson?

– Anyway, I accept his invitation to sit down for a picnic, and he tells me that he’s a thief who robs random travellers. Oh.

– I avoid his nifty follow-my-finger distraction just in time to dodge him garrotting me, and draw my sword. Holy crap. Random thieves and bandits in most Fighting Fantasy books are pretty run-of-the-mill opponents, but this guy’s Skill 10, Stamina 9. Scorpion Swamp breeds them tough.

– I kill Tucker Carlson (millions of progressives cheer, but then remember they disapprove of violence), but I’m down to Stamina 2, and had to use Luck to knock off his last Stamina point to avoid a risky final winner-takes-all combat round. Those damn sword trees have a lot to answer for. I steal his Red Cloak (why the capitalisation?) and munch on his cheese, which sadly doesn’t increase my Stamina at all. I should try plugging a wound with it, maybe.

– Exits from this clearing are north, east and south. If that toxic swamp gas wasn’t a clearing, then there’d be an exit west from here, to the unicorn’s clearing. Therefore, it must be the clearing south of here that connects to the unicorn. That’s an unfortunate editing error, in that the toxic gas clearing wasn’t clearly presented as being a numbered location on the map in the way that all others have been. Anyway, I go east, looking for a way around to that bridge.

– Scorpions. Lots of scorpions. And they give me a prickling sensation around my Brass Ring (this is not a euphemism). Why? Are they evil? Or lots of little bits of evil? I try and jump over them.

– Roll two dice, and compare them to your… Oh. Your Stamina. Which is currently 2. I roll 11, get stung for 3 points of Stamina loss, and die. Damn it.

– This isn’t the first time I’ve died while doing this series of reviews and had to restart. (Confession time – I also got killed midway through Island of the Lizard King, by a lizard man riding a dinosaur, but just pretended otherwise…) I’m not in the mood to go back to the beginning and start drawing out a new map. If this was a more plot-driven adventure, maybe I’d feel inclined to start again, but the mapping system, that thing I was so fond of when I played this game as a child, doesn’t seem to promote a narrative. There was more plot progression in Grimslade’s tower than there is in the actual swamp.

– I’m going to respawn instead. Skill 9, Stamina 20, Luck 11, so pretty much the same as before, but less good in a fight. That’s useful. Let’s take a couple of spell gems as well: Three Stamina, one Fire, and an Ice gem.

– Right, scorpions jumped over, move on to the next clearing.

– I head north, and finally find that bridge over the Foulbrood River. To the south is a horde of scorpions, so that’s another route I should probably avoid on the way back to Fenmarge, if I can.

– I’m starting to think that Poomchukker would be better off if he just keeps sending his caravans around this goddamn swamp.

– Turns out that not every animal in the swamp wants to kill me. I respect that by not killing it back. Nice eagle. Stop glaring at me.

– Quicksand. Bloody quicksand. Definitely not a safe trade route. Keep going north.

– A giant. “YOU MAY NOT PASS!” he booms, like a house-sized Gandalf. Let’s try and reason with him.

– Well, I didn’t expect that. He breaks down in tears and admits that his wife made him a lovely red handkerchief, but someone stole it. I’ll have to keep an eye out for a THIEF with a very large red… wait… Tucker Bloody Carlson!

– Fun fact: If you kill this giant, the next time you enter the clearing you see that beloved wife sobbing over his corpse. Grimslade has nothing on you, you bastard.

– I head west from the giant’s clearing and find myself at a crossroads. This is another unnumbered clearing, similar to the toxic gas area. As before, I dislike the breaking of the mapping rules in this way. Maybe it’s an editing error.

– I meet a ranger… sorry, a RANGER… and he asks me if I serve Good or Evil. No mention whatsoever of what the Brass Ring is doing at this point, which would be a good guide. I invoke the power of ambivalence and tell him Poomchukker.

– Poomchukker.

– He gives me directions to Willowbend, which is nice of him. Unless I end up stumbling into a den of Lizardmen as they celebrate their annual We Hate All Non-Lizardmen Festival (which goes on for 365 days a year), I assume this means the RANGER was a good guy.

– Oh, look. A will-o’-the-wisp. It wants to show me something in the undergrowth. Fortunately, the RANGER warned me not to step off the path, or else I might have made the mistake of trusting this mythical creature whose every appearance in myth and fantasy fiction, except for that 1981 cartoon with Evil Edna the TV-witch hybrid, had been about luring stupid travelers off the path and to their swampy deaths.

– I guess this is a book written for children, but at the time this was written, the Willo The Wisp cartoon was part of popular culture.

– Incidentally, Willo The Wisp was rebooted in 2005, and Evil Edna was wide-screen.

– No, I’m not joking.

– With some more directions from a passing group of friendly brigands, I find Willowbend, and follow their leader’s recommendation of which of three inns to stay the night. The innkeeper points me towards a wizard who can sell me spells for the return journey. There’s a whole economy around these spell gems.

– And back into the swamp. I have to retrace my steps to Fenmarge now. That’ll be a bit… Irritating. Either I plot a new path and risk death for no real benefit, or I retrace my exact route and face no encounters except for persistent threats like quicksand or those bastard sword trees.

– I mean, logically, I should just walk along the route that Poomchukker caravans already follow. It might take longer, but it’s a safer route.

– Oh well, back into Scorpion Swamp. The path leading to Willowbend was quite linear, and the book recognises this by automatically referring to several clearings as if you’ve been there before.

– Quicksand, check.

– Scorpions, check.

– Okay, slightly new route to avoid wandering along the edge of the Foulbrood River like I did earlier, and I find a corpse with arrows in his chest and a magnet-shaped amulet around his neck. I’m suspicious of that amulet.

– Incidentally, anything magnet-shaped is an anachronism (for what that’s worth in a fantasy setting). Horseshoe magnets were invented in the early 1800’s; the shape makes them stronger than just a simple lump of charged metal.

– Sword trees, damn them, check.

– Stream full of leeches, check.

– Past the hut of the Master of Wolves (he’s not home and it’s all locked up). Turns out he’s the only one of the Masters I’ve met in this adventure.

– Fenmarge. Whether you’ve succeeded or failed at your chosen patron’s quest, you can report in and get whatever reward your due. Thumb-in-page time:

– Selator is the only patron who doesn’t get pissy if you fail. Goody two shoes.

– Grimslade… Well, remember that series of super-tough combats earlier? Tread carefully, or you’ll get another chance to experience them.

– Poomchukker gives you a great big emerald, on top of the agreed fee, if you reached Willowbend; can’t complain about massive stacks of cash as well as a valuable green rock. If you didn’t complete his quest, he -might- give you a healing draught as a trade-in for any spell gems you have left. If, for some petty and stupid reason, you try and murder him, the locals or his loyal goblin maid raise the alarm and it ends badly for you.

– So, that was Scorpion Swamp. You know what? I don’t think I’m as fond today of the map system as I was when I was younger. The main problem I have with it isn’t the map itself; that’s solid, and the ‘If you’ve been here before’ entries in each clearing make the book a functional, if rudimentary, sandbox. (Yeah, a few clearings lack numbers, so it’s not obvious that they’re meant to take up a space on the map, which is an issue – in my own attempt at writing a map-based gamebook, I started numbering from the bottom left of the map, and progressed across the grid, so if the reader got confused they could work it out by counting.)

– No, my issue’s the quest structure itself. Grimslade’s hunt for an indeterminate number of amulets is the only one that promotes searching the entire swamp. Poomchukker’s mapping expedition stops the moment you trace a route to Willowbend, which you know is in the northern end of the swamp, and then there’s no incentive to explore any further. The same applies to Sellator’s quest for the Antherica plant; once you’ve found it, you just take a cutting and go home. And, with the lack of healing available in the book, there’s little incentive to take unnecessary risks on the return leg.

– I don’t want to end each review with a ‘How I would have done it better’ thing, particularly when the author is someone in the roleplaying industry of the calibre of either Steve Jackson, but I’m going to on this occasion. The Good and Neutral quests either needed to be more open-ended, like Grimslade’s, or with multiple set objectives that required further travel around the swamp. Multiple objectives turn a linear journey into a triangular one. A timed component to the return journey would also encourage taking a direct route rather than retracing a circuitous outbound route – what if the Antherica berry was only good for ten clearings’ worth of time, and would then go rotten, or if some of Poomchukker’s competitors in Willowbend tried to sabotage his business by sending assassins into the swamp after you?

– The spell gems were… not brilliant, really. None of them, in my experience, were particularly powerful, though that’s appropriate enough for magic used by someone who’s not a magic-user. You also didn’t have many of them. Considering that these few gems also fulfilled the role of Stamina-restoring provisions and the freebie potion that many of the other books grant you, and it was more often than not that I didn’t have a spell that would assist in a given situation. Ultimately, spell gems didn’t really add all that much to the adventure. If I were to rewrite the book and keep the spellcasting element, I’d probably make the protagonist a wizard’s apprentice, as in Citadel of Chaos, of an alignment (and associated spells) chosen during character creation, which ties in with which patron they end up working for. That would also avoid the idiosyncrasy of this region near the King’s Highway of Khul being home to a lucrative, yet very localised, trade in spells bound into crystals.

– One last time: Poomchukker. The author named a key character Poomchukker, made him a big fat guy with red skin and just left it at that: Dear reader, deal with it.

– Poomchukker.

Next up, Cavern of the Snow Witch, which is what happens when a short adventure in a magazine gets bulked out into a full 400 paragraphs.

This review took ages to write, so I’ve probably lost some of the attempts at AI illustrations in my near-non-existent filing system. Here’s what I’ve managed to throw together based on Scorpion Swamp or the themes therein. Unfortunately, my phone auto-corrects ‘Willowbend’ to ‘Willow end’, hence the badly spelled signs on a few of the pictures (the first three, which were created using Bing Image Creator, whereas the rest are all my usual StarryAI).

My phone also sometimes misreads the keyboard swipes for the word ‘Scorpion’ with the word ‘Abortion’. This led to a few… interesting AI-generated images (not pictured).

Poomchukker.

Review: Fighting Fantasy 6: Deathtrap Dungeon

Review: Fighting Fantasy 6: Deathtrap Dungeon

Am I going to do all of these in sequential order? I’m currently less than a tenth of the way through, if you count the post-Puffin era, and I really want to read some of my favourites, and they’re in the 30’s and 40’s.

This one, Deathtrap Dungeon, is book 6, by Ian Livingstone, and sees the protagonist as a contestant in the Trial of Champions, which is essentially a medieval version of The Crystal Maze, but with real spikes and skeletons, though lacking a Richard O’Brien. The book has been adapted several times into other media, including two video games (the first of which was released by Eidos Interactive during the period where Livingstone was the company’s executive chairman), a D20 System roleplaying adventure, and a failed attempt at turning it into a film that, according to a quote on the book’s Wikipedia page, would have been like a cross between Saw and Gladiator.

Sounds like the audience tested its Luck, and passed.

Deathtrap Dungeon also got two sequels, Trial of Champions, in which a different protagonist takes on a re-designed dungeon, and indirectly Armies of Death, where the victor of the previous book blows their prize on hiring an army of mercenaries.

In previous reviews (are these actually reviews, or just sarcastic walkthroughs?), I’ve moaned at length about how much some of the books, particularly Livingstone’s, were little more than dungeon crawls. Deathtrap Dungeon, however, is actually a dungeon-crawl. You, the protagonist, are competing against five other adventurers to get through a purpose-built dungeon filled with traps, monsters and puzzles.

In other words, my usual criticisms of dungeon-crawlery won’t fly here. I’ll have to find something else to complain about instead.

Incidentally, my Kim Jong-Un-style green-spined bookshelf is coming along well, even if my Starship Traveller’s spine is blue, for some reason. My first royalties payment for Xenos Rampant has been well-spent…

(Also incidentally, Xenos Rampant was one of three nominees for Best Miniatures Rules at the UK Games Expo 2023, alongside Five Leagues From The Borderland and Moonstone. Moonstone got the Judge’s Choice prize, although Dan and I are still in the running for the People’s Choice, so if anyone reading this is going to the UK Games Expo this year, please keep us in mind when casting your vote.)

I’m shameless.

Anyway, time to start the bullet-points.

– There are no special rules mechanics in Deathtrap Dungeon, just the usual Skill, Stamina and Luck system. At just six books into the series, it’s showing that Ian Livingstone was initially less keen on throwing new rules into his books than Steve Jackson. For example, book 2, The Citadel of Chaos, Jackson made the protagonist a wizard, with an array of spells they could cast, book 4 was Starship Traveller, a space opera with numerous new systems, while book 10 was House of Hell, with it’s instadeath-inducing Fear mechanic and real world setting. Instead, Livingstone’s books settled more on exploring the vestigial Allansia setting. All that said, Livingstone later wrote Freeway Fighter, with its firearms and vehicle combat rules, as well as the mass battle mechanics of Armies of Death, so he appears to have got on board with the idea of pushing the system’s boundaries eventually.

– My stats for this book are nowhere near as good as the ones I rolled for City of Thieves (11/24/12). For exploring Deathtrap Dungeon, I’m a Skill 7 klutz, with Stamina 19 and Luck 10. This is going to be tough.

– The introduction to the book describes the setting, with a suggestion that it’s set in a Chinese-inspired culture. The location of the Trial of Champions is in a town called Fang, on the river Kok, in the ‘northern province’ of Chiang Mai. Its ruler though is a baron (a specifically European feudal title) by the name of Sukumvit. A quick Google of that name suggests it’s Thai (usually by the variant ‘Sukhumvit’, though the spelling Livingstone uses is also to be found).

– Sukumvit tested his first version of the Trial of Champions by sending ten of his finest guards in. None of them came out. Awesome, job done. I bet morale in the barracks was low for a few months afterwards, and they had difficulty recruiting to the city watch.

– The months April and May are referenced in the timing of the Trial of Champions. By the time the Titan sourcebook is released, the Allansian names for those months (which are coincidentally the same lengths as April and May) are Sowing and Winds.

– From the introduction, it’s implied that I start my journey to Fang from roughly the Silverton area, as it takes two days to travel west to Port Blacksand. I then take a boat for an unspecified time north, and then a raft along the Kok for four days to get to Fang. Livingstone’s definitely plotting out the continent at this early stage in the series.

– Fang’s Chinese influences are uncomfortably highlighted when my guide to the start of the dungeon comes to collect me from my room at the inn. ‘A small man with slanted eyes greets you with a low bow as you emerge from your bedroom.’ At least he’s not a pygmy in a grass skirt and with a bone through his nose, I guess. It was the 80’s, and a description is just a description, but it feels a bit of an Asian stereotype.

– Iain McCaig’s illustrating this one again, having done sterling work on City of Thieves. His illustration for the introduction (not many Fighting Fantasy books had illustrations in the middle of the intro) is characteristically busy, with Sukumvit, your rivals in the Trial of Champions, and several locals (who, like their baron, do appear to be of east-Asian origin).

– I know I’m harping on about the Chinese/Asian influences to Fang, and that, if I recall, they become completely irrelevant once you enter the dungeon and thus leave the town itself, but maybe the fact that it’s irrelevant is relevant itself? You competitors are two Conan-style barbarians, a European-style armoured knight, an elf and an assassin… wait, is he meant to be a ninja? McCaig’s illustration seems to suggest so. Another trope from the Asian grab-bag. It’ll be interesting to see if anything Asian-inspired turns up in the dungeon. From memory, it’s a generic (read: medieval European) fantasy dungeon-crawl, but I’m twenty-five years older than when I last read this book, so I could be wrong.

– To clarify the above burbling: is Fang just window-dressing, or is Deathtrap Dungeon going to mine Chinese mythology in the same way that Sword of the Samurai immersed itself in the Japanese?

– Anyway, before I start playing properly, I’ll leave you with one last thought: for all the pomp and partying that surrounds the Trial of Champions in Fang, all the people of Fang see is half a dozen strangers walking through a door, never to be seen again. If Sukumvit was smarter, rather than spending an untold fortune on a complicated subterranean maze, the entire dungeon would consist of a room with six crossbow-wielding guards and a pit of quicklime.

– Aww, how nice: a personal note from Sukumvit. He advises me that I’ll need to find several unspecified objects within the dungeon in order to get through. Smells like a One True Way quest…

– My first combat, against a caveman. I guess he probably sees living in Deathtrap Dungeon as being free room and board in a huge mansion, with all the adventurers you can kill thrown in as a bonus. Unfortunately, with my minimal Skill of 7, this fight against a Skill 7, Stamina 7 individual is a brutal who-rolls-highest slugfest, when it should be a pushover. I stabbed him four times. He clubbed me four times, and now I’m down to Stamina 11.

– In future, I may have to rely on Luck to get through battles with anything harder than a goblin.

– For now though: provisions. Time to rub some bread, cheese and salted meat on my cracked ribs.

– Oh, just sod off. The first bit of loot I find in Deathtrap Dungeon and it’s a cursed item that reduces my Skill by a horrific 4 points. Yes, I’m trying to win the Trial of Champions with Skill 3…

– Make that Skill 2. I just got bitten by a venomous spider. Fortunately, I have a Potion of Skill, so that just got downed in the first half hour of the Trial. Back up to a mighty Skill 7!

– Good job I drank that, as I’m now stuck in a fight with two stuffed birds, while hanging off the face of a giant idol. My precarious positioning gives me a -3 penalty to Skill for this fight. Yes, I’d have been fighting with a Skill of -1 if I’d picked a different potion to bring along with me.

– The second bird, however, kills me. Fighting with an effective Skill of 4 against two opponents of Skill 7 or 8, and Stamina 8, was just too much, even with a desperate deployment of Luck tests.

– Wow. I think that’s the first time I’ve ever died in combat in a Fighting Fantasy book. Time to re-roll and try again.

– Skill 12. Okay. I’ll have a go at that. Stamina 22, Luck 9. Why couldn’t I have rolled something like that earlier? Let’s top that off with a Potion of Luck.

– This time, I take a slightly different route, and encounter a soft and spongy boulder obstructing the corridor. Do I climb over it, or slice it with my sword? Well, it sounds a bit like a puffball fungus, so no, I’m not slicing it. Chances are the spores will choke me and reduce my Skill by an absurd amount, if my previous life is anything to go by. Not sure how wise climbing over it is though…

– Hmm, a bamboo pipe full of water. That’s a Chinese thing, right there.

– Ah, I’ve found the rope this time. That’ll make climbing the stone idol a bit easier, if I find it again. (Come to think of it, there was more than a passing resemblance between the illustration of the idol and a statue of Buddha.)

– Duck.

– A duck? Where’s the duck?

– Ouch. An orc has just slammed his morning star into my arm, disarming me of my sword for the duration of a fight. Even with a Skill penalty of -4 for not being armed (and probably having a rather sore elbow), I manage to punch him and his mate to death while receiving barely a scratch in return.

– Iain McCaig’s illustration of the orc swinging his morning star is a classic Fighting Fantasy image, with a real sense of movement to it. The styling of the orc is also a lot more orc-like to my mind than the ones drawn by Russ Nicholson (who sadly passed away recently) for The Warlock of Firetop Mountain.

– I’ve found one of the other competitors. He’s dead, impaled multiple times by a spring-loaded plank covered in spikes. This is another beautiful illustration by McCaig; the dead competitor is a barbarian wearing only furry underpants, but good use of shadow prevent the exit wounds looking too gruesome while making the barbarian’s position seem very uncomfortable.

– A nice touch about this story is the way that, in the early sequences at least, my route through the dungeon is guided by whether or not I follow a series of wet footprints from the previous competitors to enter. I’m not sure how, since there’s a thirty minute delay between each competitor’s entry, the earlier prints are still visible, but it still adds to the ‘living’ feel of this dungeon, rather than it simply being a series of unlinked encounters.

– Although the book does do that irritating thing that Livingstone’s previous City of Thieves and Forest of Doom both did, and tells me that I decide to follow a particular route, in this case following perhaps as many as three sets of footprints to…

– The idol room. This time, I have a rope, so the climb is easier. I also only suffer a -2 Skill penalty when the stuffed birds attack when I try to prise out its emerald eyes. It’s still a very painful experience.

– Incidentally, one of the two eyes is trapped, spraying you with unavoidable knockout gas. As a result, you lose your grip on the idol’s face (or on the rope if you’re using it) and fall to your death. There is no indication which eye is safe and which is trapped, nor even that either of them are dangerous in any way. It’s a flipped coin insta-kill. No, more than that, because successfully prising out the safe eye will, more than often, be followed by trying for the other one as well. If you climb the idol, and if you then successfully defeat the flying guardians, you’re still more likely to die than not. There’s no need for surprise insta-kills; they should be the result of poor decision-making, not random chance.

– Wait, what? A giant fly is annoyed at me for stealing a dagger from its maggots? They don’t even have hands to hold it!

– Oh, a mirror hanging on a wall at a dead end. Do I look in the mirror? Well, out-of-character, I’ve seen the illustration elsewhere in the book of a Mirror Demon, but in-character, I don’t, so why not? What harm can there be in looking in a… insta-kill. An interesting, imaginative insta-kill, but still… There was nothing contextual to warn against looking at my own reflection, but there it is, my gaze gets magically fixed to the mirror so that I can watch my own head expanding until I black out. I’ve nothing against cursed mirrors being hung on the walls of a dungeon designed specifically to be I’m An Adventurer, Get Me Out Of Here, but they, like any traps, should either be signposted (like the insta-kill rock grub tunnel shortly beforehand, where you unsurprisingly encounter a second rock grub face-first in a tiny tunnel, and unceremoniously get your head ripped off) or there should be some sort of resistance roll. You know, test your Luck, or your Skill, or something else to escape the mesmerising effect of the cursed mirror. Turn a deathtrap into a challenge instead.

– Needless to say, I ignore insta-kills on principle and just take the other option instead.

– The principle in question could be summed up as: “I’ve already died once to a pair of stuffed birds, so I’ve no time for Ian Livingstone’s casual murders.”

– Now this is better. It’s a pit with a rope hanging over it. I need to cross the pit to continue. The book presents three options for getting across: throw your shield across first and then leap after it; just take a running jump with all your possessions; use your sword tip to catch hold of the rope and use that to swing across. These are all interesting methods of avoiding a nasty fall, and some seem more sensible than others. I accidentally choose one of the bad results and end up at the bottom of a pit with a sore back.

– Correction: a sore back and a ruby. Sometimes there are rewards for failure. This passage is also really well written and atmospheric, considering it’s set in pitch darkness, down to the detail that I have to cut handholds in the pit wall with my sword to get out again.

– What exactly is the status of the creatures and people that inhabit Deathtrap Dungeon? Monsters are monsters. Rock grubs, giant flies and the like dwell where they’re put. Magical creations, like those damn flying guardians, are in a similar place. But that caveman and those two orcs I killed earlier? Are they prisoners of Baron Sukumvit, cast into the dungeon to provide an encounter for the contenders in the Trial of Champions? Are they paid employees? If they’re not, then technically they’re slaves. And I’m killing them.

– The reason I ask is that I’ve just met what appears to be a powerful wizard, and to imprison a powerful wizard requires a more powerful wizard.

– Incidentally, I’ve just found my second dead competitor, the knight. Turns out full plate armour doesn’t help if you’re getting turned to stone.

– Ooh, riddles. Nice. And the reward for getting the correct answer makes up for me injuring my back falling down that pit earlier.

– I bid this serial killer farewell as I leave him to his collection of petrified corpses. It always serves to be polite.

– Is it just me, or are the combat encounters in this book quite difficult, compared to those in earlier books? I’m currently facing off against a skeleton warrior with Skill 8. Those stuffed birds were in the same ballpark (with a Skill penalty for me on top) and the rock grub was Skill 7. Flicking through the book, there are various creatures with Skill scores in the double digits.

– Two more insta-kills in rapid succession, one of which was worthy of a Darwin Award (don’t eat mushrooms that grow on a dungeon wall when you’ve got several days’ worth of food in your backpack), while the other was also something of a foolish decision: I hear noise on the other side of a trapdoor in the ceiling, and am given the option of storming the room, sword in hand, or knocking politely. Choose the latter and a goblin stabs you through the throat with a spear, while you’re too blinded by light from inside the room to react. I think a Skill test (not that they’re called that yet) may have been more appropriate, to give the reader a chance to avoid injury, perhaps with a hefty penalty to represent being dazzled by the light.

– Insta-kills make for good reading, but very rarely a satisfactory ending to your story, particularly when it’s something that could, potentially, have been avoided using your stats, even if it’s just by testing your Luck.

– In the alternate universe where I wasn’t stabbed in the neck, I storm the room and find myself face-to-face with a pair of goblins, who I have to fight simultaneously. As ever, the rules for fighting multiple opponents at the same time are crammed in on this page, rather than being written with the rest of the combat rules.

– After I (easily) kill them, I search the room. There isn’t a spear in here. The goblins were sharpening their short swords when I ambushed them. Just a brief ‘A spear is propped against the wall, but it is rusty and inferior to your sword, so you leave it where it is,’ would have been a nice bit of continuity.

– I love the illustration of the Mirror Demon. If the body horror of the four screaming faces on one skull wasn’t unsettling enough, note the skeleton slumped on the floor… with the back part of his skull embedded in the unbroken glass of one of the mirrors.

– Speaking of unbroken mirrors, I wish I had more of them, because smashing the Mirror Demon’s just cost me two Skill points. I don’t remember playing a Fighting Fantasy book that had such mobile Skill scores.

– A pair of dead orcs, left here by one of my competitors. Who is there left? The elf, the ninja and one of the barbarians. I wonder when I’ll meet them.

– The very next page, as it turns out. It’s the barbarian, looking in his illustration like a 1980’s hair metal lead singer. Time to form a band; I accompany him westwards.

– There’s very little direct speech in the early books, particularly from the protagonist. Throm (the barbarian) and I have quite a bit of conversation, but it’s all summed up in just a few sentences. I wonder if this is a deliberate stylistic decision by Ian Livingstone, or simply a result of the limited word counts available for the Fighting Fantasy books. I guess it avoids putting words into the reader’s character’s mouth, which preserves the reader’s own impression of that character’s personality, but Livingstone in particular has no problem with telling the reader that they have decided to do X, or that they feel very happy or annoyed or whatever about Y.

– And now I meet the first of the Trialmasters, a dwarf who disapproves of my team-up with Throm and decides to eliminate one of us from the contest.

– I’m not gonna lie: I hope that it’s my new best friend who gets killed, not me.

– Hmm, after I kill the monster the Trialmaster threw at me, I have to fight another opponent: Throm. Bloody hell, even delirious and pumped full of cobra venom, he’s tough, but I manage to take him down.

– Enraged by him forcing me to kill my friend, I try and punch the dwarf. I miss, and he pulls out an axe. Oh well, if you’re going to escalate things… I kill him with my sword.

– I hope Sukumvit doesn’t object to me killing one of his Trialmasters.

– Turns out the Trialmasters have servants who aren’t allowed to leave the dungeon for fear of them revealing the dungeon’s secrets. I mean, I don’t know what I was expecting from a man who runs a tourist attraction like the Trial of Champions, who tested it by sacrificing ten of his guards, but it seems he’s a bit of a bastard.

– Well, the elf’s dead. That just leaves the ninja and myself.

– Here’s Poison Ivy, sadly not played by Uma Thurman. Ivy is a troll. I chat with her for a bit and she tells me about how proud she is of her brother, who is part of Lord Azzur’s elite guards in Port Blacksand. His name’s Sourbelly.

– Rather than break the news to her that the protagonist of City of Thieves probably murdered her brother, I club her unconscious with a stool and loot her chamber.

– Holy crap, it’s a Tyrannosaurus Rex. Sorry, a ‘pit fiend’. I wonder if its natural habitat is in pits in dungeons? Whatever you call it, it’s got better stats than I do.

– I however, am the proud owner of about 3 pints of blood, once I’m done with slaying the damn thing.

– And I’m out of provisions. What am I going to plug my stab wounds with now?

– One of the more subtle traps of Deathtrap Dungeon: a sign saying ‘No weapons beyond this point.’ I’m not going to fall for that one.

– There’s the ninja! He’s not as friendly as Throm, although he’s just as suitably powerful. Good job I kept hold of my sword, because he definitely kept his.

– The Bloodbeast. It’s the iconic creature from the book’s cover, lounging in a load of toxic goop.

– I think I’m going to call it Gwyneth Paltrow.

– Gwyneth gives off poisonous fumes that threatens to cleanse my chakras, but I wrap a $475 scarf around my face and stab her in the eyes.

– Gwyneth wounded me six times before I managed to get past it, and the very next room contains a manticore. Lovely.

– I kill it, but take another wound, and am now down to 8 Stamina, with no provisions left. The last four monsters I’ve fought have all had double-digit Skill scores. This is brutal.

– And here’s the final Trialmaster, just in time. He better not make me fight anything, or I’ll die.

– Fortunately, he just wants me to unlock a door by inserting three of the gems I’ve picked up in a particular order. I’ve got the gems, but this is going to be guesswork, and each time I guess wrong, I get blasted by magical energy. Shame about my Stamina 8.

– Damn, guessed it right the first time.

– That gnome’s a dick though. He hurls an orb of toxic gas at me, which strips away nearly half of my remaining Stamina, and runs for the exit.

– Remember what I said earlier about how Sukumvit should replace all the traps with a couple of crossbows and just murder anyone who attempts the Trial of Champions? Well, he did incorporate a crossbow into the final deathtrap of the dungeon, something of which the Trialmaster was apparently was apparently unaware, since he’s now got a crossbow bolt sticking out of the side of his head.

– So the Trial of Champions’ final boss was… a gnome who accidentally offs himself.

– I emerge from the dungeon to find a whole crowd gathered, including Baron Sukumvit (sat under a bamboo umbrella). What the hell have these guys been doing to amuse themselves while I’ve been in there?

– The baron might be a monster who imprisons people and monsters in the dungeon, and he might not have expected anyone to emerge alive, but at least he has the decency to bring a chest of 10,000 gold pieces along to the exit.

– And that was Deathtrap Dungeon. It turns out that I’ve got a lot higher tolerance for dungeon-crawls when they’re explicitly written as such. Firetop Mountain didn’t feel like anyone’s home, while The Citadel of Chaos mostly avoided dungeon-crawliness by coming across as a sort-of-functioning castle, but the ridiculous traps and randomly-placed treasures and monsters make more sense when they’re deliberately placed as a challenge to an adventurer. Deathtrap Dungeon also felt like a proper place as well. The Maze of Zagor was mind-numbingly boring, as it was just corridor after corridor of junctions, but Livingstone took care to describe the dungeon here so that different parts of it stood out from one another.

– No combination lock puzzles in this book either, where you piece together clues to find a secret page reference, even if the final gem puzzle was a similar kettle of fish, and built around guesswork with a few clews from the gnome.

– A confession: I didn’t actually find one of the gems, so I cheated in the final challenge. That’s the advantage of not relying on combination locks; you don’t have to go back to the very start simply because you missed a single clue. Cheating is fine in a solo game.

– That’s the good. The bad (or less good, to be fair) is how damn hard some of the combats were. A lot of them were avoidable, or at least had some way of reducing their difficulty, but the stuffed birds at the statue where I acquired one of the final gemstones were exceptionally hard opponents, even when using the rope to climb the statue instead of just hanging on with bare hands.

– I’ve ranted at length about un-signposted insta-kills and how unfair I feel they are, so I won’t repeat myself. At least they were mostly quite entertaining.

– The Chinese influences on Fang? Pretty much absent, barring a few pieces of bamboo, in the dungeon itself. It was more or less a generic medieval European fantasy setting. That’s a shame, really, but I guess I’ve got Sword of the Samurai and Black Vein Prophecy to look forwards to for East Asian cultural influences.

– The next book is Island of the Lizard King, where we encounter everyone’s favourite cold-hearted evil civilisation, the lizard men. And Mungo.

Review: Fighting Fantasy 5: City of Thieves

Review: Fighting Fantasy 5: City of Thieves

Everyone loves Port Blacksand.

Apart from people who live there, work there, get preyed on by the pirates who dock there, travel there for any reason, or walk downwind from it.

Port Blacksand is one of the most examined parts of the Fighting Fantasy world, being the setting for at least two adventures that I can think of (this one, plus Midnight Rogue), featuring in several others, was the setting for the main adventure in the Dungeoneer book for the Advanced Fighting Fantasy roleplaying game, and got its own expanded background, and another roleplaying adventure, in Blacksand!. Port Blacksand is one of those archetypal corrupt fantasy cities, similar to early Ankh Morpork from Discworld, but its tyrannical ruler, Lord Azzur, is far less charming and civic-minded than Havelock Vetinari.

In City of Thieves, by Ian Livingstone, you explore this medieval urban hellhole to find the means of defeating, yes, an evil sorcerer who is threatening another peaceable little settlement. This is the third one in five books, if you count Zagor as being a threat to the villagers who sent the protagonist to murder him. Eventually, I swear, the plots to Fighting Fantasy books become less repetitive.

– There are no special rules for this book, just the usual Skill, Stamina, Luck and provisions (plus a potion), and my backstory is that I’m an adventurer who wants to earn some cash. I’m also armed with a sword and wearing leather armour. Very familiar.

– I roll exceptionally well for my stats: Skill 11, Stamina 24, Luck 12, almost the legendary cheater’s stat line of 12/24/12. None of that’ll make any difference if I walk down Street A instead of Street B and miss the shop selling McGuffin C though…

– According to the introduction, adventuring is second nature to me, my reputation has spread far and wide, and my success in a mission is assured. I still haven’t got a single coin to my name though.

– Silverton is a nice middle-class neighbourhood that’s got some lovely architecture. However, the inn, The Old Toad, has six bolts on its door, making it a close second in the home security paranoia ranking to Teri Hatcher’s Lois Lane in Lois and Clark (aka The New Adventures of Superman).

– Owen Carralif, the mayor, turns up after curfew and addresses me twice as ‘Stranger’, drawing attention to the fact that my character, like most Fighting Fantasy protagonists, isn’t named. So much for my fame. It turns out that Silverton’s being plagued by Moon Dogs, sent by Zanbar Bone, aka the Night Prince, aka another evil sorcerer. It turns out that Bone wants to date Owen’s daughter, Mirelle, but he’s an undead monstrosity who lives in a tower in the middle of nowhere, so she wasn’t too keen on the idea.

– Actually, we don’t know Mirelle’s feelings on the matter, because it appears Owen didn’t consult his daughter before rejecting Bone’s overtures. Turns out that Bone’s the bigger misogynist though; rather than politely moving on after his rejection, he sent a pack of undead dogs to murder twenty-three innocent people in Silverton, and they’ve been coming back every night since.

– I will not make crude jokes about Zanbar’s surname.

– Anyway, Owen’s attitude is that his daughter’s worth dozens of dead neighbours, so definitely not giving in to Bone’s demands, but there’s still a limit to the number of voters that can be eaten before he risks defeat at the next election, so he’s come to me with an offer and 30 gold pieces. (Ah, so that’s where my money comes from.)

– “You want me to kill Zanbar Bone?”
“No, don’t be ridiculous. I want you to go and get the great wizard Nicodemus and bring him to us. He’ll do that for us.”
“You could just send him a letter.”
“Medieval society, mate. You’re the postal service.”

– Yeah, I’m going to be the one to kill Zanbar Bone, aren’t I?

During the introduction, Owen gives you a bag of 30 gold pieces as an advance payment. So, you know, if you ever felt the urge to skip the pre-amble to a Fighting Fantasy book, there’s a good reason not to.

– The adventure begins with me walking 50 miles west (so Silverton presumably gets a lot of its trade through Port Blacksand’s docks). The unpleasantness of Port Blacksand, compared to Silverton, is clear from the start – the walls are decorated with skulls on wooden spikes and starving men locked in cages, as well as black flags everywhere. I’d like to take a moment to point out the illustration accompanying this first paragraph. (It’s by Iain McCaig, who did some of the best Fighting Fantasy illustrations, to my mind.) The guard is grim enough in his full-face visor and chainmail, but it’s the background that really amps up the ‘hive of scum and villainy’ atmosphere of Port Blacksand. There’s a glimpse of a filthy road/open sewer at the bottom, a hanged jester off to one side (must have told a bad joke about Lord Azzur), several citizens just leaning out of their upstairs windows (as opposed to being industriously hard at work), something winged lurking on a rooftop (decorative gargoyle or an actual gargoyle?), and, for reasons never explained, some guy swinging from rooftop to rooftop on a Tarzan rope. Presumably a thief, right behind the city guardsman.

– Speaking of which, I’m given three options when the guard demands to know my business in Port Blacksand. One (aka the too-dumb-to-live option) has me ask to be taken to Nicodemus, the other (the subterfuge option) has me say I’m here to sell some stolen goods, and the third (the dungeon-crawler option) is to pull out my sword and murder the guard in broad daylight. This being Port Blacksand, remember that the guards are as corrupt as the criminals they’re failing to keep under control.

– Once I’m in the city, I’m offered three streets to take. Oh dear. Not again. Once more, a Fighting Fantasy book gives you three tunnels to venture along, with no clue as to which might be the wise or unwise routes to take. To be fair, on this occasion, City of Thieves gives me the street names: Key Street, Market Street and Clock Street. Unfortunately, I’m looking for a wizard, rather than a key, a market or a clock.

– It’s at this point that I realised that City of Thieves doesn’t come with a map of Port Blacksand. I’m not sure why, but I always assumed it did, but maybe that’s because I read Dungeoneer before I read this book, and so I’ve got a picture in my head of the vague layout of the city.

– Fortunately, the Fighting Fantasy wiki has several versions of the map on Port Blacksand’s page, so I’m going to use one of those as a reference.

– Port Blacksand’s smaller than I remember it. Maybe I’m confusing it with Bogenhafen, from Warhammer Fantasy Roleplay, or perhaps some of the other, larger, cities of the Empire.

– Or maybe everything looks smaller now I’m a grown-up, like the chairs when I went back to my old primary school.

– On Key Street, there’s a locksmith. No idea what the other shops on this street are, but who cares? Let’s go and see what ‘J. B. Wraggins, Locksmith’ has to offer.

– Turns out that Mr Wraggins is a dwarf. What exactly are the naming conventions for dwarves in Fighting Fantasy? There’s Gillibran, the lord of Stonebridge in Forest of Doom, and then his loyal servant, Bigleg, and now someone with a first, middle and last name.

– Wraggins is accompanied by another great illustration, with some lovely details, including a completely unnecessary cat.

– All cats, incidentally, are completely unnecessary, but also completely necessary at the same time. It’s quantum science.

– I ask him where to find Nicodemus. He asks why. I say I’m on a quest to save Silverton and need his help to… wait, what? Bloody hell. This perfectly nice-seeming dwarf jumps off his stool, ‘his face full of hatred’ and summons two big black dogs to “Kill the friend of Nicodemus!” Wait, I never said I was his friend, just that I wanted his help. Oh well, time to kill a pair of dogs.

– These wolf dogs, incidentally, have stats equivalent to trolls or orcs in previous books, at Skill 7, Stamina 5 or 7. They’re very big dogs, and I can’t help wondering how that poor cat copes with sharing a home with them.

– Or how I failed to notice these giant creatures under the table when I went into the shop.

– I kill Wraggins’ dogs (getting a nasty bite in the process), but he’s run off. While he’s gone, I loot his shop for 3 gold pieces and a handy little skeleton key. Serves him right for trying to murder his customers. At least the cat doesn’t have to worry about being eaten by the wolf dogs any more.

– That was a great introduction to Port Blacksand. The first shop I go into and the shopkeeper tries to murder me because he’s got a psychotic grudge against another guy that I’ve never met.

– Oh, hello, small child. You have a present for me? A note? Thank you. “Arrows from six bows are pointed at you. Leave 10 Gold Pieces in the middle of the street and keep walking.”

– It turns out Blacksand street thugs are literate. This place isn’t the complete hellhole I thought it was. Anyway, it’s clearly a scam, so… ARGH!

– It’s not a scam. That’ll be 12 Stamina points and 2 Luck points I’ll not be seeing again. Still, I got four arrows out of it.

– Seriously, Port Blacksand. I’ll be writing a strongly-worded letter to the Times about how unwelcoming this place is to tourists.

– I stagger down the street, feeling like a pincushion, and a little girl beckons me to come into her house. Maybe I’m just a glutton for punishment, but I go inside.

– It’s not so bad. There’s an old man here who painlessly pulls out the arrows and magically heals my wounds. In return, he wants the sword that Owen Carralif gave me as a down-payment on my quest rewards. It was a really nice sword, actually, from the loving description of it in the introduction, and the replacement the old man gives me leaves me at -1 Skill. Hmm. Oh well, at least no one else tried to rob or murder me.

– Further along the street, there’s a bright red house on a street of hovels, and it has a sign over the door saying ‘Welcome’. I have a bad feeling about this. I go inside.

– There’s a pair of scorpions, one made of gold, the other made of silver, in bowls in this brightly decorated room. Weird, but I pick one of them up. It’s a lucky brooch, which replenishes the Luck I lost to the archers when I wear it. I’m savvy enough not to pick up the other one. I have a feeling that it would probably animate and sting me if I tried. Instead, I go upstairs. I want to know who’s leaving magical brooches out for anyone to take.

– The fire-breathing lizardman (or Lizardine) upstairs is quite upset that I’ve stolen one of his brooches, which is fair enough, I guess, and attacks me. After dodging its first blast of flame, I decide that discretion is the better part of not wanting to kill random people and run away, taking a nasty wound from his claws as I do so.

– Wait… a fire-breathing inhabitant of a medieval city, blasting fire around his own living room? Is he planning on redecorating, or maybe on moving house to a neighbourhood that isn’t on fire?

– Actually, this is a rubbish neighbourhood. I’ve been bitten, shot, and now slashed, and I’ve only been here for about half an hour. I want to burn it down.

– Oh look, some guards. Maybe I ought to report the two separate attempted murders (and not mention the incident with the Lizardine, because I was at fault there, for treating Blacksand like an open-air dungeon). You want to see my what? My merchant’s pass? I’ll pat my pockets and tell you it must be in my other suit of arrow-pierced leather armour. I’m under arrest? No. I’ve had enough of this. I hate this town. I decide to murder two police officers in the middle of a crowded street, in broad daylight.

– Oddly, I wasn’t even given the choice about whether to attack them or to submit to being arrested. Maybe Ian Livingstone figured that the reader would be as fed up with this hellhole as I am.

– For some reason, like the dogs in J. B. Wraggins’ shop, these guards politely fight me one at a time. Fighting Fantasy really needs to put the rules for fighting multiple opponents in the the basic rules, so it can just say ‘fight these guards at the same time’.

– Let’s just pause and work out how badly the City of Thieves has corrupted me. What crimes have I committed since arriving at Port Blacksand? Well, first of all, I entered the city without a pass. Then I stole from J. B. Wraggins (just because he tried to murder me first doesn’t stop what I did being theft). Then I stole from the Lizardine. (It’s a shoplifting, rather than a burglary, as the premises is actually a high-end magic amulet shop, according to the choices I didn’t take.) Then there was resisting arrest for the pass issue, which escalated to two counts of murder. I’ve probably been in town for less than an hour.

– After that, I stop for a snack to heal up a few wounds. This probably looks a bit odd, as each meal restores an impressive 4 Stamina points. I imagine it as a bleeding idiot stuffing his face (or possibly his wounds) with bread and cheese.

– Sorry, maybe it’s an Allansian tradition to leave pairs of magical boots lying around, or maybe an Ian Livingstone in-joke, but it’s a bit weird. Still, they fit quite nicely.

– The linear nature of the adventure rears its head a bit once I finally reach the end of Key Street. (Oh my god… all of the story’s encounters/crimes so far have occurred on a single street!) The two streets adjoining the end of Key Street are Market Street and Clock Street, which were the other two options after I entered the city. Although I am on a deadline for this quest, there’s no real reason not to go back down Market Street (unless the player entered the city by murdering the guards at the gate at the other end of Market Street) or onto Clock Street. However, the book decides that the crowd to the north, up towards Market Square, attracts my attention, so I go and investigate.

– In other words, the book has decided that I will never, under any circumstances, check if Nicodemus lives on Clock Street or Market Street.

– The crowd is throwing vegetables at a guy in the pillory. A friendly old lady offers me a pair of eggs and, not wanting to feel like the outsider, I accept and throw them. Meanwhile, she picks my pocket and somehow manages to remove a single Gold Piece from inside my coin purse. In-character, I’m oblivious to this theft, but out-of-character, I’m struggling to understand how it’s possible to remove one coin from a bag of coins without the wearer noticing.

– This encounter has another fun, busy illustration, of the old lady among a crowd of townsfolk hurling a variety of vegetables at the aforementioned pillory-dweller. McCaig has had a bit of fun here, expanding as an illustrator on what the author’s written in the text. As is traditional, the crime that this man has committed is written on a sign on the pillory. Not ‘Thief’ or even something vague like ‘Malefactor’, but it’s ‘Ye Goody-Two-Shoes’. Welcome to Port Blacksand.

– Incidentally, Iain McCaig is referred to as ‘Iain McCraig’ in the copyright invoices at the start of my copy of this book, though he’s credited correctly on the title page. McCaig’s other work includes the Games Workshop logo, so Ian Livingstone must have liked his work too. There is also, in one of the illustrations in this book, a copy of White Dwarf magazine.

– There’s a strongman in Market Square, challenging people to play catch with a cannonball. The illustration here is less busy than some of the others, but is instead focused firmly on the strongman, a cartoonishly muscled He-Man (in fact, dressed rather like He-Man himself) tossing a cannonball up and down in one hand, while some poor sucker lies on his back behind him, winded by the cannonball he apparently attempted to catch using his stomach.

– Subtly, this scene also makes canon (pun intended) something that hasn’t previously even been hinted at in the still-vestigial Fighting Fantasy setting. It has gunpowder technology, at least at the cannon level, though I don’t think we ever see anything man-portable. I can’t remember much of Magehunter, one of the later Fighting Fantasy books, in which the protagonist is a witch hunter from 18th century Earth, transplanted to Titan by a spell, but if I recall correctly, his flintlock pistol is a device that doesn’t exist on the latter world.

– The game of cannonball catch is mechanically quite simple: roll one die for me and for the strongman, alternating until one of us rolls a 1 and drops it. There’s an implied parity there between me, an adventurer, and this muscle-bound athlete. I didn’t quite picture myself as a 1980’s TV tie-in action figure or a Hero Quest barbarian, but I’ll have it.

– He drops it on the second toss. I go on my merry way with 5 Gold Pieces and a future of chronic shoulder strain.

– Finally, I find a market stall in Market Square. It sells butcher’s hooks, climbing ropes, iron spikes, lanterns, and throwing knives. This is either selling stolen goods, or is selling supplies for people who are intending to soon acquire stolen goods. I’ll have one of each, thanks.

– A clairvoyant. Madame Star. I’m sure she appears in one or other of the Advanced Fighting Fantasy adventures, so she’s probably not going to attack me the moment I mention the name ‘Nicodemus’. With that meta-gaming out of the way, I enter her tent, cross her palms with gold, and she tells me the guy I’m looking for lives under a bridge to the north. I didn’t even have to say his name. Impressive. Then she gets a bit upset about something she’s seen and asks me to leave. Odd, since all I’m being hired to do is deliver a message to Nicodemus. It’s not like she’s just had a vision of me facing off against a semi-demonic necromancer, is it?

– It’s raining. There’s some derelict houses on Bridge Street that I could take shelter in until the rain stops. I’m going to resist the urge to explore everywhere and use common sense: the rain could go on for hours, and I’ve got a good idea where Nicodemus lives, so I should go there. Maybe he’ll offer me a cup of tea.

– Do they have tea in Allansia?

– I reach the bridge on Bridge Street. Singing Bridge, according to the map from the wiki). That sounds nice. Certainly nicer than the actual sound of the wind blowing through the bridge’s wooden structure, which reminds me of ‘tortured souls, crying out for help’. The bridge is covered in skulls on spikes. The Catfish River isn’t much better either – it stinks and a severed hand just floated by. Welcome to Port Blacksand.

– Nicodemus has ‘Keep Out’ written in big letters outside his house. He’s actually remarkably pleasant to speak to, aside from when he tells me he’s too old to do any adventuring, so it’s (surprise surprise) my responsibility to go and kill Zanbar Bone.

– First, I need to get a very specific tattoo on my forehead, to evade his hypnotic gaze. Wait, what? Really? My forehead? I guess I’m growing my fringe out once Bone gets dusted. Then, I need to shoot him through the heart with a silver arrow. Not one of those regular arrows that I was shot with earlier? Then, when he’s paralysed from having a silver arrow through a major organ, I have to rub a compound of hag’s hair, black pearl and lotus flower into his eyes, which will kill him. Great. He shakes my hand, wishes me luck, and sends me on my way.

– Exactly how did Zanbar Bone develop these very specific weaknesses? Is it some sort of mystical loophole tied into various spells or demonic pacts? You know, ‘live forever, but develop an allergy to having these three substances rubbed into your eyes’, or ‘be immune to everything except for a very specific type of arrow puncturing your aorta.’-

– And how does Nicodemus know about these weaknesses? Bloody wizards. He reminds me of Yaztromo.

– Next stop, Harbour Street. I notice an alleyway running off between two houses. Quite why it catches my attention, I don’t know, but I suspect there’s an encounter to be had if I go down there.

– Two more dogs, not as tough as Wraggins’ wolf-dogs, but they attack simultaneously, which is appropriate, what with dogs being pack hunters. Here’s that idiosyncrasy of Fighting Fantasy again. Rather than just have a single paragraph in the rules about how to fight simultaneous battles, instead the rules are printed alongside every such combat. That’s just inefficient, but it takes a long time, if ever, for the series to notice this.

– Hey, it’s Lord Azzur himself! Maybe I can get an autograph. No, his driver just whipped me for getting too close as his Lordship’s shiny gold carriage rockets by.

– At the docks end of Harbour Street, we’re treated to another of Ian McCaig’s busy street scenes, this time featuring a pair of beautifully done pirate ships, and a far less detailed one some way out to sea. Do I want to climb onto one of these ships? Of course I do, because I’m an adventurer, and this is a dungeon.

– Yet another illustration, this one of sleeping pirates in a triple-decker hammock. Since I’m already a murderer in Port Blacksand, I decide to add cutpurse to my CV as well. Conveniently, a naked man tells me where I can get anything made in silver.

– I become the victim of an attempted robbery again. Attempted. Scratch one dead goblin.

– Shortly afterwards, I pay someone to make me a silver arrow.

– Next, I intervene in a street robbery, and get beaten with iron bars. Best rub some bread and cheese on those wounds.

– The public gardens in Port Blacksand has an automated turnstile. Put in a gold piece and it lets you in. How come no one has smashed this and nicked the money?

– A barrow boy offers me his plums for a gold piece. You can buy anything in this city.

– Two trolls of Lord Azzur’s Imperial Elite Guard approach. Let’s just take a look at that, shall we? Lord Azzur is the dictator of a single city, and yet he has Imperial Elite Guards. Ego, much?

– Do I have a merchant’s pass? No. Well, I guess this means I’m about to murder two more Blacksand city guards. These trolls are called Fatnose and Sourbelly, and at Sourbelly’s insistence, he gets to go first. Finally, a good reason for two opponents to fight me one at a time. Good job too, because they’re tough. Turns out the Imperial Elite Guard aren’t just street thugs with an overblown title.

– A brave citizen smuggles me out of the city after I manage to kill the two trolls – turns out Sourbelly was quite ill-regarded, even for a Blacksand guard. Unfortunately, I haven’t got a facial tattoo or one of the items needed for killing Zanbar Bone, and it’s too dangerous to go back into the city to get them, so I go back to Silverton and admit defeat.

– Or do I?

– Screw it. I’ll cheat. (Just like in Starship Traveller.) It’s a solo game, so it’s not like anyone will ever find out, right?

– I set off to Zanbar Bone’s tower, make myself a bow to fire the silver arrow with, and… get told that everything is wrong. Nicodemus, it turns out, is getting a little doddery with age and forgot that actually it’s only two of the three substances I found (well, should have found to progress this far) that are needed to kill Bone. In other words, in the previous paragraph, when the book asked if I had all three substances, the tattoo and the silver arrow, I could have failed the quest despite actually having everything I needed.

– Narratively, this is flawed, as the discovery that Nicodemus was senile would have occurred as I was walking back to Silverton in the bad ending, since he sent a messenger dove to tell me.

– Worse than that, Nicodemus doesn’t know which of the three substances are needed, but helpfully suggests that I try… any one of the three possible combinations: hag’s hair with black pearl, hag’s hair with lotus flower, or black pearl with lotus flower. In other words, unless some further information comes to light later in the book, even a player who has found all the McGuffins in Port Blacksand (which requires taking an exact route through the city, with very few indications as to which route is the correct one) still only has a one in three chance of successfully defeating the Big Bad.

– This is, to put it mildly, horse crap. As I’ve whinged about in previous books, if you present a player with a choice of directions or actions to take, there should be some context, prior information or even just common sense, that suggests which route is preferable, or that a do-over is available if one route/action doesn’t pan out. If none of those are present at the time of making the decision, then either choice should be equally valid.

– This is a hill I’m willing to die on. (Probably because I took a wrong turn earlier and missed finding an important item.)

– Anyway, back in Allansia, I approach Zanbar Bone’s domain and meet a randomly-determined wandering monster. A bit odd – I’d prefer to be attacked by something specifically characterful to the region – but let’s see. There are results for an orc, a giant snake, a wolf, an apeman, or a cave troll, but I roll a 4. It’s a Pygmy.

– FFS. Really? Did no one point out how racist the portrayal of the Pygmies was in The Forest of Doom? Well, no, they probably didn’t, because it was 1983.

– Anyway, I slaughter this lost tribesperson with barely a broken sweat (he or she is Skill 4, Stamina 4). In the next passage, the book asks if it was the apeman that I fought, and gives me a little amulet for seeing in the dark if I did, and nothing if not. This amulet, a reward from a random event, better not be vital to completing the quest…

– “There is nothing useful to be found on the dead creature, so you decide to press on northwards.” I just killed a human being of below-average height, not a ‘creature’. Christ, it’s bad enough when ‘orc’ is used to dehumanise the enemy. Just call the random encounter ‘your attacker’ instead, or carefully select opponents that can all be described the same way.

– I face a pair of Moon Dogs, the things that Lord of the Incels, Zanbar Bone, sent against Silverton when no one would sleep with him. For some reason, possibly that they have stats through the roof, they attack me one at a time. Lucky really, as the first one makes mincemeat of me.

– I find a use for the skeleton key I stole off J. B. Wraggins in my very first encounter after entering Port Blacksand. That was delayed gratification.

– Once inside the tower, I ascend the stairs. On each floor is a single room. These encounters are optional, as you could just ignore the door and keep climbing the stairs, but you know what adventurers are like… Luckily, I have garlic (I don’t remember where from – a market stall, maybe?) and so don’t get auto-killed by a vampire. The lantern I bought in Market Square comes in real handy too, and I end up with the long-lost Ring of the Golden Eye, which is nice.

– How have I heard of this ring, and what more do I know about it other than it sees through illusions? Why is it long-lost? From where or who?

– Interestingly, Zanbar Bone is not found on the highest room in the tower, unlike Zagor or Balthus Dire. It’s actually possible to miss him until you reach the top floor and get directed back downstairs. I like this for the way it messes with your expectations.

– Less interestingly, but probably unsurprisingly, there’s a very real chance that you will die at this point in the quest, as the curse of the One True Way rears its ugly head again. I’ve already mentioned the lack of any guidance as to which two compounds are the correct ones to rub into Zanbar Bone’s eyes after you paralyse him with the arrow, but Bone resides on a level of the tower that has two doors off the staircase. There is no guidance or hint as to which door you should go through first. If you go into Bone’s room first and take the option to interact with the room, you die. If you go into the other room first, defeat the monster there, and get the Ring of the Golden Eye, then you see through Bone’s illusion just in time to avoid insta-death.

– Statistically, the odds of completing this book without cheating are astronomically low. I’m not even going to try to calculate the odds of taking the One True Way through Port Blacksand, but if you assume the player finds every one of the McGuffins (tattoo, arrow, pearls, lotus and hag’s hair – of which I only found three on this play-through), and win or avoid every battle, you’re left with a 1 in 3 chance of picking the right compound combination to kill Bone, and now a 1 in 2 chance of picking the right door on this floor. That alone is a 1 in 6 chance of making the right decision both times.

– Bone is a skeleton in a robe. He pulls out three of his teeth to summon skeletons to attack me. I hope for his sake that his teeth grow back, because otherwise he’s going to become increasingly gap-toothed over the centuries of his undying existence. Not that he has immortality to worry about now that I’m here, but…

– The skeletons are mildly challenging opponents (averaging Skill 7, Stamina 7), but they attack me one at a time, so I just walk through them. If you’ve seen Jason and the Argonauts, you know how scary skeletons can be as opponents if they swarm you. These guys are too polite to be scary and I smash them to pieces, one by one.

– Actually fighting Zanbar Bone doesn’t involve a combat, or even a Skill test (not that that term is actually a thing in Fighting Fantasy yet). It’s a Luck test, with failure being another instant death experience. If you’re Lucky, you manage to shoot Bone through the heart and paralyse him. Now you get to find out if the choice you made about which two substances to use in the compound was the correct one.

– Disappointingly, the two incorrect choices have literally identical sudden death paragraphs, as Bone recovers from his paralysis and drains the life out of you. I know Jackson and Livingstone were churning these books out as fast as the audience could read them in the early days, but a slight variation wouldn’t take too long to tap into the typewriter, right?

– Pick the correct one and Bone crumbles to dust. It’s almost anti-climactic. After you burn down the tower to make sure no other monster makes use of it, you return to Silverton and get given lots of material rewards by Owen Carralif and his fellow citizens. When do the Fighting Fantasy books start giving you a final page that doesn’t involve a big pile of gold and jewels?

– Oh. It already has. Starship Traveller had you find your way back to Earth. Okay, when do the fantasy books in the series stop just being about winning a wheelbarrow full of gold at the end, and actually start giving you other motivations?

– Since the next book is Deathtrap Dungeon, about a dungeon-crawling competition, with a prize of 10,000 gold pieces, I guess it’s not that one…

– I’ve bitched a lot about the One True Wayism of this book, but how would I do it differently, 40 years of gamebook design later? If I’m going to criticise, I should at least be constructive about it.

– Right, first of all, Zanbar Bone isn’t living in a tower somewhere in the wilderness. The book is about Port Blacksand (it’s right there in the title), and it’s clear from the excellent world-building and the joyfully wild illustrations that both Ian Livingstone and Iain McCaig love the place. Everything after leaving the city, the final part of the book’s three-act structure, feels like an anticlimax. Set the entire story in Port Blacksand. Give Zanbar Bone a walled estate there, where he resides in an uneasy truce with Lord Azzur: “Don’t ask me to pay taxes or inquire too closely into my business and I’ll help defend the city from any threats and won’t turn you into a zombie, does that sound fair to you?”

– The Port Blacksand sequence of the book can be split into two acts: the search for Nicodemus and the search for the McGuffins needed to kill Zanbar Bone. The first act is a neat exploration of just how awful and bizarre the City of Thieves is, although it feels like you’re riding a railroad rather than actually searching for him. Although you occasionally ask people if they know where Nicodemus lives, that hardly feels like the main focus of what you’re actually doing, as the book steers you right to his front door and then there’s no challenge in getting him to reveal Zanbar Bone’s vulnerabilities. Instead, allow the player to visit Key, Market and Clock Street, rather than cutting the player off from the other routes through the city, and have them check several different shops, inns and the like on each road, asking people specifically where I can find Nicodemus, rather than just shopping, looting or getting robbed. Have the protagonist focus on their objective, and let the world build itself around the reader. Finding Nicodemus involves doing side-quests for someone who has heard of a retired wizard living in a particular district, and then someone aware of what street he lives on, and finally someone who knows that he lives in that hut under the Singing Bridge.

– Maybe we’d even find out in the process why J. B. Wraggins hates Nicodemus with such a murderous passion, although I think I might prefer the apparent irrationality of his loathing. Wraggins’ vendetta could even be a part of the plot – he hires you to murder Nicodemus and tells you where to find him, although you’re probably just going to play along, maybe even warn Nicodemus that Wraggins is after him.

– I like the idea that Nicodemus knows already, and finds the monthly assassination attempts to be perfect for keeping him in practice at magecraft.

– And no, Nicodemus has no idea why Wraggins hates him either.

– Act Two, the hunt for the McGuffins, is a hub quest: starting at maybe Nicodemus’s house, you head out to likely areas to find items, or to find someone who can point you towards them, based on Nicodemus’s knowledge of the city in which he lives.

– The actual City of Thieves uses the encounter with Sourbelly and Fatnose to curtail your exploration of Port Blacksand. The murder of one or both of these bullies is such a big event that you’re forced to flee the city. (Or, alternatively, you flee the city rather than risk being bullied by them, a development that always struck me as odd.) I guess there had to be some end-point to your search for the McGuffins. However, in a hub quest variant of the adventure, I’d suggest a Heat score that builds up as you commit crimes or otherwise draw the attention of authorities around Blacksand. When your Heat reaches a certain level, the city guards go on a manhunt for you and you flee the city, automatically failing the mission to kill Bone in his walled estate there. At certain points, if your Heat score is at a particular level, you might have encounters with the guards, or even with Zanbar Bone’s servants.

– I’ve just remembered that Master of Chaos uses a Notoriety score for pretty much the same purpose, with a certain score forcing you to set out, perhaps prematurely, on an expedition across a desert to hunt down the Big Bad.

– Anyway, once you’re ready to face Bone, you break into his estate and murder him in pretty much the way already written, but without the reliance on a hidden One True Way to insta-kill 83% of protagonists. There should almost always be hints as to what the correct choice should be.

– So that’s how I’d do City of Thieves, a book that was written 40 years ago as part of a series that sold nearly 20 million copies and is still in print today. Talk about ego…

– Next up, Deathtrap Dungeon, in which I’ll try and accept that it’s explicitly a dungeon crawler and embrace the tropes thereof.

– Generating an AI cover image for City of Thieves was frustrated by very few of the cities I generated looking anywhere near horrible enough to be Port Blacksand. Still, here’s what I came up with:

Review: Fighting Fantasy Book 4: Starship Traveller

Review: Fighting Fantasy Book 4: Starship Traveller

Not to be confused with the roleplaying game, Traveller, released in 1977, six years before this book. This one was written by Steve Jackson and was the first of about half a dozen or so occasions in which Fighting Fantasy stepped away from the world of Titan (as it eventually became known) and into science fiction.

The science fiction Fighting Fantasy books are interesting because there was never any real attempt to tie them together into a single setting, in the way that the fantasy books were. Each one stands alone, with its own sci-fi influences and tropes that distinguish it from the others. Robot Commando, for example, is full of mecha and dinosaurs while Space Assassin is military space opera, Sky Lord is heavily influenced by drugs, and this one is a Star Trek homage.

Coincidentally, the book actually replicates the core conceit of Star Trek: Voyager, twelve years before Voyager was released, in that your ship has been catapulted to a far-off area of space and you’re trying to find your way home.

– First up, there’s a long list of names in the acknowledgements at the front of the book, followed by ‘…may they live long and prosper’. Wearing their influences on their sleeves there.

– Some of the acknowledged names will be familiar to nerds of a certain pedigree: Bryan A is presumably Bryan Ansell, and Jervis J can only be Jervis Johnson, and then there’s Alan M and Rick P, who could be Alan Merritt and Rick Priestley. The original generation of Games Workshop writers.

– There’s a lot of new rules in Starship Traveller, so much so that the regular combat rules are excised from the introduction to the book and placed into paragraphs 341 (ship-to-ship combat), 342 (hand-to-hand fighting) and 343 (phaser combat). Why those numbers? Because Starship Traveller only has 340 paragraphs of story, which probably (I haven’t checked) makes it the shortest Fighting Fantasy game book of the original Puffin run.

– Ship-to-ship combat is quite quirky. The attack side of it is, as with most of the shooting rulesets in Fighting Fantasy (they never settled on a single set of rules for ranged combat) similar to Skill tests, in that you’re rolling equal to or under your Weapon Strength in order to hit, but then you roll again, against the opponent’s Shields, in order to determine the amount of damage caused to the target’s Shields stat. This leads to a death spiral as failing that Shields roll causes more damage to be suffered, making it harder to pass the Shields roll next time you’re hit, until eventually you become a cheap pyrotechnic special effect in front of a matte painting of stars. This is an interesting system, with the Shields roll making it slightly more complex than the usual combat rules and I find myself wondering if the core combat rules of the game might have benefited from something similar to represent armour or defensive abilities.

– But then again, one of the reasons Fighting Fantasy has been so successful was because of the simplicity of its core mechanics, particularly compared to RPG and tabletop wargames rulesets of the same era.

– The hand-to-hand combat rules are the same as usual, but with an extra paragraph to advise how to allocate opponents to different members of your crew. Yes, in Starship Traveller, you play not just the captain of the ship, but the bridge crew and security officers as well. Star Trek is, after all, about an ensemble cast of multicultural professionals working together smoothly to get Kirk into that green lady’s bed.

– Phasers. Wow. Phaser combat is lethal. Unless they’re set to stun, in which case it’s not. You pick before the combat begins whether you’re shooting to kill or stun, and each participant has to roll equal to or under their Skill to see if they hit. If they hit, it’s goodnight Vienna for the target. Unlike in hand-to-hand combat, opponents will randomly target members of your crew, so even if you, the player, manage to kill/stun your target, one or more of the enemy could still take you down.

– All opponents set their weapons to kill, in which case your adventure can be over very, very quickly. Fortunately, your side always fires first. Unfortunately, in both hand-to-hand and phaser combat, your non-combatant officers (Science, Medical and Engineering) suffer a -3 penalty to their Skill.

– I don’t think I’ve actually played this book before, as in, bothering to roll dice rather than just treating it as a diceless Choose Your Own Adventure book. I’m intrigued to see how brutal this combat system gets, and if my starship changes its core cast quicker than The Walking Dead.

– My Captain (who I shall christen Tiberius Sheridan) just rolled Skill 7. I’m going to die.

– I might just promote an existing bridge crew member to be a replacement captain if I do, since I’m playing the entire command crew. I mean, how many captains has the Discovery gone through over the course of its series?

– My Security Officer (Lieutenant Ivanova) has Skill 11. She’s definitely beaming down on any planets I visit.

– My two security guards are nothing to sneeze at either. Ensign Camisa Roja has Skill 11, Stamina 19, although Ensign Ulaan Tsamts is a little bit less awesome with Skill 9, Stamina 15.

– The Starship Traveller isn’t so bad, with Weapons Strength 12 (the highest it can be) and a mid-range Shields score of 16.

– Oh my god. Those of you who can speak Spanish and Mongolian might have noticed the attempt at humour in the names of those two security guards up there. It turns out that the real life Red Shirts were followers of Italian historical figure, Giuseppe Garibaldi. The name of the chief of security on Babylon 5, who was in charge of that show’s ‘red shirts’ – Michael Garibaldi.

– The story (or episode one of the TV show Starship Traveller, if you prefer) starts with some technobabble. Excellent. Suffice to say, your ship gets sucked into the Seltsian Void, a black hole.

– I can’t read the word ‘Seltsian’ without thinking of Alka-Seltzer.

– Once my various bridge officers have relayed damage reports, my Science Officer, Mr Spork, gives me a choice of three solar systems to travel to. Two of them bear life, one doesn’t, which at least gives more context than the forking paths/tunnels of previous Fighting Fantasy books.

– Yes, Mr Spork is a lame joke, but can you seriously tell me this isn’t the sort of name a character in a Mel Brooks parody film would have?

– I notice that the three planets are oriented straight ahead, to port and to starboard. Two-dimensional space, taking the idea that there’s no up or down in space to extremes.

– I’ll go to one of the life-bearing worlds, because what’s the point in going to somewhere I know has no life?

– Our sensors pick up something several thousand kilometres ahead (bonus points to the book for being British but still using the metric system in 1983!), but we let it approach to within five kilometres. It’s at that point we manage to identify it as a Class D starcruiser. Well, that’s very close up to discover something that means absolutely nothing to me. Is Class D big, small, dangerous? Am I being confronted by a luxury cruise liner?

– No, it’s Commander M’k Tel of the Imperial Ganzig Confederation. We’re trespassing, apparently, and he demands we identify ourselves. From the illustration, he looks quite thuggish. We do a quick Google search on the Confederation, which is probably foolish, since we’re in a completely unknown area of space. It comes back with 0 results. M’k Tel is clearly a being of little patience, as he fires a warning shot across our nose.

– Not across our nose, but up it. Lose 2 Shields. Let’s identify ourselves, sharpish. He announces that we’re his prisoners and teleports across his First Officer, who insists on accessing our computer room. With no real idea of how dangerous this hostile ship might be, I oblige.

– He’s just inserted a modem into our ship’s computer. It appears the far side of the galaxy still uses dial-up. The Traveller is now at a -2 penalty to Weapon Strength and Shields if we have to fight the Ganzigites at any point. Hmm. I think acquiescing completely and utterly to every one of their demands might not be a strong negotiating position.

– I instruct Lieutenant Ivanova to overpower the Ganzigite First Officer. Oops. That went badly. She’s a little frazzled, but fine, and we’re still captives of the Imperial Ganzig Confederation.

– The text just told me that Ivanova lost points from ‘his’ Skill or Stamina. Even the original series of Star Trek had women on the bridge – not just Uhura, but Captain Pike’s first officer in the original pilot (played by Gene Roddenberry’s future wife, Majel Barrett, and more recently in Strange New Worlds by Rebecca Romijn). ‘His or her’ was a perfectly available phrase, even in 1983.

– The Imperial High Commander at the Ganzigite starbase is actually quite reasonable. He wants us out of his territory, in the interests of his own national security (the Traveller, as a powerful warship, is a destabilising presence), and gives us what little assistance he can… in exchange for a subroutine being put into our targeting computers that prevent us from ever firing on a Ganzigite ship. That -2 penalty doesn’t seem so bad now, but at least the Ganzigites aren’t overtly hostile.

– Turns out that we need to find another black hole at a particular time and location, but we don’t know what that time and location coordinates are; the Imperial High Commander suggests that people on neighbouring planets might know these coordinates. I suspect these coordinates might turn out to be three-digit numbers between 100 and 340…

– The next world we teleport down onto (I take Lieutenant Ivanova and Mr Spork with me) has all the signs of an advanced civilisation, but no signs of life. I’m calling it: deadly virus that wiped out the local population but left the cities intact.

– We meet an alien. Spork kills it, having supposedly seen the phaser it had in its hand, that neither myself or Ivanova spotted. We teleport the dead alien back to the Traveller. (Incidentally, it turns out my Medical Officer, by default, is female. If the book’s going to make decisions like that, why not provide names for these characters, rather than just their role?)

– Probably because when officers start dying in phaser combat, they get replaced by their subordinates, who would have different names. Though apparently the same gender.

– The alien corpse doesn’t reach the Traveller, although it definitely left. There’s something weird going on on this planet. Hallucinations of some kind, though clearly the Traveller managed to lock onto the alien to teleport it.

– Incidentally, the idea of sending a dead person back to the ship to see if anything can be done for them is something that shows up in Star Trek: The Next Generation, when Tasha Yar was killed. Despite the show going through all the usual motions of her definitely being stone-cold dead on the world the landing party were on, they immediately transported her back to the ship where Dr Crusher and her team worked on her to try and bring her back from the dead, in an impressive (though ultimately vain) demonstration of Federation technology. Of course, they didn’t do this every time someone died in the show. At other times, dead was dead.

– We never discover the cause of the weird hallucinations we’ve all been experiencing, because we find an automated library that tells us the potential location of a black hole that could assist with us getting home. Feeling giddy with excitement, we abandon episode 2 of Starship Traveller and beam back home. Somewhere, a scriptwriter weeps at how we avoided a thought-provoking and astounding revelation about the nature of humanity or something.

– And yes, the location is in a sector numbered between 100 and 340.

– Episode 3 of Starship Traveller begins. Hmm… maybe the show got cancelled mid-series, hence why there are only 340 paragraphs in the book, rather than the already traditional 400. Very meta. Hopefully we’ll be able to hash together an ending rather than leave the audience hanging.

– Oh, I spoke too soon. We’re still in the final scenes of episode 2. Our lab have managed to translate the newspaper we found on the planet. Turns out it’s… I’m not sure. Is it satire? This planet had groups following one of two philosophies, the Progressives and the Regressives, one of which was pro-science and technological advancement, and the other being the opposite, and a Cold War ensued. (Hint: if one side is pro-technology and the other side isn’t, and all else being equal, you know who’d win that Cold War if it turned hot.) For reasons not quite explained, the Progressives developed a hallucinogen that they could use to… make the Regressives all trippy? When they got exposed, they agreed to blast it all off into space where it couldn’t hurt anyone, because this planet never discovered incinerators. Unfortunately, the rocket exploded and scattered hallucinogen all over the planet, subjecting the entire population to hallucinations.

– The planet, incidentally, is called Prax. ‘Praxis’ means putting theoretical ideas into practice. Maybe that means something, maybe it’s just a cool sci-fi-sounding name.

– So where are the people now? Extinct? Evacuated? In hiding underground? I guess we’ll never know.

– The next world we come across, in episode 3, is technologically advanced, possibly more so than our own civilisation. I beam down onto its surface, accompanied by Medical Officer Dr ‘Kidneystones’ Molloy (I’m not sorry) and Security Officer Roja.

– We see this planet’s hat immediately, thanks to a helpful local who hurries us into his house before warning us that no one dies on this planet, but the population is kept stable by the PC’s, or Population Controllers, who go around murdering anyone up to certain quotas.

– Huh. The Population Controllers just entered the house without being invited and murdered the householder. These guys really are PC’s. Is this what it feels like to live in The Forest of Doom?

– Apparently, we’re under arrest. I disagree, because they just told us that the penalty for being outside after curfew is extermination. Set phasers to stun…

– Well, that was meant to be me trying out the phaser combat rules. Instead, the PC leader just absorbed Ensign Roja’s shot with his armour, and kills her in return.

– Mechanically, this was resolved by a single die roll to determine who fired the first shot. On a 6, it would have been me, and on 1-5, it’s another member of the landing party of my choice. Lucky I chose the redshirt, but surely, in a party of three, wouldn’t it make sense to have results of 5-6 be me?

– When an Officer or Guard dies, they get replaced by their assistant, who isn’t allowed to beam down onto planets, and has two fewer Skill points. So Rojas will be replaced by Ensign Laal Kameej (who has a still respectable Skill 9, Stamina 21). I wonder if I’ll actually be able to use a security guard aboard ship, or if it’s intended that it’s just the replacement Officers that can’t be part of a landing party.

– Apparently, we’re under arrest. That seems like a sensible thing to be, even though the penalty for being outside after curfew is extermination.

– This is the second time in three episodes that the crew of the Traveller has been captured by aliens. That sounds about par for the course.

– Wait… what the hell? Turns out that opening a communication channel to our ship induces a fugue state in the inhabitants of this world.

– Ah, they’re robots. I wonder if the entire population of this world is robotic, which is why they don’t die and the Population Controllers become necessary? We’ll never find out, because we beam out at the first opportunity, before we get disintegrated.

– I got a snazzy new helmet, which boosts my Skill to a massive 8.

– Episode 4 is set on a medium-sized blue-green planet. I’m taking Security Officer Lieutenant Ivanova, Security Ensign Tsamts, and Science Officer Mr Spork.

– We get captured for a third time… Did this happen as often as this in the original Star Trek?

– This planet, we learn from its primitive inhabitants, is called Chiba, and the weather is controlled by the ‘Rain Lord’, who is angry with them and is bringing them bad weather. This is presumably someone more technologically advanced than the bulk of the Chibans, so we offer to go and speak to the Rain Lord and sort their problem out.

– We promptly get captured for a fourth time. We should change our motto:

“Space: the final frontier. These are the voyages of the starship Traveller. Its 340-paragraph mission: to explore strange new worlds. To seek out new crimes and new justice systems. To get arrested where no man has been arrested before!”

– It’s The Wizard of Oz, IN SPAAACE!!!

– Turns out the wizard’s weather control equipment has broken down. Luckily, Mr Spork isn’t dead, so he can help out as Science Officer. Spork passes his Skill test with a double-1, so we fix the machinery and return the Rain Lord to his position as false-yet-benevolent god for this primitive world. Not sure how that fits into the Prime Directives, but at least we find out what warp speed we need to be travelling at in order to translate through the black hole back to Earth.

– Episode 5 is set on a small grey world that registers as almost entirely lifeless. I send out a ‘recon plane’ to the sole sign of electronic activity, which turns out to be a crashed scout ship, of a type we’ve never seen before.

– We’re marooned on the far side of the galaxy. Everything is of a type we’ve never seen before…

– No sign of the pilot, so we assume they didn’t survive the crash, and the scout team come back. This isn’t at all foreboding. Contagion? Parasites?

– By the time the recon team get to the bridge for debriefing, three of the engineering team who helped dock the plane are dead.

– Seriously, we’re not calling it a shuttle?

– I realise now that I have no idea how large the Traveller’s crew is. Do those three engineers represent a sizeable chunk of my ship’s complement? Do I know their names? Have I met their kids? Are their kids on my ship?

– I quarantine the recon team, only for three more members of the engineering team to die. Fortunately, none of them are the Engineering Officer, Mr Doohan.

– Science Officer Spork has a bright idea. Or rather, he thinks he does, but he failed his Skill test and just suggests spraying antibiotics everywhere. (Seriously, Skill tests were in these earliest books, but were never referred to as such, while Testing Your Luck was right there from The Warlock of Firetop Mountain.) The contagion spreads from Engineering into the Medical Bay. With Spork’s failure, I have to quarantine Medical as well. Thanks, Spork.

– ‘Kidneystones’ Molloy dons an EVA suit and examines one of the corpses littering his Medical Bay. Turns out that there was poison gas in the atmosphere, some of which got aboard the recon plane on its return trip. I’m faced with a difficult dilemma: get Molloy to work on an antidote, or open the airlocks in the affected areas of the ship. Rather than kill half my crew, I ask Molloy to do the science.

– He passes the Skill test… and dies because the antidote hasn’t worked. Wait, what? *leaf through the book to read the other entry* Wow. Okay, there’s an error. If your Medical Officer passes their Skill test, they fail to discover an antidote and die. If they fail the test, they discover the antidote and save the day. Screw that, Molloy’s not dying, but becoming a medical genius instead. (A Skill 8 medical genius, admittedly, but he’s the most qualified physician in this half of the galaxy, if you only count Earth-trained doctors.)

– And that’s the end of Episode 5. Let’s assume there was loads of snappy dialogue and dramatic music to make up for the lack of anything happening other than extras dying. It was actually quite a neat sequence in the book, with the reliance on your Medical and Science Officers’ stats determining success, rather than your own. The captain might well get top billing in each episode, but this is an ensemble show.

– Episode 6 starts with what’s becoming a tradition: a choice of two or three planets to visit. From a Fighting Fantasy perspective, this constantly forking path is both good and bad. It means that every read-through can be very different, simply by making different choices of destination. But on the downside, it means that, if the book has a ‘one true way’ approach to getting to the final paragraph, there’s simply no point in half to two-thirds of the encounters in the book. I’ve come back to this issue in several of my previous reviews, but when the author doesn’t leave any suggestion as to whether a given choice is sensible or not, it removes any calculation from completing the game; you may as well just roll a die every time you’re offered a choice of route.

– I’ve currently got a location for a potential black hole, and a velocity at which to approach it. I don’t yet have the time for the black hole opening, and I’m starting to get concerned that I may have missed something.

– Anyway, back to Episode 6. One of my three planets is actually a fast-moving dot with life signs. That looks interesting. Oh, it’s the Imperial Ganzig Federation. I could do without meeting those guys ever again, due to not actually being able to fire my ship’s weapons at them.

– Commander M’k Mal is suspicious after I tell him about our encounter with his colleague, M’k Tel, and orders us to follow him to the nearest starbase. The alternative is to fight him, which we can’t do.

– In other words, Traveller or its crew have been captured for the fifth time in six episodes.

– M’k Mal leads us to a space station called Laur-Jamil. After a while, his ship departs without a word. We’ve been forgotten.

– We go exploring and meet a service robot. I ask it to take us to its leader… Oh my god. I’ve been meeting all kinds of aliens, but in this book, we are the aliens. Mind blown. Or something.

– The spaceport Controller is a chap by the name of D’Ouse-E, who psychically communicates with his mapping department, who provide me with the stardate of an expected instance of two universes touching, though he’s not sure which two. This could be that third bit of information I needed. Nice.

– Just in time, too, since the very next paragraph after we leave the station is about crew morale failing. The book asks if I’ve got the details I need. I think I have. I hope I have. But let’s check what happens if I haven’t.

– Depression, nervous disorders, suicides, and a desperate jump into a black hole. We don’t know why, but the Traveller never emerges. That was a bleak Game Over.

– Fortunately Episode 6 is taking place in a less depressing universe, I hope. Time for some maths to work out the ‘combination lock’ for this story. Subtract the time coordinates from the location coordinates, and cross your fingers.

– Balls. The ‘correct’ answer has just directed me to paragraph 339, which is the one where the ship never emerges from the black hole.

– In true science fiction TV show style, Starship Traveller has been cancelled mid-way through the first season. I thought we were Star Trek, but we were Firefly all along.

– Screw it. I played the game by the rules, made decisions that seemed to make sense at the time, and managed to locate a place, time and velocity for the black hole translation back to my side of the galaxy, and yet the book still had me fail. That arbitrariness might well be realistic, but it doesn’t really encourage me to replay it. I’ll replay it to discover new and interesting planets and aliens, not to work out which non-signposted forks in the road were the correct ones.

– Thanks to fan outcry, petitions and one or two dangerous obsessives going too far and sending death threats via Twitter, Starship Traveller’s final episode has been re-edited to include a final scene dropped from the original broadcast version.

– Paragraph 340. We get home. The end. The fans are overjoyed, and years later a sequence of spin-off series are made, each one hate-watched obsessively by people who claim to be ‘true Travellers’ but spend every episode picking holes in canon clashes or saying: “ ‘Kidneystones’ Molloy would never do that.” Or something.

– You know what? Although I didn’t follow the One True Path to get to the happy ending, and just cheated, I did manage to get through this entire book without a single combat. How much more authentically Star Trek can you get? I mean, there was that incident where the PC’s murdered one of my security guards, but that was a Tasha Yar shock rather than an actual fight.

– Speaking of One True Path, the next book is City of Thieves, where, if I remember correctly, you have to follow one specific route through a fantasy metropolis to find three ingredients and an arrow for killing the Big Bad. If you miss even one of these, you fail the quest. This is going to be fun…

– Finally, generating an ‘alternate cover’ for Starship Traveller through StarryAI proved quite tricky, with lots of false starts, but there were quite a few that are actually quite decent:

Review: Fighting Fantasy, Book 1: The Warlock of Firetop Mountain

Review: Fighting Fantasy, Book 1: The Warlock of Firetop Mountain

Ian Livingstone, co-founder of Games Workshop and the guy behind the Tomb Raider games, tweeted this some time ago:

I got jealous, and remembered that I had also attempted to build up a decent collection of Fighting Fantasy game books. I read them avidly as a child, but never actually owned them (god bless public libraries), due to a combination of the expense of buying books and my parents’ objections to me being exposed to too much violent imagery.

Neither of these were problems for Kim, though since he’s grown up to allegedly use anti-aircraft guns, nerve agents and starving dogs (not all at the same time) to murder people he doesn’t like, maybe my parents had a point…

I’ve recently got back into collecting Fighting Fantasy books, filling out the gaps in my shelf from an abortive attempt I made about a decade ago, and figured I’d document my thoughts on each book. Why? Because this is a blog for things from my brain, that’s why.

So what is Fighting Fantasy? For those with a similarly 1980’s frame of reference, it’s like the Choose Your Own Adventure series. So, what’s Choose Your Own Adventure, for those born this century? It’s a book where the action stops every few pages to ask you, the reader, to make a decision as to what happens next. In many ways it’s akin to a text-based adventure computer game, of the sort that were also popular in the 1970’s to the early 1990’s before decent graphics were invented. Most recently, online streaming television has dabbled with the CYOA format, most notably Netflix with the Unbreakable Kimmy Schmidt episode ‘Kimmy vs the Reverend’ and the Black Mirror episode ‘Bandersnatch’, which were nominated for and won Emmy awards, respectively.

Where Fighting Fantasy differed from Choose Your Own Adventure was that it took cues from Dungeons & Dragons and other roleplaying games and incorporated an RPG-style combat and challenge resolution system. The system was simple and required only a pencil, eraser, and two six-sided dice, plus stats for Skill (how good you are at stuff), Stamina (how much punishment you can take before dying) and Luck (what it says on the tin, but mainly used for determining the outcome of external events or for modifying damage given or taken during combat). Fighting Fantasy also had several attempts at creating a D&D-style roleplaying game, expanding the Skill/Stamina/Luck mechanics into something deeper and more detailed, though how successful that was is a matter of debate.

As an indication of how big Fighting Fantasy was, the series sold over 20 million books in the 80’s and 90’s. Imitators were inevitable, most notably Joe Dever’s excellent Lone Wolf series, but the television series Knightmare and the board game Hero Quest also spawned a number of game books.

There are some reveals in the following post, but any serious spoilers are flagged or just avoided. I’m going to do these articles as a ‘live-ish blog’, so expect sarcastic bullet-pointing.

I have managed to resist the urge to jumble these bullet-points up, and number them. This time.

Introduction over, here we go:

– So yes, book one was The Warlock of Firetop Mountain, written by the aforementioned Ian Livingstone, in a 50:50 collaboration with Steve Jackson, and published in 1982. It’s a fantasy adventure story in which you break into the home of an old man and murder him for his money.

Okay, so Zagor is allegedly evil, but there’s nothing in the introduction of the story to suggest this, or that he poses any threat to the surrounding area. The plot for this dungeon-crawl appears to be as flimsy as the stereotypical ‘see dungeon, loot dungeon’ approach to Dungeons & Dragons and its ilk, which is pretty appropriate for something from the era.

Plot and, occasionally, actual characterisation is something that clearly came later in Fighting Fantasy.

– The villagers who appear quite taken with your unnamed murder-hobo in the introductory passage know quite a lot about the security procedures of this creepy old guy who lives down the street from them. Turns out there are two keys that are needed to unlock his treasure chest. Quite how they found this out, I don’t know, since they can’t decide if he gets his magical powers from his gloves or his Top Trumps cards.

– The Fighting Fantasy game engine is a solid system even by this very first book, and the basic rules have barely changed over 60+ books, but how it’s utilised is still quite embryonic. It seems to be a tradition that good deeds replenish your Luck score, while particularly villainous deeds might cause you to lose Luck points. However, in one of the earliest encounters in Warlock, you steal a box from a sleeping guard (or dead, if you accidentally wake it up). It contains a single gold piece (the basic currency unit in the series) and the guard’s pet mouse. You release the mouse and get a whopping 2 Luck points reward. I’m happy for the mouse, but was letting it escape really worth 2 Luck points?

– I’m a few corridors into this, and so far I’ve been a good little burglar, opening doors and stealing boxes. In the third room, this bites me because this box doesn’t have a cute little mouse, but a snake.

– First combat encounter and it’s a teeny, rubbish snake. It bites me. I kill it. That was an entirely optional bit of thieving and animal death, but it netted me a [SPOILER FOR SOMETHING QUITE IMPORTANT]. Gain 1 Luck point, which is less than what I got for rescuing an inconsequential mouse.

– Shortly afterwards, I interrupt two drunken orcs, and am left with the options of either attacking them with my sword, or running away. Hell, I’m planning to murder Zagor anyway, so what’s another couple of brutal stabbings? Something I’ve noticed in Warlock and the other early Fighting Fantasy books is how low the stats of the monsters are. They, like the player-character, have Skill and Stamina scores (representing their ability to hit you and their ability to not die, respectively), but the numbers are far, far lower than I remember them being. I’m sure I remember orcs and so on tending towards around Skill 8, Stamina 8. Alcohol notwithstanding, these guys are Skill 5, Stamina 4 or 5. This is either my memories lying to me or the threat level of later books increased drastically.

– I’ve discovered a spell book with a Dragonfire spell. This book represents the life’s work of the wizard Farrigo DiMaggio, who has come up with a wonderful spell that you cast just as a dragon is about to breathe fire on you. I wonder how many times he tested it.And what is the spell? Here goes:

Ekil Erif
Ekam Erif
Erif Erif


Did you spot it? The reminder that this book was written with a child audience in mind?

Like Fire
Make Fire
Fire Fire


‘DiMaggio’ feels like an unusual name for Allansia as well, which tends towards generic fantasy names rather than particular cultures, although since the continent hasn’t even been named yet, let’s chalk it up to Early Instalment Weirdness.

– Orcs have green blood that smells foul. This is a minor detail, but I’m going to try and bear it in mind in future books, to see if they stay consistent.

– Another encounter is with a man in a cell. He runs towards you, eyes wide, as soon as you open the door. Do you try and calm him down, or attack him? Choose the latter, and there isn’t even a combat. He accidentally impales himself on your sword and dies. Oops. Turns out that not randomly murdering someone was the better option here; sympathy towards this ill, traumatised prisoner nets you useful information.

There could be something to say here about how this sympathetic character is the first human you’ve met since entering Firetop Mountain, and that all the orcs have been universally evil, but that’d be a bit cheap. There’s probably going to be a lot of space to discuss problematic elements in future books. (There are pygmies in Forest of Doom.)

– Later, I find an armoury containing a crescent moon shield. Magic items are interesting in Fighting Fantasy; aside from ones that give you +1 to your Attack Strength (your skill plus the total of two dice, which is compared to other combatants’ own Attack Strengths), they tend to be plot artefacts that apply to particular situations. This shield though introduces a saving throw mechanic; each time you’re hit, instead of suffering the usual 2 Stamina points of damage, you roll a die, with a 6 reducing that damage to 1 Stamina point, or 0 if it would normally only cause 1 damage. Nice and simple, and not too overpowered either.

– Ooh, a dwarf. I’ve not seen dwarves before in Fighting Fanta… oh, and he’s dead. Still, once I’ve slaughtered the goblins who were torturing him, I can steal their piece of capital-C Cheese.

I suspect this Cheese will be important in a future encounter, probably involving giant rats or… will I get to meet the mouse again?

– I just found a pair of boots lying on the floor. They’re really nice boots, but unfortunately they’re cursed. (I mean, who does that?) Oh crap, here comes Shelob’s evil twin, and I can’t move my feet.

– Another human! This one’s a shopkeeper. He sells special candles at an exorbitant rate of 20 gold pieces per candle.

– It’s a scam. Just down the corridor, I need that candle for a room with some weird haunted murals. Seriously, he’s a scam artist. He probably put the murals there himself. I wonder if Zagor knows that he’s got someone like this living in his basement?

– It’s probably one of Zagor’s relatives or something. “Yes, that’s uncle Vilbert. The candles are quite good, actually, but don’t let him start talking to you about multi-level marketing or BitCoin.”

– It’s a water fountain, with a sign over it with some writing in the goblin tongue. I’m not very good at reading goblin, it turns out, and can’t understand the first word. But the rest of it says “…NOT DRINK”.

I wonder what the missing word is? Still, a drink of water can’t hurt, can it?

– Oh god, it hurts so much.

– SPOILER WARNING: Actually, no, it doesn’t. Turns out magical water that is cursed to harm evil goblins is healing water for good-aligned murder-hobos. Obviously.

– Randomly found a magic sword lying in a river. Does this mean I’m king? This sounds like a good basis for a system of government.

– Now we reach the underground river and its ferryman. If I recall, this is where one of the two authors stops writing and hands over to the other one, Jackson to Livingstone, or vice versa.

– There’s a cost of living crisis in Firetop Mountain. (Explains why those candles cost so bloody much.) It was suggested by the villagers in the introduction that the ferryman charges one gold piece. When you meet him, he tells you it costs 3 gold pieces to cross the river, and complains about inflation. Considering the vein of anti-Thatcher snark that ran through a lot of early Games Workshop stuff, is this satire in a book aimed at 10-year-olds?

– Oh look, I’ve found a crucifix. I wonder if there’s a vampire somewhere up ahead?

– Wait, why are Allansian vampires repelled by crucifixes?

– The very next room has a bunch of coffins on the floor. That didn’t take long…

– Later on, I find a ghoul. Four hits over the course of the battle and it paralyses you, so that you can feel it as it eats you, arse-first. This is a book for kids. (I’m pretty sure later books reduce the number of hits needed for paralysis to two.)

– Aw crap. It’s the Maze of Zagor. This is a series of very short paragraphs, where you’re confronted with a context-free ‘do you want to go this way, that way, or the other way’ options, until such a time as you want to throw the book at the wall. Since I’m reading this on book on the iPad Fighting Fantasy app, that’s not a great way of coping with frustration.

– The trick to getting through the Maze of Zagor is to make a list of each of the paragraph numbers you’ve been to, and just go to the ones you don’t have on that list. I hate it.

– I found one of the keys for Zagor’s chest, right back in that spoiler redaction earlier. I’m thinking now that I may have missed the other, unless it’s in the maze somewhere. I don’t like how some of the Fighting Fantasy books hang their entire plot on whether or not you visit one random little thing, or open one random little box, to find a random little clue or secret code that matters far later. The resolution of an adventure should rely on your decision-making abilities more than it does as to whether you went left instead of right about forty reading-minutes earlier. Expect me to grumble about this, and maybe point out exceptions, as I read future books.

– Oh look, a Minotaur in the Maze of Zagor. Original. Complete with the second key as a bonus for killing it.

– The monster stats in this book are definitely on the low side. I just killed a troll with Skill 8, Stamina 4. The Skill’s nothing to sneeze at, but that Stamina score is even lower than a goblin’s, and it only takes two hits to kill it.

– I hate this maze.

– Oh look, more of what might be dwarves, but aren’t explicitly described as such, for some reason (different author to the scene where I immediately identified a dwarf by his species, probably). These ones have just given me directions out of the maze. Maybe… They’re ‘a bit vague’.

– Turns out dwarves can’t navigate tunnels. Who knew?

– I hate this maze.

– Have I mentioned that I hate this maze? Apparently, it’s easier if you map it. However, this is what the maze looks like, complete with paragraph numbers:

(OBVIOUSLY, THIS IS A MASSIVE SPOILER, if it’s possible to spoil something that’s quite simply the worst part of the book.)

Created by u/RichRealm, from this Reddit thread.

– Arguably, you could draw that map, based on the descriptions of tunnels within the Maze of Zagor. However, there are no specific distances mentioned in the text, and the existence of a hairpin bend is just plain unnecessary. Worse still is that most of the paragraphs for the Maze of Zagor are boring, literally consisting of the direction you’re walking and what your options are. No description of what’s on the walls, what the surface beneath your feet is (sand, flagstones, bare stone, gravel?), nothing.

Wandering monsters appear if you decide to look for secret passages, which keeps it interesting, until the fifth time you kill a giant rat, whereupon you start hoping you roll double-1’s for your Attack Strength, so that the mangy little bastard will rip your throat out and spare you another nondescript corridor.

Scorpion Swamp, one of the later books, actually uses a grid pattern map, similar to that used by the text-based computer games of the era, and is quite simply one of my favourites.

– On that note, I once wrote a Fighting Fantasy book based on one of many random maps that I drew in the style of Scorpion Swamp. I tried to get it published, but Penguin had stopped releasing new Fighting Fantasy books at the time, so I got a rejection letter. Instead, I turned the first part of it (a recently-sacked castle and the battlefield outside) into a text-based adventure game as part of my Computing A-Level. I used Turbo Pascal for Windows and even expanded the combat system so that it took into account which weapons you were using and provided a gruesome description of what each hit did to your opponent, rather than just knocking off a couple of Stamina points.

I hope, but doubt, that I still have a copy of that manuscript or the video game lying around somewhere.

– I feel no shame for cheating my way out of the maze. It’s awful. Really, mind-numbingly bad. In a book that lacks plot or even a decent motivation for the character other than heroically murdering a man for his money, it’s the Maze of Zagor that’s the worst thing about it. The series really comes along in later books.

– Once out of the maze, you encounter a dragon. Lucky I found that spell earlier, which helps you defeat dragons.

– If I ever write a Fighting Fantasy book, I’ll include garlic and crucifixes but no vampires, banishment spells for monsters that never appear, and a mirrored shield but no gorgon or basilisk.

– I’ll also throw a werewolf at the player and, in the next room, have them find a silver sword. It serves no purpose, has a penalty to Attack Strength because it’s bendy compared to a steel-bladed sword, but if you sell it it makes for a nice ornament and is worth a lot of gold pieces.

– Also, you will be playing a dwarf. I don’t think Fighting Fantasy has had a dwarf protagonist before.

– Anyway, here’s the warlock himself. He’s been expecting me. Probably because I’ve been murdering his friends and employees for the past few hours. He’s a pretty tough opponent, but there are several ways of weakening him, which is nice.

– I’ve deaded Zagor, but I’m still not entirely sure why this is a good thing. I mean, he has a diverse hiring policy. Who else employs orcs other than Port Blacksand crime lords or so-called ‘evil’ wizards? Still, I’ve found his treasure chest, so at least I get to… wait, there’s three locks? I only have two keys.

– “You do not possess the three keys you require. This is the end of your journey. You sit on the chest and you weep as you realise you will have to explore the mountain once more in order to find the keys. THE END.”

Yeah, if I had to go through the Maze of Zagor again, I’d weep too.

– Controversial, perhaps, but I really don’t like these ‘one true path’ requirements in some game books. Make it harder to get to the end if I don’t use logic and common sense to make the right decisions, visit the right places, speak to (or kill) the right people, but don’t make it impossible. If you’ve got the freedom to choose whether to explore the left-hand tunnel or the right-hand tunnel, and there’s nothing to say that one of those is the way you should be going, then neither option should be the wrong one.

The Warlock of Firetop Mountain is a classic only by virtue of being the first in the series. It was a phenomenon at the time but, as I’ve mentioned earlier, there’s no real plot and zero characterisation of the alleged villain. Your protagonist has no motivation other than rumours of a chest of gold. The final illustration of the book is literally Zagor’s open treasure chest, as if it’s a prize on a game show’s conveyor belt. The Warlock of Firetop Mountain is a dungeon-crawl in the most traditional sense, with no real rhyme or reason for its layout, and no sense that the dungeon is actually a place in which people live, rather than just waiting to be killed by random armed burglars.

– I think it’s fair to make those criticisms while still liking the book (except for the Maze of Zagor; the Maze of Zagor can burn in hell), since I suspect Jackson and Livingstone got similar feedback at the time. The next two books in the series are Citadel of Chaos (by Steve Jackson), which is essentially the same plot with a different evil sorcerer and a more interesting ‘dungeon’, and Forest of Doom (by Ian Livingstone), where you’re on a quest to locate a McGuffin for a good cause while also getting the fresh air.

– One final note: I hope that my faith in the later books being substantially better than The Warlock of Firetop Mountain is based on more than just foggy nostalgia. I definitely remember the Old World stories around Royal Lendle and its neighbouring kingdoms as being particularly engaging (one of them even ends with you rescuing the villain, rather than killing him), and the big reveal in Black Vein Prophecy was surprisingly emotional. They better not disappoint.

Next up, Citadel of Chaos

The Warlock of Firetop Mountain, an AI rendering of the book title, courtesy of StarryAI.

American Horror Story: Roanoke – why the world needs Delta Green

American Horror Story: Roanoke – why the world needs Delta Green

I’ve just watched American Horror Story: Roanoke on Netflix, and it turns out it’s a great example of the vital importance of the work of conspiracy groups in fiction, like Delta Green or Torchwood or the Sleepers from Unknown Armies, whose job is to make sure that no one ever finds out about ghosts or aliens or whatever.

In the modern world, the supernatural must be covered up, for the safety of the public. Roanoke demonstrates this by making a single supernatural phenomenon famous.

In true American Horror Story tradition, it leads to a hell of a lot of deaths. As any agent of Delta Green can tell you, deaths draw attention.

 

[SPOILERS FOLLOW]

 

Since the colonial era, the Butcher and her associated ghosts killed a few people every few years. It was a remote area of North Carolina, so no one really paid much attention, and things ticked over without much attention. Even the police investigation of the ‘MURDE’ nurses and their old people’s home was just a passing incidence.

However, the modern day changed that.

Shelby, Matt, Lee and Flora weren’t the first people to survive the Blood Moon at the Roanoke house. Edward Mott’s lover escaped alive (as did, technically, all those house servants that Mott locked in the storm cellar – it would have taken them a while to starve to death). The author Elias Cunningham, whose Blair Witch videos Shelby discovered, also escaped the house alive (on that occasion at least).

Nevertheless, none of these previous escapes drew extensive attention to the house.

However, this time, the Millers’ experience was dramatised for television. My Roanoke Nightmare became a hit TV show with a massive following online. Add in speculation over whether Lee murdered her husband or not, and it more or less guaranteed someone would go there the next year, rather than the house being left empty for a few years or decades, as per usual.

Year One deaths: 4 – Mason Harris, Cain Polk, Elias Cunningham and Cricket Marlowe the small medium.

 

The second year of the show’s events saw the house host season two of My Roanoke Nightmare, as well as Agnes Mary Winstead, the unhinged actress who’d played the Butcher in season one, plus the three superfans. If My Roanoke Nightmare hadn’t been made, the only person in that house would have been Matt, who would have gone back to be with the witch Scathach, who he’d fallen in love with. Matt probably wouldn’t even have died, as Scathach clearly had a bit of a thing for him, or if he had it would have been voluntary, so that they could be together forever. Instead, the death toll went up massively.

Year Two deaths: 19 – Three members of the Polk family, Shelby and Matt Miller, the actors who played the Millers, Lee, Edward Mott, the Butcher and the Butcher’s son in season one, four members of the production team, three superfans and an unlucky rigger with a chainsaw.

 

In the third year, it gets even worse. To begin with, there was the unspecified number of the deaths caused during Lot Polk’s shooting spree (it was good to see Lana Winters again though, wasn’t it?). Even though this happened away from the house, they were a direct revenge attack based on the events of the second year’s Blood Moon. Year two’s massacre and the publicity (and money) surrounding it draws in the Spirit Chasers TV show, before escalating into a fully-fledged siege.

And then there’s another ghost massacre, broadcast live on the news, just after the season end credits start to roll

Year Three deaths: lots, but only 12 are shown on screen – Lot Polk, that production assistant we see him kill, all three presenters of Spirit Chasers, each of which had their own camera operator, the actor who played Cricket Marlowe in My Roanoke Nightmare, two cops investigating the Spirit Chasers team’s trespass on private property, and Lee Harris… and many, if not all, of the people still on the site at the end of the episode as the ghosts close in.

 

And what happens next? The Masquerade has been well and truly breached. American Horror Story: Coven may well have ended with its witches going public, but that could easily be dismissed as a hoax or forgotten about. This is live-broadcast footage of bullet-proof and, in some cases, clearly inhuman ghosts butchering police officers and TV journalists. There’ll be news stories for weeks, lawsuits from family members of the dead Spirit Chasers, congressional hearings, conspiracy theories, more adrenaline-hungry ghost hunters and, don’t forget, Lot Polk was a redneck whose family prominently displayed the Confederate battle flag at their home and on their vehicles, and who was shot dead on live television while trying to kill an African-American woman with an AR-15, having previously posted on Youtube his intent to do just that.

Unless Scathach and the Butcher are somehow magically put down (the witches from Coven, perhaps?), things are just going to get worse. The destruction of the house isn’t an end to the haunting, since the ghosts have haunted this area since long before Mott built it.

 

Meanwhile, Delta Green would have pulled strings to ensure that My Roanoke Nightmare was never made, even if that involved sabotage, blackmail of Sidney James or, as a last resort, discreetly force-feeding an entire bottle of sleeping pills down the throats of one or more of the traumatised survivors, all of whom had mental health problems or, in Matt’s case, a brain injury. The network pulls the show before it’s ever broadcast. Lee is never prosecuted for the murder of Mason and she disappears from public view or interest.

Finally, Delta Green buys the land through a CIA shell company, demolishes the house to ensure no one even attempts to move in there, and probably quietly eliminates the Polk family (who no one, other than the people they grew marijuana for, would really miss, and they’re not likely to cause a fuss).

Problem solved with minimal fatalities or public exposure and, since the Butcher has got the privacy she so desires, zero risk of escalation