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.

– As usual, here are some images, generated using StarryAI, inspired by House of Hell.

Review: Fighting Fantasy Book 9: Caverns of the Snow Witch

Review: Fighting Fantasy Book 9: Caverns of the Snow Witch

The ninth Fighting Fantasy book, published in 1984, is Caverns of the Snow Witch, written by Ian Livingstone. The adventure was first written for Warlock magazine, but then expanded for release as a book. I say ‘expanded’, but ‘extended’ is more accurate. The Big Bad dies halfway through [SPOILERS!!], and you spend the rest of the adventure dealing with the consequences of that, which is an unusual approach to a Fighting Fantasy book, where paragraph 400 traditionally has you standing over the corpse of an evil demon/wizard/demonic wizard, perhaps with a promise of material wealth in the very near future.

– No fancy mechanics in this book, just classic Fighting Fantasy Skill/Stamina/Luck, plus provisions and a freebie potion of your choice.

– Unfortunately, I roll Skill 7. Doomed. Doomed, I tell you.

– Stamina’s a little better, at 17, and Luck is 12. I may need to rely on that Luck score to survive battles with opponents more savage than an inebriated goblin. I’ve got 10 Stamina-restoring meals worth of provisions in my backpack, so I opt for a Potion of Skill, since any reduction to Skill 7 is going to be lethal.

– I’m still recovering, emotionally, from the carving up of my Skill stat in Deathtrap Dungeon, clearly…

– The first sentence of the background passage: “Winters in northern Allansia are always cruel and bitter.” Boom, that’s Allansia’s first name-drop. Before now, the fantasy stories have referenced locales from previous books, with Port Blacksand, for example, being mentioned in both Deathtrap Dungeon and Island of the Lizard King, after its titular appearance in City of Thieves, but the region was never given a name.

Scorpion Swamp, as I noted in my review of that book, made a little effort, referencing ‘the kingdom’ (without naming it), and introduced a King’s Highway, plus a couple of towns and Scorpion Swamp itself, but didn’t name-check any of the places from previous books. (American Steve Jackson seems to have been given a bit of leeway in adding to the setting, but British Steve Jackson and Ian Livingstone apparently had their own ideas and eventually placed Scorpion Swamp on the southern continent of Khul, rather than rolling it into their nascent Allansia.

– The rest of the introduction talks about how the protagonist has been hired to protect Big Jim Sun’s trade caravan as he heads through the frozen wastes, only to discover that something big and nasty has attacked one of the trading posts and killed everyone there. Don’t worry, Jim, in exchange for 50 gold pieces, I’ll track down this monster and destroy it.

– Did I mention, I have Skill 7?

– Before I go, I tell Jim that I’ll be back later that day. I suspect that this will not be the case…

– There’s an illustration of Big Jim in this introduction, emblematic of the art style of this book. The illustrations, by Gary Ward and Edward Crosby, have the look of medieval woodcuts, but were (according to the Titannica fan wiki) done using black felt tip on A3 paper. Some of them work better than others, but on the whole I much prefer the more realistic art styles of Ian McCaig or Martin McKenna. Ward and Crosby didn’t illustrate any other Fighting Fantasy books, so the series never sees this style again.

– My journey begins with an ice-bridge over a crevasse, which requires me to test my Luck. That’d be great, wouldn’t it, if I were to die within two paragraphs of starting the adventure? I mean, what is this, Beneath Nightmare Castle?

– A pair of snow wolves attack me. They’re pretty minor opponents, stat-wise, but unfortunately, I’m a pretty minor hero.

– Interestingly, there’s an error in my edition of this book: the snow wolves’ stats are presented as STAMINA and then SKILL, rather than the usual SKILL and then STAMINA, so it’s unclear what the actual numbers are meant to be. I’ll just assume it’s the headers that are wrong, and the numbers are meant to be in the columns they’re in.

– I manage to kill the first wolf (they politely attack one at a time), although I’m very badly mauled due to bad dice rolls and having the same Skill stat as my opponent.

– The second wolf bites me. I die.

– It seems that having a low Skill score is the biggest impediment to playing a Fighting Fantasy book, since even run-of-the-mill opponents can become Dark Souls-lethal. Considering that, in most books at least, the protagonist is meant to be an experienced warrior, perhaps generating Skill using D6+6 is too ‘swingy’, with a potential range of results from ‘crap’ to ‘awesome’. A more appropriate method (at least for the books where you are an experienced fighter) would be D3+9, giving a range of Skill 10-12, or if that’s too high, roll two dice and add 6 to the highest result, which would make Skill 7 protagonists far more rare.

– Anyway, griping over: my replacement character is Skill 11 (that’s more like it), Stamina 21 (nice), Luck 7 (thud). I choose a Luck potion this time around; for reasons never fully specified, potions of Luck increase your Initial Luck by one point when you drink them, so that Luck 7 won’t last forever.

– …Before I go, I tell Jim that I’ll be back later that day. I suspect this will not be the case…

– I decide to walk around the crevasse this time. It’s a bit meta-gamey, perhaps, but I don’t want to trust my Luck on that bridge.

– Oh, FFS! A dark shape looms out of the blizzard. It’s a Skill 10, Stamina 11 woolly mammoth, and it’s not happy to see me. I kill it, but have to eat two lots of provisions to recover the damage. Looks like this route avoids the snow wolves though.

– The blizzard gets worse and I’m forced to dig out a snow shelter and eat two more portions of provisions to keep warm. Nice. Provisions are generally regarded as ‘spare Stamina point storage’ in Fighting Fantasy, hence my recurring (i.e. beaten to death and then I keep going) joke about plugging wounds with bread and cheese. It’s good to see provisions used as something more food-like.

– When I resume my journey, I find an abandoned hut. I bet that would have been warmer than sitting in a hole in the snow. Anyway, remember the first rule of Fighting Fantasy: if you find a house, burgle it.

– This trapper’s hut has been recently occupied as well, as I can heat up the stew in the pot and eat it. If I get attacked by three bears, I will be very unhappy.

– I don’t, but I do find a warhammer and a spear under the bed, so I steal those. I mean, I guess once I’ve found the beast I’m hunting, I can come back this way and put them back, right?

– Oh. Maybe I don’t need to, because I’ve just come across a trapper being mauled by a badly-drawn yeti. I bet he wishes he took his spear and warhammer with him when he went trapping.

– Or whatever it is trappers do in the arctic wastes.

– I throw the spear at the yeti and promptly roll a 1. The spear lands harmlessly in the snow. I draw my sword and do it the hard way. This is another brutal fight, with the unwounded version of the yeti having Skill 11 and Stamina 12. In other words, it’s an attritional roll-off.

– I get lucky though, and kill the thing that slaughtered the trading post. 50GP reward, here I come!

– Wait… that trapper’s still alive. With his dying breaths, he tells me a story about how he’s spent years searching for the Crystal Caves, cut out of a glacier by the followers of the Snow Witch, only to accidentally find it just yesterday. (Unlucky!) Apparently, she’s wanting to bring about a permanent ice age so that she can take over the entire world, which is a bad thing.

– I mean, she lives in the Allansian equivalent of the Arctic Circle, and hasn’t even managed to conquer her own neighbourhood yet, so I’m not convinced the world has much to worry about.

– The Snow Witch is described in the text as ‘beautiful yet evil’. Really? I didn’t think that beautiful people could be evil. I thought all beautiful people were good, and only smelly uggos could be megalomaniacal psychopaths. Caverns of the Snow Witch is challenging my mainstream perception of beauty, 1980’s style.

– I don’t get the chance to ask the trapper how he knows all of this exposition, since he dies. I decide to ignore his silly story and go and get my money from Big Jim.

– Just kidding. The story doesn’t even give you that option for a voluntary early game over. (It’d be like selling the Brass Ring to Poomchukker at the start of Scorpion Swamp.)

– Poomchukker.

– I decide to set off towards the Crystal Caves, whether the reader likes it or not, and promptly dodge an avalanche. I do like the atmosphere of this sequence set in the snowy wastes. The prose never lets you forget that the going is tough, and you lose the occasional Stamina point simply because you’re outdoors.

– Hehehe. I was in this quest for the money. Now I’m just in it for the dying of exposure.

– I find the Crystal Caves and head inside. I’m walking down a tunnel carved from the ice. No mention of how gods-damn slippery the floor is.

– I encounter a follower of the Snow Witch. He’s an elf. Nice. Subvert expectations by throwing ‘good’ creatures at us as villains.

– Rather than risk a fight, I tell him I’m here to enter the Snow Witch’s service. He points out that I’m an idiot and the only reason he’s here is that he’s wearing a magical metal obedience collar. Maybe it’s not a subversion after all. Ian Livingstone’s already used the trope of the villain having a load of slaves from the ‘good races’ in Island of the Lizard King. I tell him I’m actually here to kill his boss, and he gives me directions and lends me his cloak as a disguise.

– It’s probably a more plausible disguise than the cloak I wore on Fire Island to free the Lizard King’s slaves.

– The elf’s directions lead me to the kitchen, where a neanderthal kitchen-hand is being bossed around by a gnome.

– Quick side-track here: Neanderthals, aka homo sapiens neanderthalensis, are so-called because the first specimen identified as being of that species of human was located in the Neanderthal Valley in Germany in 1856. Personally, if I was going to feature supposedly-primitive hominids based on the neanderthals, I’d probably come up with a different name (even ‘cavemen’) and just imply through physical description what real-world creatures they’re meant to be analogous to.

– From the illustration, the gnome definitely isn’t wearing a collar, and it doesn’t look like the neanderthal is either. They’re baddies, but the gnome just gave me a bit of stale cake, because I look like I need it.

– The next chamber I enter is a shrine to a giant ice effigy of a demon, surrounded by grovelling cultists. In my cloak disguise, I saunter through… and fail my Luck roll. “Oi, you, why didn’t you stop and sing praises to the Frozen One?”

– I reply, “Let it go,” and run, pursued by a dozen neanderthals, orcs and goblins. One of them tries to trip me with a whip, while another shoots a dart at me. I fail a Luck test and, in a nice play on the usual mechanics, whether the dice roll was odd or even determines which of those two attacks hits. I get a dart in my arm but successfully escape from the cultists.

– (Out-of-character, I’m getting the feeling that I’ve screwed this book. See, I remember that there’s a cupboard in that kitchen, only accessible if you murder the gnome and the neanderthal, that contains a variety of items that come in useful later on. This is an Ian Livingstone story, so if I miss a single item, I’ll probably get eaten by something nasty, but I couldn’t justify my character murdering a pair of kitchen workers, particularly after being given cake.)

– I find a dwarf in a pit, being bombarded with blocks of ice by unseen spectators in a higher cavern. I help him escape, and gives me a sling with three iron balls and warns me to beware of the white rat.

– Which white rat? All white rats? A particular white rat? And why? Does it have rabies? Plague? Is it six feet tall? Bloody hell, what is it with people only telling me half a story? And this guy doesn’t even have the excuse that he’s dying, since I just saved his life.

– Oh, it’s the old ‘which of the three illusionists is the real one’ conundrum. Unfortunately, there’s no indicator as to which one is the real illusionist. I picked randomly and stabbed the correct guy.

– If I recall, there’s a neat variant on this puzzle in the climactic confrontation in The Rings of Kether.

– A genie? He’s a bit far north, isn’t he?

– I attack a frost giant. Wait, you know your old Bible stories, right? What’s the best way of killing a giant? Yep, that’s right. I shoot Frosty Goliath in the head and he drops like a wheelie trying to ice skate. The giant is in possession of a bottle of perfume and three rings, each of which has a different effect when you wear it.

– As with so many such situations in Fighting Fantasy, there is zero indicator as to what these rings do until you put them on. Awesome: I’m now immune to extreme cold, can summon a warrior to aid me, and… lost 4 Skill and 9 Stamina. Jesus, that’s harsh.

– Time for a snack or two. My provisions are getting low.

– Oh yes. I have Skill 7 again. I’m going to die.

– And here’s the thing that’s going to kill me: an animated statue of quartz, with Skill 11, Stamina 13.

– Did you not go into that trapper’s hut and steal the warhammer from under his bed? Then you can’t hurt this thing and will die.

– Actually, you get a second chance: The genie that you found can help you out.

– I’m going to cheat. I’m clearly, in my cursed condition with a Skill score four points lower than my opponent, not fit to fight this golem, so I’ll call on the genie.

– It’s called roleplaying.

– So the genie makes me invisible and I sneak away from the crystal guardian, before being given a blind choice between left and right in the tunnel.

– I kill a zombie. That’s about the toughest opponent I can face at this moment in time , thanks to that bastard cursed ring.

– I loot the storeroom the zombie was guarding and come away with some ground minotaur horn, a dragon’s egg and some garlic.

– In our world, garlic is a herb that you add to food to make it awesome. In Allansia, garlic is a warning that, in a very short time, you will confront a vampire.

– I’ve mentioned in previous posts how, if I ever write a gamebook, you’ll find the garlic after you’ve been forced to use other methods to kill the vampire, or you can find silver bullets in an adventure that doesn’t include werewolves, or there’s holy water that does nothing because the priest is a notorious sinner.

– The other two items are from a list of various items, of which I can carry three.

– Oh, look, a white rat. That doesn’t seem particularly scary. And then it starts growing, so I sprinkle powdered minotaur horn over it, because of an old legend that this interferes with metamorphosis spells.

– See, here’s another of these blind choices. I, the reader, only find out about the powers of powdered minotaur horn a short time after I chose it from a list of items I could pick up. Why not provide me with that information at the time I had to make the decision?

– Incidentally, if I’d not taken the minotaur horn, that rat would have turned into a dragon. With my cursed Skill, there’s no way I could have killed it.

– With the rat neutralised, I open the sarcophagus it just jumped out of.

– Whoa. It’s the Snow Witch, who i just now discover is a vampire!

– Yes, this was foreshadowed by the presence of garlic, but I do like the twist that this evil sorceress, otherwise cast from the same megalomaniacal mould as Balthus Dire or Zanbar Bone (though not, pre-retcon, innocent victim of home invasion, Zagor), is something different.

– I whip out the garlic, and then have to look around for something to ram through this vampire’s heart.

– Remember the gnome and the neanderthal? The ones I didn’t attack because there was no need to do so? If I had, I’d have fought the neanderthal while the gnome ran off to find reinforcements. I would then have been given the option of searching the store cupboard, even though the book warns the reader that the gnome could return with reinforcements at any second. He doesn’t, but the fact remains that the text explicitly deters the player from searching the kitchen.

– One of the items in the pantry is, for some reason, a rune-carved stick. This is the ‘stake’ you need to kill the Snow Witch.

– Wait, there’s a bit of garlic in the zombie-guarded storeroom of spell components, but an enchanted stake in the kitchen pantry? Why would you put them that way around?

– Anyway, I cheat shamelessly to avoid the instadeath of getting my throat turn out by a vampire, and attempt to shove a stake through her heart.

– Interestingly, if you have Skill 10 or more, you stake her automatically. Anything less than that, and you have to Test Your Skill (no, it’s not called that yet) to succeed. Of course, with Skill 10 or more, you’d probably pass that test anyway, so there’s no real point to that bit of mechanics.

– The Snow Witch is dead(er). This being a Fighting Fantasy book, I go and steal her treasure. This goes badly, as the first statue I pick up stabs me repeatedly until I smash it to bits.

– There’s a nice nod to reality when I loot the Snow Witch’s hoard, in that her gold pieces are heavy. For every 50gp I take, I have to leave one item behind. I give up my warhammer, because I’m fed up with autocorrect capitalising the ‘W’ every time I write it, and the spear. I still have my sword, and the adventure’s pretty much done now I’ve killed the baddie, right?

– “Two men suddenly appear at the door, a Dwarf and an Elf.” JRR Tolkien would think that that sentence was ungrammatical.

– Turns out this Evil Overlord (Overlady?) had a secret escape passage behind her throne, er, sarcophagus, so I don’t need to go back the way I came. Good thing too, because as the dwarf and the elf explain, all the obedience collars have failed and all the elves and dwarves are fighting the goblins.

– I’m a hero who just sparked a race war…

– Redswift the elf lives in the Moonstone Hills. I don’t know if that’s a region mentioned previously in the series, but Stubb the dwarf is from Stonebridge, the town in The Forest of Doom whose king is so crap that he needs an allegedly enchanted modular hammer in order to persuade his people to defend themselves against hill trolls.

– ‘Stubb’, as in ‘short thing’. Really? I choose not to point this out to the dwarf in question, in case he stabs me in the knees.

– While walking down a corridor, I’ve just spotted a circular metal disc and picked it up, hoping it’ll come on useful. This book is written by Ian Livingstone, so the odds are good.

– Shortly afterwards, some magical elfin boots. Another paragraph refers to Redswift’s ‘elfin intuition’. Is this an early attempt to make ‘elfin’ happen instead of the more traditional/Tolkienesque ‘elven’? Pretty sure it doesn’t stick.

– And now a star-shaped metal disc which, incidentally, I wouldn’t have found if I hadn’t stuck around to fight a caveman to the death and instead taken the option to flee. Since this caveman has a higher Skill than me (thanks to that damnable curse), running would have been the sensible thing to do.

– Incidentally, was this caveman of the same subspecies of human as the neanderthal I met earlier? Or are they different things in Allansia, and if so, why?

– Also, there was a caveman in Deathtrap Dungeon. I wonder if he was recruited/captured from around these parts?

– Great. Redswift and Stubb have been captured by a Mind Flayer… No, wait, this is a legally distinct creature called a Brain Slayer. Unfortunately, my brain also gets slain, to the tune of another two Skill points and six Stamina.

– I’m now Skill 5, if anyone’s counting.

– Although that’s still high enough to speed-read a scroll before it magically fades to blank. Curious use of the Skill stat: how agile I am, how good I am at stabbing, and how fast I can read.

– Oh yes, and a square metal disc.

– Traditionally, discs are disc-shaped, surely?

– How do the logistics of these puzzles work anyway? Do most of the inhabitants of the second part of the Crystal Caverns have to carry around little metal discs at all times, just in case an intruder murders their boss and then tries to escape down the secret escape tunnel? And what is that intruder finds more than one of the same disc? Is it like a Panini Stickers album, where adventurers meet up somewhere to exchange swapsies? “I’ll give you a star-shaped one for that square one.” “Sorry, I’ve already got three star-shaped ones. Do you have any rounds?”

– I find a shield, which boosts my Skill to a mighty 6. Still doomed. It was trapped, of course, so it’s a good job I speed-read that fading scroll earlier.

– I find a scroll on the wall, but don’t understand it, so I ask Redswift to read it, as everyone knows that elves speak lots of languages. Meanwhile dwarves are dullards who can barely manage one? I’m such a racist.

– Oh crap. Redswift looks quite distressed by what he reads, rips it up and refuses to tell us why.

– I forgot that that’s how that plot element was added to the adventure – a random scroll left pinned to a wall. Considering there’s another encounter with the Snow Witch coming up, that feels like a bit of an immersion breaker – I mean who leaves random spells pinned to doors where anyone could casually glance at them as they passed by?

– Hey look, it’s that second encounter with the Snow Witch, here portrayed as a psychic manifestation within a glass orb. I attempt to demonstrate the design flaw of living in a glass house by throwing a stone (well, firing one from my sling), but it only cracks the orb.

– She’s hamming it up, claiming to have already beaten me. Dude, which of us has a stake rammed through their heart? Whose army is tearing itself apart through internecine conflict? Who’s currently extant solely as a possessed snow globe?

– The Snow Witch in a Snow Globe summons two… Zombies? They’re described as zombies, but they’re more undead clones of Stubb and Redswift, who are busy being suffocated by their obedience collars. Whatever they are, I have to fight them while Snow White thinks up a new game to play with me.

– This fight is simultaneous. Just pretend you’ve read my usual grumble about the rules for simultaneous combat being included in the main text rather than the actual rules at the start of the book.

– We’re playing a game called Discs. It’s basically a slightly more involved version of Gollum and Bilbo’s ‘What has it got in its pocketses, my precious?’, mashed up with stone, paper, scissors, and allegedly made up on the spot by a megalomaniacal undead souvenir, and not at all seeded through the last few encounters by giving me a trio of different-shaped discs. The game’s simple – I conceal one of the discs in my hand and she calls out a shape. If my disc’s shape beats hers, she let’s Stubb, Redswift and myself leave alive.

– Bearing in mind that this piece of damaged merchandise from the Crystal Caverns Gift Shop doesn’t have eyes any more, how do I know she can’t already see what’s hidden in my hands?

– This isn’t a game of skill. Like too many of the puzzles in early Fighting Fantasy, it’s entirely a matter of luck, with a 33% chance of success.

– Fortunately, as with the illusionist earlier, I pick the correct one of three options. The Snow Globe explodes (cheap and nasty gift shop tat that it is) and the Crystal Caverns start to cave in.

– Ding dong, the witch is dead. Again, I mean, and she was already dead before I found her, being a vampire and all. By my count that’s three times she’s died now, which could qualify her for a lead role in Supernatural.

– The three of us escape the collapsing caves (no mention of what happens to the hundreds of other humans, elves or dwarves (or even the goblins and orcs) that the Snow Witch had in her thrall.

– I decide not to bother catching up with Big Jim Sun and claiming the bounty on the badly-drawn yeti, because he probably assumes I’m dead. I’m not sure of the logic there, but I’ll make a mental note to get my 50gp from Jim the next time I see him.

– Instead, we go to Stubb’s home town of Stonebridge. I ran out of provisions several fight scenes ago, so I’m not sure what I eat in the two days we travel south until we reach the River Kok. The Trial of Champions isn’t on at this time of year, so Fang, fifty miles upstream, would apparently be as dull as ditch water.

– Oh look, there’s Firetop Mountain in the distance. It’s a small world. I expect to enter the Vale of Willow, from Citadel of Chaos, any day now.

– A passing traveller warns us that hill trolls are gathering near Stonebridge. What’s the continuity here? Is this taking place before or around the same time as Forest of Doom, or do hill trolls regularly attack Stonebridge?

– We’re attacked by birdmen. The one I fight has an obscene Skill of 12. This is an unavoidable encounter, in which five out of every six players will be at a disadvantage in the fight even at full Skill, and that sixth one will struggle if they’d suffered one of various Skill losses over the course of the story. Ian Livingstone seems fond of reducing Skill through injuries and curses, but not at restoring it, except through picking up things like armour or shields.

– There’s a logical flaw in the mechanics of the game there. The shield I picked up granted me +1 Skill, but only to my current Skill, not my initial Skill, so essentially magical swords or helmets or whatever are actually a form of healing, not an enhancement to your abilities. That bonus also applies to running, jumping and climbing trees, all of which are things that carrying a shield actually impedes.

– A more logical effect for equipment that aids me in combat would be to add +1 to my Attack Strength, rather than Skill.

– In future books, in addition to the slender way of rolling for Skill I pondered earlier, I might treat Skill bonuses from weapons as being bonuses to Attack Strength instead.

– These are, after all, solo games, so there’s no such thing as cheating.

– I cheat and kill the birdman.

– Thanks to Redswift’s awesome elf vision, or possibly a cultural appreciation of seeing dead dwarves, he sees a dead dwarf. Stubb knows him; it’s Morri the Ironsmith.

– There’s a thing I’ve experienced in Warhammer Fantasy Roleplay, where dwarves have a tendency to charge into battle and screw things up for the rest of the party. Stubb, although in Allansia rather than the Old World (the other Old World, not the continent on Titan), lives up to that reputation and hurls himself axe-first at six hill trolls. Redswift and I sigh and dive in after him, taking two each, simultaneously. That’s two Skill 9 opponents, each attacking me in every round.

– The only person hurt by cheating in Fighting Fantasy are the other players, and in Fighting Fantasy there aren’t any.

– We get to Stonebridge and it turns out that the dwarves are all depressed because King Gillibran has lost his hammer and they’ve lost their will to not get cooked and eaten by trolls. (Wait, I’m getting deja vu…) Stubb’s friend, Bigleg, tells him an eagle dropped it over the Darkwood Forest and the two dwarves head off to find it. (It’s bloody Bigleg!)

– I’m sure Stubb will be fine, and won’t due horribly at the hands of wild hillmen or pygmies…

– Also, it’s an interesting decision to set this book overlapping and slightly prior to the events of book 3, Forest of Doom. Unlike, say, Joe Dever’s Lone Wolf or Steve Jackson’s Sorcery!, Fighting Fantasy never tries to build protagonist continuity between books. Even in the case of Armies of Death, where you play a winner of the Trial of Champions, there’s no mechanical link to either of the previous Deathtrap Dungeon books.

– But if a reader was playing the books that way, and reading the books in order, this revelation upends continuity.

– Or maybe Gillibran foolishly lost his hammer again, he has a spare Bigleg, and the eagles suck at carrying hammers over trees.

– Anyway, with Stonebridge being a bit of a downer of a village at the moment, what with the invading trolls and depressed dwarves, Redswift and I decide to go his place in the Moonstone Hills.

– Big Jim still owes me 50gp for killing that yeti, but I get the impression I’m done with snow and ice for now. I’ll grab him when he’s on the way back from his trade expedition, maybe.

– Oh look, another simultaneous combat against two hill trolls. Painful.

– I actually quite like this Stonebridge sequence. It let’s us explore the conflict in a way that Forest of Doom never did, however it doesn’t do it in any depth. Maybe if Redswift and I did something other than randomly encountering patrolling trolls as we try and enter or leave the area, and actually contributed to the war effort in some way, it’d feel more meaningful.

– Redswift sits me down. “You know how, several days ago, we both read that bit of parchment nailed to the door in the Crystal Caverns?”

– “Right?”

– “Well, what I’ve not mentioned is that it was a Death spell and we’re both dying, faster than I expected as well.”

– Bloody Redswift has known about this for days, but didn’t think to mention it because, what, he didn’t want to upset Stubb?

– Well, at least Stubb is going to live a long and healthy life, after he and Bigleg get back from finding Gillibran’s hammer…

– We need to find a healer, specifically a man called The Healer, but first of all, did I drink a particular potion belonging to a dark elf?

– I’m not sure. I don’t recall meeting any dark elves, either in the Crystal Caverns or afterwards. So, I tell the book no, and promptly instadeath.

– Oh, that potion. That dark elf. I remember now. (Good job I started cheating even while I was still underground.)

– Redswift accepts my apology for making him read the scroll, commenting that a few days of freedom was better than ending his life in an obedience collar, and then dies.

– I keep looking for the Healer, periodically losing a Stamina point as the spell drains me.

– It doesn’t help that I get bitten by a friendly passing rattlesnake as I go. Really? Life’s hard enough already with my rapidly haemorrhaging Stamina. I don’t need a mouthful of venom in my calf.

– In the noble tradition of City of Thieves or Forest of Doom, I wander into every house, cave or other dwelling that catches my eye and kill the occupants of they don’t look like The Healer.

– I don’t murder a sleeping barbarian, as my sneaky elfin boots (stop trying to make ‘elfin’ happen!) are great for sneaking past him.

– Finally, I find a cave with a phoenix carved beside the entrance. That could be The Healer’s place, right?

– Ah, the Healer uses mask magic to deal with the Death spell. He places a Mask of Life on my face, and I lose D6 Stamina. So much for Life…

– I avoid falling down a charm on the way to the second stage of the ritual, and the Healer mixes me an eggnog using that dragon egg I stole from the Crystal Caverns. This is meant to keep me calm while I walk past a banshee, but the howling agitates me enough that I snap and attack her with my sword. Skill 12, Stamina 12. This book loves its obscenely-statted monsters. The banshee is a particularly egregious example, since I’m only attacking it because I failed a Skill test, which means I’m definitely of a lower Skill than it.

– For the final part of the ritual, I need to go to the top of Firetop Mountain, wearing the Mask of Life, and watch the sun come up. If I have anything silver, I can summon a pegasus to take me there.

– Damn. I actually have two magic rings from the Crystal Caverns, but I have no idea if they’re made of silver or some other metal. If the book specified, I didn’t write it down.

– I guess I’m walking then.

– It’s a lot quicker to get to the top of Firetop Mountain when you’re going up the outside of it, rather than through that bastard maze.

– I get to the top, have a little nap, and watch the sun come up. The Death spell is cured.

– I decide to travel back to Stonebridge and meet up with Stubb, assuming he’s back from Darkwood Forest. Wow. The dramatic irony of the reader probably being aware of what happens to Bigleg’s party in Forest of Doom was harsh enough already, but paragraph 400 is just laying it on thick.

– Stubb just got Mungoed off-camera.

– And that was Caverns of the Snow Witch. Overall thoughts? There were too many unavoidable fights against high-statted opponents, the loss of D6 Skill and 2D6 Stamina from a random cursed item is inexcusable, and the reliance on the player having picked up specific innocuous items in order to not die at some later stage in the book was some pretty bad One True Pathism.

– But, the strength of Caverns of the Snow Witch comes from its origins. I believe the original version of the story ended after you staked the Snow Witch. Basically, it was another quest to kill an evil wizard in their lair which, after Zagor, Balthus Dire and Zanbar Bone, is getting a bit old hat. (Okay, City of Thieves spent most of its playing time in Port Blacksand, but the finale was still the aggravated burglary of a wizard’s tower.)

– By icing the villain about a third of the way through the book, even if she briefly (and to my mind unnecessarily) reappears later on, Livingstone upended the usual formula for the series ands stopped it from seeming stale.

– There is no apology coming for the pun in the previous paragraph. It was simply an autocorrect for ‘offing’, I’m glad of it, and I’d do it again gleefully.

– What would I change? Well, Stubb and Redswift were essentially walking stereotypes for dwarves and elves. it probably wouldn’t have taken much more for them to become more rounded characters. Redswift’s death was nicely drawn, but I should have felt some form of grief. A more rounded character would have hurt more to lose. The ironic revelation that Stubb is also going to die very soon, as he joined Bigleg’s quest into Darkwood Forest, hit a little harder. All that said, spending about half the book as part of a trio, only to end it sat alone on a mountaintop, was poignant.

– I know I gave Livingstone some stick throughout this article for using the word ‘elfin’ instead of ‘elven’, but I’ve realised I also use Tolkien’s ‘dwarves’ instead of Fighting Fantasy’s preferred ‘dwarfs’. I’m a hypocrite.

– Next time, we visit the modern day (well, the 80’s, so no mobile phones) and take refuge from the rain in the House of Hell.

– The AI images for this post are mainly the result of me trying, and never quite succeeding, in getting an evil vampire sorceress (I’ve deleted a bunch of them, and kept the better ones with the more weather-appropriate of the outfits). I also used a bit of licence in pitting the protagonist against the Snow Witch in a straight up combat, rather than just murdering her in her bed.

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 7: Island of the Lizard King

Review: Fighting Fantasy 7: Island of the Lizard King

[EDIT: Before I start, I’d like to take the opportunity to invite my faithful readership (who are all very good-looking and intelligent) to click on this link and vote for Xenos Rampant, co-authored by myself with Daniel Mersey, in the Best Science Fiction or Fantasy Wargame category in this year’s Charles S. Roberts Awards for Excellence in Conflict Simulation. Just click here; we’re at the bottom of the second page, I think. It’s the final day for voting today. Thank you for your consideration.]


Time for another Ian Livingstone book, this one introducing the lizard men to Fighting Fantasy canon. If you ever need a thoroughly evil culture of slave-taking racial supremacists with a sideline in alchemy and genetic modification, the lizard men are the villains for you.

– As is common with Livingstone books of this era, there are no special rules in Island of the Lizard King. I roll reasonably well for stats: Skill 11, Stamina 16, Luck 11. That low initial Stamina could be a problem, so I take a potion of strength to supplement my provisions in restoring lost Stamina.

– Oyster Bay is an isolated fishing village 60 miles from Port Blacksand. For reasons not specified, I’m travelling south from Fang (I’m not carrying 10,000 gold pieces, so I’m clearly either not the protagonist of Deathtrap Dungeon, or I’m just really bad at financial management) and decide to stop off at Oyster Bay for a rest. Nothing ever happens in Oyster Bay, which is why my old adventuring friend Mungo retired there.

– Nuts. That was unexpected. Turns out adventure is happening in Oyster Bay. The lizard men of Fire Island have launched a couple of raids on the village and taken a bunch of young men prisoner, presumably to slave in the gold mines on Fire Island.

– They left the women though. Turns out the lizard men are misogynists, as well as racists.

– There’s a passing reference to a ‘Prince Olaf’ in the introduction, who paid this tribe of lizard men to guard a prison colony he set up on Fire Island, but criminals were so numerous in his lands that it would have made more sense to leave them on the mainland and just move the lawful folk to the island instead. The colony was eventually abandoned.

– So, who is Prince Olaf? He was a pirate who took over Port Blacksand, before being murdered by the next in a series of mostly-short-lived pirates who seized the city, before Azzur took over half a century later. None of this is explained in the introduction to Island of the Lizard King. At this stage, Olaf is just a name. His background comes later in the series, I presume as part of the Advanced Fighting Fantasy series.

– Mungo comes out of retirement to go and kill the Lizard King of Fire Island and rescue the slaves. I volunteer to tag along. The remaining men of Oyster Bay rejoice and provide us with a feast of lobster; they don’t have to go along to make sure Mungo doesn’t get himself killed.

– This book is Alan Langford’s debut as a Fighting Fantasy illustrator. His style is nice and detailed, with clean lines. I like it. The first passage of the book is taken up almost entirely by characterisation of Mungo, so it makes sense to open the book with an illustration of the man himself, pointing to Fire Island as your boat approaches it.

– Incidentally, Fire Island is so-called because it has a volcano. I don’t think that’s been mentioned previously, but there it is, smouldering away at the back of the picture.

– Mungo’s dad died in Deathtrap Dungeon. Ian Livingstone really likes weaving the various strands of the Allansian setting together into something coherent. Unfortunately, at this point in the series, the world is still quite small, so a surprising number of people visit Fang and Port Blacksand.

– Characterisation. Oh dear. Alas, poor Mungo; I knew him.

– While trying to land on the island, we spot six pirates lugging a treasure chest. We could attack them, but we’re outnumbered three to one and there’s nothing to be gained by it in terms of completing our mission, so instead we go the other way and… Mungo gets killed by a giant crab. Serves him right for having a backstory.

– Bloody hell. Skill 10, Stamina 11, for a shellfish with delusions of grandeur. I should probably have taken on the pirates, though I guess they’re less tasty if I defeat them.

– I find a note from someone called Baskin, who fled the island for the mainland after the lizard men took over. It’s odd that a person whose sole involvement in the story is to leave a note in his abandoned hut gets a name. I wonder if they’ll show up, or has shown up, in one of the other Livingstone books.

– Maybe Baskin gets a book in which, having escaped from the Lizard King, they get into a conflict with the Tiger King instead.

– Do I want to rest under a particularly large tree? Sure, that sounds completely risk-free. Oh no. I am in peril, for this tree is trying to strangle me with a prehensile vine. I did not expect that turn of events. Test your Luck – fail and you die, killed by a carnivorous tree. This sounds familiar – Ian Livingstone throwing interesting insta-kills at me. Fortunately, I pass the test.

– To be fair, this isn’t one of those Ian Livingstone surprise insta-kills. The introduction to this book specifically states that the Lizard King has been messing around with voodoo and black magic, as well as genetic experiments to create a master race of lizard men, which resulted in all kinds of toxic magical chemicals entering the ecosystem of Fire Island and creating monsters and carnivorous plants. It’s an encounter that tells you to be on your guard.

– What exactly is the geography of this region? Port Blacksand is about 60 miles from Oyster Bay, and Fire Island was a prison colony for a previous ruler of Port Blacksand. It took a number of hours for Mungo and myself to sail from Oyster Bay to Fire Island. Port Blacksand is a Western European-style medieval city (but scummier). The distance between France (Europe, was medieval once) and Morocco (Africa, but no jungles) is about 1000 miles.

– Where am I going with this? Well, I just met three black guys on Fire Island. They’re headhunters wearing loincloths and carrying stone-tipped weapons. (At least they’re taller than the pygmies in Forest of Doom and City of Thieves…) Once I kill them, it turns out they have bananas and coconuts in their possession. Are they just really lost, or are the climate and demographics of western Allansia really weird?

– Also, it needs mentioning – the only canonically black people I’ve encountered in seven Fighting Fantasy books so far are primitive savages. Sure, this book was published in 1984, but A Wizard of Earthsea, by Ursula LeGuin, was published in 1968, and had a mostly non-white cast of characters. I may be being unfair here, but I’m struggling to remember any positive portrayals of people of colour in the classic Fighting Fantasy series, aside from the east Asian-inspired cultures in Sword of the Samurai, Black Vein Prophecy and Crimson Tide.

– I guess some of the books set in the real world, such as Appointment with F.E.A.R. or Freeway Fighter, both set in North America, might have more sympathetic portrayals of minorities.

– I go to investigate the headhunter village. Oh, great, more of the same. There’s even an illustration, and these guys are grotesque, almost orc-like caricatures, with ugly faces and in at least one case, teeth filed sharp. Actually, the female headhunter who is offering a bone knife to their chief is kind of cute, though that might be because she, like the men, is pretty much naked, aside from a skirt and what may be some sort of nipple-covering (she’s drawn from a tasteful side-boob angle, and it’s not clear).

– I burn down several of the headhunters’ huts. Not just for shits and giggles, I hasten to point out, but because I’m trying to distract them from decapitating a tied-up man with that bone knife.

– A spear gets hurled at us during our escape. Roll a die. On a 1-2, it hits me, and the freed captive dies helping me escape. On a 3-4, it hits him, and he dies. On 5-6 (I rolled a 5), it misses us both, we escape, and he gives me a cool little amulet. My Luck can now never fall below 7. That’s pretty damn powerful, giving me a minimum of around 60% chance of passing any Luck tests.

– I just encountered an interesting little creature called a Marsh Hopper. The text explains to me that it’s effectively a reptilian will o’ the wisp, luring prey into the lairs of predators and then eating whatever’s left over. However, they also know their way around swamps better than I do. It seems to be trying to get me to follow it. Do I want to follow it, or press on by myself?

– You already know my answer to this, don’t you?

– Anyway, after I nearly get eaten by a hydra (insert complaint about the rules for fighting opponents simultaneously – each head is a separate opponent – being part of the text, rather than being put in the rules section, where they belong) and then a giant water snake (screw you, Marsh Hopper), I plug the wounds on my Stamina 1 body with three lots of provisions.

– I’m more cheese now, than man…

– Out of the marshes, and onto the hills along the edge of a gorge. Whoops, landslide, but I grab onto a bush and, oh, there’s a little hollow in the ground, too dark to see inside, but I can put my hand in. No. No, I won’t do that, because it’s stupid to randomly put your hand into an animal burrow.

– See, half an hour ago I followed a creature known for luring travellers into traps into a trap, and now I’m not putting my hand into the burrows of… checks the alternative pages… rattlesnakes, as it turns out. I’m growing as a person.

– But maybe not by that much, as I’ve just discovered the signs of a struggle, including the grooves left by the feet of the person dragged away by two others. One of the participants dropped a snuffbox. I open it.

– And don’t die. It contains a gold nugget and a note with directions to some mud huts near the Lizard King’s slave mines, left behind by a slave who failed to escape. Handy.

– A few more encounters with hazardous wildlife, and I discover another discarded box, this time at the bottom of a pool of water. It’s a good box, as I need to pry it open with my sword and the contents are apparently dry.

– Note to self: don’t drink potions found in boxes at the bottom of pools of water. You don’t know how long they’ve been there, or if they’ll give you a 1 in 6 chance of losing the first round of every single combat you’re in for the rest of the adventure, due to you clumsily dropping your sword. Idiot.

– Who brews that kind of potion anyway? Look, if you’re an alchemist, make Potions of Strength or Luck or Skill, or that confer magical abilities. If you want to harm someone, just poison them. Don’t waste time and resources making something that just stands the chance of inconveniencing someone you don’t like, so long as you can trick them into drinking it. Bloody fantasy worlds.

– A Pouch of Unlimited Contents? Nice. I can store anything in this pouch, as it’s actually a portable portal to another dimension. A clutter dimension, perhaps, filled with old furniture and things that you swore eight years ago would come in handy at some point in future, so you’ll just keep hold of it.

– A cursed Ring of Confusion. I didn’t need those two points of Skill anyway. Or did I?

– I’ve come to the conclusion that the creators of magical items are arseholes.

– Or maybe there’s a kind of principle of equilibrium to the universe. Every positive magical item you create affects the balance of the universe, so you need to create a cursed item of equal potency to maintain the stability of reality. Oh my god. I’ve got to use that idea in something at some point.

– A pair of boots. They are just, apparently, a nice pair of boots. This makes a change from all the other pairs of boots that Ian Livingstone leaves lying around in his books, in that they’re the one thing in this randomly-discarded box not to be enchanted. I guess this is Livingstone subverting expectations while also throwing an in-joke at the reader.

– I find a raft mentioned in the note in the snuffbox and start punting my way upstream. Oh look, a crocodile. Do I have an iron bar? You know, I’m pretty sure I did pick one up at some point, but if I did, I didn’t write it on my adventure sheet. Oh well, I guess I won’t be able to just wedge its mouth open. Time to make a new suitcase.

– I’ve been killing a lot of random wildlife on this island. I hope none of them are endangered. I mean, if they were, they’re even more special now, so it’s not all bad.

– Oh, that’s a nice nod to realism. After I win the fight against the crocodile, the book notes that if I’ve got a spear and axe that I may at some point have picked up (I haven’t), then they rolled off the raft during the fight (in which I was using my sword). In a nod to common sense, if I’ve been storing them in my Pouch of Unlimited Contents, then it’s fine, they’re still in there.

– And I find the village I’ve been looking for. Finally, I meet my first lizard men. Alan Langford’s drawn an illustration of the pair of them, and my god, they’re ugly. By which I mean that it’s an excellent illustration of two particularly hideous monsters. Of all the humanoid races encountered in Fighting Fantasy, I’m pretty sure lizard men are the ones most universally depicted as awful people to meet at a dinner party. (Well, maybe them and the Caarth snake people, but they show up less, due to being desert-bound.)

– I ambush the lizard men, and kill one of them before they can react. (This is a nice use of a Luck test, incidentally, with success removing a major threat and failure leaving me in a simultaneous combat against two pretty tough opponents.)

– After getting into the gold mine, I spot a lizard man and try and follow him stealthily. Did I drink a Potion of Clumsiness, the book asks. Why yes, I am indeed an idiot.

– I drop my sword, but luckily the lizard man ‘must be almost deaf’ as he doesn’t hear it. I bludgeon him to death with a rock instead.

– It’s at this stage that I realise that I haven’t been rolling to see if I drop my sword at the start of each fight. Oops.

– Up ahead, I hear singing. It must be the slaves, hard at work. The book doesn’t tell me what they’re singing, but it becomes obvious the moment you enter the cavern and see a lizard man overseeing six dwarves. Sleepy must have been murdered for shirking.

– The lizard man discovers the hard way what happens when you give mining equipment to slaves and they suddenly realise that they might be able to escape.

– Side note: Are there female lizard ‘men’? If they’re actually reptilian, then they presumably reproduce by laying eggs, but I’m not sure if we ever actually meet any females of the species. Personally, I think that yes, there are, but the protagonists, all being of a mammalian background, don’t notice. As reptiles, lizard (wo)men don’t lactate, so Elder Scrolls-style Argonian-boobs don’t exist. Sexual dimorphism might not really be a thing in what humans call ‘lizard men’, and so they just assume that all the examples of the species they encounter are male, because patriarchy.

– The Lizard King might actually be the Lizard Queen. Who knows?

– Someone’s probably about to point out that in paragraph X of Battleblade Warrior, you meet a lizard woman who attacks you for threatening her eggs, or something. I guess I’ll find out if that’s the case in 24 books time.

– Anyway, I and the dwarves sneak through the mines (apparently, wearing a cloak, I’m indistinguishable from a bipedal reptile with a tail, snout and, according to Langford’s illustrations, back spines and horns) until we kill a couple of orcs and free a group of humans and elves. One of the humans is from Oyster Bay, and is sad to hear about Mungo’s death.

– Oh yeah, my friend Mungo. I’ll grieve for him at some point. I’m just a bit busy right now, starting a slave insurrection.

– I have sixty-three freed slaves in my army. Not bad, but oddly specific.

– One of the elves takes me aside and hurls a plot twist at me. It turns out that the parasitic crab-spider-nightmare creature clinging to the Lizard King’s head on the cover of the book is, wait for it, a parasitic crab-spider-nightmare creature. Turns out the Lizard King has willingly let a Gonchong meld with his brain, making him unkillable until the Gonchong itself is destroyed, and giving him the ability to telepathically control his army.

– Don’t think too hard about the ‘how the hell does that work’ of that situation. It’s magic, okay?

– I now need to locate the island’s shaman, I announce to the assembled ex-slaves, after the elf explains that only he will be able to tell me how to kill a spindly spider thing that’s stuck to a guy’s head. (Really? An axe would probably do the trick.) Although the elf has been on the island for four years and never seen him, I confidently announce that I’ll find the shaman and be back with them in about a day or two.

– I just caught an angry water elemental in my Pouch of Unlimited Contents. Unfortunately, rather than risk letting it out, I decide to bury the pouch and hope no one ever finds it again. In six hundred years time, when the Allansian version of Time Team come to search Fire Island for signs of the old slave camps, Allansian-Tony Robinson is in for a big surprise…

– The sun sets, looking like a big red balloon as it settles on the sea. I live in a medieval fantasy world. Up until relatively recently in the real world, balloons weren’t made of rubber or foil. They were animal bladders. The sun looks like an inflamed and inflated pig’s bladder as it settles on the sea.

– Raquel Welch has just run out from her cave, thrown a spear at me and then proceeded to throw herself on my sword. That was completely unnecessary. I guess she was a bit territorial.

– She has a bowl of red powder in her cave, which I try to eat. (Did that Potion of Clumsiness not teach me anything?) When I stop retching, I dab it on my face. I’m now immune to mind control, thanks to a detailed bit of backstory that I, as the protagonist, have no way of actually knowing. Maybe if this encounter with the cave woman had been less violent, I could have learned about the benefits and origins of this powder without out-of-character knowledge being dropped on me.

– Well, here’s the shaman. I suppose his illustration would count as a positive portrayal of a person of colour, if it weren’t for the shrunken skulls hanging from his earlobes. He’s a headhunter, I guess, but at least he’s friendly.

– That Ring of Confusion has a positive effect after all. It allows me to see through illusions, and with that, plus a Luck test and a Skill test (not that the latter is called that yet), I’ve passed three of the Shaman’s tests.

– Lizard men, it turns out, are deathly afraid of monkeys. No reason. It’s just a phobia.

– I wonder if I’ll find a monkey anywhere on the island?

– I meet a hobgoblin guarding a bridge. “What is the password?” he asks. “What?” I reply.

It only bloody well works…

– Who set that hobgoblin guarding the bridge? Is he one of the Lizard King’s warriors, or just some randomer who found a bridge and decided to challenge people crossing it?

– An unavoidable fight with a mutant lizard man riding a Styracosaurus. The dinosaur is Skill 11, Stamina 10, and then the rider is Skill 9, Stamina 9. The difficulty level of combats has definitely increased over the last few books.

– Personally, I’d have made that fight avoidable, or at least provided some way of tilting the odds in the protagonist’s favour. Skill 11 is higher than most players, and five rounds of combat (give or take Luck rolls for damage) is a long time to hold out when the Fighting Fantasy combat system is basically attritional. Then, when all that’s done, you’ve got the chance to plug your wounds with cheese before fighting another above-average opponent. (Weirdly, there’s no rules for how many portions of Provisions you can eat at a given time, and you can eat at any time, so I can kill the dinosaur and then eat an entire backpack of cheese sandwiches, so long as I’ve not turned to the next paragraph and entered another battle.)

– Also, how the hell do I know what a Styracosaurus is? What am I: a palaeontologist?

– Oh, I’ve just found a monkey on a lead that’s gripped in the hands of a dead sailor. I take him with me, and I’ve made a new friend. I think I’ll call him Mungo.

– The monkey. I take the monkey with me, not the dead sailor. And it’s the monkey I’m calling Mungo, not the dead sailor. Jesus. Too soon.

– I’ve just met the second Raquel Welch cavewoman in this book. Fortunately, on this occasion, I don’t end up killing her and we just go our separate ways, her taking her pet sabretooth tiger with her.

– The big epic battle begins. A battalion of lizard men, hobgoblins, goblins and so on pour out of the prison colony, ready to face my… Oh. I’ve got sixty-three half-starved ex-slaves at my back. We get mullered, and its only me killing the cyclops leading the army that carries the field for us.

– I can’t help but notice, as with Zagor and Balthus Dire, that the villainous Lizard King is a great equal opportunities employer. And that gets me thinking: why bother with the slaves at all? Why not just hire the elves, dwarves and men to work in the mine? Or use this completely unnecessary army of hobgoblins as slaves instead? After all, the Lizard men rule Fire Island almost unopposed, and no one threatens them. Port Blacksand doesn’t seem to want the island back (and doesn’t really have an army beyond its city guard, though I guess Lord Azzur could gather a decent force of privateers from the ships that dock at Blacksand). The Lizard King doesn’t need an army; he needs employees. He could then trade with the outside world for all that lovely gold he has.

– Evil contains the seeds of its own undoing, I guess. The Lizard King wants slaves because he’s an arsehole. He wants an army because he’s an arsehole. Ultimately, he stuck a giant spider into his head for ridiculous magical abilities because he’s an arsehole. If he wasn’t an evil arsehole, there wouldn’t be a plot. Island of the Lizard King would be a tourist brochure rather than an adventure story.

– Incidentally, on several occasions throughout this story, the narrative has asked if I have a particular item. Having it usually solves a problem, while not having it usually results in some sort of impediment, but very rarely death. That makes a pleasant change from some previous books. For example, my side is doomed to struggle in this battle, but I can rally them either by blowing the Horn of Valhalla (I have no idea where I was meant to have picked that up) or by winning a tough battle against the cyclops.

– That damn Ring of Confusion proves its worth again. Not only does the Lizard King keeps his fire swords disguised behind an illusion, but his sentry is also a shape shifter. The ring allows me to see through both, and the sword negates the penalty imposed by putting the ring on in the first place.

– Let me think… I’ve drunk a thing that prevents mind control, I have a fire sword, I have a monkey with which to scare the Lizard King, and I know to kill the Gonchong the moment it looks at me funny. I think I’m ready.

– Here’s the Lizard King, and… damn it. He only brought a black lion along as a pet. No one warned me he was a cat lover.

– I don’t love this cat: It’s Skill 11, Stamina 11. Seriously, what is it with this book and double-figure Skill scores?

– You know, I started this series complaining about how low the stats of monsters were in the early books. Now I’m complaining that they’re too high.

– As if to compensate, Mungo the Monkey scares the Lizard King so much that his Skill is halved to a paltry 6. He dies pretty easily, as does the Gonchong when I slice off its stabby-brain-skewer and chuck it off the battlements.

– The final sentence of the story: “Mungo would have been proud.” Aww.

Island of the Lizard King was actually a damn good adventure story. The island never felt like a dungeon crawl, even if it is as confined as any other gamebook by the limitations of multiple choice page-turning. Like Craggen Rock (aka The Citadel of Chaos), the effort put into characterising the setting, in this case that of a tropical island with distinct geographic variation, made Fire Island seem like a place you were exploring, rather than a series of encounters. Add in that the actual plot of the story was split into several distinct acts (the journey through the jungle, the river raft sequence, the gold mine, searching for the shaman, and then the final battle) and you actually felt like you were doing something, rather than just exploring. Compare it with Darkwood Forest or Firetop Mountain, which were just a series of rooms and corridors (even if they were presented, in Forest of Doom, as clearings and paths).

– Ideally, Mungo would be more of a companion figure, perhaps relaying interesting facts about Oyster Bay and Fire Island, offering advice and so on, before dying about quarter of the way into the story. It would give more time to subtly characterise him before his inevitable demise. Possibly have him killed in such a way as to make his death meaningful, such as at the hands of a mob of lizard men. As it is, his two potential deaths at the pincers of a giant crab or stabbed through the chest by a random pirate are irrelevant to plot. With a more meaningful life and death, that final line of the story would carry more weight.

Next up: Scorpion Swamp, aka the one where the recommendation by the authors to draw a map of your adventure is taken to its logical extreme.

It turns out that StarryAI can be trained to generate some interesting looking lizard men, ranging from green-skinned, scaled humans, to some truly bestial creatures (hint: specify that it needs to have a long snout). The Gonchong was a bit more difficult, as you’ll see from the strange structures growing on some of these lizard men’s heads. The surreal final images, the two with the piled up reptiles, are what happen when you simply type the title of the book into an AI art generator. One image, not pictured, was from a batch of three others stat are featured below, but was more of a very attractive (if green) female Lizard Queen with more flesh on show than that female head hunter.

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 3: The Forest of Doom

Review: Fighting Fantasy, Book 3: The Forest of Doom

The third book in the Fighting Fantasy series was a solo effort by Ian Livingstone, released on the same day in 1983 as Steve Jackson’s own The Citadel of Chaos. It’s quite a conventional example of the series, with no special gubbins like spells, Fear or Honour points, ranged combat rules, or a craving for the flesh of hobbits. It is, however, the first Fighting Fantasy book to leave the traditional Dungeons & Dragons dungeon and step out, blinking, into the sunlight.

As per my previous reviews, this post will be formatted as a series of bullet points in a sort of stream-of-consciousness ramble. I make no apologies for this, though I probably should, considering some of the random crap that ends up on this blog.

EDIT: Okay, this is a long one. The Forest of Doom really wants you to explore everywhere before it sends you to 400.

– The previous two books are essentially assassination missions, against Zagor and Balthus Dire respectively. This one doesn’t rely on murder for its objective. Instead, you’re a professional adventurer who randomly encounters a dying dwarf who bequeaths you the quest he just failed at.

– Your goal is to find a magical hammer, currently lost somewhere in Darkwood Forest, that will unite the dwarves of the town of Stonebridge in order to fight off attacks by hill trolls. You’re motivated by the possibility of a reward as much as by helping the people of Stonebridge.

– It has to be said: if the dwarves of Stonebridge need a magical hammer to unite in the face of attacks by monsters, then perhaps their lack of said hammer is natural selection in action, or at the very least a damning indictment on the incompetent rulership of their lord, Gillibran.

– This dying dwarf is called Bigleg. Big leg. His boss is called Gillibran. What are the naming practices of dwarves?

– Bigleg makes reference to his killers being the ‘little people’. A dwarf is calling other people ‘little’.

– SPOILER EDIT: It’s pygmies. Human pygmies. More on these guys later…

– Bigleg has a convenient map of Darkwood Forest. It tells you nothing about what’s in the forest, except that a river runs through it. The map is basically ‘Here Be Trees’.

– You start outside Yaztromo’s tower. Who’s Yaztromo? He’s a convenient wizard who sells magical items for money. Along with Zagor, Balthus Dire, and Zanbar Bone and Nicodemus from book 5, City of Thieves, and Zharradan Marr from Creature of Havoc, these sorcerers are the movers and shakers of recent Allansian history. By the end of Creature, all but Yaz and Nic are dead at the hands of Fighting Fantasy protagonists.

– Don’t try and rob Yaztromo. He will warn you to play nice (and is very forgiving about any threats of violence), but if you persist in trying to punch law-aligned Cthulhu, he carefully deposits you at the bottom of his garden. I hope you like lily pads.

– Yaztromo, master mage of the local area, sells one-use-only magical items. He’s realised that you can make a lot more money from your customer base through affordable micro-transactions than you can through larger purchases that break the bank. The man’s a genius.

– Yaztromo then provides the detailed briefing on my quest that Bigleg was too busy dying from multiple crossbow bolts to be able to relate in detail. Either this is clumsy writing or Yaztromo is far, far more knowledgeable than he should be about things that happen when he’s not around.

– Basically, the magic hammer was stolen from Gillibran by an eagle sent by a rival dwarf lord, but the eagle was attacked by death hawks, which are a thing, it turns out, and the hammer was dropped into the forest. It was then ‘apparently’ found by two forest goblins who argued over it until they found that the head unscrewed and each took a piece. Almost every single fact there is impossible for him to know. Oh, wait, maybe Yaztromo’s subtly reminding you that he’s the most powerful mage you’ve ever met.

– So how come he doesn’t know where the goblins are or if they’ve still got the bits of hammer?

– If the hammer’s head can be unscrewed from its haft, which bit is magical? Are they both magical? Are they only magical when the head’s screwed onto the haft? Were the two components enchanted together or individually? Is it actually two enchanted items, rather than one? Am I overthinking this?

– Into the woods. My first decision is about whether to go west or east on the footpath, with no indication whatsoever as to which might be the better route to take. Is this a dungeon, like in The Warlock of Firetop Mountain and The Citadel of Chaos, albeit open-air?

– The first creature I meet in the forest is a talking crow, sitting on a signpost at another junction in the path, who charges 1 Gold Piece for advice.

– “So why do you need Gold Pieces?” I ask.
“To pay Yaztromo 30GP so that he turns me back into a human.”
Coincidentally, that’s the exact amount of money I found on Bigleg’s corpse… and then immediately spent on magic stuff at Yaztromo’s house.

– Incidentally, when asking the bird where I can find the two goblins I’m looking for, I describe them as small, sinewy creatures with brown, scaly skin. In Fighting Fantasy, goblins are brown. In the early days of Warhammer, it wasn’t unusual to see orcs and goblins painted more towards the brown smear of the palette than the rich greens of later years.

– Turns out the bird doesn’t know a goblin from a hobgoblin, because it directs me towards two of the latter. They are described as tall, spindly creatures. Of course, taking advice from a person stupid enough to get turned into a crow by Yaztromo was probably my own fault.

– This is definitely an above-ground dungeon. Every now and then, you come across a cave or a hole or similar at the side of the path, and are given the option to investigate it or keep going. So far at least, this is a series of random forest encounters, rather than random dungeon encounters. It reminds me in its disconnectedness of Firetop Mountain; Craggen Rock (the titular Citadel of Chaos) had a progression of rationales for its encounters: the courtyard, a shrine, the cells, the wine cellar, Balthus Dire’s residential area, his adopted, stabbable, orc-babies’ playroom, and so on.

– This is more of a meandering hunt for two needles in a haystack than an actual quest. A modern reworking of this book would be one in which the protagonist actually searches for goblins, rather than walks aimlessly through a forest until they find goblins and hope they’re the right ones.

– There’s an old South Park bit, possibly in the Bigger, Longer and Uncut film, where the protagonists of the show-within-a-show Terence and Philip decide that in that episode, they’re going to search for treasure. They proceed to stand exactly where they are, looking in random directions around the room to see if any treasure shows up. This is what the protagonist in The Forest of Doom does, except with more rambling.

– Speaking of rambling, back to the adventure. After entering the homes of, and murdering, several creatures (fantasy rule no. 1: It’s not murder if they’re not human…), I’ve found, rescued, and killed, one of the goblins and claimed (stolen, looted, recovered to return to its rightful owner?) half of Gillibran’s hammer.

– Incidentally, the illustration of the goblin doesn’t look anything like a goblin as they appear in later books, although it is reasonably similar to that of the two hobgoblins I killed earlier. Definitely a case of Early Installment Weirdness.

– Why would a random ogre who lives in a cave be the owner of a silver box that, when opened, releases extremely nasty poison gas? Has this ogre never attempted to open this box before, or even just tried to smash it open with a rock if that’s beyond his dexterity? Definitely a bit of a dungeon vibe with this story.

– Shortly afterwards I get pinged up into the air by a rope noose around my ankle, tarot-style. If I pass a Luck test, I manage to cut myself down with my sword. Otherwise, my sword slides out of my inverted scabbard and I’m stuck until some snotty little kid comes past and charges me an extortionate amount of money to be let down. What’s cool about this is that if I cut myself down, the narrative says I consider hanging around for whoever set the trap, but decide against it and leave. The kid straight-up says it was the ogre that set the trap. You know, the one I murdered a few minutes earlier. Karma.

– Another house, another burglary, another murder, another looted corpse.

– This forest is full of individual members of various species of sentient, non-sentient and semi-sentient being. I wonder if they have a dating app so that they can meet other members of their species?

– In other words, there’s no social structure within Darkwood Forest. It’s like Firetop Mountain: a place where monsters live and adventurers roam. I mentioned in my last post that the Citadel of Chaos felt a lot more like a functioning environment.

– I’ve just met a centaur and said hi to him. The narrative points out that it’s nice to meet someone who isn’t just trying to kill me on sight. Dude, the reason most of these people are trying to kill you on sight is because you’ve broken into their house and have a sword…

– Eventually, I’ll settle on whether to use ‘I’ or ‘you’ when talking about the protagonist in a game book. Not yet though.

– Oh god. There it is. While reading the entry I’m meant to be reading, I just spotted the Pygmy encounter further down the page: “You quickly catch up with the two brown-skinned Pygmies. They are wearing grass skirts and as they stop and turn to face you, you notice that each has a small bone through his nose.” Holy crap. What the hell? This, incidentally, is what passes as representation in the 1980’s.

– I should also point out that Darkwood Forest is apparently in a generic European fantasy land.

– Someone posted a related reminder on Facebook recently of how racist mainstream media could be back in the day: Citadel Miniatures’ old shame, the Pygmies range for Warhammer.

Games Workshop have brought back squats, caryatids, slann, gyrinxes, even the very problematic fimir, but not these, for some reason…

Some things are best left in the 1980’s.

– A couple of encounters in the book (specifically the ogre’s snare that I mentioned earlier, and then I’ve just encountered a friar whose brass bell has been stolen) lead into another encounter straight afterwards. It’s nice to see some continuity, linking together the series of random encounters that is The Forest of Doom, but they also highlight that there’s nothing you could mistake as being an actual plot. Maybe if the brass bell showed up four or five encounters earlier than when you meet the stolen item’s rightful owner, it’d feel more organic.

– I’ve just killed a forest giant (Skill 9, Stamina 9). He was five metres tall before I hacked him off at the knees. With that in mind, Stamina 9 seems incredibly low. Orcs and goblins tend towards the 5-7 range. Hell, those slightly problematic Pygmies had 5 and 6 Stamina each, and they were four feet tall. The shapeshifter on the front cover of the book, when you encounter it, is Skill 10, Stamina 10. There’s a remarkable inconsistency in stats in this book.

– What the hell is a forest giant anyway? Is it simply a giant who lives in a forest, or is it a separate sub-species of giant? And what makes it different from other giant sub-species?

– The giant has a lantern. The lantern has no oil in it. Obviously, the narrative has me assume, it could be a magical lantern. Tell you what, I’ll rub it, just in case.

– Well, sod me sideways. It’s a genie.

– Although, I suppose a lantern surviving not just a brutal fight to the death, but also a fall of approximately 2-3 metres as its owner falls dead on the ground might suggest it’s magically tougher than normal lanterns.

– On that note, I’ve just been hit in the back with a fire bolt, causing me 4 Stamina points of damage. My character description in the Equipment section at the start of the book is, explicitly, that I’m wearing a backpack in which I keep all my provisions and possessions. Better cross all that stuff off my character sheet then. Everything I own is now on fire.

– Friendly people you meet in these books rarely comment on the horrific stab wounds, burns, bruises and other afflictions that you are suffering by the time you meet them; nor does anyone comment on the fact you’re drenched from head to toe with the blood of orcs, goblins, wolves, trolls, giants, weird insects, and (shortly) a wyvern.

– Now I’m about to slaughter five people; specifically a gang of bandits. The first fight is one-on-one, but the remaining four are fought in pairs, and the passage features the rules for simultaneous combats. I think later Fighting Fantasy books actually port these rules into the main game rules, but from memory it takes a long time before that happens.

– As a child, I struggled to comprehend these rules, but it’s really pretty simple: when fighting multiple opponents, you roll Skill + two dice against each opponent, and that opponent does the same against you. If they win, you get stabbed as normal. If you win, you only get to stab one person per round of combat, and just fend off the blows of other parties to the combat.

– And I’ve arrived at Stonebridge. If I have both parts of the hammer (I don’t) turn to page 400. Otherwise, go to page 381, where I find out that I feel too embarrassed to go and give Gillibran the half of his magic hammer that I have, and instead walk along the road around Darkwood Forest (if this road exists, why do people who aren’t monsters or bandits walk through the forest?), and start all over again.

– I suppose I could give him half of his hammer and let him know I’m going to double back and have another look? No? Okay, I’ll walk back to Yaztromo’s tower and start again.

– This ‘try again’ option is quite nice, since I’m not having to start from scratch after missing one of the McGuffins. But the book punishes the player for it: I’m attacked by the same large group of wild hill men who killed Bigleg a few days earlier. If I pass a Luck test, I’m luckier than Bigleg. If I fail, I stop being an adventurer. “I used to be an adventurer like you, but then I took an arrow to the knee, and the hip, and the kidney, and the lung, and the shoulder, and the face…”

– Wait. When he was dying, Bigleg referred to his party having been ambushed by the ‘little people’. The implication was that it was the pygmies, since there’s not many people shorter than dwarves. And yet here, at the other end of the book, it appears that I, the protagonist, have completely forgotten and picked another remarkably primitive tribal culture and pinned the killing of Bigleg and his friends on them instead. The editor should have spotted that forty years ago…

– Why don’t I just walk southwards through Darkwood Forest, rather than walking around and starting over? This is a forest, not a branch of Ikea.

– And this is why the computer adventure game map idea from Scorpion Swamp was so good for this kind of regional exploration quest. That book was an actual sandbox, whereas Forest of Doom is a branching linear narrative; at various points, I even get told by the narrative that I’m not taking the southern path at junctions, because I’m travelling northwards. Yes, I am going north, towards Stonebridge, but only to deliver to Gillibran the hammer that I don’t actually have yet.

– Surviving the Hill Men leaves me outside Yaztromo’s tower, in paragraph 1. As in, Yaztromo forgets who I am, I get another chance to introduce myself to him, or to get turned into a frog by him, have the story of the two goblins and their hammer-bits explained to me, and then he sells me more magical tat.

– This is a missed opportunity. Instead of going back to paragraph 1, instead the book could have sent me to another paragraph that sees me return to Yaztromo’s tower, he greets me as someone he already knows, and then goes to the paragraph with his price list before he sends me on my way again. The kind of careful writing this involves has been done several times over the course of the book; as an example, the wyvern was described as ‘motionless’ when I searched its clearing. Depending on what had happened in previous paragraphs, it was either dead or asleep, and as a reader, I filled in the contextual blank based on my version of the story I’d been reading.

– If I were to take the same route through Darkwood Forest, then I’d encounter, murder and loot the same forest dwellers. There’s no provision in the text (unlike in Scorpion Swamp, or even parts of the Maze of Zagor in The Warlock of Firetop Mountain) for visiting areas you’ve already been to. For verisimilitude, I’ll take a different route and commit different robbery-murders until I find the other half of Gillibran’s hammer.

– At least, I think I’ve taken the other route. When there’s nothing to suggest whether turning left or right at the first tree after Yaztromo’s tower is the better idea, it is basically a coin toss.

– Ah yes, and here we are, encountering a goblin with what appears to be handle of a magical warhammer hanging on a cord around his neck. This feels remarkably easy…

– Boom. Shapeshifter. A Skill 10, Stamina 10 Screw You for what could have been the very first combat of the game if I’d taken a different route first time around.

– Presumably shapeshifters use an illusion to always appear desirable to their specific prey, because otherwise why would the goblin have had the hammer haft around its neck? Do they appear differently to each person they encounter, even if multiple people see a shapeshifter at the same time? I wonder if they even know how they appear to their intended victims.

– If I were a psychopathic wizard, I’d make a chair of life-draining, which sucks out a person’s life force, and then I’d leave it at the side of a path through a forest. Why? For shits and giggles, obviously.

– It’s night-time again, shortly after crossing the river again. This time, I get attacked by a werewolf. It bites me. I have no belladonna. Okay, I think, here comes a game over moment… no. I self-mutilate the area around the bite, so that the blood flowing out takes the infection with it. This works, but is a little grimmer than I’d expect in a children’s book, even a Fighting Fantasy one.

– A local that I unnecessarily accosted has told me that he saw a goblin’s skeleton in a crypt. A short while later, I find what appears to be a crypt. Breaking the door down (I don’t have the key) requires a combined Luck and Skill test on the same dice roll, a weird mechanic that I’ve never seen used elsewhere in Fighting Fantasy.

– The paragraph doesn’t describe the goblin skeleton being in the crypt, but the illustration clearly shows it. It also shows my first-person-shooter-style hand holding a candle. It’s hard to be certain in the Fighting Fantasy line drawing style, but it appears I’m white.

– Ah. The illustration is in the wrong place. My entry into the crypt is in darkness, and the paragraph ends with me choosing whether or not to light the candle illuminating the scene. The illustration should have been on the next section, where I finally see the goblin skeleton in the crypt.

– The crypt contains a ghoul, though getting the lid off its tomb is hard work. (Actually, it’s impossible without Dust of Levitation. How does the ghoul get in and out of its sleeping place?) As with the ghoul encountered in The Warlock of Firetop Mountain, getting paralysed by this thing leads to a separate paragraph in which it eats me. A bit less graphic this time though than the previous ghoul, who has a thing for eating people buttock-first.

– Kill the ghoul, find the bit of warhammer it stole from the goblin skeleton… So, I guess that means the ghoul ate the goblin’s flesh, since it can’t have been dead all that long.

– A little further on, and I’m back at the wyvern’s lair from my first trip through Darkwood Forest. I guess I’ll just ignore the lair this time and keep walking. It’s a shame there’s no ‘if you’ve been here before’ mechanic in this game book, like Scorpion Swamp’s mapping system, or like the code words that are used in some later books (I think The Legend of the Shadow Warriors?) to denote that certain events in the story have taken place.

– It’s those bandits again. I can’t be bothered fighting them now, so I’ll just pay them off instead. They demand five objects from my backpack. The text explicitly states that each Gold Piece counts as one object! So, I can leave them with either five useful bits of kit, worth dozens of Gold Pieces, or I can sprinkle 5GP in their direction. These bandits need to work on their banditing skills a bit. No wonder when I killed them last time around, they left barely any loot behind.

– Ha. One of the Stonebridge guards comments on my injuries and torn clothes. About bloody time someone noticed that, even if it is paragraph 400.

– Gillibran of Stonebridge keeps vast amounts of wealth in a drawer in the base of his outdoor wooden throne. I mean, I’m grateful for the wealth beyond my wildest dreams, but this piss-poor security is another hint that maybe he’s just plain incompetent and that Stonebridge would be better off with another ruler to defend it against rampaging trolls.

So yes, that was The Forest of Doom. Overall, I enjoyed it. For all the little bits of dungeon-crawly nonsense like the the Enchanted Chair of Randomly Murdering Passers-By, the oh-my-god racism of the Pygmies, and the sociopathy of playing Big Bad Wolf at every little house you come across, just in case a goblin happens to have left some stolen goods there, Darkwood Forest was an atmospheric, interesting environment to wander through (twice). Despite it being a hostile area, its open-air nature meant that the occasional friendly encounter didn’t feel out of place.

Most notably, no goddamn combination locks. Although the book does require you to have found Dust of Levitation in order to get the lid off the crypt, at least you can cheat and say, “Why yes, of course I have this item, so I’ll turn to 400.”

Next up, Fighting Fantasy goes all Fighting Science Fiction with the Star Trek-inspired Starship Traveler.

Review: Fighting Fantasy, Book 2: The Citadel of Chaos

Review: Fighting Fantasy, Book 2: The Citadel of Chaos

For a review of the previous book, The Warlock of Firetop Mountain, including an explanation of what a Fighting Fantasy is, click that hyperlink.

Following on from the stunning success of Warlock, Steve Jackson and Ian Livingstone split their party and each wrote their own follow-ups. This is Jackson’s, published in 1983.

Put bluntly, it’s a rehash of Warlock. You’re a hero breaking into the home of a sorcerer to kill him and steal his stuff. However, this time around, there’s a motivation other than crime: Balthus Dire poses a direct threat to your home region, the Vale of Willow. There’s also a more interesting ‘dungeon’; rather than just being a series of tunnels and rooms, it’s the titular citadel, also known as the Black Tower, on a hill called Craggen Rock. Unlike Zagor, there’s a bit more to Dire himself than just being a wizard who does bad things. Basically, most of the criticisms I had of Warlock have been remedied here.

As before, I’m bullet-pointing my thoughts as I read through the book. There may be contradictions as I change my mind about things. It’s like live-blogging a film while you watch it, but on a single blog post rather than a series of Facebook comments or tweets. I call this a ‘live-ish blog’. The term hasn’t caught on.

– First up, the mechanical stuff. This book uses the usual Skill/Stamina/Luck system, but also adds a Magic stat. Oh yes, you’re a wizard, Harry. The description of the protagonist’s equipment is interestingly not traditionally wizard-like though: sword, lantern, backpack, leather armour.

– You’re the star pupil of the Grand Wizard of Yore, who sounds like someone senior in the Ku Klux Klan, but that says more about the Klan than it does about him. Oh, he’s described as a ‘white sorcerer of great power’. Awkward. Anyway, you’ve been his apprentice for years, but appear to have forgotten his name, since it’s not mentioned anywhere. Maybe you misheard it on day one and by this point in your training it’s become too embarrassing to ask.

– The local king has a name. It’s Salamon. I get the impression the Vale of Willow is a pretty small place, so he’s probably not that important on an Allansian geopolitical level. However, his name is very similar to Salamonis. Probably just a coincidence, since the city-state of Salamonis doesn’t exist in the setting yet, but I like to think there’s some meaning or shared linguistic root behind it.

– Spells are one-use only, and you get as many of them as you have Magic points (so two dice plus six, for 8-18, or an average of 13). Mechanically, they’re quite varied, although most can only be activated when the text gives you that option. The exceptions are ones that restore Skill, Stamina or Luck, and since you don’t get potions or provisions in the way you did in The Warlock of Firetop Mountain, it might be worth taking a few of the latter, particularly Stamina.

– Something I’m going to look out for is gender assumptions in the text as it relates to the protagonist. The target audience of Fighting Fantasy was boys of about 10+ years of age, but the books very rarely, if ever, include even the protagonist’s outstretched hand in illustrations. Compare that to Choose Your Own Adventure, where you often appear in illustrations, usually as a member of the same demographic.

– Generally, your CYOA avatar is white as well, unless the setting of the story makes that implausible. Fighting Fantasy is usually set in a medieval pseudo-European environment, and seems to assume a white ethnicity as well; at least, the other human characters tend to be white. Exceptions probably exist, and I’ll keep an eye out for those as well. How well does the series stand up to modern attitudes towards race and diversity?

– The word ‘Chaotic’ is used as a noun to describe the creatures being recruited by Balthus Dire for the army he’s amassing to conquer the Vale of Willow. I’m not sure this term’s used elsewhere, although ‘Chaos’ as a concept does show up in a few other books. I think it’s Creature of Havoc where you fight a few Chaos Warriors, and Master of Chaos has a load of chaos mutants. Obviously, the concept of Chaos was nicked from Michael Moorcock’s Elric stories, but this book was released in the same year that Jackson & Livingstone’s little RPG distribution company released a game called Warhammer (the name sounds familiar, but I can’t think where I’ve heard it…), in which Chaos is also an umbrella term for evil nastiness, so maybe there’s a bit of cross-pollination going on there.

– Splitting hairs now, considering that one of my main criticisms of Warlock was that there was literally no motivation for the hero except aggravated burglary, but why is Balthus Dire so keen to conquer the Vale of Willow? It’s nearby, and he’s implied to be generally keen on conquest, but it’d be nice for once if an evil villain had an actual motivation for conquest. Even stealing some valuable magical item from… whatsisname, you know, pointy hat, beard… the Grand Wizard of Yore would do. I don’t expect grand, sweeping explanations of the geopolitical situation, trade routes and utilisation of natural resources in the region in order to understand a conquerer’s motivations.

– I don’t expect it, but I’d quite like to know anyway.

– I guess that’s what prompted them to write Titan, the background book for the setting.

– Is it ‘I’ or ‘you’ when I refer to the protagonist of a game book? I’m playing it, as me, but if you’re reading it, it’s you that’s the protagonist. I’m sure I’ll settle on one or other convention at some point.

– Anyway, time to start reading: The guards at the gates of the Black Tower are a dog with the head of an ape and an ape with the head of a dog. You know, like what they did with Sarah Jessica Parker and that chihuahua in Mars Attacks!. Interestingly, of the three options you have of getting past them, none of them is ‘Draw your sword and attack them’. They’re all variations of bluff. Nice touch.

– My bluff doesn’t work and instead I cast Levitate to fly over the castle walls. The book warns me that the alarm is going to be raised though. You know what, I bet it’s just as raised as if I bluffed my way in.

– An arrow just hit the ground in front of me, and someone shouts for me to stand still. Doing exactly that is not one of the three options available. On one of the bad choices, you get shot in the shoulder and lose 5 Stamina points. That’s quite excessive. It’s like two-and-a-half stab wounds. In fact, I think amputating your own leg in Sword of the Samurai might have only cost that many Stamina points. (Though now I think about it, the katana surgery might have caused 7 points of damage.)

– A random tentacle thrusts its way out of the ground of the citadel’s courtyard. Okay, that’s definitely chaotic, but it’s also implying something very bad about the structural integrity of this fortress if weird tentacular creatures are burrowing their way around beneath it.

– You know I mentioned I was going to keep an eye on the series’ attitude to race and diversity? I’ve just met O’Seamus the Leprechaun.

– Great. I ask him for advice and he replies with a riddle about which of three doors I need to open: “I would not take the door two doors to the left of the copper-handled one, nor the one to the right of the bronze-handled one.” That’s a perfectly reasonable logic problem, except that I’m stood right in front of these three doors. See the problem?

– The answer to this riddle, seeing as how I’m in the same room as O’Seamus and these three doors, is: “That one there. I’ll go through that door, because you just warned me not to go through that one and that one.”

– [SPOILER] Sonofabitch… O’Seamus has already played a series of pranks on you by the time you get this riddle. I should have expected him to be winding me up with the door nonsense. All three doors lead to the same next encounter. There’s a certain type of genius to that, and the best thing is that you only know you’ve been had if you cheat and check the outcome of going through each door.

– But, in the end, it turns out he’s not completely awful. It feels odd though that the book tells you (me? I really need to work out these pronouns) that you’re laughing because his pranks are hilarious. Let me decide, particularly since, a few minutes earlier, O’Seamus put me through agony and made me think I was dying. So funny.

– Still, at least I made a friend. How often in Fighting Fantasy do you make a friend who doesn’t get killed or eaten a few scenes later?

– The ESP spell lets you, obviously enough, read people’s minds. You know how Zagor was apparently no more or less evil than a typical medieval lord? Well, thanks to ESP, I know exactly how Balthus Dire murdered his washerwoman and her children when she failed to launder his robes in time for an important meeting.

– Note to self: If I ever become a megalomaniacal sorcerer who likes to keep the shades of his victims hanging around for years after their death, make sure they’re unable to give would-be assassins tips on how to kill me back.

– The creatures seem tougher in this book than in The Warlock of Firetop Mountain. Some of the previous book’s monsters were simply a case of rolling dice until they fell over and being surprised when I rolled badly enough that they stung me. Some of these fights are genuinely challenging.

– I’ve never been entirely sure how rock elementals, golems etc, can get hurt by a protagonist armed with a sword. Try striking stone with edged steel and you’ll do massively more damage to the blade than you will the target.

– There’s a ‘beautiful, sylph-like woman with long dark hair and deep piercing eyes’. I’ve just woken her up, so she immediately shoots firebolts from her eyes without even getting out of bed to do so. I tell her I have a special gift for her, and she decides not to murder me. Material gifts, dear 1980’s boy in his formative years, are how you stop women from killing you in irrational fits of rage. The options for gifts are a silver mirror, a hairbrush, and a jar containing a spider-man (not the Spider-Man, but a little humanoid-spider hybrid). One of these things is not like the other, and also not a bit… misogynistic. She doesn’t like it either. Fortunately, the correct gift so enraptures this vain, beautiful, unattainable creature that you can steal the fleece blanket off her bed without her noticing.

– Is it a plus or minus for the book’s gender representation that, given the kill-and-loot attitude of many Fighting Fantasy books, you’re not offered the option of murdering her and taking her stuff? I mean, by blasting firebolts at you from her eyes, she’s clearly more hostile towards you than poor, innocent Zagor of Firetop Mountain.

Who was she, anyway? Balthus Dire’s wife? His daughter? His mistress? Her room was certainly well-appointed, and she’s one of the only people I’ve encountered in this citadel who was actually in bed at the time (the story occurs over the course of a single night), suggesting she’s got a normal sleeping pattern. (EDIT: While leafing through the pages, it turns out she’s his wife, and she’s very vain. I just stole her fleece duvet, so yeah, she’s very easily distracted by her own beauty. Hurray for gender stereotypes.)

– Incidentally, and flicking back a few pages, one of the other rooms that you can enter instead of the room with the woman in it is the Toddler Room. This encounter’s notorious, because, well:

“You listen at the door and can hear squeaky voices laughing and squabbling. You try the handle and the door opens. Inside is a brightly coloured room. A few small beds are in one corner, and strewn around the floor are small mannequins of various brutish creatures. Along the right-hand wall is a large box and just beyond that is a door. In the centre of the floor, and looking up at you quizzically, are three small creatures. They are human-like, but have green skin, pointed ears and slit-like eyes.”

– Just to hammer it home, there’s an illustration of said room. These are baby orcs, or goblins maybe. Species be damned, they’re clearly surrounded by dolls and have a triple bunk bed in the corner.

A trio of brutal monsters, surrounded by the bodies of their defeated victims.

– And one of the three options in this room is ‘Draw your sword and prepare to fight them.’

“The little creatures squeal and huddle together as you approach. You run them all through with your sword, but they put up no resistance! You feel a little wary at such an easy battle and make for the door at the far end of the room.”

– Wary. You feel wary. You just Anakin Skywalkered a room full of younglings, without even the loss of a single Luck point as a punishment, and all you feel is wary that it was such an easy ‘battle’. There are zero consequences for murdering these children. WTAF, Steve Jackson?

– Still stunned by this.

– I wonder if they were Balthus Dire’s kids. That woman who is probably his wife is asleep in one of the neighbouring rooms, so they’re unlikely to be the offspring of some random orc couple.

– In this book, you get to murder the bad guy’s defenceless children…

– Balthus Dire is more or less human. His wife is apparently human. Maybe he adopted those baby orcs.

– And a hydra. Zagor had a dragon. Dire has a hydra. Good job I stole his wife’s bedding.

– I’m not sure that’s how fleeces and hydras inter-relate, if I’m remembering Jason and the Argonauts correctly, but clearly this hydra also hasn’t remembered its Greek mythology correctly either and has jerkily stop-motion animationed its way into the corner of the room, letting me past.

– Oh look, a combination lock. Did I encounter any mysterious three digit numbers anywhere in this citadel? I don’t think I did. Time to flee the Citadel of Chaos and come back tomorrow for another remarkably similar go.

– No, wait, I’ll just do what all good Fighting Fantasy players do, and cheat. Time to start flicking through the book, looking for the correct passage.

– Or I could Google it. Oh my god. The secret combination to the Black Tower’s inner sanctum was published in a book in the citadel library called… ‘Secrets of the Black Tower’. Really? Really.

– It’s 217. I mentioned this in my review of The Warlock of Firetop Mountain, but I hate the chance-based element of so many Fighting Fantasy books where (in this case) opening a particular book out of several options in a non-compulsory room, or not, makes the difference between success or failure. Sure, make it harder to succeed if I don’t find the password, but don’t make it impossible.

– A trident just flew out at me. It’s implied to be magic, but, to be honest, I think Balthus Dire, evil sorcerer extreme, just threw it at me. I like that. A wizard just threw a trident at me with pretty decent accuracy.

– Obviously, I don’t like that, as it just cost me 5 Stamina points, but I like that a wizard is doing something physical.

– Of course, this is Balthus Dire we’re talking about: “well over two metres in height, built like an ox, with broad shoulders and muscular arms. In his battle tunic of leather with wide, studded wristbands, he looks more a soldier than the demi-sorcerer he really is.” Judging by the table behind him, he’s also got one hell of a Warhammer collection.

You can tell he’s really powerful and dangerous, because no one’s dared tell him the truth about that topknot.

– What follows is a great climactic encounter where you and Balthus Dire fire off spells at each other. And they’re not just fireballs and lightning bolts either. This is a spell-and-counterspell duel, which potentially culminates in what is probably one of the hardest fights in Fighting Fantasy; Balthus Dire has Skill 12, Stamina 19. There are, however, various ways to weaken him or enhance your own abilities, depending on what you’ve come across over the course of your adventure, one way of killing him without having to face him in battle, as well as about half a dozen ‘game over’ endings you can stumble into if you make poor choices.

– This scene is imaginative, exciting and exactly how Fighting Fantasy books should end. No immersion-breaking combination locks, just decision-making based on rapidly-changing circumstances, the sensible utilisation of items and information you’ve gathered over the course of your adventure, and (in the case of this book) your resource management of magic spells. It’s a tough, cinematic fight, which is exactly what you want in a finale.

– Once you’ve killed Balthus Dire, you add insult to injury and burn his wargaming table. That collection of well-painted models was left to his adopted orc-babies in his will. Of course, this is the 1980’s so if you haven’t already murdered his children, chances are they’ll die of lead poisoning after they chew them.

– They’re probably Citadel Miniatures, hehe.

Next up, Fighting Fantasy goes outside to the Forest of Doom! In the meantime, have a couple of AI-generated cover for Citadel of Chaos, courtesy of StarryAI. (Maybe I should start adding the title to these.)

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.