[Fighting Fantasy] Bloodsword v2


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I randomly decide to ask about the hounds, and we are told to "just seek the light" and that we'll understand when we're there.

Then, goodbye, we are on our way. Apparently, despite the Seer having the ability to divine at will (much like our Enchanter), and in some case just giving information she already know without using any magic, AND wanting us to succeed on our quest, she doesn't want to answer all the questions we have, just one. Or we're maybe afraid to bore her out with our endless questions on how do we achieve the task she's given us.

Honestly, she obviously tested us the day before. If we choose the path of letting the baby die, she doesn't speak with us in the evening and is nowhere to be seen in the morning. Given the fact that the King can read mind through dreams, and that it's forbidden to shelter strangers, she probably foresaw our arrival and ordered the locals to allow us in, because they wouldn't have done it by themselves, probably. Also, her presence shelters people around from bad dreams.

And yet, she choses to withhold two third of the useful information she has. Way to go, Good Guys, your teamwork is exceptional.


The travel through the land is uneventful and we reach the woods only to be ambushed by elves. How surprised we are!
 

We are surrounded by elves sharpshooters, and we are offered, out of the blue, to attack them or challenge them to a game of krarthian checkers.

I guess the section was badly designed, because honestly...
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Which sane person, being targetted by these bowmen, would take a gameboard out of their backpack? I guess that the number of fights in Ukraine decided by a game of Settlers of Catane is close to nil.
Also, kudoos for the illustration.

I suppose the section assume we met the Seer, which isn't necessary.

Anyway, we do have a krarthian chess board, so we take the opportunity to do this the smart way. Also, playing a game doesn't preclude eliminating them afterwards.
We're offered a choice to let Trixie cheat, or play fair and square. Since the penalty to cheat would be great, and we were advised to challenge them, we elect to at least try to follow the rules.

We're reminded that elves are soul-less creature, unable to be creative, and that they'll probably play in a uninspired, methodical way.

We have to select a strategy: advance in the center, advance in a regular formation, bluff by playing defensively while pushing our pieces on the side of the board, intersperse our strategy with random moves, or try to play reactively that whatever he does.

First try: I select the obvious solution of doing a random move, reading the advice we're freely given by the book. It works at first, then suddenly, we notice that we're in a very bad position and he wins. As we have given our word to honor the result of the chequers match, our quest fails here, at the entrance of the Elf wood. Failure count: 1

Second try: I select the bluff, hoping he will be thrown off by this creative tactic. It works at first, then suddenly, we notice that we're in a very bad position and he wins. As we have given our word to honor the result of the chequers match, our quest fails here, at the entrance of the Elf wood. Failure count: 2

Third try: I play reactively with no overriding strategic technique (hoping that the hint is that I can wear him out as he makes uninspired mistakes. It works at first, then suddenly, we notice that we're in a very bad position and he wins. As we have given our word to honor the result of the chequers match, our quest fails here, at the entrance of the Elf wood. Failure count: 3

Fourth try: I'll do the other choices from now. I advance in the center. It works at first, then suddenly, we notice that we're in a very bad position and he wins. As we have given our word to honor the result of the chequers match, our quest fails here, at the entrance of the Elf wood. Failure count: 4.

Fifth try: I select to advance my pieces methodically in a regular formation. Then I win.

Unless I missed the advice, the book gave us the worst possible advice to win the game. If we had asked Uraba the braided seer about what we need to do, she'd have told us that challenging the elf-lord to a game of chequers earnestly leads to failure, because Elves are notorious cheaters and masters of illusion, so unless we play very methodically, he'll magically project illusions of false chequers pawns to win. So we're advised to let no space for this to happen on the board. But we didn't take this path.

 

Good grief, that's ridiculous! So unless you talked to the Seer about the elves, you would've had to choose what seems like the wrong choice out of five, because it's not the elves deceiving and lying to you, it is the gamebook itself.

I hate that crap. At least give me a hint somewhere, and not one that is locked behind an earlier conversation choice (particularly because I am guessing we need Head-Shaved Seer's advice for all of the encounters). Like there could've been a chance for the characters to remember lore about elves, or make an INT test (whatever the equivalent is in this book), notice you're being bamboozled during the pre-game and adjust your strategy, etc.

This just feels vindictive and jerky.

---

I will say I love that elves are soulless and uncreative in this gameworld. Take that, elf lovers!
 

Actually, it's not exactly instant death. We are actually offered the possibility to be honourable and keep our word, in which case the book ends here.

As an alternative, we could attack treacherously the elves. Which lead to a result that is close to the same.

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Remember the Eislaken fight? It's the Eislaken redux, as the elves can do ranged attacks (doing 1d6+1 damage) whenver there is no adjacent opponent. Even our Esmeralda would need at least 3 rounds (20%), and most probably 4+, to Sheet Lightning them to oblivion. It means taking 21 to 28 attacks with a to-hit probability of 72% to deal 1d6+1, that's 68 to 90 HP of damage taken, split rather evenly among the HP 10 to HP 19 characters.

TBH, there is a chance of gaming the system by having Trixie engage the elf-lord and have Winny and Salvia move forward to the second line of elves, so they focus fire on these two while Esmeralda can cast the spell, but it kind of ensure their death.
 


Anyway, against all odds, we finally won an honest-to-God victory at chequers.

The Elf-lord is surprised that we won, accept defeat but mention that he will fulfill his part of the dare, while doubting that we would have done the same if we had lost.

It is a vile attack on our morality, we didn't fight him each time we lost because the book lied to us.

He recognizes that he is unfair when we act all outraged and enchant the chequers pawn with his rune, to help when we will face the final foe.

We're then allowed to proceed. We walk until the night is pitch black, and we consider making camp when hear padpadpad -- stealthy footsteps on the snow. It must be the Frost Hound foreseen to be after us in the wood.

We make a run. They close. The whole pack is after us.

At some point when we can feel their breath on our heels, we see a cave in which we see the light of a fire. The books warns us that the cave has no other exit, a dead end of which there is no escape.

Of course, we have now learnt not to trust you, book, and we have the Seer advice, so we run to the entrance of the obvious deathtrap.

The sparkle of light we saw was indeed a fire. The cave is inhabitated, as the cold wind is blocked by a draped fur. As we pull it away... we see a warm and welcoming hearth, on which resides a pot with, you guess it... FREE STEW.

We smell roast meat, and golden light glimmers on bottles of wine and mead. Our flesh, flayed by the cold outside, now tingles with delight as the warmth returns to it.

An old woman comes at the front of the cave, welcoming us. "Hello, do come in!"

We warn us of the pack of wolves, but she dismisses the threat with a wave of her hand, saying the beasts don't come in, as they don't like the warmth. Since we are tired, we just crash her beds and she tucks us in.

In the morning, she has left and is nowhere to be seen. We've had a very pleasant night, restoring all our lost endurance, and we are given, on the way out, the opportunity to take an amber tinderbox.

The book tells us that it must be a gift from the old lady. But since we never talk to her about it, it could be her favourite tinderbox that she left on a shelf in her home that we're going to pilfer. Which we will.


I should update the inventory now, but we're still far form full as we ate all of our food crossing the ice-covered sea.
 

Short commentary:

That's the second time that stew has the smell of roast meat. Shouldn't it have the smell of boiled meat instead?
That's the second time the book lies to us, by making the worst sounding outcome the best possible outcome.

Esmeralda will just memorize Nemesis Bolt for the next day, since we're facing a Ghoul, according to the Sage's warning.

The trick of lying is bad, but the book is nice to read. The description are often evocative and the individual scenes are cool. The Elves are following the game lore, and their speech, behaviour and all is well described, and correctly foreshadowed. And the lore isn't just cool windows-dressing, it affects gameplay.

If we had chosen the very dangerous fight with the Elves instead of accepting the outcome and abandonning our quest, there was aa special rule, totally useless, if we clinged to the crucifix of St Ashanax: the soulless creatures can't stand the light of the True Faith shining from our reliquary, and they must retreat one square when moving toward us.

It is totally useless because... they are archer. And they do the exact same damage with their bows and their swords. So there is no reason for them to ever move toward you, and moving to them in order to make them fall back one square is stupid: if you move to them, it's to attack them, not allow them to fire an arrow from a slightly shorter distance. But still, it's cool.
 

Inventory update.

Winny rank 3, FP 9/10, PA (psychic ability) 6, Awareness 6, Damage 1d6+2, HP 19

(currently suffering from frostbite, compensated by a +1 sword)
  1. Armour AR3
  2. Bludgetranker (+1 FP, +1d6 damage vs Giants)
  3. A healing salve (5 dose, +2d6 HP)
  4. A chequerboard and pieces marked by the rune of the Elf-Lord
  5. Dagger of Vislet
  6. Golden Snuff-Box
  7. A St-Ashanax reliquary
  8. A fire orb
  9. A cloak fur
  10. An amber tinderbox
Trixie rank 3, FP 7/7, PA 6, Awareness 8, Damage 1d6+1, HP 19
(currently suffering from frostbite, compensated by a +1 sword)
  1. Armour AR3
  2. Sword of Redundancy +1
  3. A jug of milk we took from a starving innocent woman
  4. Money pouch with 105 gp
  5. Bow +1
  6. Quiver (6 arrows)
  7. A cloak fur
  8. A cloak fur
  9. A cloak fur
  10. A brazier
  11. A silver clasp representing a wolf
Salvia rank 3, FP 6/7, PA 7, Awareness 6, Damage 1d6+1, HP 16
(currently suffering from frostbite)
  1. Armour AR2
  2. Quarterstaff
  3. An empty spot
  4. Bow
  5. Quiver (6 arrows)
  6. A bedroll
  7. A bedroll
  8. A bedroll
  9. A bedroll
  10. A lute
  11. Two blue gems that were the eye of a creature
Esmeralda rank 3, FP 5/6, PA 15/16, Awareness 6, damage 1d6, HP 10
(Has increased her PA by 7, wears a +1 PA brooch and suffers from frostbite)
(accompanied by a pet raven possibly sent by Odin)
  1. Obsolete Sword of Uselessness +0
  2. Armour AR2
  3. An iron bell
  4. 1 scroll of Time Blink (to rewind a fight)
  5. A charm of Shielding AR +1
  6. A ring of Sorcery PA +1
  7. A magic carpet (1/3)
  8. A magic carpet (2/3)
  9. A magic carpet (3/3)
  10. A white amulet

Hum. I notice we cheated: the list function of the board added new slots to the ordered list, so we're carrying two more items than we can. I decide do drop two cloaks as we are nearing the end of our ordeal in this freezing land.
 
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We exit the Briar of Thorns and reach the Palace of Eternal Dusk.

It's a brooding edifice of heavy arches and squat towers, built on an island in a middle of the lake, accessed by three bridges, each leading to a gate. They are the Gate of Carnage, the Gate of Confusion and the Gate of Fear.

Apparently, they are labelled for our convenience.
"A roar rocks the ground. Shambling from behind a crag comes a giant beast, a thing that walks on its hind legs like a man. Each scaly plate armouring its body is the size of knight's shield, each horny claw as thick as a spear's shaft. Where it places its feet, the snow melts and scant grass is left withered and scorched."

See? The writing can be cool and evocative.


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Meet Gristun the Ghoul, giant guardian of the Palace of Eternal Dusk.


We've been told we must fight him, but since the book lies to us all the time, maybe we should play fetch with him to pass the boss fight?

It stands between us and the bridges to the palace.

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And it will be tough. It cannot oneshot Trixie, but it will most probably kill her with 2 solid hits, and that means 2 or 3 attacks.
And it can't be one-shot even by a Nemesis Blot (maximum theoretical damage 53, average 28.)
 

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