Let's play Bloodsword, book 3/5

On our way, we get the opportunity to yell at chidren who starts begging for money and insult an elderly woman who tried to tell us to be nice toward the destitute.

I’m shocked the book doesn’t punish us for the usually unpardonable gamebook sins of being mean to beggars and the elderly. What is this world coming to?

How are we expecting to get back once we've plundered the eyes of the Hatuli on the Ghost Ship? What is our escape plan? Aren't we able to think more than two days forward?

Someday I will write a dissertation applying Freudian psychology to characters in gamebooks. They are entirely id driven. They act on instinct and emotion; they do and take what they want, when they want. They have no ability to plan ahead (that’s an ego function) and no morals nor compunctions about committing any crime or atrocity in the name of their mission (i.e.: no superego).

And yet the complete id-driven gamebook characters are the ones who (when the dice are in their favor) win the day. It’s the ultimate guilt-free power fantasy: give in to your most base impulses, do what you want when you want, and You Are The Hero.

Given the difficulty of the task, it comes to our mind to drop our armour on the island.

That's... understandable. It makes sense to remove our leather vest because we'd drown with it. I hope Trixie we'll be at ease carrying two greataxes, 205 gp, and several weeks worth of rations.

It’s well known that in gamebooks and RPGs, only armor has weight and drag. All other equipment is weightless and insubstantial.

He can spare some time to answer one question before having to return his attention to his task. We can ask where is Hunguk (433), where are we bound for (79) or where are the emeralds Hunguk stole from Sa'aknathur (517).

Ah yes, the classic gamebook choice between two reasonable things to ask about and one completely idiotic thing. I’m surprised the third thing isn’t to ask about the airspeed of an unladen swallow.
 

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We approache the misty figure of the undead navigator... Since we're loot-oriented, we settle on asking about the emeralds.

The navigator is quite friendly for un undead, and cackles when he understands we're here to plunder the plunderer. There is no loyalty amongst pirates apparently... He introduces himselves as Shambeer (nice to meet you Shambeer. Do you realize we won't be meeting again, like, ever, and as PCs we hardly can remember the name of essential NPCs like our main employer or the ruling king of the country we've been in for like, 30 sessions, or the NPC wife of a party member... let alone a one-time undead) and is happy to give us direction to the captain's cabin, at the far end of the stern. He emphasizes that we need to hurry up.

Quickly, we step down in the gloomy space below deck.

Since the dialogue was described until then, and the next sentence is exactly that, I assume that the group immediately left, mid-sentence, to climb down the ladder without saying anything more to dear Shambeer. That's reasonably standard PC antisocial behaviour, that or starting to discuss the next step immediately between players, as if the NPCs around had suddenly disappeared from existence.

Esmeralda pipes in to mention that since Shambeer mentionned that time is of the essence, she volunteers to cast Precognition in a loop so we can be more efficient when visiting the place.

That's a great idea. Too bad you didn't have it two books ago, when the whole goal of the book was exploring a dungeon quickly while maximizing our loot. Or during the last book, when we explored a castle and had several possible paths, many of which led to unnecessary death or fights.

We are then introduced to a timekeeping mechanism. The ghost ship will stay in the mortal plane only for a moment, and we'll be instructed to make ticks on a sheet of paper as time passes. Since we're very efficient thanks to our Precognition, we will start with 10 ticks (instead of 7). We start by checking one tick for climbing down the stairs.

We're offered to move toward the bow and the stern. Since there is no way a random undead servant of the Ghost Captain Hunguk would have lied to us to foil us in our quest, we go toward the stern. We mark a second tick.

We enter a passage with cabins on the right and the left, and we have the possibility to randomly open of of the cabin. We decide do to exactly that.

We gained more ticks for casting our Precognition spell, we already know the right direction, so we can afford to do some sightseeing, especially one that sounds a really dumb idea.

We're asked if we killed Psyche earlier, and we did.

Entering the room, we notice that Psyche is chained to the wall by heavy manacles. She implore us to break her chains. Instead of complying immediately, we ask her to explain how she is alive. She hisses that we're idiot, she's dead, and since she had sold her soul to Achferinax, Lord of Pestilence, she was bound to serve him, and he gambled her with Hunguk and lost. And apparently Hunguk forgot her and she's bound forever in this damned cell on a damned ship. She implores us to help her.

Prepare for maximum jerkiness

"The shackles that bind you are of your own making", you point out to her. "You chose your life of demonolatry and sin - now you must pay the price. It would be blasphemous to even consider freeing your from this just fate." You close the door and head aft. Record another tick.

Thanks book for empowering me in choosing to ally with Psyche. On the plus side, I like the tick-counting minigame, and it was a cool scene for color. On the exponential side, what a bunch of jerks we are.

We move toward the stern and find the large final cabin, lavishly decorated, with cabinet full of curios, a table with marine maps, and a door to the end of the cabin. We're instructed to record the MYTHAGO codeword.

Since we have only three marks, we can take the time to loot the cabin. We first look at the maps, which are marine maps of fable worlds mapped on a grid of strange mystical lines and star charts. Some of the symbols are arcane, other in languages we don't know and some we don't identify at all (language matters!). We count a fourth tick. We can take the charts if we want (we do, and discard the golden snuffbox to make room for it. Honestly, Hunguk is having a fair deal here).

We note the codeword SPECULUM and search the curios. We discard several dozen of priceless artifacts that we don't have the time to investigate further and we finally find the eyes of the Hatuli we're looking for. We drop the blue gems (eyes of another creature from book 2, servant of the Blue True Magi).

Honestly, we don't need to investigate a lot: we saw "priceless artifacts" and we could easily put them in our bag without investigating them right now. Even if they are not as useful as we think initially, we could sell them away... Also, there is a chance we're dropping a more valuable pair of stones (sapphire vs emerald). Hunguk will really think we're the worst plunderers ever.

We then open the last door...

Which, if you've followed the description of the layout of the ship (that admittedly I didn't post here completely) should open... outside the ship...
 

He introduces himselves as Shambeer (nice to meet you Shambeer.

Clearly this gamebook abides by the Apocalypse World principle: "Name everyone. Make everyone human."

Since the dialogue was described until then, and the next sentence is exactly that, I assume that the group immediately left, mid-sentence, to climb down the ladder without saying anything more to dear Shambeer. That's reasonably standard PC antisocial behaviour

Pfft, that happens to me at least three times a day IRL. I do work in I.T. though.

[Esmeralda] volunteers to cast Precognition in a loop

Woah woah woah. "In a loop"? Like, she can do that? Can she just escape into a spiral of her own making, effectively stopping time?

We are then introduced to a timekeeping mechanism.

I was about to write that I'm surprised more gamebooks don't use timekeeping, but then I realized what a PITA it would be. Sometimes one numbered section to another is mere steps down the gangway of a ship; other times it is weeks of travel across uninteresting terrain. (Although in the latter case it could be something like "mark off 27 ticks".)

Prepare for maximum jerkiness

"The shackles that bind you are of your own making", you point out to her. "You chose your life of demonolatry and sin - now you must pay the price."

That's not maximum jerkiness. Maximum jerkiness would be promising to free her if she reveals some key info or gives us some treasure, then saying "Psyche!" (get it?) and leaving her there.

We're instructed to record the MYTHAGO codeword.
We note the codeword SPECULUM

These are some weird codewords. One is part of the title of a fantasy series that started in the 1980s (so, possibly in the zeitgeist) and the other is a medical tool that I know I've heard of, but what's it used for? (Googles) Oh. OHHHH. Woah. I did not have that on my bingo card.

We then open the last door...

Which, if you've followed the description of the layout of the ship (that admittedly I didn't post here completely) should open... outside the ship...

Maybe as the ship disappears back into the timestream it gets spaghettified like an object near a black hole.
 

Honestly, I remember a Cthulhu campaign where opening something slightly ajar gave one a view of the universe and draw the character mad. You mention of spaghettification draws me off the suspicious door.

We decide we're ready to leave, with an ample margin of ticks -- even though perusing the shelves took us two more tick (6). We make way to the deck, where we see the ghost ship entering an eerie tunnel full of strange creatures, eldritch geometrical figures and a pitch black horizon: it is leaving the mortal plane... Far behind us, we see the sea and the island we came from, so we decide to jump overboard and swim back to the safety of the island.

Once on the beach, we look back at the Devil's Runner disappearing in a magical fog, then... nothing. We're on the small island, surrounuded by the ocean, lying still all around under the canopy of awakening stars.

Which is cool and poetic, but we're stranded on an island with a single stream of water and some fruits to eat. Prospects should look bleak, especially since we forgot to negociate the trip back with our dear carpet maker. How WIS-3 of us!

We spend a quiet night (restoring half of our rank in Endurance plus an additional one for the organic breakfast), and the dreaded multichoice appear where the books tells us that we can recover our armour (great!) and asks how we got on the island. The other choices look reversible (giving player knowledge that the Roc idea might have worked after all, since we're asked if we have a pet Roc among other choices. We're left with "if you're arrived by a flying carpet and are stranded here..."

Fortunately, we land on a non-instant-death section (nor a long-and-agonizing-death section). Our sharp eyes notice a copper bottle on the beach, sealed by glyphs. We unstopper it to see what is inside...

Which is tremendously dangerous in a gamebook world, we'd be much safer by having expert PCs examine it before....
And when you're in not-Middle East, when you unstopper a strange bottle, you find a jinni. Which is exactly what is happening right now. A giant creature seeming to be able to touch the cloud now stands in front of us. He orders us to tell our tale.

We select our first wish... and he interrupts us saying that he will take no commands, but would find plea for mercy to be more appropriate, though useless as he will crush us with his foot for failing to free him sooner. He has spent too much time, and after 700 years of waiting, all thoughts of thanking someone for freeing him left place to a rage against everyone who didn't bother to save him until nearly 1,000 years had passed.

He lambasts us for not to saving him at some point in the past, where he'd have given us many gifts but insists that now, it is too late, and he will proceed to crush us under his foot, one by one.

We're given the opportunity to use an item, and we elect to use our Ruby Brooch of Iblis, prince of Evil Jinnis. Thanks Psyche for your demon-summoning habit. Using the power of the item, we compel the Jinni into obedience, forcing him to grant us three wishes.

We try to game it by asking for a thousand wish but are rebuked -- it's not part of the metaphysical laws binding Jinnis.
We ask the Jinn to bring us the sword of Life, but are rebuked -- it can't because he'd have to search for it as it is blocked by a mythic barrier.

We askk the Jinn if he is totally useless... well not really. But he outlines a few of the gifts he can bestow upon us.

Though the idea of gathering riches for us is great, it is not very practical to our quest, and we decline that gift. We need to save one gift to get transport to Hakbad, where we're to meet Prince Susurrien again. Invigoration (perfect health), Restoration of our equipment (we're full alread, though) and Potentiation (improvement of our natural abilities) sound good.

We spend one Wish on potentiation, and gain, permanently, 10 HP, 1 FP, 1 Awareness and 1 PA, as well as AR 1. Also, our bare hands deals damage like sledgehammer, so we don't have a penalty from fighting unarmed. The Jinn approves of this change, saying that we have now an aura of power that we lacked so far...

Esmeralda proceeds to drop her quarterstaff (she won't need it in the future) and basks in her new stats:

Esmeralda rank 4, FP 8, PA 14/17, Awareness 7, damage 1d6+1, HP 25

Then we order the Jinn to take us to Hakbad, thinking that we'll have to reuse the same wish on another character next, maybe Winny to have a real meatshield in the party.

The Jinn turns into an anthropomorphic storm and carries us quickly across the sea. On our way, we pass by the spire of Sahak'natur, where we're surprised to see a light!

The name isn't unknown, it was dropped several time as a huge wizard of the past, in several occasion in the book (Emeritus, the Jinn, Prince Susurrien, Psyche...) He's this world's Phandaal, apparently. We're offered the choice to investigate or continue on our path to Hakbad. To entice us, the book gives us an illustration:

1741632650472.png


Will we investigate (501) or pass by without stopping (550)?
 


Well, let's go, then!

We convince the Jinn that stopping on the way to Hakbad isn't a new wish, nor will be resuming the trip later.

He drops the group at the bottom of a black marble stair, on a terrace we could see from the see.
Hopefully, loot is ahead
We climb the stairs, then enter a large archway.

I'll quote the book now:

You are just advancing along the hall when the setting sun emerges from behind a cloud and throws a shaft of blood-colored light through a high window. There, it mingles with the glow of a dying fire, and in this lurid illumination, we see a strange sight. A giant woman, as tall as a palm-tree and with coal-black skin, sits with an iron pot on her knees, occasionally scooping gobbets of greasy stew out of it with her bare hands. The most striking thing about her is not her size, but that she has only one eye, a large yellow-green orb in her forehead.

Cool depiction. (honest).
Let's analyze the situation. Several factors point toward solving the situation with wanton violence:

  • She is a giant. We have a sword that is +1 againt giants. What would be the point of carrying it since book 1 if not to use it?
  • She has black skin and the book is from the 80s, so it's probably not an effort to promote diversity but to tell us she's evil.
  • She's a freaking cyclop, and cyclop in Greek myth aren't nice.
  • She is eating what will soon be free stew.

The description continues, as we notice behind her a human-sized cage, holding an old man with a long beard. He wears a cottong legging and and overrobe of scuffed blue velvet, and looks miserable.

In case our analyzis of the subtle clues failed, the authors feels the need to add that she's holding a prisonner in a cell. A wizard, probably.
While it's tempting to just jump in an attack, we're also given the opportunity to listen to their conversation as she eats.

Which is generally a good choice, to gather information.

We learn that the stew is made of the wizard's former companion, and that they are delicious. We notice that she uses her hand to protect her eye from the setting sun as she turns to him to explain he's next on the menu, and that she'll now catch some sleep.

We take the opportunity to use an item -- it's often free in this gamebook series, if only to look at the list of possibilities offered -- and among other two choices strike me as a reader.

First, in a path we can't take but that I must describe, we have the opportunity to use a black velvet cushion. We had the opportunity to take it but didn't. It was one of the item in Psyche's house, described as a random piece of furniture we could loot, along with windows dressing and probably a more useful item (I don't remember exactly, it was in a the room across the leper). Who can be so devious as to loot the cushions? It is not even evident that it's a lootable item, as it's not Properly Capitalized.
If we had it, we could have used it to put near the sleeping giantess, so she uses it instead of a crashed rock as a pillow, and sleeps soundly as we approach to strike for the kill... until Winny chimes in that killing people in their sleep is dishounourable and bellows a challenge to the Giantess, appropriately waiting for her to emerge from her sleep and retrieve a ship's anchor to use as a weapon.

Now even gamebooks have disruptive players that would say "It's what my character would do!". On the plus side, we didn't loot the cushion so this alternate strand of fate will be forever closed to us.
We're also offered the possibility to use the golden mirror, and since the Giantess seems not to like the sun in her eyes, it makes sense.

We use the golden mirror and blind her only eye, reducing her FP by 2 for the ensuing fight... (117)

1741732967142.png

Giantess FP 6, PA 8, AR 1, HP 65 (!), Damage 5d6+1 (!) Awareness 5

If we Enthrall her, we're to turn to 139. After 3 rounds, we must turn to 474.

Round 1 :

Trixie defends -- since she has the lower FP among the enemy the Giantess can attack, she'll be the target.
Winny attacks, using her Giant-slaying sword Blutgetranker, so she does 3d6+1 damage when hitting. On a 8, she inflicts 12 damage.
Salvia shoots an arrow and misses (11)
Esmeralda casts Sheet Lightning (she won't kill the Giantess this turn, so she might as well get the spell out of her mind), succeds (10, for 9 damage).
Trixie does a Quick Attack and hits (5) for 3 damage.
The Giantess tries to hit Trixie, on 3d6+1 vs her FP of 6... 12, a sound miss.

All of our heroines are unscathed, while the Giantess is reduced to 41 HP (AR taken into account).

Round 2 :

Trixie defends.
Winny attacks (9), once again doing 12 damages.
Salvia continues her shooting session and hits (5!) for 0 (1-1) damage.
Esmeralda casts Nemesis Bolt (6+5 = 11 vs 17-2 = 15... easy peasy spell) for 28 damage (reduced to 27 thanks to the Giantess clothes).
The Giantess magistrally misses (16 vs 6).

The Black Giantesss is reduced to 1 HP.

Round 3 :

Trixie defends.
Winny attacks and uncharacteristically misses (12).
Salvia attacks and characteristically misses (8)
Esmeralda casts Enthrall and succeeds (she basically can't miss the spell with her god-like spellcasting ability, so it's just the saving throws that can protect enemies (10).

We turn to 139, only to learn that the Giantess was created in Sahak'natur's vats, and he used strong magic to protect his monsters from mind-controlling magic, out of fear that they could be turned against him. Centuries-old wards activate in the Giantess mind, and the spell is reflected at us. We must pass the saving throw or stand idly until the spellcaster gives an order, and since it is us and we're issuing no order, we'd need to skip 1d6+1 rounds until we can shake off the spell.

Cool dweomer and nice foreplanning. High WIS, a thing that is quite uncommon in gamebooks.

Round 4 :

The Giantess regains her full fighting ability, as expected.

Trixie defends.
Winny deprives her foe of her last remaining hit point, on a roll of 4, for 9 damage.

As usual, we come out of the fight without having lost a single HP.

We turn to 474 to celebrate.
 
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Woah. That would’ve been quite the beat down if we had to skip a bunch of rounds.

That is, if the giantess could actually hit us.

This seems like a pretty key passage that we can just blitz on past if we’re impatient. I’m always baffled by gamebook design like that. Why make the coolest and most key parts of the story miss-able at all?
 

Foreword

Your aventure begins NOW. Can you defeat the evil Knight?


If you want to wait for winter for him to catch a nasty cold and die of natural causes, turn to 400.
If you actually want to have a cool read, turn to 1.
 


The cyclops falls, slowly turning into a greenish foam.

We release the old man, who informs us the creature ate his 23 companions and he was the last on the list. In a two page section of expositional text, we learn that he comes from a monastery north of Kurland (not-Germany), that he is the abbot of the community there, that he has a divine mission to plant a seed of hope for the world post-Armaggedon (that is happening on year 1,000 with the coming back of the True Magi), unfortunately, the seed was stolen by a wizard from a sect in Opalar (not India, IIRC, or maybe not-Persia) they had a brother who was a converted heathen wizard who offered to cast a gate spell, but fumbled and instead of arriving in Opalar they got stuck here.

We offer the abbot a ride on our Ta'ashim demon, the djinni. After his obligatory heart attack, we try to convince us he'll be better able to travel to Opalar from Hakbad than from... (all while the Djinni keeps a comically polite and deferent tone when talking to "the Lord Abbot") this place in the middle of the sea, with a very bad reputation.

Since it was still guarded by Sahak'natur's cyclop, it is a safe bet to say that this place was unlooted before, I get the feeling we're missing something there.

We're asked if we have a golden mirror, and we have (duh! we used it earlier). He notices it. As usual, we're carrying all our stuff in the open, as if we didn't have haversacks but small peddlar's stalls... He shows us a vision in it, telling he is adept at using divination devices. Which contrary to the Gate spell, are totally kosher and not heathen at all. He shows us a serpent, a tree, and say that they are symbols of life, and that they are linked to a sword. It is somehow supposed to be a usuful vision, since he deduces it to be linked to our quest. Out of gratitude, we let him keep the golden mirror.

The book actually has the gall to tell us that it would be a jerk, sorry, an "ungenerous" move to keep it when we don't know how to use it and he does.

Despite, well, having established in numerous occasion that we are totally ungenerous -- we whipped a slave no earlier than two days ago for showing us a room, as he was instructed by his master, that we deemed beneath our station -- and well, an item with little value for us can still be sold for a high price to someone who get high value from it, that's not ungenerous, that's how the economy works. The farmer has an excess of wheat, the miller has a mill and no wheat, they both exchange to get flour they value more...

Anyway, I am appeased... we're told later that "we can ask him for the mirror back if we really want."

Sigh.

Then we're asked how many wishes we have left. If we had had two left, we could have moved to the Magian sect stronghold, recover the seed and get back. If we had none left, we could have witnessed a funny scene where the abbot try to convince the djinni to help, because if the seed of Hope isn't planted before Armaggedon, the next world will be worse than this one. Which doesn't convince the Djinni, who reminds him that (1) he isn't a Ta'ashim demon since he was already stuck in the bottle when the Ta'ashim religion was started (2) it isn't possible that the next world will be worse than the current one, where he passed 70% of the time stuck in a bottle.

As we only have on wish left, we must leave. The abbot understands that we don't want a one-way ticket to Opalar and waves us goodbye, saying that he'll use the gate back to his monastery and assemble another team of heroes to get his seed back.

With the feeling that we missed something, we resume our travel on Air Djinni to Hakbad.

As we close, we realize it is not-Baghdad, founded on two rivers, a marvel of one million inhabitants... We use our last wish to enhance Trixie the same way (as expected, the book has forgotten that we did use a wish and doesn't forbid us for retaking one we already took) we did to Esmeralda. +1 to all stats, except HP +10. Then we proceed to 432.


[OK, I'll explore the alternate timeline where we do have two wishes left in the next installment... It holds a strong moral lessons for the reader.]
 

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