Let's play Bloodsword, book 3/5

We release the old man, who informs us the creature ate his 23 companions

Well there’s his problem. Everyone knows that an even number of people on a quest is bad luck.

….
Wait a minute!

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, [because] (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.

Hahahahaha! I like this djinni. Can we keep him?

he'll use the gate back to his monastery and assemble another team of heroes to get his seed back.

That sounds epic! Tell me there’s a gamebook for THAT adventure?!

[OK, I'll explore the alternate timeline ... It holds a strong moral lessons for the reader.]

Could anything be stronger and more moral than “beat the servant because servant, duh”?
 

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In this parallel world, we eschewed using the Djinni's wish...

If we have 2 wishes left, we offer our help to the Abbot, proposing to use one wish to travel to the sect's stronghold in Opalar, then another one to get back to Hakbad.

But the abbot is insistant that he needs to get the seed here, in the Grey Rock, because that's where the Astral Gateway, still open, can travel him back to his monastery safely. So he insists that we use our last wish to bring the seed back here, which, in his own words, will leave us stranded on the Grey Rock. "So, what's it to be?" he asks.

We have the choice of jeopardizing our quest of vital importance to prevent the victory of the True Magi in year 1,000 by just being stranded on Sahak'nathur rocky abode, or saying goodbye and continue straight to Hakbad.

Several observations here.

First, this abbot is seriously a jerk. He is about to refuse getting his seed back now, and be left in Hakbad. Which is a 1 milion inhabitants city, one of the largest in the world. There are trade routes everywhere. One might argue that he would be totally stuck there, but it's not like he was in a foreign and remote land. There are (as we'll see later, Ferromaine traders operating in Hakbad. Ferromaine is not-Venice. His monastery is in not-Germany. Getting from Venice to Germany is hardly a dangerous trip. It's not safe, because no long distance travel was totally safe in the middle age, but he is a f... high standing abbot in a 100% True Faith land. It's not like every single village is a parish, with a church and a priest that would at least him give him direction and some place to spend the night, don't you think so, in the odd case where the local noble would elect to risk displeasing the Big Guy by not inviting an abbot and escorting him through his lands...

Even if he was afraid of pirates on the way back, he could just... wait for us to recover our artifact in Hakbad, and then we can spend some time escorting him back. We're still several years away from year 1,000 and we'll need to spend one last book before the final confrontation: there is ample time for a side quest.

Another possibility: he could land in Hakbad and CHARTER A BOAT to get back to the Grey Rock. It's featured on the map in the front of the book. It's not like it's some kind of unknown place. It's also a very high peak in the middle of one the most-active merchant sea route in the world of Legend. Even if it's feared as the old fortress of Sahaknatur, it's an easy navigational landmark and is certainly knows to thousands of ship captains. Getting back here won't be difficult.

Also, he could consider that his plan involves letting us DIE OF HUNGER AND THIRST in this place, for him to get back safely and efficiently home. That's something, no?

He never even offers us to accompany him back in his monastery so we can travel back to Hakbad on foot from there. In the beginning of the book, the foreword says that we scoured the world for hints about the Blood Sword, and we already travelled from Kurland to Crescentium, so we can do it again. But no, thank you girls, you'll just be left stranded here.


Since we are exploring this alternate path, let's spend our two remaining gifts.

Resuming my rant, there is nothing wrong in asking a single wish: "brings us back the seed of Hope from the sect's citadel". The Djinni refused to bring back the Bloodsword on the count that he doesn't know where it is and if he were to accept the wish, he'd just start asking right and left about it and possibly take decades to find it, despite having no problem in defeating any obstacle standing between him and the blade. In this case, we an pinpoint the location since the abbot knows EXACTLY where the monastery is supposed to be. If he can't remember, he can travel back and forth to the monastery and bring back Brother Pereus who determined where the seed is supposed to be kept. Also, we'd be uncannily lucky but maybe the Djinni knows about this location already. So can exactly ask him to bring back all the seeds kept into this fortress (in case there are several and he'd like to be silly about it) for us to sort the seed from the chaff.

Anyway, we accept to do what the abbot is asking of us by going to 316.
 

I dunno, the PCs are often selfish and jerky, so turnabout is fair play. Why shouldn’t the Abbot decide that his quest is of vital importance, far more than our petty lives?
 


(still alternate timeline)

The Djinn listens to our new set of orders, and try to convince us to abandon this idea as it will leave us stranded, and he calls our attention of the fact that our plan is insane.

I'd have said stupid, or that it isn't even a plan, since we have absolutely no idea on what we will do, but hey...
The abbot chooses to wait for our return on the island, and waves us goodbye.

Sure, why would we need a high-level cleric with us in this task?
"Better that he stays here, out of harm's way", we say.

The Djinn decides to take the form of a storm in order to carry us quicker around the world to Opalar. He mentions that any member of the sect looking at the approaching storm would see an avenging angel coming, as he had previous bad dealings with their sect.

Maybe not enough to offer a free ride?
He explains, as we fly over the Harogarn Moutains, shrouded in sunlit mist in the morning, that the sect appropriates the fire of the djinns for their rituals, leaving them as lifeless husks. He's happy to provide a bloody distraction for our attack.

1742777247982.png


As we reach the monastery, no description is given but there is an illustration.

I take note of the interesting shape of their monastery, featuring a huge shaft ending with a glorious bulb. I immediately think of an anti-air defence.
The Djinns offers to take us to the tower and lead an all-out attack while we try and get to the sapling.
We may as well join him in the attack.

While there is no XP is this game, let's be as bloodthirsty as usual and partake in the mass killings of the unsuspectings priests.

They aren't surprised by our arrival. "Resplendant in their gold-trimmed scarlet robes and high copper crowns, the adepts of the sect pour out of a balcony", surrounding their high priest.

The high priest raises his wand; a fabulous thing of gold and jewels (loot!) It catches a shaft of sunlight and...
and it throws it at us!

This implement is suspiciously Sommerswerd-like.
The amount of damage we sustain is enough to kill us (7d6 to everyone, 31, despite the Djinni taking the brunt of the blast. If we had survived, we'd have been charred and permanently lost 2 HP.

I am glad this is an alternate reality.


Let's be... more cautious when assaulting a whole sect of magic-wielding adepts.

The Djinn this time leaves us on a balcony of the tower. We can see the inside of the egg-like structure. There is a smaller egg, bathing in sunlight, shining, on an altar, buzzing with fiery power. We're offered the opportunity to smash it, take the stairs or have an Enchanter use Precognition.

The simple fact that we are offered this choice yells "don't smash the eggs".
Indeed, we get a vision of us screaming as our body is charred by a huge fireball.

Wisely, we decide to follow the plan and take the stairs to the room where the sapling is supposed to be guarded. Since the adepts are looking at the battle outside, which is gorgeously described in a way that shows that we, too, are watching what happens instead of being vigilant, we can get within a few feet of them before they react.

No surprise round, however :-(

1742778243666.png


It shouldn't be the fight of the year.

(527, unless we die in this pitiful fight).
 

Players: We want to fly straight in to attack the wizard-priests!
DM: The ones who know you’re coming and wield the power of the sun?
Players: HELLLLL YEAHHHHH.
DM: You’re sure?
Players: THUNDERCATS GOOOOOO!
DM: The high priest emerges and shoots a ray of light at you for 7d6 damage.
Players: We’re all dead. This campaign stinks!
DM: sigh
 

Round 1:

Trixie attacks the acolyte right in front of her (7) and inflicts 7 damage.
Winny attacks the acolyte right in front of her (10) and inlicts 8 damage, reduced to 7 thanks to armour.
Salvia attacks the acolyte right at her right (7) for 5 damage and finishes him off.
Esmeralda casts sheet lightning for 14 damage and kills the three remaining acolytes.

Too bad we didn't get a surprise round.

We quickly recover the sapling and bathe in its healing power. Injured characters -- which injured characters ? -- gain back 2d6 HP and we retreat to take our Air Djinni flight back to the Grey Rock where we're doomed to die.

Our genie friend is still in a fight, with the high priest surrounded by acolytes sending power to him in a kind of ritual. Golden rays flow from them to the high priest, and it powers his wand to maim and char our allied spirit...

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This is the, hum, least difficult fight in the whole series.

They don't fight back. They don't wear armour. There is no time limit. They are pathetic.

I am tempted to let Salvia increase her body count by bashing all of them with her staff while the other heroes have lunch. But I suppose a Sheet Lightning will do, too.

Disturbing the magical network make the shield around the high priest fizzle, and our Djinni friend blast him with a lightning bolt. From the blackened skeleton, we can recover the Magian Wand, which is thankfully untouched by the destructive magic.

Should we ever use it, we are instructed to go to section 166.

Remember when I likened that weapon to the Sommerswerd? It is exactly like that. If you have the Kai precognition discipline (Intuition?), when you lift the sword in Durenor for the first time, you know that the blade would lose its power if not wielded by a Kai Lord. Here, if you use the Magian Wand in a fight, it emits a last ray of sunlight for 4d6 damage and crumbles to dust forever. I think we might have been killing a bunch of Shianti here.
When we get back, the abbot thanks us profusely, and departs through his Astral Gate to his monastery.

Well, he mentions that he got a vision of this while sleeping:

1742858358315.png


Hope this helps and goodbye. He says the magic words vestigia nulla retrorsum and vanishes through the portal of power.


We get a lunch from the Giantess provisions, get back our customary HP for eating provisions, then prepare to die being stranded forever at 520.

(In which the Djinni decided not to be complete jerk and gets back to take us to Hakbad).

Morality

1. The Abbot had 23 monks with him. When he took the portal back, it closed. So, he was 100% ready to let half his monastery die of hunger and thirst on the damner Grey Rock after completing his gardening quest.
2. He never offered to take us back to Kurland. He never mentions that we'll be stranded forever. He just say thanks.
3. He never even offers to send a team to charter a boat to save us. Sure, it would take a lot of time unless they have a mean of instant communication with a local monastery, like the one in Crescentium, by casting a spell himself or having the wizard that is strong enough to cast the rank 8 astral gate to I don't know, summon a Faltyn and pays for our salvation?
4. We spent two wishes for... a silly drawing?
5. This side quest was quite cool... why made it optional and a real sacrifice to get to it?
 

“No steps backwards” - huh?

What is the significance of that phrase plus the drawing? What clue is this for some other path?

Why do we get a magic weapon we can never use?

WHICH GAMEBOOK ARE WE READING HERE?!
 

What is the significance of that phrase plus the drawing? What clue is this for some other path?

To this day, the meaning of the drawing escapes me. I think it's relevant to the current book, because knowledge from earlier reading makes me recognize that we might soon encounter a well, and a well is on a the drawing. But I have absolutely NO idea what serpent going up a tree to eat an apple (is it a Bible reference?) Also, it's a totally optional subquest since the normal behaviour of our team would be to ignore the abbot's plea (we're jerks) but even if we had wanted to, this path is closed in ALL cases if you made the "mistake" of using a Wish earlier. Which is what 99.999% of readers will do. The remaining 0.0001% would avoid using wishes because of past bad experience with GMs perverting their wishes in creative and unfun ways. "I wish to be rich." "Wealth is relative. You get to keep your house, but all the other buildings in the world disappear, making everyone homeless except you, dear rich one. Also, I made it so everyone will know that you wished their house out of existence, and your exact identity and location.".

Why do we get a magic weapon we can never use?

Especially when IT'S THE ONLY PIECE OF LOOT that can be gotten for embarking in the quest.

WHICH GAMEBOOK ARE WE READING HERE?!

I seriously question some of the design choice. The sidequest is cool to read. But it might be a conscious choice of keeping wishes OR embarking on the quest. Lack of loot can be explained if you want to roleplay -- I mean, the characters are supposed to be devout True Faith practionners, they are offered a mission the service of God by a high-ranking church official, they might do it to be in good terms with their god, not because it's materially rewarding, but at least don't make this path closed as soon as you encounter it (and don't make it totally detrimental like losing a wish on one side vs getting nearly nothing on the other side). The hint, or vision, or anything, is too clever for me.
 

Let's get back to the normal flow of the story, in which we have already used a wish for Empowerment.

Remember that Trixie was boosted, so our stats and inventory are now this:


Winny rank 4, FP 11, PA (psychic ability) 6, Awareness 7, Damage 2d6+1, HP 25, AR 4

  1. Armour AR3
  2. Bludgetranker (+1 FP, +1d6 damage vs Giants)
  3. A healing salve (2 dose, +2d6 HP, that we can use whenever we want, including a fight)
  4. The Sommermulet (+7 damage and AR against undead)
  5. Dagger of Vislet
  6. A brooch of Shielding AR +1
  7. A St-Ashanax reliquary crucifix
  8. A fire orb
  9. A cloak fur who took from the body of a dead girl warning us of the danger ahead with her dying breath
  10. An amber tinderbox
Trixie rank 4, FP 9, PA 8, Awareness 9, Damage 1d6+3, HP 35, AR 3
  1. Armour AR3
  2. Sword of Redundancy +1
  3. The Hatuli eyes, formelery gems from Sahaknatur
  4. Money pouch with 217 gp
  5. Bow +1
  6. Quiver (6 arrows)
  7. A falchion called Shadowcleaver
  8. An empty spot
  9. An empty spot
  10. A silver clasp representing a wolf
Salvia rank 3, FP 7, PA 8, Awareness 7, Damage 1d6+2, HP 21
  1. Armour AR2
  2. Quarterstaff
  3. The blade of the Blood Sword
  4. Bow
  5. Quiver (6 arrows)
  6. A replacement sword
  7. Another replacement sword
  8. Provisions for a week
  9. A lute we took from our former friend, the bard with which we played music before he got gored to death
  10. Strange maritime maps taken from a ghost ship

Esmeralda rank 4, FP 8, PA 14/17, Awareness 7, damage 1d6+1, HP 25, AR 2
(accompanied by a pet raven possibly sent by Odin)
(She memorize Nemesis Bolt, Sheet Lightning and Servile Enthrallment, which she succeeds casting on a roll of 8, 9 and 8 respectively)
  1. Obsolete Sword of Uselessness +0
  2. Armour AR2
  3. The hilt of the Blood Sword
  4. 1 scroll of Time Blink (to rewind a fight)
  5. A Golden Snuff-Box
  6. A ring of Sorcery PA +1
  7. AN empty spot
  8. An empty spot
  9. A scroll we can read by going to 518
  10. A copper bottle formerly containing a Djinni for 700 years.

We arrive in Hakbad, the sprawling metropolis, heart of the Ta'ashim world, a city rich beyond the wildest dreams and hub of merchants from all around the world. Including Coradian merchants, so it would have been easy for our Abbot to get back to his monastery if he had taken a ride with us...


The Djinni recounts the founding of the city, which he has seen from his eyes, and take the inconspicuous form of a dog to see the streets again. He politely leaves, offering us to keep his copper bottle as a memento, as he won't need it anymore.

Loot-hungry as we are, we do.

We are forced to pass an opportunity since the book asks us out of the blue if we have a Trickster in our party AND if we have stolen the Hatuli, which we didn't.

How could have I been so superficial as to pass up a chance of looting the only reason we'd be needing the help of Prince Sussurien at this point? If we had the eyes AND the doll, why bother going to Hakbad in the first place? We could have activated it right on the ghost ship, or on the little island we swam to, and saved all of our wishes? Anyway... We didn't steal it, because we are nice and well-behaved ladies and we missed the section giving this opportunity.

We explore the city and meet a random dervish. He's imparting wisdom by showing that one must get his own experience instead of relying on others by doing a public burning of valuable books. We ask him if we can actually take a book and he says sure -- we save a scroll that we can read by going to section 518.

That's the sort of things that I'll only read in a fight. If it's a spell scroll, the only situation that is common enough to be useful is a fight. It could be more situational, like a levitation scroll, but the chance of someone reading it just at the right time would be low -- so it would only help cheaters. Or we could cheat and go to 518 right now, of course...

Also, this encounter really feels like a random encounter drawn on a table. I wonder if the author actually looked at a few of them and rolled in order to add random, unrelated city events to his book (the destitute children, the pyromaniac dervish, the vampires in the last book we didn't meet because we took the sea route instead of the land route, the press gang in the same book...)


We reach Sussurien's palace. Several outer courtyards, stables, surrounding a luxury estate adorned with grey marble pillars where "we suspect Sussurrien will be."

Yes, I didn't expect him to sleep in the stable or in an adjacent guard's dormitory.

He welcomes us in his lab, dimly lit by candles. The door is adorned with carvings of demons. The walls are covered with a mural depicting the sybaritic abandon among pre-Ta'ashim gods of the Marazid empire. The pictures appears almost live in the flickering glow.

Checkhov's mural!

Sussurien flicks a curtain aside and steps into the room. He's dressed in a beige gown and a white satin robe bordered with gold and emerald green. A cabochon sapphire the size of a duck's egg glints in the center of his turban.

Trivia time: is a duck egg bigger than a fowl egg? And a hen egg? Why are people using comparisons that shed no light on the thing being discussed?

He extend his hand and says "I expected you sooner. You have the Hatuli's eyes?"

No "Hi, I am pleased to see you, how was the trip?"... this guy thinks he's the PC and we're random NPCs tasked to bring him an item he needs. Being disrespectful is often a death warrant for NPCs in gamebook, and he sealed his fate. Us being disrespectful when we first met him nonwithstanding. He can't know we took this path!

We can either say we don't have them (384), ask for some assurance we won't be tricked before giving them to him (194) or give them to him (347).
 
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