Let's play Bloodsword, book 3/5

“sybaritic abandon” is my new band name.

Also, yes, a duck egg is considerably bigger than a hen/chicken egg. A duck egg sized gem is freakin’ huge. (Heck, a chicken egg sized gem is already freakin’ huge.)

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Being suspicious, we ask for some proof he won't trick us.

With our WIS 3, I guess he'll tell us that he won't, and we'll be very happy. After all, how can this guy prove he won't trick us IN THE FUTURE? We're about to give him something he wants, and in return, he'll give us some info. He can't give us the info before, because then we'll have no reason to give him the gems. So he could say "I could give you the info first, but only after you prove me you won't trick me. I have food, I can wait."
"What kind of assurance can I give you?" he says. "We're allies. I have the Hatuli, you have the eyes. We're seeking items that are in the same place. Only by cooperating can we hope to achieve what we desire. Our interests do not conflict in any way. Our goals are diametric. I have no use for the Sword of Life and you have no use for the Sword of Death. There is surely no better guarantee against treachery than that".

Guessed it. He's also insulting our intelligence by spelling it out several times. Which I totally would have if I were him.
We give the emeralds to Prince Sussurien, who connects the eye to the wooden doll, then performs a ritual chanting "Didan jostan peidan aavardan". Which I note on a sheet of paper because I fear we might need those word right in the future and the book isn't above providing a few choices or doing some math question leading to the correct section to continue the adventure. In a Path Not Taken, it's exactly what happens, so I prefer to take notes. Also, I'll be able to check the board post if needed.

He then sits and says that the doll is now gathering cosmic energy and will be ready to operate and stand to attention at this point, so it can locate the sword for him.

We're instructed to go to a section 482 if there is a Trickster in the group... We're asked if we have the doll from Wuraq the fisherman, which I should be on a lookout if we redo this book after a sad and sudden death and try another path.
The alternative is "if you've never met Wuraq, go to 86'.

So apparently, Wuraq is a doll-giving fisherman, that you can't leave without a doll in your inventory. If you somehow got the doll and then discarded it to make space for other inventory item, you fail out of bounds of the universe and acheive transcendance. Please, book, know your own rules!

As we're so bored that we're actually watching paint dry, Sussurien teaches us about the murals of sybaritic abandon. He mentions that they were local gods worshipped before the Ta'ashim faith started to spread and...

We interrupt him asking how people could ever worship such vile and abject and unclean monster that are apparently having fun in some decidedly naughty ways on the mural.

We're pricks, intolerant and holier-than-thou. Also, I am going to bet that Sussurien is actually worshipping them since he's from a remote place and always spoke in our two interactions of the Ta'ashim faith as if it was something external to him.

He continues his lecture explaining that they fed off the faith of the people and as demons of the ancient myth, it's the fear they inspired that powered them, and...

We interrupt him again, and ask if we can leave and if the Hatuli is ready yet.

We are such a splendid group of guests.
He continues unabated, explaining that one figure Azidahaka, principle of destruction, another is Yazir, demon of deception, and the last is Nasu, goddess of decay (he actually gives a lecture, the section fills three quarter of a page).

At this point, we insult him: "Prince Susurrien, your mural is distateful and gods shown in it are rank fiends. You yourself are sinister and openly depraved. If the Hatuli is ready, let's take it and find the swords so we can bring this odious alliance to an end."

I kid you not. That's how we're reacting. I am surprised of our harsh reaction. I promise I didn't alter the meaning of the dialogue by cutting it. It's as surprising in the French version as it is in the English version, so it baffled the translator, too, not just me. Honestly, he's just a scholar, looking for an archeological artefact, and we're collaborating to find it, and he just explains the meaning of his research. We were already jerks to him when we first met, for no reason (to the point that there was a possibility to rob him, apparently) and he was always nice to us. I can't blame him for ending the alliance right now and shoving us out, to be honest.
His eyes flash with menace, but he keeps his cool. "I had not realized to held me in such a distaste."

I hadn't, either.

He insists that there is no reason to quarrel. We retort that the fact that he's been exiled from every country in which he lived speaks for itself.

I dont think this dialogue will end well...

At this point, he snaps. He says that he have no real argument with us, beyond the dislike he has for our race and his scornful abbhorrence for all self-righteous prigs. He then utters a magical formula, the candles suddenly die, leaving the room in a half darkness and we notice that the demonic figures are starting to leave the tapestry... When the candle flares up again, the three shadows are upon us!

"You fight the simulacra, or mimomyths, of three gods of the ancient times." the book then tell us.

I guess we'd probably know more about them if we had cared to listen to the lecture earlier instead of insulting the professor.

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Special rules: the Yazir will alternate calling spells to mind (six of them, randomly rolled) and casting them. Being the god of magic, his psychic ability is high enough to ensure automatic success.


I wonder if this encounter could have occurred slightly differently. For example, by not insulting several times in a row our host, who never actually did anything wrong. Honestly, as the reader I don't know why we react as such. If it was forewarned or explained, by casting him as a deposed Magus from Krarth, for example, I'd understand at least. Here, we started acting like he was a bad guy from the get-go. He might be, but gee, let him the benefit of doubt! He actually is helping us right until we insulted him right in his face.

There are however a good news coming out from this fight. The Yazir, which is the local avatar of Mystra, has PA of 18. So Esmeralda is close to be equal to the goddess of magic incarnate. That's something to be proud of!

The other great news is that they don't start in close contact to us, so we get one round to fire an arrow or a dagger at them while they close the distance.

I let this lie for a while, on a cliffhanger.
 


The trick here is to notice the little FLEE square on the map. I think the only hope in this fight is actually to run away. Which is especially dumb since we just gave the emerald eyes to Prince Sussurien and we're waiting for the outcome. So leaving is akin to losing our quest. But there is no immediate alternative that can be realistically attempted, since there is no easy way out (nor a suspicious looking reference like "If you all die, go to 999".

I don't think the fight is actually winnable. So I propose that our True Path involve getting away. This is probably what the author wanted us to do. This isn't railroad, but it's close!

/// ENTERING ALTERNATE DIMENSIONAL SPACE ///

However, there is a section we must turn to if we win. I want to know what is there, so... let's fight.

Let's look at the enemy. The Yazir will act first, but his action this round will be to prepare a spell. So, he can't actually harm us yet. He's also functionally immobile. At the same time, Trixie will act. Then Nasu, who will have to move to the closest adversary. Then our three remaining heroes will move, at the same time as Azidahaka. Which means that if the three of us keep moving, they can escape Azidahaka forever, but will never be able to hit, which isn't conducive to a quick victory.

Our damage making power with swords is paltry, so we have no hope of whittling down the enemy's HP. On average, a successful hit by Winny does a net 1 HP to Azidahaka. It would take 100 rounds to defeat her. 12d6 is an average of 42 damage, which is enough to one-shot us. The odds of her rolling 12 100 times in a row are low.

There is however, a way to one-shot enemies. It's called... Servile Enthralment. While Esmeralda in Sayan form is able to cast it with 100% odds of success -- by dropping the other useless spells from her mind -- it allows a saving throw.

The Yazir is functionnally immune to it. Even by using our curses, we can't lower his Psychic Ability low enough to ever affect it. Azidahaka is the most susceptible to it, with a 8% of him succumbing to the spell. Nasu's odd of failing is a mere 3%.

But, we can quietly hack away at The Yazir, since his damaging ability is ranged. And we can have a mind controlled Azidahaka fight Nasu and keep him occupied. With a 42 damage a round, 4 rounds should be enough for Azidahaka to off Nasu. Or 2 rounds to remove Yazir, but we'd need to deal with Nasu.

Meanwhile, Trixie in full defense mode get average odds of avoiding attacks (3d6+1 vs 10 means a 62,5% chance of avoiding an attack). And she stands to be able to withstand two hits.

Basically, the only way I can see we can win this fight is like...

Round 1 : Trixie defends. Yazir calls a spell to mind. Nasu moves next to Trixie. Winny move to Yazir. Salvia loses an arrow (hey, who know?). Esmeralda dominates Azidahaka. Azidahaka attacks Nasu.

Round 2 : Trixie moves away, not incurring an AoO because she's quicker than her foe. Nasu and Azidahaka start fighting to the death. Yazir cast a spell, we somehow survive. Esmeralda memorizes Nemesis Bolt.

Round 3 and 4 : Trixie, Winny and Salvia attacks the Yazir, Esmeralda casts her Bolt and recalls it to mind. The Yazir casts a second spell (on average, reduced to 50 HP)

Round 5: The Azidaka is left with 28 HP on average, and moves to the Yazir. The heroes attack, reducing Yazir to 20ish HP.

Round 6: Azidahaka finishes Yazir before he can act. We finish Azidahaka.

It's theoretically possible, with only two spells cast by the Yazir, randomly chosen among Nemesis Bolt, Sheet Lightning, Vampiric Touch, Mist of Death, Swordthrust and Nighthowl. We can actuall withstand it. We have a single character death if the same gets hit with two Nemesis Bolt in a row, though.

So it basically all relies on us succeeding on the Servile Enthralment spell. Low, low chance. But 8.33% is better than I thought we'd have.

If we manage to do that, we are getting a non-conventional failure as Prince Sussurien has left with the Hatuli while we were fighting. The author didn't plan for us being victorious, apparently.

/// LEAVING ALTERNATE DIMENSIONAL SPACE ///

We'll be fleeing to 278.
 

I like it! It reminds me of one of the Middle-Earth Quest gamebooks in which you can fight a Nazgul and if you win, the book tells you to turn to section that basically reads "Are you sure you won fair and square? That seems super iffy."

P.S. Of course I won the Nazgul fight. Start as an Elf with Fireball, do Run Past every turn, get "lucky" on your rolls.

Dang. Now I want to do another Where I Play of those Middle-Earth books, although I only own the first 3, and I had other things I wanted to do this year besides write up gamebooks. :ROFLMAO:

But it does feel like our Fighting Fantasy Femmes brought this impossible to win battle upon themselves by being completely rude to Prince Sussurien. And/Or, Lawful Stupid. Because even if the ladies know for a fact that Prince Sussurien is hateful and evil, they should've hid that knowledge until the right time to strike. Which is AFTER he gives them what they want.
 

As we flee, Sussurien mentions that the shadow creatures are tireless and will follow us endlessly, so there is no point in fleeing.
We emerge in the courtyard and even as we're soundly defeated, the book continues to entice us to be snarky toward Sussurien, saying "You're now out of earshot of Susurrien's ranting, which is something to be thankful for." There are two escape routes, one in a narrow archway, another through the main gate by which we came from.

Since we're fleeing, the idea of being trapped in a small, narrow courtyard is certainly not a good one. Sometimes, the book rewards actual reading... Though technically, making a stand in the side alley is a good solution if one missed the 8% chance of Enthraling Azidahaka and would try again, for now a 16% chance of success.

In the still empty streets of the early morning, at sunrise, we flee... There are two deserted direction in which to flee, right or left.

Sometimes, the book rewards luck, too...

We arrive on a large avenue with an ornemental pool and a grove of palm tree. Several narrow alleys leave from here... will we choose the tiled path with dull green ceramic or the narrow alcove with high walls on either side, in which we can see a small ape playing before loping off...

A small ape... that was the non-subtle advice Fatima gave us earlier.

And since, yes, we have Fatima's key, we're able to open the door at which the small ape is pointing while making frantic sounds and jumping. A good description of us panicking and fumbling with the key (because we can't be cool under pressure...) ends with us entering Fatima's garden, filled with scents of jasmine.

Fatima is here, saying that her garden is perfectly safe from outside influence.

I hate when all-powerful NPCs take all the credit. But at least, she's helping us because we, for once, tried to be decent human beings earlier.

We refresh ourselves, eat a few sweet pastries from a silver dish, enjoy the morning sun... until we're interrupted by another adventurer, who rush into the garden by a so-far-unseen door and casually say "I hope you don't mind me taking a shortcut through your garden". He explains that he is in a hurry because he's tracking Prince Susurrien.

So basically, we're in a pocket dimensions people can access by entering any door, as long as the door is open with a Silver Key of Fatima. And they can leave through a door leading to... whatever door is closest to the place they want to do. Which is immensely cool. Because we play RPGs and have an extensive background in fantasy. I am not sure, given the absolute lack of explanation, what a reader discovering fantasy through early gamebooks would make with this sequence, that sounds totally nonsensical, with the princess we saved earlier having a garden that conventiently can harbour us (ok...) for overpowered titanic creatures (wut?), that is barged in by random people opening doors out of nowhere (???) and who conviently expect the door at the other side of the garden to lead to where they happen to want to go? (that author is drunk...) Especially if the player also expected a sudden death section if failing to take the right turn outside Susurrien's palace and read the other section... It is the same, functionally, since it leads to the same "you're trapped, you must fight the idols" section or "you can follow the ape" section, except that the description is different. So the puzzled reader would wonder the meaning of having this choice, since the location to the garden is obviously not clear in the author's mind... and it is at both opposite side of the road...

We interrupt and ask if the stranger knows Susurrien -- I suppose he could be tracking people whose name he randomly determine by shuffling Scrabble tokens, after all -- and he answers positively, saying he's intent to kill him before the sun has risen, which is in less than one hour, top.

We challenge him saying he must wait in line because we want to kill him to. We open the door only to be very surprised since we arrive in a small cobbled plaza with a well in the middle, and despite we taking the door right after Hasan (the adventurer's name), he's nowhere to be seen. And behind us, the door as disappeared.

We're once again asked if we exchanged the Hatuli, and once again we must confess that we fail to achieve this feat of daredevil.
Suddenly, we see the little mannikin darting forward, crouching and sniffing the air, then darting again. It's closely followed by... none other than Prince Susurrien.

The Hatuli stop at the edge of the well and points downward. Prince Sussurien arrives, observes around, pick up the Hatuli and dies, his throat sliced by our dashing rogue... Err no.

Actually, despite our arrogance against him, despite our boast that we'll take him down, we're offered the opportunity to do nothing, absolutely NOTHING, while he stores the Hathuli, determines that it is an entrance to the Underworld (how we get this information is untold, I'd rather expect the well is connected to the phreatic stream... or the sewers...)

Then Prince Sussurien casts a short-range teleportation spell to get at the bottom of the well, because he's cool.

The other person that is totally cool and has a short-range teleportation spell called Immediate Deliverance, which we already used once to be cool... just stand there and can't do anything.

We wait a little (probably doing some groceries since we are not on a schedule) and run to the well. It is dark and uninviting but at least seems to be dry. You swing over the lip of the well and being to climb down. The trouble is that Susurrien is ahead of you -- and has a guide.

Thanks, book.

We arrive at the damp bottom of the well. There is mud on the floor. We make a makeshift torch out of some conveniently-placed drywood -- it makes a sputtering, uneven light, but it will do. It frightens a little serpent, slithering away into the tunnel at our left.

Three tunnels go from the bottom of the well. the right-hand one has a regular, dripping sound coming from it, and the two other are silent. Which way will we explore: the right-hand one (445), the central one (502) or the left-hand one (206)?
 
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The garden of Fatima is indeed quite weird and convenient. It conceptually reminds me of the Nine Princes in Amber style of travel to plot relevant locations regardless of their situation in “real” space-time. Which is actually pretty cool! It does seem to come out of nowhere, though. Yes, your typical fantasy series gamebook has magic and teleportation and sometimes even time-travel, but not like this. It’s definitely outside the usual set of fantasy gamebook building blocks.

As for Prince Sussurien, watching the villain do cool stuff while the hero(s) stand around with their thumbs up their butts is a time honored tradition in all genre fiction. It shows the villain’s power so we hate him that much more and will be that much more satisfied when we DO take him down.

We… DO take down Prince Sussurien eventually, right?
 


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