Deathtraps and Dungeons

Sunday, March 1, 2026

Daggers of Darkness

Background - 

For the reasons behind this wild tale see Start Strider and Chasms of Malice.

Philippa sat facing the table full of suits and army uniforms.  One of the Generals was grilling her.

General "For the same cost as the Star Strider project we could have a new fleet of warships!"

General 2 "Yet all you can show for it is two very mediocre books!  The traveler will die of old age before we get value back!"

Philippa "I understand your concerns gentlemen.  But the Stargate project was a bust, we have to chalk it up to acceptable losses.  How were we to know that their universe wouldn't have any gamebook writers?  Now though, let me present our latest designs from R&D.  I think you will love it!"

General 1 "I am sorry Philippa but no.  We need to get a better return on investment.  We are firing up the Star Strider again and we are going to see what else we can get from it."

Philippa "What do you mean?"

General 2 "Resources, power, it does not matter, but we are going in."

Philippa "I do not understand, how does that help us write a gamebook?"

General 1 "Not everything is about the gamebooks."

Philippa stands up looking lost and shocked.

Meanwhile Ian is in Luke's room, which is a glorified cell.  They are watching the TV.

Luke "So this is called the Olympics?"

Ian "Yes, all the best athletes from across the world to see who is the best!"

Luke "So greatness here is measured by how far you can throw objects?"

Ian "Well yes, among other things."

Luke "Like running fast?"

Ian "Well, yeah.."

Luke "Where I come from intelligence matters more than athletic ability."

Ian "Lets just watch.  Look its the 100m final."

Luke "Who is that guy?"

Ian "That's Ben Johnson."

Luke "He looks.... different..."

Ian "erm yeah I am sure they have rigorous testing to make sure no one is cheating."

At this point sirens start going off and red lights are flashing.

Ian "I will go and check it out.  You stay here and finish that book you are working on.  And please no more random dice rolls.  We have skill, stamina and luck for a reason.

Ian leaves the room and makes his way down the corridor as the alarm continues to sound.  Armed me are running around everywhere.  Philippa is running the other way and intercepts Ian.

Ian "Whats going on?"

She flips him around and walks him in the opposite direction.

Philippa "They reactivated the star strider."

Ian "Why?"

Philippa "They got greedy, but this time something else was waiting on the other side.  We are under attack and we are losing.  We need to get out of here."

With that they head out the emergency exit.


Its still 1988 and Daggers of Darkness is the third entry written by Luke Sharp (Alkis Alkiviades).  I do remember getting this book from the library back in the day.  How can you forget that cover?!  I do not remember much though about the book content.  I am worried though.  Sharp's previous two books (Star Strider and Chasms of Malice) have got some of my worst ratings yet.  But I do note the the illustrator is the legend Martin McKenna so very keen to see his debut in Fighting Fantasy.


Covers -

This has got to be the most iconic cover in a long time.  When I think of Fighting Fantasy this is one of the covers I remember.  I mean what other cover conveys the madness that is Fighting Fantasy so well?

Better do some analysis.  Well our one eye patch wearing barbarian friend is currently surfing two tigers (one leg on each) as they cross a river (cant get his boots wet!).  If that was not wild enough we have a bird of prey swooping down to attack.

Lets not forget the spiked flail type weapon.  All in all, there is a lot going on here!   
Almost enough to miss his big cat crotch protector!

Premise - 

We waste no time as I wake up with an assassin trying to kill me.  I can not react in time as the dagger plunges towards my throat.  Luckily just in time I hear a familiar voice shout out  "Begone, creature of the night" along with some words I do not understand.  The dagger falls, and just grazes my shoulder instead.  I catch a fleeting glimpse of the assassin as I pass out from the fiery pain.

When I wake up my friend Gally is bathing the wound as he chants in a strange tongue.  The pain is now just a dull throb.  He welcome me back and lets me know he was worried that the daggers power would be beyond his ability to heal.  He says well met and calls me a brave Kazanid, one of Segrek's select.

I have many questions but he cuts me off, saying the inn is a dangerous place and he will get me somewhere safe first.

With that my drinking companion Gally leads me into the Keep at Gorak to a room that sounds like a cross between a library and a lab.  It is it this point that it dawns on me that this is actually Astragal the wizard.  Oh wonderful, another wizard.  Wait we know him!  He is the wizard from chasms who had the bright idea to send a 3rd assistant rabbit skinner to his doom!  Hopefully he has improved!

Astragal explains that Segrek, the ruler of Kazan, died the previous year and that his vizier, Chingiz, has been suppressing the news.  Not only that but he has been sending out Mamlik Assassins to kill any of the Select.  He heads out and tells the guards no one is to go in.  I pass the time by picking up a book about the place and the customs.  How very handy!

Kazan - Capital city of Sharrabbas it is in the extreme south west of Khul.  Kazan is where the thronne is.  The rest of the land is divided into six tribal regions which are described at fierce and warlike.  Kazanids are known for their bravery and their acceptance of any creature or being that can stand up to their savage tests.  There are rumours of gold in the mountains to the south (Greatere Ilkhans) but no prospector has ever returned.  The ritual of succession is very odd.  Parents can nominate their children as heirs and they become Select.  These babies are taken to Sharrabbas to undergo tests.  Ones that pass the tests are then brought up in the approved manner.  At nine these children are exiled from Kazan and must roam Khul and learn how to survive.  When the current rule dies all the Select are summoned (by messengers leaving secret symbols in traditional locations) back to Kazan where they must enter the great mazes, get medallions and be the first back to sit on the throne.  Well I guess it beats a royal family (cough Andrew cough).

Before I can read any more info dump Astragal rushes back in quite a panic.  Unfortunately the dagger  I got scratched with has a very strong Death spell on it.  The only way to survive is to hand the dagger back to its maker.  In this case the Vizier Chingiz.  I calmly strap the dagger into the lining of my boots.  Which sounds remarkably dangerous, better not lose a toe!

To take the throne of Kazan (and make my parents proud) I must go to the wild lands, take the test of clans, enter the mazes and get the Medallions.  Then get to the throne and take out Chingiz.  And in the meantime avoid the Necromancers and Assassins Chingiz will send after me.   Oh and do all this before the poison kills me.

Playthrough -

Right lets have a look.  Skill, stamina and luck all appear to be the standard fare.  We have 10 provisions and the potions make a welcome return!  I will choose one depending on rolls but very likely to be strength to keep me alive and the blog going longer!  

We do have a poison box!  If I fill the box we die.  Now its not a numerical tracker - 

The previous book owner got about half way.

Each time the book tells you, shade an area, if its complete you die.  Now it does not tell you which area to shade so you could have one bit in your hand, the next your right toe, then your head.  I make it 24 "units".

I also get told about Medallions.  Each of the 6 regions have a maze where you can find one (of course its a maze, its a gamebook).  Each medallion allows you to walk away from THREE fights.  Basically if you lose a battle instead of death you win and get put back to 4 stamina!  However each time this happens you lose 1 skill point, 1 luck point and 3 poison units.

Standard currency is the gold coin and I start with 6.  However in a twist I only really have 5 and one is sewn into my boot as my lucky coin and can only be used in specific circumstances.  My boot is getting really full.  I also have a bag of low value iron coins.

I got a map in my book this time though!

Then its just Sword, Leather Armour and Backpack.

Skill - 10

Stamina - 22

Luck - 9

More than happy with those rolls to be honest.  I think the prudent choice would be potion of fortune, but will stick with strength to get the stamina back and hopefully keep this going longer.  

Right, lets go an claim that throne.

Well this looks like a pleasant start!

Astragal takes me to the edge of Kazan and shakes my hand in good luck.  He is not allowed to enter but will try to assist me where he can.  As I head into the mountains I feel the pain in my shoulder and have to mark off 2 poison units!  I have yet to make a decision and already 2 poison units down!  I make my way up into the snow and lose a stamina point!  Scared to read on, what's next get frostbite and lose a skill point?  

Eventually I make it to Dragos gate which marks the boundary of the frontier.  And on said boundary rock is this poor man.  Do I want to look at what has fallen out of the backpack or inspect the body first?  For sure we need to check the body first.

Turns out its the same kind of dagger I was attacked with.  The man is still alive and is able to tell me it was the Mamliks Assassins who have left him for dead, riding off on evil black steeds.  Then the death spell kicks in and he dissolves into a skeleton.  Alas all his possessions also disintegrate, bugger.  I then come to a fork in the path and get a blind left or right.      

Of course I go left.  The path starts to go downhill and I am watching some birds circling overhead.  I come to a fast flowing stream and bend down for a drink.  It is then I notice an old crone watching me.  She is dressed in old tattered clothes which used to be finery.  She introduces herself as Gehlehna and asks if I would do a little job for her for some gold.  Well I am going to be the ruler so I better start by keeping the locals happy.

She is very happy and leads me to a blasted oak and explains some fiends have stolen her treasure.  I climb in through a hole in the hollow tree and drop down into a large cavern surrounded by tree roots.  I spot a metal chest amongst bones and armour and two skill 7 hellhounds come at me.  One of them takes a bite out of me before they are both dispatched.  

I drag the chest back up at the cost of another 2 poison units (4 down already)!  I open the chest and its filled with gold.  Do I help myself or (and I quote) let the old hag get her hands on it first.  Well I am a man of the people and honour so I let her have it.

She instead casts a spell on it and a golden snake appears and disappears into her pocket.  She then gives me a whopping 15 gold!  Also she can give me some advice so I tell her what's going on.  She laments that Chingiz is overturning the great traditions.  She says to follow this path to Uruz, when I stand before the maze look to the top left for the pattern to get through the maze.  You must enter the maze from the top or the North, she knows this as she helped create the maze when she was younger and had stronger powers.   She leaves and I head in the opposite direction.  At the next path junction, I can take the easier flatter route towards some circling birds, or follow the lady's directions.  Well she has done me right so far.

As I walk for many hours I come out of the mountains and everything is greener.  I come to the edge of a large forest.  Inside I can hear a lot of screaming as creatures call to each other.  Do I stop for a rest or head into the dark screaming forest?  Now normally I would of course just make camp but playing it safe has not gone well lately.  And I am a bit worried about wasting time with the poison going through my body so lets go and see what is making the noise.

So I get lost very quickly and come across a Troll staring at tree.  I can circle round him or I can approach him.  Lets see what he has to say.  

He is very polite and bows, introducing himself as Skrutch, one of the Viziers Trollfighters.  Oh dear he works for the Vizier.  Unfortunately he is also lost and is meant to be on guard duty on the Bogomil road.  I agree to help him out which is nice.  He has a map but he is lost as he has it upside down.  Using the map we get back to the Bogomil road.  We meet up with the other trolls who immediately draw their swords and start shouting abuse at poor Skrutch.  And now I must make a run for it, either left or right.  

Always Left!  I can hear crashing behind me and in my flight I come face to face with Skrutch.  But he just looks embarrassed and turns away.  So I find a tall tree and hide up there for a while and wait for the heat to go down before climbing down.

I am on the main road now and I hear the sound of a rider behind me.  Do I want to hide in the grass or face them?  Well going by that the bad guys know I am on this road so I decide to hide.  

The rider eventually moves on but I am unaware if I was seen or not.  Do I want to stay on the road or go over the plains?  I do not think the road is safe anymore so head over the plains.  

Unfortunately the plains are lies and its actually a marsh.  I have no idea if I am going the right way anymore as a bird circles me and flies off.  I eventually find a Marsh Goblin burying something near a dead body.  He is skill 6 and I dispatch him easily.  But it does cost me two more poison ticks.  But I do get 25 more gold!  But I hear riders again.  I am clearly being tracked.  I can hide or run back to the road.

I manage to find a good place to hide and actually have a great rest for 2 stamina points!  However when I get up the horsemen have found me.  Gryphawks are hovering above them and they have a chained orc.  One of the riders introduces himself as Bhoriss Canterstrike who demands to know what I am doing in Bogomils.  Do I tell the truth or tell them I am a merchant.  Well these are going to be my people so lets tell them.

The horsemen take notice and Bhoriss worries about the difficult path ahead and says I need to be tested, which apparently I can not refuse.  So the test.  They stake me to the ground and they bring in a wild stallion.  I have to roll a die for each limb and roll for the horse.  If the number matches I get stamped on and lose 4 stamina and 2 poison.  However if I take two hits I die.  So it is pure luck.

Left arm - 2 and 5
Right arm - 3 and 5
Left leg - 1 and 3
Right leg - 1 and 3

Okay I make it through the very random test and they give me a horse as we set off to the next test.  

We reach a settlement of stone buildings and horns get sounded and a lot more riders appear.  I am led into a clearing with a large wild white stallion kicking and bucking and I have to ride for as long as possible.  Two horseman lift me up onto the saddle and I have to roll a dice.  A 1 or 2 means I fall off and lose 2 stamina.  I have to do this five times.  If you fall off three times the horse tramples you and you die.  So another really random test or die.

I only fall off the once and I am told to mark off another poison unit.  I am now at 7.

Heading into the maze, there are two huge horse statues and a women speaks to me.  She says I have been granted the honour of entering the maze to seek out the medallion.  To the sound of trumpets I head in and get a North, West or East.  This is not the maze I got advised about.  Lets go West.

I find the word THE engraved on the wall.  I can keep going West or change North.  I will keep going West.  I find a black horse waiting and it charges at me, do I get my sword out or flatten against the wall?  

I crack out the sword and lose 1 stamina point straight away due to being overwhelmed.  But it turns out it was just an illusion and it passes straight through me.  

I find a women sitting on the floor and decide to go over and see if she is ok.

Ah yeah this might have been a mistake.

She is surrounded by rubble which looks like she has fallen through the roof.  As she begs for help I notice and she notices at the same time that half the face is peeled off and she is a Mamlik Assassin.  Skill 8, Stamina 10.  Not much of an Assassin as I only get hit once.  I sit down for a bit of food and note the word "Ten".

I get another North/West choice but this time I see some daylight to the north along with statues of rearing stallions.  So I head that way.

When I get close to the statues they creak and the hoofs crash down.  Test your luck, if I do not make it lose 3 stamina and oddly all potions, rings and gems!  Luckily I pass and its only 1 poison unit instead.

I find myself in a stone trench and a wisp of smoke transforms into a figure which says congrats on getting through the maze.  Hope you picked up a medallion on your way.  Oh crap.

Climbing out of the maze I make camp.  In the morning a green and red bird wakes me up and scratches the rune A into a stone.  Turns out its a message from Astragal.  Through the bird he tells me that all the medallions have been found.  Oh great I have none.  I must make for Sharrabbas and enter the fortress by fair means or foul.  For help go to "mmm...Vetch" and the bird flies away.

I then get yet another blind left or right choice.  Left.

I get the option to go into the mountains or the forest.  I decide to go the forest, mountains sound cold.  I follow some cart tracks and pass a bunch of black pools.  One pool has a fishing rod and its being pulled at.  Yeah I think ill leave that.

Next I come across a scene of carnage with dead orcs and trolls.  Amongst them is a body of a dead adventurer and I get a luck point back for not having to be involved in the fight.  Lets have a look in his pockets.  Hopefully he has a medallion.  Alas no, just a note saying "The Wolfsbane at the Street of the 40 Guilds".   I salute the body and make my way to another, you guessed it, blind left or right choice.  Left we go!

I catch up to the cart just as it is being forced to pay a toll of 3 gold to get past.  I suspect the trolls are pocketing most of the gold.  I can try and bribe them but I have to pick a number of gold then roll 2d6 to see how much they want.  Or I can just fight them.  I have plenty of coin that I have not used yet and any kind of fight is causing the poison to go up so I decide to be careful.  I know it wont be more than 12 so I go for a safe 9.  I roll 6 so they accept my bribe.  The cart driver is annoyed as their never used to be tolls and offers me a lift.

I made it to the city, shame I do not have a Medallion.

The cart is being driven by Flaxwort who has figured out I am a Select.  But he warns that they are looking to kill any lone adventurers so he decided to disguise me as his assistant.  It works and we get past the Orcs guarding the entrance.  Guess what.  Do you want the cart to go left or right?  Always Left.

My buddy Flaxwort drops me off in a busy lane next to a trading post.  He wishes me success before driving off.  Worried that a lot of people will be paid informers I try to look the part and head to the trading post to try and use all this gold I have.

But alas all I can do is get money for gems and rings which I have zero of.  An urchin comes up to me and offers his services as a guide for money.  Nah I have played City of Thieves so no thanks.

There is a large crowd up ahead watching a procession so I decide to check it out.

A sighting of my foe Chingiz!  Don't suppose you fancy holding onto this dagger for me?  No Reason.

A random person next to me is not impressed, calling him filth.  He then rather oddly states that he thinks Vetch should kill him, there is Vetch over there next to Mandrake Wolfsbane smoking his infernal pipe.  I look over and see Vetch is dressed like a warrior while Mandrake is like a blacksmith.  Do I want to tail either of them or head to the fortress.  Well Mandrake Wolfsbane is named after not one but two plants!  Oh and the note I found said Wolfsbane so lets tail him.

So it turns out I am not very good at tailing and lose him.  I get the choice of going to the street of 40 guilds, the stonemasons or the swordsmith.  Well double checking my note it says 40 guilds.

Honestly, if this place was not full of double crossing informers it would be a great place to live!

The street of 40 Guilds is actually the street of 4 Guilds as all the others are shut and padlocked.  We can go for the keys, Frying Pan, Hammer and Anvil or the Prancing Pony.  Well as the keys are the first choice we will head there.

Inside I see a sign saying Mandrake Wolfsbane, Locksmith and Saddlemaker.  Well that's a stroke of luck!  He is puffing away on his pipe while filing a key.  I tell him who I am but he just stares and says he has no idea what I am talking about.  But he blows a magic ring in the shape of a red A and says if I am looking for somewhere to stay, try the Dragons Wings tavern.  At the same time he is using chalk to write a message, telling me welcome but beware, eyes and ears everywhere, keep to the shadows and he will meet me at the inn in a few hours.

I go out the back door into the alley.  Do I want to go left or right?  Wait!  Did he not at least point me in the direction of the Inn?!  Sigh, lets go left.

I come to a space and I notice the glare of a spyglass, someone is watching me.  Just then two Grypvultures come flapping out of the tower and drop a pair of Khomotad's for me to fight.  I would love to tell you what these are but zero description.  They hit me three times so after the fight I tuck into a sausage roll.  But it also costs 2 poison ticks.

Falling in behind a cart I try to look like a local as Orcs and Mamliks wander around.  Then another messenger bird lands on my shoulder and I head to a quite alleyway and it writes the normal A icon before writing the rest of the message.  He tells me to make contact with Mandrake Wolfsbane and no other.  Well thanks Astragal, bit late to the party.  Find him at the Dragons Wing Tavern, yep got that.  But we do get some new info.  Astragal's brother Geronicus will be signaling by creating puffs of smoke from the chimney.   

If you two are the resistance we are in a lot of trouble! 

I follow the smoke signals and make it to the tavern.  It is packed with many fires going.  But the smokiest corner is these two.  We get what happens if you have not met them yet but I have indeed.  They tell me Chingiz is trying to spellbreak the ancient secret entrances to the fortress.  Geroonicus alone possesses a set of phials that point the way to hidden gates and open them for Select.  The rest of them are in the possession of Necromancers trying to use them to break in.  I am the last hope and must enter medallion or not and take the throne from Chingiz and his deadly daughter Meghan-na-Durr.  Hmm first mention of her.  Which vial do you drink?  Dagger, Half Moon, Cross or Holy Triangle?

Well the cross looks like poison.  Ill go dagger in hope of a skill boost.  

All three of us leave the tavern through the back and follow the back streets closer to the fortress.  I drink the phial and I feel it does me good (but no in game benefit) and I am dragged through the stone itself leaving me in a corridor.

I am in front of a panel of six circles, each with a different animal.  Do you have a medallion?  Nope.

So instead a deep booming voice says "your path will be hard, you must be brave and have faith in your true purpose".  Torches lit up and a door opens and large black bull charges out.  Its only skill 7 though so its dispatched easily.  Left or right door again.  Lets keep going left.

The new room has carvings of birds and two of them come alive and the two grey eagles attack.  They are Skill 6 but Stamina 11 is quite high, and they get one lucky shot in so I have another snack.  It is another left or right door choice so we keep going left.

Next room is a very odd trap with three stones and a bunch of snakes.  Oh and the room fills with boiling hot water so I need to jump between them.  Its another roll 3 dice for the snakes, 3 for the leaps and if any match I get bit and lose 4 stamina and 1 poison.  Amazingly I do not hit any.  

The next room is full of tombs with skeletons and the voice of the heart of the throne speaks to me (whatever that is).  It basically asks me for a second medallion.  I of course do not have one and instead head into another room.

Said voice is still going and tells me I am in the chamber of ancient magic spells.  Here is where the power of kings and queens are determined.  It has three bottles and three jars.  I must now take the trial of the Gnossis (whatever that is) and mix a bottle and a jar and drink it.  And I have to do this twice.  By the way three combos will kill you.  Choices are - 

Eye of Newt 
Vipers Tongue
Ground Dragons Claw

And mix with  -

Volcano Dust
1000-Fathom Seawater
Mist from the Mither Forest.

Oh boy.  Okay Dragons are a good one and we have just come from that tavern so I choose that and the cool sounding mist.  This is the Power of Fortune.  In any situation that depends on luck I am automatically lucky!  Nice.  Does not say if this means combat as well though.

I am going to stick with the Dragons claw.  Seawater is not good for you so I go for volcano dust, sounds like a good dragon combo.  This gives me the Power of Persuasion, well at least I am not dead!

The voice continues, you have passed through the heart of the throne and have no rival.  Walk forth and take your throne and adulation.  The mist parts and the doors open.  And two Mamliks stab me for 4 stamina and 1 poison before running off.  I eat a chicken shawarma wrap.

Yet another left and right choice.  I come across a mass of dungeon beasts, but I do not have the power of storm bringing so I am forced back the other way.  This way I come across 4 Orcs.  But I have the power of persuasion and use it to so they let me past without a fight!  But I have to tick off 3 poison units!  Up to 13 now if you are keeping track.

I enter a new room and its full of bodies.  Mamliks, Trolls, Orcs, Knights all dead and a crazed Necromancer laughing over it all.  He throws a mass of small knives at me and I must test my luck.  Not so fast sir, I am very lucky so I do not need to.  Unfortunately this is Zizzadek and he transformers into a Skill 11 Dragon!  He is Stamina 14 so I have an 8 point stamina advantage but he has 1 skill point more.  This is by far the hardest combat so far.  But with not having to do luck tests anymore I decide to use my luck in combat instead.  

I win the first round and successfully test for luck!  Win the second combat and just pass a luck test.  No more of that but all of a sudden down to 6 stamina!  He ends up only hitting me twice and one banana later and its like the combat never happened.  I thought I was in serious trouble there.  As he screams I mark another 2 poison units (15, getting worried now) and I get another left or right door choice.

In the next room are Chingiz's personal guard.  Skill 4 Gremlins?! They do knock me down a skill point though before the fight which is always brutal.  One actually hits me before all three are put down.  The fourth is currently locking a door with a massive key which he then swallows.  Do I have the power of persuasion?  Yes I do but I fear for what I am about to ask.  Luckily he just vomits up the key and opens the door for me (17 poison units now).

And just like that I am in Chingiz's bedroom!  The man himself is on a four poster bed and talks to me weakly.  "So you have made it Select, I suppose you are wondering where the throne is?"  He starts to keel over but I quickly get my dagger out and put it in his hand!  He remarks about how clever I am but can you defeat my deadly daughter.  And then he falls over dead with a dagger already in his back!  He has been backstabbed, literally!

I get four stamina back for free for feeling much better and do not need to mark off any more poison units!

What are you doing with these Ogres young lady?

The women welcomes me.  After admitting her father and the Mamliks found me a difficult foe but she will not let me have the throne as it is hers.  She jumps up and runs at me with her dagger and I calmly catch her arm and squeeze her wrist.  She drops the dagger which burns the floor and she collapses and tells me to sit on the throne to let her ogres tear me limb from limb.  The chains of the Ogres are released and they come at me.  I can either fight them or walk straight to the the throne.  That seems an oddly specific choice so I try it out.

As I walk past the Ogres they turn to stone!  I sit down on the throne and Meghan-na-Durr collapses into dust and a slight breeze blows away her ashes.......do my eyes deceive me...turn to 400!

The six clans will support me as I have proved I am the greatest warrior in the land (without any medallions).  All the bad guys slink away and I set up a strong force to police the land and protect the weak.  Trade flourishes and everyone agrees I am a great successor to Segrek.  After one year and one day I declare my own Select so that when I die the tradition continues (actually I might make a rule you have to get a medallion or the whole thing is a bit moot).

VICTORY!

Notable Encounters - 

You might think since I won this time that my playthrough covers most of the notable encounters.  Nope!  Did not even scratch the surface.

You go through all the tests of the Yigenik and get to their maze entrance, only for an Orc being carried by a Grypvulture to be flown out the maze with the medallion in his grip!  Cue a chase!

Khul's version of Total Wipeout!

Watch out for that snail!  Oh and the goblin stabbing at you and the copious amounts of arrows.  You never actually catch your quarry but the funniest ending has to be when you grab onto the Grypfalcon (it bizarrely changes race during the chase lol) and it flies you straight into a cliff!

It does appear that the flying creatures (throw Gryp in front of a bird name and you have a fantasy version of it) act as some kind of taxi service.  They regularly appear to take you to completely different areas of the map.  Either with your consent or not.

The Boulyanthrop (such as Greyfeather) are the 5 star rated of the aerial Ubers.  

You can meet Geronicus a lot earlier in the game.  Although he is so forgetful he will not remember it later on.  He provides you with the chance to learn the Necromancer fighting ability.  This is very useful as a lot of the time they can auto kill you.  Just a shame its next to impossible to get it.

Start at A.  Roll a dice, 5-6 go up one.  2-4 go right.  1 lose a stamina point.  Make it to the top of 8,7 or 6 and you gain that number as your necromance fighting skill.

The odds of making it are very slim.  If you are lucky you can get to 6.  But as most Necromancers are skill 8/9 so they will beat you anyway.

There is another forgetful wizard (one is not enough) called Icaricus.  Who also transformers into a bird and drops you somewhere else.

Torrez is in an interesting visit.  Its full of funfair games like a test of strength, its a good way to make money.  And most importantly you get to broker a major truffle deal and make a heap of money as well.

A callback to Chasms of Malice!

Alkis Fearslicer (got to love these names) is a blind sensewarrior, the sect of people we met in book 30.  I do like the world building here.  But not only do you get through a fight together,  he can teach you the Darkfight skill, get you over a bridge and help you pick the right drink at the tavern!  A useful man to know, just a shame you never see him again after you both get kidnaped by slavers.

Going through the mountains can get you captured by a Mammoths Trunk.

Escaping the camp is interesting.  By far the most entertaining way involves an improvised sledge down the mountain at breakneck speeds.

Our man on the front cover turns out to be Beshbalik.  He is a mercenary who has fallen out with Chingiz so has basically taken to raiding and causing all sorts of problems for the Vizier.  You can join in his band and raid some Trolls.  If you run foul of Beshbalik he ends up hunting you but you only end up fighting the Fang Tigers and his Gryphawk before he nods with respect and lets you go on your way.  However, by far the more fun thing is to get on his good side and you also get a pair of Fang Tigers to ride just like the cover!  I doubt you ever get more badass than that in any Fighting Fantasy book!

Obviously I went the wrong way in the Bogomil maze but if you go the correct way the words spell out that the medallion weighs 10 coins.  You then have to do the old Indiana Jones switch.

 


There are also some furry creatures that get very angry if you do not pet them, I have to deal with that in real life.

The Korkut maze is very different.  Its all about chance.  First you have to make it through another strange game.

Get form A to B, but if you land on a snake lose 3 stamina.  5/6 and you can go up or down, 3/4 you can go left or right, 1/2 lose 1 stamina.  And you cant return to a block you have already been on.  If you cant move also lose 1 stamina.

Yeah quite a horrible one there.  Chance can see you through with no problem or you can die here.  But that is just the start.  Once through you go to this one - 

Roll a dice and move to that  square and go to the corresponding paragraph.

Its essentially a giant game of snakes and ladders.  Each encounter is unique and a one off but some have stairs that you can climb to get further ahead or snakes eating you and sending you back to an early stage of the map.  The medallion is near the end but can easily be missed just by not getting the right dice roll. 

The Uruz maze is my favorite of the mazes though.  It starts off as a traditional Greek mythology having a couple of minotaur's in the maze with you.  But it quickly changes as Chingiz forces arrive and tunnel in and start searching for you and the medallion.  The forces of Uruz mobilize in defence of their maze and a full blown battle kicks off as you try and make your way to first find the medallion, avoid the minotaur, avoid Chingiz's troops and get away!  

 

Randomly you can end up in a jousting tournament.

Getting into the city has a few good encounters that I did not see.  One involves sneaking into the lair of the Necromancers through the window and hiding of behind the furniture.  Or befriending the Elf, Lightfinger.

Or if they cant find you a Necromancer just decides to take everyone out with a tidal wave.  Got to admire that ruthlessness.

Plenty of interesting things when you are in the city as well such as helping a Dwarf escape an execution.  A little girl with a crazy good scam going on.  Not to mention getting captured and having to drop down a tower.  Before getting back in the tower and climbing through the chimney!

This may look bad for you but don't worry, you kick a hole in the castle wall!

Artwork  -

So I made a big deal about the art of Martin McKenna and looking forward to it.  But initially I was disappointed.  The art is good for sure but it was not top tier.  Then I read that he was actually 16 when he did this and it blew my mind.  How on earth has a 16 year old done this.  I can only imagine the pressure he must have been feeling.  I know this art is not his favorite, and its not mine either, but my word I think under the circumstances of being that young he should be very proud.

From my playthrough my favorite is the Assassin I met in the maze.  But I also really like the city scenes.  The one when you see it for the first time and also the street of the 40 guilds.

But did anyone notice this?

The throne has each of the four creatures that dominate the game and the lands.  But I am pretty sure thats two puffin logos on either side!  Philippa would be proud! 

 
The entrance to the maze cleverly has the solution on the top left corner.  I love artwork that affects the gameplay as well.

The Kalamite is my favorite piece in the whole book though.  This is 10/10.  It really captures the tense atmosphere of the scene in the book.

All the Assassins are really well done as well.  

Indy would not like this scene either.

This guy is just Chillin.

Its not all brilliant though, I do have a few pieces I am not so sure about.

The guy in the coffin just looks like he was living there.
And the witches look a bit too cartoony and evil for me (they actually help you).

And from the tidal wave earlier this just made me giggle.

All in all though its been a really positive start and all things considered you have to applaud it.  And it only gets better going forward.

Big Bad - 

So the person waiting for you at the end is Meghan-na-Durr, the daughter of Chingiz who has assassinated her own father to claim the throne.  But be under no illusion here, the big bad of this book is Chingiz.  And he is a refreshing big bad in that he is not an evil wizard or dark creature.  He is just a power hungry politician whose weapon is his mind.  It is his machinations that allow him to make a play for the throne and to overturn the established order.

And how does he do that since he is not an evil wizard?  Well he surrounds himself with his own secret police, in this case Necromancers and Mamlik Assassins.  He controls the military as well, using a force of Orcs, Goblins and Trolls.  Not only that but he knows the traditions well and has set about eliminating them.  First by claiming all the medallions for himself, he has no qualms about smashing through the mazes.  Its like by any means necessary.  And finally by removing any competition, using the Daggers of Darkness to hunt eliminate any of the Select.  

All in all he is the perfect dictator really.  I know the final fight is none existent but that's fine, it shouldn't be a fight against someone like this.  His presence is keenly felt throughout the adventure, and you can even bump into him a couple of times.  But you never feel that you get a break from being hunted by his proxies and therefore him.  

Menagerie 

There is quite a mix here.  Between random dungeon monsters, to themed enemies depending on the location and of course Chingiz's forces.

The Necromancers are the ones to worry about most.  Without the ability to fight them you have to avoid them.  They have that feeling of dread as even a Skill 12 monster warrior can not do anything about it.  

Mamlik Assassins will also popup from anywhere!  Quite good at disguise despite their looks.

As mentioned before their are a lot of bird themes with the word Gryp in front of them.  Not only are they searching for you but quite often get involved in a fight.

And of course act as transport for other troops such as the Khomatad, the result of mixing an elf and an orc.


Plenty human enemies as well.  You have to fight the Marauders in order to earn their respect.

Its not recommended to go fishing.

I mean this tree looks fine doesn't it? Do not wait around to put your boots on.


Acquiring Medallions was never going to be straight forward.  The Maze fiend here heating it up.


Panthers feature heavily.  They are not a good sign as tend to be followed by Necromancers.

All in all a nice mix of the usual fantasy creatures and some nice new additions.  The Kalamite was my favorite though.  Everything though made sense for where they popped up.

Entertaining Deaths - 

It is actually really difficult to get an instant death in this book.  Most deaths are related to you not making a dice roll (either a skill test or more likely a random dice roll) but there are some.

Electing not to escape when captured.  An Assassin eventually turns up and stabs you.

Accepting a lift from a horsemen, you are ambushed and it transpires you have been glued to the saddle.

Refusing to carry a Wizard, so he cant warn you about the Orc spike trap.  

Mixing yourself a potion of the Luckless.  You suffer an agonizing death.

Pulling out your sword in front of the throne.  Its a double KO though as Meghan-na-Durr has also drawn her weapon so you both collapse as skeletons. 

But my favorite by far is - 

Mixing yourself a potion of exploding death.  Your insides make a conscious decision to leave your body.

Pete's Corner -

"A Horse Stood on Me."


Final Thoughts - 

This felt massive!  It took me so long to map this out.  A new record seven tabs and even then I am not sure I got it right.  How Sharp managed to fit so much in within the 400 paragraphs I have no idea.

I would describe this as a tour de force.  It never seems to let up and keeps you engaged with set piece after set piece.  If you like your Fighting Fantasy full of action then this is for you.  And its not even done with combat after combat, its much more clever than that.  This is like fantasy Uncharted.

I think this is some of the best world building I have seen as well.  The lands of Kazan are huge and varied.  The city of Sharrabbas is my favorite.  It has the feeling of being not a safe place, with enemies around every corner.  But they are not obvious, they are stalking you from the shadows and setting traps.  I love a city environment.  

But its not just there.  Each of the settlements you can visit has its own unique culture.  You have Uruz, Korkut, Bogomil and even Torrez.  And even the lands in-between feel fleshed out.  The woods of Owlshriek or making your way through the mountains or the marshes.  Nowhere feels empty and no where feels just like filler.

The people, creatures and culture all make it feel like you are more immersed in your adventure.  This is a place where other things happen around you.  By that I mean its not just you affecting the world, other people and players have their own plans and its happening around you.  The best example of that is the attack on the Uruz maze.  Or even the locals getting annoyed at all the things that are changing for the worse such as tolls and searches as they travel.  And I even forgot Beshbalik and his crew rampaging around.  You are swept up in another persons adventure there.

That leads me onto my next point.  So many named characters.  Ok not many last more than a paragraph or two but it all adds to the flavour of the world.  The names of some of these people are not the most imaginative (looking at you Mandrake Wolfsbane) but it just a minor quibble.

The story also gets a thumbs up for me.  The twist at the end is ok, nothing amazing but the build up is good.  From the very beginning you are thrown into the action by being stabbed by the magic dagger, which turns it into a frantic race against time.  Everything in the prologue sets up to explain what you are doing (as opposed to just randomly going from town to town to exploring mazes).  But I never felt like I was going off mission, get medallions, stay out of the bad guys clutches.

The writing is also a step up from previous Luke Sharp entries.  The description of the scenario I felt were more detailed which also helped me feel really immersed in it. 

Its fair as well.  I am not just saying that as I won but when you map it out you realise their are pletny of different ways to win and no must have items or must go to locations.  The battles are infrequent and usually can be avoided and even then there are no killer high skill monsters you are forced to fight.  In fact the mechanism of the poison every time you fight or exhert yourself feels like the biggest concern as you play.

A different type of villain to go up against was refreshing, so happy to not face another evil wizard but a character we can see happening in real life.  All in all sounds fantastic right?  Right?  Well....

I am not convinced about the mechanics in this gamebook at all.  Number one is that this book is absolutely loaded with random dice rolls.  And I mean packed with them.  What is the point on having stats if you hardly use them?  Random chance really annoys me.  

The worst offenders are the two I mentioned before.  Trying to acquire the Necromancer Fighting ability is horrible.  Who is going to roll 5 or 6, six times in a row?  Its beyond broken and you need 8 or at the very least 7 to have chance against a Necromancer.  Or the snakes and ladders maze which is pure random dice rolls to see if you get the medallion.  The other one is the chamber of chance, its a bit more possible but its not fun.  But there is more - 

Rolling dice to compare your weight to how much an ice bridge can take, you die if its too much.

Throw a dice for where you are standing and another for where  spike shoots out, you are killed if it hits.

Throw 1 dice for yourself v 1 dice for your opponent at the jousting.  you loose stamina and skill if you get knocked off.

Roll 2d6 to see how high your stone horses jumps against 2d6 for the height of the poles.  If you hit the poles the horse smashes and you die.

The test of the horsemen to stay on the horse.  Roll a dice 5 times.  If you roll a 1 or 2 twice you die.

When you get trapped in a tunnel, roll 2d6 for the air in your lungs against 2d6 for the amount of air you need.  If its not enough, you die.

Throw a dice 6 times to see where rocks fall and then roll to compare your run for cover, skill and stamina loss.

3 dice for falling blocks, pretty much same as above.

Throw 3 dice to see where snakes are and throw 3 for where you jump.  Poison and Stamina damage.

Trying to shoot a dragon from the ship.  Roll 1 dice for the position if the dragon and roll for where you shoot.

The test I did in my playthrough to survive the horse stamping.

Ah you get the point, I could go on though!  There are even more test or die encounters in here but they make sense.  Like roll 2d6 and compare to your stamina to see if you make it.  But I do not mind that as its testing against your actual stats.

My other big gripe is the endless Left or Right choices.  You know how much I hate a blind T-junction.  What makes it so galling is that most of the books prose is good.  And we do get some left and rights with good choices, such as left to the mountains or right to the forest.  So he can do it, but my word there are so many where we do not get anything.  Do you run off to the left or the right?  Do you jump off the left or right?  Left or right door?  So So So many.

I never got to try out the medallion mechanics, but I think they sound ok, will keep the game going longer.  You can also learn Darkfight but its only useful in a couple of places, and I am pretty sure at least one of those places its impossible to know it but my mapping might be off. It was very confusing!

Other specials you can get right at the end - 

Invulnerable to Sword Strike
Great Wisdom
Power to Change Metal Objects
Power of Persuasion
Stormbringing
Power of Fortune

These sound cool but they come so late in the game they do not have a big impact.  It would have been better to introduce these a lot earlier as they feel a bit tacked on.

Normally these issues would be gamebreakers for me.  But here they are just an irritant.  The reason for this is you can avoid a lot of them.  The book does not punish you unfairly for missing an item on a random roll.  There is always another way or another chance, yes you may be killed unfairly but their is always another route.  There are so many different ways to finish this book.  It is almost too easy, I mean I feel you should have to at least get one medallion.  Its just so alien not to require anything to complete a Fighting Fantasy.  But that is crazy talk, after all the impossible ones this should be a positive.  I would just feel bad if someone went oh well finished it and never went back as there is just so much more in this book.

It really depends on what you look for in a gamebook.  If mechanics is your thing you will be disappointed with all the random dice rolling.  If it is multiple tough playthroughs to eventually figure out the path, nope.  If it is to create a map, this one might tip you over the edge.  But if its an immersive world of non stop action, this is the one for you.

I ask myself did I have fun?  Yes I did.

Would I play it again?  Yes.

Is it perfect?  No not by a long shot, but its one that appeals more to me.

Tough one to score, but lets not forget how awesome the cover is! 


Score - 7 out of 10.






Sunday, January 18, 2026

Stealer of Souls

Background - 

It is 1988 and Ian and Phillipa are making their way through the huge underground facility below Puffin HQ.  Armed men in black are flanking them as they make their way down the dimly lit corridor.  The fluorescent lights flickering on as they continued down the corridor.

Phillipa "Honestly Ian, I am not sure what we have done this time.  We think its another dimension.  The team are calling it the other way round."

Ian rubbed his eyes, tired at the madness that was unfolding yet again.

They made it to a control room where a flurry of scientists were monitoring various devices.  They were clearly panicked.  But Ian paid them no heed, instead he looked out the viewing window at the lone man outside.  He was fully clothed in a hazmat suit and was currently firing a flamethrower at a bunch of writhing black tentacles.  The red glow behind them was not coming from the flame but from whatever was behind them.

Phillipa "Suit up Ian."

Ian "Excuse me what?"

Phillipa "Unless you plan to write another book this week, we are going in."

Ian "Through there?  How do we even get in?"

Phillipa "They do not seem to like fire.  Don't worry the boys are coming with us!"  

Ian "But why?"

Phillipa "If we are right and its another dimension, then it might have someone that can write a new gamebook.  God knows we need to recover from that Sky Lord debacle."

Cut to them all standing in the room fully suited up in hazmat suits, the puffin logo on each arm.

Phillipa "Right, Bob there is going to shoot it with the flamethrower and then we will make a bit of a run for it."

Ian "Wait, why can I hear Kate Bush?"

Phillipa "Oh that helps find your way back."

Ian "Find my way back?  What the hell do you mean!?"

At that point we get a whoooosh from the flame thrower and the black tentacles retreat.

Phillipa "No need to worry, leg it!"

With that the team disappear into the red light.

Cut to later on as the team are moving by torchlight through a grey poorly lit building.  Grey flecks of dust rain down like snow, even inside.

Armed Man "Halt, I hear something up ahead."

Right enough there was a door with a thin light emanating from underneath it up ahead, it was the first sign of life they had seen in a while.

Signaling to the other armed men with his hand the team moved to the door.  After a brief wait they kicked it in, guns raised.

Phillipa and Ian followed them in.

There in front of them was a frightened man with his hands up, he had been working at his desk with a typewriter.

Ian takes his helmet off.

Phillipa "Ian what are you doing!  We don't know how safe it is to breath the air here!"

Ian looks over to her.  "This is not another dimension!  What you have done is open up a portal to Games Workshop HQ.  That's Carl and this is the WFRP office!"

Carl "Hi Ian."

Ian "Hi Carl."

Phillipa "But why is its so dusty and otherworldly?"

Ian "Its all about miniatures now so the WFRP guys live down here.  I don't think the cleaner has been down in years." 

Phillipa "Oh for heavens sake, please tell me he can write."

Ian "Well yeah he is one of our best."

Phillipa also removed her helmet. "Great, well forget about that rubbish you are doing now.  You are now writing a gamebook for me.  Except I don't want people to know we are cross pollinating, if anyone asks you are now Keith."

Carl, Sorry I mean Keith "Erm ok."


Stealer of Souls came out in July 1988 and is a debut for author Keith Martin.  What I did not know though however, is that this is a pen name for the great Carl Sargent who was a huge contributor to early Warhammer Fantasy Roleplay.  I know I am always excited to see a new author but this one I really have high hopes for!  Interestingly I actually owned this book, rather than getting it from the library.  But unlike others like Warlock which I remember like the back of my had, I can not actually remember much about it.  I do remember something about an island, but that's it really.  I wonder if its as it was later on in my life so I would have played it a lot less.  

Covers - 


Well after getting bombarded with lots of covers for an Elric book with the same name we have this cover.

And what a beauty it is!  This is probably the reason I bought it back in the day.  From the haunting purple mist to the cloaked figure, I just think this oozes epic 80s fantasy.

Sword and magic and a random skull behind him.  The red and black of the cloak itself.  Yep massive thumbs up from me.

I do have questions though.  

Ghost Rat!  Not even these guys are safe from having their Souls stolen!

And not sure why there is a golden rod stuck in the rock. 

Premise - 

We start this adventure with a summons from one Vanestin of Pollua.  Of course he is a mage, at least its not old Yaz this time.  To be fair Vanestin has spared no expense and I get a nice coach and best food on my travels.  This is probably as good as it will get for me!  I eventually get to his house and he is clearly a very rich man!  

He mentions a name, Mordraneth.  I am aware of this evil wizard.  The elves fear him and I once had drinks with a one armed dwarf who lost said arm to Mordraneth.  I play it super cool though and instead just sip my wine.  

It transpires that Mordraneth kidnapped another wizard called Alsander who had been researching Mordraneth's schemes.  Hope your keeping up, that is three wizards to now keep track of.  In his last conversation with Vanestin before he went missing, Alsander had worked out that Mordraneth was drawing power in some way from the realm of the dead.  They were going to meet up again but when Vanestin went to see Alsander he was missing, along with all his notes.

Vanestin is not useless though!  He has actually made a bit of an effort to come up with a plan.  They do not want me to go and kill the bad wizard.  No instead its a rescue mission.  Mordy has gone to Allansia but through scrying they have found where he has imprisoned Alsander.  They have sent a fake force after Mordraneth to pretend they have fallen for his ruse.

I am of course in game disappointed not to be going off to kill a bad wizard, although I am told if the opportunity comes up I can of course go for it.  

Poor Alsander is on the Isle of Despair (in game who names these places, never going to get ant retail value here).  Of course its not the sunshine islands.  It gets better, its just of the coast of the island of scars.  He has been hidden deep in the Iron Crypts.  Why he has not just killed him outright we do not know either.  No doubt so he can tell someone his grand evil plan.  

Now why send a lone warrior and, well I don't know, a wizard?  Well it turns out only Mordraneth's magic works in the Iron Crypts so they would be useless.  That actually makes a lot of sense!  Although personally I think all wizards should be rounded up and jailed since they almost destroy the world every other month.  

He has a vessel called the Petrel ready for me but says he will wipe my memory of anything he said if I do not accept.  Wait wouldn't I be then left wandering the streets and wondering why the hell I have travelled all this way?

Anyway I do accept and we enjoy some more wine before it is time to catch the tide.

Playthrough - 

We are back to basics, and I mean basics.  Skill, Stamina and Luck.  You have a sword, shield, leather armour, a backpack and 10 provisions!  I do not mind this to be honest.

Quick side note, I have no map in the cover of my book.  But look what I found!

Why did I not get a map!?

It does say I may learn some magic but for now I am a warrior.  Not even a potion!  Oh I have a lantern!

Skill - 9

Stamina - 22

Luck - 11

Not the best skill roll but a lot of stamina and luck.  Coupled with ten provisions, hopefully I can keep myself alive.  Probably safer to stay out of combat though.

As president of the Allansia Bird Watching club, that appears to be the big bird of trouble.

So ship captain Garaeth tells me the voyage will be a day or two.  The weather starts to turn though and the order to batten down the hatches is given as we try to outrun the storm.  Just as I go to head down though this giant bird attacks.  Do I want to make a run for it?  Yes I do.

Alas I am too slow and it takes 2 stamina from me and I have to fight anyway.  Not my best start.  This is a Giant Stormbird and its skill 8, stamina 12.  That's a pretty tough start.  Of course none of the sailors can reach me to help due to the weather.

My start does not get better, I get hit twice and three draws, I can not hit this thing.  I have a bit more luck but after many draws and a few more hits I take it down but I am already down to 12 stamina!

Of course the crew saw me making a run for it so I have to use my own provisions.  I have one meal, no doubt all alone.  I didn't see the crew helping much either!

When we arrive at the Isle of Despair, Garaeth tells me there is no harbour so then they lower me in a rowing boat and bugger off.  So I start rowing as some giant pincers appear.  Do I want to fight, throw some food or row like mad.  I decide fighting is a bad idea so I throw a provision into the water and the giant crab goes off and gets it and I can continue to row in safety.  

Queen guitarist Brian May then comes through the fog.

Its actually a Giant with kelp for hair.  He greets me and I get the option to attack him, speak back or run away.  I try to talk my way out of this.  He actually offers apologies for his Giant Crab Edwina and offer me some food and shelter from the rain.  Why not?

He leads me to his cave and offers me a massive fish stew.  He says the island is getting more evil but he can look after himself but he is worried about me.  He thinks I must be on a quest but I give nothing away.  Instead he gives me a scroll that he thinks could help.  It says - 

It also tells me to write down 350

Apparently the fish stew does not restore any stamina and it starts to rain so I stay the night.  The next day he gives me some salted fish to increase my provisions to 3.  I decide to eat one immediately and the other 2 take me back up to 10.  Day two fish is better for healing.  I head up the trail to the west.

The drizzle make me wet and miserable, just as I would be in real life.  I stop to eat and find that two of my provisions are spoiled.  What a crap backpack!  

I find my first junction!  I can go north to the hilly terrain or continue along the well used mud track.  I decide to stay on the track.

I make good progress but as the sun starts to set there is no sign of anywhere to sleep.  I have a look at a small copse of trees where a tree sprite appears and throws down a hammock.  I get no choice as my character decides this is a great idea and climbs up.  I get asked if I have any treasure.  Nope!

Amazingly nothing happens and I wake up the next day and everything is great!  Now we have a new junction.  The North path is marked by a skull on a stick, south is bloodied bird feathers.  Or I can just keep heading West.  Yeah West sounds safe.

I must stop to eat a meal so I decide that also gives me stamina back.  My provisions notes are wild already!  I see a building in the distance or I can ignore it and keep going West.  Well we can have a quick look I guess.

Hello sir, can I stay the night in your humble establishment?

The non descript grey building offers shelter for the night and I light a lantern and this chained man is in front of me.  I do not understand what he is saying.  Attack, help or look around?  Well lets just take a minute and check this place out first.  

The illusion fades and a dark priest hits me with a spell of magic cold for 6 (YES SIX) stamina points.  He then comes to finish me off and he is Skill 9, Stamina 13.  Oh dear.

I get very desperate and start using luck a few times when I get a hit in.  Finally he is taken down but I only have 8 stamina left.  I decide to eat a lot.  I only have four provisions left.  Back to Stamina 20 and Luck down to 9.

I find 5 gold in the dark priests robes and the place is evil, with an alter and a spooky picture which sounds very much like the cover art.  There is a trapdoor and no where else to stay the night so I causally put the body over the trap door then go for a sleep.  Test your luck.  Which of course I fail.

It leads to a terrible dream (otherwise known as a nightmare).  I am on a sheer rock crevasse as a black skull is flying around having a chomp at me.  Its trying to take my soul.  I wake up and it costs me 3 stamina.  Do you want to go back on the trail or have a look in the trapdoor.  Well we have come this far, lets have a peek.

Time to eat again, or lose stamina, down to my last three provisions.  I walk for hours in the dripping water.  Test your luck again.  This time I pass and arrive at the gates to the Iron Crypts.  I have no idea how I know it is the gate to the Iron Crypts.   

Problem is though, there is no way in!  I can either wait or try and bend the iron bars.  Well if I was a skill 12 monster I would smash down the door but of course I am not so I think ill have a wait.  Eventually a Goblin shows up so I make a noise to distract him.  Another one appears and the two confront me one at a time in the narrow tunnel.  Skill 5 and 6 though thank the cosmic entities.  I finally win a combat without getting hit.

I walk through the dark tunnel, not risking a lantern and using the glowing moss to see by.  The passageway leads to a dead end but its only an illusion hiding a door.  I open it and go through.

And straight into a room with two more Goblins!   One of them gets a hit in before they are both dispatched.  I am rewarded with some bone dice, hope they roll better than these dice.  On a serious gamer note I got so disgusted with my dice rolls I changed dice, you know what its like!

Blind junction next as I have three doors.  North, West, East.  Well usual rules is to go left so West it is.  Straight into another blind T-junction of North or South.  Lets try North.

I come to wall carving.  Do I want to look at it or go back, keep going North or head East?  I am not interested in the wall carving so I keep going North.

Reaching a door I notice a terrible smell behind it and scratching.  Do you want to go in or head back South.  Yeah I am going back South.  

Some stone steps greet me as I eventually get past the Goblin room.  Of course there is a ten foot statue guarding them with the head of a bull.  Yeah its going to be a minotaur.  It even teases me saying will it attack you, turn to find out.

Instead it asks for a gem, which I do not have.  Do I attack, do nothing or make a run for it?  Combat has been so bad for me I make a run for it.  It cost me 2 stamina and I have to make a skill test which I just pass and no more and make it past the Minotaur.  I immediately sit down to eat another provision.  

West it is again and I get an option to head towards daylight but I hear rending sounds or head east instead.  Being risk adverse I head east.  This way is blocked by choking acidic smoke so heading north now.

As president of the Allansia bird watching club this is, erm, I have no idea.

I can offer him a gift, attack or talk to him.  I have nothing to offer so I try and talk to him.  He tells me this is an evil place and the creatures are being driven away.  He thinks they have someone captive and then he becomes uncomfortable and flies away.  

I decide to head West again and end up in a mushroom cave.  I can keep going or try eating some.  This sounds like a terrible idea but it will probably mean gaining loads of stamina.  But I can't take the risk and leave them.

Now I find a failing illusion and step through into a North, South corridor.  North leads to daylight and a ripping noise again.  South it is.

Another passage is blocked by black smoke so I am railroaded West, which is a relief as all these choices are getting tough.  Although now its another blind choice.  Keep going or open an east door or a west door.  You know the rules, left!

This leads to another luck test which I just pass by rolling a 7.  A spear hurtles past and darts into the other door.  I hear noises from the north so decide to hurry on south.

Its really dark and I am told I must use a light source, either a lantern or a magic sword.  I wish I had a magic sword.  I follow some footprints and find a door with an iron grill.  Well that sounds like a prison cell so best check it out.  

I peek inside and see two human bodies, better make sure one is not my wizard.  Alas its locked and I have no keys so I walk on.  Oh well sorry guys.

The corridor ends in an door that is not locked.  Inside are two orcs eating a bit of Dwarf.  Amazingly they are weaker than Goblins!  They are killed easily and I wonder where these guys were at the start of the book instead of that bloody big bird.

I get another gold piece and have to pick between an east or south door.  Ill try South.

Coming to a fancy door on the west wall I decide to try and enter it.  Do you have an ebony key?  Nope.  Ok then move on, you can not open this door.  Sensing a theme here.

Next door at the end opens at least.  I am in a large stone chamber with blue flame torches.  Which give off green smoke?  The east door is half open with red light.  The west door is reinforced.  Plus we have fountain in the corner that I can drink from or throw a gold piece and make a wish.  
  
A wish sounds good so I toss a gold coin in.  Which melts straight away as it turns out the liquid is acid.  That sums up my day.  I decide to try the west door first.  But, and you will be shocked, I can not open it and have to go the other way.

The red glow is coming from a furnace in what is clearly a torture chamber.  This misshapen creature sees me and I can attack or speak to him.  Lets have a chat.

His name is Mehrabian a half ogre.  His soup sounds revolting so I politely decline a bowl.  He seems to think I am the expert torturer and says the current prisoner has not talked yet.  He has given him a few burns but not broken anything yet and has kept his hands chained up as per the masters command to stop him using magic.  Hmm that sounds like the very man we are looking for.  He jingles his keys and says lets go and get him.  Shall I attack or wait for him to come back?

I was hoping I would attack from behind, but I do not.  He is skill 8, stamina 14.  Oh how I wish for a higher skill score.  I also wish I had these dice before, he only hits me twice.  I still decide to eat my last two meals after the fight to get my stamina back up to 21.

I release the old man and I am told if I have a potion of heling or provisions I must give him them.  Erm I am really sorry but I just ate my last sandwich right here.  I slyly use my foot to hide the crumbs.  

This is indeed Alsander and I find his robes and give them to him.  He reveals that Mordraneth is not in Allansia and is actually in the Iron Crypts planning something evil from his Empire of illusions.  He is planning to harness a dreadful power and unleash the madness and death on Pollua.  He continues as Mordraneth has found a way to steal souls.  More accurately he is stealing the images and emotions of terrifying things from the spirits of the dead.

Fear of darkness, phobias, terror etc.  Using these he create illusions that have the power to cause madness and death to those that witness them.  He has found he gets the best results on recently dead killed by himself so he plans to unleash the illusionary army on Pollua.   He says he can only be stopped here and now and implores me to take up the challenge.  Which of course I do.  He says the Dark Elves will be here soon but has worked out how to modify spells to get them to work and he will teach me some.

I can pick three spells from - 

Dispel Fear          Negate effects of Fear but opponent gets a free hit
Dispel Illusion     Automatically destroy an illusion creature before a fight 
Fire Globe           Cause 6 points of damage on opponent before fight
Healing               Recover stamina equal to half you initial stamina (11 in my case) 
Luck                    Recover 3 luck points
Restore Skill        Recover 3 skill points
Speed                    Deduct 2 from opponents skill 

Well I have eaten all my food so I grab healing.  Also everything he just said was about Fear and Illusions so I take those two dispels as well.

He then points the way to go and teleports back to Pollua!

Yep he is tired from teaching me and instead of helping he buggers off back home to "warn people".  Bloody wizards, I tell you get rid of the lot of them.

He at least warns me of the Dark Elves in the next room so I hope to surprise them, but they are too fast.  At least as I am in the doorway I only have to face one at a time.  Skill 8 and 7 though.  But really low stamina.

So many draws.  But eventually they are both defeated, I am down to 15 stamina.  I get 8 gold pieces for my troubles.  But I find lots of food, elven bread!  Add 6 provisions.  I have never been so happy for provisions.  And immediately eat one.  That healing spell might be a bit of a waste now.

I ignore all the other treasure as I cant carry it.  Nothing is more precious than food in this game!  I find a teleporter and step on.

I find myself in a circular chamber with the walls shimmering and shifting like heat haze.  There is no sense of direction in the Empire of Illusions.  Instead you get three passageways.  A black one, a red one and a yellow one.  That is it, no clues.  My thought process goes like this.  Red is my favorite colour (Aberdeen) but it normally means danger.  Black in fantasy is normally associated with evil.  So I will go Yellow.

Everything changes and I am floating in the air.  An Eagle illusion attacks me but he is only skill 7.  BUT I also lose 2 skill as its not easy fighting in mid air when you are not used to it.  Its only stamina 8 so I decide not to burn through my spells yet now that I have food again.

It does not go great, and I am down to 13 stamina so as soon as the battle is over its time to tuck into two meals while floating in the air.  I then crash back down to the ground as a voice gloats over me saying welcome to my Empire, I don't think you will be here long.  I am now in a brown passage with one end turning black and the other green.  Green is good.

The route turns blue and the voice is back.  Saying I will die of fatigue, or maybe something else.  A huge wave then appears and I try to run.  Its in vain though as it reaches me and I drown.  

But I regain consciousness as I am lying on my stomach as someone slaps my back but I cough up nothing (yeah it was an illusion clearly, clues in the name).  This is confirmed by the thin young man called Parzan who is helping me.  He explains that as I thought I was drowning thinking I am getting the water out of my lungs helped.  Apparently he is Mordys apprentice but thinks he had gone mad and is making his escape.  He disappears leaving a golden flask that says should help.  Do I want to drink from it now or save for later.  Well stamina is high so ill hold onto it now.

The tunnel becomes a sewer which I need to wade through.  I see some nice rainbow lights up ahead but before I reach them the water starts to froth as a horde of rats appear.  Options are fight them, cast a speed spell, cast a dispel illusions spell, search your backpack or just run.  Well might as well look in the backpack.  

I then accidently break the game as I have none of the options and their is no option for don't have any of these.

Oops

So I decide to go back and just leg it.  And it only cost 2 stamina points.  I would have lost more than that in a fight.  It leads to a fork, a yellow/green section or rainbow.  Its got to be rainbow.

Sensing a feeling of goodness the chamber has rainbow lights and three semi-translucent human figures.  One says "Brave friend, not everything here has been corrupted by the wicked one.  He has not overcome all of us.  Let me give you a blessing to aid you."  He then stretches his hand towards my head.  I do not agree with non consensual touching, especially in an Empire of Illusion so I leg it.  

Yellow/Green, Azure or Ochre passage.  So yellow/green keeps coming up as an option so I feel that's where I should go.

Why did it have to be Snakes?

The options are not great, I can run for it, use a special glove (which I do not have) or cast dispel illusion.  Now this is not like running away from rats, Id have to go through the snakes, does not seem wise.  Since I do not have the glove I decide I might as well use my spell and dispel the illusion and it works.  Its Azure and Ocher again so I go Azure.

The tunnel turns black and I meet this guy.

Looks friendly enough.

This fellow is called Death Skull.  Because of fear I lose 1 skill and 2 stamina.  He is skill 9 stamina 10 so I would have a skill disadvantage so I use the Dispel fear and take the 2 point stamina hit.  But at least its a straight roll off.  

What rolls!  I knock him down to 2 stamina without getting hit!  But then he gets me back a few times before I finish him off.  Stamina count is at 13.  I eat 2 more meals.  Light airy passage or open iron gate and go down the frosty passage.  

I feel I have been doing this wrong and I should be aiming for the more scary option to find the evil lair.  So I go down the frosty tunnel.

Mordy's rubbish had been piling up due to the Isle of Despair's bin men being on strike.

I get the option to say a prayer to the dead which seems oddly specific and I do.  This lets me regain 1 skill and 1 luck (not lost any skill).  Light airy passage or dark brown?  Using the same tactic I go for dark brown.

It leads to a door which I force open (wish I could do that earlier) and it has a stone statue which pretty much vomits smoke from the mouth and a skeleton appears. I can fight or try and run past.  I feel my running has been too successful so far and I wont get away with it so lets fight.

Skill 7 Stamina 12.  He hits me twice and I decide to eat my very last bit of dark elf bread.  Blue or Violet.  Hmm is this going further on the rainbow?  I think ill try Violet.  

It a very rocky room full of cobwebs.  One of the bigger rocks sprouts some legs and turns out to be a big spider.  Its also got wings!  Of course I have fear so I can either use dispel illusion or fight.  Alas I've used that spell so its -1 skill and 2 points of stamina off so I have to fight.  Do you have a headband, no I wish I did though, sounds cool.  Skill 8 Stamina 12.  And with the fear its another straight roll off.  

Its quite a battle but my superior stamina sees me through but its single figures.  I decide to use the heal spell and back up to 20.  But that's it for healing now.  Stone steps lead up to a well lit chamber.  Its a palatial chamber with stone pillars, statues, wall hangings and flaming braziers.  Two sets of stone steps lead up to a balcony and their standing at the top is Mordraneth.  Crystalline dust glitters from his hand and falls to the floor and I realise he is casting a spell.  Do you cast speed, fireball or run up the left or right set of steps.  

Well no spells so 50/50 on the steps.  Always go left!  It feels like I am running through water, am I wearing a bronze ring?  Nope.  He hits me with fire globe for 6 stamina.  Am I wearing a silver ring?  Nope so I need to test my luck with the magical bolus spell he uses.   I pass!  But still lose 3 stamina points.  

I finally make it to him.  I have 11 stamina left.  But he is skill 10 and stamina 17.  Oh dear.  I need some miracle dice.

First roll I make is a double 6!  He then smacks me down to 5 stamina before I hit back and take him down to 13.  And that is as close as I get.  Killed by the big bad.  I could see it as well, if you win turn to 400.....

Notable Encounters - 

It was not just me that had problems with Giant Stormbirds!

They have been stealing this dudes eggs.

He is of course incapable of doing anything himself but is perfectly capable of cursing you if you do not help!  Why did you not use that power to curse the birds?  And don't tell me you did, I saw the dice that Storm Bird rolled against me!

Not only that but if you tell him you have already killed one he just says well that will make it even easier for you! 

Alkandi is the Shaman of the Island Natives, and also quite a salesman.

I will discuss the depiction of the art of the natives later but for now you find their settlement on the island where you can trade for a plethora of items.  Alkandi actually helps interpret the giants parchment for you and I would go as far and say this is a must visit location.  What accommodation you get and how well you sleep is directly tied to how generous you are.  But in good news they are not depicted as savages as I was worried that is where we were going.

I am saving the picture for the artwork section but their is a part in the iron crypts where a face in the wall starts breathing black smoke which kills you so it gives you a sense of urgency in the next few rooms as it keeps chasing you (and stops you retracing your steps).  There is a magic sword to pickup here if you are brave enough.

This looks like an epic scene with a minotaur standing over the broken body of an elf.  But your character just goes nope and "hurries past the scene".  Sensible.  

 
Not all Orcs are bad!  You can have a drink and gamble with these guys until they pass out!  Just don't take your own tankard, turns out it belonged to their mate! 

The Dining Hall is also interesting as you get to bluff your way out as another option to just fighting.  My favorite option is just ignoring the guard and pretending everything is normal.

Or you can play it another way and kill him and then discover all his bureaucracy that goes on in the dungeon.   

Yep nothing made me hate Mordraneth more than discovering his note to the guard telling them to get on with extracting a confession from the prisoner.  Its just that not required nonsense from management that we all suffer from!  Oh no boss I thought we would just leave him, just as well you sent that...

In game terms though its a good story beat as I was wondering how Alsander and myself were able to cast spells when we had been specifically told only Mordraneth's magic would work.  Turns out old Mordy was also wandering how Alsander was getting around it.

The whole Empire of Illusion section is interesting as well.  Having the doors work as portals took the pressure off that I imagine the author was under having to map the logistics of another section.  It also allows for very different set pieces to be put next to each other without having to make sense.  Turns out that guy trying to bless me was actually trying to help!

Its Horace!

At one point you find two orcs fighting each other.  You can actually help one and befriend him afterwards and have a chat.  You can also of course just kill him as well and search the room.  But your betrayal leads to being bitten by Horace who is described as having a tooth abscess which is making him more vicious than usual.  
 

Artwork -

It is the one and only Russ Nicholson back on the art.  Definitely one of the Mount Rushmore of Fighting Fantasy illustration.  Having him back made it feel like one of the early adventures which I very much enjoyed.  In the past I have been a bit critical that even though the main part of the illustration were good the backgrounds tend to be too empty.  This does happen a bit as seen with the Lizardman but also here.

This has to be one of the worst illustrations I have ever come across.

This also looks like its been vomited onto the page.

But I am very pleased to say the are very much in the minority and the illustrations are very good.  His strong points are without a doubt Orcs and Skeletons.  From my playthrough I really like the Giant Storm Bird attack, the chained man and the Death skull.  But the best was the mass grave.  Its just so eerie and captures the tone brilliantly.  

From above as well the drinking Orcs are exactly what Fighting Fantasy Orcs look like.  He is best for sure at depicting monsters rather than scenes, but I was hoping to use those pieces in the Menagerie section below and talk about them there.

The thieving sprite!  Option to throttle to death.

 
Guard having a nap.  Do not kill him in his sleep, that is inhuman.  Instead wake him up and then kill him. 

Prophetic wall carving that does not give you an advantage at all and instead just scares you.

Its much more epic to release Alsander and let him do his thing.  Even if he looks very different to the description.

Meeting the Natives for the first time.

Because this book was 1988 and I saw the art for the natives I was a bit worried.  But the way its written and the pictures are not too bad.  Alkandi is probably slightly worse.  But I do not believe its fair to judge things against modern sensibilities.  But to be safe I will stay away from this.  But the art is amazing.

With the right items you can summon your own illusions as well!  Take that rats!

 
But my favorite is this guy.  Pure awesome!

Big Bad - 

Mordraneth has had better days.

Is anyone else having fatigue with evil wizards?  But we need to be fair and judge Mordraneth on his own merits.

And he is one of my more favored villains we have seen.  He has a slightly different master plan of extracting the dead's fears to use against the living.  And he built his own Empire of Illusions, not a bad effort.  

If you remember in my playthrough I met his apprentice.  Well that's actually Mordraneth is disguise and he does all that just to try and trick you into drinking some vinegar.  Its not even damaging, its just him trolling you for his own giggles.  Got to give him credit for that.  He always seems prominent as well in the adventure.  Whether its seeing his instructions in the crypts or his booming voice in the Empire of Illusions.  And we were not even meant to be going after him, this was just meant to be a rescue mission.  But he is here because he saw through Vanestin's original bluff and double bluffed him!  

But he is not infallible as seen by his annoyance that Alsander has figured out how to circumvent his any one but his own magic blocking. 

As for the final encounter itself its good as its not straight up combat.  Yes it gets to that and he is very beatable as only skill 10.  But its the lead up of decisions and spells.  Although you should be disadvantaged here as he is a master wizard and you literally just learnt your first three spells minutes ago.  But this brief exchange is enough to give it a bit of flavour before the combat.

Menagerie - 

The largest section of the book is the Iron Crypts which is full of Goblins/Orcs/Ogres/Trolls etc.  It is not a lot of different creatures here but for what they are its fine.  It was very reminiscent of Warlock.

But their does appear to be a bit of a bird theme!  As well as the two Giant Storm Birds, their is the birdman and a Razorbeak.  Hopefully after the defeat of Mordy, the Isle of Despair can set up as a bird watching island.

A lot of the battles as well are only battles if you attack.  The Giant Crab, The Sea Giant (lots of Giants) have other options that avoid battle.

The Specter will take a skill point every time he hits.  Which means if he hits you a couple of times its all over.

Hobgoblins fighting over the right to kill a herbalist.  Do not take them on two at once!  Awesome art here by the way!

Blue Dragons shoot lightning rather than fire.

Dark Priests use magic as well as being tough hand to hand opponents.  Just look how shocked that Orc is!

Floating Death Balloon!

Ok I need to talk about the Diadrone.  Coming up with a unique new fantasy creature is not as easy as it sounds.  And then having to illustrate it, good luck with that.  I think it looks fantastic.  Ridiculous but fantastic.  But I fired the description into the AI to see what it would create.

2026 Diadrone

Entertaining Deaths - 

A very limited selection of instant deaths in this book.  Very different to the books we have been seeing!

Listening to music.  Turns out to be Wraiths who drain your life. 

Killing a troll and not knowing the password to open the door.  Black smoke comes through the other door and turns you to nothing but bone.

Trying to run through a pit of snakes (told you that was a bad idea)!

Tying to run through a corridor of closing walls and getting crushed.  Its an illusion but you die anyway.

Running away from an imaginary Dragon.

The winner for this book though is - Being slowly absorbed by a stone shapeshifter BUT only after being forced to eat a meal or lose 1 point of stamina in the same paragraph!

Pete's Corner - 

The Sea Giant gets very angry if you kill his pet crab, but what would Mungo's family say?



Final Thoughts - 

So when mapping out the book I realised I made an error.  After not having the ebony key it said go to 171.  I then had a break and came back and had my bookmark in.  172 asks if I had an ebony key, which I thought was where I was.  And I followed that and ended up in the wrong place and missed a chunk.  What were the chances of that!?  

I did not really enjoy my playthrough but that was not the books fault.  I made a stupid decision at the start to run from the bird and coupled with it kicking my ass I felt I was always on the back foot, trying to avoid encounters.  I could have been enjoying all the crews food and a free jar of ointment instead!

After mapping it out though the book is actually very fair.  I think two or three more runs and you would be able to complete it.  The items are not necessary and do not lock you out of winning the game, they just make some encounters easier.  Also nothing is really above skill 10 and I fancy if I just had 1 more skill point (10) I would have beat the book.  

What is difficult is getting into multiple combats.  The way it reads is really unclear and I read it as you combine the skill scores and roll 2d6 for each, but that cant be right as you will never win.  I just do not think I have understood it right but it should be clearer.

I really liked how Keith/Carl has built it though.  And by that I mean you can backtrack so much.  You can go forward and he will give you a brief description, like hearing a noise and one of the options is almost always or you can head back and go the other way.  Also you get a lot of options to talk or fight, so this one feels more like a mini RPG in a book than some other titles, which given his history makes sense.

It does not always work though.  As you saw in my playthrough I was presented with four items but I had none of them and no option to say that.  And when you come across the face in the wall it says your medallion shines brightly.  But what if you don't have the medallion?  I maybe wrong but mapping it out I think you can loop back and have to face the Eagle in the Empire of Illusions twice.  If you pick Yellow 362 and face the Eagle and pick Black from there, once you have done its event you get the option to go to Brown which is 362 and back at the Eagle.

Gold is also a bit of a waste, once you trade at the village you have no use for it and that is really early on, but you keep collecting it throughout the adventure but it is ever needed apart from one piece at the fountain.

The Iron Crypts are full of low skill Orcs and Goblins, these are by far weaker than what you face on the surface at the start.  I always think a gamebook should build.  I would have had the lower skills on the surface and made the enemies in the crypts slightly higher, building as you make your way further in.

Also I was a bit disappointed in the writing.  But only as I had higher expectations.  Plenty paragraphs are fine but once in the Iron Crypts it gets a bit samey.  What he did well in some places would give you good information to make a decision.  Like on the island having a skull mark one path and blood feathers the other.  Or you hear a tearing noise coming from that direction.  Its not much but anything to not make it a random choice helps.  But then they do sneak in.  Which of these three doors do you want to go through, which direction of this tunnel to go down?  You could argue the Empire of Illusion is the same but I think the colours do give a bit of an idea.  Its just frustrating to see it well done in some places and not all in others.  Sticking with this theme of writing, why do I keep being told I need a light source?  Either a lantern of magic sword.  You always have your lantern so just say you use the light of your lantern,  it just reads strangely. 

Speaking of the writing the end is very anti climatic.  I expected more than the half page saying the souls all leave him and you wonder if the captain has the boat back so you go to find out.  

Their is also a bit of illusion of choice, when I got blasted by the Dark Priest illusion it turned out it did not matter which of the 3 choices I took, I was going to have the same result.  

But we must applaud A magic sword that lets you go +1 skill even past initial skill that applies to combat only!  Thank You!  Even the chainmail lets you go +1 skill but only if you are not skill 11 or 12 as you are already good enough that it does not make a difference.  Great game play balancing there.

And the addition of spells near the end added a bit of variety as well.  Its not super fleshed out but more like a garnish on top of the gameplay.  If its that easy to learn magic though, no wonder there are so many wizards running around!

The story is decent, for another evil wizard tale.  The twist that Mordraneth can be reached is not very shocking at all, we all knew we would be facing him.  But the build up was fine and I felt Mordraneth himself was well done and made his presence felt.  And his final battle was just unique enough to make it interesting.  But we need to get way from evil wizards threatening the lands as its starting to have diminishing returns.

It did feel like an upgraded Warlock of Firetop mountain though.  The Iron Crypts felt very similar to that book and I think having Russ Nicholson behind the pens just added to that feeling.  There were a couple of terrible pieces of art in this book but the majority were excellent and I think even better than his earlier work, which might be controversial.  If I ever need a goblinod or skeleton he is the man to call.  The whole illustration is their to tell a story now and he has got rid of the bland backgrounds.  

All in all this was a blast from the past adventure.  Until you get the spells its stripped back to the basic rules.  The Island is pretty sparse before it just becomes a standard dungeon crawl.  But that's sometimes what we need.  I do not want to be constantly punished or going after items all the time.  I would call it a pallet cleanser before the next course.  It is by no means a bad book, its just not fantastic either.  

That cover though!

Score 6 out of 10.

Daggers of Darkness

Background -  For the reasons behind this wild tale see Start Strider and Chasms of Malice. Philippa sat facing the table full of suits and ...