East Germany, Winter 1989. The two operatives meet up on the corner of a dark street.
Operative 1 "Is it done?"
Operative 2 "Yes, the guy will give out the wrong instructions and the wall will open."
Operative 1 "Excellent, with the wall down the path will be open and we can go home."
Just then another figure appears wearing a trench coat and a wide brimmed hat. They are trying to look inconspicuous but stick out like a sore thumb. The two operatives share a glance and sigh.
Trench Coat Man "Hello gents, sorry for running late."
With a flourish he removes his fake moustache and glasses, revealing a mustache and glasses that are real but actually look worse than the fake he just removed."
Trench Coat Man "It is me, Ian! Long time no see Jim and Stephen, how have you been?"
Jim "Well when you told us back at Games Workshop you had a mission for us, I thought you meant write a book."
Stephen "Yes! The last thing I thought we would be doing is going undercover to try and bring down Communism!"
Jim "What did that have to do with you anyway?"
Ian "They do not like Communism in Puffin, can't sell books. Hence having the two of you out here to undermine it. If the wall goes we can sell more Fighting Fantasy out here. Speaking of which how is it going?"
Jim "Its all set, tonight the Politburo spokesman will tell the press that travel through the wall is open."
Stephen "After that the masses will leave and the whole system will collapse."
Ian digs into his large trench coat pocket and passes them a package each. "Excellent, time to leave then. Everything you need is contained in those for your new identities. Should get you back into the West before it all kicks off, just one thing..."
Jim "What?"
Ian "I believe you have something for me? Something that Puffin said you would provide in exchange for the travel papers?"
Stephen turns around and removes a loose brick from the building they are standing next to. He pulls out a package of his own and hands it to Ian. "Its all there, the manuscript for Dead of Night."
Ian "Excellent, safe travels gentlemen." With that he puts his disguise back on and all three turn and walk off in different directions.
Later that week at Puffin HQ. Phillipa is watching the news as the Berlin wall is being torn down. She picks up her desk phone and presses one of the buttons.
Philippa "Its Done."
Dead of Night came out November 1989 and is a collaboration between Jim Bambra and Stephen Hand. We have seen collabs a lot in the early part of the series but both are new authors to the franchise. I have seen Jim's name before as part of the Warhammer Fantasy Roleplay and the Enemy Within but I have not come across Stephen Hand before. Always interesting to see what new authors bring to the franchise. I understand they both worked at Games Workshop before teaming up after leaving to write this book (after the pitches for their own gamebook did not get far). This is a brand new one to me. The cover is not setting off any memories at all. I do not remember even seeing it before which is really rare!
Covers -
Not the biggest fan of this cover. I get its meant to be a Demon appearing from the depths and the trees and land are buckling before it. But to me it just looks like you have disturbed him in the bath. The lava looks like his bubble bath and on the right it looks more like he is moving aside a shower curtain than smashing aside a tree. I like the colours and the idea, just not a fan of the execution.
Premise -
We start in bed but unable to sleep, watching the shadows in the candle light (maybe put the light out if you can't sleep). The shadows then change to become a silhouette of a toad creature and two humanoid shapes writhe in torment at its feet. Unfortunately I recognise them as my parents. Ok I already have a question. How do I know the silhouettes of the shadows are my parents? I must really know my parents. Maybe they have a unique feature like a giant nose? But I do recognise the toad, its Myurr, one of the demon lords and my arch foe! Wait I have an arch foe already?!
My brother was slain by demons (noooo Pete!) when we were out in the fields. Ripped apart by one flying down from the sky. The village priest Branner came running and saved me before it could kill me as well. Since then I have waged my own war against all demon kind. I vowed to become a demon Hunter and at Pete's funeral a ghost appeared and spoke to Branner, who then arranged for me to study at the Sacred Citadel of the Templers at Royal Lendle. Wait Royal Lendle? Was that not in Elden Ring?
Since then I have slain many Demons inhabiting the mountains of the Witchtooth line. In fact I have thwarted the plans of Myurr multiple times. But my fear was always he would try and get revenge on me by attacking my parents.
It looks like those fears have come to pass as the shadows once again change and I see my home village of Crowford in a thick mist. The apparition of Myurr and my parents hangs over the village. The demon is smiling and my parents are pleading for help. This is some shadow show!
A gust of wind blows out the candle and everything is dark, I relight it and prepare to head home at daybreak.
I ride north through Gallantaria and enter my homeland (I was still at the Citadel) and try and convince myself I was just seeing things. But just in case I prepare by cataloguing what I know of Myurr. He is renowned for his subtle and devious schemes and in his earthly form can appear as a giant toad or an innocent young boy. I once confronted Myurr himself after he had possessed the Kings advisor and was fomenting rebellion in the kingdom by implementing repressive measures on the peasants. I could see through his disguise and saved the day.
Myurr hates me deeply and I think to myself if he has my parents I will need all the aid I can get. Branner has since passed away but the new priest should be able to help. Also Sharleena is a seer who lives in Crowford and can summon and speak to spirits. She has helped me before in the past and if demons are involved then her aid will be invaluable.
I am almost home and will know if I just saw shadows or reality.
Playthrough -
Right let's check out the rules. As you would expect by now, Skill, Stamina and Luck are all as you would expect. But we do get a new stat - Evil!
We do not roll any dice for Evil, it starts automatically at zero. So of course it will go over the initial value as it will increase over the adventure if you do, well, evil things.
A slightly more in depth look at evil. As a templar I am bound to uphold the values of honour, benevolence and forgiveness. But I am not obliged to show these virtue when dealing with enemies. But if I ever act in a manner befitting a servant of Chaos (such as ruthlessly killing an undeserving opponent) then I will attract the taint of evil. So far I have managed to avoid any fall from grace but with my enemies concentrating their efforts, I now stand a greater chance of being corrupted. It will sometimes feel like a restraint acting this way but such is the path for followers of Light.
But its not that simple. During previous escapades I have come to learn that sometimes you must fight fire with fire. Some Demons are immune to holy devices but vulnerable to dark magic and foul artifacts. So do you use these and increase your evil score? Up to you. But every so often you will need to test your evil. Instructions on how to do this will be provided at the time.
Here is the most exciting part though. Very much like Midnight Rogue, we have talents that I have acquired through years of intensive training. But we only get to choose 3 from the list -
Banish Undead - The power to repel or destroy certain Undead creatures.
Dark Veil - Cast a magic aura to make yourself invisible to most evil beings. However this is a trick learnt from demons so it will increase your Evil score. Veil is an anagram of evil after all and some powerful evil creatures could even use it against you.
Heal - Heal various wounds and illnesses, but can only be used on other people, not yourself except in times of great peril.
Holy Circle - With chalk or charcoal or even finger in the dirt, draw a circle that most demons will not be able to enter.
Meditation - Takes time and needs absolute calm. Commune with your deities to receive guidance in the form of a vision or message. It can also restores stamina and luck. But if you are interrupted it could be disastrous.
Sense Demon - You may experience a slight tingling when Demons (even disguised ones) come withing twenty feet of you. Spidey sense!
Speak Demon - Can read and understood words spoken in the Demon tongue.
Hmm only three you say. Well I am taking the spidey sense for sure! Where the tingle happens will remain secret. I like Heal, I think it fits the character of the holy templar. Yes I can not use it on me but I am sure I can save a few people at least with it. Banish Undead I leave as I think ill just fight them. Dark Veil is far too evil for my sensibilities and I do not like the risk associated with Meditation. So its Speak Demon or Holy Circle. I think Speak Demon would be more useful but Holy Circle fits the build better so I go for that.
Equipment wise we are loaded up! Sometimes on these adventured I feel like Solid Snake trying to procure on site. But not so this time! Our sword gets its own name! Nightbane! Even though its got a great name, it does not give me any bonus over any of the random swords I have used in other adventures.
I also do not wear any armour, instead I have hooded flowing robes of the order and a skull cap, very fetching!
We start with 5 provisions this time. Those templars are a bit more stingy with their food! But no limits on when to eat other than outside of battle or how many you can have at once.
10 gold coins so I am not a poor beggar either which makes a change! But I also have a silver cross (Fighting Fantasy religious figures also fans of the cross, not sure who got crucified though) and three vials of holy water. I actually feel like a proper templar who is actually qualified to fight this threat!
Oh and I have a white stallion horse called Godsfire, sounds awesome but you know my feelings on horses.
We also get a handy map!
We also get a Words of Warning section. Never take anything for granted when Demons are concerned, they are clever and treacherous beyond belief. They will try and weave me into complex schemes and fool you into helping their plans. They can also turn your own strengths against you. Trust only yourself. Be careful about using special talents as some of my opponents already know of them and will find ways to turn them against me. Got it, Don't trust anyone. I am Stone Cold Steve Austin.
Skill - 7
Stamina - 18
Luck - 12
Evil - 0
Sigh, it happened. That's what I get for talking about it last time but its the dreaded skill 7. Got all my cool equipment and I end up being more Gillberg than Goldberg.
What are the chances this guy is actually dead?
Down in the vale below we can see Crowford. I feel a chill of unease and pull my cloak closer as Godsfire walks on. The feeling increases as I see the gibbet containing the remains of a highwayman. Apparently in my youth I use to take a shortcut through the fields instead. I used to find my parents working there but with the mist it is more likely they would be in the tavern. Do I want to take the road under the gibbet or take a short cut? Well I would take a shortcut normally but that scarecrow in the distance looks just as foreboding so I stick the the main road. I mean come on, imagine if you did meet your parents in the field? Turn to 400, they were fine all along.
The gibbet is not in a good state. Its at the point of collapse and is described as more rust than metal. Of course the skeleton is laughing at me. It knows who I am and is calling me pathetic and saying I am too late. Do I want to hit it with my sword or race on? Well it is stuck in there so jokes on him. We move on.
Right enough there is nothing the Skeleton can do but continue to laugh and hurl more insults as Godsfire steps out from underneath it. I do feel the icy fingers of evil on my spine but that is all, just a feeling.
I enter Crowford but it is a proper silent hill mist. Even Godsfire is getting upset by it and I have to nudge him forward. Through the haze I can see people fleeing from me, slamming doors shut and locking them. One women runs out to snatch up a child before fleeing from me into a nearby cottage. I rush to my parents house and call out to them but there is no answer. The house is empty. Do I want to go to the tavern to look for them or go past the local priest? Well the introduction did say the priest should be a source of help so lets go there first.
As I approach the church I hear soul rending screams coming from the misty graveyard. Nothing comes of them though as I knock on the door. I hear a bar being removed before the priest opens it and hurries me inside as he puts the bar back in place. He introduces himself as Anson and he tells me that my parents were found dead in their home three days ago. Turn to 400. Hold on! He continues by saying at least we thought they were your parents. Anson is no longer so sure. Their appearance had been strange as the flesh was tight over the bones and their eyes shone with an unholy light. How can you tell if a light is holy or unholy? Did they teach that at the Citadel? Curiosity got the better of Anson and today he opened the grave and found their places had been taken by foul demons! Ever since they were buried the evil miasma has hung over the village destroying crops and killing wildlife. Every night at sunset the screams begin and he implores me to help put an end to this nightmare. Do I want to open the grave? Use Sense Demon, or just leave the village? Well leaving sounds hilarious but I am meant to not do evil things and I have Sense Demon so lets use it.
There is a strong presence coming from the grave so I know it can not possibly be my parents. I can go and get a spade from the church or leave. Skill 7 means I really want to leave but I fear leaving my home village in such a state will not be good for my Evil score. I fetch the spade.
Mum?
Anson gives me a spade and lets me out of the church. Of course the screams are getting louder. Suddenly the soil erupts and the two creatures pictured reach for my throat. Do I have banish Undead? Nope.
Through my studies I recognise these two are blight demons, servants of Myurr and carriers of death and decay. More worrying, skill 9 and 8 (although stamina is low at 4 and 6) but I wonder if I have just killed myself with the first combat. But wait I am asked to test my luck first and as its max so of course pass. With one mighty sweep of the spade I hack off both of their heads in one go! I do not get the option to throw my sword, Nightbane, away and keep the shovel which is clearly better. It needs a suitable holy name, suggestions in the comments please.
The blight demons fall back into the grave and dissolve in a puddle of green slime. With their death the mist clears and Crowford is saved. In the sludge is an iron tube which I retrieve. In it is a map with a marked cave. It says captives held here. The cave is situated in the hilly area, east of the road to Weddonbridge. If I get the option to look for a cave turn to page 150. Nice, the village is saved, we have a hidden reference and did not lose any stamina. I decide to look elsewhere for my parents.
My character makes the decision to visit Sharleena the Seer for some advice. After a few hours of travel on the main road I enter the Glaydon Forest. The sound of birdsong cheers me up and I start making good progress. The sun then begins to set and nightfall is coming when I get to the track that leads into the Horned Hills and Sharleena's cottage. It is then I hear a wagon approaching from the North. Will I ride forward to meet it or head to the hills. Well I doubt the demons would be going about in a wagon so I will check it out.
I draw my sword just in case and find an old wagon with a shabby horse. Two terrified peasants are in the front while I hear groans of pain from the back. They beg to be let past as demons have taken everything they have already. I sheathe my sword and move closer. They explain their village was attacked by demons and the whole North is full of them. One of them has been wounded and they ask for help. Do you have the Heal talent? Yes I do!
Climbing onto the back of the wagon I find an old peasant women who has been bitten on the arm which has turned septic. As I do my healing thing they tell me it was moon demons that attacked their village of Weddonbridge. Most of the people were butchered but they escaped. Others are still there, trapped in the hall in the main square as it is the only safe place. Once the old women is healed I take out my map and see Weddonbridge is on the westerly road. If demons are attacking there my parents may be there as well, I decide I have no time to visit Sharleena and bid the peasants farewell and head North. Ok wait a minute, that's a bit of a stretch to assume my parents are there as demons are attacking, Sharleena would still have been worth a visit! And the peasants did not even say thanks!
So, what we doing here boys?
The clouds block out the moon but I am still able to follow the road by night. I hear thunder but press on and arrive at a crossroads. I can just make out the village mob when a flash of lightning shows them lowering something into a freshly dug hole underneath the post. I can stop and investigate or head to Weddonbridge, Colton on the Marsh or Astonbury. Lets just check this group out first.
When they hear my horse they all face me with weapons out but once they see who I am they relax. Their leader says that they have travelled from Oakhill to bury Calbert, who was a young scholar who took his own life. Suicides need to be buried beneath a crossed roads so they do not rise as a creature of the night. Wow dark stuff Fighting Fantasy. They ask if I will help and perform priestly functions on the ceremony. Would be rude not to, do not want that Evil score going up.
As I perform said rites we hear scratching coming from the coffin lid. The villagers start getting nervous and I try and rush though the ceremony. However, I am not fast enough and the coffin disintegrates in a shower of splinters as Calbert the Vampire explodes out. Do I fight, run away or think of something else? Well at Skill 7 fighting's out and fleeing will not be great for the evil score. I do have a cross in my backpack so hopefully the something else option is that.
This is indeed exactly what I do and Calbert burns his hands on the pure silver cross. He crashes back into the coffins remains and and cringes like a beaten cur. As I hold him at bay with the cross, a quick thinking peasant drives a wooden stake into his heart. Add 1 luck point!
As Calbert's flesh melts from his bones the peasants fill in the grave (I did not get the option to use my shovel to help) and they at least say thanks and I get the same options on where to head next. I opt for Weddonbridge since that's where the demons are attacking and the secret cave is that way.
As I travel West the thunderstorm breaks and the rain starts coming down heavily. I am now soaked through to my skin, thoroughly miserable and in need of shelter. I get asked if I have a parchment that tells me of a cave nearby. I do indeed!
The trail is hidden in the undergrowth but using the map from the blight demons I am able to find it. I have to dismount and lead Godsfire up the hillside and keep slipping. Eventually we make it and the cave has a strange red glow from within. Which is never a good sign. Do you have the Dark Veil talent? Nope.
Dad?
No its not my parents, its a flying skull with red eyes that shoot lasers. Before I am attacked I see the cave is completely empty with no other exits and figure out this was all an elaborate trap. I was meant to find the parchment and follow it! I have to test my luck which I pass.
I dive for the floor and the beams shoot harmlessly over me. Do I want to run back to the road or keep fighting. Yeah I am Skill 7, its time to run.
I am not punished in any way for running. Although I am more annoyed that I did not get to stay in the nice dry cave. Instead we come to a roadside shrine, do I want to offer my prayers or continue to look for a way out of the rain? Well I think my character would pray so I do that. Maybe pray for some shelter.
I do not have meditation so nothing really happens and we keep going. The rain turns the road into a quagmire and I have to dismount and lead Godsfire by the bridle all night. All night! As I reach Weddonbridge I see winged creatures fliting across the road and dark shapes in the trees. I can smell the evil. Unfortunately so can Godsfire and he bolts off into the woods. I decide I have no chance of finding him in the dark so check out the village. A large stone building in the village square has a light shining and I am standing next to an open doorway to a wooden house. I decide to go to the square as the travelers I met said that was the only safe place.
As I race through the rain towards the building, gargoyle like moon demons sweep towards me, hunting in packs. I knock desperately on the wooden door as one lands on my back. Others have surrounded me and I swing my sword at them but can not reach the one on my back. The door suddenly opens and I fall through it. Test your luck. I pass. I have had to test my luck a few times and not thrown a dice in combat yet, maybe the high luck score was better for me!
The villagers quickly slay the demon and drag it off my back. Two villagers bar the door again and a small weasely looing man helps me to my feet. He introduces himself as Romond, the headman of the village. For the last three nights they have been attacked by these moon demons. Many have been slain by them but a few families escaped but they do not know if they made it to safety or not. More demons keep coming and now they have no choice but to try and flee south when morning comes. But first they need to make it through the night. I know from my research that moon demons can not enter the real world so there must be a great rift between the dimensions. Also they can not stand daylight so in the morning they will need to return to their own plane. Do I want to help the villagers or sneak out the back door to look for my parents? I had better help.
I am immediately put in charge and I position the villagers to defend the doors and windows of the building. As we wait I hear scratching from above and fear they are trying to get in through the roof. Romond points me towards the ladder in a dark corner and I head up, pushing open the trapdoor. I discover that some of the tiles have already been clawed away and it will not be long before they get in and can smash their way through the trap door. Do you have a holy amulet? Nope. Ok so I have to use one of my holy water vials but its a skill test....
Snake eyes! What a throw! Just as I manage to seal the trapdoor a moon demon gets me and its my first fight. Skill 7 stamina 6. Should be ok. He hits me twice before I take him down.
Meanwhile downstairs, things have escalated.
Now that the trapdoor is secure I climb back down the ladder. All is quite apart from the sound of the rain. Too quite. A crash of thunder and then all the doors and windows burst in as the frenzied demons pour through. The villagers fight hard but are pushed back. Do you have Holy Circle or Meditate? Yes I do (who would meditate in this situation?).
The villagers all run over into my holy circle and the moon demons attempt to storm it. The first one that tries though is engulfed in a bright blue flame. The rest of the demons hold back, wary. They decide to wait for my powers to wane.
But before that can happen the sun comes up and all the demons disappear. Dawn breaks and the rain stops and bright sunlight pours into the hall. The villagers all cheer and celebrate and I get 1 luck point back. Romond asks me to come south with them but I must go north to continue my search.
As I go north (no mention if I found Godsfire, stupid horse) I see the carnage wrought by the moon demon army. There must be something driving them on and that something must be destroyed. After a couple of hours I start to feel the toll of the previous nights action and realise I have not slept since I got to Crowford. I stop and huddle under some trees and I am very hungry. I must eat a meal or lose 2 stamina points. Well normally I would take that and then use the provision to restore 4 when I lose more stamina. Odd choice. But as the moon demon took 4 stamina from me earlier I eat now. Does not say if I get the usual 4 stamina back. I feel it means that you have to sacrifice a meal or lose 2 but as its not written I decide to give myself back the 4 stamina. Late afternoon comes by and I feel much more refreshed and head up the road. Two miles on I hear the flapping of giant wings off the road but I can not see what it is due to the ridge. Do I want to draw my sword or go and hide. Skill 7 says hide.
I leap into a ditch covered by brambles and need to test my luck which I pass.
At last a bit of warmth!
A huge winged elemental beast appears flying at terrific speed. It is clearly some powerful magic spell. It sniffs the air and flies off again. Before I get up though I find a leather packet with a provision in it. As I set off once more night falls so I seek shelter in a small ruined tower. I build a fire but something is not right, looking out into the woods is a ghost. Do you have Banish Undead? Nope. So its either flee or crouch and wait to see what the ghost does. Going by the illustration is does not look like a spooky ghost so lets see.
Turns out it is the ghost of Sharleena the Seer! Her words fill me with dread. I have been murdered, a spirit demon. I have struggled to come here. We are puppets in the master plan. I offer you a link in the chain. The pool of Dunningham. She then is blow away by the wind. I shed a tear and damm Myurr for all the sorrow he is causing me. I then go to sleep and reach Axmoor early the next day.
It has not gone well here. The River Merton is clogged with all manner of pollutants oozing out of the village sewers. The woodland is all blasted, leaving a barren smoking landscape and nearly all of the village buildings are ruined. As I use the bridge to cross the river a number of tentacles rise up and start to collapse the bridge. Test your luck.
Thank goodness for that high luck roll. As I am flung forward I land on the far side and do a duck and roll and shout parkour, so I take no damage. The tentacles pull the bridge into the river and I run into the centre of the village, hoping to confront the source of evil.
Greta Thunberg will not be happy!
The centre of the village has been flattened to make way for this monstrosity. The factory is belching out smoke but the worst part is that the building itself is made up of organic matter. On closer inspection it seems to be slime covered worm like joints with fibrous links with some bone mixed in. The smoke is blotting out all sunlight and killing all life around it. This bears all the hallmarks of Myurr so I decide it must be stopped or die in the attempt. Do I want to try the massive iron door or the smoking hole in front of me? I really do not want to try the hole but my low skill gives me the fear if I try the front door and get into a fight. Sneaky option it is.
Standing over the hole I see that its a semi organic tube and must be connected to the main building. Its about five foot wide so plenty room but I can not see the bottom for the steam. It makes my eyes water but its not the same black smog coming out of the factory. Some throbbing veins give me hand holds. Into the factory sphincter I go.
My hand holds are warm and throbbing....this has taken a turn. As I make my way down a green gas shoots at me and I have to yet again test me luck and I pass. I manage to hold my breath just in time and avoid the fart. At around twenty feet I reach the bottom and come face to face with a valve that is opening and closing at regular intervals and seems to be the source of the gas. But their is also a small opening you can crawl into. Well if the valve is the source of the gas I think that would be poor choice. Not often crawling down the even smaller arse tunnel is the better option.
I am told I made the right choice as behind me the valve opens and releases a gout of deadly gas. As I crawl in the dark the throbbing tunnel is making me queasy. After minutes that seem like hours I emerge into a corridor of the main building. As I extricate myself from the passage like a giant poo, it seals behind me with no sign it was ever there. Two passages to chose from. The right is warm and wide. Left narrow and damp. Well right sounds better but you know the rules, left it is!
As I fear its going to be a dead end I emerge into a dungeon. The room is slimy with pulsating membranous walls. Dozens of prisoners are held in cages watched by two demon servants. Do you have Dark Veil? Nope.
They use their strong hands to fight me and I must fight both at the same time. One is skill 8 and one is skill 7. However if I win two attack rounds in a row I automatically will defeat one. This is just as well as I pull it off while taking a bit of battering. Eventually they are down and I tuck into 3 meals.
As they collapse into mouldering bones I find a set of keys in the remains and use them to open all the cages. But none of them make a move to escape despite my prodding. They tell me that the monstrosity they inhabit is alive and they are to be fed to its furnace. Its influence holds them in place and they can not leave while it is still alive. I leave them by the only exit. The corridor gets bigger and brighter and I spot some stairs leading to a wooden hatch. I can take a look or keep going. You know we will have look! (Hope someone out there got the tiktok reference).
Up the hatch I found myself in a shorter corridor. A closed door to my right but to my left is an archway with an open door beyond it letting in sunlight. However there are three demons that way and all have red eyes which tells me they have telepathic link to Myurr. I know I always say go left but I do not fancy another combat so I sneak through the other door.
That very much looks like a power source to me!
Its not only the above scene we see with demonic servants working some machines. There are also some herding a train of humans into a living furnace. The furnace looks live a huge worms mouth with teeth. My head is picturing dune as I have never seen a worms mouth in real life! The crystal of the pedestal is a deathstone. This answers my questions as I know it is a land blight being grown by the crystal itself. The gas is basically terraforming the land for demons to inhabit. It is clear Myurr is planning an invasion but I do not know how he plans to get thousands of demons onto the earthly plane to make the invasion permanent. Now do I deal with the worm furnace and try and save the prisoners or deal with the death stone? I feel the stone is the beating heart of all this, so if I take out the stone, everything else will be die, including the worm furnace. Maybe.
The demon servants break into mass panic, they know the demon stalker (that's me) is among them. They should be getting telepathic commands from Myurr but apparently he is preoccupied somewhere else. This allows me to walk up to the source of the corruption and I am bathed in a black aura. It is here I am asked to make my first evil test of the game. As I still have a score of zero I automatically pass.
Sweating as I fight the corruption I am about to pass out when the stone gives up. My inherent goodness has won out. The only thing that can shatter a death stone is the seven deadly words of Akkarra. Using this dangerous black art could kill me. But the only other option is to flee the building. But I thought it was life or death? With that in mind I decide to go for it.
Certain conditions, coupled with the power of good over evil will determine my success of the desperate magic. I ignore the chaos and speak the words. In game I am given a list and each has points against it.
Have a Cross1
Each vial of holy water1
Speak Demon1
Holy Circle2
Sealing the worm mouth2
Turned a red dial4
Turned a blue dial2
Turned a green dial1
So I have a cross and two vials of holy water for 3 points. I have Holy Circle so that's me up to 5. Unfortunately I have not encountered any dials so that is a big chunk missing. Now roll two dice. 8, which is higher, which can not be good.
As I am pronouncing the sixth word, I realise my protections are inadequate. As I stumble over the crucial syllables time and space distort beyond reckoning and whatever happens next I do not know as I am not on earth to see it.
Notable Encounters -
Tim Curry from Legend kills Sharleena
You can go and visit Sharleena the Seer. But no matter what you do she is going to end up dead. How this happens is up to you though. For example you can be there when she does her summoning, listen to the demon (hope you took speak demon) and then he lashes out. Or far more hilariously just sit in the other room and ignore her screams as all hell is breaking lose until the door is smashed into splinters. You can protect yourself from the demon with holy circle but he just burns the hut down around you, forcing you to flee.
This is a local tavern for local people.
The Hanged Man Tavern is quite interesting as well. You can talk to the patrons that range from a crazy drunk to a chaos warrior sent to kill you. The real fun though comes at night. You see the innkeeper has been drugging the drinks and selling the people to the local necromancer for his experiments. A half orc arrives with a cart to take them. Hope you wake up in time!
You can also get a lift from some nice riverboat folks. Grumont and his two sons plus an old lady. As you can imagine there is problems on the water as well and one of the sons falls in and needs rescued. If you do you get your money back, fortune read with an important clue and some food. Or you could just watch him drown of course. Hopefully you fend off the tentacles at the wharf or you will have to watch them and their boat get crushed.
Listen to these guys, nothing good happens in Astonbury!
These gents tell you that Astonbusy has the plague so stay out. They are very much correct of course and good luck surviving it. Godsfire certainly does not. But that is still the better option for the horse as the other direction leads him to being eaten by zombies.
Team evil game planning.
Magrad the Necromancer is currently making life miserable for the inhabitants of Colton-on-the-Marsh. Undead roam the causeways and the people live in fear. Whatever you do, do not ask the people about him. They will think you are in cahoots and will lynch you. Magrad is working with Myurr and th Necromancer's finger prints are everywhere. If its not stealing people from the Hanged Man then its sending winged elementals to catch you and drop you in the marsh. If you do make it into his decrepit windmill he is pretty easy to take care of as long as you avoid his bolts of magic.
Even people that keep the cosmic balance need to eat.
Like Zodak from He-Man we have a type of cosmic keepers of balance. You need both good and evil to balance each other out. And when one is in the ascendancy these guys step in to help the other. Slight problem now though. Myurr has convinced them good is in the ascendancy and they are helping him! So it is up to you to persuade then that Myurr is lying and get the help you need. Otherwise you get sent to a netherworld prison which is just a horrible maze.
When you are in Dunningham there is a tower with a baleful red eye at the top looking around. Sound familair?
Welcome to Dunningham!
Now to be fair, this Sauron is not in the books. This was Peter Jackson's interpretation for the films. Which came out after Dead of Night. So the idea was here first. Wish it had an illustration in the book. Just make sure to set it on fire before you leave.
I say this one as notable, but do not take that to mean it was good. In fact its the worst part of the book. When you make it into Myurr's tower you go through a teleportation maze. Which is nothing more than pick a random door, you end up in this coloured room, now pick another random door. Its awful and seems to be just be pot luck. And because you teleport you can not map it like a physical map and use the direction references to work it out.
Defend the Farm!
In contrast when you help a farmer and his family protect their farm against some undead horseman, things are rather excellent. You have to use the map to position yourself and the family and which area they defend, where to place your cross etc. Then its a case of rolling some dice to see where all the skeleton attackers appear. It is very atmospheric as you know the attack is coming and you are waiting after sunset for it to come.
A bit of time travelling!
Yep, you can even go back in time to your brothers funeral. Just be really careful with who you talk to and don't cause a time loop! However it very cleverly links back to the introduction where you saw Branner talking to a ghost and then decided to help you become a Templar. It was only bloody you!
Artwork -
Martin McKenna is back again, still ridiculously young. But my word he knocks it out of the park in this one. This is as good as Iain McCaig who you know is my god tier artist for Fighting Fantasy.
From my walkthrough the Blight Demons are exceptional. The peasants burying the vampire and the factory are also good. And the Moon Demon attack is also superb. Not a bad piece in the book, not even average, all really good.
Keeping the balance. Not sure you can do that in 2026.
Your brothers ghost. Or is it.....
Be nice to this guy, even if he is a bit weird.
The Heart of the operation.
Team balance will give you a sword. Yes it is currently stabbed into a toad.
No this is not my map of Chasms of Malice, it is the Netherworld Prison.
Think you have seen the last of Magrad? Think Again.
A spooky castle!
My favorite is the approach to the Windmill. So atmospheric!
I also enjoy the Abomination but I need to keep some of the art back for the other sections!
Big Bad -
Finally! Mum and Dad!
Myurr is a bit different where he is not a far off threat and I am sent to get him, we already have history. Yes he is still trying to take over the world but his master plan involves me directly. The whole point of taking my parents was not just a personal vendetta. He needed me to come into his lair voluntarily for he needs to use my soul to open up a permanent gateway to the demon world. Apparently he could not do this by force and I had to come of my own free will. So this was all an elaborate set up. Or would have been if I had not died in his factory. Does this mean I won by stopping his plan?
Myurr is a four limbed demon so he gets to attack twice. At Skill 14! His stamina is 25 as well so even skill 12 monsters with demon slaying swords will have a tough time. You get the offer to use Dark Veil which hilariously just puts you straight under his control. Only if you have a magic sword can you harm him and only one of your attacks counts, the second attack is just you trying to block. You can throw some holy water at him which stops him attacking that round but if you hit him with it then it will take off a d6 of stamina from him.
There is a third option each round, dodge him and destroy one of the artifacts. If you get the wrong one though he properly mauls you. But when you get the correct item its a straight up Evil test. And even then it could go wrong without the correct item to protect you. You can get a bit of a victory. Myurr is banished and the world saved but you die. But of course if you pass the Evil test and survive the end then he is finally defeated.
I do like Myurr. He is not a one paragraph bad guy. You feel his presence throughout the book from the very start. He is constantly sending his minions against you and you can see the awful effect his invasion is having on each town you come across.
Menagerie -
Its a very limited pallet for this section. Pretty much just lots of different demon types, lots of undead and some angry humans. Humans come in the angry villager type. Demons in the Blight, Spirit, Moon and Great variety.
We do get to see an Armored Ogre and Orcs in Sauron's camp. Sorry I mean Dunningham.
No ordinary Shapeshifter, its a demonic Shapeshifter!
The Horned Skeleton is the last challenge before Myurr.
This lot love menacing farms.
Believe it or not this is the Necromancer!
The abomination is an excellent monster. It is the result of the Moon Demon Mage resurrecting Magrand the Necromancer. Instead of a mindless undead he still has his own thoughts. Plus tentacles of course! You do not want to get to this stage though. He will just grab your cross and then for the fight he appears skill 6 and you think no problem. But after two rounds of combat he juices up to skill 10. And if he ever wins by 5 points or more in a single round its all over.
Entertaining Deaths -
Oh boy, there are some absolutely brutal ways to go in this book, including but not limited to -
Politely ignoring the blockade at Astonbury. The men shoot you full of arrows as you walk past.
Sneaking past the Astonbury blockade and immediately dying from the demon plague.
Not getting your sword up in time as an Orc uses his dagger to crunch through your skull.
Asking for Magrand in Colton-on-the-Marsh. A village mob appears and hang you.
Pushing deeper into the marshes. A gas pocket knocks you out and when you come to you are sucked into the bog.
Galloping Godsfire into a black magical barrier, it is like hurtling full force into a blazing mountain and we both perish instantly.
Getting hit in the head by a giant bladed pendulum.
Escaping through the back door during the Moon Demon attack in Weddonbridge. The Moon Demons catch you and rip you to shreds.
Trying to meditate during a Moon Demon attack.
Getting caught in an abomination's tentacles. You are dragged towards it as the top of its head clamps down on you like a guillotine.
Trying to jump back onto a boat after being attacked by tentacles. You fall in the water and they drag you down to drown you.
Succumbing to the power of the death stone. Within three months you are serving a Snake Demon master as a Lieutenant of an Orcish raiding party.
Finding yourself in an Orc encampment and attacked by hundreds of Orcs at once.
Wading into a demon pond. A mound of sludge crashes down on you and you are dissolved.
Using Sense Demon to check if the giant greater demon in front of you is in fact a demon. It is a Demon and kills you while you are taking the time to find out.
Reading the writing that says welcome to the tower of Myurr. You age rapidly and your teeth all fall out just before you die.
Playing an instrument in the demonic pandemonium. You play it forever.
Going for the magic demon protecting armour. Its a trick and instead you get stabbed by knives.
Your brother ghost appears and tells you the way to Myurr is through the tower window. If you follow his advice you tumble to the ground to your death.
Trying to talk to your past self at your brothers funeral. You cause a rift in time and get stuck in a loop watching the funeral.
My favorite though is -
Getting gassed by a giant fart in a demonic sphincter.
Pete's Corner -
"John told me I died in the introduction."
Final Thoughts -
Yeah this was good, in fact I would say great. Not perfect though. But a very enjoyable entry in the series. The overall story flows well for me. The arc of saving your parents, Myurr's machinations against you and how the corruption gets worse the further you go is very well put together. I like how each village feels unique and plays out as its own mini adventure while also tying into the main story. The progression goes from helping fight off demons and undead to taking on Myurr's lieutenant Necromancer to stopping the demons terraforming the land.
And the stakes being personal was a nice change. Yes, Myurr is still trying to take over the world but for you that is secondary to saving your parents. And he is not an evil wizard (although demons have been done before) which is also a nice difference. The world seems very much alive with many people coming and going, from the villagers in your own home area deciding that everything that is happening is your fault to the farms of Stanford being under attack.
But my favorite part is Myurr's games. He is trying to play you the whole time. To plant the map on the demons, knowing that when you kill them you will find it and lead you direct to the cave is clever. But to use a hidden reference to do it, bravo.
The authors do a great job in setting the scene. I love the dark horror feel they went for. It does not feel like a standard fantasy setting, by placing it in the Old World they could set up their own land. Gallantaria is now one of my favorites. The dark and despair and desperation really shines through. This is probably coloured by my love of Warhammers grimdark atmosphere. This feels more like a Games Workshop product.
From my playthrough I really enjoyed the siege of the moon demons and the demon factory. But I would say all the encounters in the various villages are well written and fun. And each different enough from each other. The problems only surface for me after you get past Dunningham. No problem with the greater demon encounter from the cover but the house that warps you back to the start I was not a fan of. Not so much of the idea, or the idea of balance, but by the awful prison he puts you in. Which is a death sentence as you only get two goes and getting the wrong door before its game over. Just the design felt like wasted paragraphs to me.
But this is no where near as bad as the travesty of Myurr's tower. Instead of getting a mini dungeon crawl with the same level of writing and encounters as one of the villages, its just a multi coloured maze. I hate a maze, and its made worse that its not a real maze as they use the excuse of teleporting to avoid having to connect things so its a pain to map. Its a yellow room, which door? Its a blue room, which door? Repeat, Repeat. Not only does this stick out as a sore thumb in a book of great writing, its really boring. But this is meant to be near the final climax. Honestly its so bad its criminal and just takes you right out of the atmosphere.
As much as I do not really care for the cover, it was a good scene choice just poor execution, the rest of the art I absolutely loved. There is not a bad piece in here and I am struggling to pick my favorite as there is so much choice. It just fits the atmosphere and tone of the adventure so well. Good luck to whomever is coming next after this one!
Now Midnight Rogue is one of my all time favorites so when I saw a similar skills list I got very excited. All are useful in their own way and adds some replay value to the book to see what certain options do, but I never felt locked out by not having the correct one (which can happen in Midnight). But I would argue some are certainly more useful than others, for me Holy Circle is a must. I do not feel Heal was really worth it. Speak Demon would be really useful a few times as well but their is a instant death trap to try and balance it. Meditation is very good as well and the risk of using it in the wrong place is negligible as it should be really, really, really obvious its a bad idea to use it in certain situations. Dark Veil looks the most fun though, I would pick that next time. But is it worth the Evil trade off? Not sure it is.
Speaking of Evil, not a bad new stat. It kind of forces you to play the way your character would. You are not really just you like normal, you are a famous demon hunter. So you should pick the good option. It forces you to engage in scenarios rather than just avoiding them and going onto the next village. But those options are still there. Yes you can play as a dick, but it will catch up with you in the end. I do not mind it as with my low skill playthrough it forced me into situations I would normally try to avoid and I am glad it did.
That leads me onto the difficulty. I can not believe that Skill 7 did not kill me! The book felt really well balanced for low skill which I applaud. That does not mean it is easy though. There are still plenty traps and luck and good decisions required to get through. But combat is very reasonable and you can even get a demon slaying sword to boost it (if you play right). A high skill character might find it a bit easy though, but still I do not feel this is one you can brute force. Its not a collect every random thing in sight book either. Some just help make a situation easier, but you need the sword or Branners ring from the past to help survive at the end but their is still a chance if you roll low.
I never hear Myurr mentioned in Fighting Fantasy bad guys but I like him. His fingerprints are everywhere and he is also manipulating you the whole way. Schemes within schemes. Its not a straight out fight at the end either with plenty of options. Its not Balthus Dire good but its still a fun end sequence. Maybe he does not get the love as he is not an evil wizard?
Mechanically this was all laid out well for me with the interconnecting villages but their looks to be an infinite loop between Stanford and Axmoor. Its obviously not meant as their is no mechanic to say you have visited before.
I almost made an entertaining deaths section just for the horse, Godsfire. That made me giggle.
This book is top tier (at least with the criteria I use to rank), as the story is great, writing is great, mechanics are fine and interesting and the art is the best. I just wish all those wasted paragraphs with the teleport maze were instead used to build up the final tower. That just pulls it down a bit for me, and because it is unavoidable and near the climax it makes it worse. Needs a better cover as well! But if you have not come across this one yet I highly recommend it!
Representatives from every country in the world are in attendance, their little flags sitting on desks in the amphitheater as the semi circle auditorium faced down the raised dais in front of them. Sitting at the long table were representatives from another place entirely.
They looked human from a distance, but if you looked carefully enough there were tell tale signs something was off. Hair would shimmer, eyes with no pupils, proportions slightly too long. These were representatives' from Tau Ceti. Before them were legal documents that they had already signed. Secretary General Cuellar approached the table and put his signature to the documents. When he had finished he raised the paper up above his head. The room burst into applause, including a polite ripple from the visitors on stage. The start strider accords had been signed, the fighting would be over.
Later that day in a secluded non descript meeting room the Secretary General walked in and took a seat. He pushed the paper across to the three people sitting opposite him. Philippa, Ian and Luke Sharp.
Secretary General "You already know what it says."
Ian "Yes, humanity will deactivate all star striders and destroy the technology after the visitors have returned home through them."
Secretary General "When all of them have gone home!"
Luke "So I get to go home?"
Philippa "Not quite yet, I take it they agreed to article 7, sub paragraph 13B?"
The Secretary General let out a long sigh "Yes even sub paragraph 13B."
Ian "What's sub paragraph 13B?"
Philippa "Luke here will only return home after he completes one more Fighting Fantasy book."
Luke "You have got to be kidding!?"
Secretary General "No we are not, I do not think you understand how powerful the Puffin organization is. But this is the price of your freedom, and the price to stop a hopeless war between our peoples."
Luke has his hands covering his face before muttering "Fine!"
With that the Secretary General stood and shook all their hands before leaving, Philippa on his heels.
Ian stood up and slapped Luke on the back. "Going to miss you when you are gone Luke, maybe you can bring Fighting Fantasy to another galaxy?"
The look Luke gave him suggested to Ian that this would not be the case.
Fangs of Fury is the fourth and final entry in the series penned by Luke Sharp (Alkis Alkivades), released in July 1989. His previous entries have been mixed to say the least. Star Strider and Chasms of Malice were not the best but Daggers of Darkness was a definite improvement. Hopefully the improvement trend continues and we get a good one here. I know I have played this one before as I remember the cover clearly. But saying that nothing else is coming to me, maybe memory will jog during the playthrough.
Covers -
This cover is wild! No wonder I remember it. I don't know what the main creature is. He looks like a different coloured Orc. Maybe one of those elite orcs from Caverns of Malice. But lets mention the giant two headed fire breathing snake that he is riding! Fire is most certainly the theme. Glowing fire sword, snake breathing fire. And even this little guy -
Premise -
It is not the best start. Just as I step out of a line to volunteer I remember the number one rule, never volunteer. My fellow troops are all sniggering as Captain Laski guides me through the inner chambers of a besieged citadel as I hope that its something mundane like water detail or an extra watch. That would make a great gamebook, citadel of water detail.
I am taken to King Elidor and his 12 wizards who are studying a large dusty map which is being cleaned by the chancellor Snuffserk. Captain Laski proudly announces he has found a volunteer.
The king says "step forward brave warrior" and already I know this is a disaster as it must be dangerous if the King is addressing me so. One of the Wizards then asks if I have been informed of the situation. The Captain then lies completely saying we were told just how dangerous and hazardous the mission is but I am unable to contradict an officer.
The mage introduces himself as Astragal! Nope we are out, this wizard (Khul's Yaztromo) is nothing but trouble! All wizards are nothing but trouble and I am now surrounded by 12 of them! We are in the Citadel of Zamarra which under siege by the forces of Ostagoth the Grim. For the purposes of this playthrough since I just said Under Siege, Ostagoth will be played by Steven Segal. Sorry getting distracted.
The reason for the attack on the small kingdom is specifically to kill all the wizards (good). Why? Because in order to conquer the southlands of Khul all the good wizards must be killed. With help from the evil enchanter Jaxartes, Ostragoth has waited seven years for the wizards to gather in one place to strike.
So why have they gathered all together in one place to allow this to happen? Well Astragal points out of the window to one of the six stone sentinels. Massive dragon statues that breath fire direct from the Fangs of Fury and can destroy any evil force with the speed and viciousness that are undreamt by mortals. But alas they are not breathing fire now because the flame has been extinguished by a traitor!
He then gives me a small torch which all twelve wizards have put their combined power into. If the torch is used correctly it can relight the Fangs of Fury. But Jaxartes will know about the torch through the traitor and will do his upmost to get his hands on it. Beware the black cloaked figures, his mage warriors who he will probably send to get it.
The volcano lies in the land of a strange religious sect, the Wazarri. Not much is known about them but they supplied the original flame for the dragons so will probably be help. But beware, no other may carry the torch to the furnace.
My task is to break through the siege lines and head North to the volcano called the Fangs of Fury. I must go into the depths at its very core and thrust the torch into the white hot inferno. This will reawaken the dragon sentinels. But Jaxartes knows all this as well so the volcano will be guarded by fell beasts.
As Astragal pauses for a drink the King pipes up. He believes that a single person has a better chance of breaking through the siege lines rather than a host of knights, and most of the knights are already known and easily spotted. He gives me a chance to refuse the mission and for some reason my red shirt says nothing.
Astragal is back and hands over four small black cubes. Each one is capable of absorbing white hot heat. But they will disintegrate after use. They only have four but he tells me to look out for more. I am also given some plain armour to replace my livered jerkin when a shifty looking wizard called Morgrek approaches.
He places a bracelet on my wrist and tells me that it will glow each time one of the 14 walls of the citadel falls to the enemy. If all 14 fall it will kill me as well, so do not try to run away. If I succeed the bracelet will open and I can sell it for a fortune. Astragal is clearly not happy but thanks Morgrek anyway. Yeah thanks Morgrek, you dick. Clearly the traitor, and even if you are not I am going to tell everyone it was you anyway.
With that we hear battering rams at the main gate? Wait what about the 14 walls they need to get through first?
I have questions. Why are they not sending a wizard? I thought the wizards were the only ones that could save Khul, so why can't they save it now? Why are wizards such a pain? Why did I volunteer? Why has Murray from Turn to 400 not done Appointment with F.E.A.R yet?
Playthrough -
First thing we get is a picture in the inside cover of a map of Zamara.
Which helpfully does not have the location of the volcano on it.
Skill, Stamina and Luck are the only stats and they are all standard as we have come to expect by now. Provision rules are back to having them anytime outside combat with no restrictions on how many to have at one time and we have the full 10.
Potions are back! We know by now, Potion of Strength for stamina in order to keep the blog going as long as possible. Has anyone ever taken the potion of Skill?
Only other things we start with are 10 gold coins and the 4 aforementioned black cubes. Interestingly it says if you get any gems note their full names, e.g. star crystal.
We then get a section on the citadel walls. This is quite cool, as it could easily have been as simple as track a number. But instead the adventure sheet has 14 walls on it with white flags. Every time a wall goes, colour the flag in black. Its a ridiculous waste of space that could just be one box but I love it!
Skill - 11
Stamina - 15
Luck - 12
Well that was some extreme rolling. A 5 for skill so delighted with that. One day I would love a skill 12, I can not remember the last time I got that. To be fair I have only had skill 7 once, which 39 entries in is highly suspicious! Even I would be calling that out, so much so I thought Ill need to give myself skill 7 one day anyway or no one will believe me. I then followed this up by rolling a 3 on two dice for stamina! And then of course a 6 for luck.
Wait is this not how Chasms of Malice started?
The Captain, a few guards and all 12 wizards lead me down to the deepest chamber in the citadel. Astragal shakes my hand (stupid wizard), and stands back. The soldiers lift a slab up and Captain Laski tells me to stick to the left hand wall and do not light a torch or you will be seen. He then wishes me good luck which takes me aback as he has never said anything kind. The all important magic torch is hidden in my leather armour (wait can I use it for mundane things like lighting the way?) and I step into the dark hole.
Just then another boulder hits the walls and I look up to see Captain Laski looking down who tells me I better not fail as can not have anyone besmirching the honour of the seventh foot sloggers. He then disappears and then the slab is dropped down and I am in pitch darkness.
I feel along the left wall for 400 paces (seeing the number 400 in a paragraph in a Fighting Fantasy book just hits different) until I find a blockage. Listening carefully I hear shouting and screaming and I can smell the faint whiffs of fresh air. I feel a smaller tunnel to the right, do I take that or climb the rubble? Well the captain did say to stick to the left so I decide to trust him and climb the rubble.
I scramble up the pile of rubble into some
bright sunlight. As I come out, I feel a
warty hand helping me up. As I blink in
the light a Goblin is smiling back at me but behind him is a group of soldiers
pushing a large battering ram against the outer defences. This is causing a lot of smoke and shaking,
so much so that the path I just came out of seals itself with a bit of a
landslide. My new Goblin friend tells me
to watch my step and asks which regiment I belong to. I can say I do not have one or try and blag
it. I feel I should at least try and
blag it, I have a high luck score. It
would be a bit suss to be this close to the front line without a regiment.
Luckily I have heard tales of the Bonecrusher Battalions,
so I say them. Not so luckily it turns
out that they have not landed yet and the Goblin puts a sword to my throat. He calls out to his friend Coney to bring the
list as he thinks they have another spy.
I am marched to an earthen dug out while they go through a book
containing information on all the Knights, Squires and Nobles of the kingdom. As they can not find me they decide I am not
worth anything so better kill me. I can
say I meant to join the Bonecrushers or tell them I am a deserter.
I tell them I am a deserter, hoping they will
then find me valuable and not kill me! I
am marched through the trenches to a big wooden wagon with metal bars and
forced in. The Goblin tells me to wait
here as he goes to fetch the inquisitor as she always gets to the truth. It is then that my bracelet lights up for the
first time to show the first wall down.
Perhaps it was my friends with the battering ram. In the cage with me are two soldiers, a woman
and a monk. The monk is smiling and beckoning
me over. Do I stay put or go over. Well I have only made three choices so far
and I have ended up in a cage just outside the citadel so its not going
great. Lets see what he has to say.
His eyes are described as fiery and intense. He assures me that trust is the way and asks
me if I have the torch! Do I tell him? Well in the intro it said watch out for the
hooded guys, this guy is not hooded.
Also it said look out for the religious sect for help and this guy is a
monk so I tell him I have the torch.
This does not seem to phase him and instead
seems to spend the next few minutes meditating.
When he stops he says I must leave this place and he will help me. Introducing himself as Kendoki he confirms he
is indeed a monk of the Wazarri. He says
there is no need for any explanations as the prophecy has already told him
everything and he knows the way ahead of me is very hard. Things then get a little trippy.
Ken holds out a white cube and hands it to
me. As I take it, it disappears and
instead I can see it spinning in my mind.
Apparently this is the die of the seven levels of the Wazarri. In my travel to the Fangs I must look clearly
and carefully at times of great danger.
If I see a vision of a piece of thread linking six white cubes I can
spin the die in my mind and aim for my true level. Be true to yourself and you will not
physically handle anything but the number of white cubes you have will be known
to others when I reach the sacred centre.
Ken what are you babbling about?
How long have you been in this cage?
What this means in game terms is if I have
a page illustration and I see a thread with six cubes on it, I need to roll a
dice and mark that many white cubes to my total. If the amount of cubes on the page is less
than 6, then that is the maximum you can get, even if you roll over that.
Ken then stands up and says no time for
explanations other than Jaxartes is killing his people and trying to extinguish
the flame. Look to the novices, the
fighting arm of the order who can not speak, the Wazarri Silent Knights. He then entrusts me with his greatest secret,
the name of his religion, XEN.
Apparently saying this out loud will cause him to die in a year and a
day. Ken that’s a bit extreme!
He stands up and takes the metal bar and
easily pushes them open. He tells me XEN
is very powerful but he is not allowed to profit from it and must stay in the
prison. He bids me farewell and the rest
of us leg it. I find my sword in a
barrel and duck under a wagon as the alarm is raised. I decide its best to hide in a group. Do I go to a group of infantry or the orc cavalry
and their attendants? Well I do not
think ill blend in with the Orcs very well so off to the infantry.
As I head towards them a Goblin grabs me
and ask where I am going and I point to the group. He says no they are elite so I need to go to
the Irregulars on the left. Hey I am skill
11, that’s pretty elite.
I am marched over to a field full of men,
women, children, Orcs, Ogres and lots of other creatures. Everyone is wearing different armour and
weapons and the Goblin finds a big fat man to talk too. He waddles over along with two others and
says normally they only let the high-born join the regiment but since there is
a war on they are taking others. The two
others are sniggering so it is clearly sarcasm.
He asks for all my gold to join.
I can refuse, give half or give all.
Yeah I am skill 11, you are not getting my gold.
The fat captain sits back down to put his
boots on and says to the others it’s a third share each as the Knucklers attack
me. Skill 5 and Skill 6 though, they are
in for a bit of a shock. I easily
dispatch them and the captain just says good, you are in. Now clean up the bodies.
I sit around watching well disciplined
units march past, and realise why we are called the irregulars. Disputes flare up, fights rage and people are
stabbing each other. Without any command
everyone all of a sudden stand up and pick up their weapons and head to the
siege lines. Walking with the rabble I
see a mounted unit of Orcs waiting to engage the Zamarran Knights who are sallying
from the citadel. My unit is to slow
down the Knights to allow the Orcs to mop them up. One squad charges straight at us and I see
Peric of Inna unseated close to me and his armour is holding him down. A goblin with an axe is about to cut his head
off. Do I help Peric or mount his horse
and break out? Well a good guy would
help Peric, but my missions is much more important. It would also be hilarious if I cause one of
the walls to fall. Urgh I better play
good and help Peric.
The goblin is only skill 6 so I easily
dispatch him. However stupid Peric thinks
we were fighting over who gets to kill him and instead swallows a suicide tablet. Stupid Peric!
Anyway I get grabbed and hauled up in front of the captain, who decides I
need to be executed. I get hit and black
out and lose 2 stamina.
I am for the chop, oh wait nice necklace!
I see the 6 white cubes on a string and
roll a 4. I wake with a thudding pain in
the back of my head and find my head on the chopping block. All in all this escape is not going
well. As the Orc prepares to swing, a
small dart plants on the side of his neck and he freezes. A female warrior appears and cuts me loose
and throws my sword to me. She turns to
face four orcs which I can help her with or take care of the goblin with the
dagger heading towards us.
I decide to take down the goblin so he can’t
stab us in the back. He is only skill 5
so again I take him down without getting hit.
I turn round to help my rescuer but she has already killed the four Orcs. She must be skill 12! She leads me to a tent and its got all my
possessions in it, including the torch.
Why does she not take the torch? She is clearly more qualified!
She then leads me out and we duck from
cover to cover and through a trench, past a repair yard and then some chained
up elves. Then we rest and I get 6
stamina back! That’s some rest. She does not seem able to talk, so I wonder
if she is a Silent Knight. She does
draw something in the dirt though but I can hear something crashing through the
undergrowth. Do I take a closer look at
the drawing? Yes as I am pretty sure she
can deal with what is coming.
She has drawn three figures and points to
them then herself. The only difference
is that there shields and daggers point to different compass points –
First – Dagger North West, Shield South
West
Second – Dagger South, Shield North West
Third – Dagger South West, Shield West
Well that means nothing to me, but she
makes the sign of the cube.
The crashing get closer and she draws her
sword. It is clear she is going to make
a last stand. She points me in the
direction to go and I just leave her as she is capable enough. At least that’s what the text tells me, I
would have stayed with her as she is clearly a fighting machine! A few minutes later I hear screams and
clashing steel as the bracelet lights up to show a second wall has gone. I come to the cliffs opposite the island of
Karakum and I can either go down to the sandy cove or stick to the cliff tops?
I like the idea of holding the high ground
so I stick to the cliff tops. My character
muses about how difficult it is to get away from the siege lines! Yep, I have already been captured twice! I come to a set of tents that look like the
commanders. Do I want to go down or wait
a bit? Let’s wait and see what happens.
As I am watching I hear a twig snap behind
me (I could add 1 luck but not required). Two Rouges are sneaking up with bundles of
swag, obviously waylaying lone soldiers.
They attack me, Skill 4 and Skill 5, big mistake lads. They are dispatched with no issue and I head
down to the tents.
Look how far I've come! I've been captured twice just to get this far!
Are those white cubes on a string on the
tent to the left? I can’t decide so I roll. I got a 2.
I get distracted by the bracelet glowing again, wall 3 did not last long
at all. I am starting to think all the
walls will fall before I am even through the siege. All of a sudden, I see long nosed sniffer orcs
so need to go into one of the tents.
Ok long-term readers will
know we always go left, but that leads to the tent with a skull, that seems
bad. The claw also does not look great
so let’s go for the nice-looking angel wings.
Turns out it was
vulture wings, but its not a disaster as when I enter the tent a person is
waiting for me and they belong to the Wazarri and here to help. They are in fact a spy and help me put on
some armour (no skill bonus) and advises me to ride North with a patrol.
I walk out the tent and
with my visor down I could be anyone. Two
dwarf form a mounting block to get me up on my horse (the irony as I write this
I am at my daughters pony camp). As I
canter off I am joined by six other riders.
We ride far beyond the siege lines to the North and I manage to get 5 of
them to do a sortie to the east (this happens off screen) but I am left with
one other who will not leave as she is my bodyguard. Do I try and out ride her or attack? She can not be much of a bodyguard as she has
not noticed I am a different person!
Skill 11 says just attack her, bit sick of horses by now to be honest.
Well, she was skill 8
and she did gets me a couple of times. I
decide to eat a meal to make up for it, poking a cheese sandwich through my
visor. Yes I know I could just lift it
but that’s not quite as funny.
I dismount and take
off the hot and heavy armour. It crashes
to the ground which spooks the horse which then breaks away from the branch I
tied it too and gallops off. Bloody
horses! Inside the armour I find a pouch
with 5 gold in it. I rest which gives me
2 stamina back and I regret wasting that provision. The bracelet lights up again and that’s now 4
walls down. I can now head to the river
or a wider road. I consult the map and
it looks like the road is the easier way to get up to the mountains so I head
that way.
The road is deserted
until I come to a roofed watering well which has a really old women leaning
against it. She turns and tells me she
dropped her masters valuable fiddle into the well and pleads for my help or she
will be beaten. This seems extremely suspect
but in the tradition of worrying that I will miss a valuable trinket I head
down.
Excuse me good sir, but have you seen a fiddle?
Ah 6 white cubes on a
string though. I roll a 6 as well! Of course it’s a trap, the old women starts
cackling and saying there is some food for you as a Horned Devil appears. He is only skill 5 and despite the -2 skill
penalty for fighting in a bucket he is easily dispatched. Now the rope is still there, and I can try to
climb up it but I also spot a gap in the side of the well. I assume the old women will just cut the rope
so lets try the gap.
I follow the dark
dingy tunnel for a few hours as another citadel wall goes down and eventually
come to a wooden door. The next torchlit
tunnel is full of bones, rubbish, hats, shoes, fruit and smells terrible. It leads to another well and I look down and
its full of sludge, but there is sunlight.
Just then someone coughs behind me and I can either swing round with my
sword and attack or just turn around. I
feel if they were bad they would not have coughed so my sword stays sheathed.
The creature is a mix
of a Dwarf and Orc and is holding a shovel.
A Dwarf Orc! Nice to see a
fantasy setting where such love can blossom.
He warns me not to fall into the sludge as the smell lingers. One sniff of him tells me that is correct and
he asks if I am lost. We are below the
village of Teriyakit and his job is the muck shoveler and he shows me the way
out. I climb up a rope ladder into the
fresh air and I get the choice of two inns to visit, the Ferret’s claws or the
Gannet’s nest? By the way the village is
not on my map!
I go to the Gannet’s
nest for no other reason than I know someone who has that as their last
name. It is not a popular tavern and its
got some locals, some dwarfs and three very well armed men. A bald man is selling trinkets and asks if I
want a crystal ball for 1 gold. I have
not bought anything yet so decide to try it.
You didn’t tell me this crystal ball came with white cubes!
I roll for my cubes
and get a 3. I am now the proud owner of
15 white cubes and 4 black ones. The peddler
does not take my money as he is here to help.
The image you see comes up on the crystal ball and he tells me to seek
the three Wazarri Novices as they will guide me to my goal. He warns me that wanted posters with my face
are around the town (that was quick, getting my likeness printed and distributed
ahead of me) and that the men in the corner are Rouge Catchers looking for
me. He tells me to head to the forest,
pass the domain of Kragaar (the snake people) to Sikla’s barrow where the Wazarri
await. He tells me to leave quickly so I
do but one of the men get up at the same time.
Do I run and duck down an alley or walk away casually.
I decide to go casual,
if they knew it was me all three would have gone. Running just looks guilty. This is a mistake and he does recgonise me
and we end up in a fight. Skill 6 is
nowhere near enough to give me any trouble though and away I go.
I leave the village in
haste and stay off the beaten tracks.
Eventually I get to the forest and start following a goat track. The track eventually meets another but it
also comes with three sets of hoofprints.
We follow on until a fork, but fear not its not a blind t-junction! Carved on the tree is a figure holding a
shield pointing west and a dagger going to the south east which the horses followed.
Always Left, and shield
sounds better than dagger. I follow on
and another fork with the same thing with a shield pointing west but the dagger
points north east. Ill just follow the
shield now.
I walk for many hours
so decide to rest and would have got 2 stamina points back. But of course another wall goes as the bracelet
flashes up again. I notice a black
bottle by a tree root, do I want to pull the stopper and check it out or keep
on going. Bottles tend to be either
something bad or something restorative and as I've not tested my luck once and
everything still max, I pass.
As I carry on I hear
grunting so decide to walk faster but it keeps up, I begin to run but two wild
boar appear. Skill 5 and Skill 4 though.
They do have very high stamina so the
fight goes on for quite a while (12 and 14) and I get caught a couple of times
before defeating them.
The path gets darker
and occasionally I see twin shafts of flame burning before going out. I come across a smooth mound which I can
climb or continue to follow the path around. This could be the barrow the peddler in the inn told me to look out for. I go exploring up the mound.
I have to search for
the religion whose name cannot be uttered.
I know that one! Xen! Ok I admit at first I thought it was just
find the number under the letter and it made no sense. But the word Xen was actually there in a row!
A thin blue mist rises
from the block and figure of a monk appears.
He says if I was previously advised to seek the three Wazzari guides (I
was, by a crystal ball) do not for they have now been killed! Follow the forest path ever straight to the
bridge but do not cross it look for the warrior with the fist of fire, she will
take…. He gets cut off two manic eyes appear and say Torchbearer! I shudder and leave the mound.
The forest path is now
a blind junction on left, centre or right.
Well strange monk apparition said follow it straight so centre it
is.
Right enough I arrive
at the bridge. Across the bridge I see
three figures making camp and the food smells delicious. Do I cross the bridge or cautiously avoid it
and cross the stream. Well until one
paragraph ago I would have thought those were the three Knights from the
crystal ball. Now it’s a big nope and I
avoid.
As I ford the river I
see flame rise up into the sky in the shape of a fist to the left. Do I want to investigate it or head to the
camp I saw. Again follow the monks
advice so I go to investigate.
Excuse me but where are your white cubes?
The women is fighting
the warriors of Ostragoth’s armies and I go to her aid and end up fighting
three Garks! All are skill 7 stamina 11.
I get hit a few times but they are eventually dispatched. She greets me with a handshake as she can not
talk and indicates for me to follow her.
She leads me through a
series of difficult paths and secret tracks leading into the lower northern mountains. Eventually we are looking down at a large
fort surrounded by a wall of fire that has been surrounded by goblins being led
by a Dark Elf. We climb down.
As we approach the
flame wall the women picks up a stone and makes a gesture and an opening
appears in the flames. We run through
but two goblins spot us and give chase. Once we are through, the flames come back and the goblins are rather
horribly incinerated. Inside the fort it
is looking grim. They only have a dozen
knights and their squires and the rest are children. One of the squires approach and the girl
points to me. He says You have fulfilled
the prophecy. The Wazarri know you as
the Torchbearer, the one chosen to rekindle the Fangs of Fury. He then asks me to follow him and I say
thanks to the women.
The Bastion is clearly
undermanned and they look like they have not slept for weeks. I am led to a grand chamber where a badly
wounded Knight sits on a throne. He does
not speak but there are two stone chairs, one on his left and one to the right
and I realize this is some kind of test and must pick one to sit on. I have missed something obviously so default
to left.
The Knight looks to
the squire to speak. You have fulfilled
the prophecy of Kei-Okano, I must go to the Homrath caves and find the
key. He hands me 6 black cubes and I get
6 stamina back to put me at max. The
squire takes me top the gate and points out the mountain. I pass through another gap in the fire and
oddly there is no sign of the besiegers.
After several hours I come across a tall
pillar with a chained young boy, he is being attacked by Dragonmen and screams
for help. Do I want to help? Well never met a Dragonman before so do not
know if they are bad or good. Better
help.
I see those sneaky white cubes on the stairs
Rolled a 4 for white
cubes. Well turns out once I free the
dude he changes into a Dragonman and I have by far my most difficult fight
against three dragonmen. Two skill 8s
and one skill 9. I do quite well but
still need to eat 2 meals afterwards. Do
I want to follow the path or head to the flat topped mountain. Well the mountain is where I was pointed towards so I go there.
The mountain is quite
a journey and cost another 4 stamina if you do not have elf wings. Elf Wings!
That sounds awesome, why do I not have any!? I eat another meal. So at the top of the mountain I find three
holes 100 yards apart in the shape of a triangle that I can jump in. Or try and pick up the trail on the other
side. The key is in the caves
somewhere. Which hole to jump in? It’s a
blind choice. I split the difference and
jump into hole 2. I land in a chamber
full of blocks with the number 75 on them.
I can take the block but it weighs 10 units. I can carry up to 60. I take this one and have three numbered exits
to take. This better not be a maze. I swear if it’s a maze we will have a falling
out!
I choose exit 1 and I am now in an empty cave with a drawing of a broken phial and a skull and
crossbones. Mental note, do not break any
phials. Exit 1or 2? I stick with exit 1 and now a block with 15
on it so I pick that up and now have 4 exits.
I am going to need a map. Although the way I work these things is take a note of the paragraph to avoid repeats.
I end up in a room with a key suspended from a rope and a bunch of semaphore men.
This means nothing to me and I have seen them while flicking through the book. I obviously missed the bit where I can interpret them. Do I want to cut the key down, pull at the rope or continue on. Well I came here specifically for a key so I cut it down. Another key magically appears and its time to continue on.
I pick up another block, this one has the picture of a mushroom and the number 50, past a cave with an illegible subscription. Another pictograph I can not read, pick up a block with a circle that is the number 27, a block with a cube and number 22, block with a cross and number 39 which also sets off my bracelet for another wall going down.
That last paragraph probably shows about 20 minutes playtime and it not depressing at all. I finally enter a room with phials set in the rock and get asked if I want to open one. Not after seeing that picture earlier!
This leads me into a room with block shaped holes with different symbols next to them. So I need to add up the blocks total and hopefully I can get out. 228 it is.
With that I enter the Fangs of Fury themselves. It is a blind three way choice of which path to take so you know I go left. Its another symbol I can not read, and things get very smoky and a black figure passes me. I decide to keep going left.
The following few hours are just one paragraph and the bracelet glows twice in the meantime. That is now 9 walls down and I am starting to think this is how I die. I find a sheer drop and can go down or continue on. I feel like the source will be down in the volcano so I head down.
I lose two stamina climbing down and I am told if you had elf wings they have disintegrated. Good serves those guys right with their fancy laddy-da Elf Wings. The cavern at the bottom has 6 dead monks all smiling with a black cube each. Do I want to take the cubes? Nah I have a lot already and have not used then, not worth the risk. If the monks were alive I might have.
Well amazingly as I pass them a pedestal with 6 black cubes appears and a voice tells me to take them and my dude does (I might have thought it was a trap and ignored them if i had a choice).
Waiting for me at the top of some steps is one of the mage warriors the intro warned me about. He is only skill 8 but I do not have a wand so have a -2 skill penalty. Stamina 10 so I am a bit worried. As I have not used my luck at all yet and its on 12, I use it with my first hit and then we trade blows before he goes down. I eat two more meals to celebrate (A Greggs sausage roll and pineapple tart).
Are you guys playing Q-Bert?
I am in huge cavern. There is a bridge leading across a chasm that leads to seven entrances. Out of the smokey mist three monks slowly appear chanting in harmony. They welcome me to the Fangs of Fury and the centre of their religion. I am assured I will not be harmed by the holy flame as I have been deemed worthy. But how far up? Well that depends on how many white cubes I have. I thought 19 was a lot but it only gets me up to level 5.
As I enter a voice says I have found the elements of true way and can restore luck or skill to original level. Luck please.
I enter a room with two charred bodies. A standing figure has his back to me but whirls around. It is Jaxartes. He does an evil wizard speech about him being the mightiest of wizards and that he will be waiting for me around every corner before disappearing. Blind t-junction alert. I go left.
This tunnel proceeds to try an torch me and I have to use 4 black cubes. Before another blind choice. I keep going left and come to a chamber full of dead bodies. Both monks and mage warriors. All are charred and fleshless. It is then an ape like creature holding a long tube appears. He introduces himself as Grokkar, defender of the tombs of the dead and I am trespassing. No discussions, he just starts shooting fireballs at me! I have to test my luck three times. Wow first time testing luck and I need to do it three times haha. I pass each time and again decide to randomly go left.
I am now in a library with more charred bodies on the floor. Most of the books are burnt. Just then a burning parchment piece wafts towards me. Do I want to grab it? Goin by the burnt bodies, not really, and I can not read this language anyway,
Just like that I am at the ornate entrance to the Fangs of Fury's furnace. But the flames do not burn and Jaxartes is standing between two giant statues of warriors. I get another tirade about him putting out the flames, I can not rescue the wizards, he will rule over the world etc etc. He then proceeds to change size and grows to the same height of the statues and starts shooting flames at me. Just then though there is a voice saying the key, the key as a cube raises up in front of me -
Its got 50 locks (0-49) and I need a key or lock pick. If I have a key I should know which one to use, otherwise I need to bash it in with my sword but every wrong answer costs you a black cube or you get torched for 4 stamina.
Now I have a key so why do I not have a number? I went back and looked at that paragraph and its got the writing I can not read. So I will need to brute force this. I know there is no 0 and 1 has been used so I start at 2. 12 black cubes later and a bit of singeing and me gulping down my potion of strength it seems 18 was the answer. I say seems as its not the clearest.
The flame rekindles and begins to blaze as Jaxartes screams. I detach the torch from my hiding place and plunge it in and we get a multi coloured light show.
I accidently joined the power rangers.
Jaxartes screams like he is in the combined torments of hell and we only see his face left. Now the volcano is hot again I collapse and dream of being lifted into fresh air. When I do awake there is a cool hand on my brow and I am in a lush valley. I panic and start firing questions like how are the wizards? I would have never asked about the wizards. She smiles and tells me I am in the monastery of Hei-okji of the Wazarri. She gives me a crystal ball and tells me to take a look.
Nobody told that dude in the tower the plan.
I see the sentinels break free from the walls and start decimating the enemy army. The girl says I have saved the wizards and their religion and my deeds will be celebrated for ages to come among the faithful. TURN TO 400!
The bracelet drops off my wrist and all of a sudden transforms so its covered in valuable gems. When I am recovered I ride back to Zamarra on a white charger (still do not like horses) and see the devastation of the sentinels who have returned to stone, blood spattered on their bodies.
The King promotes me to Commander-in-Chief of all Zamarran forces and I bump into Captain Laski and I flinch expecting a tirade of abuse. But instead he salutes me which I return and walk away with a big smile.
Wait who was the traitor?
Notable Encounters -
Can I even call the siege an encounter? Probably not as its the entire first section. There is so much going on here. You can end up trying to free a stuck catapult, punching a prisoner before they recognise you, getting a boat to an island, getting a child to guide you out, getting shot at by arrows and stealing a mount from the orc cavalry. It is quite something and I like how there are many, many different ways out.
You can even end up on a proper ship, the Gargu-Ran, or another no named ship. It does not last very long though before either ship sinks and you end up swimming. Interestingly it does not seem to matter what ship you get on.
Getting taught the Alphabet!
You have to play a stupid dice game of luck though to get him to teach you this. More likely he will just send you on your way to take care of some drunk orcs stealing grain. Honestly the amount of times you will go back to this page to decode.
You can work it out at school as well.
This poor little girl is late for school as her bag of rice split open. The school teacher is about to hit her and you go wading in. He is not intimidated though and goes for you with his cane which you cut in half with your sword. I feel Luke Sharp was going through something here.
Those are Elf Wings!
Getting the elf wings involve failing a roll and getting knocked out. You then have to play some kind of elf game of rugby and win. They only come in useful in once place, but still its pretty cool.
You do get to fly again though when trying to escape Jaxartes and Astragal possesses a gargoyle and flies you out of the camp. I always enjoy flying in these games.
The fire demon taking a break from mushroom farming in the Forest of Doom.
This one is interesting. The Fire Demon bursts into the tavern and you can fight him or hide with everyone else. But that is just the start, something odd is going on. Turns out there is a weird wizard kid who wants someone to play with him. Playing involves fighting for his amusement and the people are clearly terrified of him.
The gem exchange!
Why do you need the gem exchange? Well because the torch gets stolen and the only way the thief will return it is if you give him 500 gold. To get said gold you need to go to the nearby Dragonmen cave and basically steal all their jewels and exchange them for gold to then get your torch back!
I also liked the one where you bump into Snuffserk the Chancellor, who tells you Astragal has been captured and he has been sent to mediate. He wants you to return the torch in exchange for the wizards freedom. If you had read the baddies expenses report, you know this will be a bad idea.
Do you want to be the hero and save the child? Or hide in the grass?
Artwork -
David Gallagher has his first go at the internal illustrations. I think this is the first time we have had both the cover artist and internal artist being the same person. David has done covers before as well but not the internals. From my playthrough I would say my favorite is the Gark battle with the flaming fist behind it. Closely followed by the tents with the siege scene behind them.
I really like the idea of having white cubes hidden in the artwork. It makes it so much more interactive and I found myself pouring over the details. But in saying that I do feel a few pieces feel rushed.
This is meant to be a chariot, if you look close, it kind of is.
Now this would have been useful!
Just having a quite cup of tea as my dragon flies about.
The octopus keeps causing bother!
After the success of Dagger of Darkness, surfing tigers became huge in Zamarra.
There are some pieces which I thought stood out more -
The dwarf got too greedy trying to steal the Dragonmen's horde.
The Fangs of Fury in all their glory! Ignore the stone samurai, just push him over with a lucky dice roll.
My favorite one though is -
Bridge of fire, with mysterious fire dude.
Big Bad -
Take me seriously!!
If you only read the start of the book you would be forgiven if you thought Ostagoth the Grim was going to be the big bad. However, he does not even appear in the book outside some vague mentions. Instead it is the wizard Jaxartes, because of course, wizards!
Jaxartes did not stand out much for me. His motivation is the normal wants to take out rival wizards so he can rule a big area of Khul. Well, with help from his pal Ostagoth. What I do like is that he pops up a few times, not just for a final climatic battle. In fact you can bump into him at the siege and the only thing that stops him taking the torch is that he is distracted by a sally from the knights. His disembodied voice stalks you during the escape.
Then in the Fangs of Fury he appears and starts trolling you and then can have a couple of swordfights with him where he is skill 9 and skill 10. Both end with him disappearing.
When you do get to the final climatic battle with him and he grows to a huge size, all he does is spam fireballs at you as you ignore him and frantically smash locks into a big floating cube. It is a bit anticlimactic to be honest. I can see why he never made it to the pantheon of iconic Fighting Fantasy bad guys. There are much better wizards out there, easily forgettable.
Menagerie -
As well as the usual bunch we do get quite a few different types of creature. What is disappointing though is the lack of descriptions. I would love to know more about the Black Feeler Beast or the Beast of Fury. Or the Thing!
We do get a lot of Dragonmen -
They get a bad press but you would be annoyed too if people kept stealing your gems!
Some good old fashioned bridge orcs. Guarding, yep a bridge. Ironically you run right past them and this is them catching up.
Do not try and fight the Giant, he is a big dude! Poor dwarfs need a new boat.
The giants cave is infested by Gremlins.
And you can steal the Marsh Goblins treasure.
As I said, not a lot of illustrations for encounters which is a shame. I would have liked to see Jinxana who seems to be the main mage warrior. Said mage warriors appear in the second half of the adventure and it is better if you have a wand to take them on.
The warrior on the front cover is Kraagar and his two headed snake is probably more dangerous than him with its fire, which seems to ignore black cubes.
You also get to fight yourself! Which is probably the most dangerous combat in the book. But a special shout out to the Schizoid Genie. He wants to be your friend, then attacks you, then is very sorry as you run away. Not sure he would make it in 2026!
Entertaining Deaths -
It is quite hard to die in this book by making a bad choice. Most of the deaths involve failing a luck roll or running out of stamina trying to find footholds etc.
Chopping at a tentacle while on a boat, more appear and a giant octopod drags you to your death.
Cutting down a creeper as a Giant climbs down. He captures you and forces you to play games until the last wall goes down and the bracelet kills you.
Stepping back to avoid the fire of a Dragonman, not noticing the pit behind you which you fall into and die.
Waiting for the two headed snakes flames to die down, they do not and you die. No mention of black cubes!
The King Dragonman takes exception to you breaking his eggs for jewels and so crushes you in his giant claw.
Taking an Orcs horse. The reigns magically ensnare you and it takes you straight to the mage warriors.
My favorite of this bunch though is bumping into Snuffserk the Chancellor and giving him the torch.
Pete's Corner -
"Even I finished this one!"
Final Thoughts -
This review took so much longer than planned. The reason for that was trying to map it took me bloody ages. I was driving home from work thinking, got an evening of trying to map Fangs of Fury in front of me. The book feels massive. I know its only 400 paragraphs but for some reason I just felt that it keeps going. I ended up with 6 different tabs on my spreadsheet. What I quickly realised was that basic directions did not matter. Turn left or right and the only difference would be one paragraph extra and then you would end up in the same place. Go down the beanstalk to escape the giant or keep running into the cave, both lead to the Gremlins. And do not even try and make any sense of the siege. Although that could be excused as its constantly in flux. I HATED mapping this. But I do get it, it let Luke Sharp tell a longer story.
Bizarrely, even with the above, it is not linear. There are many different ways to go and complete this book, the single true path is non existent which I have to applaud. It adds the replay factor to the book. And it needs it as the difficulty is very low. As I discovered in my playthrough, you do not need to learn the language, or how to use the key, or even have a key! You can even acquire a lock pick with the number 18 on it! Enemies are all very low skill and you get extremely generous stamina refreshes throughout. This is one of the books that can say it does not matter what initial rolls you get, it is possible. But it felt too easy to me. I should never have been able to win at the end just by randomly guessing. Am I actually complaining about a Fighting Fantasy book being too easy!? Madness, what has the world come to?
The mechanics were also mixed. I do love the bracelet and the walls. He used the same in Daggers of Darkness but it worked better here. I actually felt I was going to run out of time. Now it looks like that would be quite a rare occurrence but it certainly had me worried in my playthrough which added some great tension. Having the white cubes in the artwork was very interactive as well and a super idea, it had me trailing through them all checking. I always wanted (still do) to get to illustrations and this rewarded you for it. The whole Zen cube thing was a bit odd though.
But some of Luke Sharps more frustrating mechanics make a return. Lots of random dice rolling for horses speeds and foothold locations and number of crossbow bolts. I hate the randomness and I feel like I am a broken record but we have stats, use them! The only thing that mitigates it from other times *cough* Chasms of Malice *cough* are that they do not cost you the game with a failed roll and they can also be avoided. Still, not a fan. The worst offender though is this puzzle game -
Ono-Maki will teach you the secret language, but only if your rolls are good enough! To be fair you can figure it out from the schoolroom but still, my enlightenment levels should not be random dice rolls. Speaking of the hidden language, I do like this. It is not necessary but boy does it help. My partner leaned over at one point and she asked why the book had dancing men in it. I had to explain it was a type of semaphore code. She was not having it and insisted they had pom poms and then that got stuck in my head.
Luke's writing certainly got better and I do like the story here. The monks of Wazzari are weird but they are something new at least. His strength is certainly world building but I particularly liked how things were changing independent of your adventure. For example the Knights you are trying to find get killed during the adventure off screen and a trap is laid for you. Instead the monks have to come up with a new plan. The world feels fleshed out and the it makes sense (well apart from how the dragons are getting their flames from a volcano which is quite some distance away). The descriptive writing is not at a Portal of Evil level, but its still much better. I think Luke would write a good novel rather than a gamebook. Although I have not heard the term guts for gauntlets before, who would make gauntlets out of guts? I do have to call out the final encounter though as its not abundantly clear that its the right paragraph. There should have been something along the lines of you get the right lock and the cube opens or something.
The only thing I would say though is that it was not that long ago we were breaking through a siege line. We did the same in Battleblade Warrior and we only had 7 books in-between. Although it was a lot harder to get through this siege! After I finished my playthrough I did a bit of research (reading the entry in You are the Hero) and discovered that Luke wanted to write another book and submitted but editor Marc Gascoigne did not like his writing style so this was his last one and he is still bitter. Well maybe you should not have ripped his siege idea from his book!
I do enjoy a traitor mechanic, I know its been done before, but I do not mind some repetition with this idea. I have not figured out a traitor though by finding his expenses before. It really did make me chuckle.
As mentioned before, the interactive art is a great (I have never seen Tasks of Tantalon) but I do feel the art is just average. We have been spoilt recently and while its fine, there is nothing really amazing and in some places feels a bit cartoonish for me. I have since also read that Dave Gallagher's deadlines were really tight, and it shows in places.
Jaxartes was a bit disappointing for me, I just never really clicked with him. I found him a bit incompetent and he reminded me more of a Saturday morning cartoon villain (ill get you next time Gadget!). It is hard 39 books in to make yet another evil wizard stand out against the crowd, he just kind of felt that he was just around rather than than a dangerous threat.
I hate mazes, but I will let this one slide as its quite small and you can get a map.
All in all I found this one ok. The parts I liked I really enjoyed but it kept being dragged down in places. Which pretty much makes it average for me. Luke certainly got better as he went but I think his peak was Daggers of Darkness and this one would be second. Not a bad one by any means but nothing exceptional either. I probably would have enjoyed it more if the mapping did not descend into a chore. And how did it go from the impossibility of Chasms to beating both Daggers and Fangs first time? Difficulty probably needs to be balanced just a bit more in the middle. Maybe if Luke was given that one more book, but we will never know.