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Showing posts with label Keep of the Lich Lord. Show all posts
Showing posts with label Keep of the Lich Lord. Show all posts

Friday, 2 February 2024

Lich Lord, Legend-style

Gamebook critic and writer Oliver Whawell writes to say, "I was the perfect age for Warlock of Firetop Mountain when it was released, and quickly became a fan of gamebooks. The Fighting Fantasy books developed alongside my reading age, but then they started to feel a bit immature - and along came Blood Sword: great writing and a challenging game, especially if you adhered to the rules.

"Inspired by the excellent work of Red Ruin Publishing (and a throwaway comment from Wayne Imlach) I wanted to see if Blood Sword and Dragon Warriors were compatible. It took a little while but I created a formula that would turn a warrior’s stats into a knight's, and an enchanter’s stats into a sorcerer's, and then applied this throughout. It worked for humanoid opponents remarkably well, so I just had to find modifications for animals, demons, and giants/dragons. I did cheat with a couple of extreme encounters in book 5; other than that the numbers don’t lie.”

The complete set of stat blocks that Oliver kindly provided for all five Blood Sword books is a bit much to reproduce in just one blog post here, so I'll release them in installments. To get started, though, Oliver also calculated the DW stats for The Keep of the Lich Lord, and you can download those here.


If you're a Fighting Fantasy fan, don't miss the latest issue of Casket of Fays, which is free on DriveThruRPG and has stats conversion from AFF, rules for Rhino-Folk (a critter from Out of the Pit, apparently), and the Volucreth as a Fighting Fantasy species, as well as Mercanian runesmiths and a complete town (I do love maps) in Outremer.

Friday, 15 December 2023

Old liches never die

It's traditional around here to offer a Christmas freebie, and if Tim's magical adventure last time wasn't enough, here's another bauble for you. When Jamie and I revised our Fighting Fantasy gamebook The Keep of the Lich Lord to make it part of the Fabled Lands universe, I had to write a new way into the adventure that connected to FL Book 3, Over the Blood-Dark Sea. If you have the original FF edition, here's your chance to compare them.

One Way To Volunteer

Curious how events can acquire their own momentum. Drinking sherry with some of the scholars of Choronzon College, you happened to refer, with no more than the usual exaggeration, to some of your exploits in uncivilized parts of the world. In a company of explorers or soldiers your remarks would have gathered no special interest. Among scholars whose greatest adventures have been to the height of a rickety ladder in search of an old book, they created quite a stir. As word got around the college, students pressed into the door of the Warden’s study and climbed the ivied walls to listen at the window.

Realizing then the impression you had inadvertently given, you tried to backtrack: ‘I’m no legendary hero. There are many others with far greater experience of these things.’

Too late. The Warden of the college drew you to one side and asked you to attend a meeting the following morning. ‘You may be exactly the one we’re looking for,’ he said. Which are ominous words to take off to bed with you in Dweomer.

And so here you are in the Examination Hall, sitting at a long table made sticky with centuries of wax, in a room whose bluewood panels, dark as a beetle’s back, are feebly aglow in the sunlight that penetrates the high, dusty windows. Along the table with you sit city councillors of the great merchant ports of the mainland, nobles and army officers from Golnir and Sokara, the most venerable scholars of Dweomer, and even a masked ambassador from the secrecy-shrouded land of Uttaku.

And they are looking at you. You return a puzzled frown. ‘Can you repeat the question?’

‘I asked,’ says Admiral Lord Aspenor, who is chairing the meeting, ‘how much you knew of the naval defences of our lands.’

‘Ah.’ You pocket the knife you’ve been using to carve your initials in the side of the table. ‘No more than the average person. That’s not – ’

‘Not your area of expertise,’ puts in your patron, the Warden of Choronzon, who having brought you to the meeting cannot allow himself to lose face now. ‘Quite. An adventurer, you. An explorer. Risk taking. Bold action. Not sitting and talking…’

‘Yes, yes.’ Admiral Lord Aspenor raises a leathery hand. ‘Bold action is what we want, all right. Well, you will certainly know about the Reavers of the Unnumbered Isles. A law unto themselves, those pirates. Almost a rogue state. They even have their own “king”. There’s no formal alliance, but our fleets have always cooperated to hold them off the mainland. Yet each year they grow bolder. Coastal villages are raided for slaves. Merchant cogs are plundered and sunk within sight of port. For centuries Sokara, as the bulwark of civilization —’

A disgruntled murmur flits around the table. Aspenor looks ready to speak sharply, but a wild-haired figure in wizard’s robes leans forward. His quiet voice carries in the high-ceiling room. ‘Sokara’s fleet has often borne the brunt of Reaver attacks. We of Golnir acknowledge that.’

‘With ample contributions from the guilds of Metriciens and Ringhorn,’ puts in a velvet-coated merchant. But the others, having made a token expression of indignation, fall silent. And it’s now that you realize how serious this business must be.

‘Our main fortification to the east is Bloodrise Keep, on Stayng Island,’ says Aspenor. ‘It’s part of the Arrowhead archipelago on the western edge of the Unnumbered Isles. That archipelago is the first line of defence against any massed attack by the Reavers. But we’ve lost contact with the outlying villages and there has been no word from the castellan of the keep in several weeks. After his last report, we’re not exactly surprised.’

You take the scrap of parchment and glance at it:

Bloodrise Keep will shortly fall. The troops I sent to investigate the strange lights in the sky above the village of Menela have now returned. They have marched back to within sight of the walls but refuse to answer signals. A runner sent out came back shivering with dread. He got close enough to see that the men have bloodless faces and that their eyes are staring and blank. In place of their Sokaran battle-standards they now carry ragged black and yellow pennants – the symbol of plague. Even as I write, it is close to dusk and the enemy camp is astir. Troops are massing and people from the villages are also milling about the camp as though hypnotized. I can see a man in tarnished silver armour who appears to be in command. Now he has given the order for his troops to advance, There are too many, and with the small garrison I have left I cannot hope to hold them off for more than a few hours. I will send this report by messenger pigeon and hope it will not be shot down by the enemy’s archers. Now it only remains for me to take up my sword and go out onto the battlements for the last stand. I regret having failed in your service, my lords. I am your dutiful vassal, Braxis, Castellan of Bloodrise Keep.

‘A brave man,’ you say grimly as you hand the report back along the table to Aspenor. ‘Do you have any idea who the silver-armoured warlord might be, and how he took control of Braxis’s troops?’

‘It is all too clear,’ says Aspenor grimly. ‘Plague-standards and tarnished silver armour are the hallmarks of Lord Mortis of Balthor. He was formerly the tyrant of Stayng Island and tried to conquer the southern provinces of our nations. It took the combined strength of Golnir and Sokara to defeat him, for he was a necromancer as well as a warlord, and it is said that he reinforced his army each night with the bodies of fallen foes.’

‘When was this? I’ve never heard of such a war.’

‘Ancient history, that’s why. It all happened two hundred years ago. Mortis died in battle and was buried near the village of Menela, Now it seems that he has returned from the grave to try again.’

You nod. ‘It’s a good thing you’re all here to assemble an expeditionary force. I’ll be very happy to advise.’

‘It’s not so simple,’ says the Admiral. ‘Resources and manpower cannot be summoned out of thin air.’

‘Actually – ’ begins the wild-haired wizard.

Aspenor holds up his hand. ‘Thank you, Doctor Estragon, but I think we’d rather not be beholden to demons, devils or otherworld spirits. Not as long as there are other options.’ He fixes you with a smouldering stare. ‘Here’s where we stand. These wise gentlemen of Dweomer advise me that assassinating Mortis would immediately neutralize his army of undead. Cut off the head, you see. Our combined naval forces are tied up fighting the Reavers. My own country is also having to deal with rebel forces in the north. So, rather than spend weeks mustering and arranging transport for a large body of troops, it makes sense to send one capable individual. Of course, you’ll be on your own.’

‘Yes, right. The thing is, reports of my death-wish may have been exaggerated…’

‘Cold feet?’ mutters the Warden beside you, frowning. ‘Too late for that.’

The others agree. ‘Mortis is even now turning the people of Stayng into undead,’ says one of the guild-masters. ‘Unless it is excised, his evil will eat into our good rich lands like mould in a healthy apple. We have need of a sharp knife.’

‘What if I’m more the blunt instrument type?’ You’re wondering if it would be better just to walk out. To think that an idle boast at a sherry party could get you into something like this.

‘Telling means nothing,’ says the wild-haired Doctor Estragon. ‘You need to see.’

He taps his fingertips together. The slightest of gestures, but a sudden shift in pressure or light tells you that a spell has been cast. The motes of dust, hanging finely in wine-coloured sunbeams, seem to thicken and glow. Is that an image of castle turrets glimmering in the air? The edge of a coastline traced against the rafters? A ripple like the surface of the sea swims dizzyingly across a wall lined with books, making you sway in your chair as you try to focus on things that aren’t there.

‘Close your eyes,’ says Estragon. ‘The dust and sunlight merely comprise a matrix for the illusion. You will see more clearly with the mind.’

Yes. Against your eyelids: a V-shaped line of verdant islands set in an azure sea. You recognize the Arrowhead archipelago. The perspective drops towards the tip of the archipelago, the largest island, which points east to the Unnumbered Isles. In the north-east of the island, a fortress stands on a hillside overlooking Port Borgos. In the conjured light of Estragon’s illusion, the sun streaks across the heavens, falls like a crimson meteor, and thick shadows leap across the walls of Bloodrise Keep like the unfolding legs of a spider. Your view is carried in, closer, closer. A figure stands waiting on the battlements. Under his tarnished silver visor the face is dead white. The eyes –

You sit up with a gasp. The room is empty now apart from you, Aspenor and Estragon. ‘What was that? A dream?’

‘This is now the dream,’ says Estragon. ‘An illusion of your past, before you accepted the mission.’

You start to laugh before you realize that there’s nothing funny. You’d like to get up and leave. Maybe in a moment more.

‘This will help us keep in touch.’ Admiral Lord Aspenor flicks something and it rolls along the table. A silver ring. It comes to rest in front of you, spinning on its edge. The noise irritates you and you snatch up the still-spinning ring and put it on your finger.

‘So you think I’m going,’ you say to him. ‘Just because of a conjuring trick.’

He doesn’t blink. ‘You already have a map of Stayng Island. Also a purse of gold coins, in case you encounter any spies or agents who need paying.’

‘An illusion of the future. And that’s supposed to convince me?’

Estragon shakes his head. ‘What you saw in your head is the reality. This is the illusion now.’

‘What are you talking about?’

‘You’re there. You’ll wake up in a moment and see that you’re on Stayng Island. This conversation is a memory, that’s all.’

‘Really? What if I got up, walked out? Went south to Ankon-Konu and never saw either of you again?’

‘But you didn’t,’ says Aspenor. ‘You undertook the mission. You’re going to assassinate Mortis before he can join forces with the Reavers.’

‘Oh yes? And when did I make that choice?’

Estragon makes a gesture and the sunlight deepens to amber. The room is dissolving. ‘There was never a choice,’ he says. ‘Free will, that is the illusion.’

Aspenor rises from the table. ‘Don’t fail,’ are the last words you remember.

Now turn to 1.


Keep of the Lich Lord is now on sale from Amazon US and Amazon UK, or order it at your local bookstore.

Other gifts you might be interested in are high quality Giclée art prints of Leo Hartas's charmingly spooky paintings for his classic book Haunted Castle. They have a Tim Burton vibe with a dash of Michael Bentine. They're not free, but Leo is offering 30% off for Christmas. No horror fan's cave is complete without one. (Also check out his gorgeous maps.) 

Or, if you prefer a sweet, gentle and non-scary treat, try the bestselling book Slow Down with illustrations by Leo's equally talented daughter Freya.

Wednesday, 29 October 2014

Unearthing the Lich Lord

Oliver Johnson’s Lord of Shadow Keep was supposed to appear as a Fighting Fantasy book, but it got switched to the Golden Dragon series at the thirteenth hour. I wonder if that was why, when I finally got around to co-writing a Fighting Fantasy book, I called it The Keep of the Lich Lord...?

Probably not. Jamie and I submitted a whole bunch of concepts to the editors at Puffin, and Keep was a long way from being our favourite. It was rather odd that they picked it, come to think, as a quick glance on Wiki suggests that, Black Vein Prophecy excepted, the surrounding books in the series were all horror-inflected fantasy built on the very similar premise of raiding a monstrous super-villain's secret base. I guess Jamie and I aren’t the only ones who spent our formative years steeped in 007 and Hammer movies.

The deal with those FF books was that the authors got 60% of the royalty and Ian Livingstone and Steve Jackson got 40%. Or possibly it was the other way round. You can’t really copyright a concept, but they established the brand and the split struck us as more than fair. When Icon Books picked up the series from Puffin (which, incidentally, is a bit like the BBC throwing Doctor Who to Canal+ in the early ‘90s) authors were offered a deal to sell their rights. Jamie and Mark Smith gave up Talisman of Death and Sword of the Samurai, but I make a point of never parting with copyright unless I’m paid crazy money. So Jamie and I kept Keep.

When I was prepping The Castle of Lost Souls for re-release, I briefly entertained the notion of relocating it to Golnir. The tone of the book just felt too whimsical for Fabled Lands, so that plan got dropped, but Jamie and I continued tossing around some other ideas. And we kept coming back to The Keep of the Lich Lord.

Obviously Fighting Fantasy fans would rather see Keep re-released using the FF world and system. I appreciate that. We can’t because we don’t have the rights, and anyway we have a gentlemen’s agreement not to make a big deal about it having been an FF book when publicizing the new edition. Not that we ever do any publicity per se, but you get the picture.

All of which is why Lord Mortis is now rising from the dead on an obscure but strategically important archipelago close to the Unnumbered Isles. You can start the book with a new character, or you can get an existing FL character to Dweomer and pick up the story there. We’re calling these single-story specials Fabled Lands Quests – though I admit to being slightly at a loss as to which other books could be adapted in the same way. Maybe a new version of Castle of Lost Souls, or the long-awaited reworking of Eye of the Dragon? Suggestions welcome!

To fit the adventure into the Fabled Lands, I wrote a new introduction set in Dweomer. But what to do with the old intro..? Recently on the blog, MikeH was asking about extras in our books. Well, Mike, you’ll be pleased to know that we have shamelessly swiped your idea and stuck our own names on it. This new edition of Keep has a wealth of cool stuff including the original introduction as an appendix, a section describing all the other concepts that could have become Fighting Fantasy #43, and a foreword in which I talk about the process of adapting the book from Titan to the Fabled Lands.

Anything else you want to know? Oh, artwork, of course. We don’t have the rights to the original FF illustrations so we couldn’t use those. Obviously, this being a sort-of Fabled Lands book, some new pictures by Russ Nicholson would have been great, but all-new art is expensive. We have the next best thing: thanks to the generosity of our friends at Megara Entertainment, the new edition features artwork from their Keep of the Lich Lord app of a few years back. Leo Hartas kindly let us use his gorgeous map, which appears in its full-colour glory on the back cover. And the front cover painting is courtesy of Kevin Jenkins, being the inside flap detail (as if you didn’t know) from the triptych of Over the Blood-Dark Sea.

Thursday, 6 March 2014

Zero Dark Zombie

If you're any kind of a gamebook fan, you don't need me to tell you that this is another of Leo Hartas's fine fantasy maps. In fact, I see he even signed it, so that'd be the tip-off then.

Stayng Island (named after Jamie's shirt front when he's been eating spaghetti bolognese) was the setting for Fighting Fantasy book 43: The Keep of the Lich Lord - the only one that I wrote. Or co-wrote, rather. The adventure involved a commando raid on an undead warlord's fortress. Jamie did the first 200 paras up till the fortress gate, I wrote the rest. (More or less, though we no doubt did little extra bits in each other's section to make sure it all meshed together.)

When Icon Books started republishing the FF series, Jamie and I kept the rights to Lich Lord. You may even have seen the Megara app a few years back that was loosely based on it. Now we're thinking about republishing it, probably whisking it out of FF's world of Alan and dropping it down someplace in the Violet Ocean. Maybe right in the middle. That way, everybody who says there are no complete adventures (really?) in Over the Blood-Dark Sea will have to eat their words.

The only hold-up is artwork. Megara produced some nice full-colour illustrations for the app, but those were fairly low-res and I don't know how well they would reproduce in black and white. Also, we don't have a cover and, much as I'd like to get original FL artist Kevin Jenkins to do one, he's far too busy (and expensive) these days. But those hitches aside, I think you'll be seeing this back in print before too long.

Friday, 13 April 2012

Lord Mortis has risen! (again)

We're interrupting our series on the forthcoming Frankenstein book to bring you the latest news of another great gamebook app, the iPhone version of Megara Entertainment's visually stunning Keep of the Lich Lord, which aficionados of the gamebook genre will be aware was originally published as Fighting Fantasy #43 back in 1990. This is a thoroughly revamped edition, with new material by author Richard Hetley, who has relocated the action to the world of Harkuna.

If you're experiencing a slight sense of déjà vu, that's because, yes, I did already post about the new Lich Lord app. But that was the iPad version; more people have iPhones - and if you don't, I'm sorry, but we are trying to make sure that all the rest of our gamebooks will come out on all platforms. (And anyway, iOS is best, so there.)

There's a review on App Advice here, and you also get a sneak peek at this fabulous picture by the awesomely creative Maria Nikolopoulou, one of Megara CEO Mikael Louys's team of talented Megarettes. At $4.99 Lich Lord is cheaper than the original book was over twenty years ago - and now with the addition of almost a hundred brilliant full-colour illustrations. And this weekend you can get it at the special price of 99 cents. Yes, 99 cents. So why are you still reading? Go get it here (UK) and here (US)!

Tuesday, 20 March 2012

A lich you can't scratch

The Keep of the Lich Lord returned from the dead this week as another visually arresting app from Megara Entertainment. If you're a Fighting Fantasy fan, you may remember this book as my and Jamie's contribution to the classic UK gamebook series.

The Megara version comes with new art and new text - I know, because (see below) I never put "a" Cerberus in anything! So, even if you played the original book, it's obviously worth picking up the app for all the new material. I'm told there are over a hundred illustrations, all in full colour. All Megara's excellent work paid off and the app shot up into the charts in both the UK and USA. Oh, and you might like to know that, as an added bonus, Megara has relocated the action from FF's world of Alan to our own Fabled Lands universe!

The Lich Lord app is for iPad and iPhone only, but we're aiming to change that with our future gamebook releases, which will ideally be available on as many platforms as possible: Android, Kindle, Windows, iOS and whatever else we can manage. Big plans. I'll tell you when I know more.

Saturday, 8 October 2011

Samurai smackdown

I said I had only one more of those Fighting Fantasy proposals - the ones Jamie and I submitted to Puffin just before being commissioned to do Keep of the Lich Lord. Turns out I was wrong; there were two more, and I'm going to save up the outline that I had been thinking of for a later post, but meanwhile here's the one I had clean forgotten about.

I'm pretty sure Jamie must have come up with this pitch, as it is similar in concept to a fifth title in the Duelmaster series that he wrote (and that was even fully illustrated) but that Armada Books then declined to publish. Which is a shame because Duelmaster was a great series, and if anyone could pull off the ultimate martial arts gamebook it would be our Mr Thomson!
MASTERS OF COMBAT

You are one of the brothers at a martial arts monastery in the land of Hachiman. One evening, the monastery funeral bells are rung and you are saddened to hear the chanting which declares the death of the old Soryo (abbot). A new Soryo must be appointed, and it is the tradition of your Order that this will be determined by a series of martial contests.

You are one of the best warriors in the monastery, but at first you have no intention of entering the contests. You are interested only in your unceasing quest for perfection in the martial arts, and you fear that the position of Soryo would require you to spend too much time on simple administrative tasks. However, as you make your way back to your cell after meditation one evening, you overhear something that changes your mind completely. Unaware that you are passing by, another monk, Nintoru, and his cronies are discussing the forthcoming contests. "When I am Soryo," snarls Nintoru, "I will end this practice of giving shelter and training to the peasant rebels in the hills. Our monastery will put its military support behind the Shogun's forces, and any rebels venturing here will be seized and handed over to him."

You are sickened to hear this. It is well known that the Shogun is an evil man whose oppressive taxes have caused thousands to starve and driven thousands of others to a life of banditry. As a powerful military force, your monastery has always sided with the peasants, as it is the teaching of your faith that the powerful fighting secrets that were imparted to the Order also carry a great responsibility to defend the weak. Nintoru has always struck you as a secretive and venal man, even though his martial skill is the equal of your own. Now it is clear that if he becomes Soryo he intends to overturn everything the monastery stands for. To curry favour with the Shogun, he is prepared to betray hundreds of downtrodden rebels and send them to torture and death. You cannot allow such a thing! You must enter the contests after all - you must confront Nintoru in a bid to become the new Soryo. And you must win.

The principal feature of this book is the combat system, which allows readers to decide from a range of martial styles which techniques they will develop for use in their battles. Observing Nintoru's progress in the initial bouts will give some idea of his strengths and weaknesses, and hence suggest techniques that might work against him.

The later contests are not simple face-to-face battles in an arena or dojo, but complete tests of initiative, strategic thinking, courage and fighting skill. The protagonist will have to descend into the ancient catacombs deep below the monastery and engage Nintoru in a prolonged running battle involving wits as well as strength.

Friday, 2 September 2011

The origin of the Lich Lord

I've previously posted the various FF gamebook proposals Jamie and I made to Puffin. Though I preferred some (actually, most) of the others, the one they went for in the end was Keep of the Lich Lord. I don't remember a whole lot about it. As it was set in the Fighting Fantasy world, it wasn't personal to us and we treated it as just a job. Hopefully we made a decent fist of it, but I guess the right people to answer that one are the collectors of FF books.

The proposal that the Puffin editors picked is here exactly as we originally submitted it:
You have journeyed to the Arrowhead Islands east of Khul, where you signed on for a short time as a mercenary in the famous White Tiger Regiment. Now your term of service is up, but just as you are packing your belongings to leave Port Vernale, word reaches you that you have been summoned by the Triumvirs - the Council of Three who rule the Varadian Alliance. You arrive at the Council Chamber to find old General Dolon waiting for you. He explains the situation as you wait together for your audience with the Triumvirs.

"Even though you're a foreigner, you've learned a bit about our country while you've been here," he says. "You know that the various city-states of the Varadian Alliance are the outer bulwark of civilization against the reavers of Blood Island. Our fleets hold those chaos-pirates in check, and have done for centuries. Now that could be changing. Our main eastern fortification is Bloodrise Keep, on Stayng Island. We've lost contact with the Keep and the outlying villages."

Before General Dolon can tell you any more, you are called into the Council Chamber. The Triumvirs are studying a glimmering image that hangs in the centre of the chamber - a V-shaped line of verdant islands set in an azure sea. You realise it is a strategic map of the Arrowhead archipelago fashioned by means of mirage-spells.

One of the Triumvirs points to a bright red dot on the shore of the easternmost island. "This shows the location of Bloodrise Keep," he says. "The General will have filled you in on the background details. We have here the last report filed by Castellan Braxis, and it sheds a rather sinister light on recent developments there."

You take the report and quickly scan it. Bloodrise Keep will shortly fall, it reads. The troops I sent to investigate the strange lights in the sky above the village of Menela have now returned. They have marched back to within sight of the walls but refuse to answer signals. A runner sent out came back shivering with dread. He got close enough to see that the men have grey mask-like faces and their eyes are the staring eyes of zombies! In place of their old battle standards they now carry ragged black pennants - the symbol of plague. Even as I write it is close to dusk and the camp is active. Troops are massing, and people from the villages are also milling about the camp as though hypnotised. I can see a man in tarnished silver armour who appears to be in command. Now he has given the order for his troops to advance. There are too many, and the small garrison I have left cannot hope to hold them off for more than a few hours. I will send this report by messenger pigeon and hope it is not shot down by the enemy's archers. Now it only remains for me to take up my weapons and go out onto the battlements for the last stand. I regret having failed in your service, my lords. I am your dutiful vassal, Braxis, Castellan of Bloodrise Keep.

"A brave man..." you say grimly as you hand the report back. "Do you have any information on who the silver-armoured warlord might be? And how he took control of Braxis's troops?"

"It is all too clear," says one of the Triumvirs. "The black plague-standards and tarnished silver armour are the trademarks of Lord Mortis of Balthor, who was formerly Tyrant of Stayng Island and who tried to conquer the eastern provinces of our nation. It took the combined strength of all the Varadian armies to defeat him, for he was a mighty necromancer as well as a warlord, and it is said that he recruited his own army from the bodies of fallen foes."

Baffled, you turn to General Dolon. "How is it I've never heard of this Mortis?" you ask. "I didn't know there'd been any wars within the archipelago for centuries."

"There haven't," he says. "This all happened two hundred years ago. Mortis died in battle and was buried in a black granite tomb near the village of Menela. Now it seems that he has returned from the grave to take his revenge."

The Triumvirs nod in agreement. "He is even now turning the people of Stayng into undead," says one. "His evil will eat at our good empire like a cancerous wound until excised. For this we have need of a sharp knife. You."

General Dolon takes you straight to the harbour, where a ship has already been prepared for you. Although he is hardly a young man, even you have difficulty keeping up with his brisk strides. On the way he explains that most of the military strength of the Varadian Alliance is currently tied up fighting the reavers of Blood Island. "That means you're on your own," he says. "In any case, because assassinating Mortis would immediately neutralise his entire army of zombies, the Triumvirs feel it makes more sense to send one capable individual than a body of troops."

On arriving at the ship, Dolon introduces you to the captain and then accompanies you to your cabin for a final briefing. He gives you a map of Stayng Island and a Ring of Communing. "The ring will allow you to telepathically communicate with us for information or advice - but over such a large distance it will only function a limited number of times, so use it sparingly."

A whistle from on deck signals that the ship is ready to cast off. Dolon turns in the doorway of the cabin for a last word. "Don't forget," he says grimly, "it's vital that you stop Mortis before his undead army can join forces with the reavers. All our lives are in your hands."

"Rest assured, General," you reply as you slip the Ring of Communing onto your finger, "I'll return Lord Mortis to his grave."

It is only after he has saluted you and left that you find an inner voice adding: "...or die trying." Now turn to
1...

NOTES
Since most of the military strength of the Varadian Alliance is currently tied up fighting the reavers of Blood Island, the protagonist is on his own. The Triumvirs feel in any case that, because assassinating Mortis would immediately neutralise his entire army of zombies, it makes more sense to send one capable individual than a body of troops. It is vital that he stops Mortis before the undead army can join forces with the reavers.
The protagonist is given a map of Stayng Island and a Ring of Communing. The latter item allows him to telepathically communicate with the Council for information or advice - but only a limited number of times during the adventure. Once having reached Stayng, he can travel to one of the three villages mentioned. It is most sensible to go to Menela, where Mortis was buried - in the tomb he will find an ivory spear which was thrust into Mortis's chest by a hero of old, and which still has the power to destroy him. The other two villages contain some useful clues, though it is important that the protagonist does not waste so much time looking for these that Mortis leaves with his undead fleet. In Menoa there is an old wizard hiding in the sewers who may give the protagonist a useful potion to bolster his resolve against necromantic hypnosis. In the third village, Keladon, the protagonist may encounter a centaur who will act as a steed, allowing much faster movement around the island. It is also possible for the protagonist to meet up with some villagers in a "refugee camp" in the woods. Among them is a minstrel whose songs of ancient heroes contain several clues as to how to overcome Mortis.

The book features two special rules systems. First is the Resolve characteristic, which is rated from 6 to 12. It is a measure of the protagonist's ability not to panic when confronted with undead, and his resistance to hypnosis. Resolve is used in a similar way to Luck, except that it increases each time it is used - because the protagonist gradually gets inured to the horrors he will encounter on Stayng. A clever player will exploit this fact, allowing himself to get used to minor encounters first rather than charging straight in to tackle Mortis with all his undead legions.

The second rule feature is completely unique and unlike anything tried in other gamebooks. When in the Keep, the protagonist will have to avoid undead patrols. Patrols which he does fight will fail to report in after their tour of inspection, and the central security of the Keep will tend to note this and despatch more patrols to the area to investigate. This is represented by a cunning rule technique. Each encounter the protagonist has gives him an Alarm Value to add to a running score. The Alarm Value is reduced by 1 each time he turns to a new entry without encountering something. If he turns to an entry that does involve an encounter, however, then the current Alarm Value is doubled and the new Alarm Value is added to that. The total Alarm Value determines the strength of the encounter: the higher it is, the more zombies he must fight. The impression given is of an intelligent security network operating inside the Keep. The protagonist must try to avoid patrols - and, even more importantly, he must get out of areas of the Keep where he has seen several patrols in a short time, otherwise the security system will begin to home in on his location and will send ever-tougher patrols to capture him.
Aficionados may like to compare that to the proposals for The Mists of Horror, Knights of Renown (the precursor to Fabled Lands), The Curse of the God Kings and Dinosaurs of Death. (There's actually one more, but I think we'll save that for a special occasion. Tantalizing or what?)

Jamie and I split the work right down the middle, with him doing the 200 paragraphs up until you enter the keep, and me taking over from there. But editor Marc Gascoigne, now at SF publisher Angry Robot, took exception to about fifty sections that were devoted to wandering around a cemetery on the cliff tops, a classic gamebook maze set-up where you had to know the sequence of directions to get out. I added an extra series of encounters in the keep to replace the cemetery sequence outside, so in the end you got about 60% me and 40% Jamie - though he jumped in and contributed part of Blood Sword book 5 when Oliver got too busy on other things, so in the grand scheme of things it probably all evens out. And if there is anything more you could possibly wish to know about this Fighting Fantasy book, you'll certainly find it in this very comprehensive write-up!

We have a real gamebook scoop coming up in about two weeks. But plenty of other cool stuff before then, never fear.

Sunday, 6 June 2010

A lost Fighting Fantasy gamebook

I keep saying, "Here's a curious little fragment" so by now you know that's par for the course around here, right? Today we've got one of several proposals that Jamie and I submitted to Puffin as ideas for Fighting Fantasy books.

The book the Puffin editors went for in the end, The Keep of the Lich Lord, was actually our least favorite of the bunch. The one reproduced here, The Mists of Horror, might have been fun to do but we were keener on four others: Curse of the God Kings (based on one of our epic role-playing campaigns with Oliver Johnson, Mark Smith and others), The Best Thief in Arantis (which I was very very glad to eventually write, located instead in its correct Arabian Nights setting, as Twist of Fate), The Keeper of the Seven Keys (very ambitious that one; you played the bad guy in what would have been a gamebook precursor of Dungeon Keeper) and Jamie's favorite, Dinosaurs of Death, which did exactly what it said on the tin and surely would have pleased boys everywhere. Including us two boys who wanted to write it.

Maybe we'll run some of the others later, but for now here's the pitch we made to Puffin Books for...

The Mists of Horror

You are a journeyman-sorcerer travelling to a new College of Magic where you intend to continue your studies. Your journey takes you from the city of Harabnab across the wild moors of Ruddlestone's hinterland. Full of high spirits, you decide to ride on ahead of your retinue to arrange lodging at an inn along the road. As you return to join them, you find yourself riding into gathering fog banks. You can find no sign of your servants, nor of the books and travelling-chest that were on the mules with them. You go on to the inn, expecting your servants to turn up there, but night falls and still they have not arrived.

Outside, the fog has closed its grip on the countryside. You can see it sitting along the ridges of the moor like the ranks of a phantom army. You realise you would have no chance of finding your servants now, so you return to brood by the fire. It is nearly midnight when a man staggers in, his clothes torn as if by brambles and his face white with shock. The landlord recognises him as the miller from the next village down the road. He mutters a few cryptic remarks about "the Faerie King" and "the Unseelie Court" before collapsing in delirium.

The next day, you look out of your window to see the village encircled by fog. Stray wisps creep across the ground outside, and it seems the fog is closing in.

You go downstairs to find the villagers gathered in the common room of the inn. There are mutterings about an old stone circle out on the moors, and the village priest fearfully relates the ancient story that this was a portal leading to the Otherworld, where the spiteful fays of the Unseelie Court reign supreme. The ancient tradition was that a blood sacrifice should be made once in every hundred years to keep the portal closed, but since the locals turned to the worship of the benevolent Hamaskis, God of Wisdom, they have not kept up the rituals of their forefathers.

Now the mutterings in the inn begin to grow, and soon panic at the thought of Otherworld magic turns the villagers into a crazed mob. Fearful for their lives, they seize the innkeeper's daughter - a friendly girl who served you food and drink the night before. They mean to sacrifice her to the callous Old Gods in the hope that the magical portal to the Otherworld can be closed again. You are horrified at such a suggestion, though you realise that their terror is such that you cannot hope to reason with them. Along with the priest, you manage to persuade them to at least let you have one day in which to find the stone circle and try closing it with your own magic. What you do not tell them is that you are only a journeyman-sorcerer, and you have scant hope that your own power will be enough. Still, you must try - or else an innocent girl will go to her doom, and her blood will be on the hands of these honest but frightened villagers.
Having crossed the circle of mist around the village, the protagonist finds himself in the Otherworld - a magical envoironment where events follow a strange dreamlike logic. His success will be decided in part by his ability to adjust to the different ways of thinking that this environment demands.

The protagonist's task is to find the Unseelie Court, which corresponds in the Otherworld to the stone circle's position in the real world. His missing servants are being held captive oat the Court. There he must battle the Faerie KIng to drive the Otherworld back and close off its contact with the real world. Throughout the adventure, a major worry for the protagonist (as expressed in the narrative) will be the need to conserve his magical power for the initiation tests he expects to face at the College of Magic.


In fact, victory will only be won by attacking the Faerie King with no holds barred - seemingly giving up on the hope of entering the College later. However, this in itself merely constitutes a moral choice for the protagonist: in order to win he has to forget his own selfishness. Making the correct choice in this situation means the reward of a second victory on returning to the village: not only are the villagers (including the girl) safe from the threat of the Otherworld, but the fellows of the College of Magic have learned of the trouble and now deem the protagonist worthy to enter their ranks.