RETURN TO THE ICEFINGER MOUNTAINS
Ed Jolley
Reviewed by Mark Lain
Ed Jolley is
a regular contributor to Fighting Fantazine,
although his primary offering is the frankly excruciating Everything I Really Need to Know I
Learnt From Reading Fighting
Fantasy Gamebooks, a regular column written in such a smug and “oh-so-funny”
way that it is borderline unreadable and is, in fact, the only part of the ‘zine
that I started skipping straight over after a few instalments. Combine this
with my dislike of Caverns Of The Snow
Witch (at least in its book version form as I do kind of prefer the much
shorter and more efficient Warlock magazine
original), the FF to which this effort is a sequel, and I found myself
approaching this mini-FF with some trepidation and very low expectations.
Presented in
Issue 9 of Fighting Fantazine, Return To The Icefinger Mountains puts
YOU in the role of a former slave of Shareela the Snow Witch, who escaped the
Icefinger Mountains after Shareela was vanquished by a different YOU in the
Livingstone original. On that basis, you are not the same character that you
were in CotSW, a trait common in FF
sequels. The premise here is that it is (appropriately) 30 years since the Snow
Witch was defeated and you suddenly start having nightmares about her again
and, on discussing this with your friend who helped you originally escape (called
Reniso) you discover he has had the same dreams causing you both to start to
think she is somehow back from the dead. You both resolve to return to the
Icefinger Mountains (the title could not be more apt then really) together and
determine if she is indeed resurrected and, if so, destroy her for good whilst,
at the same time, attempting to establish the true source of her power which
appears to lie in an ancient civilisation that once inhabited the Crystal Caves
in the city of Cyrantia. Cut to the next day when you arrive at Reniso’s house
to find him dead and trussed up with the ominous message “SHE WILL RETURN”
written into a pool of his blood. Next arrives a scholar called Denati, an
expert on the Cyrantians, so you decide to head into the Crystal Caves with him
as a sort of guide instead. The Introduction setting the scene is long and very
satisfying and it really did make me want to play this, in spite of my
reservations, as did the opening few sections handling Reniso’s death and the
arrival of Denati. Really intriguing stuff with a premise that draws you in and
makes you want to learn more. In fact, there is more Shareela/Icefinger
Mountains lore in just the intro section here than you can glean from the entirety
of CotSW. You start this adventure with just a sword and
a rucksack, although the Rules do tell you that, whilst you start with no
Provisions, you will soon acquire some – a bit of a spoiler really, as I would
have preferred the tension of wondering how I might regain Stamina, especially
given how harsh the original was in terms of stat penalties and scarcity of
opportunities to restore your attributes. However, as you are not an adventurer
and have no time to prepare for this quest, your limited resources do make
perfect sense. All in all, this is shaping up to be good stuff.
I have said
in other reviews that I find FFs set in snowy/icy environments quite
fascinating as they always feel more unique with their localised creatures and
the added perils of trying to function in extreme cold. Both of these features
are included here and we encounter no end of very suitably-placed monsters from
the outset including the rare Toa-sua and Frost Giants. In fact, the opening
snow-set Act has two distinct paths through, one of which is rather harder than
the other and can, if you are particularly unwary, lead to a very early run-in
with a Silver Dragon. As this is a Livingstone-inspired piece you encounter a
second potential companion (the rather feisty girl warrior called Nowri) who,
again as this is spiritually an IL effort, dies almost immediately after
joining your party (An in-joke? Very probably). Once you find your way into the
Crystal Caves (and there is more than one way in), there are a further two
alternative routes through the main interior, one involving re-encountering the
infamous Ice Demon from the original book, and a second full of entirely new
material concerning the Cyrantians. Whilst the continuity of the returning Ice
Demon makes this feel inter-connected with its predecessor, the Cyrantian
material is much more interesting and the amount of planning and design Jolley
has put into this ancient culture really is impressive as you work your way
through the Chamber of the Four Winds (a nod to the early Games Workshop board
game Valley Of The Four Winds,
possibly?), the Arena of Contests, and the Hall of Contenders, all of which is punctuated
by Denati’s awe-struck enthusings and extemporisations on the Cyrantian
culture. If you want lore, this is the gamebook to play! Following a tour of
the background to the Crystal Caves, you then reach your endgame with the
resurrected Snow Witch herself.
An issue I,
and just about everyone else who ever played it, have with CotSW is that it is ridiculously hard and downright unfair with its
frequent stat penalties, many instadeaths, lots of Luck tests, and very strong
over-powered combat opponents. Plus, as always with IL FFs, it is very linear
and requires you to find quite a shopping list of items. What Jolley has done
to address this is very clever as there are two distinct ways to complete this
adventure: one is the “IL” approach with hard combats and lots of items, the
other is more of a Paul Mason-style path avoiding a very tough fight with
Shareela at the end and focussing much more on the plotting and the Cyrantian
lore aspect. The IL path is much easier to find yourself being led down, but
the PM path is more interesting and shows much more ingenuity in design terms.
This is an interesting commentary on both of their styles I think, as IL’s
style is very direct and obvious whereas PM’s is much more subtle and often
quite elusive in his books. The IL route leads to a straight combat with Shareela,
the PL route offers two distinct and much cleverer ways to kill her. What I
also find really interesting is that one of these paths is the “good guy”
approach where you act with honour and the other involves your needing the
flame sword which you can only get by playing the bad guy and killing the
totally innocent good NPC that is Nowri. So EJ is both emulating and subverting
these differing styles of gamebook design and is obviously doing more than just
writing an adventure, given what he has done with this piece design-wise.
As IL and PM’s
FFs were generally very difficult, the subject of difficulty from Jolley’s
effort has to be discussed. And both paths are actually (appropriately) very
tough to negotiate. There are loads of Luck tests and quite a few instadeaths
(although the majority of the latter come in the Final Act), there are some
extremely tough fights (although, again, some of these such as the Silver
Dragon and the Ice Demon make perfect sense given their enormity), and the Snow
Witch herself (if you do have to fight her) has Sk 12 St 20. There is also a
moment where you are required to roll 5D6 and compare with your Stamina in the
Final Act, which is a very tough roll to make. But there is also another
difficulty element, and this only comes into play on the “Cyrantian history
tour” path, which involves two very difficult maths puzzles that, I must admit,
I found simply baffling as I am not a good mathematician at all. This is
problematic as it does make this particular path all but impossible for anyone
other than those with very attuned mathematical minds (a specialisation, for
sure). I want to play a gamebook, not get a headache trying to number-crunch. I
gave up on these pretty quickly and just resorted to searching through the paragraphs
until I found the right answer section. Some might find this an ingenious inclusion,
I just find it frustrating. Worthy of note also on the Cyrantian path is the
Bone Golem fight – this is very tough with some harsh adjustors, but a balanced
stat boost is your reward for killing it and you do not even actually have to
kill it outright, so there is some quarter given in places. There is even a
non-win ending (very Paul Mason, although IL did throw these in to his
gamebooks occasionally, too) where you die but take the Ice Demon and the Snow
Witch with you, in other words, you have achieved your goal of destroying
Shareela, but you personally do not gain from doing so. I do wonder if this is
a nod to Paul Mason’s original ending for his Slaves Of The Abyss, wherein you had to sacrifice yourself to win
(Steve Jackson vetoed this and had it changed to the published ending,
incidentally). Either accidentally or deliberately, Jolley is showing that he
really knows his stuff.
As well as demonstrating
an insight into the distinctly different styles of two FF authors and his
impressive imagination and planning in terms of lore and really making his
Cyrantian world feel real, EJ is a very good writer. None of his annoyingly knowing
approach to his ‘zine articles is evident here. Instead, this is very
well-written and the pace is electric. Literally every moment is worthwhile and
there is nothing wasted to the point where this is difficult to put down once
you have started playing it. The narrating voice of Denati punctuates the
action by verbalising the new Cyrantian material and, in often very long
paragraphs, Jolley’s vision comes to life again and again. If there is one
let-down in the design/lore it is the Cyrantian alphabet element: when I first
flicked through the pages I saw many illustrations that incorporated the Cyrantian
alphabet and I was hoping there would be a mechanic whereby you had to decode
the language to win. As it stands, Denati translates these for you every time
you find them which makes sense in terms of him being the Cyrantian subject
expert, but does remove a potential extra layer of challenge and gameplay (although
it would have made an already hard book even harder).
On the
subject of the illustrations for this piece, Fighting Fantazine was always very inconsistent when it came to art.
At times, admittedly due to availability of resources as this is a fanzine
after all so there is no budget to throw at getting professional art in any
quantity, the art in the ‘zines mini-FFs was amateurish to the point of being detrimental
to the adventure. Not so with this adventure though which uses the excellent work
of Brett Schofield who has contributed to Arion Games’ AFF books and is a
definite talent. All of his images here could have stood up in the Puffin FF
series and, whilst he does have to compete with Gary Ward and Edward Crosby’s
stunning woodcut-style art in CotSW,
his images that have equivalents in both books (most notably Shareela herself)
definitely hold their own. There is a nice tribute to the GW-EC originals here
too in the incidental image of the frozen creature reaching forward. Schofield’s
cover image of the Ice Demon’s face in extreme close up with its shadowy and icy
blues and whites is truly terrifying and makes a pleasing alternative to the
more obvious approach of putting Shareela on the cover, which would have been a
big mistake as it would have given away the pay-off that she is indeed back
from the dead which is a plot point that, whilst probably rather inevitable
given the concept, is still not explicit until you do meet her at the end.
Indeed, even
if the revelation that the Snow Witch has resurrected is hardly a surprise,
there is a very unexpected twist in the final analysis where it turns out that
Denati is a traitor and is actually in the employ of Shareela. I have to admit that
from the way he seemed so genuine up until this point, and from his researcher’s
fixation on Cyrantia, I really did not see this reveal coming – on reflection
it may be obvious and he is in fact an expert on Shareela which has the
secondary knowledge of her power source by definition, but this came as a big
surprise to me, and a welcome one at that as it added yet another layer to the
sheer effort that has gone into putting this adventure together.
As mini-FFs
go, this is one of the best I have read. It is far better than a lot of the
efforts that got printed in Warlock
magazine, and it is definitely among the best that the ‘zine offered us. It
really expands upon and opens out the concept of both the Crystal Caves and
Shareela herself, and it is not just a tired sequel where the baddie comes back
for more given all the lore this offers. The two distinct paths and the variables
within these make this eminently replayable and the difficulty is not at all
off-putting. There is so much going on here considering it is just 275 sections
long and I actually prefer this to CotSW
for many reasons, the most obvious being that is does not suffer from the
boring overlength and the pointless post-caves coda of the original. We kill
the Snow Witch and it ends there, exactly where it should do (just like the Warlock short version of CotSW did, in fact). If the adventure
here wasn’t that great, the lore and world-building alone would have carried this
one through, but the adventure is really good and, unwelcome brain-melting maths
aside, this is pretty essential playing.
Thank you for the encouraging feedback.
ReplyDeleteSorry about the mathematical puzzle on the tombs - it is a bit of a swine. Still, I made sure that solving it wasn't mandatory: working it out provides one of two useful but non-essential items. The important thing about the puzzle is that it provides the Cyrantian glyphs for certain numbers, and advanced mathematical skills ought not to be required to get them - you need only compare the translation with the inscription (which is, admittedly, made that bit trickier by the layout of the magazine putting the illustration on page 140 and the translation on page 142, but that was out of my hands). And this leads me on to the one bit of your review that puzzles me...
I was hoping there would be a mechanic whereby you had to decode the language to win.
That is exactly what you do have to do on the 'PM' route (kudos for spotting that homage, by the way). Having learned the meaning of certain symbols from the earlier translations is what makes it possible to read the direction concealed in the final inscription (and, for anyone who cares about the finer details, to spot the deliberate mistranslation which exposes Denati's treachery).
Anyway, glad you enjoyed it.
As with your previous post , this has attracted some interest on the FFzine boards :
ReplyDeletehttps://fightingfantazine.proboards.com/thread/375/return-icefinger-mountains-issue-adventure
My own attempt at a gamebook adventure was also set in the Icefinger Mountains.
ReplyDeleteTitled The Seven Swords Of Soranna , it concerned the efforts of a mad cultist to resurrect his long dead master. He had set up his base of operations in the now deserted caverns of the snow witch and YOU're job was to thwart his plan.
In order to enact the ritual of resurrection , the cultist had to collect seven magical swords. Looking back now, its clear that I got this idea from an episode of Robin of Sherwood called ' the swords of wayland. '
This mini-adventure ran to 2OO references and I still have it !
I want to read it
DeleteI did put up a few pages before on twitter. I must dig it out again but it would take me a while to convert it to the pdf format !
Deleteyou can see some pages on my FF blog here :
Deletehttps://fightingfantastical.blogspot.com/2020/
Mark - I'm really enjoying reading these reviews, especially these less well-known entries which I hadn't heard of before.
ReplyDeleteI'm interested to know if there's a reason you haven't posted a review of #32 Slaves of the Abyss? I remember being fascinated by this one as a child (and my parents temporarily succumbing to the 'moral panic' and banning me from reading it!)
Thanks
The simple reason is that I just haven't got around to writing it up yet
Deletegood to know - hotly anticipated!
Deletewould also like to hear your thoughts on Assassins Of Allansia - a book I've been meaning to review on my own FF blog.
DeleteAssassins Of Allansia is on the way at some point too..
DeleteJust ordered Mistress Of Sorrows from amazon.
DeleteThank you :-)
DeleteVery impressive so far and in many ways more faithful to the spirit of FF than recent efforts in the Scholastic series !
DeleteWell written and atmospheric with John Blanche style art. A very nice package altogether.
the new issue of SFX has an excellent one page review of the MAELSTROM gamebook.
ReplyDeleteWhich issue of SFX please?
ReplyDeleteissue 331
Delete