Jonathan Ford
Reviewed by Mark Lain
Following the
publication of Warlock magazine’s “Write
a short FF” competition winner (The
Dervish Stone) in Warlock Issue
4, its runner-up, Dungeon Of Justice,
was printed in Issue 5. Whilst TDS
was a town/desert effort, DOJ is a
more traditional dungeon trawl (unsurprisingly, given its title) that has as
many if not, in fact, more merits than the submission that actually won.
The premise
is an unusual one for FF, even if it has been used umpteen times for Sci-Fi
movies, in that YOU are wrongly accused of murdering an Elven Chief and must
undertake a trial by ordeal to determine your innocence or guilt in the
aggrieved Elves’ eyes. YOU must enter the titular Dungeon Of Justice, hunt
around for a gold idol, then reach the exit in one piece. Get there with the
idol and you are judged to be innocent as only the truly virtuous would be able
to find the idol, but arrive without it and you are toast as you are clearly
guilty (according to their legal system, at least.) Pretty interesting idea as,
for once, you are not glory/treasure hunting or saving the world from the
latest in a series of homicidal maniacs. Considering that the competition
winner did involve treasure hunting, you’d have thought DOJ would have edged it in terms of originality, but obviously
not... As this is an early FF the basic rules are used, but with the common Warlock variant of having only five
Provisions and carrying two rather than one dose of your chosen Potion. Plus,
the Adventure Sheet seems to be green for some reason.
Considering that
this is a 200 paragraph effort, an incredible amount of material is crammed into
the reduced number of sections and the dungeon is actually very large when
mapped. There are a myriad of different directions you can go in, some longer than
others, some criss-crossing into others, and some heading off into more
exclusive areas, so replay options are many, especially if you want to see
everything, and it’s worth the effort doing so regardless of whether you have
already beaten it as there is a lot of imagination on show here. It is probably
fair to say that Ian Livingstone’s first Trial Of Champions foray in FF #6 Deathtrap Dungeon is the benchmark
by which all FF dungeons should be measured given the sheer variety of physical
traps, mental challenges, combats, item-seeking, rival players, etc, but Dungeon Of Justice holds up pretty well
considering it is a fan-written effort and is half the length in section terms.
Firstly, this
dungeon is pretty dangerous and there are some very entertaining ways to die - slipping
into a furnace, falling into a bottomless pit, getting eaten by baby birds, falling
foul of (ahem) “false idols”, etc and this is another example of a FF where it’s
worth dying just to read the lengthy descriptions of your own demise! Secondly, some
encounters are unique and can only be seen in this adventure - the Xlaia (a two-headed
rabid dog with solid gold claws) and the unusually weak and undignified (for
Dragons) Mud Dragons are interesting, but my favourite is a moment where you
have to fight your own reflection which exactly duplicates your stats bar a -1
Stamina penalty that it suffers due to the effort involved in changing from 2D
to 3D (very inventive justification.) Along the way
you can run into other individuals who are also being judged (with the mixed
results that would be expected in terms of helpfulness or otherwise) and this
adds colour to the idea that this form of justice is common practise and that “participants”
can spend years roaming around the twisting and turning corridors trying to
find a) the idol and b) the way out. An interesting point to note on this is
the way certain areas will send you to other parts of the dungeon that do not
map out logically – is this intentional to create a maze effect and
disorientate you the more you wander around aimlessly or are there bugs in the
text that just send you to the wrong paragraph? It would be easy to write this
off as the latter option but there is a possibility that this is intentional
design as it adds depth to the whole concept of finding people who have been
stuck in there for years. We all know FFs are notorious for wrongly
inter-connecting sections, but it seems to fit in this case and this adventure
seems too well-rendered for there to be such glaring continuity errors.
A welcome inclusion
is several red herrings (and the opening spiel does warn about these) including
a seemingly essential three-part door combination, a gold key, and an illusory
version of the gold idol. It is nice to see such obviously useful finds turning
out to not be the sole answers to life and death and, whilst there are some
essential items, the shopping list for the true path is thankfully not all that
long. However, actually finding the gold idol really is very difficult - I
mapped the whole dungeon and still hadn’t found it, leaving me to have to
resort to reading each paragraph in turn, then tracing the section links back
to a point that I’d located previously - even if the route to it is rather
convoluted: you need to throw yourself (probably quite counter-intuitively)
into a river, then FAIL a Skill test, and finally PASS a Luck test to get
washed up at the point where the idol is hidden. This presents an interesting
situation in that this adventure partially meets the usually wildly inaccurate claim
that you can win an adventure even with rock-bottom stats. A high Skill is of
very little use as you will struggle to fail the essential Skill test in the
river, plus most combats are fairly easy and a lot of them can be avoided
completely. There are a lot of Stamina penalties (mostly for stupid acts like throwing
yourself down things) but these are semi-avoidable with a couple of key items
(the Cloak Of Levitation is particularly important) and some common sense. Luck
tests are common so a high Luck is handy, but with two possible Potions Of Fortune, plus a chance find that stops your Luck ever dropping below six, you
could probably get through on nowse and learning from several previous failed
attempts alone, even if you have crap stats.
The handling
of the idol discovery itself seems oddly dismissive. Finding either of the handy
keys (gold or iron), the door combination or, in particular, a (useless) big
ruby, is met with a verbal fanfare, but the idol is mentioned in its paragraph in
an off-hand way and you could be forgiven for skimming over it and not even
realising what you have found. You don’t even get a Luck bonus for finding the
idol. This is something of an anti-climax, especially when you’ve narrowly-avoided
drowning to get to where it’s hidden, but it could suggest that, as you know
you are innocent, finding it is inevitable (maybe?)
The sheer
scale of this dungeon makes finding the true path a tough task (although you
can take a few different routes as long as you hit the key sections on the way)
and 14 of the 200 sections of this adventure are instant deaths which seems
high but dungeons are always especially difficult to negotiate so this suits
the genre and is acceptable. Any less deadly moments and this would have been
too easy as a) this is a dungeon, and b) this is intended to kill all but those
with genuinely clear consciences, so it makes sense at least.
For a
non-professional FF, this is very well written with long descriptive paragraphs
that set the scene atmospherically. If there were a criticism of the prose it
would be that your character seems a little arrogant at times, especially in
the final (victory) section where you just shrug your shoulders and wander off
in search of treasure again. Are you like this because you know you are
innocent so never had anything to worry about? Is this bravado to show the Elves
that you are not phased by their deadly trial? Or, has the writer assumed that,
as you’ve won, you don’t want to be bogged down in descriptions of your relief
as you gush with positive emotion? Whatever the explanation, almost all of this
adventure does feel like an oppressive and unfair ordeal that you are unlikely
to survive so it works for me in that the context and approach mesh nicely.
Alignment of
image to paragraph text in Warlock’s
A4 format is always a problem with these mini-FFs but in this case (barring the
full page images) the pictures have been put next to the corresponding descriptions
to give you an idea of what you are looking at. The art is by Bob Harvey whose
work I do not like generally, but his pictures here are not as stylised as usual
and, discounting his ridiculously pygmy-ish Elves, are passable. Warlock often matched the colour cover
art to the featured mini-FF and for Issue 5 the Mud Dragon graces the cover
which is atypically subdued and very dark and murky. As a cover this is too
understated for my tastes, but it does accurately reflect the dark cavern that
the Mud Dragons live in, plus these are a very unique species that we might not
normally be able to visualise so it works as a cover for the adventure better
than it does as a magazine front.
For me this
adventure is better than the one that it came second to in the competition.
Both make very effective use of the shortened length and fit a large amount of
material in, but DOJ seems more
logical, is more challenging, has more to discover and, most pertinently, is a
million times more original as no mention of Harrison Ford or George Lucas was
needed in this review! A good effort in spite of its weak title that makes it sound like a cheap S&M porn movie.
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