ESCAPE FROM THE SORCERER
Sunil Prasannan
Reviewed by Mark Lain
From what I
gather, this mini-FF was originally written in 1988 as a 115-section amateur
piece, but the version that would appear in Issue 6 of Fighting Fantazine was reworked to be set in Southern Allansia and
to run to 200 sections. However, the part of Southern Allansia where this is
set is largely unexplored territory (within the cannon as a whole) but the
author vividly and thoroughly brings it to life with the massive amount of lore
in the background section. This obscure area of Allansia has distinct overtones
of Middle Eastern or maybe the Kashmir border situations and the amount of
information can be a bit bewildering initially but, in terms of setting the scene,
this is a great opening and is to be applauded for its depth of socio-political
design as well as its distinct cultures and species.
YOU are an
Alkemisian prisoner who has been captured by the rival territory of Agra. In
fact, you are the only prisoner from your group of captives that is still alive
and, rather than wait for your turn to die, YOU decide to escape, er, from the
titular Sorcerer (named Grudar Kreshnel) who is running the show. As you are a
captive, you logically begin with no weapons (and take the requisite -2
starting Skill penalty until you can find a weapon) and no Provisions. In fact,
you start with absolutely nothing at all which, again, does make sense even if
it gives the impression that you are somewhat on the back foot in the initial
stages. Curiously, any Provisions you do find along the way will only restore 2
rather than the usual 4 Stamina, although you can quickly find yourself weighed
down with them as you find a lot of Provisions, especially in the initial
areas, so the lessened restorative value makes very little difference to your
chances of survival. What definitely makes a difference to our chances of
survival though are your Skill and Luck as you will need very high initial
scores for both of these if you want to stand much chance of getting through
this as many foes have high Skills and adjustors (take the Giant Cobra for
example which has Sk 10 St 16 and will kill you if it wins any single Attack
Round, although you can avoid this fight if you have a particular item gained
from a previous tough fight) and there are umpteen Luck tests that often lead
to death if failed. Particularly vicious Skill-wise is the opening salvo where
you must fight several guards in succession to get a weapon and get out of your
cell area. Take into account that you are initially fighting with -2 Skill and
this part really is very brutal. Perhaps this is why you can find so much food?
Furthermore, any Agrans you meet have a unique ability in that they can turn
invisible on every even-numbered Attack Round which allows them to roll 3d6
rather than 2d6 when calculating their Attack Strength ie they can have an AS
of up to 18 before you have even added their Skill to it! This is pretty harsh
and really quite ridiculous in difficulty terms. Plus this adventure is very
linear and the only real options for digression are in the opening area, but as
this is fundamentally a dungeon trawl, this linear approach is standard for FF
so we can forgive this even if it does make winning rather challenging.
As this is an
underground prison complex, the map is typically full of corridors that head
away in all sorts of north-east-west directions and you very frequently find
doors. Whilst this may seem a bit samey after a while, it is a logical design
for what it is. I must admit that I found mapping this a bit mind-boggling but
it does all link up rationally if you take the time to plot it all out and, as
each playthrough will follow just one set of paths and directions, the overall
labyrinthine web of corridors and doors is not that distracting when playing.
There is also some respite in finding an underground river which you can choose
to negotiate by boat (assuming you are not following the true path on that
particular playthrough!) Indeed, the whole piece is very logical with a
well-designed plot running through it as you meet many guards which, along with
the map overall, do make this all feel very prison-like. Add to this the way
the background’s lore is neatly woven into the adventure and the unexpected
twist at the end involving a dissident you befriend very early on (yes, there
is a lot of politics here) and you have a very satisfying and fun dungeon bash.
Furthermore, there are several ways to kill Kreshnel at the end (dependent on
what items you might have) which adds replay value.
We touched
earlier upon your starting lack of equipment and the general difficulty of this
FF in terms of combats but this is tempered not just by the supermarket full of
food and drink that you can quickly find yourself carrying, but also by the
ton-weight of items that you can find, all of which make combats much less
crushing: not only does the silver sword increase your AS by 4, but you can
also enhance your firepower with zybarium, a ring of distraction, the golden
mace, and the fireflash staff. There is also a location where you can find
three Potions to improve Skill, Stamina and/or Luck, plus there is a further
Stamina potion later on and two opportunities to restore all of your stats back
to their Initial levels. Oddly enough all of these bonuses, when offset against
some of the very tough fights, do result in something pretty balanced overall,
even if the linearity will still go against you. What really makes this one
interesting difficulty-wise though is the mechanic it steals from Creature Of Havoc whereby you must
decode a language to beat the adventure. The system for the code is by all
intents and purposes that used in CoH but
you do get two chances to find how to crack the code which does make your life
a bit easier. There is also a Hobbit prisoner which may or may not be an
intentional nod to that book too (although you can’t eat this one lol).
A really
surprising aspect of this mini-FF, considering its political overtones and the
world-building, is the vein of wry humour running through it. Take the
amusingly-named Chattermidgets for instance, or the Puflin which is a cross
between a Puffin and a Wizard (get it?) representing rival publishers who once
vied for the rights to publish Kreshnel’s memoirs. Rather more bonkers are the
two chefs named Ramdon Gorsay (Gordon Ramsay) and Zildo Alli (Aldo Zilli) who
try to con you into a sticky end – Ramdon is even foul-mouthed to boot. These
two even name-check their rival (Olie Jamie ie Jamie Oliver) and hilariously
describe him as a “complete imbecile” (which gets my vote). If this is not
enough, there is a brief visit to the underground prison complex’ Human
Resources office where you can even end up going through a recruitment
assessment to join Kreshnel’s army, plus you can meet the person who was
actually meant to be attending this, called Freddi, shortly beforehand to add
yet more plot flow. The only humour element that did irritate me was the verbal
“oh yes I will/oh no you won’t” sparring with Kreshnel at the end, although maybe
we are literally supposed to view him as a Pantomime Villain? There is a neat
little meta moment along the way too where you need to give a NPC a pair of
dice from which she draws her power – clever. What is also very clever and a
feature I really liked is the door mechanism for Kreshnel’s lair. This is
activated by balancing a set of scales and requires you to do some basic maths
(although just guessing what the answer might be also works!) This is very Crystal Maze and suits gamebooks
perfectly. It is also a nice alternative to the usual fallback of a numbered
key.
If there is
only one part of this FF that I found odd it is the large amount of Gold Pieces
that you can find along the way, none of which serves any useful purpose at all
as at no point do you need any money. False flag, perhaps, or just another
necessary FF trope that founds its way into this?
Unusually for
a Fantazine mini-FF, this one features art by a professional. Michael Wolmarans
is better-known to the gamebook scene as Mike Tenebrae and his work always has
a dark neo-horror quality to it. I don’t think he has been given much
opportunity to demonstrate his generally superb art here, but there are three
images where his dark brilliance is used to the full: the Giant Cobra is beautiful
in its blackness contrasted with bright areas, his Kreshnel is full of classic
Eastern evil mystique, and his interpretation of Artriv is truly sinister. What
shows off his ability much more though is his cover featuring Kreshnel fighting
a massive bear and the brown and yellow tones work really well here to create a
lot of subtle atmosphere and animation – the image almost crackles and moves as
you look at it. Brilliant stuff.
Equally good
(especially for an amateur) is Prasannan’s writing which is full of description
and colour to really brings life to what could have been a very dull trudge
down a lot of passages and through a lot of doors. He seems to revel in
presenting his characters and every NPC has personality and seems very real, as
does his world in general given the depth of lore and effort that has gone into
this offering.
I have to say
that, for what is ultimately amateur fan fiction, this is very good indeed. Its
lore, very real overtones, occasional humour, and characters, all work very
well and raise this well above the bar for a Fantazine effort. They are rarely
bad as such, but they are also rarely this professional feeling and this is
definitely better than a lot of the published gamebooks out there. I would have
been interested to see how this might have opened out into a full 400-section
FF - would we have seen more of the society of this region or would it just
have eventually turned into a tedious dungeon slog? Either way, in this form,
this is really good stuff and, with Wolmarans’ art to boot, this is a winner
even if it might take you a lot of attempts to finish it as it is pretty
difficult in real terms. It's just a shame it has such an uninspiring title.