|
Keep the Sommerswerd and a jeweled mace, and search the room for further valuables. I've never understood why the Mace was worth describing as a special item, when it's only power is to be covered in bling.
|
# ? Nov 11, 2017 07:25 |
|
|
# ? Jun 6, 2024 12:19 |
|
Comstar posted:Keep the Sommerswerd and a jeweled mace, and search the room for further valuables. It's useful in some specific situations, and Dever tends to give Special Item status to such weapons (like the Magic Spear back in Book 2).
|
# ? Nov 11, 2017 09:48 |
|
Shadow on the Sand posted:You sift through the vast number of items that litter the dais, separating the following articles, which may or may not be of use: And second is the combination lock. Do we pick 67 or 76? If we'd looked at that book back in the armoury we'd have the combination for this door. If we didn't have both Sixth Sense and Mind Over Matter then we'd have to fight at least one guard to get the combination here.
|
# ? Nov 11, 2017 15:15 |
|
Since we're not at full health, I vote to drink the Laumspur we just got. Keep the prism, the comb seems like a useless item. Dont't take anything else, our current stash of potions is more valuable than this lot. Let's go with 67.
|
# ? Nov 11, 2017 15:49 |
|
Take Prism, 67. I’d wager the alarm sounds like 76 trombones in a big parade.
|
# ? Nov 11, 2017 16:47 |
|
Drink the Laumspur, keep the prism, 67.
|
# ? Nov 11, 2017 17:10 |
|
Drink the Laumspur Take the Prism and the Comb (Seriously, why not take it? Maybe it has sentimental value to someone and we can trade it for loot later.) 67
|
# ? Nov 11, 2017 17:58 |
|
Avalerion posted:Drink the Laumspur, Shadow on the Sand posted:You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened. I'm assuming we're probably not going to bother taking that quarterstaff.
|
# ? Nov 12, 2017 01:35 |
|
Nah, we don't need the Quarterstaff. And either the new Zakhan, his Darth Vader clone Darklord buddy, or both will soon feel the wrath of our Holy Swerd.
|
# ? Nov 12, 2017 01:59 |
|
OK, so here's a good point to pause for a moment and talk about the adventure so far. Like how many times we avoided capture and how we could have continued to avoid capture right to the end. Yes, it's possible to not get caught, but its pretty difficult. For a start, surrendering at any point leads straight to gaol. That's pretty obvious. But we could also have ended up there by choosing to fight the "overwhelming odds" right at the start. There's actually not even combat there, the book just tells you that you killed six guys before being captured. But we didn't do that, we ran away and fought a horseman. The correct course of action is actually to dive straight into the sea (which we ended up doing eventually anyway) because if you fight then there's a chance you'll be caught even if you win the fight. After getting out of the water we used Mind Over Matter to create a distraction. If you don't have that discipline then you find a bow and arrow (just one so you can't keep using it) and use it instead, but in that case there's another chance of being caught. Then we came to the alley, gate and archway. The alley's a dead end and will get you caught. The gate, as we saw, leads to the house of the guy who wants to sell you out to the guards. You can get caught there if you decide to stay. You also get caught if you choose to go back to the harbour from there. In the marketplace we chose not to buy a sash and to visit the monks. We didn't need the sash with them, but if we'd chosen the tavern instead then they'd have helped us out if we'd shown appropriate respect to the dead Zakhan by wearing the sash, but otherwise handed us over to the guards. The monks are willing to help either way, but you have to trust them and go into the cellar. The guards follow you in and we chose to keep running, but you can also stand and fight. If you do, losing gets you captured and winning maybe gets you captured. If you make it this far you're into the sewer, where the guards are still chasing you and can still capture you. There are a lot of branches here, but if you manage to escape the guards then, whichever way you go, you'll come to a place where you may or may not be infected with a deadly disease called "limbdeath". For the path we took it was the room where we used the rope to swing across. If we'd swum we'd have caught it. The only cure for this disease is a herb called oede, which we'd have asked after at that potion shop, but unfortunately it's very rare in Vassagonia and only the Zakhan is rich enough to have any on hand. So instead of being caught and brought to the palace we'd have had to go there and sneak in. This eventually leads (after finding the oede) to the same scene where we witnessed the Zakhan talking to Darklord Haakon. Oh, and if you are captured then it is possible to get out without finding your equipment, but it's not easy. First, it doesn't matter which way you go after escaping your cell. Either way you'll end up at the same place eventually - unless you go north from the smithy. If you go that way and you don't have Sixth Sense then you'll leave without your equipment. If you do have Sixth Sense then you'll find a secret passage. You can choose not to go through it (in which case you'll leave without your equipment), but if you follow it then it leads to the room with your equipment in it. And finally, there's the jewelled maces. They are magic and do have occasional effects on combat, but like the Dagger of Vashna we're unlikely to see those effects while we're carrying the Sommerswerd since it takes precedence.
|
# ? Nov 12, 2017 02:08 |
|
Part 2Shadow on the Sand posted:Suddenly, you catch sight of two warriors creeping towards you from a passage to your right. They are clad in jet-black armour and scarlet robes, and their hideous death-masks identify them as Drakkarim warriors. They are men, but they are evil men, as evil as the Darklords whom they serve.
|
# ? Nov 12, 2017 02:09 |
|
The jig is up! Fight!
|
# ? Nov 12, 2017 02:14 |
|
So the only way to avoid getting captured is getting the limbdeath? Dang.
|
# ? Nov 12, 2017 02:22 |
|
Fun fact about Limbdeath: while it seems serious at first (a permanent -4 CS if I don't find the Oede herb? holy poo poo), it's actually literally impossible to make it to the scene with the Zakhan and the Darklord without finding the Oede herb. It takes a solid and conscious effort to not get it, and every route ends in death if you don't. Fight!
|
# ? Nov 12, 2017 02:33 |
|
You know what? No. We didn't watch all our friends die, get the ancient weapon of ancient weapons, kick an Arch-Darklord's rear end all the way back to the hellhole he crawled from, chase a guy through Magnamund's north pole and tear him apart in alphabetical order, ruin an attempt to summon Magnamund Satan, and endure the worst boat trip since the Beach Boys sang about the Sloop John B just to run away from a goddamn Klingon rat-dog-thing instead of recovering the ancient text of our monk order. We have a Sommerswerd and god drat do we wish to use it.
|
# ? Nov 12, 2017 03:41 |
|
Snorb posted:We have a Sommerswerd and god drat do we wish to use it.
|
# ? Nov 12, 2017 04:26 |
|
Fight!.
|
# ? Nov 12, 2017 08:37 |
|
Shadow on the Sand posted:The Akataz leaps through the air at your face. You fall backwards, kicking with both feet, but you are winded as the war-dog jolts the air from your lungs. It slashes your shoulder (lose 1 ENDURANCE point), before cartwheeling over the edge of the stairs, its howl cut short as it smashes into the marble floor of the lower palace. Lone Wolf: COMBAT SKILL 29 ENDURANCE 31 Drakkarim: COMBAT SKILL 18 ENDURANCE 35 Combat Ratio: 11+ Given the unanimous vote for fighting and the best possible combat ratio, I don't think I need to bother calling for a vote to evade, right? Let's just do this. We roll: 1 Lone Wolf: COMBAT SKILL 29 ENDURANCE 28 Drakkarim: COMBAT SKILL 18 ENDURANCE 26 We roll: 6 Lone Wolf: COMBAT SKILL 29 ENDURANCE 27 Drakkarim: COMBAT SKILL 18 ENDURANCE 10 We roll: 1 Lone Wolf: COMBAT SKILL 29 ENDURANCE 24 Drakkarim: COMBAT SKILL 18 ENDURANCE 1 We roll: 9 Lone Wolf: COMBAT SKILL 29 ENDURANCE 24 Drakkarim: COMBAT SKILL 18 ENDURANCE 0 Well, that could have gone better, but we do still have four healing potions in our backpack so I don't think we need to panic. Shadow on the Sand posted:You glimpse the silhouette of Darklord Haakon in the hall below, his spiked fist raised. There is a deafening crack as a bolt of blue lightning streaks from a stone in the Darklord’s hand and hurtles towards you. You dive for cover behind the body of the Drakkar as the bolt explodes. In a flash of light, the Drakkar is gone. Only cinders and the rotten odour of scorched flesh remain. And don't forget that if you want to use a healing potion/meal at any time, specify whether you mean a +3, +4 or +5 one.
|
# ? Nov 12, 2017 13:04 |
|
No healing for now. Take the stairs.
|
# ? Nov 12, 2017 13:33 |
|
Take the stairs. Its goes down right? It dosn't mention it for some reason?
|
# ? Nov 12, 2017 13:41 |
|
It is odd that it doesn't say, so I checked and the stairs go up.
|
# ? Nov 12, 2017 14:00 |
|
Archway
|
# ? Nov 12, 2017 14:16 |
|
Stairs They'll never expect it!
|
# ? Nov 12, 2017 14:35 |
|
And we're climbing a stairway to heaven
|
# ? Nov 12, 2017 17:33 |
|
In a normal pursuit situation it is unadvisable to run upward, the rik is to be stranded on a rooftop without passage toward other places. In this case there is nothing normal, so take the stairs.
|
# ? Nov 12, 2017 20:32 |
|
Make way for the archway!
|
# ? Nov 12, 2017 22:04 |
|
achtungnight posted:Archway Shadow on the Sand posted:You run through the arch and straight into a black-robed palace guard. You bruise your ribs and the impact throws you off balance, but you manage to grab the wall to stop yourself from falling over. The guard lies sprawled upon the floor, but with incredible swiftness he draws a shining steel axe and lashes out at your legs.
|
# ? Nov 13, 2017 02:29 |
|
Heading up the tower is just begging to get us trapped, so down to the garden we go.
|
# ? Nov 13, 2017 02:45 |
|
In to the tower! They'll never expect it.
|
# ? Nov 13, 2017 03:30 |
|
Garden.
|
# ? Nov 13, 2017 08:24 |
|
The garden is overgrown with weeds....
|
# ? Nov 13, 2017 09:31 |
|
The answer is obvious in this sort of situation - we need to find the Harem and disguise ourselves. Head to the garden.
|
# ? Nov 13, 2017 09:40 |
|
WhiskeyWhiskers posted:In to the tower! They'll never expect it. Shadow on the Sand posted:Inside the cool marble tower, two flights of spiral stairs meet at a landing. You detect the sound of distant running feet, gradually growing louder. It is coming from one of the spiral staircases, but which one? Suddenly, a band of Drakkarim warriors appear; they are crossing the bridge that leads to the tower. You must escape.
|
# ? Nov 13, 2017 13:05 |
|
Drum solo!
|
# ? Nov 13, 2017 13:28 |
|
push the drum
|
# ? Nov 13, 2017 14:12 |
|
|
# ? Nov 13, 2017 14:30 |
|
Concert for drum and stairs!
|
# ? Nov 13, 2017 22:09 |
|
More running, less drumming.
|
# ? Nov 13, 2017 23:15 |
|
Drumroll, please!
|
# ? Nov 13, 2017 23:50 |
|
|
# ? Jun 6, 2024 12:19 |
|
Kangra posted:More running, less drumming. Shadow on the Sand posted:Your heart sinks; there are no other stairs down from the platform—you are trapped. Before you can think of a plan, the Drakkarim burst from the arch and attack.
|
# ? Nov 14, 2017 01:02 |