One of the shops in town checks for the
restless keyword, if you're interested in checking there out after fighting the legendary. As you'll see below, a
lot of keywords are Act 1 only.
Legendary monster: The fisher king
The high walls of the gorge amplify the roar of the nearby waterfall, plunging down from out of the mist to crash amongst the boulders and churning, white-frothed water. After hours of trekking in the wretched jungle heat, you are grateful to have found this oasis of life. You throw aside your pack and drop to your knees, cupping your hands in the chill waters and gulping it down as if each swallow could be your last.
After taking your fill, you find yourself studying your reflection. The face staring back is as thin and haggard as when you first fled Durnhollow. You lean closer, pulling away your collar to view the dark patch of blue-black scales. Every day, every hour, there seems to be more of them—spreading over your body like a disease.
You quickly sink your hands into the water, scattering the reflection as you draw more water to your lips.
It's then that you hear the sound...
Since trekking through the jungle, you have become accustomed to the noise—the croaking frogs, the hoarse, jabbering shrieks of the monkeys, the incessant buzz of the midges and flies. But occasionally a sound will stand out from the rest, competing for attention.
This is one of them. A breathy, rasping noise that suddenly rises in pitch, becoming a series of clacking, rattling wails. You look back up the river, to where it widens into a pool. There, squatting on one of the rocky islands, is a frog-like humanoid. The sunlight catches on its glistening, rainbow-oiled skin and the rusted prongs of the trident clutched in its spindly hands. The creature looks agitated, its throat bulging as it continues to emit a chorus of guttural caws.
You edge away from the water, slowly lifting your pack onto your shoulder. Your plan is turn and make a run for it, back into the jungle. But you hesitate—your gift of prophecy flashing through the images of your death like pictures in a flipbook.
Suddenly the creature gives a single, gargling cry, then launches forward on its bowed legs. You drop your pack and fumble for your weapons as the frog descends on you with a startling speed. One of its legs catches you in the chest, sending you tumbling backwards. You fall into a roll, dodging the trident as it slams down with force, striking sparks from the stone. Then you are back on your feet, trying to gain distance.
The frog leaps again, a spear of red shooting out from its mouth. Before you can register what is happening you are being dragged across the rocks, your body entangled in a long, sticky tongue. You try and sever it, but a sudden jerk throws you forward, your feet flailing out from under you. In desperation, you swipe at the creature's legs, bright blood fountaining from a wound. The frog hops away, tongue snapping back into its mouth.
Seizing your chance, you rush forward to press your attack—but the frog somersaults over your hasty swing, hopping to a nearby boulder then back to its island. With another gargling screech it spins to face you, beckoning you to follow. It is time to fight:
| Speed | Brawn | Armor | Health
|
Fisher king | 8 | 6 | 5 | 80 |
Special Abilities
Jump around!: There are three islands in the pool—one to the north, one in the center and one to the south. At the start of each combat round, decide which island you are going to jump to. Then roll a die to decide where the fisher king has jumped to—1 or 2 the north island, 3 or 4 the center island and 5 or 6 the south island. If you end up on the same island, then you can continue combat as normal, rolling for attack speed etc. If you are on different islands, then you cannot attack—and the fisher king immediately uses his 'tongue lashing' ability.
Tongue lashing: Take a
speed challenge. If you get 13 or less, then your hero is hit by the frog's sticky tongue, pulling you over onto its trident for 6 damage, ignoring
armor. If you get 14 or more, then you have avoided his tongue attack. Once the speed challenge is complete (and any damage applied), the combat round automatically moves to the passive phase.
So this guy isn't actually too strong...except for what's essentially a 2/3 chance for him to be immune to attacks for the round, but he only has a small chance (we need to roll a 4 or lower on 2 dice to fail the challenge) to do 6 damage, and our DoTs still apply. Still, that's a lot of waiting, and we might have to use the healing potion. Do we want to break our hex when we do? For abilities I'm picking the same as last time (but swapping out crawlers for cunning, since damage boosts are really nice for fighting this guy), and for islands I'm just going to go center, bottom, top, center, bottom, top, etc.
Round 1: (picking center) die roll: 1, frog takes top island. Speed test: 8+9=17, successful, no damage. *DoTs* Frog is at 78.
Round 2: (picking bottom) die roll: 5, frog takes bottom island. Patio 6+9, Frog 3+8. Damage 1+8-5=4, Frog is at 74. *DoTs* He's at 72.
Round 3: (picking top) die roll: 4, frog takes center island. Speed test: 5+9=14, successful, no damage. *DoTs* Frog is at 70.
Round 4: (picking center) die roll: 5, frog takes bottom island. Speed test: 8+9=17, no damage. *DoTs* Frog is at 68.
Round 5: (picking bottom) die roll: 2, frog takes top island. Speed test: 4+9=13, failure! Patio is at 29. *DoTs* Frog is at 66.
Round 6: (picking top) die roll: 2, frog takes top island. Patio 10+9 (faith'd, Patio is at 31), Frog 9+8. Damage 5+8-5=8 (vampirism'd, Patio is back at full), Frog is at 58. *DoTs* He's at 56.
Round 7: (picking center) die roll: 2, frog takes top island. Speed test: 7+9=16, success! No damage. *DoTs* Frog is at 54.
Round 8: (picking bottom) die roll: 2, frog takes top island. Speed test: 3+9, failure. Patio is at 29. *DoTs* Frog is at 52.
Round 9: (picking top) die roll: 4, frog takes center island. Speed test: 12+9=21, success! no damage. *DoTs* Frog is at 50.
Round 10: (picking center) die roll: 2, frog takes top island. Speed test: 10+9=19, success. no damage. *DoTS* Frog is at 48.
Round 11: (picking bottom) die roll: 6, frog takes bottom island. Patio 7+9, Frog 10+8. (Prophecy'd, no damage.) *DoTs* Frog is at 46.
Round 12: (picking top) die roll: 4, frog takes center island. Speed test: 9+9=18, no damage. *DoTS* Frog is at 44.
Round 13: (picking center) die roll: 5, frog takes bottom island. Speed test: 7+9=16, no damage. *dots* frog is at 42.
Round 14: (picking bottom) die roll: 2, frog takes top island. Speed test: 7+9=16, no damage. *dots* frog is at 40.
Round 15: (picking top) die roll: 5, frog takes bottom island. Speed test: 4+9=13, failure. Patio is at 23. *Dots* Frog is at 38.
Round 16: (picking center) die roll: 1, frog takes top island. Speed test: 5+9=14, success. *Dots* Frog is at 36.
Round 17: (picking bottom) die roll: 6, frog takes bottom island. Patio 8+9, Frog 4+8. Damage 2+8+3 (cunning'd)-5=8, Frog is at 28. *DoTs* he's at 26.
Round 18: (picking top) die roll: 3, frog takes center island. Speed test: 7+9=16, no damage. *dots* frog is at 24.
Round 19: (picking center) die roll: 4, frog takes center island. Patio 8+9, Frog 6+8. Damage 6+8-5=9, Frog is at 15. *DoTs* He's at 13.
Round 20: (picking bottom) die roll: 1, frog takes top island. Speed test: 8+9=17, success. *DoTs* frog is at 11.
Round 21: (picking top) die roll: 2, frog takes top island. Patio 7+9 (surefooted'd, 4+9, faith'd, Patio is at 25) Frog 11+8. Damage 5+6-3=8, Patio is at 17. *DoTs* Frog is at 9.
Round 22: (picking center) die roll: 3, frog takes center island. Patio 6+9, Frog 4+8. Damage 3+8-5=6, frog is at 3. *Headshot* Frog is dead!
Well, that fight took forever, but we didn't actually end up needing any healing items.
The frog proves a frustrating opponent, effortlessly avoiding the majority of your attacks. But each lucky wound you manage to inflict saps away at its agility, weakening your opponent and slowing it down. Finally the frog starts to back away, limping towards the waterfall. Weakened by loss of blood, the frog misses its footing and slips—giving you the opening you need to
step in and deliver the final blow shoot it in the head.
Searching the creature's remains, you find one of the following items:
Sea spray garland (necklace) +1 speed +1 magic ability: wave (requirement: mage)
Hunting fork (main hand: spear) +1 speed +3 brawn ability: skewer (requirement: warrior)
Fisher's friend (ring) +1 brawn ability: hooked (requirement: rogue)
Abilities glossary wrote:Hooked (mo): Use this ability to save one die result from your attack speed roll to use in the next combat round. You cannot change or re-roll the saved die. Hooked can only be used once per combat.
Stepping past the body, you clamber up the slippery rocks and pass underneath the waterfall. As you suspected, there is a cave here—a treasure trove of objects, all tangled up in nets of vine. There are also a number of skeletons caught up in the netting, both animal and human, and a golden crown sparkling on one of the rocks.
You may now take one of the following as an additional reward:
King of the pond (head) +1 speed +2 magic ability: overload (requirement: mage)
Kiss of a princess (ring) +1 brawn +2 health ability: charm
Enchanted boots (feet) +1 speed +1 armor ability: heal
Searching the remains of the other unfortunate adventurers, you find 50 gold crowns and a crumpled map. It looks to have been torn in two, the half you are holding showing a secret trail through the jungle. A name has been scrawled at the bottom, followed by a date:
Frobisher. 4.11.1362. Without the other half, it makes little sense to you. (you make take
Frobisher's map if you wish—simply make a note of it on your hero sheet. Mr. Patio does not also have
Coronado's map.)
Finding little else of interest in the cave, you leave and continue your journey. Return to the quest map.
I assume we take the map. Do we want any of the loots? And where do we want to go next? The town to check the Restless keyword? More legendaries? One of the other quests?
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +9, Brawn: +8, Magic: +3, Armor: +3
Health: 35
Slot | Item | Speed | Brawn | Magic | Armor | Ability
|
Head | Garland of Sacrifice | +1 | +2 | | | Atonement
|
Necklace | Providence | | +1 | +1 | | Faith
|
Cloak | Hair of the Wolf | +1 | +1 | | | Cunning
|
Main Hand | Glaive of Souls | +2 | +2 | +2 | | Vampirism
|
Left Hand | Falk's Firestarter | +1 | +1 | | | Headshot
|
Gloves | Fingerless Gloves | +1 | +1 | | | Crawlers
|
Chest | Gator Aid | +1 | | | +2 | Second Skin
|
Feet | Sailor's Sandals | +1 | | | | Surefooted
|
Talisman | Maker's Button | +1 | | | |
|
Ring 1 | Pins 'N' Needles | | | | | Thorns
|
Ring 2 | Grieving Soul | | | | +1 | Fire Aura |
Backpack | Item
|
1 | Golden Mirror
|
2 | Elixir of Invisibility
|
3 | Fungal Fingers (2 uses)
|
4 | Saint's Blessing
|
5 | Rubrica's Cube |
Locker | Item
|
1 | Green Blaze
|
2 | Blood Iron Knot
|
3 | Holy Water (2 uses)
|
4 | Bramble Blade |
Prophecy
prevail
blood debt
tower
explorer
hexed
restless
south view
Frobisher's map
Book quest (reward at 471 when we have all 3 books)
Monkey temple at 596
Money Pouch: 661 Crowns