[Let's Play] Sorcery Warrior 4 - The Crown of Kings
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Eating two healing fruits wins 3-0. Attacking the Archmage wins 3-0.
You pull out your weapon and advance towards him. He simply smiles. 'Do you think you could harm me with that oversized butterknife?' he taunts. 'Put it down. For I can make it my ally if I so wish.' You ignore his threats. 'Very well, then. Have it whichever way you will...' He gestures in the air with his hands and your weapon feels heavy in your grip. You try to lift it and find that it is tugging itself free from you. It pulls hard and breaks your grip, flailing in the air, as if it had a mind of its own! And then, to your horror, it turns to face you, cutting in the air to force you back against a corner. 'And now, to complete my little show,' the sorcerer continues, 'a rope trick!' Again he gestures with his hands. This time, a rope flies up into the air. Serpent-like, it hangs, awaiting his instructions. At his command, the rope flies towards you and wraps itself around your wrists. You have been captured! 'Guards!' he calls. From a hidden doorway in one of the walls, three guards rush into the room and grab you. The guards bundle you off back through their door and up a narrow staircase into the top of the tower. Deduct your weapon from your Adventure Sheet; if you do not have another, you will fight any future combats with -3 Attack Strength.
The room you are in is at the top of the tower. A single window lights the room, which is bare except for a shiny plate on the floor behind the door. The remains of a meal are on the plate. Your immediate thought is worrying. Are you alone in this room? The answer, quite clearly, is no, and this is confirmed when you feel a slight tugging at your elbow.
'Are you all right? Have you been injured?' A squeaky little voice is addressing you. You whirl round. A smile spreads across your face as you recognize Jann, the Minimite you met just outside Birritanti! 'The gods be praised!' he says. 'My friend from Analand! Oh dear, I hoped this would not happen. I'm sure your capture is my fault.' Your smile drops as you remember how troublesome the little creature was. You were quite happy to rid yourself of the Minimite at the time and perhaps his reappearance will be bad, rather than good, fortune. Nevertheless, you certainly want to know how he came to be trapped in the Archmage's tower.
'Our departure was a sad occasion for me,' he starts. 'I felt I had found a good friend, and one who certainly needed my help in crossing Kakhabad. I came after you. I missed you in Kharé-–for I will not venture into the cityport-–and searched for you in the Baklands. Fenestra the sorceress is one of my good friends and she told me of your movements. I almost caught you at Lake Ilklala, but you crossed in the boat before me. I could not fly that far without rest and had to skirt the lake.' You notice the creature's wings-–or lack of them. 'These swill-bellied butchers!' he moans. 'They cut my wings! I was captured by the Red-Eyes and brought to this place. My wings were clipped to prevent me escaping.'
You ask Jann why the Archmage himself should want to bring you into his own tower. 'No my friend, you have it wrong.' He shakes his head. 'This is not the Archmage's tower. This is a prison tower! The Archmage's most prized prisoners are kept here.' You are astonished.
Tell him Farren Whyde's story?
Start planning your escape?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
You pull out your weapon and advance towards him. He simply smiles. 'Do you think you could harm me with that oversized butterknife?' he taunts. 'Put it down. For I can make it my ally if I so wish.' You ignore his threats. 'Very well, then. Have it whichever way you will...' He gestures in the air with his hands and your weapon feels heavy in your grip. You try to lift it and find that it is tugging itself free from you. It pulls hard and breaks your grip, flailing in the air, as if it had a mind of its own! And then, to your horror, it turns to face you, cutting in the air to force you back against a corner. 'And now, to complete my little show,' the sorcerer continues, 'a rope trick!' Again he gestures with his hands. This time, a rope flies up into the air. Serpent-like, it hangs, awaiting his instructions. At his command, the rope flies towards you and wraps itself around your wrists. You have been captured! 'Guards!' he calls. From a hidden doorway in one of the walls, three guards rush into the room and grab you. The guards bundle you off back through their door and up a narrow staircase into the top of the tower. Deduct your weapon from your Adventure Sheet; if you do not have another, you will fight any future combats with -3 Attack Strength.
The room you are in is at the top of the tower. A single window lights the room, which is bare except for a shiny plate on the floor behind the door. The remains of a meal are on the plate. Your immediate thought is worrying. Are you alone in this room? The answer, quite clearly, is no, and this is confirmed when you feel a slight tugging at your elbow.
'Are you all right? Have you been injured?' A squeaky little voice is addressing you. You whirl round. A smile spreads across your face as you recognize Jann, the Minimite you met just outside Birritanti! 'The gods be praised!' he says. 'My friend from Analand! Oh dear, I hoped this would not happen. I'm sure your capture is my fault.' Your smile drops as you remember how troublesome the little creature was. You were quite happy to rid yourself of the Minimite at the time and perhaps his reappearance will be bad, rather than good, fortune. Nevertheless, you certainly want to know how he came to be trapped in the Archmage's tower.
'Our departure was a sad occasion for me,' he starts. 'I felt I had found a good friend, and one who certainly needed my help in crossing Kakhabad. I came after you. I missed you in Kharé-–for I will not venture into the cityport-–and searched for you in the Baklands. Fenestra the sorceress is one of my good friends and she told me of your movements. I almost caught you at Lake Ilklala, but you crossed in the boat before me. I could not fly that far without rest and had to skirt the lake.' You notice the creature's wings-–or lack of them. 'These swill-bellied butchers!' he moans. 'They cut my wings! I was captured by the Red-Eyes and brought to this place. My wings were clipped to prevent me escaping.'
You ask Jann why the Archmage himself should want to bring you into his own tower. 'No my friend, you have it wrong.' He shakes his head. 'This is not the Archmage's tower. This is a prison tower! The Archmage's most prized prisoners are kept here.' You are astonished.
Tell him Farren Whyde's story?
Start planning your escape?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4688
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I vote to tell him Farren Whyde's story. I am suspecting from the serpents’ “the Archmage is not what he seems” hint that Farren Whyde might be the real target, as he was the one who made the prison tower visible.
Say No To Fascism. The left is the one true way to go.
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- King
- Posts: 6480
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Tell the story, yeah.
- deaddmwalking
- Prince
- Posts: 4166
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Tell the story.
-This space intentionally left blank
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
You tell Jann of the ageing weapons specialist who revealed the tower to you. The Minimite smiles. 'Farren Whyde is no "weapons specialist" at all,' he sniggers. 'This man was the Archmage himself in disguise! And what a crafty demon he is. He has persuaded you to enter his own prison and become his prisoner-–almost of your own accord!' You cannot believe your ears. You have already met the Archmage-–and you have let him go! This is valuable information. Should you once again meet Farren Whyde, you will know his secret. Now you had better plan an escape from this tower.
Your situation looks hopeless. The door is sturdy and you have already seen the size of the lock on the door. The window is one possibility, but it is a long way up. A jump would certainly kill you. Perhaps you could plan to ambush one of the guards when you are brought your food?
Try to break the door?
Ask Jann his opinion?
Use something from your pack?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Your situation looks hopeless. The door is sturdy and you have already seen the size of the lock on the door. The window is one possibility, but it is a long way up. A jump would certainly kill you. Perhaps you could plan to ambush one of the guards when you are brought your food?
Try to break the door?
Ask Jann his opinion?
Use something from your pack?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4688
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Heh, called it when i said that he might be the real target.
I vote to ask Jann for his opinion, since he was the one that confirmed the serpents’ hint of the Archmage.
I vote to ask Jann for his opinion, since he was the one that confirmed the serpents’ hint of the Archmage.
Say No To Fascism. The left is the one true way to go.
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- King
- Posts: 6480
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Yeah, ask for opinion.
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
'If you want my opinion,' says Jann, 'even the thought of escape is futile. Perhaps we could ambush the guard as he enters the room. But you can bet your worth that the whole company will not be far behind him. An escape plan aided by magic is impossible. As you know, Minimites are protected from most magic with an invisible shroud of protection. Only the most powerful spells will work while I am here-–and I'm sure as Courga not going to oblige you by jumping out of the window to get out of your way, if that's what you're thinking! Other than these, the only possibility is to wait to see whether anyone sends for you. Someone is bound to ask for you before long.' You consider his advice.
Use a genie bottle?
Plan to ambush the guard?
Wait to see if anyone sends for you?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Use a genie bottle?
Plan to ambush the guard?
Wait to see if anyone sends for you?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), genie bottle, stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- Prince
- Posts: 4688
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I vote to use a genie bottle and hope that the genie can pull an Aladdin by granting an escape wish.
Say No To Fascism. The left is the one true way to go.
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- King
- Posts: 6480
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I like the idea of using the genie, but it might count as magic, which apparently won't work, so only half vote for it.
- deaddmwalking
- Prince
- Posts: 4166
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
It's an item we have, so I want to try to use it.
-This space intentionally left blank
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
The situation seems hopeless. But an idea dawns on you as you remember the genie given to you by Sh'houri. Quickly you reach into your pack and pull it out. The Minimite looks worried as you pull it out, but for the time being you are ignoring him. You grasp the stopper and give it a yank. It comes out with a pop. You wait to see what happens next.
Almost immediately, a pure white smoke begins to creep its way out of the neck of the bottle. It swirls in the air and seems to hang above your hand. A disembodied voice speaks: 'I have been summoned to the material plane. Who is it that calls me?' You are unsure whether or not the genie is friendly, but you announce yourself and ask whether it is able to help your situation. 'A human!' the voice exclaims. 'It is long, very long, since I served a human. Yes, I can release you from your prison; and more than that. But I may serve you once only. Consider your request carefully.' You think over your problem. The genie is offering you wise advice. A simple escape would be helpful, but not prudent, as you might simply wind up outside the tower and then have to battle your way in once again. No, you have a better request.
You ask the genie to take you back to the Archmage! With this request you kill two birds with one stone, both escaping and confronting your enemy at the same time. The genie's voice answers you. 'Hmmm. Back to the Archmage? Are you sure this is what you want? Very well then. So be it!' You are a little worried about the cautionary tone in its voice. Have you said the wrong thing? What is wrong with going back to the Archmage? But there is no time to think about this. Before your eyes, the genie has grown in size! Its swirling shape now fills the room. It has cast its spell and you are tossing and turning on a weightless cloud, unable to see anything.
As quickly as it started, the spell wears off and you are returned to earth in new surroundings. The prison tower has disappeared and, as your feet touch the ground, you must fight to keep your balance. For you are on a spiral stairway. Behind and beneath you is a large set of double doors. Ahead of you, at the top of the stairs, is another heavy door. You climb the stairs and try the handle. It turns!

The room inside is sparsely decorated. It is a bed-chamber of some sort. Narrow window-slits in the bare stone walls provide a little light, although the sun has nearly left the sky. There is a desk in the room, but it is cheaply made. The room seems empty; no one is about. You step into the room. A sound comes from behind the door, followed by sobbing. You wheel round quickly. Standing behind the door, with a large brass pot in one hand, is a balding, plump man, dressed in long undergarments. 'It's no use,' he whimpers. 'I just cannot bring myself to do it!' Presumably he is talking about using his pot to knock you senseless as you entered. What will you do now?
You know who he really is.

You confront the snivelling creature before you. You have learned the Archmage's secret and you tell him so. Farren Whyde steps back, aghast. His whimperings cease. His expression changes as his eyes narrow. 'So!' he exclaims. 'The Analander knows our secret. Our foe is more competent than any of us had imagined. I offer my admiration for your skill. Such skill should be well rewarded. You have come for the Crown of Kings. No doubt you would like to set eyes on it.' The old man moves towards the desk and opens a drawer. From within, he pulls a shining golden crown and lays it on the desk. The Crown of Kings! You recognize instantly the treasured Crown and your eyes widen in awe of its beauty. At last it is within your grasp!
But while your concentration is focused on the Crown, you have taken your eyes off Farren Whyde, and a transformation is taking place. You wheel round towards the old man. Farren Whyde, dressed in his long undergarments, lies on the ground, still as death. Standing over the old man, a fearsome creature is forming before your very eyes. Your thoughts of the Crown disappear and you must quickly decide what to do. For the creature forming before you is a NETHERWORLD DEMON of some sort, with a huge bullish face, hoofed feet, and a black hairy body. Smoke curls from its nostrils. You must attack, quickly, before it forms fully.
The Archmage's transformation is nearly complete. If you can attack the creature quickly, before it is fully formed, then you will stand a chance. If you are not quick, then you will stand little chance against a Netherworld deity such as this.
NETHERWORLD DEMON Skill 7 Stamina 7
If you have not defeated the creature within five Attack Rounds something will happen. "Something will happen" of course means it will complete its transformation and auto-kill you, and for that to happen, it only needs to roll 12 while you roll 2 four times out of five. Truly a super-close boss battle.
Jason Beckett Mordred Attack Strength: 19, NETHERWORLD DEMON Attack Strength: 19.
Jason Beckett Mordred Attack Strength: 22, NETHERWORLD DEMON Attack Strength: 19. NETHERWORLD DEMON's Stamina is 3
Jason Beckett Mordred Attack Strength: 21, NETHERWORLD DEMON Attack Strength: 14. NETHERWORLD DEMON is dead.
It actually managed it once!
The hideous Demon drops to the ground. Its shape shrivels and disappears before your eyes, returning to its god-forsaken home. You are now alone in the room with the Crown of Kings and the body of Farren Whyde. You check the old man (? Apparently he wasn't just a pseudonym being used by the Archmage after all?). He is dead. You walk over to the desk to touch the Crown. In spite of being made from solid metals, it is remarkably light. You wrap it carefully and place it in your pack. Now you must return it to Analand.
Leave the room and step carefully down the stairs?
Use a silver whistle?
Use holy water from the Tinpang River?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, Crown of Kings, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Almost immediately, a pure white smoke begins to creep its way out of the neck of the bottle. It swirls in the air and seems to hang above your hand. A disembodied voice speaks: 'I have been summoned to the material plane. Who is it that calls me?' You are unsure whether or not the genie is friendly, but you announce yourself and ask whether it is able to help your situation. 'A human!' the voice exclaims. 'It is long, very long, since I served a human. Yes, I can release you from your prison; and more than that. But I may serve you once only. Consider your request carefully.' You think over your problem. The genie is offering you wise advice. A simple escape would be helpful, but not prudent, as you might simply wind up outside the tower and then have to battle your way in once again. No, you have a better request.
You ask the genie to take you back to the Archmage! With this request you kill two birds with one stone, both escaping and confronting your enemy at the same time. The genie's voice answers you. 'Hmmm. Back to the Archmage? Are you sure this is what you want? Very well then. So be it!' You are a little worried about the cautionary tone in its voice. Have you said the wrong thing? What is wrong with going back to the Archmage? But there is no time to think about this. Before your eyes, the genie has grown in size! Its swirling shape now fills the room. It has cast its spell and you are tossing and turning on a weightless cloud, unable to see anything.
As quickly as it started, the spell wears off and you are returned to earth in new surroundings. The prison tower has disappeared and, as your feet touch the ground, you must fight to keep your balance. For you are on a spiral stairway. Behind and beneath you is a large set of double doors. Ahead of you, at the top of the stairs, is another heavy door. You climb the stairs and try the handle. It turns!

The room inside is sparsely decorated. It is a bed-chamber of some sort. Narrow window-slits in the bare stone walls provide a little light, although the sun has nearly left the sky. There is a desk in the room, but it is cheaply made. The room seems empty; no one is about. You step into the room. A sound comes from behind the door, followed by sobbing. You wheel round quickly. Standing behind the door, with a large brass pot in one hand, is a balding, plump man, dressed in long undergarments. 'It's no use,' he whimpers. 'I just cannot bring myself to do it!' Presumably he is talking about using his pot to knock you senseless as you entered. What will you do now?
You know who he really is.

You confront the snivelling creature before you. You have learned the Archmage's secret and you tell him so. Farren Whyde steps back, aghast. His whimperings cease. His expression changes as his eyes narrow. 'So!' he exclaims. 'The Analander knows our secret. Our foe is more competent than any of us had imagined. I offer my admiration for your skill. Such skill should be well rewarded. You have come for the Crown of Kings. No doubt you would like to set eyes on it.' The old man moves towards the desk and opens a drawer. From within, he pulls a shining golden crown and lays it on the desk. The Crown of Kings! You recognize instantly the treasured Crown and your eyes widen in awe of its beauty. At last it is within your grasp!
But while your concentration is focused on the Crown, you have taken your eyes off Farren Whyde, and a transformation is taking place. You wheel round towards the old man. Farren Whyde, dressed in his long undergarments, lies on the ground, still as death. Standing over the old man, a fearsome creature is forming before your very eyes. Your thoughts of the Crown disappear and you must quickly decide what to do. For the creature forming before you is a NETHERWORLD DEMON of some sort, with a huge bullish face, hoofed feet, and a black hairy body. Smoke curls from its nostrils. You must attack, quickly, before it forms fully.
The Archmage's transformation is nearly complete. If you can attack the creature quickly, before it is fully formed, then you will stand a chance. If you are not quick, then you will stand little chance against a Netherworld deity such as this.
NETHERWORLD DEMON Skill 7 Stamina 7
If you have not defeated the creature within five Attack Rounds something will happen. "Something will happen" of course means it will complete its transformation and auto-kill you, and for that to happen, it only needs to roll 12 while you roll 2 four times out of five. Truly a super-close boss battle.
Jason Beckett Mordred Attack Strength: 19, NETHERWORLD DEMON Attack Strength: 19.
Jason Beckett Mordred Attack Strength: 22, NETHERWORLD DEMON Attack Strength: 19. NETHERWORLD DEMON's Stamina is 3
Jason Beckett Mordred Attack Strength: 21, NETHERWORLD DEMON Attack Strength: 14. NETHERWORLD DEMON is dead.
It actually managed it once!
The hideous Demon drops to the ground. Its shape shrivels and disappears before your eyes, returning to its god-forsaken home. You are now alone in the room with the Crown of Kings and the body of Farren Whyde. You check the old man (? Apparently he wasn't just a pseudonym being used by the Archmage after all?). He is dead. You walk over to the desk to touch the Crown. In spite of being made from solid metals, it is remarkably light. You wrap it carefully and place it in your pack. Now you must return it to Analand.
Leave the room and step carefully down the stairs?
Use a silver whistle?
Use holy water from the Tinpang River?
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), flask of holy water, rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, Crown of Kings, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I vote to use the holy water to see what it does.
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- deaddmwalking
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Do we think a silver whistle calls a bird man? That sounds like something more likely to get us home than holy water. Unless something from the earlier books says something relevant? Since we don't have ruby slippers, 3/4 vote for the whistle.
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
The holy water seems interesting, half vote for using that.
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Using the holy water wins 1.5 to .75.
You step over to the old man's body. Sprinkling the holy water, you wait anxiously to see what the effect will be on Farren Whyde.
The old man's eyes start to flutter! Muscles twitch around his mouth and slowly life returns to the corpse. When he has recovered sufficiently to sit up, Farren Whyde looks at you. His expression is blank. He remembers nothing about the room or you, and you take some time to explain things to him.
'My friend, if all this is true,' he says finally, "then I owe you my life. And more than that, every person in the Femphrey Alliance owes to you the prospect of future peace and prosperity. But all your efforts count for naught if you are unable to return the Crown to your own King. Perhaps here is a way I can repay you for your bravery.' He steps over to the desk and draws out a velvet bag from the lowest drawer. Inside the bag is a ball of clear crystal and the old man peers into it. 'If they are still alive,' he says, 'the Samaritans will help you. Ah, yes-–there is Croo now.' You look into the ball. Clearly formed inside is the image of an angry Birdman, barking orders. 'This,' says Farren Whyde,' is Peewit Croo, Chief Disciple of the Samaritans of Schinn. They will help you to return to Analand, for they hate the power of Mampang as you do. You may summon the Samaritans with this.' He gives you a small silver whistle.
And thus do you automatically go to the "you use the whistle" entry.

You step over to the window and blow your whistle. A shrill, warbling sound comes from the silver piece and you wait for it to summon its masters. A short while later, nothing has happened and you begin to get anxious. But, sure enough, your call has been heard. A fluttering of wings can be heard at the window, followed by a familiar face. The head of Peewit Croo appears. 'Do you have the Crown?' he asks. You nod, and tell him of the struggle, patting your backpack to indicate that the Crown is safe. 'Then let us go!' he cries. 'For both our missions are now done. Without the Crown, Mampang is powerless. Give me your hands, friend.' The Birdmen take you and fly you away from the Fortress and across the peaks of High Xamen.
You have succeeded in your mission. The Crown of Kings will be returned to Analand. The Archmage is dead. Perhaps sometime soon another warlord will seize power in Mampang and your country will once again be threatened. But for the time being, you hold your head high in pride. Yours has been the most difficult task ever completed by a native of your country. You have firmly written yourself into the history books of Analand. And your adventures will become legends, passed on through generations of your people.
Your journey is over. You have earned your rest.
Final Character Sheet:
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, Crown of Kings, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Let me know if you have any questions.
You step over to the old man's body. Sprinkling the holy water, you wait anxiously to see what the effect will be on Farren Whyde.
The old man's eyes start to flutter! Muscles twitch around his mouth and slowly life returns to the corpse. When he has recovered sufficiently to sit up, Farren Whyde looks at you. His expression is blank. He remembers nothing about the room or you, and you take some time to explain things to him.
'My friend, if all this is true,' he says finally, "then I owe you my life. And more than that, every person in the Femphrey Alliance owes to you the prospect of future peace and prosperity. But all your efforts count for naught if you are unable to return the Crown to your own King. Perhaps here is a way I can repay you for your bravery.' He steps over to the desk and draws out a velvet bag from the lowest drawer. Inside the bag is a ball of clear crystal and the old man peers into it. 'If they are still alive,' he says, 'the Samaritans will help you. Ah, yes-–there is Croo now.' You look into the ball. Clearly formed inside is the image of an angry Birdman, barking orders. 'This,' says Farren Whyde,' is Peewit Croo, Chief Disciple of the Samaritans of Schinn. They will help you to return to Analand, for they hate the power of Mampang as you do. You may summon the Samaritans with this.' He gives you a small silver whistle.
And thus do you automatically go to the "you use the whistle" entry.

You step over to the window and blow your whistle. A shrill, warbling sound comes from the silver piece and you wait for it to summon its masters. A short while later, nothing has happened and you begin to get anxious. But, sure enough, your call has been heard. A fluttering of wings can be heard at the window, followed by a familiar face. The head of Peewit Croo appears. 'Do you have the Crown?' he asks. You nod, and tell him of the struggle, patting your backpack to indicate that the Crown is safe. 'Then let us go!' he cries. 'For both our missions are now done. Without the Crown, Mampang is powerless. Give me your hands, friend.' The Birdmen take you and fly you away from the Fortress and across the peaks of High Xamen.
You have succeeded in your mission. The Crown of Kings will be returned to Analand. The Archmage is dead. Perhaps sometime soon another warlord will seize power in Mampang and your country will once again be threatened. But for the time being, you hold your head high in pride. Yours has been the most difficult task ever completed by a native of your country. You have firmly written yourself into the history books of Analand. And your adventures will become legends, passed on through generations of your people.
Your journey is over. You have earned your rest.
Final Character Sheet:
Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 13/13
Weapon: Sword (+1 Attack Strength)
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), torch, tinderbox, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, Serpent Ring, Galehorn, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, pearl ring, Hewing Axe (-1 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, Serpent Staff (-2 Skill to each of Seven Serpents), 6 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 2 healing fruits (+4 Stamina), stone dust, blessed hardwood spear, medicinal potion, holy water, cloth skullcap, horn, key to first Throben Doors, vial of sand, vial of glue, ring of green metal, lucky pendant (when put on, increase Initial Luck by 1 and restore current Luck to Initial value), rusty sword, bone bracelet, 2 Goblin Teeth, silver whistle, rusty cutlass, self-lighting blood candle, nest with golden egg, key to fourth Throben Doors, Crown of Kings, 9 Meals
Gold Pieces: 32
Libra's Favor: Used
Deaths: Unable to reach the North Gate of Kharé
Let me know if you have any questions.
Orth Plays: Currently Baldur's Gate II
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Thanks for running this/these.
What happens if the whistle is used without the holy water? Also, it seems we have a lot of junk items that never got used.
What happens if the whistle is used without the holy water? Also, it seems we have a lot of junk items that never got used.
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
As I said, you went automatically to the "you use the whistle" entry after Farren Whyde gave you an identical whistle. If you'd used it first, you'd get the same ending text (the map and everything I wrote after it), just with Farren Whyde's corpse lying on the ground behind you.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I know you said that this had a lot of entries compared to the other books, but it seems like we went pretty directly through to the end. Was there a lot of side-material that we could have done without ending up in an auto-lose?
If so, what are some of the highlights that we missed?
If so, what are some of the highlights that we missed?
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Thank you for running this, Beroli.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
I appreciate the thanks!
Most entries you didn't see were actually for the wizard path: they dealt with "what happens when you cast this spell here?" If you had given Valignya gold, or had killed his Jaguar, he would have either poisoned you or given you a fake password which would have resulted in the Throben Doors wiping your memory. (Mysteriously, you can only demand he prove the password he's giving you is the right one if you haven't given him gold or killed Hashi. The author didn't want the Serpent's hint to be invalidatable.)
If you were known (that is, one or more of the Serpents had made it back, or you were starting with this book), the gnome who you spoke to before the Mucalytics would have spent the time you were dealing with Valignya gathering guards to apprehend you, leading to a "have a blessed hardwood spear, or die because of being desperately outnumbered" check.
The picture of the woman in Captain Cartoum's room was the hint, but you had no way of using it or knowing its significance: the picture matches a locket you could have found back in Book One but didn't. If you had that locket, giving it to him is the only way to get past him without a check. If you were known and didn't have the locket, you would have had to insist you had a message for the Archmage, stick to that story through him pointing out that it's bloody absurd that you're trying to make that claim when he already knows you're here to assassinate the Archmage, and then kick him in the face when he's too bemused and angry that you're trying such a ridiculous lie to be prepared for the kick. Then you have to fight him and both guards. The first time he offers to surrender, you need to keep fighting him or he'll shoot you with a poisoned crossbow bolt; the second time you need to accept the surrender, as if you kill him you'll never find the key to the Throben Doors.
Javinne's telling you the Sightmasters were vicious and completely loyal to the Archmage could have been vital information if you were known; if you are, they try to pose as spies for Analand and offer to help you. Accepting their offer gets you taken prisoner, game over.
If you were known, when dealing with Naggamanteh, he would have immediately told you you would have wound up in the torture chamber anyway, but not under your own power, and moved to attack you. You would have needed to either offer him 10 Gold Pieces as a bribe and then choose the same "compliment him on the torture chamber and ask about the Throben Doors" option, or cast NIF or TEL. If you offer him 3 Gold Pieces he says it's not enough and attacks you; if you offer him 13 Gold Pieces he says if you're offering that much killing you and going through your pack is more appealing. If you use TEL to read his mind, you learn of his being "peculiarly houseproud" and know to compliment him on the torture chamber, which works even if he knows you're there to kill the Archmage; he's not actually particularly loyal, he just likes torturing people. If you use NIF, he finds the stench so unpleasant he'll tell you what you want to know so that you go away quickly.
Most entries you didn't see were actually for the wizard path: they dealt with "what happens when you cast this spell here?" If you had given Valignya gold, or had killed his Jaguar, he would have either poisoned you or given you a fake password which would have resulted in the Throben Doors wiping your memory. (Mysteriously, you can only demand he prove the password he's giving you is the right one if you haven't given him gold or killed Hashi. The author didn't want the Serpent's hint to be invalidatable.)
If you were known (that is, one or more of the Serpents had made it back, or you were starting with this book), the gnome who you spoke to before the Mucalytics would have spent the time you were dealing with Valignya gathering guards to apprehend you, leading to a "have a blessed hardwood spear, or die because of being desperately outnumbered" check.
The picture of the woman in Captain Cartoum's room was the hint, but you had no way of using it or knowing its significance: the picture matches a locket you could have found back in Book One but didn't. If you had that locket, giving it to him is the only way to get past him without a check. If you were known and didn't have the locket, you would have had to insist you had a message for the Archmage, stick to that story through him pointing out that it's bloody absurd that you're trying to make that claim when he already knows you're here to assassinate the Archmage, and then kick him in the face when he's too bemused and angry that you're trying such a ridiculous lie to be prepared for the kick. Then you have to fight him and both guards. The first time he offers to surrender, you need to keep fighting him or he'll shoot you with a poisoned crossbow bolt; the second time you need to accept the surrender, as if you kill him you'll never find the key to the Throben Doors.
Javinne's telling you the Sightmasters were vicious and completely loyal to the Archmage could have been vital information if you were known; if you are, they try to pose as spies for Analand and offer to help you. Accepting their offer gets you taken prisoner, game over.
If you were known, when dealing with Naggamanteh, he would have immediately told you you would have wound up in the torture chamber anyway, but not under your own power, and moved to attack you. You would have needed to either offer him 10 Gold Pieces as a bribe and then choose the same "compliment him on the torture chamber and ask about the Throben Doors" option, or cast NIF or TEL. If you offer him 3 Gold Pieces he says it's not enough and attacks you; if you offer him 13 Gold Pieces he says if you're offering that much killing you and going through your pack is more appealing. If you use TEL to read his mind, you learn of his being "peculiarly houseproud" and know to compliment him on the torture chamber, which works even if he knows you're there to kill the Archmage; he's not actually particularly loyal, he just likes torturing people. If you use NIF, he finds the stench so unpleasant he'll tell you what you want to know so that you go away quickly.
Orth Plays: Currently Baldur's Gate II
- deaddmwalking
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Re: [Let's Play] Sorcery Warrior 4 - The Crown of Kings
Thanks for sharing, and for running! It sounds like other than fighting the hydra we weren't too far off the 'optimal path'.
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