Page 12 of 15

Posted: Thu Nov 21, 2019 2:52 pm
by Darth Rabbitt
Try the amulet.

Posted: Thu Nov 21, 2019 5:48 pm
by angelfromanotherpin
The lesson here is that tomb-robbing is wrong. Leave.

Posted: Fri Nov 22, 2019 1:37 pm
by Darth Rabbitt
Yeah, that's probably the case. Changing my vote to leave.

Posted: Sat Nov 23, 2019 5:14 am
by SGamerz
Unfortunately, choosing to leave now without looting the required item from the tombs here would lead to our second delayed failure in this playthrough....

While the last failure was pretty much due purely to the arbitrary bad design of the book, I think you guys need to shoulder a good portion of the blame for this one. I mean, we actually DID get pretty clear direction of what we were supposed to look for in the Ice Cathedral, and it was not that long ago:
The hand holds on to you for 3 rounds, so you must deduct 6 points from your STAMINA. If you are still alive, the hand suddenly loosens its grip with a sigh of pleasure at the release. The spirit form of an Elf floats up gently. From the mass of twisted steel and ice and blesses you for releasing it from its torment. It explains that it had crafted a great magical sword for one of the mightiest Ice Elf warriors; so, when Zeverin struck at the Ice Elves, he imprisoned this Elf here in punishment. The spirit does not know why it should have incurred such wrath, but perhaps Zeverin fears the sword in some way. The sword is in the Ice Cathedral, and the spirit is about to tell you more when it begins to fade. Bowing its head, it blesses you for releasing it. Gain 1 HONOUR point and 1 LUCK point. Now, will you:

Leave and search the armourer's workshop?
Leave and search the jeweler's workshop, if you haven't done this already?

Leave and search some other part of the Ice Palace?
This looks familiar to you guys? All that that life-force spent wasted to save the spirit in exchange for important information that somehow none of you remembered! :tongue:

Let's proceed to take the necessary quest item:
You open the tomb and take the Ice Sword from the hands of the Elf. It isn't magical, but you have a strong intuition that it has great latent power. Add it to your Possessions (and note that it isn't magical). You must lose 1 HONOUR point for tomb-robbing, however. Now you can choose to open another tomb or perform some other action.
Yes, we do need to lose HONOUR to pick up a necessary item to finish the book. Note that the book DID warn the players in the instruction text that the PC may occasionally have to "behave selfishly in order to gain some important item or clue", and this is such an occasion.

Do we think there might be any other item that may be worth losing HONOUR for in the tombs?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 13/24
LUCK 8/12
Honour: 8
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Singing Ice Bird (10 arcs of 7-coloured rays in each wing), Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil, Ice Sword (not magical)
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 10/10, +3 elven weybread
No. of Failures in this playthrough: 2

Posted: Sat Nov 23, 2019 2:30 pm
by Darth Rabbitt
Guess I shouldn't have folded so easily. I figure that the sword is the only important thing; the other two seem like they're easy troll options (probably a "shame on you" to try to trick the player into not picking up the sword).

Posted: Sat Nov 23, 2019 2:41 pm
by Thaluikhain
Nah, don't push our luck.

Posted: Sun Nov 24, 2019 4:40 am
by SGamerz
Tallpipe leaves the Cathedral and goes back towards the stores to find the underground crypts. This time, he has the keys to unlocked the gates:
Using the Ice Keys, you open the gates to the Ice Crypts and set off underground. However, the entranceway is a ramp, covered in a thin layer of absolutely sheer ice. If you have a bag of salt, turn to 261. If you have a Potion of Fire Breath and wish to use it here, tum to 315. If you have neither, turn to 395.
We don't have the potion, but we've got the salt, which seems to take priority here anyway.
Sprinkling the salt as you go melts some of the ice for a minute or two and exposes the stone below, so that you can walk safely - if very slowly - down the slope. Cross the bag of salt of your Possessions.
Fortunately, we're no longer keeping track of Time by this stage of the game, so there's no risk of the flying tower having passed overhead while we're still busy slowly navigating our way down the ramp.
You have reached the bottom of the ramp and are walking slowly along a tunnel coated with ice, heading gently downwards. Small alcoves, chiseled in to the ice and stone at regular intervals, are occupied by small sculptures and arabesques in the ice showing Elves, polar-dwelling creatures, stylized birds, and similar creatures. There is a faint, blue-green, magical light coming from the ice itself, and the silence - save for the crunching of your boots on the ice - is absolute. Then, as you turn a comer, you see a crossroads looming in the distance, quite some way ahead. Also in the tunnel, not far ahead of you, is an Elven spirit, an old man holding a rod or wand of some kind which is pointing directly at you. "Elves only may pass, are you friend or foe?" he asks uncertainly in a quavering voice. You claim to be a friend. "Elves only," he repeats. "Come closer, I cannot see you, friend." He squints shortsightedly, trying to get a good look at you. What will you do now? Will you:

Drink a potion?
Run past the Elf (there is enough space to do this)?
Attack the Elf?
Try to pretend that you are an Elf?
A short-sighted Elf? Considering how good their vision is supposed to be in their peak, it must a hell lot of neglect and abuse by him for it to have gone this bad that he can't tell a human from an Elf. I think old age usually leads to long-sightedness instead. Of course, it could be an inherited condition, in which case he must be one of the most cursed elves from birth.

What do we do here?

Posted: Sun Nov 24, 2019 4:49 am
by Darth Rabbitt
Pretending to be an elf didn’t work last time and I doubt that it will now. Since we can specifically run past him, do that.

Posted: Sun Nov 24, 2019 11:08 am
by Thaluikhain
Run past.

Posted: Sun Nov 24, 2019 2:47 pm
by angelfromanotherpin
Having recently been chastised for not paying attention...
You find only one item of real use, a Blue Potion in a translucent ice flask. The liquid is very oily and hasn't frozen; oddly, the flask has a pair of pointed ears etched on it.
...I'm going to suggest that we try the Blue Potion.

Posted: Sun Nov 24, 2019 3:04 pm
by Darth Rabbitt
Oh, good catch! Drink blue potion.

Posted: Mon Nov 25, 2019 2:52 am
by Thaluikhain
Try the blue option.

Posted: Mon Nov 25, 2019 11:47 am
by SGamerz
If you have a Blue Potion and wish to drink it, tum to 46. If you drink any other potion it will have its usual effect (restoring lost STAMINA, etc.), but it will not directly help you here so return to 370 to choose mother course of action.
We have a literal blue option!
You gain the illusory appearance of an Elf and this completely deceives the old guardian who waves you forward with his hand. At the crossroads ahead will you take:

The path leading to some steps directly?
The path to your left?
The path to you. right?
We would have gotten the option to use the Blue Potion too earlier with the automation at the Rainbow Ice Tower....but it wouldn't have worked there as the automation doesn't identify by normal vision, so this was definitely the right place to use this.
Which way to we proceed now?

Posted: Mon Nov 25, 2019 1:09 pm
by Thaluikhain
To the left.

Posted: Tue Nov 26, 2019 1:34 pm
by angelfromanotherpin
Left is always right.

Posted: Wed Nov 27, 2019 7:36 am
by SGamerz
You stride along a narrowing passage which is intricately carved and sculpted with motifs of Elven bowmen and swordsmen: Ice Elves being drilled and marshalled. As you step out, roll two dice and add their numbers. If the total rolled is less than or equal to your SKILL, turn to 281. If the total is greater than your SKILL, turn to 161.
Dice roll = 8 (Success).
You spot that some Elven figures are oddly carved, and you just manage to spring back before they magically animate tor an instant and strike al you. If you want to continue, turn to 385, but if you think better of it and choose lo retrace your steps, tum to 3.
Do we want to brave the magically-carved army?

Posted: Wed Nov 27, 2019 12:38 pm
by Thaluikhain
Continue.

Anyway, if they only animate when you get close, there's a zillion ways to neutralise them, but I doubt the book will care about that.

Posted: Wed Nov 27, 2019 1:59 pm
by Darth Rabbitt
Sure, continue.

Posted: Thu Nov 28, 2019 11:48 am
by SGamerz
You enter an antechamber leading into a larger, brighter chamber beyond. You can dimly make out an ice anvil and tools in the distance but, before you are able to move in that direction, a wave of intense cold hits you. It is very, very cold indeed in here. lf you want to use a spell, tum to 332. If you don't want to or can't, use a spell here, turn to 115.
Do we want to use a spell here?

Posted: Thu Nov 28, 2019 2:43 pm
by angelfromanotherpin
Oo, Coldwarding time.

Posted: Thu Nov 28, 2019 3:10 pm
by Thaluikhain
Second that. Bit surprised that the carved elves didn't try attacking us more than once.

Posted: Thu Nov 28, 2019 9:16 pm
by Omegonthesane
Possibly the book assumed we could dodge the carved elves once we knew how to spot them.

Also thirded.

Posted: Fri Nov 29, 2019 3:13 pm
by SGamerz
If you use a Coldwarding spell here, you do not have to suffer any loss of points from your STAMINA through the cold as instructed in following paragraphs. The spell expires when you go outside, however. Any other spell will operate normally, but it won't help you against the cold here.
The players have already voted to use Coldwarding....
As you walk forward, you feel your energy being sapped by the extreme cold. Deduct 2 points from your STAMINA. Then a slender, spectral Ice Elf with spinning knives in his hands appear before you in the archway leading to the bight chamber. "Who do you seek?" 'he asks suspiciously. "Is it Elokinan, Tuinarel, Tassaskil or Meloniel?" What will you say in reply?

Elokinan?
Tassaskil?
Tuinarel?
Meloniel?
Will you attack the Elf instead?
....and the spell saves us from 2 measly damage.

Whose name do we drop here?

Posted: Mon Dec 02, 2019 8:17 am
by Thaluikhain
Elokinian and then 99 times again, I think.

Posted: Mon Dec 02, 2019 9:36 am
by SGamerz
The Elf-spirit dispatches his whirring, flying butterfly knives at you. Deduct 2 points from your STAMINA. Now you must fight, turn to 359.
angel did solve the puzzle correctly, but this was the wrong place to apply it.

Lefarel could also have given us 2 names to look for (and yes, Elokinan would have been the other one) if we'd asked him about the Ice Palace.
The Elf-spirit is very dexterous, and hard to hit. He is not strong, but his blows sting and he is not the weak enemy his willowy, wispy and ghostly figure suggests!

ELF-SPIRIT SKILL 10 STAMINA 7

lf you win, you step past the fast-vanishing ghostly body of the Elf and into the chamber beyond.
COMBAT LOG:
Elf-spirit 19, Tallpipe 19. Tie.
ES 19, Tallpipe 15. Tallpipe is at 11.
ES 17, Tallpipe 19. ES is at 5.
ES 19, Tallpipe 17. Tallpipe is at 9.
ES 20, Tallpipe 15. Tallpipe is at 7.
ES 18, Tallpipe 15. Tallpipe is at 5.
ES 21, Tallpipe 20. Tallpipe is at 3.
ES 18, Tallpipe 19. ES is at 3.
ES 17, Tallpipe 22. ES is at 1.
ES 18, Tallpipe 17. Tallpipe is at 1.
ES 15, Tallpipe 20. ES is defeated.
He came surprisingly close to finishing us off! Tallpipe survives with 1 STAMINA remaining. I'm using 1 meal immediately to restore it to 5.
Image
Standing at the anvil is an Elf-spirit who positively radiates power. Stronger of build than most of his kin, the spirit seems to wear the exquisitely fine chainmail he wore in life. He stands straight and tall, and his ghostly eyes gaze deeply into yours. If your HONOUR score is 6 or less, turn to 217. If it is between 7 and 11 inclusive, turn to 6. If it is 12 or higher, turn to 343.
Our HONOUR is at 8....
Do you have an Ice Sword? If you have, tum to 24. If you haven't, turn to 43.
We missed it in some alternate universe, but this universe's Tallpipe did some good grave-robbing.
Tassaskil takes the Ice Sword and passes his hand along the blade. Sparks of magical light crackle and fly around his fingers as he does this, and the hilt and pommel come alive with a deep, sky-blue light inside the very structure of the ice. He hands it to you: it is as hard as steel, the edge keener than any sword of metal. The ice is cool to your grip, but not chilling, and it does not melt or dip in your hand. This is a fabulous weapon, one which exceeds your wildest dreams. It adds a bonus of 2 to your SKILL when you use it, and this bonus does allow you to exceed your Initial SKILL! (for example, SKILL 13 or 14 is possible with this sword if your Initial SKILL is 11 or 12).

"There is a little magic left," Tassaskil says with a real effort. "I can put a minor enchantment into the weapon to help against a wizard, or against a Demon, if you prefer." What will you ask for?

Ask for help against a wizard?
Ask for help against a Demon?
Thank Tassaskil for his help, ask for no more, and leave?
This is definitely better than our old magic sword! Our fighting SKILL is now 13, and will be 14 if we ever found a way to regain our lost SKILL point.

Also, I'm using another meal to restore STAMINA to 9, since we have plenty to spare.

Do we want extra powers against demon, or wizard?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (13 in combat w/ Magical Ice Sword)
STAMINA 9/24
LUCK 8/12
Honour: 8
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Mealin's Silver Amulet, Singing Ice Bird (10 arcs of 7-coloured rays in each wing), Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil, Magical Ice Sword (+2 SKILL)
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 8/10, +3 elven weybread
No. of Failures in this playthrough: 2