Thursday, April 17, 2014

Abishai's Trail...

After the last post I realised that Gartock is hiding within The Graveyard. To get to him you need to find the ghost down inside the earthen tomb maze and attack it with a low level character - lucky for me I have an augurer sitting on level 15. After killing the ghost it revealed Gartock in disguise.
Your pierce decimates a ghost!
A ghost is DEAD!!
You receive 66 experience points.
Your final blow rips the disguise from your attacker!!
Gartock looks around nervously.
Gartock says 'Ok, what do you want...I don't have the dagger...'
You see no corpse here.
You do not see that here.
The obvious response is to start talking to him about everything he may know. He responds to the following:
> say Abishai
You say 'Abishai'
Gartock snaps around to glare at you.
Gartock wonders 'What would you know about The Wizard?'
Gartock suddenly looks years older as he rakes you with his eyes.
Gartock sneers 'They all laughed at him! The rift is open, isn't it?'

> say rift
You say 'rift'
Fear flashes in the boy's eyes for a moment.
Gartock says 'It's open, I saw it. Before Abishai died, I saw it.'
A haunted expression crosses the boys face, as he remembers.
Gartock exclaims 'It was dark, but you could see them. Red, green, black, they were there!'
Gartock says 'When I came back the next day, he was dead and the morgue was locked up.'
Gartock sighs loudly.
Gartock says 'Its here. The dagger is here. If I can just find it, I can get inside.'
Gartock says 'The witch said it was here. In this tomb. I'll find it, you'll see.'

> say wizard
You say 'wizard'
With a sigh of agitation, the young boy slumps against the wall.
Gartock exclaims 'Look, what do you want from me? He's dead, ok?! '

> say witch
You say 'witch'
Gartock snorts in disgust.
Gartock says 'If you want to call her that. Even I can see her 'magic' for what it is.'
Gartock says 'She's nothing more than a pretender, she has no real power..'
Gartock sits down and thinks deeply.
Gartock says 'Though, she seems to have the answers to many questions about the Rift'
Gartock peers at you quizzically.
Gartock says 'I suppose you want to know where to find her now.'

> say where is the witch?
You wonder 'where is the witch?'
Gartock gestures to the north.
Gartock says 'You can find her in the courtyard of the old tomb sometimes...'
Gartock says 'Can't miss her, she's the one mumbling 'magical incantations''
Gartock snorts in disgust.

>say morgue
You say 'morgue'
Gartock wonders 'Ya telling me you didn't see the morgue when you came in?'
Gartock falls against the wall laughing at you mercilessly.
Gartock says 'If you can't be seeing something that big, when it's right in front of you,'
Still laughing, Gartock says 'you'll never find that dagger!'
Quick as a whip, Gartock darts off into the darkness once again. 

After this I adventured around the graveyard to find the witch and have a chat to her after collecting a skeleton hand and finger. She had the following to say:
Outside the Tomb
Exits: east northwest
A delicious magic mushroom is here.
A modest flame burns beneath the bubbling cauldron.
A black cauldron squats in the center of the courtyard.
A beautiful woman hovers in the air brewing spells of summoning.
The witch pauses in the middle of casting her spell to glance at you.
The witch says 'Greetings Iryx, it is not safe here for you.'
The witch says 'Unless you have brought me something I need...'
The witch grins at you.
The witch says 'I think you had better leave quickly.'
The witch gazes thoughtfully at you and says 'Hmmm.'
The witch says 'Have your brought a finger of bone?'

> say dagger
You say 'dagger'
The woman's mask of indiffernce slips, but only for a moment.
The witch says 'Someone has been speaking before they think. Tell me Iryx, what dagger'
The witch wonders 'were you speaking of? Who sent you to me to ask such a thing?'
Your blood heats as the witch stares at you intently.

> You say 'gartock'
The witch snorts in disgust.
The witch says 'I knew he could not be trusted, that boy is pure trouble.'
The witch sighs loudly.
The witch nods and says 'Yes, there is a dagger here in one of'
The witch says 'the tombs. It is buried, but not deeply. Find it, and you will gain'
The witch says 'access to the morgue.'
The witch frowns at what you did.
The witch says 'Be certain that is what you really want, they will not welcome you.'
The witch looks behind her, then suddenly vanishes with a cry of alarm.

> give finger witch
You give a bony finger to The witch.
The witch smiles in satisfaction and gathers the spell components.
The witch frowns.
The witch exclaims 'Quickly Iryx, give me the hand of the dead to finish the spell!'

> give hand witch
You give a skeletal hand to The witch.
The witch nervously smooths the folds of her robe.
The witch exclaims 'Rainbows of fire, ashes of wine. Dream evil, summon the demonkine!'
The witch gasps in awe as a twisted apparition materializes.
The greater demon decimates you!
(a sailor's hat gets damaged)
The greater demon mauls you!
The greater demon's slash wounds you! 
I was hoping I could get more information about the rift from the witch but this did all result in getting me into a fight with the greater demon. After killing the greater demon I popped a blessing of demons. I've never bothered to do this mini-quest before but it was a handy item for my augurer. I then went back to inside the earthen tomb and dug up the dagger:
Inside an Earthen Tomb
Exits: north east south west northeast northwest southeast southwest

> dig
You begin digging...
Your dig uncovered a silver dagger!
You gain 40 experience points from your success!

> g dagger
You get a silver dagger.

> rec tablet dagger
You recite a magical tablet of disclosure.

Object 'a silver dagger' is infused with your magic...
It is a level 11 piercing weapon, weight 1.
Locations it can be worn:  wield
Special properties:  none
This weapon has a gold value of 100.
Damage is 2 to 8 (average 5).
Affects damage roll by 1.

> exam dagger
You take a closer look at a silver dagger in inventory...
It has a long, sharp blade that is made entirely from silver.  A small rune
has been engraved on the blade next to the hilt.
This seems to be a piercing weapon.
It appears to be within or below your level range.
As you look more closely, you notice that it is in superb condition.

 In summary I found out a few more things about the Abishais/Graveyard/Sesuad'ra Rift mystery. I'm sure there's a lot more to it than this but I'll unravel the mysteries sooner or later.
 

Tuesday, April 15, 2014

Abishai and the Mysteries of the Morgue

After stumbling upon the page of Abishai's journal in Sesuad'ra Rift I've been playing around in Abishai's Morgue trying to figure out the link between the two areas. The morgue is a rather small area but it has some puzzles in it. The first one is to do with the cultist priest. If you walk into his room and are not invisible the following happens:
(Red Aura) A black-robed figure carefully studies the east wall.
The cultist priest shimmers beneath an aura of dark energy.
The priest turns sharply as you enter, dropping to a crouch.
The priest hisses 'The secrets of the rift you shall not have!'
You yell 'Help!  I am being attacked by the cultist priest!'
It's a mystery as to what he has to do with the rift... The second mystery of the area is where is Abishai? His journal pages are scattered through the Realms of Despair. One page can be found in the morgue as follows:
 This leads me to the questions of:
  1. What are the cultists plans?
  2. Who is Gartock?
  3. Which hole are they meeting at and when is the Day of Awakening?
  4. Where is Abishai? Will he make it back?
But it's not just me trying to figure out where Abishai is. One of the mobs has the following to say when you enter his room:
A hideously twisted creature attempts to claw its way out of the hole.
You float easily over the black pit below.
The twisted creature gazes wearily at you from the darkness.
The broken one says 'I have no quarrel with you. I seek only the one called Abishai.'
Why is this broken creature looking for Abishai? Is he Gartock?

There is also a further mystery to the pages of Abishai's journal. His journal can be found inside a locked desk in one of the rooms in the morgue. To unlock the desk you need to find the whisper thin rapier. It is hidden behind a painting in the room where the cultist priest appears. Sometimes the cultist will drop a ladder and then you can look behind the painting to get the rapier. However, when you get the journal it is empty of pages:
>exam journal
You take a closer look at Abishai's secret journal in inventory...
There are no pages between the thin leather covers, they have all
been ripped out, leaving only jagged bits of parchment.
So my next mystery is where and how many pages of the journal are scattered through the Realms?

Looking around the rest of the area I have two more puzzles to solve. The first is in this room after examining several items in the rooms descriptions:

Done With Mirrors
The south wall is completely covered by a pair of shredded, red drapes that
seem to stretch on indefinitely to the east and west, though the alcove is
in reality quite small. There is no evidence of the somber stone walls and
floors of the morgue proper here, instead a bank of mirrors make up the
boundaries of the confine with an unnerving and dizzying effect. A counter
stands in the middle of the enclosure, each item upon it is set in an exact
and precise fashion. Above, the rafters are clean of cobwebs and dust, the
wood gleaming and a scent of newly cut timber filling the dusky air.
Exits: none

>exam counter
A simple glass bowl is placed exactly center of the counter. A white
bar of soap, the center worn thin, lies a few inches from the bowl on
the right side. To the left of the bowl, a shaving razor has been
placed, the sharp edge folded neatly inside the handle. A thick,
leather strap is draped over the side of the bowl, one end of which
is secured behind the counter. Standing straight on end inside the
bowl, is a silver-handled foam brush, used to apply the soapy lather.

>exam brush
The brush stands within the bowl, with no apparent means of support,
almost as if it were frozen in place. The beautiful, silver handle
looks solid, expensive, and out of place.

>exam handle
Upon close inspection, the letters S E E K can be seen
engraved near the bristles of the brush.
My question here is what is the deal with the brush? The work "seek" has popped up earlier in this area so what is it's meaning? I tried pushing, pulling, breaking and searching the brush but haven't had any luck. What do you need to do to it?

The next room has got my stuck but I also did manage to solve one mystery here.

The Circle of Ravens
Tiny specks of light dance over the smooth, stone surface of the walls; like
fireflies caught behind glass, or distant stars winking in a night sky, it
casts a faint, eerie glow around the chamber. The domed ceiling is ringed by a
shelf where black statues are perched, each a careful distance from the next
on either side. The underground chamber is perfectly round, and with the
walls glowing so strangely, any sense of direction quickly vanishes.
Exits: none
You drop down into the chamber.

>exam statues
The statues are ravens, the mythical birds of ill omen. They are carved
from solid obsidian and detailed to life-like perfection, right down to
their clawed feet that seem to cling precariously to the ledge of the stone
shelf. In fact, they look as if one good jarring would send them falling
from their perches. Each of the seven statues are an exact replica of the
next, set at every lateral direction upon the shelf except north. Beneath
each raven, on the walls of the chamber, their reflections are cast in
giant relief, barely noticeable unless looking directly up at them.

>exam reflections
Very close scrutiny of the walls reveals minute fractures in the
surface. Once the outline is traced, the silhouette of a large
raven is evident, with a line dissecting it from top to bottom.
I'm not sure how to open the walls with the statues but I do know there is an item called a stone raven from somewhere within the area. The statues had me stumped as to how to get them. I tried searching, breaking the shelf, doorbashing the wall and then I had an idea. I made myself a druid (been on my to do list for a while now) and levelled it up to level. After taking it to the above room I got it to cast the earthquake spell and the following happened:
 >c earthquake
You gain 1600 experience points from your success!
Your spell causes the statues to sway on their perches.
A statue falls from above, landing at your feet.
With a hiss, a new statue appears to take its place on the shelf.

> g rave
You get a stone raven.

>exam statue
You take a closer look at a stone raven in inventory...
The raven's wings glisten where the black marble of the statue seems
to be alive, almost as if the wings were about to spead and the statue
take flight. Small pin points of red light in the center of each of
the raven's eyes make it appear aware of everything around it.
As you look more closely, you notice that it is in need of repair.
It appears to be within or below your level range.

>c id statue
Object 'a stone raven' is infused with your magic...
It is a level 15 armor, weight 10.
Locations it can be worn:  hold
Special properties:  evil magic
Alignments allowed:  evil neutral
This armor has a gold value of 5000.
Armor class is 5 of 10.
Affects luck by 2.
Affects hit roll by 4.
Affects damage roll by 2.
Affects armor class by -15.
It's a pretty handy hold item for evil low level characters and has me now thinking about what other places is this spell going to be useful in exploring?

Monday, April 7, 2014

Demons and the Rift

When I am on the Realms of Despair I always have a number of projects going on. These can include levelling, exploring, preparations, running large mobs, questing, searching for certain items and so on. My current projects include:
  • Levelling a warrior. It's currently level 35 which means it is at the start of the level 35-40 range which is my least favourite levels to complete. Not sure if I will reach level 50 with it or keep it at level 49 for my next project...
  • Macmillan Family Farm. This is a newer area that I've been doing a little work on exploring. I need a higher level non avatar character to kill some of the mobs there more easily. I've solved a few puzzles there but need to figure out some more.
  • Belial - I want to run this mob again. I put in a fair bit of work figuring out how to run this mob but need more practice at killing it. Plus I need to level a druid to tank/lead this mob with.
  • Dark matter... There's more to this item than meets the eye and I want to find out how far you can push it and if there is something to do with it.
  • Crusader tasks - the Guild of Spirit has a set of tasks to complete to raise the crusader rank of the player. This is a good idea and the tiers of it do test a lot of different skills. I've completed the first tier (though still need to submit the items).
  • The Deck of Many Things. I posted enough about this last time but am still searching.
And this leads to this weekend's efforts: Sesuad'ra Rift
This area I've never fully explored. In the past all I have done is go through the first maze to get to the second maze and killed the babau demon for the cleric leggings. I know that this area also leads to the lower part of the Underworld... I don't know the lower Underworld very well but want to learn it so that I may be able to lead a group or two into killing some of the more powerful mobs with better equipment there.

The first part of Sesuad'ra Rift is a maze. In it there are rooms with exits in all directions plus a glyph. Each glyph will have a bit of ascii art on it and most will have a different letter as well. In total there are nine different glyphs with letters on them. The way through this part of the rift is to find the room with a glyph that has a letter T on it as shown below:
The trick to finding this room is that it seems that only the north, south, east and west exits will take you to a different room. All of the other exits take you back to the same room as you are in. Once in the room with the T simply type "onslaught" to pass on through to the next part of the area.

The second part of the area is another maze filled with aggressive demons. Most of the demons here are quite easy and can be stunned to death easily. The only exception is the babau demon which when killed with a cleric that is ip 1 will pop the cloth leggings of the chosen. I usually kill this one by using a warrior with a nasr to first track it down and then get it down to DYING, supplicate recall out the warrior and finish off with the cleric.

I killed all of the mobs in the maze repeatedly but couldn't figure out how to get past the maze. I'm assuming its a trans maze where I need to wait for long enough in the right room. My next effort will involve marking every room using springs, fires or balls of light. However, looking around the maze did lead me to a couple more mysteries...

Two of the demons in the maze - the chasme and nabassu demons drop interesting items: The Tear of the Gods and skin of the Gods. Both of these items are not very good statistics wise but it is the description on them that has me wondering what else is going on. For example the skin of the gods description says:
The belt glows with an unearthly light that is entirely too wholesome to
have found its way around the demon that once wore it. There is a story to
be told about this belt...
That makes me wonder - what is that story and who should I go to for answers?

The second mystery is a journal I found lying around near the start of the second maze. When you examine the journal it comes up with this:
A clue to Abishai's Morgue hidden all the way over in Sesuad'ra Rift??? Sometimes when you go exploring you get more questions then answers. Either way it gives me more to think about and try to solve.

Tuesday, March 18, 2014

The Deck of Many Things (again)

I've been super busy in real life for the last two months resulting in me being unable to get much done on either the Realms of Despair or this blog. Looking through some old logs I found a couple more about the deck - one negative and one positive I thought I'd share. In the first one I found it in Cursed Lands while teleporting around with my nephandi using zombie candy attempting to find some rooms in Vast Horizons as follows:
Small Hut
These are the living quarters of these villagers.  Very simple looking, it is circular in shape with pots and pans along one side, an outhouse along another and miscellaneous items scattered about.  These people live a very simple life with no luxury.  You wonder how they entertain themselves.
Exits:
The Deck of Many Things lies in wait for a brave soul.
You failed.

>exam deck
You take a closer look at the Deck of Many Things on the ground...
The deck takes the appearance of a very finely wrought and veneered wooden card case, yet the strong magical aura surrounding it offers proof that this artifact is not simply what it appears to be.
The Deck of Many Things appears to be full.
The Deck of Many Things contains:
     the Key to the Deck of Many Things

>get key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Wroth has been given the chance to draw from the Deck of Many Things.

>get card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

>exam deck
You take a closer look at The Deck of Many Things on the ground...
The deck takes the appearance of a very finely wrought and veneered wooden card case, yet the strong magical aura surrounding it offers proof that this artifact is not simply what it appears to be.
The Deck of Many Things appears to be full.
The Deck of Many Things contains:
     a card
The card contained within the deck can bring you great joy and happiness, or ultimate peril and despair. Either way, having already placed yourself in the power of the Deck, the only option would seem to be to draw the card and face your fate.

>get card deck
You get a card from The Deck of Many Things.
You see that you have drawn the Heirophant.
The image on the card comes to life and regards you with a stern gaze.
You feel as if someone or something is rifling through your mind, assessing your  knowledge.
The Heirophant exclaims 'An ignorant weakling deserves no arms!'
The dark energies released from within the Matrix seep into your soul.
Parts of your equipment start to melt and fade into nothingness.
The cold winds of never rush through the void, whipping the card from your hand and returning you to the mortal realm.
The result was I lost my weapon and hold items - 1 void and 1 matrix of desolution. A better result is the following where I found the deck in Otherland and pulled the card with a mage:
On the Trail of White Death
The hills and valleys of snow covered terrain rise and fall all around. The only landmarks are the ocean to, what is normally, the south and a vast mountain range to the north. If there are any inhabitants of this desolate land, they keep themselves well hidden. It is almost as if this is the very edge of a world that everyone has forgotten about, leaving it untamed.
Exits: west down northwest
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.
Before pulling a card now I always check to make sure there is a level 57+ immortal on. This day there was and I was lucky to have one on.
>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Hanged Man.
What this card bodes for your future, only an immortal of level 57 or above can discover for you. 
>who imm
-----------------------------------[ IMMORTALS ]------------------------------
Newbie          Loril Gemstone-Edelstone, on Cloud Nine (help vote_rod) (Ringbearers) [Co-Head of Newbie Council]
1 player.

 >tell loril hi
You tell Loril 'hi'

Loril tells you 'Hi. :)'

Loril bounces in on a fluffy, white cloud named Nine.

>ngree lor
You nod in greeting towards Loril.

Loril smiles at you.

Loril wonders 'You'd done a deck pull before?'

Loril looks at you.

>nod
You nod solemnly.

>say but never had much luck
You say 'but never had much luck'

Loril grins.

>say first time i pulled i lost my weapon and hold
You say 'first time i pulled i lost my weapon and hold'

Loril says 'Ouch.'

Loril exclaims 'Yet ... here you are again!!'

Loril winks suggestively.

>say second time i pulled i got to sit and wait around for 57+ imm to log but got to reboot first
You say 'second time i pulled i got to sit and wait around for 57+ imm to log but got to reboot first'

Loril says 'Yeah, that happens. :('

>say third time i found it with a card but no imms on so told a friend who an hour later got +20hp to hise base
You say 'third time i found it with a card but no imms on so told a friend who an hour later got +20hp to hise base'

Loril says 'Oh dear.'

>say so fingers crossed I'll have some luck today
You say 'so fingers crossed I'll have some luck today'

>cross
You cross your fingers and hope for the best.

Loril seems to agree.

Loril wonders 'Would you like to hand me the card?'

>give card lori
You give a card to Loril.

Loril drops a card.

Loril sacrifices a card to Adendra.
Whispering voices fill the room and a faint breeze blows from somewhere...
You feel the touch of a rope around your neck, the rough hemp scratching your skin as it tightens...
Then it disappears again and you hear a voice whisper 'If you were meant to be drowned you'd never be hanged...'
It appears you are not fated to swing at all!

>hrm
You hrm. Hrm.

>say i think that's good
You say 'i think that's good'

Loril wonders 'Could you please remove one piece of armor (not a weapon) and give it to me?'

>eq
You are using:
<used as light>      the sigil of A'enari
<worn on finger>     (Glowing) the Ring of Wizardry
<worn on finger>     (Glowing) the Ring of Wizardry
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn on body>       the Dragonhide Breastplate
<worn on head>       the shade helm
<worn on legs>       (Red Aura) godskull shinguards
<worn on feet>       moccasins
<worn on hands>      (Glowing) Blessed gauntlets of the Templar
<worn on arms>       silver dragonhide armguards
<worn as shield>     Dark, fated mists
<worn about body>    (Humming) the cloak of Death
<worn about body>    the essence of kundalini
<worn about waist>   a sash of the magi
<worn around wrist>  (Glowing) (Humming) a Bracer of Light
<worn around wrist>  (Glowing) (Humming) a Bracer of Light
<wielded>            the black hilted sword "Shieldbreaker"
<held>               Millennium
<worn on ears>       (Glowing) a sliver of glass
<worn on eyes>       the shades
<worn around ankle>  a blue, glassy chain
<worn around ankle>  a turqoise anklet
(type 'garb' for a list of all wear locations)

>rem dragonhi
You stop using the Dragonhide Breastplate.

>give dragonhi lor
You give the Dragonhide Breastplate to Loril.

Loril smiles at you.

Loril says 'Now you wait (again ;)) while I figure this out. :)'

>nod
You nod solemnly.

The deck of many things is once again shuffled and dealt by the Gods.

A cold breeze from the winds of never washes through the void.

Loril says, 'ooOOooOOooOOoo.'

Loril exclaims 'Third time lucky!'

>oo
You go ooOOooOOooOOoo.

Vodra - 1192/1192hp 1163/1188mp 660/660mv >
Loril gives you the Dragonhide Breastplate.

>save
Saved...

>c id drago
Object 'the Dragonhide Breastplate' is infused with your magic...
It is a level 48 armor, weight 15.
Locations it can be worn:  body
Special properties:  magic metal
This armor has a gold value of 0.
Armor class is 14 of 14.
Affects hp by 100.
Affects constitution by 2.
Affects save vs spell by -3.
Affects mana by 50.
Affects strength by 1.
Affects armor class by -60.
Affects resistant:electricity by 10%.
Affects resistant:plus1 by 10%.
Affects damage roll by 7.
Affects hit roll by 7.
Affects save vs breath by -4.
Affects affected_by by detect_hidden.

Loril says 'That's actually quite nice.'

>heh
You seem to get a laugh from something saying, "heh heh heh".

Loril exclaims 'I'd say that this time you win!'

>wooh
You grin and shout 'WooHoo!!!'

Loril says 'I mean, it's not +200 hp ... :P'

>say i thought the hanged man sounded bad
You say 'i thought the hanged man sounded bad'

Loril says 'Me too.'

Loril says 'Actually kinda witty. :)'
That one was my biggest success with the deck. I chose to hand over the dragonhide breastplate since I thought that whatever was added to it could be useful for any class. I'm not sure detect hidden is the best thing but it was a lot better than losing a couple of items. Thanks again Loril. Hopefully I'll have some more positive luck with the deck again soon. Also hoping I can post some new adventures instead of just some old logs.

Cheers.
Vile.
 

Saturday, March 1, 2014

Seafarer's Research - part 2

In my last post about the fathomer's quest I jumped the musket a bit. It turns out I was chasing the wrong captain in Raven Tor instead I should have been hitting good old Captain Lodd in Ocean Keep. Once dead the following happens:
DYING>You feign an attack, then strike from the opposite side!
Your feint hits Captain Lodd!
As your deadly blow hits, Captain Lodd collapses in agony.
Captain Lodd is DEAD!!
Captain Lodd wheezes 'The king will hear of this.  My death will be avenged.'
The captain appears to make one last attempt at raising his weapon. 
He falters, and you see he is trying to use his last moments to conceal a precious item.
Captain Lodd hits the ground ... DEAD.
You get 824144 gold coins from the corpse of Captain Lodd.
The corpse of Captain Lodd holds:
     (Glowing) a sword with the king's crest
     (Magical) (Glowing) (Humming) a jade cameo
     a sea captain's dial
You gain 7680 experience points from your success!

Object 'a sea captain's dial' is infused with your magic...
It is a level 35 armor, weight 1.
Special properties:  none
This armor has a gold value of 0.
Armor class is 2 of 2.

> exam dial
You take a closer look at a sea captain's dial in inventory...
Small and delicate, this dial is made of whisper thin metal. Etched upon both sides are intersecting lines and numbers at certain points.
As you look more closely, you notice that it is in superb condition.
It appears to be within or below your level range.
After taking this dial back to Erneth:
Erneth stands over an anvil, pounding away at his work.
Erneth looks up at you, smiling.
Erneth asks you, 'Did you find the dial?'
> give dial erneth
You give a sea captain's dial to Erneth.
Erneth smiles at the sight of the sea captain's dial.
Erneth says 'This is most excellent. It will work perfectly.'
Erneth says 'Where did you get it? Actually I'd rather not know.'
Erneth says 'I will get to work finishing off your astrolabe, it will still take a bit of time.'
Erneth says 'Why don't you come back tomorrow, and I will have it finished for you.'
Erneth bows his head slightly then hurriedly returns to his work.
 Next was a little waiting for Erneth to get on with his job. After about a day of mud time he completes his task but with a little catch:
Erneth stands over an anvil, pounding away at his work.
Erneth looks down at his hands, unable to meet your gaze.
Erneth says 'I am so sorry.'
Erneth says 'I had just finished your astrolabe, when someone entered my hut.'
Erneth exclaims 'I tried to tell him I was closed, but he just demanded the astrolabe, he knew all about it!'
Erneth says 'He pulled his sword on me and threatened my life.'
Erneth sighs to himself.
Erneth says 'If you find him I'm sure you will be able to get it back.'
Erneth says 'He mentioned an Island he hides out on, called Stormpoint.'
Erneth looks up, finally meeting your eyes.
Erneth says 'I have never heard of it myself.'
Erneth says 'However, I'm sure if you mention the name of the island to a ship's captain, you might be able to get a ride out to it.'
Erneth nods to himself, feeling better about the ordeal.
Erneth says 'Good luck my friend. If you get it back you should show it to Noah, I'm sure he would like to see it.'
After this it's now time to gear up and prepare for a fight and adventure in Raven Tor.

Friday, February 7, 2014

Facestomping Fun

Tonight I found myself with the two things I haven't been able to obtain:
  • uninterrupted time
  • a group of people willing to trust me to lead a run
So with this and the available characters the group members had I decided to run a couple of mobs I hadn't killed in a long time from the Barren Wastes. The last time I think I killed anything there was in this post. The first challenge with killing the mobs here is that every single mob has some puzzle that needs to be solved before it can be killed. There are clues as to what is required to be successful, however I was very rusty as to how to solve these.

The first mob I wanted to kill was the horned beast. The problem with this mob is that he is a pacifist mob meaning that you can not attack it. Of course there is a way around this via a puzzle broken up into several smaller puzzles with clues hidden around the area. For the horned beast the two clues as to how to make it killable are on a hidden piece of parchment:
>exam writing
nearly got bitten in half
new strategy, I prefer to stay whole
    blasted thing makes it difficult to stay whole


  in a cavern, I'll cave it in
       crush it with a falling ceiling
broke my foot, ceiling fell on it
    new strategy again
  
And the second is a bit of hidden ascii art that can only be seen if  in the following room:
A Temple Corridor
Thick cracks snake their way through crumbling stone walls, pits and etches
scattered throughout the entirety of the stone slabs.  Along the bottom of
one wall are faded symbols parallel to the floor, a thick layer of dust
obscuring the intricacies of each symbol.
Exits: north south
To get rid of the dust you need a hidden brush somewhere else in the area. Brushing the dust then shows the following:


What this all means is you need to be able to trap the horned beast in a particular room by getting a character that is strong enough to push boulders on to from the room above. To do this you need more than one character to complete and have a few more little puzzles to solve. The first step starts here:
A Desert Valley
Massive walls of hard stone shoot up into the sky, seemingly out of place in a landscape as barren and desolate as this.  The walls are far apart, creating a broad valley, though natural bridges and jutting stones are scattered about the valley walls, making it difficult to fly.  The desert's hot orange sand covers the valley floor, while the rock walls are covered in dust.  Boulders of various shapes and sizes are scattered throughout the valley, though the only ones that remain intact are the ones situated furthest from the center of the valley floor.  The massive prints that can be found throughout the desert can
be found pressed into the valley floor as well, though spaced more closely together.
Exits: east northwest
Suddenly, your capability to hover disappears...
Examining the boulder here shows:
>exam boulders
Boulders of various shapes and sizes are scattered about the valley floor.  The only boulders that seem to be the most intact are the ones furthest from the center of the valley pass.  The boulders are made of a rough type of rock, drab in color, though one boulder seems to have fared better than the rest.
The obvious thing to do is to push the boulder but there is a little catch here. If you use a character that has less than 25 strength you see the following:
>push boulder
The boulder proves too heavy as you attempt to move it.
On a 25 strength character though:
>push boulder
The boulder grinds along the valley floor, revealing a slight opening.
 Once inside this cave your 25 strength character isn't going to be much use. To climb up to the top you will need a character with 25 dexterity. There are a few times where you will need to guess around to find the exact right commands to get there. If all goes well you can get it up to this room:
A Desert Mountaintop
A slight breeze wafts its way around the desert mountaintop, carrying bits of sand in the gust.  Small stones, large boulders and oddly shaped rocks lie scattered about the sandy plateau.  A steep ledge leads down into the desert valley, and while the topography of the mountain slope seems to make for an easy trek down to the valley floor, a trek back up the slope seems impossible.  A hole in the rocky wall leads back to a gap in the mountain cavity.
Exits: down
 There are boulders that can be pushed off the cliff to trap the beast but your 25 dexterity character isn't strong enough to do this and a 25 strength character can't climb up inside the cave. The trick here is that hidden within the area are two parts of a rope that can be connected together and then dropped down by your 25 dexterity character so that the stronger one can climb up. The first part of the rope is hidden in this room:
A Desert Trail
The orange dunes of sand, though massive in width, are comparatively shorter in height, as if something is keeping the sand from accumulating to the point of growth.  The  blistering temperature creates a blur effect on vision, though massive prints can be seen  pressed into the dunes.
Exits: northwest southwest

> dig
You begin digging...
Your dig uncovered a short rough leather rope!

> g rope
You get a short rough leather rope.

> exam rough
You take a closer look at a short rough leather rope in inventory...
This length of rope is too short to be of any use, though is
made of a rather tough leather.

> c id rough
Object 'a short rough leather rope' is infused with your magic...
It is a level 3 piece, weight 1.
Special properties:  none
This piece has a gold value of 0.

The other piece of rope is a bit trickier to find but can be found within the cave in this room:
Pitted Walls
The walls of the narrow ascending cavern continue to be covered with pitts and scratches, while stones protrude into the open space, increasing the difficulty of maneuverability.  An awkwardly shaped stone stands out from the rest of the protruding stones, as it is pointing upward at the tip, almost like a hook.  Nothing but the darkness of the mountain cavity can be seen below.
Exits: east down
With great finesse, you maneuver between narrow footholds in the wall.

>exam stone
This stone in particular is oddly shaped and stands out amongst the rest.  The base protruding from the wall is thick, though it narrows towards the tip and turns upward, resembling a hook.  Upon closer inspection, a rope seems to be tightly tied around the tip  of stone.

>untie rope
You carefully untie a length of rope from a protruding stone.

>exam rope
You take a closer look at a long coil of rope in inventory...
The coil is a drab shade of light brown, though contains darker patches of dirt throughout its length.  Though long, the fabric of the rope seems weak, and would most likely need to be reinforced before use.

> c id coil
Object 'a long coil of rope' is infused with your magic...
It is a level 2 piece, weight 1.
Special properties:  none
This piece has a gold value of 0.
Once you have the two pieces you can connect them to make:
 > connect rope 2.rope
You cobble the pieces together...
 ...suddenly they snap into place, creating a reinforced long leather rope!

>exam rope
You take a closer look at a reinforced long leather rope in inventory...
A long rope, reinforced with lengths of leather of various sizes
looks sturdy enough to be an efficient climbing aid.

> c id rope
Object 'a reinforced long leather rope' is infused with your magic...
It is a level 17 rope, weight 3.
Locations it can be worn:  hold
Special properties:  none
This rope has a gold value of 0.
Affects dexterity by 1.
Affects climb by 35.
After  using this rope to climb up the cliff you can start dropping boulders on the horned beast. Once trapped by this you can start killing him. The fight isn't too difficult with a paladin tank and 3 thieves hitting though he does lag a bit, throw in the odd room attacks and hit random people. Once the fight is done you'll get this:
DYING>circle beast
Your circle wounds A massive horned beast!
A massive horned beast is DEAD!!
The beast thrashes about in its final moments, crashing into the stones that block the valley exits, crumbling them to dust.
As the beast crashes to the ground, a piece snaps from its right horn.
The ground quakes as a ferocious scream resounds throughout the area.
A massive horned beast hits the ground ... DEAD.
A massive horned beast has no gold.
The corpse of A massive horned beast holds:
     the tip of a massive broken horn
Like the other mobs in the area once you kill them you need to take the part of the beast and attach it to the correct statue in the temple part of the area to open a door to a room with a chest that contains some type of material to make equipment with.
>attach horn statue
You climb to the statue's head and carefully rest the missing piece atop the right horn. As you climb back down, the right horn lowers and a small panel opens in the wall behind the statue.
The tip of the right horn slides from its place and shatters onto the ground.

 >sw
A Small Recess Behind an Alcove
The smooth, bare walls from the temple alcove slightly crumble as they narrow to create this small recess.  The floor is covered with dust, sand and small pebbles which have also slightly blackened.  A thin line of seemingly simple symbols is etched into the wall under a small shelf not far above the ground.
Exits: northeast
A small metal chest sits on a shelf at the back of this small recess.

>l in ches
A small metal chest appears to be nearly empty.
A small metal chest contains:
     a small steel spike

 >g spike chest
You get a small steel spike from a small metal chest.
We managed to do two kills of the horned beast quite easily though I did manage to die both times. I need to practice at using a paladin to tank and hitting with a thief at the same time. After killing the beast twice we went and hit the serpent. We had a hard time here because I did something stupid - I tried using the strategy to kill the head described on Rodpedia with barbarians instead of my usual method. After failing with barbarians we switched to using thieves. Just have them ungrouped, wimpy set to max, walk in to the room, kill serpent, circle serpent and then flee, flee, flee. After this heal up and repeat until:
DYING>
Your pierce tears The diamond-shaped head of a giant serpent!
The diamond-shaped head of a giant serpent is DEAD!!
As the head of the serpent crashes to the stone floor, one of its fangs cracks and splits from its root.
The ground quakes as a piercing screech resounds throughout the area.
The diamond-shaped head of a giant serpent screams furiously as he falls to the ground in a heap!
The diamond-shaped head of a giant serpent has no gold.
The corpse of The diamond-shaped head of a giant serpent holds:
     a hefty fang
Again I took the part that popped, attached it to the statue and got the material as follows:
 >attach fang statue
As you attach the massive fang to the broken root, the statue begins to twist and twirl aroundthe alcove, revealing a small passageway.
The fang falls from the statue's mouth and shatters onto the ground.

 >nw
A Small Recess Behind an Alcove
The narrow stone walls which lead from the temple alcove widen and meet
in a smooth curve as they reach the back of this small recess, while
the stone ceiling slightly raises.  Though pitted, the stone bricks
of the walls contain etchings of simple, yet incomprehensible symbols
that have surprisingly withstood the erosion of time.
Exits: southeast
A small granite chest sits on a shelf at the back of this small recess.

>g all chest
You get a small hide of brown scales from a small granite chest.
And then finally with the two spikes and small hide of scales I found the wanderer and gave him the materials:

>You give a small hide of brown scales to The wanderer.

>You give a small steel spike to The wanderer.
The wanderer inspects the spike, poking the tip to test its sharpness. The wanderer says 'Have an idea, but I'd need another one.'

>give spike wand
You give a small steel spike to The wanderer.
The wanderer inspects the spikes, poking the tips to test their sharpness, then bends the scaley hide back and forth, testing its pliability.
The wanderer thinks, 'Hmmmm.'
The wanderer says 'Wonder if this'll work.'

The wanderer takes a few unidentifiable tools from a small pouch and begins to work on the spikes and hide.

The wanderer slips the finished products on and off a few times, testing their durability and practicality.
The wanderer thinks, 'Hmmmm.'
The wanderer says 'Better than mine.  Well, meaner, at least.  Good thing the equipment doesn't make the man.'
The wanderer gives you facestompers.
 All of that effort for this:
 Object 'facestompers' is infused with your magic...
It is a level 50 armor, weight 5.
Locations it can be worn:  feet
Special properties:  none
Classes allowed:  Warrior Barbarian
This armor has a gold value of 25000.
Armor class is 14 of 15.
Affects hp by 50.
Affects damage roll by 4.
Affects constitution by 1.
Affects intelligence by -1.
Affects wisdom by -1.

>exam facestompers
You take a closer look at facestompers in inventory...
A tough but sturdy hide of scales makes up the majority of these boots, folded and flattened upon itself various times before being shaped into something wearable.  A small, sharp metal spike lies fastened to the bottom of each boot, hinting that these boots were constructed for a specific purpose.
As you look more closely, you notice that it is in very good condition.
It appears to be within or below your level range.

I enjoyed myself. These two mobs in the Barren Wastes involve a lot of exploring and problem solving before you can actually fight them. The achievement felt from successfully completing the challenge is great.

Thursday, January 16, 2014

A New Dawn...

A new year and a new post. A lot has changed since my last post on here. In brief here is what's new:
  • The Guild of Spirit has a new website. While this is still a work in progress some work has begun on creating a website for the Guild of Spirit. So far I like what I see and have to congratulate the people who have put in the work to get it up and running.
  • My little blog has been noticed by the New Darkhaven community site. It was great to get a little recognition and some positive feedback.
  • I've had feedback about my If I Were Supreme Entity post. First I received a mudmail from Romani - the head of Herald Assembly who are responsible for promoting the game. She sent me this link to a heap of Realms of Despair banners. I attempted to place a couple of different ones at the top of this blog but after three hours of messing around with BlogSpot I gave up trying to get them right. Very frustrating when you can't get this site to do what you want to do but I do appreciate the feedback.
  • One of my other requests on the If I Were Supreme Entity post has come true - well sort of. Tagertale hasn't been brought back but his nephew Tagerte has started doing his old job. Great job immortals on convincing him to do that.
  • I've ran into some old friends on here who I hadn't seen or spoken to in many years. I've met a handful of other players in real life and they've all been great people which in turn leads to a greater sense of community and leads to other opportunities.
I'm hoping 2014 will be a good year. So far so good.