[Let's Play] Fighting Fantasy 49 - Siege of Sardath

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SGamerz
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

Quincey Stridermoore declines the invitation and heads for the other group of diners.
As you approach the table, one of the Dark Elves looks up from his food and shots, "Hey, soldier. Fetch me some wine." You hesitate. "Don't you understand Allansian?" he demands. "I thought all your lot were learning it. Or perhaps you think that serving is beneath you? You may be a Warrior Lord, but that means nothing here. We are High Nobility."

Unsure as to the appropriate response, you agree to do what he asks, but in a tone which implies that you feel insulted. This seems to satisfy the Dark Elf and he goes back to stuffing his face with small pieces of strange-looking meat. They are all laughing and drinking, paying no attention to you, so you could spike the Dark Elf's wine while you are pouring it. If you have a Love Potion and you pour it into his goblet, turn to 176. If you have a Sleeping Draught and pour this into his goblet, turn to 311. If you have neither of these, or if you don't want to use them, the Dark Elf snatches the goblet from you and drains the wine in a single swallow.
Oh no, we missed the great, once-in-a-lifetime opportunity to make a Dark Elf noble fall in love with us!

Are we sure we want to use the Sleeping Draught here?
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

Of course I vote to use the Sleeping Draught, as that asshole Dark Elf deserves to go into a big long sleep.
Say No To Fascism. The left is the one true way to go.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by Beroli »

Drug him and hope that's enough use out of the drug.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

The Dark Elf snatches the goblet from you and drains it in a single swallow. Then he carries on laughing and stuffing bits of meat into his face for a few minutes, but soon his eyelids begins to droop and he collapses into what looks like a drunken stupor. The Elf on your right looks at the sleeping Dark Elf in disgust. "And he always boasted that he could hold his drink." He laughs and turns to you. "Take him over there and throw him on one of the couches."

After lifting the Elf across your shoulder, you carry him away from the table and lay him down. Once the other Dark Elves have forgotten about you and have gone back to their gorging, you take the opportunity to search through his belongings. You find 14 gold coins and a large key with an ornate 'S' engraved on it. While you are putting these items in your pack, the Dark Elf grunts - the Sleeping Draught is wearing off. You decide to leave before he wakes up,
You walk back to the huge door and wait as it opens for you. You step through and go back down the stairway to the junction. Some distance along the walkway, to the left, the warriors are training, so you decide to take one of the other options. If you go straight ahead and down the stairway, turn to 391. If you go right, you soon reach a junction where a stairway goes off to the right. Will you go up these stairs to the balcony and look out or continue along the walkway to an archway in the wall of the cavern?
We're back in a familiar section. Do we want to take a different path from here?

Adventure Sheet:
[spoiler]Name: Quincey Stridemoore
SKILL 12/12
STAMINA 11/15
LUCK 10/10
Equipment: Sword, leather armour, bow, quiver, Council Signet Ring, 2: Condensed Mist from the Mithrir Forest, Four-leaf Clover, Potion of Fortune, SevenFourteen-coiled Snake Ring, Brain Slayer Amulet (symbol 'XXIX' carved on its back, -2 SKILL when worn, currently not worn), Climbing rope, Brass Key, Fangnir's Encyclopedia of Subterranean Flora, Lightning Sphere, Red Gem, Small Crystal Ball (when looking at Dark Elf architecture, automatically Lucky from resulting Luck test, and does not need to spend LUCK point), 'S' key
Arrows: 6
Bundles of Herbs: 10
Gold: 20 GP
Companions: Istu (SKILL 12, STAMINA 1, can fight alongside us in combat, does not take damage from opponents, but lose 3 STAMINA per use)
Notes: Currently disguised as Dark Elf, subtract 10 from section number when encountering the phrase 'because you are human'.
Day of the Week:
Stormsday (3/3 extra lives remaining)
Moonsday (2/3 extra lives remaining)
Fireday (3/3 extra lives remaining)
Earthday (3/3 extra lives remaining)
Windsday (2/3 extra lives remaining)
Seaday (2/3 extra lives remaining)
Highday (0/3 extra lives remaining)
[/spoiler]
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JourneymanN00b
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

Okay, okay. Let's see if going the fascist way works for our hero. I vote to go up the stairs to the balcony and look out.
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Post by Queen of Swords »

Sure, look out from the balcony.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

The sight that meets you as you look out across the immense cavern fills you with dismay: the Dark Elves have nearly finished building the small city which will be the case for their evil machinations. Beneath you and to your left it is complete; further out, Dark Elf artisans are still building their strange houses and decorating them with hideous gargoyles and bas-reliefs. Over to the far right, you are saddened to see scores of Dwarf slaves quarrying the rock from the cavern wall and ferrying it to the artisans in huge carts. Behind you, at the back of the balcony. is an archway, which you may go through into the short tunnel.

All your other options lead further into the city. If you have a pair of Pegasus Wings, the most direct route is by flying. If you do not, you will have to walk. On each side of the balcony a stairway leads downwards. Will you go down the left stairway to a walkway some distance above the floor of the cavern or down the right stairway, which goes all the way to the bottom?
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

I vote to go down the right stairway to see if fully embracing the moral bottom is the way for Quincey Stridemoore.
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Post by Queen of Swords »

If the Dwarf slaves are over to the right, maybe we can set them free if we go that way. So, right.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by Thaluikhain »

Right, to the right then.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

When you are about half-way down the stairway, you observe a Dark Elf coming towards you, sauntering along as if he had nothing but contempt for the world. He is tall and slender and is dressed in tight yellow trousers, with carefully sited holes that expose the smooth, dark skin of his calf and thigh. A sword hangs from the black belt round his waist, but it looks more ornamental than functional. His jacket is of a very strange design, with a long sleeve on one side and a high, capped shoulder on the other. But the arm that protrudes from this is unmuscled and delicate. Hi face also has a delicate look, especially since it is covered in an intricate make-up. As he approaches you, he says something to you in a disdainful tone. It's in Dark Elf, so you don't know what he is saying. However, he doesn't seem to expect an answer - he just pushes past you, oblivious of your obvious greater strength. If you reach out an arm to stop him, turn to 169. If you let him go past, you carry on down the stairway to a rough track. You follow this for about fifty metres until it comes to a junction turning right. Will you carry on along the track or turn right and head towards what looks like a military camp?
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Post by Queen of Swords »

He doesn't seem much of a threat, so reach out an arm to stop him.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

I vote to let him go past, as we do not speak Dark Elf and risk blowing our cover if we try to stop him, and to instead continue going hardcore fascist and turn right towards the military camp.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

Rolling die between the 2 options that received a vote each to determine the next move.

Odd = stop the Elf.
Even - carry on and go right

Die roll = 5.
The Dark Elf stops and glares at you in amazement, acting as if he were royalty and you were a beggar. He demands something to you in Dark Elf; even though you cannot tell what he is saying, his scornful tone upsets your natural sense of honour and fairness, your temper snaps. You are far too close to use your bow, so you draw your sword and unleash your indignation.

DARK ELF NOBLE SKILL 7 STAMINA 5

If you win, you quickly search the body, then throw it over the right-hand side of the stairway. There is a dark area by the cavern wall here, where he should remain undiscovered for some time. You look around furtively, but it appears that no one saw you. The only thing you found on the Dark Elf, apart from his sword, was a small belt pouch containing three diamonds and a key with an ornate 'S' engraved on it. You put these articles in your pack, then carry on down the stairway to a rough track. You follow this for about fifty metres until it comes to a junction that turns right. Will you carry on along the track or turn right and head towards what looks like a military camp?
COMBAT LOG:
Dark Elf Noble 13, Quincey Stridermoore 20. DFN is at 3.
DFN 12, QS 17. DFN is at 1.
DFN 9, QS 20. DFN is killed.

Quincey Stridermoore defeats his foe with little difficulty, and loots a key that is similar to one that he already has, plus 3 diamonds.

We still have to choose where to go next. I'm already counting JourneymanN00b's vote to go right. Pausing to see if there are any other votes on that.

Adventure Sheet:
[spoiler]Name: Quincey Stridemoore
SKILL 12/12
STAMINA 11/15
LUCK 10/10
Equipment: Sword, leather armour, bow, quiver, Council Signet Ring, 2: Condensed Mist from the Mithrir Forest, Four-leaf Clover, Potion of Fortune, SevenFourteen-coiled Snake Ring, Brain Slayer Amulet (symbol 'XXIX' carved on its back, -2 SKILL when worn, currently not worn), Climbing rope, Brass Key, Fangnir's Encyclopedia of Subterranean Flora, Lightning Sphere, Red Gem, Small Crystal Ball (when looking at Dark Elf architecture, automatically Lucky from resulting Luck test, and does not need to spend LUCK point), 'S' key (x2) Diamonds (x3)
Arrows: 6
Bundles of Herbs: 10
Gold: 20 GP
Companions: Istu (SKILL 12, STAMINA 1, can fight alongside us in combat, does not take damage from opponents, but lose 3 STAMINA per use)
Notes: Currently disguised as Dark Elf, subtract 10 from section number when encountering the phrase 'because you are human'.
Day of the Week:
Stormsday (3/3 extra lives remaining)
Moonsday (2/3 extra lives remaining)
Fireday (3/3 extra lives remaining)
Earthday (3/3 extra lives remaining)
Windsday (2/3 extra lives remaining)
Seaday (2/3 extra lives remaining)
Highday (0/3 extra lives remaining)
[/spoiler]
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Post by Queen of Swords »

Yes, let's go right.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

Image
About thirty metres along the road and still some distance outside the camp, two huge, dog-like monsters are chained up, one on either side of the track. These are Obligaths: they have immensely powerful limbs, teeth that rise like hackles as you approach. If you have an Orc Bone and wish to give it to them, turn to 113. Otherwise, turn to 273.
We can't give the dogs a bone...
When you get close, the two Obligaths seem to recognize you and start sniffing at your clothes. The transformation potion must have given you the right smell, because their spines relax against their scales and they start nuzzling up against you. You are nervous of them at first, but they don't seem to mean you any harm, so you pat them. However, they are still showing no signs of letting you through. Will you push past them, feed them some Herbs, or try to beat your way through with your sword?
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

I vote to feed them some Herbs in an attempt to lower down their guard. Maybe we have a Herb with a bone like taste?
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Post by Queen of Swords »

Sure, let's see if they have a taste for Herbs. We can always fight if the Herbs don't work, but not the other way around.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

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Quincey Stridermoore kindly attempts to convert the dog-creatures to a vegetarian diet. It's good for their health, after all.
You take out a sprig of Quagwart (deduct 1 from your Herbs), and give half to each monster. They swallow it down hungrily and gaze at you, begging for more, their eyes growing fierce all the time. Then they stop looking fierce, cock their heads to one side and a questioning expression crosses their faces. One of them starts to whimper. After a few seconds, they sag to their knees and crawl back to their respective roadsides. They both lie there, wallowing in self-pity, and you are able to walk confidently past. As you go down the road, you hope, despite yourself, that they won't become too ill.
Ok, so apparently not so good for their health.

But Quincey is such a nice guy, he's even wishing that the enemies' guard animals won't become too ill!
As you walk into the slavers' camp, you become very aware of the large number of Dark Elves wandering around. When one of them comes up and salutes you, you have no option but to speak to him. You ask him what he wants.

"My Lord Chaugh, I am Baliel, the Chief Slaver. I am conducting a sacrificial ceremony, and I need someone of high rank to witness it." It would arouse Baliel's suspicion if you were to refuse, so you follow him into a short tunnel in the wall of the cavern. There is another Dark Elf here, staring at the strange, dark balls of fungus that are growing on the walls and floor of the tunnel. "As you see," says Baliel, "the Elf Bane is growing weak and needs sustenance. Liethuf has volunteered to sacrifice himself." He turns to the strange martyr. "Liethif, your name will now carry the title of Thane as witnessed by Lord Chaugh." Liethif bows to the Dark Elf and walks into the middle of the fungus. When he has taken just a few stops, many of the fungal balls burst, ejecting huge clouds of spores. Liethif breathes them in deeply, then lies down to expire. Beliel salutes him and you copy his gresture.

Once it is all over, Baliel thanks you curtly for your help, then leaves. If you enter the fungus tunnel, to search Liethif's body, turn to 62. Otherwise, from what you have seen, you are sure that the slavers' camp has nothing to offer you, so you decide to leave.
Finally, we've found a place where we (or rather, Chaugh) does not seem to be held in contempt by everyone around him.

Curiously, as we stand in a camp of slavers who perform dark sacrificial rituals on their own kind, the Lightning Sphere still does not seem to find this lot dark enough to warrant its destruction.

Do we want to loot the sacrificial corpse?

Adventure Sheet:
[spoiler]Name: Quincey Stridemoore
SKILL 12/12
STAMINA 11/15
LUCK 10/10
Equipment: Sword, leather armour, bow, quiver, Council Signet Ring, 2: Condensed Mist from the Mithrir Forest, Four-leaf Clover, Potion of Fortune, SevenFourteen-coiled Snake Ring, Brain Slayer Amulet (symbol 'XXIX' carved on its back, -2 SKILL when worn, currently not worn), Climbing rope, Brass Key, Fangnir's Encyclopedia of Subterranean Flora, Lightning Sphere, Red Gem, Small Crystal Ball (when looking at Dark Elf architecture, automatically Lucky from resulting Luck test, and does not need to spend LUCK point), 'S' key (x2) Diamonds (x3)
Arrows: 6
Bundles of Herbs: 9
Gold: 20 GP
Companions: Istu (SKILL 12, STAMINA 1, can fight alongside us in combat, does not take damage from opponents, but lose 3 STAMINA per use)
Notes: Currently disguised as Dark Elf, subtract 10 from section number when encountering the phrase 'because you are human'.
Day of the Week:
Stormsday (3/3 extra lives remaining)
Moonsday (2/3 extra lives remaining)
Fireday (3/3 extra lives remaining)
Earthday (3/3 extra lives remaining)
Windsday (2/3 extra lives remaining)
Seaday (2/3 extra lives remaining)
Highday (0/3 extra lives remaining)
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by JourneymanN00b »

I vote to enter the fungus tunnel to search Liethif's body, as corpse looting is a favorite pastime of Fighting Fantasy adventurers and pro-fascists alike.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by Thaluikhain »

Yeah, nick dead guy stuff, (ad coat ourselves with Elfbane, presumably)
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by Beroli »

Leave. We already know that Elfbane isn't perfectly safe for us to breathe either.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by Thaluikhain »

Oh, actually, we are temporarily an elf so it might kill us as well, changing my vote to leave.
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Post by Queen of Swords »

We could always hold our breath for the minute or so we need to go through his pockets. Loot the corpse.
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Re: [Let's Play] Fighting Fantasy 49 - Siege of Sardath

Post by SGamerz »

Determining next move by random die roll (odd = loot, even = leave):

Die roll = 5.

Our urge to loot overcomes our caution.
Holding your breath against the spores, you walk into the tunnel. Before you even get close to the Dark Elf, however, several of the Elf Bane bust and you are enveloped in a cloud of spores. Remarkably, though, none of them settles on your skin; they burrowed into Liethif's body as soon as he entered, so humans must be immune to them. Even so, you hold your breath as you search through the Dark Elf's belongings. Since he was dressed in ceremonial robes, he has little in the way of equipment, although you do find a huge set of jailer's keys hanging from his belt (if ever you are asked "What is it?", add 10 to the number of the paragraph you are reading at the time and turn immediately to the paragraph with that number). By now, your lunges feel as if they are going to burst, so you run out of the tunnel. From what you have seen, you are sure that the slavers' camp has nothing else to offer you, so you decide to leave.
We could have taken minor damage for breathing in the spores earlier in the dwarves' tunnel, but the damage would be been caused only by breathing it in, not upon contact with skin, so this part isn't as inconsistent as it may appear. And we are able to be better-prepared in holding our breaths this time because we clearly saw what happened to Liethif, while we may have been less certain of what will happen in the previous encounter. I think it would have been slightly better design if players who received and read the Encyclopedia also gets an auto-pass for that test earlier, but it's a relatively minor quibble.
Just as you are leaving the camp, a young Dark Elf, breathless from running, comes up to you. "Thank the Whisperer I have found you, Lord Chaugh. Duke Pilea wants you to return to the castle immediately." Several other Dark Elves have overheard him, so you have no choice but to go along with this order. As you walk away from the slavers' camp, you try to act as naturally "Dark Elf" as you can, praying that you won't say the wrong thing. However, if you return to the castle, you are bound to give yourself away sooner or later, so you have got to get rid of this Dark Elf. Once you are out of sight of the camp, you attack him.

YOUNG DARK ELF SKILL 5 STAMINA 4.

If you win, you hide his body, then carry on down the track. If you weren't forced to kill them on your way in, the Obligaths just let you past - they are there to keep the wrong people out, not to keep anyone in. When you get back to the main track, you turn right, heading further into the city.
At least the doggies didn't seem to have died from the indigestion earlier...

COMBAT LOG:
Young Dark Elf 10, Quincey Stridermoore 18. YDE is at 2.
YDE 12, QS 20. YDE is dead.
After walking several hundred metres more, you reach this side of the cavern; it is like a huge cliff, with tunnels and caves where it as been quarried by the Dwarfs. As you watch, an open cart creaks towards you, fully laden with blocks of dressed stone. With a mixture of sadness and joy, you recognize one of the two Dwarfs pushing the cart: it is Ameggur Thugfist, a hard, experienced officer in Sardath's Fifth Hammer and Axe. You shout at them to stop and walk up to Ameggur.

"What is it?" he says in an exasperated tone...
(If we didn't didn't find the jailor's keys, Ameggur would have re-directed us to the slavers' camp to find it if we hadn't been there before. If we went but didn't loot the key (which was what almost happened), we lose the chance to free them.)
"It's me," you say, and give him your name. You then hand him the keys and tell him he can now take his revenge on the Dark Elves (regain 1 LUCK point).

"It will be a pleasure," he says grimly, then he smiles. "It is an old Dwarf custom to give a rescuer a gem or a piece of jewellery, but this Ring of Three Centuries is all the Dark Elves left me with." He removes a silver hand from round his finger and gives it to you. "May I suggest that you now seek out and destroy the Sorcerer who leads the Dark Elves. Unless he is removed from the arena, I fear that we will not be able to defeat them." He points along the road towards the port of the city where most of the building work is going on. "Go down there a good distance until you come to a fenced pathway on your left. Follow this to an archway in the cavern wall. Once you are through, keep your eyes down and follow the walkway, avoiding all turns until you come to another archway. Through there is the Sorcerer."

You promise Ameggur that you will do what is needed or die in the attempt. Then you leave him and walk along the road. When you get to the fenced pathway, you turn and follow it.
This takes us back to a familiar section:
The fenced pathway carries you right through the weirdly constructed city, past enclosed squares with towers standing at strange angles and streets whose only purpose is to confuse. Everything is carved with images of malevolent-looking Dark Elves. The fence is unbroken for the entire length of the pathway, so you have no access to the city - but you realize with some relief that this also means that the bizarre city has no access to you! Eventually you reach the wall of the cavern, some way beneath the balcony. There is an archway here, leading to a short tunnel. It is very low and narrow, and you have to stoop to get through. However, it soon emerges into the bottomless cavern, and you lower your gaze to avoid the wild architecture. The flimsy walkway you are no on is slippery with moss, so you walk very carefully; but it soon widens and becomes dry again. After a few more metres, you come to a junction. Will you go right or carry straight on?
Brief pause to see if anyone is against following the same route as last time for some reason...

Adventure Sheet:
[spoiler]Name: Quincey Stridemoore
SKILL 12/12
STAMINA 11/15
LUCK 10/10
Equipment: Sword, leather armour, bow, quiver, Council Signet Ring, 2: Condensed Mist from the Mithrir Forest, Four-leaf Clover, Potion of Fortune, SevenFourteen-coiled Snake Ring, Brain Slayer Amulet (symbol 'XXIX' carved on its back, -2 SKILL when worn, currently not worn), Climbing rope, Brass Key, Fangnir's Encyclopedia of Subterranean Flora, Lightning Sphere, Red Gem, Small Crystal Ball (when looking at Dark Elf architecture, automatically Lucky from resulting Luck test, and does not need to spend LUCK point), 'S' key (x2) Diamonds (x3), Jailor's keys, Ring of Three Centuries
Arrows: 6
Bundles of Herbs: 9
Gold: 20 GP
Companions: Istu (SKILL 12, STAMINA 1, can fight alongside us in combat, does not take damage from opponents, but lose 3 STAMINA per use)
Notes: Currently disguised as Dark Elf, subtract 10 from section number when encountering the phrase 'because you are human'.
Day of the Week:
Stormsday (3/3 extra lives remaining)
Moonsday (2/3 extra lives remaining)
Fireday (3/3 extra lives remaining)
Earthday (3/3 extra lives remaining)
Windsday (2/3 extra lives remaining)
Seaday (2/3 extra lives remaining)
Highday (0/3 extra lives remaining)
[/spoiler]
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