[Let's Play] Sorcery Warrior 3 - The Seven Serpents

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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

The heading "LIX" is 59 in Roman numerals, so I say we check out what 59 has to offer.

(Fun Note: That is also what the super bowl number will be next year)
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Thaluikhain
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Second that.

(As an aside, in earlier times, the order of the numerals didn't matter, so LIX would be the same as LXI, but nobody uses that system anymore)
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Beroli
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

You read out the chant and the Serpent slows down. A pained expression comes over its face and it flaps its wings slowly. Its movements become sluggish and it hangs unnaturally in the air as if it should, by all rights, fall to the ground. But still it hangs there, slowly floating downwards. When it is within reach, you are able to attack it with your weapon.

SERPENT OF TIME: Skill 3 Stamina 14

Between the Serpent Staff and Ragnar's Armband of Swordmastery, you'll win each Attack Round even if you roll a 2 and the Serpent rolls a 2, so I'm not bothering to roll out the fight. In five rounds the most powerful of the Serpents is dead.

After a brief rest, you can continue your journey. You will have to leave the swamplands soon for you are now in the shadow of the Zanzunu Peaks.

Your long trek across the Baklands is almost over. Having left the Vischlani Swamps, you now stand at the Zanzunu foothills from where you will climb through Xamen to the Fortress and Mampang. But will your arrival be anticipated? How many of the Seven Serpents have you either killed or left trapped, unable to warn the Archduke of your mission?

Six Serpents.

The last Serpent is the Sun Serpent.

Whether or not you realize it, the Sun Serpent has been captured and will not be able to warn the Archmage of your mission.

You have defeated the Seven Serpents! You are indeed a worthy champion of Analand. Your success now means that you may continue your journey to the fortress at Mampang unannounced: The Archmage will not have been warned of your arrival or your mission. Increase your Initial Skill by 2 and restore your Skill to this number, restore your Stamina to your Initial Stamina, and increase your initial Luck by 1 and restore your Luck to this number.
Image
You are relieved once more to step onto firm ground. You stand and survey the way onwards. Ahead of you lies the last stage of your quest: the climb up the Zanzunus to the Fortress at Mampang. You are now entering what must be Low Xamen. The going is uphill, but the dangers should be minimal as the rocky crags of Xamen are inhabited only by Birdmen. Soon the Fortress should be coming into view...

You continue onwards and upwards for several hours until the light begins to fade. As the sun sinks down the Zanzunu skyline, its dying rays light up a sight which you will remember for the rest of your days.

The sunset shadows make your first sighting of the Fortress a fearful one. Its tall spires and sharp angles give it a most intimidating look. One thing is certain: entering the Mampang Fortress will undoubtedly be the most perilous stage of your journey.

New thread will go up soon.

Name: Jason Beckett Mordred
Sex: Male
Skill: 13/13
Stamina: 19/19
Luck: 12/12
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup 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 (-2 Attack Strength weapon, cuts down trees), chainmail (+1 Attack Strength, 1/3 chance to reduce wounds), brass pendulum, small glass vial of gas, Serpent Staff (-2 Skill to each of Seven Serpents), 5 pebbles, leaves with six lobes, yellow feathers, calling-whistle, cure disease potion, 8 Meals
Gold Pieces: 7
Libra's Favor: Not yet used in this adventure
Serpents Killed: Moon, Earth, Fire, Air, Water, Time
Deaths: Unable to reach the North Gate of Kharé
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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

Hopefully our character is in good enough shape to finish the last book!
Say No To Fascism. The left is the one true way to go.
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