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<blockquote data-quote="Deuce Traveler" data-source="post: 5880145" data-attributes="member: 34958"><p>It looks as if the encounter with the dwarf was one of the last before the climax. I get this message soon after pressing on. "You're approaching the end of your journey. Jenlar Temlin's map indicates that the Rock is less than two miles away. Barring any trouble, you should reach the Rock soon. The trail slowly bends until it is heading due north."</p><p></p><p>After awhile of working through the rocky pass, it opens back out into a field and we receive this tidbit: "Within a quarter mile, the trail ends in a tangle of boulders and rubble. Ahead of you lies a land filled with huge boulders and thousands of rocks of every size and shape." A few steps into this rocky field, the game allows us to rest and gives us partial congratulations for making it so far. "You take a chance to catch your breath. You have come so far; however, you are no closer to your real goal than when you started. The secret of the Rock is as hidden as ever. You think back on all you have seen and done on your way here. You remember again Lirdrium Arkayz's cryptic message, which Jenlar Temlin gave you as you left the safety of the manor. 'Golden dreams can quickly turn to nightmares filled with flames that burn. Dark clouds may not bring you light, but watch for silver linings bright. Strength is not as strength may look... remember falsely covered books! Simple treasures won't grow old, and all that glitters is not gold.' Even these words still mean little. But, you have come so far already! You can let nothing stop you now! With new resolve you set out again-- this time for the Rock itself!" I believe this is the last chance for us to sleep before the Rock. We haven't used up any spells or been injured since the last rest. The lack of random encounters compared to in my first play through has made this game easier so far, but so has the fact that I loaded up an archer with arrows.</p><p></p><p><img src="https://lh3.googleusercontent.com/-cjsPN4Q_uJc/T4hCbg2gEQI/AAAAAAAAAVk/eHs6F33hmwQ/w339-h225-k/Rock25.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>"You see in the distance a solitary peak in the center of a plane one-half mile square. Your heart tells you this is your goal, this is the Rock. This mighty pillar of stone has a flat summit and steep sides. The base is roughly rectangular, but the Rock becomes more circular near the summit." I walk forward three steps. "As you approach, you see someone standing at the base of the Rock. The person sees you and yells, 'Flee! You are in terrible danger! Flee for your lives!'" I take another few steps towards the strange rock structure in the center of the stone field. </p><p></p><p><img src="https://lh4.googleusercontent.com/-tlblVSUOI48/T4hCbtVFORI/AAAAAAAAAVo/5xGuDA3S02o/w344-h228-k/Rock26.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>And helloooo nurse. There are so many fantasy game tropes in this scene I don't know where to begin...</p><p></p><p>"You ride forward and see a lovely young woman chained to the Rock. Her clothing is purple and yellow, but frayed and tattered; she wears a tarnished golden tiara. Her face is botched with grime. Her features are pale and drawn with pain and loneliness. In a shrill voice, she shouts to you, 'Flee for your lives! An old hag who loathes my beauty has imprisoned me here until I die, old and ugly. Flee before she returns to punish you for daring to come near me!' Too late... the game throws me into a series of three battles that I cannot avoid. "Wolves, eyes an unnatural luminescent yellow lope across the field to attack you."</p><p></p><p>The first battle is against four wolves, with 11 hit points and AC of 7. They start behind my party, and I can't get three or four of them inside a <em>sleep</em> effect because of how spread out they are. So I have Queenie and Col Pladoh move away from the wolves before firing off sling stones (which miss), have Glasseye walk forward next to (un)reason in order to create a blocking shield before having Glasseye shoot the lead wolf for 7 hit points of damage, and reposition Scott DeWar and Fenris to support the wall before the wolves move in. They almost take Fenris and Glasseye down with nasty bites, but we have them all lined up now for a <em>sleep</em> spell and (un)reason comes up next with a <em>cure light wounds</em> spell for Fenris.</p><p></p><p><img src="https://lh4.googleusercontent.com/-KQDbevR-RGA/T4hCbjHF4VI/AAAAAAAAAVg/VJjs9ksr14k/w229-h151-n-k/Rock27.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Glasseye switches from bow to club, but misses a wolf. Queenie casts <em>sleep</em>, but the dice were not in our favor as we only knock two out of the fight. Luckily for us, Col Pladoh and Scott DeWar combine their attacks to kill one of the two wolves still fighting. Glasseye's great AC allows him to avoid going down to another wolf bite. I start surrounding the last wolf, while the mage's take out the unconscious ones. Finally the wolf goes down from our combined attacks. I have (un)reason use up another <em>cure light wounds</em> in order to bring Glasseye up to full hps before ending combat.</p><p></p><p>"You turn back to see the woman chained to the Rock, only to see that six shimmering knives have appeared. The weapons hover for a moment, then dart forward..." We are thrown into a second battle with animated knives. I have one <em>sleep</em> spell left. The last time I played this I decided to use it against the animated knives, thinking that the programmer who created these would have forgotten that animated objects could not be magically slept. But no.... Ray Dyer remembered, darn it. This is a tough fight. The knives start off mixed up with our units, and have only 1 hit point each, but an AC of 2, making them quite difficult to hit. They only do a few hit points of damage, but they are fast and hit our party members often. There are six of them, and Glasseye and Col Pladoh both miss before (un)reason takes one down. The rest of the party misses, and Fenris takes 2 hit points of damage with only two of the five remaining flying knives attacking, reducing him to two hit points. I'm not feeling good about this fight.</p><p></p><p><img src="https://lh6.googleusercontent.com/-inxeGRdA8Nw/T4hCcNs5daI/AAAAAAAAAWI/Xqq_-SlMxmk/w342-h228-k/Rock28.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The other knives move, cutting Scott DeWar for 1 hit point of damage and bringing Fenris down with another slash that did 2 hps of damage. Glasseye and Col Pladoh miss, but Queenie brings down another knife with a sling stone. We need Fenris for the next fight, so (un)reason uses his last healing spell on his prone body. I get very lucky and none of the flying knives makes contact during their go. Glasseye and Queenie take out two more, leaving two knives remaining. They attack again and thankfully miss. Col Pladoh takes out a fifth, and Glasseye shoots down the last. We got very lucky towards the end of that battle, but I am now out of <em>cure light wounds</em> spells.</p><p></p><p>"After the last of the magical daggers is destroyed, the form of the young captive woman changes. In mere seconds she becomes a withered, hideous old woman with sparse hair, leathery skin, fangs, long inhuman arms, and large hands with claw-like fingers. Shrieking, she attacks."</p><p></p><p><img src="https://lh5.googleusercontent.com/-sE2wdS1jga4/T4hB4q3OxoI/AAAAAAAAAUU/woeM0aeOjG8/w345-h230-k/Rock29.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><em>You found me beautiful once.</em> </p><p><em>Baby, you got real ugly.</em></p><p></p><p><img src="https://lh6.googleusercontent.com/-HXdN2_zCOXQ/T4hCcXeooHI/AAAAAAAAAV4/tukTsGNqjWw/w384-h255-k/Rock30.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>We are fighting the Crone of Chaos, with her AC of 7 and 20 hit points. Glasseye opens the combat up with an arrow that does 5 hit points of damage to her. Queenie misses with a sling, as does Fenris who I have attack her from behind. Col Pladoh and Scott DeWar also miss. The dice gods conspire against us. Finally, (un)reason hits her for 6 more hit points of damage, she counters but only hits him for 1 hit point. I think she rolls a d8 for damage. Queenie and Glasseye combine their attacks and almost bring the Crone down. We go through a series of misses on the part of both sides, before Fenris hits her from behind and kills her. We win, though Glasseye is now out of arrows and he switches to a club, which means a large part of our offensive success is out of commission. "You nearly slump, but your victory is too great! The last guardian of the Rock has fallen. Moreso, there is a niche where the Crone originally stood. Examining the crack further, you find a golden sword wedged in the far end. Withdrawing the sword, you find that runes in the common tongue have been etched into the blade. 'Broad and wide the path to nowhere; thin and narrow the way to true riches. Unravel the riddle the riches to win.' You read the runes with a frown on your face. Another clue. And what to make of this one?" Fenris takes this and wields it as I doubt it is cursed, and I pass his mace to Glasseye, who wields it instead of the club.</p><p></p><p>Next time... "Welcome to the Rock!"</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5880145, member: 34958"] It looks as if the encounter with the dwarf was one of the last before the climax. I get this message soon after pressing on. "You're approaching the end of your journey. Jenlar Temlin's map indicates that the Rock is less than two miles away. Barring any trouble, you should reach the Rock soon. The trail slowly bends until it is heading due north." After awhile of working through the rocky pass, it opens back out into a field and we receive this tidbit: "Within a quarter mile, the trail ends in a tangle of boulders and rubble. Ahead of you lies a land filled with huge boulders and thousands of rocks of every size and shape." A few steps into this rocky field, the game allows us to rest and gives us partial congratulations for making it so far. "You take a chance to catch your breath. You have come so far; however, you are no closer to your real goal than when you started. The secret of the Rock is as hidden as ever. You think back on all you have seen and done on your way here. You remember again Lirdrium Arkayz's cryptic message, which Jenlar Temlin gave you as you left the safety of the manor. 'Golden dreams can quickly turn to nightmares filled with flames that burn. Dark clouds may not bring you light, but watch for silver linings bright. Strength is not as strength may look... remember falsely covered books! Simple treasures won't grow old, and all that glitters is not gold.' Even these words still mean little. But, you have come so far already! You can let nothing stop you now! With new resolve you set out again-- this time for the Rock itself!" I believe this is the last chance for us to sleep before the Rock. We haven't used up any spells or been injured since the last rest. The lack of random encounters compared to in my first play through has made this game easier so far, but so has the fact that I loaded up an archer with arrows. [img]https://lh3.googleusercontent.com/-cjsPN4Q_uJc/T4hCbg2gEQI/AAAAAAAAAVk/eHs6F33hmwQ/w339-h225-k/Rock25.png[/img] "You see in the distance a solitary peak in the center of a plane one-half mile square. Your heart tells you this is your goal, this is the Rock. This mighty pillar of stone has a flat summit and steep sides. The base is roughly rectangular, but the Rock becomes more circular near the summit." I walk forward three steps. "As you approach, you see someone standing at the base of the Rock. The person sees you and yells, 'Flee! You are in terrible danger! Flee for your lives!'" I take another few steps towards the strange rock structure in the center of the stone field. [img]https://lh4.googleusercontent.com/-tlblVSUOI48/T4hCbtVFORI/AAAAAAAAAVo/5xGuDA3S02o/w344-h228-k/Rock26.png[/img] And helloooo nurse. There are so many fantasy game tropes in this scene I don't know where to begin... "You ride forward and see a lovely young woman chained to the Rock. Her clothing is purple and yellow, but frayed and tattered; she wears a tarnished golden tiara. Her face is botched with grime. Her features are pale and drawn with pain and loneliness. In a shrill voice, she shouts to you, 'Flee for your lives! An old hag who loathes my beauty has imprisoned me here until I die, old and ugly. Flee before she returns to punish you for daring to come near me!' Too late... the game throws me into a series of three battles that I cannot avoid. "Wolves, eyes an unnatural luminescent yellow lope across the field to attack you." The first battle is against four wolves, with 11 hit points and AC of 7. They start behind my party, and I can't get three or four of them inside a [i]sleep[/i] effect because of how spread out they are. So I have Queenie and Col Pladoh move away from the wolves before firing off sling stones (which miss), have Glasseye walk forward next to (un)reason in order to create a blocking shield before having Glasseye shoot the lead wolf for 7 hit points of damage, and reposition Scott DeWar and Fenris to support the wall before the wolves move in. They almost take Fenris and Glasseye down with nasty bites, but we have them all lined up now for a [i]sleep[/i] spell and (un)reason comes up next with a [i]cure light wounds[/i] spell for Fenris. [img]https://lh4.googleusercontent.com/-KQDbevR-RGA/T4hCbjHF4VI/AAAAAAAAAVg/VJjs9ksr14k/w229-h151-n-k/Rock27.png[/img] Glasseye switches from bow to club, but misses a wolf. Queenie casts [i]sleep[/i], but the dice were not in our favor as we only knock two out of the fight. Luckily for us, Col Pladoh and Scott DeWar combine their attacks to kill one of the two wolves still fighting. Glasseye's great AC allows him to avoid going down to another wolf bite. I start surrounding the last wolf, while the mage's take out the unconscious ones. Finally the wolf goes down from our combined attacks. I have (un)reason use up another [i]cure light wounds[/i] in order to bring Glasseye up to full hps before ending combat. "You turn back to see the woman chained to the Rock, only to see that six shimmering knives have appeared. The weapons hover for a moment, then dart forward..." We are thrown into a second battle with animated knives. I have one [i]sleep[/i] spell left. The last time I played this I decided to use it against the animated knives, thinking that the programmer who created these would have forgotten that animated objects could not be magically slept. But no.... Ray Dyer remembered, darn it. This is a tough fight. The knives start off mixed up with our units, and have only 1 hit point each, but an AC of 2, making them quite difficult to hit. They only do a few hit points of damage, but they are fast and hit our party members often. There are six of them, and Glasseye and Col Pladoh both miss before (un)reason takes one down. The rest of the party misses, and Fenris takes 2 hit points of damage with only two of the five remaining flying knives attacking, reducing him to two hit points. I'm not feeling good about this fight. [img]https://lh6.googleusercontent.com/-inxeGRdA8Nw/T4hCcNs5daI/AAAAAAAAAWI/Xqq_-SlMxmk/w342-h228-k/Rock28.png[/img] The other knives move, cutting Scott DeWar for 1 hit point of damage and bringing Fenris down with another slash that did 2 hps of damage. Glasseye and Col Pladoh miss, but Queenie brings down another knife with a sling stone. We need Fenris for the next fight, so (un)reason uses his last healing spell on his prone body. I get very lucky and none of the flying knives makes contact during their go. Glasseye and Queenie take out two more, leaving two knives remaining. They attack again and thankfully miss. Col Pladoh takes out a fifth, and Glasseye shoots down the last. We got very lucky towards the end of that battle, but I am now out of [i]cure light wounds[/i] spells. "After the last of the magical daggers is destroyed, the form of the young captive woman changes. In mere seconds she becomes a withered, hideous old woman with sparse hair, leathery skin, fangs, long inhuman arms, and large hands with claw-like fingers. Shrieking, she attacks." [img]https://lh5.googleusercontent.com/-sE2wdS1jga4/T4hB4q3OxoI/AAAAAAAAAUU/woeM0aeOjG8/w345-h230-k/Rock29.png[/img] [i]You found me beautiful once.[/i] [i]Baby, you got real ugly.[/i] [img]https://lh6.googleusercontent.com/-HXdN2_zCOXQ/T4hCcXeooHI/AAAAAAAAAV4/tukTsGNqjWw/w384-h255-k/Rock30.png[/img] We are fighting the Crone of Chaos, with her AC of 7 and 20 hit points. Glasseye opens the combat up with an arrow that does 5 hit points of damage to her. Queenie misses with a sling, as does Fenris who I have attack her from behind. Col Pladoh and Scott DeWar also miss. The dice gods conspire against us. Finally, (un)reason hits her for 6 more hit points of damage, she counters but only hits him for 1 hit point. I think she rolls a d8 for damage. Queenie and Glasseye combine their attacks and almost bring the Crone down. We go through a series of misses on the part of both sides, before Fenris hits her from behind and kills her. We win, though Glasseye is now out of arrows and he switches to a club, which means a large part of our offensive success is out of commission. "You nearly slump, but your victory is too great! The last guardian of the Rock has fallen. Moreso, there is a niche where the Crone originally stood. Examining the crack further, you find a golden sword wedged in the far end. Withdrawing the sword, you find that runes in the common tongue have been etched into the blade. 'Broad and wide the path to nowhere; thin and narrow the way to true riches. Unravel the riddle the riches to win.' You read the runes with a frown on your face. Another clue. And what to make of this one?" Fenris takes this and wields it as I doubt it is cursed, and I pass his mace to Glasseye, who wields it instead of the club. Next time... "Welcome to the Rock!" [/QUOTE]
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