[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)

130

We've paddled past the pilings of the pier when our oar slaps the water. Even that tiny sound is enough to alert the keen-eared gnolls.

Honestly, they would be kind of lousy guards if they could stop a rowboat from disembarking invaders in the middle of the harbour they're guarding. Also, rowing a boat isn't a TINY sound -- except maybe when compared to an engine boat. It can reach 50 dB. They should be able to pick it up 25 meters away even without the keen hearing of their species.

"Hawdip! Come quick! Humans is leaving island!" one of them shouts.

That's interesting. They are more worried about people sailing away... which is strange since fishermen in a fishing village would do that all the time, wouldn't they?

Then, we immediately follow that up with: "I didn't do it. Arno must have trapped the port somehow with a permanent Detect Magic which is picking up our own dweomers!"

Shouldn't the sceptre absorb the detect magic spell and make use able to cast Detect Magic ourselves? Admittedly, the spell wasn't cast at us but at the harbour.

Just before the rain of heavy iron spears descends upon the illuminated targets of your helpless bodies, you realize that Arno's power must be even greater than anyone imagined at the start of your adventure.

What's the canonical range of a heavy iron spear in ad&d? In real life, they would hardly be able to do significant damage over 10 meters, let alone 25 meters (the distance at which they must have picked the sound, possibly more if they have the keen-hearing of the gnolls).


DEATH COUNT: 1

While I still maintain that it was a CHA roll and we succeeded, I must protest that we should have been able to just row AWAY instead of discussing the fact that we're marked as target by magical light and apparently keep rowing toward the aiming gnolls. I know, WIS 3.
 

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Commentary:

Facing the six of them, we "don't dare try to fight"...

Why the heck not? We are going to face far, far worse odds on other paths of this book and be offered the chance to fight.

They are six warriors, in a close proximity, on a pontoon. We are a fireball-lobing magic-user. The perfect combination.

Ohhhhh snap. Now you see the downside of carrying our artifact on this journey.

Indeed. The dreaded Sceptre-of-Bukhod-detecting spell that was so useful to locate the sceptre to Beldon for all these years. Or by kings for centuries.

A frightened Dalris asks if we did that.
"I don't know!" we reply, our magic forgotten.
Then, we immediately follow that up with: "I didn't do it."

In the span of two sentences we go from not knowing if we did something (WIS 3 at work) to forgetting our own magic (INT 19 not at work) to knowing that we didn't do something (gamebook logic at work).

And basically, being the target of Detect Magic make us panick and forget to cast our fireball? If we had known that, we could have cast Detect Magic on Beldon to stop him from casting the Death spell.


However, by-the-book Detect Magic does not cause things to glow blue. It simply allows the caster to "detect magical radiations" on a 1" path, 6" long (so that's 10 yards wide X 60 yards long outdoors). Put another way: the Detect Magic originates from the spellcaster. It doesn't blanket an entire area and stay there.

It is also the only SANE use of Detect Magic, since getting the ability to Detec Magic around you, whenever you are, is much more useful than detecting magic in a place you're not and can't do anything about. The devs of the spell weren't WIS 3.

Of course, this was AD&D, when your entire gameplan was to convince your DM to go along with whatever nonsense you cooked up. Especially if said nonsense allowed you to bypass the character-hostile rules as written in favor of some DM fiat in your favor.

In 5e, I've tried to convince the GM that it makes sense to roll INT(Arcana) to outrun the assassin since I use my intelligence to calculate the best escape trajectory to be the straight line, and geometry is most certainly a subset of Arcana. I was playing a wizard, of course.

It failed.
 

rowing a boat isn't a TINY sound

The implication to me is that we are just barely using the oars to guide the boat as it drifts in to shore. That is why "your oar slaps the water" is such a big deal. You didn't mean to do that.

It can reach 50 dB. They should be able to pick it up 25 meters away

THIS! This is the attention to detail that a Real AD&D Player of Yore brought to the table. 😁

even without the keen hearing of their species.

In fairness, as we are about to find out an another path, the gnolls are not simply standing on the pier super quietly with one hand cupped to their ear. They are talking fairly loudly to each other. So it's plausible that a boat could drift in beneath them.

That's interesting. They are more worried about people sailing away...

It is weird. Who do they want to prevent from leaving the island? I'm not being coy nor sarcastic. I really don't know.

which is strange since fishermen in a fishing village would do that all the time, wouldn't they?

Very strange, particularly because part of the premise for going to Freeton from section 137 (and yes, I know we're not in Freeton here) was "because fishing and trade must continue." If the gnolls COMPLETELY disallow any movement to-and-from Seagate Island, the island will starve (no fish) -- and maybe so will Tikandia, if they are dependent upon Seagate's fishing fleet for food.

Shouldn't the sceptre absorb the detect magic spell [...] Admittedly, the spell wasn't cast at us but at the harbour.

Schrödinger's Sceptre works in mysterious ways. As described in various places in book 1, it is implied that it only works on spells cast at the wielder.

Edited to add: The Sceptre of Power [take a shot] resembles the AD&D magic item known as the Rod of Absorption (DMG, p. 132) crossed with the Ring of Spell Turning (p. 131):

This rod acts as a magnet and draws magic spells of any nature (cleric, druid, magic-user, or illusionist) into itself, nullifying their effects but storing their potential within until the wielder chooses to release this energy in the form of spells of his or her own casting. The magic absorbed must have been directed at the character possessing the rod. (Cf. ring of spell turning) The wielder can instantly detect the spell level and decide on whether to react or not when the rod absorbs it. The wielder can use the energy to cast any spell he or she has memorized, in but 1 segment, without loss of spell memory, as long as the spell so cast is of equal or lesser level than the one absorbed. Excess levels are stored as potential, and can be cast in like manner....

[Ultra-lengthy paragraph courtesy of E. Gary Gygax.]

When we Cf. our way over to Ring of Spell Turning, we learn that

This ring distorts the three normal dimensions with respect to magic spells directed at its wearer. Any spell cast at an individual will usually rebound, in part or perhaps in whole, upon the spell caster. The distance between, and area occupied by, the victim (the ring wearer) and the spell caster are not as they seem when the magic activates the spell turning ring. Three important exceptions must be noted:
  1. Spells which affect an area, and which are not cast directly at the ring wearer, are not turned by the ring.
  2. Spell which are delivered by touch are not turned.
  3. Magic contained in devices (rods, staves, wands, rings, and other items) which are triggered without a spell casting are not turned. Note: a scroll spell is not considered a device.
When a spell is cast at an individual wearing a ring of spell turning percentile dice are rolled and rounded to the nearest decimal, i.e. 1-5 is dropped, 6-9 adds 10, so 05 equals 0%, but 96 equals 100%. The score of the percentile dice indicates what portion of the spell has been turned back on its caster.

Damage is determined and awarded proportionately. Saving throws (for both opponents) are adjusted upward by +1 for each 10% below 100%, i.e. 80% = +2, 70% = +3, . . . 10% = +9. Even with such adjustments in saving throw it is possible that both target individual and spell caster will end up polymorphed into bullfrogs!

[snip additional detail, including the special rules for what happens if both caster and recipient wear rings of spell turning]

Neither one of these items could be touched to an extant magical effect to nullify, absorb, nor reflect it.

However, given that "permanent Detect Magic anchored to a pier" is illegal by RAW, if I were playing Carr in this game I would DEMAND that my sceptre be allowed to absorb, nullify, and reflect the Detect Magic here.

What's the canonical range of a heavy iron spear in ad&d?

Have I mentioned how well you would've fit in at the AD&D game tables of the 1980s?

Edit: whoops, didn't answer the question. A regular Spear has range 1/2/3 (so that is 10/20/30 yards outdoors, 10/20/30 feet in the dungeon) and does 1-6 damage against a size S or M creature (1-8 against a size L creature). Carr and Dalris could plausibly survive being struck by 3 spears each if the gnolls rolled average to medium-high damage.

All the more reason to be frustrated with this death.

The dreaded Sceptre-of-Bukhod-detecting spell that was so useful to locate the sceptre to Beldon for all these years. Or by kings for centuries.

What's funny is that because this gamebook passage is where you turn if you're carrying the sceptre or if you try to cast a spell, we can intuit the the Detect Magic Radar Emplacement here isn't even detecting the sceptre. It's detecting all of our other magical gear... including the boat for some reason.

the ability to Detec Magic around you, whenever you are, is much more useful than detecting magic in a place you're not and can't do anything about.

The way the Detect Magic Radar Emplacement is being used is pretty clever: "light up anyone carrying or casting magic, because those will be enemies."

It's completely impossible by RAW use of Detect Magic + Permanency, though.

In 5e, I've tried to convince the GM that it makes sense to roll INT(Arcana) to outrun the assassin since I use my intelligence to calculate the best escape trajectory to be the straight line, and geometry is most certainly a subset of Arcana.

Shoehorning your best skills into the task at hand is a time-honored tradition in D&D, which dates back to before we even had skills.

Player: "Of course rowing quietly past the keen-eared gnolls should be a Charisma check. I am convincing them that whatever they hear isn't worth investigating."
DM: "Shut up and roll Dexterity."

It failed.

Boo! Doesn't your DM know that Arcana is the uber-skill and should be allowed to be used for literally anything?

Heck, in 4e there were even Skill Powers explicitly to let Arcana sub in for Bluff (Arcane Mutterings), Diplomacy (Arcane Mutterings or Suggestion), Intimidate (Arcane Mutterings or Spook), Perception (Cave Sight), your defenses (Insightful Warning or Warp in the Weave), the damage you take (Elemental Countermeasures), Stealth (Chameleon's Mask), and even Arcana itself (Arcane Insight: roll 2X, keep the better result).
 
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What's funny is that because this gamebook passage is where you turn if you're carrying the sceptre or if you try to cast a spell, we can intuit the the Detect Magic Radar Emplacement here isn't even detecting the sceptre. It's detecting all of our other magical gear... including the boat for some reason.

So, the Permanencied Illegal Detect Magic should work on our Cloak of Deeppockets, even if we don't cast a spell nor are we carrying the Sceptre. In case we retry the Delmer opening, consisting of moving our two fools first.... Damn. In English, it's Bishop. In French, it's Fou (fool). My joke doesn't translate well.

The way the Detect Magic Radar Emplacement is being used is pretty clever: "light up anyone carrying or casting magic, because those will be enemies."

I can envision Arno being depicted as bandaged from many heavy iron spear wounds as he was fired upon by his guards several times while moving from Saven to Freeton.
 

I'll rewind and assume we succeeded on our Charismexterity check.

---

30, redux

"Roll 2 dice and add the result to your charisma score."
(13) if 19 or more
(130) if less

---

13

We understand enough of the gnoll dialect [Language Matters!] to realize that they are boasting about what happened when they swarmed over Seagate Island's ports. "Each one is trying to outdo the other by citing impossible feats of derring-do."

One of them says he wasn't afraid of a big human with a pitchfork because that human "much run from me and me much chase!"

Another one scoffs at the pitchfork-wielding coward and tells how a human came at him with "big axe with two edges" which the human swung and swung but the gnoll was too fast, ducked, and stabbed the human "in groin!" (Of course.)

The laughing gnoll guards don't hear us pass below. We reach land and slip quietly out of the dinghy.

If you're in Delmer, turn to (206). If you're in Freeton, turn to (92).

---

Commentary:

Here is the first example in this gamebook of a multi-use numbered section. We can see that (13) is a node for two different outgoing gamebook paths, one into Delmer and one into Freeton.

Innnnnteresting…..
 

206

Wendel
is the only person we want to see in Delmer.

[We don't want to show off in front of Ulrik? Damn!]

The last time we saw Wendel was when we brought "our dying mother" to him. He wasn't able to save her but he did protect her body from an angry mob who wanted to burn the witch.

We want Wendel "to describe how Arno manipulated the paladins" because Wendel is "the only cleric [we're] sure [we] can trust after hearing Thayne's story."

We lead Dalris and Rufyl to Wendel's door, knock on it quietly, and take advantage of our magical assistant's mind-reading ability to know that someone with a weapon is waiting for us on the other side of the door.

We loudly whisper that it's THE Carr Delling and we've come from Tikandia to help.

Wendel immediately slides open the latch.

A thin little man with several wisps of white hair at his temples and silver-rimmed spectacles perched on his nose stares incredulously at the three of [us]. Tears of joy well in the old cleric's eyes as he lowers the stout club and ushers [us] inside.

(69) if we've come to Delmer from Wealwood
(75) if we've come by way of Saven
 

Commentary:

The last time we saw Wendel was when we brought "our dying mother" to him.

In OUR Carr Delling's story, she was already dead. Just one of those minor gamebook continuity errors that are impossible to eradicate fully.

---

We want Wendel "to describe how Arno manipulated the paladins"...

Why would Wendel know anything about this? To the best of our knowledge, whatever Arno did to the paladins happened in Saven, or perhaps in Freeton at the College Arcane. Not in some dinky backwater like Delmer.

---

… [we] take advantage of our magical assistant's mind-reading ability to know that someone with a weapon is waiting for us on the other side of the door.

Rufyl's mind-reading ability is INCREDIBLY powerful. Game-breakingly so. Sometimes it'll be used in the books to that effect, and sometimes it won't. I will of course rant about the latter times.

---

(69) if we've come to Delmer from Wealwood
(75) if we've come by way of Saven

Another example of a multi-use numbered section. This time, the node cares about the INCOMING paths.

Innnnnteresting-er….
 

69

Wendel's tale, which takes until the next morning to relate, is even more depressing than Thayne's tale, but involves less mead consumption and less wand-touching.

The gnolls arrived in Delmer "nearly a month ago" and have imposed a strict curfew on the village. Wendel has heard that Arno's "evil horde" is everywhere, including the College Arcane, and that no one may leave without permission from the "renegade paladins" who lead the army of eeeeevil humanoids.

We want to know how that can be, because paladins are sworn to defend their virtuous causes and to fight eeeeevil. "How could Arno have perverted so many dedicated and powerful fighters?"

Wendel wishes he had an answer. He always assumed that paladins would "forfeit their special clerical powers when they shifted their allegiances from good to evil designs, but… I was wrong."

Dalris asks what powers they now possess.

Wendel explains that every clerical spell possessed by "the senior paladins" has been reversed: Cure Wounds into Inflict Wounds, Detect Evil into Detect Good. "We live in fear on Seagate Island and now you must share it with us."

"Whaaaaat?" we ask.

Wendel says that it "may" be impossible for us to leave because Arno "or the power behind him" has cast a permanent Detect Magic on every port. If we try to escape or to fight we will be discovered instantly.

We won't accept that and we won't rest until we stop Arno "from winning all of Tikandia!" And neither will Dalris and her Kandian people. As she puts it: "The descendants of the Bhukodian sorcerer-kings are not that easily defeated!"

Wendel smiles understandingly and nods. "I hope you're right, daughter of Perth -- for all our sakes. Yet for now, I fear your mission must end without success. Perhaps someday in the future….

DEATH COUNT: … we're not actually dead here, so…

NONLETHAL FAILURE COUNT: 1
 

Commentary:

The gnolls arrived in Delmer "nearly a month ago"...

If you suspect that I will use this temporal comment as part of a later rant, you are absolutely right.

---

"How could Arno have perverted so many dedicated and powerful fighters?"

Point of order: Paladins were not Fighters by the time of this gamebook’s publication. As of Unearthed Arcana, which the gamebook is obviously using given the numerous references to spells from UA, paladins became a subclass of the Cavalier.

(That class was so cheaty: the Cavalier had built-in ability score improvements that would otherwise have required rare magical loot or Wish spells. So of course everyone immediately made one. Mine was named Haleón of Durenor and would lend his name to numerous D&D and online game characters up through the mid 2010s.)

(And yes, that’s Durenor from the Lone Wolf books.)

---

Wendel explains that every clerical spell possessed by "the senior paladins"...

This is some nice attention to detail: AD&D paladins gain clerical spells starting at 9th level, which is indeed quite senior.

---

Arno "or the power behind him" has cast a permanent Detect Magic on every port.

Arno himself may not have cast the 8th level Permanency spell; rather, the “power behind him” did. Hmm….

---

Wendel says that it "may" be impossible for us to leave…

Wishy-washy language that also means it may be POSSIBLE for us to leave. Which makes this Your Quest Ends Here section particularly frustrating. Even as a teen I thought this was a terrible ending.

On this path, OUR Carr Delling has not cast a single spell yet. That means that we still have everything listed on the character card at our disposal.

We don't have to waltz into one of Seagate's ports and get lit up like a Christmas tree. We can chill out in Delmer while we Enchant (an) Item to make Dalris's sword super effective against gnolls; or we can Contact Other Plane to get some advice; or we can use Polymorph Other to turn [redacted] into a [redacted] which can [redacted] us off the island.

We can cast Dispel Magic on the Detect Magic radar emplacement. We absolutely should've been offered the chance to do this on the previous path.

We can begin our magical assault slightly outside the radius of the port-based Detect Magic and unload Fireball, Lightning Bolt, Sleep, Hold Person, and heck even Burning Hands and Magic Missile. We can buff up with Armor and Protection from Evil and Fly before we get there so we are an airborne hard to hit weapons platform.

We can send Dalris, sans any magical equipment, down the port to re-establish contact with her fishermen kinfolk and arrange to be smuggled OFF the island the same way we were smuggled ONTO the island. The Detect Magic Radar Emplacements cannot possibly cover every possible landing point, so all Dalris has to do is find one that’s safe to approach with magic.

Not to mention that we are carrying the Sceptre of Bhukod which ought to be able to absorb the stupid-DM-got-bamboozled-by-Arno's-player Permanent Detect Magic, no problem.

But nope. We give up because Wendel says so. Bah!
 

(And yes, that’s Durenor from the Lone Wolf books.)

Knight of the White Mountain, I guess?

On this path, OUR Carr Delling has not cast a single spell yet. That means that we still have everything listed on the character card at our disposal.

You forgot the most obvious. We can frigging WALK from Delmer to Freeton, since the Detect Magic spell was cast on the port. Leaving by the road, like we did several years ago, is still a valid solution.

We can send Dalris, sans any magical equipment, down the port to re-establish contact with her fishermen kinfolk and arrange to be smuggled OFF the island the same way we were smuggled ONTO the island. The Detect Magic Radar Emplacements cannot possibly cover every possible landing point, so all Dalris has to do is find one that’s safe to approach with magic.

We don't need a landing point. The ship couldn't land because of rocks along the coastline. This doesn't mean that one can't swim away and be picked up behind the rocks. It might require climbing down some cliff, but we are able to climb a tower with masonry without any magical help in the first book, how can we not just jump off the cliff and cast Feather Fall? Or climb DOWN using Spider Climb? We memorized TWO spells to that effect, only not to remember that we can cast them?


But nope. We give up because Wendel says so. Bah!

He could at least offer to marry us so we can raise the next generation of heroes to save the world. If we're stuck here...


Wendel smiles understandingly and nods. "I hope you're right, daughter of Perth -- for all our sakes. Yet for now, I fear your mission must end without success. Perhaps someday in the future….

How does he knows that the random girl we brought back home with us is the daughter of Perth? And how is Perth soooo widely known? Couldn't he cast a Sending, if he knows him, to tell us about the outcome of our quest so we can arrange transportation back (assuming he's no longer chanting until he realizes that Resurrection isn't on the Druid spell list). Alternatively, after a few weeks, maybe Perth will want to get news of her "daughter" and send an Animal Messenger to her?


Perth, 13th level Druid: how are you doing, sweetie?
Dalris, delusional elf princess: not good, we arrived in Delmer, and we're trapped in a cleric's hut, because there are six gnolls outside
Perth, 13th level Druid: looks like you'll have to spend the remainder of your life trapped there, since there is nothing I can do against such a fearsome opposition. Goodbye and farewell.

I think this is a really unfair endgame, that was totally impossible to predict. So whatever happens if we go to Delmer, we lose unfairly?
 
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