[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)

The WIS 3 choice would be to take absolutely no preparation and just take the sceptre and see if we suddenly die. What could go wrong, really? Especially since there is now, somehow, a method to test the similarities from a dweomer-draining point of view. They obviously knew a lot about the scepter's inner working in this path (contrast to the plan in other path consisting of them just sending Dalris to pick up the sceptre).

Except... I dust off my earlier theory about Dalris's true father. Maybe they ran the test of Landorness and for some unexplainable reason, Dalris scored 50%? Then it would make sense to send her, and not Thayne for example, for the heist, since they couldn't locate Carr during their 15-years long search of the 25 miles wide island on which they have their camp in the center.
 
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As part of the nitpick, let's do a quick calculation. The island is 40 km wide and in the absence of map I'll assume it's roughly circular -- there is a central plateau overlooking the coastal area, and I don't think it would be appropriate to describe it as such if it was a long band of land, five times longer than wide.

Its size is therefore 20*20*3.14 square km = 1,250 (roughly). Assuming its climate is comparable to the standard D&D faux medieval England setting, the population density of England, and the land's ability to sustain people was 2 to 5 persons per square km. It's a mountainous area, so we should be on the lower end, but let's assume that fishing is plentiful and they are on the higher end. Let's double that to account of the loot they get from their activity in pirate's way -- though a steady population couldn't rely on the hope that they'll find a grain-transporting ship to catch regularly enough. There might be 15, 000 people leaving on the various villages in the island. They had 15 years. That's 3 people to visit each day. They could have individually scouted the whole population to ask them if they are Landor's son, not even discounting the idea that someone might help them pinpoint its location, say, by asking in one of the hamlets, since basically everyone in Delmer seems to know about Marla and Carr.
 

The WIS 3 choice would be to take absolutely no preparation and just take the sceptre and see if we suddenly die.

It’s mind bogglingly risky and stupid, right? There are not one but two different “touch it and die” plot gateways in the book, and for both of them, the advice to Carr is along the lines of, “It’s probably safe. Maybe. We think.”

It isn’t just WIS 3 Carr who makes a risky, stupid choice. It’s everyone in the book.

The plot would be better and stronger, with more of a sense of danger, if Team Good Guy emphasized how much effort they’ve put into determining that it is safe for Carr to touch the door and the sceptre. He’s the chosen one after all. Thank goodness they located him (heh) because now they can solve the death-door and death-sceptre dilemma.

Or, the plot could emphasize how this is a desperation Hail Mary play, particularly with the sceptre: Landor trapped it against anyone but himself. Carr is 50% Landor. It might be enough and we have no choice but to take the gamble because… well it would have to be because Beldon was on the cusp of realizing his evil schemes, which would have to exist and be detailed enough to be scary.

Instead of either of those approaches, we get this weird middle ground where everyone “thinks” this and that about the door and the sceptre, there’s no coherent explanation for WHY anyone thinks anything, and it drains all tension out of the endgame.

“You touch the door of doom that has been killing people for 15 years! It’s totally fine.”

“You touch the sceptre of dweomer-y destruction that was crafted by an archmage whose power eclipsed the gods! It’s totally fine.”

I dust off my earlier theory about Dalris's true father. Maybe they ran the test of Landorness and for some unexplainable reason, Dalris scored 50%? Then it would make sense to send her

Our adult appropriate backstory involving adultery and inappropriate relationships leads to a better and more coherent explanation for why Dalris would be sent on what is otherwise a literal suicide mission.

As part of the nitpick, let's do a quick calculation. […] There might be 15, 000 people leaving on the various villages in the island. They had 15 years. That's 3 people to visit each day. They could have individually scouted the whole population

Awesome nitpick.

To piggyback: we are about to learn that Perth is capable of casting 6th level druid spells. Which means he also has access to…

Commune with Nature (5th level) — this alone can find Carr eventually. It might take a few tries, but Perth can cast this every day.

Speak with Plants (4th level) and Speak with Animals (1st level) — Perth can ask every living being on Seagate Island for information.

Animal Summoning III (6th level) — Perth can summon a bunch of Hit Dice worth of animals, some of which are going to have specialized search capabilities such as excellent eyesight, flight, excellent smell, the ability to travel long distances, etc. Heck, he could literally summon the lions that apparently infest Seagate Island.

There’s simply no excuse for why Team Good Guy couldn’t find Carr until “this week”, except that is how the plot is written.
 

[Back to the gamebook.]

After hearing Team Good Guys’ awesome plan, we are offered a choice:
(92) if we want to test our similarities to our father before we risk wand-related death;
(67) if we're willing to risk having our "life energy drained".

---

Unsurprisingly by this point in our gamebook education, the prudent and cautious approach at (92) leads to failure: we're pronounced a coward, Thayne erases our spellbook, and we're sent away to Freeton where we presumably never amount to anything. Although I'd like to think this is the path that leads to Carr using his infinite wealth to amass an army of mercenaries to seek revenge upon everyone.

Anyway, who needs to test our similarities to our father when both Thayne and Perth have looked closely at our facial features? Our cheekbones alone are enough to protect us from Bhukodian sorcery.

So obviously we proceed to (67).


---

67

We are resolute in our determination to help!

Great, they say, because Beldon may be close to "unlock[ing] the power of the sceptre".

[Aaaargh! What makes Beldon closer now than he was 15 years ago? Also even if he "unlocks" the power of the sceptre, so what? He can't touch it or his "dweomer" and life force will be drained. Unless "unlocks" means Beldon removes the protections that Landor placed on the sceptre. But if that's the case, why not just say that?]

Dalris explains that…
  1. Landor hid the sceptre in a crypt below the academy;
  2. the only way to reach the crypt is through Landor's quarters;
  3. those quarters have been wizard locked since "his murder" (!) 15 years ago;
  4. Beldon has been trying to gain access ever since, but has so far been unable to break the seal;
  5. "We think" that Landor's personal spellbooks are in the room along with his "personal records";
  6. Perth "has learned" that Beldon "is close to solving the problem of the wizard's lock".
[And… break for commentary.]
 

Commentary:

Dalris's list raises more questions than it answers.
  1. Landor hid the sceptre in a crypt below the academy: How could anyone other than Landor, Rufyl, and the Crypt Thing know this? Landor hadn't done it yet when he departed the druid grove to go back to the academy; and after he did it, Landor disappeared. The only thing that makes sense is that Landor told Perth and Dalris about his PLAN to hide the sceptre. But from their perspective, how do they know he succeeded?
  2. The only way to reach the crypt is through Landor's quarters: Again, how could anyone know this? That was Landor's PLAN and as it turned out, it worked. But the plan requires multiple steps in which you first summon Rufyl, then Rufyl goes to talk to the Crypt Thing, then the Crypt Thing teleports you to the vault. Did Landor share these elaborate steps with Perth and Dalris before he left?
  3. Landor's quarters have been wizard locked since "his murder" (!) 15 years ago: The "murder" part of this cannot be true, because in this timeline, Carr will end up in Landor's quarters and read Landor's letter wherein Landor explains how he gave up his own existence to power the Crypt Thing / Sceptre / vault hiding place situation. There is no timeline in which "Landor was murdered" and "Carr gets into the vault" are both true at the same time.
  4. Beldon has been trying to gain access ever since, but has so far been unable to break the seal: What exactly has Beldon been trying? He's powerful enough to cast 6th level spells and he has a limitless supply of expendable students. How hard is it to break one darned wizard lock?
  5. "We think" that Landor's personal spellbooks are in the room: This is a lie. Perth and Dalris KNOW FOR A FACT that Landor's spellbooks are in the druid grove. I still don't understand the point of this lie. Team Good Guys have already convinced Carr of the sceptre's importance and that he needs to recover it to save the world from Beldeon's unspecified eeeeevil. If they said, "And after you recover the sceptre, we'll take you to the grove where you can read your father's spellbooks," that would be an EVEN STRONGER reason for Carr to help. The lie makes it LESS likely that Carr will want to help. Recall that Carr was uncomfortable with Estla's aura-reading because Carr knew that Thayne withheld information, or to put it another way, because Thayne lied to Carr. In other words: when Carr is lied to, he balks and doesn't want to proceed. So WHY would Team Good Guy make up a lie out of thin air about the spellbooks, knowing that this lie will make Carr NOT WANT TO HELP THEM?!
  6. Perth "has learned" that Beldon "is close to solving the problem of the wizard's lock": Whaaaaat?!?! How has Perth "learned" this? Who is Perth's inside man?!?!
The more details given about the plan and who knew what among Thayne, Perth, Dalris, and Beldon -- the more muddled and confused the situation becomes.
 

Unsurprisingly by this point in our gamebook education, the prudent and cautious approach at (92) leads to failure: we're pronounced a coward, Thayne erases our spellbook, and we're sent away to Freeton where we presumably never amount to anything. Although I'd like to think this is the path that leads to Carr using his infinite wealth to amass an army of mercenaries to seek revenge upon everyone.

What? I expected a comforting tale of "We can't be sure, to be honest, but, Carr, you're our only hope" with lots of eyelid batting from Dalris. OK, I half-expected we'd die horribly as well.

Why does he erase our spellbook? Out of spite? What's the potential positive outcome of doing that to someone who (1) is still Landor's son and might become the next archmage to rival the gods in power? (2) might still be, even if a coward, your only hope once Dalris and Beldon both get zapped by the Sceptre self-defence mechanism -- give Landor some credit that his alterations might actually function as expected (3) who would certainly, after such a jerk move, go to his uncle and tell him about their attack plans (4) even if not particularly irked, would go to the College Arcane to resume his wizardly education.

I understand it's a "YOUR QUEST ENDS HERE" section, but there is no reason not to hop down to Freton (where you're sent) and knock at the door of Beldon's Academy.

Oh, and BTW, is there a victory path if you shun Thayne and get to the academy, and open the door immediately, to finish the game satisfactorily without ever meeting Dalris?

Anyway, who needs to test our similarities to ur father when both Thayne and Perth have looked closely at our facial features? Our cheekbones alone are enough to protect us from Bhukodian sorcery.

Let's hope the spells used by Landor cares about genetics and not legality. Because Beldon is Landor's brother-in-law, so should something happen to Carr, Beldon would become his heir and probably become able to open the door and fondle the sceptre as much as we wants.

Great, they say, because Beldon may be close to "unlock[ing] the power of the sceptre".

[Aaaargh! What makes Beldon closer now than he was 15 years ago? Also even if he "unlocks" the power of the sceptre, so what? He can't touch it or his "dweomer" and life force will be drained. Unless "unlocks" means Beldon removes the protections that Landor placed on the sceptre. But if that's the case, why not just say that?]
At this point, he isn't even close to unlock the door to Landor's appartment anyway.
 

Commentary:

Dalris's list raises more questions than it answers.

The first question is "why is it Dalris that explains that?". If she's supposed to be the age of Carr, she's a teenager, and adults are talking to Carr. If she's twice or more his age, setting up another inappropriate relationship we're so fond of, then it's OK.

Also, if she is Carr's age, that means that Landor was having an affair with Marla and Perth's wife (let's call her Canberra) roughly at the same time. Since Perth is established to be around 50 with a beard not totally grey but with silver streaks, it means he was 35 at most when Carr was born, let's 33 when he was concieved. If his wife was his age or younger, which isn't surprising from someone in a position of power in a medieval setting, 64-years old Landor is confirmed to be interested in younger women as a trend, not just Marla.

If Dalris is 35, then she was born 20 years before Landor's death, when he was 45 -- fine -- and when Perth was 15. And Perth's wife was, hum...

New hypothesis to reconcile everything: Landor knocked teenage Canberra, his student, up, making her stop her study of magic. Then she got back to Kandian land in shame and was hastily betrothed to a young guy, who later happened to become archdruid of Kandia, Perth. 6 months later, Dalris is born, and never told that she was adopted by Perth. She was however used to see Landor coming by at their house when she was a child -- he had to deposit child support money after all, there is no way to just do a bank transfer in a medieval setting -- and probably at some point he gave her a magic colouring book, so she vaguely remembers "studying under Landor". At age 18, she unlocks the funds left by Landor as part of child support, netting her the GP and therefore XP to reach the required MU and fighter level to become a bard.

We're progressively putting the pieces of the plot together.

  1. Landor hid the sceptre in a crypt below the academy: How could anyone other than Landor, Rufyl, and the Crypt Thing know this? Landor hadn't done it yet when he departed the druid grove to go back to the academy; and after he did it, Landor disappeared. The only thing that makes sense is that Landor told Perth and Dalris about his PLAN to hide the sceptre. But from their perspective, how do they know he succeeded?

On day 1 of their 15-years old combing of the island to search for Landor's son, they had cast Augury, revealing that:

"Marla Delling of Delmer has borne a heir to Landor that will one day pick up his father's sceptre from the crypt under his academy, where it will rest safely until this day."

Unfortunately, the cryptic augury didn't yield any useful information about Carr's whereabouts.

  1. The only way to reach the crypt is through Landor's quarters: Again, how could anyone know this? That was Landor's PLAN and as it turned out, it worked. But the plan requires multiple steps in which you first summon Rufyl, then Rufyl goes to talk to the Crypt Thing, then the Crypt Thing teleports you to the vault. Did Landor share these elaborate steps with Perth and Dalris before he left?

This can't be true. The people who built the crypt probably didn't enter through Landor's quarters, built centuries later. Even if they blocked the access to the crypt with a large stone, there is another way to reach the crypt, possibly requiring the use of magic. Or a shovel.

  1. Landor's quarters have been wizard locked since "his murder" (!) 15 years ago: The "murder" part of this cannot be true, because in this timeline, Carr will end up in Landor's quarters and read Landor's letter wherein Landor explains how he gave up his own existence to power the Crypt Thing / Sceptre / vault hiding place situation. There is no timeline in which "Landor was murdered" and "Carr gets into the vault" are both true at the same time.

There is a possibility that The Thayne Team actually believes that Landor was killed on the way back, after locking the sceptre out.

Knowing that the quarters are wizard locked proves that they already sent someone to the academy, and he was shown that particular door, on the distinctinve 15-feet wide landing.

Also, if we accept that "Your father decided to change alignment" is equal to "your father was killed by <his new screen name>", then we can accepted that "Your father was forced to perform a ritual that cost his life to protect the sceptre from his enemy" is equal to "your father was killed by the enemy".

  1. Beldon has been trying to gain access ever since, but has so far been unable to break the seal: What exactly has Beldon been trying? He's powerful enough to cast 6th level spells and he has a limitless supply of expendable students. How hard is it to break one darned wizard lock?

In my current campaign, I play a character in a group who has located a tomb in which rests powerful, ancient, evil, world-destroying relic. The group has decided that the next step of our quest consists of destroying the key to the tomb. I am having a blast repeating that destroying the key will hardly prove a problem to anyone once the location of the tomb is widely known. But I am not listened to.

This is the exact same problem here. Let's discount the window for a second. Let's discard the ease of removing Arcane Lock on a door. Casting desintegrate on the WALL would be enough. Or getting a pike, asking Dr Sluggart, the Divination Teacher, to stand aside from the middle of his appartment, and burrowing one stair down. There are thousands of way to do that in 15 years.

  1. "We think" that Landor's personal spellbooks are in the room: This is a lie. Perth and Dalris KNOW FOR A FACT that Landor's spellbooks are in the druid grove. I still don't understand the point of this lie. Team Good Guys have already convinced Carr of the sceptre's importance and that he needs to recover it to save the world from Beldeon's unspecified eeeeevil. If they said, "And after you recover the sceptre, we'll take you to the grove where you can read your father's spellbooks," that would be an EVEN STRONGER reason for Carr to help. The lie makes it LESS likely that Carr will want to help. Recall that Carr was uncomfortable with Estla's aura-reading because Carr knew that Thayne withheld information, or to put it another way, because Thayne lied to Carr. In other words: when Carr is lied to, he balks and doesn't want to proceed. So WHY would Team Good Guy make up a lie out of thin air about the spellbooks, knowing that this lie will make Carr NOT WANT TO HELP THEM?!

Especially since "We think the spellbooks are in the room" will be proven false before Carr accesses the sceptre. So he might totally abort the mission saying "the information you've been operating on is incorrect, the spellbooks weren't in the room, so I prefered to retreat as there is a strong chance the secret access to some crypt from there is also wrong".

  1. Perth "has learned" that Beldon "is close to solving the problem of the wizard's lock": Whaaaaat?!?! How has Perth "learned" this? Who is Perth's inside man?!?!

He cast Augury on the second day of his combing of Freeton, revealing that: "The sun will have risen thrice in the sky after the son of Landor has learned his first cantrip when the sceptre of Power will be recovered".

Since Thayne taught Carr two days ago, if they don't act right now, then the three days will have passed and therefore Beldon is very close to get the sceptre unless they do something right now.
 
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“Carr, you're our only hope" with lots of eyelid batting from Dalris.

Wait for it….

Why does Thayne erase our spellbook? Out of spite?

Yes. He literally sneers at us, too!

I understand it's a "YOUR QUEST ENDS HERE" section, but there is no reason not to hop down to Freton (where you're sent) and knock at the door of Beldon's Academy.

Indeed! It would be kind of fun if you could go from the bazaar, to Thayne’s village, learn magic, refuse the call to adventure from Dalris / Thayne / Perth, get your spellbooks erased by a spiteful Thayne, back to Freeton, find your own way to the college (no directions from Thayne), learn magic from Beldon and Arno, run into Dalris (awkward!), get into Landor’s room, to the crypts, done.


is there a victory path if you shun Thayne and get to the academy, and open the door immediately, to finish the game satisfactorily without ever meeting Dalris?

Yes. You cannot avoid the initial meeting with Thayne, but you can keep that conversation as short as possible and go to the college arcane. From there, at your meeting with Beldon, as soon as he shows you the door you can go in, get Rufyl’s scroll, and go directly to the crypt thing. On this path you never meet Dalris.

The first question is "why is it Dalris that explains that?"

Obviously, if you want a teenaged boy to pay attention, you get the cute older girl to deliver the information.

Perth's wife (let's call her Canberra)

Hahahahaha!


he was 35 at most when Carr was born, let's 33 when he was concieved

counts on fingers

Pretty sure there is no way to be 33 when the baby is conceived and 35 when the baby is born. Even if you were 33 years 364 days old at the moment of conception, you’d only be 34 years 279 days old when the baby was born. Maybe if you round up?

Although keep your “less than one year equals two years” math in mind here for book 2….

New hypothesis to reconcile everything: Landor knocked teenage Canberra, his student, up, making her stop her study of magic. Then she got back to Kandian land in shame and was hastily betrothed to a young guy, who later happened to become archdruid of Kandia, Perth. 6 months later, Dalris is born, and never told that she was adopted by Perth. She was however used to see Landor coming by at their house when she was a child -- he had to deposit child support money after all, there is no way to just do a bank transfer in a medieval setting -- and probably at some point he gave her a magic colouring book, so she vaguely remembers "studying under Landor". At age 18, she unlocks the funds left by Landor as part of child support, netting her the GP and therefore XP to reach the required MU and fighter level to become a bard.

We're progressively putting the pieces of the plot together.

I love this plot rationalization sooooo much.

On day 1 of their 15-years old combing of the island to search for Landor's son, they had cast Augury, revealing that:

"Marla Delling of Delmer has borne a heir to Landor that will one day pick up his father's sceptre from the crypt under his academy, where it will rest safely until this day."

Teccccchnically the AD&D version of Augury only revealed “weal or woe”. To get a descriptive sentence like that you’d need something like Legend Lore.

This can't be true. The people who built the crypt probably didn't enter through Landor's quarters, built centuries later. Even if they blocked the access to the crypt with a large stone, there is another way to reach the crypt, possibly requiring the use of magic. Or a shovel.

HaHAH! Well, true enough, of course. We don’t know how the original builders get into and out of the crypt. Maybe it was sealed off after its construction like the Egyptian pyramids. Maybe it got buried under subsequent civilizations’ buildings. However, in the context of the book, I think we have to take Rufyl at his word that only the Crypt Thing can teleport someone into the area.

Also, if we accept that "Your father decided to change alignment" is equal to "your father was killed by <his new screen name>"

Hahahahaha! Best description of the Obi-Wan lie ever.

Let's discount the window for a second. Let's discard the ease of removing Arcane Lock on a door. Casting desintegrate on the WALL would be enough. Or getting a pike, asking Dr Sluggart, the Divination Teacher, to stand aside from the middle of his appartment, and burrowing one stair down. There are thousands of way to do that in 15 years.

Almost like Beldon didn’t really WANT to get into Landor’s quarters. Instead, he used the murder door to rid himself of ambitious students. Thus ensuring that the only ones left were those who lacked ambition (and are thus no threat to Beldon), or are too cautious and paranoid to try the door. In this way Beldon identifies the perfect people to join his eeeeevil scheme, in which the plan is to argle blargle glop glyph….

Especially since "We think the spellbooks are in the room" will be proven false before Carr accesses the sceptre. So he might totally abort the mission saying "the information you've been operating on is incorrect, the spellbooks weren't in the room, so I prefered to retreat as there is a strong chance the secret access to some crypt from there is also wrong".

Right?! Every bit of doubt that Team Good Guy unnecessarily sows in Carr’s mind is one more way their already fragile plan can fail.

“Honesty is the best policy” is a cliché for a reason!
 

67, continued

We intuit that if Beldon gets into Landor's quarters, Beldon will have access to both the spellbooks and the sceptre. So we suggest we stop dallying and get a move on.

"Thayne's spells can handle Beldon," we say.

[What character class is Thayne meant to be? He self-describes as a thief when you meet him, but we know he studied magic with Landor, and Thayne knows enough magic to teach us. He's probably one of those cheesy multi-classed half-elves from AD&D.]

There's an awkward silence and then Thayne explains that he cannot go because the academy is "well guarded" [LOL whut?] and because Beldon would recognize Thayne [OK, that's fair].

"Only a skilled thief or someone Beldon doesn't suspect" can gain entrance. Fortunately Dalris covers the former and we cover the latter.

Great, we say! We can get in and recover both the spellbooks and the sceptre.

But Dalris rains on our parade: "If the Sceptre of Bhukod comes into contact with the spellbooks, their dweomers will probably be drained."

[Crazy idea, but just hear me out: what if we DON'T put the sceptre into contact with the spellbooks? I know it'll be difficult, given that a diamagnetic substance like gold is irresistibly attracted to paper, but maybe if we try really hard we can keep them apart.]

"If my research is accurate," Dalris continues, "you'll have to choose between recovering either the spellbooks or the wand, but not both."

[Aieeeee! This is what happens when you lie: you have to make up additional, ever more ridiculous, lies to cover your first lie. Y’know, like a lie that a golden sceptre will drain the dweomer of a book if they come into contact.]

[Or you make up a false choice that actively subverts your own goals! There is zero reason for a false choice here because THERE ARE NO SPELLBOOKS IN THE TOWER -- the spellbooks are already in the druid grove! Dalris has to set up a convoluted lie that forces a hard choice upon Carr when NO SUCH CHOICE IS ACTUALLY NEEDED and Carr ALREADY AGREED to help get the sceptre. By telling this lie, Dalris gives Carr a DIFFERENT reason to refuse the call to adventure that he ALREADY ACCEPTED!]

(30) if we help the "Kandians" recover the Sceptre of Bhukod and "forfeit our father's spellbooks", or
(63) if we refuse to help them.
 

Pretty sure there is no way to be 33 when the baby is conceived and 35 when the baby is born. Even if you were 33 years 364 days old at the moment of conception, you’d only be 34 years 279 days old when the baby was born. Maybe if you round up?

OK, my finger slipped, I wanted to type 34. shame


Almost like Beldon didn’t really WANT to get into Landor’s quarters. Instead, he used the murder door to rid himself of ambitious students. Thus ensuring that the only ones left were those who lacked ambition (and are thus no threat to Beldon), or are too cautious and paranoid to try the door. In this way Beldon identifies the perfect people to join his eeeeevil scheme, in which the plan is to argle blargle glop glyph….

It's actually a great tool to remove potential competitors in the staff: "Hello and welcome, dear and esteemed colleague, here is a door that protects an artifact of ultimate power that would be my demise. Do not hesitate to try it if at one point you disagree with my academic policies. It is conveniently located right inside the teacher's quarters tower for ease of access. Do not mind the harmless blue runes covering the door."
 

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