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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9587660" data-attributes="member: 7737"><p><strong>Commentary</strong>:</p><p></p><p><strong><em>The gnolls arrived in Delmer "nearly a month ago"...</em></strong></p><p></p><p>If you suspect that I will use this temporal comment as part of a later rant, you are absolutely right.</p><p></p><p>---</p><p></p><p><strong><em>"How could Arno have perverted so many dedicated and powerful fighters?"</em></strong></p><p></p><p>Point of order: Paladins were not Fighters by the time of this gamebook’s publication. As of <em>Unearthed Arcana</em>, which the gamebook is obviously using given the numerous references to spells from UA, paladins became a subclass of the Cavalier. </p><p></p><p>(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.) </p><p></p><p>(And yes, that’s Durenor from the Lone Wolf books.)</p><p></p><p>---</p><p></p><p><strong><em>Wendel explains that every clerical spell possessed by "the senior paladins"...</em></strong></p><p></p><p>This is some nice attention to detail: AD&D paladins gain clerical spells starting at 9th level, which is indeed quite senior.</p><p></p><p>---</p><p></p><p><strong><em>Arno "or the power behind him" has cast a permanent Detect Magic on every port.</em></strong></p><p></p><p>Arno himself may not have cast the 8th level Permanency spell; rather, the “power behind him” did. Hmm….</p><p></p><p>---</p><p></p><p><strong><em>Wendel says that it "may" be impossible for us to leave…</em></strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>and</em> Protection from Evil <em>and</em> Fly before we get there so we are an airborne hard to hit weapons platform.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>But nope. We give up because Wendel says so. Bah!</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9587660, member: 7737"] [B]Commentary[/B]: [B][I]The gnolls arrived in Delmer "nearly a month ago"...[/I][/B] If you suspect that I will use this temporal comment as part of a later rant, you are absolutely right. --- [B][I]"How could Arno have perverted so many dedicated and powerful fighters?"[/I][/B] Point of order: Paladins were not Fighters by the time of this gamebook’s publication. As of [I]Unearthed Arcana[/I], 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.) --- [B][I]Wendel explains that every clerical spell possessed by "the senior paladins"...[/I][/B] This is some nice attention to detail: AD&D paladins gain clerical spells starting at 9th level, which is indeed quite senior. --- [B][I]Arno "or the power behind him" has cast a permanent Detect Magic on every port.[/I][/B] Arno himself may not have cast the 8th level Permanency spell; rather, the “power behind him” did. Hmm…. --- [B][I]Wendel says that it "may" be impossible for us to leave…[/I][/B] 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 [I]and[/I] Protection from Evil [I]and[/I] 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! [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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