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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: 9626257" data-attributes="member: 7737"><p>We turn up the gameplay speed again and zip past (98) where Garn offers to lead a resistance movement and onto the ship at (106).</p><p></p><p>At the bottom of that section, our path is determined based on what we learned from Shanif:</p><p></p><p>(2) if “a marid” told us a tale about a demon named ‘Pazuzeus’;</p><p>(80) if we know a tale about a matched pair of crowns; or</p><p>(57) to consult with our father’s fellow wizards at College Arcane.</p><p></p><p>---</p><p></p><p>Let's continue to cheat. Our fingers are firmly planted between the pages of the book so we can flip back to prior sections when we die.</p><p></p><p>---</p><p></p><p>[a marid told us a tale about a demon named Pazuzeus]</p><p></p><p><strong>2</strong> </p><p></p><p>We tell the boat captain to land us at Delmer because we used to live near there and we know the area. Dalris wonders why Delmer, when we had told her in the past that Marla wasn’t welcome in the village even when dying. We say it was a long time ago, it was “just Ulrik and his superstitious friends” [<em>still not true</em>], and that surely old Wendel will be happy to help.</p><p></p><p>The fishing boat captain puts us in a dinghy, we row quietly past some gnolls using Charisma (rolled 3, 4 plus minimum CHA 13 = 20 vs. DC 19), enter Delmer at (206), and wake up Wendel.</p><p></p><p><em>If you've come to Delmer from Wealwood, turn to 69. If you've come by way of Saven, turn to 75.</em></p><p></p><p>Technically we always come to Delmer from Wealwood because we always start our journey in Wealwood. But what the book means is if we come to Delmer DIRECTLY from Wealwood; i.e., if we bypass Yellow Marsh. If we do, we're off to (69) with Dalris… err, wait, that sounds wrong. If we bypass Yellow Marsh en route to Delmer, then we turn to the section number that is seventy-minus-one and <a href="https://www.enworld.org/threads/ad-d-gamebook-the-sorcerers-crown-kingdom-of-sorcery-book-2-of-3.711170/post-9587658" target="_blank">end up stuck in a nonlethal failure scenario</a> because we can't possibly overcome the six gnolls at the docks.</p><p></p><p>Fortunately, on this path, we did come by way of Saven so we get to turn to (75).</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9626257, member: 7737"] We turn up the gameplay speed again and zip past (98) where Garn offers to lead a resistance movement and onto the ship at (106). At the bottom of that section, our path is determined based on what we learned from Shanif: (2) if “a marid” told us a tale about a demon named ‘Pazuzeus’; (80) if we know a tale about a matched pair of crowns; or (57) to consult with our father’s fellow wizards at College Arcane. --- Let's continue to cheat. Our fingers are firmly planted between the pages of the book so we can flip back to prior sections when we die. --- [a marid told us a tale about a demon named Pazuzeus] [B]2[/B] We tell the boat captain to land us at Delmer because we used to live near there and we know the area. Dalris wonders why Delmer, when we had told her in the past that Marla wasn’t welcome in the village even when dying. We say it was a long time ago, it was “just Ulrik and his superstitious friends” [[I]still not true[/I]], and that surely old Wendel will be happy to help. The fishing boat captain puts us in a dinghy, we row quietly past some gnolls using Charisma (rolled 3, 4 plus minimum CHA 13 = 20 vs. DC 19), enter Delmer at (206), and wake up Wendel. [I]If you've come to Delmer from Wealwood, turn to 69. If you've come by way of Saven, turn to 75.[/I] Technically we always come to Delmer from Wealwood because we always start our journey in Wealwood. But what the book means is if we come to Delmer DIRECTLY from Wealwood; i.e., if we bypass Yellow Marsh. If we do, we're off to (69) with Dalris… err, wait, that sounds wrong. If we bypass Yellow Marsh en route to Delmer, then we turn to the section number that is seventy-minus-one and [URL='https://www.enworld.org/threads/ad-d-gamebook-the-sorcerers-crown-kingdom-of-sorcery-book-2-of-3.711170/post-9587658']end up stuck in a nonlethal failure scenario[/URL] because we can't possibly overcome the six gnolls at the docks. Fortunately, on this path, we did come by way of Saven so we get to turn to (75). [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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