View Single Post
Old 09-28-2003, 03:53 PM   #1
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 46
Posts: 1,577
The Sea

Being the twenty-second chapter of Stackman’s adventures

In which a new way of hunting is introduced and in which a few party members decline a quest.

Early next morning the adventurers went down to Buckly’s abode and bought a ship. Not so much because they wanted to use it rather than because it was the prerequisite for their being able to enter the seas beyond Brimloch Roon; the third and final wilderness.

Whilst at Buckly’s shipyard they undertook the conch shell quest. In fact they did not have to. They did not need the money, and they had kept the underwater breathers from a previous game. (If they had needed new breathers they would only have needed three shells to make the underwater breathers due to the fact that the game was unpatched. This they owed to the “infinite shell bug” (which was just another version of the “passing quest item bug”) as explained by Mikeyg123 on Page four of the Best Tips page).

From the shipyard the adventurers went to the wharf where their sturdy ship lay waiting for them. The seas of Brimloch Roon were treacherous, but the party was so heavily protected that no creature of the sea could possibly harm them. They jumped in the warm waters and began to swim.

The wharf of Brimloch Roon was situated in a small lagoon. They spent the morning and part of the afternoon diving the and swimming about, exploring the lagoon. Several sea sharks and crabs o’ the sea lurked in the lukewarm waters lying in wait for the adventurers who quickly finished them off whenever they attacked. Most of the crabs dropped conch shells when killed, and the party could soon have had a fine collection if they had wanted to. (Pickpocketing the shells is one sure way to obtain them).

In the northern part of the lagoon, just north of Brimloch Roon, there was a small grove. The party paused there for a while. Suddenly they were attacked by a band of centaurs led by Argothius which was the centaur Strumbold had sent them out to find. The battle that ensued was swift and hardly worth describing. The zenmaster picked up Strumbold’s helmet which was miraculously not damaged by the firestorm spell he had unleashed upon the horde of centaurs.

They spent the night back in Brimloch Roon, and the next morning they went to Strumbold who commended them for having returned his helmet. They undertook the “Goshin shield quest”, and thus ended the first of three quest given by the warriors guild of Brimloch Roon.

During the next days the adventurers ventured outside the lagoon and explored the southern beaches of the sea. Many inviting groves concealed many fortunes hidden away in treasure chests revealing the favourite pastime of the inhabitants of these shores: Buccaneering.

One day the adventurers came to a point where the southern shoreline turned northward. Just about there they found a marooned shipwreck on the shore. And beside it stood the pirate Talrik. This was the grove where the party’s ship could have been stuck if they had been sailing. (The solution to the stuck ship problem is explained by Wyvern on Page three of the Best Tips).

They gave Talkrik his hook (all six of them ) and had a long talk with him about the pirates of the seas. It turned out he had a treasure map with which he was willing to part, if the party returned to him with the hide of a longtooth, a creature that inhabited the local isles. This the party promised to do. This was the only quest given by NPCs in the Wilderness of Brimloch Roon.

The party now spent several weeks exploring the shores and islands in the vicinity to a point where the sea narrowed to the east and became a small water passage further north. Several treasure chests were found and a number of creatures inhabiting the sea were laid to rest.

One island was much larger than any of the others. The party ventured ashore and were soon attacked by a pack of longtooths (longteeth? ). The bard pickpocketed a hide from one of them before the party finished them off. In fact it would be the perfect humane solution to any hunt, if the hides, furs, and shells of animals could be peeled off them without their noticing.

In a clearing in the middle part of the island a long flight of stairs wound aloft and disappeared into mouth of a giant skull. This was the fabled Skull Castle of local lore. The warlock cast the create portal spell, and the party ventured back to find Talrik.

They found Talrik and gave him the longtooth hide. They got his treasure map, and thus ended the only quest given by NPCs in the Wilderness of Brimloch Roon. The party then teleported back to Brimloch Roon and were rewarded for finishing the Talrik’s hook quest. Thus ended the first of three quest given by the thieves guild of Brimloch Roon.

They now wanted to undertake another quest, but there was a little twist. The next two quests to undertake in the thieves guild were the leprechaun quest and the Talon’s fang quest, but a bug prevented all the characters from undertaking both quests. (As explained by Sazerac on Page four of the Best Tips). The party chose the approach marked “1” by Sazerac. Some party members declined the leprechaun quest and were instead eligible for the Talon’s fang quest.

NPCs encountered:

Talrik reacts to following words:

Secret, Tomb, Cet, Anephas, Pyramid, Collasium, Treasure, Pharaoh, Boat, Pirate, Talrik, Worthy, Crew, Shrine, Bloodbeard, Skull Island, Longtooth, White Flag, Scumbucket, Hide, Black Pirate, Treasure Map, Ship, Breath, Sunken City, Pyramid Tomb.

With “Worthy” being the word that triggers Talrik’s giving the character the longtooth hide quest, and “Treasure Map” being the word that triggers his handing over the map when the quest has been completed.
__________________
Moderation is good so long as it is not exaggerated!
bsftcs is offline   Reply With Quote