Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Classics > Wizards & Warriors Forum
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 10-10-2003, 10:42 AM   #1
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
Twists and Turns

Being the twenty-fourth chapter of Stackman’s adventures

In which the zenmaster practices the art of hand fishing and in which the adventurers meet the qualification requirements for the Gael Serran Olympic diving competition.

From the entry hall (room B on the Skull Castle map at Xignal’s Site) the party entered the great hall of the castle (room C). Lining the walls stood the remaining sentry of the castle. The soldiers were just as transparent as the castle inhabitants previously encountered, but they were not as malignant. The party was allowed to pass without any incident.

On the other side of the great room two stairways ascended towards a small balcony with a door leading further into the castle. They went through the door and went down a small flight of stairs only to wind up by a locked door. The mysterious music could be heard clearly from beyond the door. The bard was unable to pick the lock, so the party went back and turned left down a corridor.

The corridor led to a pool of water which was apparently home to a horde of devilfish. A bridge (room D) spanned the pool, but it did not look at all stable. The party tried to run to the other side, but the bridge flipped over sending them to “sleep with the fishies”. The party had no intentions of sleeping, however. The agily zenmaster quickly disposed of the fish. The party looked around.

To the west there were two openings in the wall. They took the northernmost opening, keeping to the left so as to avoid accidentally being sucked through one of two new openings to the north by the current. They ventured through the right opening in the north wall. The current quickly carried the party to a series of twisting and turning corridors. They had come to a veritable maze.

A nicely crafted maze indeed had it not been for one thing: The portable minimap which came with the Tome of Legends and which the warlock always kept by her side. Using the minimap to navigate, the party swiftly ran through the maze. In the north-western corner of the maze they found a treasure chest and to the west (room F) they found a key. Farthest to the west was an elevator (room G). On the end wall by the elevator was a keyhole in which the key fitted. It unlocked a door further up the elevator shaft.

They took the elevator and came to a cabalistic room. It was obviously a laboratory of some sort. And a fire was still burning here. Perhaps the old tales of a wizard living here were true after all. But then he would have to be extremely old. From the laboratory two doors led to other parts of the castle, but only one was unlocked. It led to the flipping bridge. But on this side of the bridge there was a winglatch with which to stabilize it.

They jumped in the water again and swam through the corridor next to the one they had just taken. It led to a trap room (room E). When the adventurers ventured through the room “face of death” spells were pouring at them from each side. They strolled through confident they were immune to death spells. On a pedestal in the other end of the room was a key. They took the key and went on. Eventually they wound up by the treasure chest in the gauntlet room. After looting the treasure they jumped into the water and swam to the other side. The waters were poisonous and the zenmaster had to cure them all.

The party hurried back to the flipping bridge and jumped in again. This time they took the left opening and ventured through the first corridor on their left (room J). They came to a chill room with coffins lining the wall (rrom K). There they met Adrianna. She and her fellow nosferata were being kept here by the evil Mada Mabbig. The party agreed to retrieve the Scroll of Banishing which would set them free. (Adrianna is the only character who can give the vampire breath trait (as explained by, among many others, Carg in a topic on the matter)). From the nosferata room a small watery corridor led back to the castle cistern (room L).

For the fourth time the adventurers made their way to the flipping bridge and jumped into the waters. They swam through the last corridor, and came to a pen where the castle lord apparently kept his pets. And what a peculiar taste of pets. Several werewolves or manbeasts attacked the adventurers who, not surprisingly, swatted them like flies. The bard started looting the treasure chests in the area when the two-headed Goshin suddenly appeared. He was upset by the demise of the manbeasts but before he could blink he joined them in the Great Beyond. He dropped the shield which the party had been sent to retrieve.

From Goshin’s pen the corridor led back to the dungeon area, and soon the adventurers stood by the locked door from which the eerie music emanated. The key retrieved from the pedestal fitted in the lock. Behind the door was a hall, and in the middle of the floor stood the lich G’Ezzered Ra. The lich told them the story of his life and of his deplorable plight. The party agreed to retrieve his old relic containing the fabled Black Fire., and the lich gave the barbarian the key to the basement region of the castle.

NPCs encountered:

Adrianna reacts to following words:

Cet, Lord Cet, Dark Lord, Scroll, Prison, Ring, Pharaoh, G’Ezzered Ra, Wretched One, Trapped, Lich, Evil Pharaoh.

G’Ezzered Ra reacts to following words:

Tomb, Cet, Anephas, Kerah, Pyramid, Angel, Dark Lord, Spirit, Black Fire, Castle, Eternal Life, Pharaoh, Shrine, G’Ezzered Ra, Music, Torment, Living Dead, Immortal, Revenge, Tablets, Fires Of Truth, Ash, Flame, Lich, Staff, Relic, Pyramid Tomb, Unholy Flame.

With “Relic” being the word that triggers G’Ezzered Ra’s handing over the key.
__________________
Moderation is good so long as it is not exaggerated!
bsftcs is offline   Reply With Quote
Old 10-10-2003, 11:22 AM   #2
Bungleau
40th Level Warrior
 

Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
Handy and useful once again!
I missed the summary at the end of the last chapter. Glad to see it again [img]smile.gif[/img]
__________________
*B*
Save Early, Save Often Save Before, Save After
Two-Star General, Spelling Soldiers
-+-+-+
Give 'em a hug one more time. It might be the last.
Bungleau is offline   Reply With Quote
Old 10-10-2003, 05:56 PM   #3
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
Quote:
Originally posted by Bungleau:

I missed the summary at the end of the last chapter. Glad to see it again [img]smile.gif[/img]
The idea is to summarize all words speakable to any (significant) NPC encountered and to point out which words trigger what. Wyvern already has a post containing most of these in the best tips thread, but it is not complete.

I also explain elaborately how to find hidden rooms if there are any. (And not many dungeons have such).

When I have finished the series I will make an index. It is after all meant to serve as a walkthrough - hence the many, sometimes tedious, passages.

The reason for the missing summary in the last chapter is the fact that no NPCs or secret rooms were encountered. [img]smile.gif[/img]
__________________
Moderation is good so long as it is not exaggerated!
bsftcs is offline   Reply With Quote
Old 10-11-2003, 10:01 AM   #4
moiraine sedai
Zhentarim Guard
 

Join Date: January 25, 2003
Location: Tar Valon
Age: 39
Posts: 335
Informative as always, bsftcs! [img]smile.gif[/img]

Keep them coming!

Cheers,

Moiraine Sedai
__________________
~The wheel weaves as the wheel wills~
moiraine sedai is offline   Reply With Quote
Old 10-11-2003, 10:37 PM   #5
Bungleau
40th Level Warrior
 

Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
Quote:
Originally posted by bsftcs:

The reason for the missing summary in the last chapter is the fact that no NPCs or secret rooms were encountered. [img]smile.gif[/img]
I know there wasn't anyone to mention in there. I guess that's my way of saying that one of the things I enjoy in your writing and analysis is that bit at the end. Keep 'em coming!
__________________
*B*
Save Early, Save Often Save Before, Save After
Two-Star General, Spelling Soldiers
-+-+-+
Give 'em a hug one more time. It might be the last.
Bungleau is offline   Reply With Quote
Old 10-12-2003, 11:46 AM   #6
Wyvern
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
Yet another great chapter and I always get an excellent chuckle out of the comments at the start telling us what is going to follow (the precis)!!!

Reading through this chapter reminded me how Skull Castle sometimes ends up being like a "mad house" at a carnival, going around and around in the same areas to finally find something new and hopefully a way out!

Looking forward to the next chapter!!!!

Wyv
__________________
Wyvern is offline   Reply With Quote
Old 10-21-2003, 07:02 AM   #7
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
G'Ezzered Ra: "Staff" also works. You will get some info about the staff and then the lich will give you the Holy Relic quest.
__________________
My name is Demon\'s Last Day. Yes, the last one.
Radek is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Stackman's Adventures (Chapter twenty-nine) bsftcs Wizards & Warriors Forum 4 11-19-2003 03:39 PM
Stackman's Adventures (Chapter twenty-seven) bsftcs Wizards & Warriors Forum 2 11-05-2003 05:48 PM
Stackman's Adventures (Chapter twenty-two) bsftcs Wizards & Warriors Forum 6 09-30-2003 03:24 PM
Stackman's Adventures (Chapter twenty-one) bsftcs Wizards & Warriors Forum 3 09-23-2003 09:40 PM
Stackman's Adventures (Chapter twenty) bsftcs Wizards & Warriors Forum 1 09-16-2003 07:17 AM


All times are GMT -4. The time now is 01:30 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved