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

Reply
 
Thread Tools Search this Thread
Old 07-25-2003, 06:21 PM   #1
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
Fond Farewells

Being the ninth chapter of Stackman’s Adventures

In which the assassin practices his art of backstabbing and in which the party finally completes the first of the three parts of their journey.

The party was soon back in the summoning room (room S on the maps atXignal’s Site). Throwing the incense cones unto the brazier and pouring the spider nectar over it produced a spurt of flame that would have seriously singed the party had they not worn enchanted armour. The valkyrie waved the serpent’s wand over the flame and soon the Spirit of Xydusa appeared. Knowing the spirit could be in no way harmed the party answered its questions. (As explained by legendary Sazerac in his reply to Raige). The mouth of the marble serpent opened and the adventurers stepped inside and activated the lift.

However, the floor gave way underneath them and they plunged many metres down. Disposing of the reptile welcoming committee (in room V), the party soon found the fabled naga in the adjacent room. Allowing Xydusa to attack first, the party retreated thus luring the naga away from the exit. In one jump, the valkyrie spanned the distance between the party and the deformed reptile. She poured the contents of a flask Kerielle had given to the party (the valkyrie had several) over the naga who became paralyzed. The party planned on getting the snakeskin trait for the barbarian, and thus could not kill the naga right away. On a disc placed upright on the floor with several cabalistic markings a lever was placed. Pulling that lever the party stepped into the adjacent hallway.

To the party’s great surprise no extra naga was to be found in the hallway, and so it seemed they had not encountered the stuck naga bug anyway. In a room at the end of the hallway the party flipped a lever above a small fountain of water. The party also looted the two treasure chests. On this occasion they fully experienced the inconveniences of not having killed the naga: The game reacted as if they were still fighting, and all actions could not be performed by the leader of the party - instead all members had to take turns at picking items from the treasure chests.

The party moved into a new area at the other end of the hallway, which had now been opened. There they came upon a room barred by a locked grate. From the looks of it, it appeared to be a treasure room. They walked on and came to a room with four elevators. This was the dreaded elevator maze. Following the instructions given in the Tome of Legends (Sazerac’s post on Page three of the Best Tips) the party went through the maze and eventually wound up in the room of the serpent master.

Not wanting to wait until the serpent master had finished his speech, and knowing it would have no effect on the barbarian’s opportunity to get the snakeskin trait, the assassin buried his katana and wakizashi deep within the lizard’s diaphragm. The valkyrie took the key dropped by the serpent master, the warlock cast the create portal spell and the party took the northernmost of the two elevators in the room up. The party soon made it back to the treasure room with the locked grate. Unlocking the grate, the party went inside, and the bard picked the locks on the two treasure chests there. In one of them the zenmaster recognized the Tome of fire which was one of the four tomes of creation he himself had read to become a zenmaster. He took it, and the party teleported back to the serpent masters room.

From there the party took the south elevator up. Unlocking the skull lock (in room Z) with the serpent master’s key, the party found themselves back at the naga’s room. They took the stairs up, went through a few corridors and ultimately took another elevator up. The party came upon an auditorium. Inside was the high priestess Elyssia who was responsible for the murder of Gorthius. They walked towards her. Apparently the snakeskin trait was planned a bonus for those who joined the Serpent Cult. However, the game creators had let the trigger for the attainment of the trait be the keeping of Xydusa in one piece, so that unbelievers could also gain the benefit of the trait.

The party waited for a while, while the game was saved, knowing that the game often crashed when gaining the snakeskin trait. Sure enough: They soon experienced a memory lapse indicating that the game had been reloaded. Walking up to Elyssia, the barbarian agreed to drink the nectar and soon he had gained the snakeskin trait. Elyssia then summoned more worshippers to help with the sacrifice. (Hints on fighting the followers are given by Wyvern on Page one, and Seniorcitizen on Page five of the Best Tips). The party disposed of both Elyssia and her malevolent entourage. The valkyrie picked up the fabled masque from the body of the high priestess while the bard looted the nearby treasure chests for its contents among which were the book of cure poison and a few ankhs.

The party then went back and killed Xydusa. (A hint on how to kill her with a low level party is provided by the legendary Tech Tip deity WillowIX at Page five, and by legendary Bungleau on Page six of the Best Tips). Back at the auditorium they took the back entrance and ended up in the library area. From there the party went to the front exit of the temple and left the remnants of the once great, now virtually shattered cult. It was deep, dark night. With the warlock in front having cast the illuminate spell, the party trudged along in high spirits singing a familiar Gael Serran folksong accompanied by the bard’s playing the pipes of power. The heroic might spell from the pipes gave them more than enough strength to make it back to Ishad N’ha.

In the morning the party visited the pawn shoppe. The valkyrie had divvied the serpin coins and distributed them among the party members, so that each had ten. The party then exploited the multiple promotion bug (As explained by Wyvern on Page six of the Best Tips (tip named “GAINING 7th level in Guilds FAST”)). They then undertook the “retrieve Ardibren’s book” quest. Thus ended the first of three quests given by the thief guild of Ishad N’ha. In the temple the party received their reward for killing the naga and undertook the “Galian” quest. Thus ended the first of three quests given by the the priest guild of Ishad N’ha.

The party left Ishad N’ha in the direction of the Snake River again. The assassin cast the create portal spell, and they were on their way. After two days of forced marsh through the Caves of Ishad N’ha and down the Snake River, the party made it to where the river becomes Nymph Lake. They turned off towards Valeia. The evening was hot and in the growing darkness the glowflies were becoming discernible. Out from the shadows of a thicket the troll Juba Thobers suddenly came upon the party in a surprise attack. Or so he thought anyway. In the very same shadows he had hid, almost constituting the shadows himself, had been the assassin. One deathstrike from the assassin’s enchanted katana, and Juba Thobers lay very still.

In the torchlights of the town hall the party walked up to Sir Elgar. He thanked them for having delivered the package to Lord Barrenhawk, and he gave them their reward for killing Juba Thobers. Thus ended the third and last quest given by the town hall of Valeia. The next morning the party visited the magic shoppe and got their reward for killing Tevik Teporn, they then undertook the “Orb of Clarity” quest. Thus ended the second of three quests given by the wizard’s guild of Valeia.

That morning the party set off to explore the West bank of Nymph Lake. By noon they came upon the altar of Serran. They rested in the cool shade of the small grove where the statue stood. The valkyrie remembered the time when she as a younger warrior had trained to become a paladin. She suddenly felt an urge to see if the altar still had its magic powers. She mumbled a few words and suddenly the statue began to speak and heal the sore feet of the party members.

In the late afternoon the party came upon a boat house. This was where the gypsy fortune teller Harespia had here hideout. The party stepped inside and went upstairs to see the cloven-footed woman. She told the party of what lay ahead for them. Or that is to say, considering the commonplaces she uttered, it probably lies ahead for everyone. The valkyrie then brought up the subject of the Orb of Clarity. Wanting only to part with the orb if the another artefact of power was given to her, Harespia demanded the Serpent Wand in return. Having already got the wand the valkyrie made the exchange. That was the beginning and the conclusion of the seventh and last of the small quests given by NPCs in the Wilderness of Valeia. The wand could now be purchased or stolen from the gypsy, but having no further need of the wand the party went downstairs again, where Harespia had removed a slab that had concealed a hole in the floor. Underneath the boathouse the party took the somewhat meagre treasure collected by the Nymph Lake lake nymphs. (As told by the barkeeper Galliwag (his second tip) posted on Page eight of the Best Tips (reply named “List of the advice given by town governors and barkeepers”))

The party boarded a small raft near the boat house and had soon spanned the distance to the other shore of Nymph Lake. Before nightfall they had once again reached Valeia and received the reward for the “Orb of Clarity” quest. Thus ended the third and last quest given by the wizard’s guild of Valeia.

Outside the inn that night the valkyrie and the bard sat for a while and looked at the stars. The bard played a melodic tune on his lute. It was a marvellous night with shooting stars and glowflies chasing each other across the sky. The party had proved themselves absolutely unstoppable. And there was no sign of anything on the horizon that could stop them. Yet, it was a long way to go. They looked at each other in silence for a while. Then the bard struck up another melody on his lute and behind them Stackman and the warlock, who had also come out of the inn, started singing a duet. Afterwards the adventurers all assembled inside the inn, and Stackman gave a round of decaffeinated mana max potions. From inside the inn came a merry din long into the night.

Next morning the inhabitants of Valeia went to see the party off. They had completed the Wilderness and the dungeons of Valeia, and now began the next stage of their journey. The congregation continued waving to the adventurers until they disappeared in the shimmering maelstrom of a teleport spell.

NPCs encountered:

The serpent master reacts to following words:

Temple, Serpent Temple, Snake, Serpent, Naga, Face Of Death, Sacrifice, Masque, Xydusa, Mother, Evil Masque.

(A conversation can only take place if one does not trigger his animosity. One must answer “yes” to having seen the splendour of Xydusa, and “none” to the number of times one has tasted her nectar).

The Altar of Serran reacts to following word:

Sanctus Holy.

Which is the prerequisite for the paladin quest and will heal the character saying it.

Harespia reacts to following words:

Temple, Serpent Temple, Snake, Fortune, Chosen One, Snake Goddess, Fate, Deathman, Orb, Serpent’s Wand, Kreug, Serpent Cult.

With ”Orb” being the word that triggers the important action (the giving of the serpent wand quest).

Secret rooms encountered:

Room underneath boat house. Can only be accessed by giving Harespia the Serpent’s Wand.
__________________
Moderation is good so long as it is not exaggerated!
bsftcs is offline   Reply With Quote
Old 07-25-2003, 09:31 PM   #2
whiteknight
Elite Waterdeep Guard
 

Join Date: July 6, 2003
Location: new zealand
Age: 60
Posts: 39
good one m8 ......roll on the next chapter...am loving the story line...


whiteknight
whiteknight is offline   Reply With Quote
Old 07-28-2003, 06:27 AM   #3
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
A few details about Harepsia:

1. Harepsia wants 300 gold but she takes nothing. You can come to her without any money at all.
2. The orb: You do not need the quest. You do not need listen to her drivel. Answer "No" to her offer, then type in "Orb of Clarity". You will be given the orb (providing you have the staff) and you will be allowed to loot the chest no matter whether you have the quest or not. Therefore, you can save one journey to Valeia village.

3. The raft. Get the raft ASAP. You can RUN on the raft and move through the Valeia region much faster. You cannot run when you are swimming.
__________________
My name is Demon\'s Last Day. Yes, the last one.
Radek is offline   Reply With Quote
Old 07-29-2003, 04:24 PM   #4
Wyvern
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
"and Stackman gave a round of decaffeinated mana max potions"

LOL!!! Are caffeinated more potent??

Another excellent chapter!!!

Wyv
__________________
Wyvern is offline   Reply With Quote
Reply


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

Advanced Search

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 ten) bsftcs Wizards & Warriors Forum 4 08-01-2003 12:54 AM
Stackman's Adventures (Chapter eight) bsftcs Wizards & Warriors Forum 2 07-29-2003 04:16 PM
Stackman's Adventures (Chapter seven) bsftcs Wizards & Warriors Forum 3 07-29-2003 04:12 PM
Stackman's Adventures (Chapter six) bsftcs Wizards & Warriors Forum 2 07-21-2003 11:55 AM
Stackman's Adventures (Chapter five) bsftcs Wizards & Warriors Forum 1 07-20-2003 02:06 AM


All times are GMT -4. The time now is 08:59 PM.


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