Showing posts with label Beauty of the Pitch. Show all posts
Showing posts with label Beauty of the Pitch. Show all posts

Sunday, 17 March 2013

Aria Reservoir: the Core of Evil

Part of the journals from Wizardry Online! You can view the rest here!

Seems there's something happening behind the scenes in this kingdom as Quark's team and I encountered a strange party of "evil doers" in the lower core level of the Aria Reservoir. This floor features larger hallways mainly patrolled by more cursed coins, while the main spacious "dance hall" is patrolled by petryfing shadows who are easily enough avoided if you put your mind to it. It is best divided into three sections:

A Tale of Knights Reception:
The first barrier was not far into the second floor at all, held by a riddle of four knights and a foolish king. While I could defeat each knight individually I needed Quark's help to beat them all together. Once out of the way we were allowed entry to the main area.

The Petrifying Dance Floor:
Taking up the largest area on this level, it is pretty easy to navigate if you stick to the walls to avoid the lurkers. Stairs down on either side lead to either spider or frog infested sewers, both of which we ended up harvesting for reagents with Jaina's help (Quark's thief friend). The frogs were more dangerous - definitely evade their poison tounge attack! Also within their lairs were items that needed to be "mirrored" then given to statues in the dance hall itself to access the next area - defended by Shadow Dancer zombies. Despite their name they still very much lacked dexterity and were easy prey for my spear.

Back Area:
Ran into the masked aristocrat Arahawi here and he's very much as untrustworthy as Sel first said. Still he had a potion of magic negation which we required to access the last barrier, but not only was it protected by dark magic but also by four minotaurs! Fortunately Porkul and I could spear them through the door that they were too fat to fit through. Once within the barrier we encountered the strange party I spoke of earlier composed of a patchwork giant, an elven vampire, a masked fencer and the same sorceress from Deltis Keep, who seemed to be their leader.


Apparently they were giving out Beta-keys!

They didn't deem us worth the trouble of fighting though and instead the vampire let loose his "pets" on us - more bullspawn. After the battle the four had fled to parts unknown and we were left to return to town and report in our findings. On a lighter note Quark has made me an honorary member of his currently 7 strong union called the "Porkul-pickers". From those that I've met I think you'll like them, they seem to be Dragonarm material.

-Caanon

Monday, 11 March 2013

Wizards of Deltis Keep

Part of the journals from Wizardry Online! You can view the rest here!

We were summoned to the Ministry of Arcanum today by Prime Minister Zermu Terlu, a large dwarf with an equally large beard. Apparently they had been sending survey teams out, finding that some of the waterways in the nearby ruins are connected to "Dragoon Ruins", which may have a link to the mana drain being experienced in this land. To this end he has sent us to Deltis Keep to locate and assist the survey team trapped within. The keep itself is best described in three wings.

West Wing: Firecracker's Entrance
Home to more beetles and firecracker bandits and fighters, these people are rarely found alone making them challenging to deal with. "Mighty Dog", a porkul thief that Thanam befriended near the entrance actually tasked us to find their stash of salt for him. Eventually we did, using a key from one of their warriors to unlock the store room. Inside were horribly strong zombies but Mr. Caanon's long spear kept them at bay. Also in this area is a large executioner called Death Carrier who is a very tough fight if you are not fast with your evades. Last but not least, nearby is a "walker" (reaper) who I could detect with my magic. It's definitely a scary place!

SouthEast Wing: King Plumper's Territory
Protected by a barrier from two blue feather wizards (and their body guards), the area beyond isn't so bad. Mostly beetles and possibly a wallet frog, unless you go looking for trouble (which we did) and located another wizard and a purple air elemental who we just left alone. The main inhabitants here are the Junk Metals Highwaymen and their leader King Plumper, with whom Mighty Dog wants to initiate trade with. While Mr. Plumper is quite personable his men are not and will still attack on sight!

North Wing: Execution Chamber
The most dangerous place in the keep is right after a passage with many beetles. It is a large hall with roaming wizards, guards and another Death Carrier. Worse still is that there are at least two reapers present here. Thanam managed to find a route past and located the survey team in the following room and they needed someone to defeat "Scapegoat" who was blocking their research. Caanon dealt with him and his zombies but reported seeing a strange sorceress appear right after. He claims she took the soul of his fallen enemy before vanishing again.

Something like this!

Once the path was cleared the survey team activated a nearby beacon so that we could escape back to town, which we did in a hurry. We weren't yet out of danger though because once we returned there was a mad elven wizard named Solfus (pk) waiting at the gates attacking everyone. I and a few locals helped the guards fight him off before he vanished into the back streets. With the evil spreading even to here I can only hope Mighty Dog is ok back in that keep.

-Selenka