Showing posts with label Caanon. Show all posts
Showing posts with label Caanon. Show all posts

Monday, 16 June 2014

Wizardry Online: Ghost Town

[Part of the journals from Wizardry Online!]

Apart from the Succubus, giant suits of loitering armor, oversized tarantulas, demon imps and ambient classical music in a minor scale it was a band of overly strong werewolves that ultimately prevented us from getting past the magical barriers within the House of Savage Lust. We did reach the library though, and from it we learned the location of some sort of experimental zone built by a mad dwarf named Azarm. Thanam decided to continue to try find a way past the magic barriers in the estate while I returned to Port Illfalo to resupply.

The town was even emptier than when we left it, with all the adventurers having evacuated due to the Armageddon threat. Even the Lost Souls board had a record of zero souls lost for the month, a number I had never seen before since our arrival. Being one of the few remaining people the arcane minister Zermu Terlu was quick to issue out a Dimento medal to assist with supplies in exchange for trying to stop the rumored "end". I also stopped by one of the still functioning guild agencies and found a note from Quark - that he and a handful of the remaining Porkul Pickers and their allies like Raven Daydream, Maco Meng, and Helga had packed up to try their luck on distant shores. They must have packed in a hurry since there was still equipment in the guild armory, some of which I decided to take for myself.

One of the priests at the local temple urged me to find his wand as he seemed to think it would help in our overall goal so I found myself heading back to the dreaded Temple of Oblivion and after poking around in places no sane man should I gained access to a secret lair inhabited by gargoyles! Fortunately I got the drop on them and managed to take them on one at a time, recovering with Dimento camps when needed. After the difficult combat I managed to retrieve and return the wand to the priest... alas all it seemed to do was cure his own speech impediment. Time is running out and I am unsure of what to do, but I know I cannot simply abandon these people to whatever horrible fate is about to pass.


I take heart knowing that if it is an end by gargoyles, I can take a few of them with me.
 
-Caanon

Wednesday, 29 January 2014

Wizardry Online: Lost Souls

[Part of the journals from Wizardry Online!]

Soon after sending our last report a strange wizard appeared in town offering people to strengthen their spirit via the Trials of Isic, an otherworldly realm heavily focused on combat. Thanam and I went in and though we could only defeat the first tier of challenges upon our exit we found that we had been gone for months! The once bustling streets are now very empty, and Quark no longer runs the Porkul Union for reasons unknown. There is also talk of some upcoming cataclysm in the Ministry of Magic but we have other things to worry about first.

Selenka is one of the missing and her cartography project hasn't progressed much at all. While the Adventurer's Guild as well as Zermu Terlu don't know of her whereabouts, the knave Arahawi suggested that she might have gone into the House of Savage Lust deeper in the mainland. From the rumours it is exactly as it sounds, being inhabited by Succubi (among other things). With no other leads the elf and I are going to investigate.


Maybe they'll make a movie about it! :P

-Caanon

Wednesday, 1 May 2013

Old Sewers: New Trials

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

While Selenka has been working hard on her cartography project, the big guy and I got a mission from Zermu Terlu to take out something called Abadon within the Old Sewers. More importantly, the beauty in black was reportedly sighted down there giving Caanon all the more reason to charge in to find her and her posse. Turns out the "Old Sewers" ARE the Caligrase Sewers, just with more paths opened up thanks to another survey team. Gone are the zombies and bandits; instead now we have a Blue Feather cult training grounds, the Balboa family - a demihuman group of refugees, and deeper in cursed coins and terrible insects.

Unfortunately now the path further in is blocked by some giant imp, the possessed and deformed body of a baby sacrificed by the Blue Feather cultists no doubt. Caanon is not quite sure how we'll get past that thing as of yet.

Back at Illfalo Port, a wizard from the Ministry of Magic has found an unstable portal to some testing grounds of their own. I went in with three porkul-pickers: Quark Wolind, Macu Meng and Raven Daydream to face the challenge rooms of ever increasing difficulty. Unfortunately we only got half way (I think) through the whole thing but it was still a good boost to both soul and gold funds. Lastly it seems Winter2 Silence has been busy causing chaos in town. It seems even other criminals are wary of her since she hunts everyone outside the Temple of Oblivion - it sounds like she's almost unstoppable. Makes me wonder how many other high powered individuals exist that I just haven't heard about.

As an aside, found something quite interesting in the town library too.

I'm as surprised as these two!
-Thanam

Thursday, 18 April 2013

Dangerous Assistance

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

Good news - I finally got past the watchman last night and retrieved the soul gem from the Temple of Oblivion, but I must admit it wasn't through my doing at all. I finally gave in to Thanam's suggestion of using a magic ring I received for free from a girl (Aika Lakuza) handing them out in town a few weeks back. When worn the ring lets you communicate with everyone else wearing one, and the amount of chatter I was hearing at the start was enough to go crazy. Still, I asked for help while in the depths of the temple with Quark and his human mage friend Westy and to my surprise someone offered to help - a dangerous (ooc: level 30 O.O) female criminal thief called Winter2 Silence. I was a bit wary of her arrival since I heard from the chatter that she liked to kill people after she helped them.

Fortunately this was not the case as she had a personal rule about not murdering in the temple. I don't exactly know how she handled the watchman, but basically she told us to stay out of her way. A few minutes later she called us in, standing over death's corpse.

He didn't look happy at all.

With the barrier down it was easy to take the soul gem we came in here for. Winter2 was amiable enough as she sat and recovered in preparation to face some forsaken priest elsewhere in the temple. Probably don't want to run into her again outside this place though. Selenka on the other hand did meet a super friendly criminal porkul lass called Cheeky Loli a few days ago at Chikor Castle. She's the first criminal status adventurer I don't think we'd mind meeting up with again.

Speaking of Selenka she's also had a crazy (and dangerous) idea of mapping out each dungeon in detail for new adventurers. Given the 37 deaths last month and the lower number of adventurers in town lately this is probably a good idea. I ran it by Quark and he agreed it had some merit so we'll get that cartography project started shortly and let you know how it goes.

-Caanon

Thursday, 4 April 2013

Watching the Wall of Death

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

Been a very monotonous set of weeks since our last report. I'm taking a break from immolating these pesky venom beetles at the Aria Reservoir right now but I don't seem to be gaining any ground. The same is true for Mr. Caanon and Quark who advanced into the deepest parts of the Temple of Oblivion and are seemingly blocked by one final barrier before being able to retrieve the soul gem itself. Guarding it however are powerful spirits and the embodiment of death itself, better known here as "the Watchman". Overpowered by this horrible foe they've been training up again with the cursed coins deeper in Aria. Thanam has also taken up a more direct combat approach and is training with them having multi-classed to a fighter role as well while still keeping some of his thief skills making him a bit more versatile than old white hair. ;P

Lastly I came across this amusing graph made by the other veteran members at the adventurer's guild, and so far it seems accurate.


Wish I had better news (or simply more news) but for now all we can do is carry on and train up until we can defeat that Watchman waiting in Oblivion.

-Selenka

Sunday, 24 March 2013

Training to face Oblivion

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

With Dwark looking into further leads to chase down the "mysterious four", we received a quest from the elf priestess Caladre to recover a soul gem from a nearby underground shrine called "the Temple of Oblivion". The crumbling, claustrophobic tunnels are littered with traps and are home to powerful spirits, zombies, demonic imps and conjurers who are (despite our newly upgraded gear) too dangerous to deal with. Even more annoying is that like the Golden Dragon Ruins, this place has barriers blocked by riddles that can only be solved by exploring each passage for historic slates.

Despite that I managed to get Caanon and Quark past the first barrier and they made it all the way to the second floor by luring each guardian spirit (in each barrier) one by one. The zombies are comparatively the safest to deal with as thier slow gait still makes them easy spear fodder and the majority of the paths are linear.

Still, they've come across a chamber with "light spirits" which are too strong to push past so they returned to town to train up a bit first. Fortunately Caladre isn't in a hurry for that gem, so Quark and Caanon have been hunting the cursed coins back at Aria, as well as more Bullspawn (with the porkul thief Arsenic and elf mage Helga) to gain the strength needed to face the horrors still awaiting them in the temple. Selenka has also finished helping Mighty Dog at Deltis Keep and is now assisting the remainder of the cavalry unit at the Aria entryway, while I've continued culling the numbers of Zule back at the Golden Dragon Ruins. It is worth noting that our masked "friend" Arahawi was also in the Temple sometime before us as he took the soul lantern of a spirit there. Tried questioning him on the matter but he seems content on just giving out free tarot card readings in town while avoiding questions.


If only we could train like Stephen Amell!

-Thanam

As an OOC note: The multiclassing system sounds really interesting here. Quark switched from priest to mage and back (having gained skills/levels between each switch) and it looks like you can bring a number of skills from your previous profession over to your new one. Even better you can "grandfather" skills by bringing skills further down the skill tree back to the original class saving you points from any skills you didn't use higher up but previously needed to unlock. Powerplaying sounds like a key mechanic here, the only draw back is each time you change you require 7 class stones of the relevant class which only drop from monsters in... the Temple of Oblivion. :P

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

Thursday, 14 March 2013

Entrance to the Aria Reservoir

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

Prime Minister Zermu Terlu gave us another task this week, to eliminate the bullspawn demons that dwell in the deeper parts of the Aria Reservoir. Apparently the place had long ago been sealed up, and only recently been reopened by an entire cavalry unit to help the ministry's survey team do their job. I am upset to report that Mr. Caanon and Thanam both said it was too dangerous for me to go so I remained in Illfalo Port while they went ahead. I wonder if it's because the souls lost sign board now says 75 for last month, whereas the month before it was zero?

Anyway, I decided to help out Mighty Dog back at Dimento Keep - fighting off rival gangs and the wizards that reside in the deeper parts.I was somewhat surprised when Thanam snuck up on me there later (I almost shot him with magic, thinking he was a rogue! Technically I was right). Apparently Mr. Caanon had made it through the first floor of the reservoir with his friend Quark and two other fighters. According to his description it was broken up into three major areas.

Market Entrance
Plagued by giant flies that the remaining cavalry forces keep at bay, the first barrier required a simple ticket bought from a machine at the end of the right hand hall, something Thanam said was easy for him to get. Past the barrier guarded only by a rotting nobleman and some flies, was the empty market which is guarded by cursed coins and by clouds of deadly poison elementals, and is where Quark and his team of fighters: Nyenya (human) and Porkul "Porky" were met.

Dark Horse Circuit
The next barrier was right beside a broken horse statue which the team had to first repair, requiring only a horn (it was a unicorn statue apparently) but also lot of running through dark places and from many creatures. The barrier itself was defended by a large group of knights, probably soldiers from the cavalry unit that had been corrupted be the cursed coins. Fortunately their team was strong enough to defeat them all.

Drain Section
According to Thanam the final part was another long sewer filled mainly with slimes with a final barrier that needed another ticket from a nearby machine. Only this time it cost Kraken Coins (1 for porkuls, 2 for everyone else)! Good thing Mr. Caanon brought spares as some of his allies were short. The guardian itself was a giant slime, nearly as big as the chamber it was in. Mr. Caanon nearly died fighting it, but the team managed to push past it to the second floor.

As dangerous as it is hideous.

Apparently Mr. Caanon then sent Thanam back to check on me! Seriously, I have half a mind to go in there and bop him on the head myself!!! >.<

-Selenka

Wednesday, 13 March 2013

Haunting Chikor Castle

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

With Selenka taking magic classes as the Ministry of Arcanum (she certainly seems to spend lots of time there lately), Caanon got us a job from a scholarly appraiser at the bustling market to track down his friend, a mage who was last seen headed towards Chikor Castle, so named because of a heroic dog that once lived there apparently. Now the castle is home only to the undead, and has three main areas of interest. For a change the traps in this place are easily detected.

Western Dungeon:
Turning left from the entry leads to stairs down into a large zombie infested hall. Fortunately Caanon met up with Quark and Vladut again along with Lydovey, a fair elven mage, to tackle the massive horde while I shadowed from a distance. A safer path to traverse the hall is to take the ladders up to the higher walkways which lead to relative safety. Alas I was too far to warn them about the pit trap at the first dark angel statue (activated by donating items to the ghost of Lord Midnight at the entry).

Caanon reported that they had fallen into a small dungeon surrounded by fast zombies. Having been injured I stayed with him while the rest of the party moved on. Past the gate, and a knight statue was another ghost who Caanon aided and she provided the key to the higher level of the castle.

Forge Level:
Accessible by turning right from the entry hall, this area contained more zombies and a large pack of kobolds. Since it was easier to sneak past, I was the one traversing this area most - mainly to contact the dwarf spirit here who held the key to the final statue which held a chamber with more zombies and a doom sentinel.

Looked a lot like those creeps in the Shalebridge Cradle.

Top Floors:
Past the forge level are stairs up to the quarters themselves which Caanon reported was guarded by an ambush of kobolds in a tight hallway. Many more zombies, butchers and statues lurked in the maze up there and it was here that we found the mage we were looking for. He had been turned into a scavenger zombie... Once we retrieved his remains Caanon focused on going up past the many poison traps until the very top of the castle which is ultimately where we found what the dwarf spirit back at the forge wanted.

After collecting the reward we met up with our absentee mage and went shopping with our now substatial funds (much to Caanon's displeasure)! It was time to get new equipment though, and he wasn't complaining so much once he had his full bronze plate armor on.

-Thanam

Tuesday, 12 March 2013

Trials at the Golden Dragon Ruins

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

Sel was contacted by a masked aristocrat calling himself Arahawi today and we were tasked with retrieving the Fir Elin jewel for him from the Golden Dragon Ruins, an outdoor trap-filled labyrinth of teleporters inhabited by goblin-like gargoyles, troll-like zules, foul smelling ogre things and worst of all large earth elementals that have remarkable range with their fists. Furthermore, both floors are stacked with riddles pertaining to the rather gruesome fate of Lin Lian. The answers are littered within stone tablets in the ruins themselves but most were a pain to remember, let alone get to (good thing we have a sneaky elf). Also Sel remembered a song sung by the bard back in town which helped in some parts.

Most of the barricades were held by denizens of the ruins, and some by groups of stone knight statues. Using the many broken pillars I could fight them a few at a time but one barricade, held by five earth elementals was almost unpassable. Fortunately with enough training they too broke before me and deeper within the mapless zone I met a porkul priest named Quark, Jaina a thief, and Vladut an elven warrior. We decided to team up to reach the end of the place, defeating a powerful purple hued zombie on the way.

Giant Frogs like eating Porkuls.

Due to the arrival of another murderous mage (pk) called Smackman our group was broken not long after and I had to proceed to the final section with Vladut. Fortunately the giant frog that was guarding the jewel itself was not so dangerous, despite being very tough. After it fell to our blades we returned to Illfalo Port and Sel gave Arahawi what he wanted, completing the contract. On a side note I am getting concerned for her. Something is wrong with the mana in this region, despite the supposed mana drain, as evidenced by the blood thirsty mages we've seen. Will keep an eye on her and will get Thanam to do the same.

-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

Thursday, 7 March 2013

Deadly Streets: Kaoka Parrej Ruins

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

With Selenka still practicing her magic at the Caligrase Sewers, Caanon and I headed on to check out the Kaoka Parrej Ruins located atop a sunny hill. The good visibility helps in avoiding the many fire and arrow traps that litter this place too. Far less people here that at the sewers, and not all of them good. This area is best divided by its roads.

Main Street:
The main road has slow moving plants and even more beetles, all of whom are very slow but could catch you if you spend too long talking to the pair of friendly ghosts near the entrance (yes I'm talking about Caanon). Further in are ugly giant flies who are still outrunnable, but to get an item from a nearby carnivorous plant we had to ally with a porkul magician who was hunting them. Once we had enough fly bits, the plant puked out an orb. I let Caanon pick it up since he made me sleep in the stable yesterday.

High Street:
Blocked by an oversized dragonfly and two of its friends, the high street is not that dangerous for the cautious and the quick. One part led to a plaza with a friendly kobold who wanted a toy and the other was an alleyway with more beetles and plants with a chest. There -was- a giant spider that showed up when I unlocked the box though. Ran like hell back to high ground where it did not pursue thankfully.

Also below the plaza was a spellbound/cursed warrior who when we visited was being defeated by the mage aicu. After helping her jump back to the main road proper we setup camp and chatted a little before an evil female knight with a spear (pk) appeared and killed the poor girl. Caanon led the enemy all the way back through the traps to the entrance before luckily escaping.

Rough sketch of the villain?

Low Street:
Right at the tail end of the Main Street, this one is blocked by a group of Visitor Plants. They may be stronger but they're still slow. The true danger is that low street is full of kobolds, ones not afraid of giving chase. In numbers they can easily overwhelm the unprepared.

Side Street:
The last path, only openable after completing the high and low streets, ended with a Kobold Chieftain and his cohorts. Caanon managed to deal with them easily, finding behind them a strange black orb and a beacon to return to Illfalo Port.

Managed to get a lot of coin for some of the artifacts we returned with this time. I think getting a bed at the inn shouldn't be a problem any more.

-Thanam

Monday, 4 March 2013

Bounty Hunting in the Caligrase Sewers

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

Received our first task from Dwark the dwarf, guild master in Illfalo Port to hunt down the Black Rose bandits in Caligrase Sewers. There were many other adventurers there upon our arrival, mostly new recruits like ourselves from the looks of it. The area is more or less in four parts, accessible in order.

Zone 1: Entryway
Slow moving zombies and large beetles predominantly lurk here, all of whom are easily avoided. After pressing four buttons the hall opened up allowing further exploration after defeating 5 slow but poisonous zombies.

Zone 2: Dark Halls
Highwaymen and bandits patrol the deeper halls, but again they follow predictable paths and are easy to bypass. Access to the next hall was blocked by a large bug catching chamber. Had to clean it out before being able to progress. Should note Thanam got himself trapped in one of the dark rooms here with a bunch of zombies. Fortunately his traps and knife sorted them out, which seemed to unlock the exit door.

Zone 3: Bridge over Drains
With stronger zombies lurking below and traps on the bridge this was a bit tougher. The high road was ultimately easier to navigate, but I needed to backtrack to search the lower drains for pieces of a lever in the muck. Giant frogs and what looked like a werewolf also lurked down here. Did not want to tangle with that for sure.

Zone 4: End of Circuit
After the bridge was a small kobold camp. Fast moving critters but again easily outrun. Entrance to the Black Rose lair was not far past this but their four man band put up a good fight when all together. Was forced to fight them separately, especially Black Rose herself (?). She looked very much like a man. There was also a beacon to return to town nearby and a path back to the Entryway.

She was quite scary indeed.

With that task complete we returned to town to report in. Not a very profitable run however. I think the elf will have to sleep in the stables tonight.

-Caanon

Thursday, 28 February 2013

Arriving at a New Adventure: Port Illfalo

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

After a week's voyage through favourable weather we arrived Illfalo Port today and were greeted by an elf warrioress named Alesche. She managed to give us the basic orientation of the bustling town before Mr. Caanon decided to go off exploring on his own while Thanam and I met with the local adventurer's guild to register for dungeon permits. Apparently it's become so dangerous out there that people need official papers to go adventuring anywhere!

Since that was going to take some time to process I decided to visit the local shops and was absolutely appalled at the ridiculous amounts of gold that were needed here. Even basic commodities like camp kits or rent prices at the inn were staggeringly high. I'm beginning to think we should have brought more coin in the first place! Sometime during my wanderings Thanam also vanished to look around I suppose. Some people just can't stand window shopping.

It's ok, I was enthralled by the number of people of all varying races speaking strange languages - especially these cute little halfling things. I'm not even sure what they're called... "Porkies"? There was a bard at the Heroes Square singing a wonderful song about a dragon who I listened to for awhile then outside the local temple I saw a sign board that had a tally of the number of souls lost recently. I shudder at the thought of becoming just another mark on that board.

At least the main portion of town is well patrolled by tough-looking and well armed guards - certainly feels safer with them around. I later found Mr. Caanon and Thanam both at the tavern afterwards, sharing more than a few drinks with the locals. Everyone certainly seemed happy. Hopefully we could keep it that way.

Some of the locals!

-Selenka

A Touch of Wizardry

After hearing about this free MMO on Tobold's blog, I figured I'd try it out for myself to find just how "bad" it can really be. This was obviously a mistake because after hearing the fantastic login music I was hooked, and what was meant to be a short experiment is kinda growing into something I have to make a journal for. As usual possible spoilers ahead! :P

Without further ado: Wizardry Online.

I've also decided to start up a Cartography Project for the dungeons in the game. Please follow this link to get to the maps!

Prologue:
Having received reports of mana being drained in another far off continent, I suspected the possibility of another elder dragon awakening. Due to the guild still needing me here though I sent three of my trusted allies to investigate on my behalf, bearing the old Shiercoin banner (Shircoin due to game limit) I once used a long time ago. These were Caanon, a giant of a man proficient in close combat, Thanam a quiet elven thief, and my apprentice Selenka - who I hear has once again been lax in her sword play and instead is pursuing the arts of magic once more. Wish she'd make up her mind. Anyway, I've instructed them to keep me up to date with any and all events there incase I need to intervene personally.

Chapters:
1.   Arriving at a New Adventure: Port Illfalo
2.   Bounty Hunting in the Caligrase Sewers
3.   Deadly Streets: Kaoka Parrej Ruins
4.   Wizards of Deltis Keep
5.   Trials at the Golden Dragon Ruins
6.   Haunting Chikor Castle
7.   Entrance to the Aria Reservoir
8.   Aria Reservoir: the Core of Evil
9.   Training to face Oblivion
10. Watching the Wall of Death
11. Dangerous Assistance
12. Old Sewers: New Trials
13. Lost Souls
14. Ghost Town