Showing posts with label Caligrase Sewers. Show all posts
Showing posts with label Caligrase Sewers. Show all posts

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

Monday, 29 April 2013

Wizardry Online: Cartography Project

Since the maps in Wizardry Online are more than a bit lacking in detail I thought I'd try manually draw out each floor to help other adventurers better plan and prepare their forays into hostile territory. The scale is not exact and I'm sure there are errors or things I've missed somewhere so please advise me when you find them so I can fix them up!

Also, I'm more than happy to put up maps done by other people here to try collate them all into one place. If you have a map you want included please let me know. Alternatively if you want to read about my experiences in game you can do so at A Touch of Wizardry.

Completed Maps:
Caligrase Sewers
Kaoka Parrej Ruins
Deltis Keep
Trials of Fantasy [incomplete]
Golden Dragon Ruins First Floor
Golden Dragon Ruins Second Floor
Chikor Castle (thanks to Quark for helping with this one!)

Donated Maps:
Descension Ruins First Floor by Dremlock

Since I'm not active on Wizardry Online at the moment I thought I'd put up map kits containing the base maps and icons I've used in the above if anyone wants to continue the cartography work. Please feel free to use the below.

Map Kits:
Caligrase Sewer Base
Kaoka Parrej Base
Deltis Keep Base
Golden Dragon Ruins Floor 1 Base
Golden Dragon Ruins Floor 2 Base
Chikor Castle Base
Trials of Fantasy Base
Icons Base

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