Friday, December 25, 2015

Treasures of the Savage Frontier, Chapter 7: Waterbaron Munchausen

Happy Holidays to all from This Bard's Tales, and a Merry Christmas to those inclined to celebrate such things!

I had a feeling Binging "Holiday Bard" would find something good. The source is a website for a mobile RPG called Silversword. On first glance, it looks kind of cool.

The Heroes of Ascore were looking forward to the return to their somewhat nominal home, Yartar. It was nightfall as they reached the gates. Rain pattered heavily upon their oiled cloaks and hats. The reception was not warm, as one of the guards held out his hand, motioning for them to stop. "Halt!" he yelled.

The guard began to approach aggressively, however, he was cut off abruptly by another guard. "Don't you recognize them?" he said, "It's the Heroes of Ascore! Welcome to Yartar, it is an honor to have you here."

The Heroes let out a collective sigh of relief as the tension was diffused. They gratefully made their way through the growing mud, to the light and warmth of their old stomping grounds, The Tired Traveller. It was an apt descriptor.  

The Heroes get hassled a bit on their way into Yartar.
It's always a little emotional coming back to Yartar, and as usual my first stop was the tavern, The Tired Traveller. The patrons were loudly complaining about the missing Waterbaron, and the evils of Triboar. Also as usual, I got in a brawl. Now, I clicked the "fight" button, but my characters aren't the type to start a fight. I assume they recommended caution; that Triboar wasn't at fault. More than a few took offense at this, assuming I was either a coward, or worse; a spy. I felt a little bad cutting down these lightly armed opponents.

These guys do have balls, I have to give them that.
The party was very grateful to find a vault here in Yartar, as they were heavily weighed down with treasure and the aforementioned "lucky papers." After speaking with the Waterbaron's son, on a hunch, they investigated where the Kraken base was in the first game. There was a secret door in the same spot where Krevish had taken us on that fateful day and... success! We cleared out a Kraken base. There were notes which listed the rumors they were to spread, but there was no sign of the Waterbaron.

Comforting decor, if you find cuddling with Great Old Ones comforting.
Some hideous monster turned Asrim to stone. I didn't record exactly what, but I believe it was a cockatrice. The party hauled their new, ultra-realistic piece of art to the Temple of Tymora in the square. They were surprised to be met by their old friend, Steve Nash! While he had gone to Waterdeep for training, when given the option, he enthusiastically asked to return to familiar Yartar. He hoped to run into his old travelling companions. After performing the healing ritual, they embraced, and Steve was introduced to the new party members. They all talked long into the night of recent events transpiring in the Realms.

Steve Nash: he's grown up a bit, in a good way.
The Three Rivers Festhall was the Heroes first stop the next day. This large tavern and event hall had previously been a front for the Kraken organization. Now it was a zany tourist trap, selling supposed Kraken artifacts. The sign out front boasted that "Kraken secrets and souvenirs from the battle of Ascore" were on display. Everyone was skeptical of the authenticity of the souvenirs being sold at the desk. 



Inside, in a back room, they found some warriors perusing a map of Yartar suspiciously. The men drew their swords, but did not attack. Augustar was able to talk them down. They were agents from Triboar, who wished Yartar no ill will, and were attempting to find and free the Waterbaron. They asked that the party swear not to reveal their presence, or the agents would be killed. The party agreed it was for the best to keep this meeting a secret.


Now that Yartar had been fully searched, the next logical step was to explore Triboar. Despite Augustar and Avrilenne's discomfort at doing so, they were forced to lie to enter the gates of Triboar. The guards at the gate asked if they were from Yartar. They were turned away after telling the truth, despite protests to being on a diplomatic mission. Thankfully, after leaving and returning a day later, a new guard was on duty.

The Heroes attempt to enter Triboar honestly.
The Waterbaron was found behind a secret door, guarded by an Axis of Evil army. I wrote in my notes, "I'm remembering why I like the low-level games better... Nothing is fun about facing a room full of guys who can cast lightning bolt. I won the battle on the third try, which I guess isn't that bad, but it felt like it. It felt less like strategy, and more like depending on luck." After this,  I made sure to cast minor globe of invulnerability before going into potential magic battles, which helped. I'm still trying to find the right balance of when to cast preparatory spells, or "buffs". It seems ridiculous to cast all of your spells every time you enter a door, but it is equally ridiculous to go into a 15 minute battle, lose because you didn't buff, and reload. I've always struggled with this balance in D&D derived RPGs. I like when they give you some kind of warning that a big battle is coming up. Sometimes the map itself is a clue, but it was very difficult to strike a balance in Treasures.

The game is very good at creating a believable, dynamic world, with the way folks recognize you, and react to your successes.
Part of the reason the above battle was so tough, is I couldn't blast the damn Hosttower mages until I had defeated either a Kraken or Zhentil Lord. My reward for my efforts was the blue crystal.


The Heroes of Ascore immediately marched the Waterbaron through town to the Lord Protector of Triboar. It turned out the two were old friends, in the way that only bitter rivals can be. The leader of Triboar was quite relieved to find out the whole ordeal was an evil plot instead of a true act of war. He organized an escort back to Yartar for the also relieved Waterbaron.


The Heroes of Ascore slowly awoke as the rays of the sun began peaking through their windows. The companions were in an elegantly furnished guest quarters, having been invited by the Waterbaron himself to stay in his home. Aria was soon agitated, "Where's Marcus?" she asked, "His things, are still here." 

"Don't get too worried, perhaps he felt nature's call," suggested Chode Hammer.

"Indeed I did feel the call of nature, but not as you say," Marcus was there, standing in the open door.

He looked different, standing regally, but wearing a plain brown rope; wrapped in a large cloak of the same material. "I am sorry I did not notify you, but you were all sleeping soundly. In the night, I felt the call of my goddess once again. I followed her voice to the fields outside of town. Under the light of the moon, she asked me to change my path, to accept her grace and become a cleric. I have, of course, accepted," he bowed as he finished.

"Well! I think a celebration is in order!" said Chode, as he clapped Marcus on the back.

Marcus looked a little embarrassed, but nodded.

Chauntae Davies. About as close as you can get without being Chauntea. I could see the Forgotton Realms deity looking like this.

Tuesday, December 22, 2015

Treasures of the Savage Frontier, Chapter 6: The Fabulous Baker's Boys

The Heroes of Ascore were still sitting at their long wooden table, picking over the last bits of breakfast. The mood was not sad, but a bit somber, as their long time companion Ranzo Ray had just departed though the door of the inn they now patronized. The Heroes had recently emerged on the outskirts of Waterdeep, in a small village by the water, that probably harbored numerous smugglers, but was safer for them than Waterdeep itself at the moment.

It had been only a short while since Ranzo's departure when a conspicuous fellow entered the inn. He was tall and dark haired. He wore grey robes, and carried a thick wooden staff. About his neck was a silver chain, hanging from which was a medallion shaped liked an unfurled scroll. The man walked directly to the table of the Heroes of Ascore.

"You wear the vestments of Oghma," said Avrillene as he approached.

"Ay," replied the man,"And I have received a vision from the Lord of Knowledge. He wishes me to join you to further my own knowledge and experience. It also seems you are to play an important role in events here in the North very soon, though how was not revealed to me. I only know that I am to help you succeed in your quest."

"Another vision? Well, this is becoming quite the coincidence," said Augustar, as he welcomed the new fellow to their table.

"I am Asrim," the newcomer began, "Asrim Nethys."

They spent the rest of the day asking questions of Asrim, and filling him in on current events.

Yes, coincidence indeed. I found that Ranzo, being triple-classed, just wasn't advancing fast enough for my taste. I originally was going to make Asrim a cleric and than dual to mage, but I decided this wasn't necessary and decided on a straight up mage.

Consulting Amanitas through the Crown, the party discovered that the enemy planned to cut off the main road south of Waterdeep by occupying Daggerford and the Way Inn. Since the Way Inn was further south, this is where they headed, thinking they might be able to cut off Daggerford as well in one swoop.

On my way to the Way Inn, I encountered a group of dwarves who gave me a hint to find a hidden dungeon. You can meet a few of them in the game who lead you to different puzzle dungeons.
The Way Inn is an interesting place, at least within the greater shared world in the Forgotten Realms. It's a walled compound housing a few small buildings around a massive inn. It is a major stopping point for all sorts of travelers between the cities of Waterdeep and Baldur's Gate.

In the game it's mostly a big empty building. There is no description of the Way Inn itself except a sign on the front door. Some forgiveness is due because that is the nature of the Gold Box games, but I think more was needed here. The Way Inn starts a trend of having 16x16 maps with only a few decent encounters in them that continues through the rest of the game.


I don't want to be unnecessarily harsh, but the whole map had a shop where I could rescue the shop keeper, then 4 or 5 unremarkable set encounters if I recall. Sprinkle in some random encounters, and that's all that was happening here. The rest was empty space. Empty space becomes a theme in this game's dungeons. You free the master of the Way Inn, he summarizes the enemy's plans, and then you carry on.

You can see by my hp here what I look like after a typical "boss" battle in Treasures.
Amanitas still had the same message when contacted; it appears the Crown is a one-way communication. So, the Heroes next made their way to Daggerford. They had found out through their earlier travels that the menfolk had all been rounded up and taken to the castle of the Duke of Daggerford.

No Subway? Denied!!
It didn't take long to find out how Daggerford had fallen. The Duke was cowering with his private guard behind a secret door within the castle. Avrilenne shamed him for his cowardice, then the party proceeded to defeat a small army of the unholy triple alliance, or Axis of Evil as I will call them, to rescue the men of Daggerford. That unholy alliance being the same one as the previous game; the Zhentarim, The Krakens, and the Hosttower of the Arcane. Considering how the Hosttower mages often decimated me, part of me can understand the Duke being so quick to hide. The world needs heroes, The Heroes of Ascore.

Shame! Shame!
After rescuing the menfolk, who confirmed that the Duke hid immediately upon being attacked, the townsfolk of Daggerford were very grateful. The inn and temple both offered free services in gratitude (although all temples in the game are free, but it's the thought that counts). The party was also warned that enemy troops were trying to sneak out of town. The Heroes of Ascore put a stop to them, discovering a note. The note directed these troops to warn the Way Inn that the Heroes were on their way, not knowing that we had already been there. The party double checked the Way Inn to make sure it was still safe, it was.


Also in Daggerford, Siulajia confirmed my suspicions about the crystals. When fighting the Axis of Evil, after one opponent is downed, the others smash their crystals. The color of the crystal is determined by its holder. The Hosstower mages are the most likely first target, as mages are obviously the most dangerous, and they have low defense and hitpoints. These factors are also exactly why it is very difficult to obtain the other crystals, as they are held by fighters!


The Heroes of Ascore were very much feeling they deserved their title of heroes as they were celebrated by the townsfolk of Daggerford. They could not walk five feet without someone offering them a gift in thanks for saving their city. The mother of the baking boys showered them with fresh rolls, and served them bread bowls filled with hearty stews and chowders.

Recovering from being a bit overfull on the baker's wares, Augustar observed they should check with Amanitas for their next mission. Placing the plain silver crown on his head, an image of the wizard appeared before them all. "The Waterbaron of Yartar has been kidnapped!" The image said, "Evidence points to their great rival, Triboar, as the culprit. These towns have always played tricks on each other, but never anything like this. I again suspect foul play by our enemies. You must rescue the Waterbaron before these key members of the Lord's Alliance go to war!"


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Saturday, December 19, 2015

Treasures of the Savage Frontier, Chapter 5: Met a Girl in Vancouver, I Swear Her Name was Hoover

When last we saw our heroes.
Avrilenne closed her eyes for what she thought would be the last time, as the darkness enveloped her. From out of the edge of the shadows came a figure, the form of a shapely woman with long hair, undulating in the murky waters. Her first thought was that it was an angel of her god come to take her soul away to the heavens. The woman twisted something within the locks around her body, and the chains fell away, soon she was being carried off.

"Quick, get more blankets! The're still freezing!", said a commanding voice, awakening her. Her eyes opened to see a crowd of faces looking down at her. 

They were almost human, or elvish, but had a peculiar green tint to their skin and hair. After a moment she realized they were indeed elves, sea elves, and their rescuers were soon introduced to them as the Sirines of the Trackless Sea.


After awakening in the sea elves' cavern, the Heroes explain their plight. They escaped Leilon so easily because it was the enemy's plan to plant the false document all along. The sea elves surmise that it was a keen plan to have the Heroes be killed, without simply murdering them and creating martyrs. Waterdeep is too dangerous to return to, so the party must then escape through the underground caverns connected to the sea elves' caverns.

Stone Guardians flank the entryway to a now dead kingdom.
The caverns below Waterdeep are one of the few "proper" dungeons encountered in the game. Also, the dungeon is relatively sparsely populated with encounters. My party found a nest of spiders with a magic sword, a prisoner, and some Zhents that were hiding out here. There was also an old-school illusionary "spinner" that makes you face a random direction, but the consequences aren't very dire in this case; you just end up walking down a hallway, at which point the compass starts working again.

Aaaaah! Kill it with fire.
As illustrated above, the game adds a couple new combat mechanics with varying results. You can be attacked on all sides, which was implemented in Pools of Darkness and Dark Queen of Krynn. New to the game is reinforcements. Additional enemies (and sometimes allies) will appear in battle after a hidden number of rounds. You also don't know how many waves are coming. This is what happened in the above screenshot. I had a group of spiders in front of me, then these guys jumped down behind me. It certainly added to the challenge, or difficulty, of the game, but to me it mostly just felt unfair. This was especially true when wizards would appear and cast spells before I got a chance to wound them.

From this battle I picked up a "sword of stalking." Which illustrates another point about this game that frustrates me. I couldn't find anything special about the sword of stalking, (or is it Sword of Stalking?) even when looking it up in the clue book. As far as I can tell, a number of items got named in the game, The Seahelm for example, just for flavor, and don't do anything extra. This didn't work for me, as I kept wondering what I missing. I would have preferred that the items had flavorful text when I got them, then appeared in my inventory as regular magic items.

Awesome! So what the hell does it do? I even bought a pdf of an old AD&D product, FR5 The Savage Frontier, hoping these items would be in there. They weren't.

The prisoner was in some cells to the northwest. After rescuing him, he told his tale. The local communities have turned against Waterdeep and the Lord's Alliance because they have been raided recently by men wearing the livery of Waterdeep. However, this fellow was a veteran of the past "troll wars", and it was obvious to him that these were not true soldiers of Waterdeep. The local council concluded he was a spy, and he was thrown out in the dirt. More likely the one who called for his exile was a spy, as he was immediately found by said fake soldiers, and brought here to feed the monsters.


Lastly, the heroes discovered the hideout of a Zhentil Lord who seemed to be masterminding the raids on the local farmsteads. They rejoiced as they were able to put a stop to his plans!



This is a little more demonstrative than I imagine my characters, but the descriptions of their actions add a little to the experience, I suppose.
It seems a lot happened in these caverns, as I'd be remiss if I didn't mention something else added to the Gold Box engine in this game; romance. There is a mechanic where, depending on your actions, an NPC may fall in love with one of your characters. Apparently I was doing the right things, as the romance progressed steadily between my party leader, Augustar, and Siulajia.


The Heroes of Ascore were riding high as they emerged from the caverns into the sunlight. Wanting to be fully prepared for what was to come, they made camp at the top of the flimsy rope ladder that got them there. Siulajia and Augustar sat close to each other near the fire, and talked quietly. Chode told tales of their many battles within the cavern as he gestured emphatically; sloshing, and occasionally spilling the contents of his tankard. 

The only one strangely quiet was Ranzo. When a moment of silence finally came, Ranzo cleared his throat than began, "Look, I've been thinking," all eyes turned to him. "I think, I'm ready to return to a quieter life. Those spiders really did it for me, I hate spiders, let alone ones as big as a tiger."

There were looks of concern around the fire as his words settled in. Aria put a hand on his shoulder, "Will you return to the sea?" She asked.

"No, I doubt it," Ranzo replied, "The truth is, I was a terrible sailor. After falling out of the rigging a number of times, I broke my leg. It fell to the captain's daughter to tend to me while I healed. Well, she 'tended' to me a little more than the captain was okay with, and I was kicked off the boat."

"That sounds like the Ranzo I know," Chode said, holding up his tankard in a toast. They all chuckled at that.

Ranzo bequeathed his armor of the glacier to his good friend, and sometimes mentor, Chode Hammer. They then agreed that they would share a meal on the morning, then see Ranzo on his way to a new path.

Here's a song by The Bilge Pumps recounting some of Ranzo Ray's past exploits on the high seas.

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Saturday, December 12, 2015

Treasures of the Savage Frontier, Chapter 4: Fool Me Once... Shame... Shame On You


The street was filled with the sounds of merrymaking as they entered the small town. Their destination was where the cacophony came from. It was a tavern, whose signage showed a carved stag, apparently charging, with it's impressive rack ready to strike an unfortunate opponent. The letters beneath the stag read, "The Rutting Buck".

Opening the door was to invite chaos, as the sound of clanking mugs, chatter and laughter filled the air. The tavern was filled wall to wall with patrons. A soldier in blue approached, his tabard marked with the crescent moons of Waterdeep. Pleasantries were exchanged, and the party sat down to eat.

They were all soon gorged on the rich meal of turkey, green beans, and potatoes. The usual post meal drowsiness set in. The drowsiness didn't stay just that, though. Chode's eyelids got heavier and heavier, "Oh great Dumathoin, not again," he said, just before his head hit the table.

  
Amanitas directed us to our first quest. Ambassadors from the cities of Neverwinter and Mirabar were on their way to Waterdeep. We were to meet them in Leilon and act as escort the rest of the way. On the way there, I was looking for an inn and training hall; so stopped in Daggerford.

Generally speaking, I like open-world games, however, this area highlighted one of the things that sometimes annoys me. There was trouble in Daggerford, all the men had been captured by the Zhentarim and taken to the castle in the center of the city. I could ignore that, but then I was approached by a woman who desperately needed help! I'm thinking, "I'm just trying to find the inn lady..." but I can't leave a person in distress.


She took us back to her house, then said her sisters would like to thank us as well. Their pretty faces then melted into a green-hued, boiled mess. It was a coven of green hags. I should know better than to "get involved" with strange women on the street. One cool thing I did not expect is that the hags can use their "change form" power in battle. One of them turned into a sorceress.


After this little incident, I decided it was best to get out of Daggerford and away from their troubles for the moment. I headed back to a town I'd already been to, to train. After this, we traveled to Leilon. Our assignment was to meet the ambassadors at the classy "Rutting Buck" tavern, where it sounded like our targets were no strangers to partying.


Upon entering the packed, raucous tavern, we were met by soldiers in the livery of the city of Waterdeep. The soldier who met us, swept his hand across the room, yelling, "Hey everybody! Look, it's the Heroes of Ascore!" This attention immediately made us all uncomfortable. It's never good to make announcements like that when people are out to kill you. Just ask Frodo about his trip to The Prancing Pony. The soldier then invited us to sit down and break bread with them. We accepted the offer.


You can probably see where this is going, my trepidation was founded. You can imagine Chode Hammer's distaste at falling for the same trick that got them back in Yartar, so early in their adventuring careers.

Chode Hammer offered to us one of his "tricks" to get them out of their new prison; a locked room. He used his sword on the stone to create some sparks, lighting the hay laid about on fire. They wafted the smoke towards the door, and everyone started yelling "Fire!" The ruse worked as Waterdhavian guards and cyclopskin charged in soon after. As they had neglected to disarm our heroes, they were overcome. After the battle, a clue was found on the bodies of the guards.

The first hint of the larger plot.
After fighting a couple more battles, we emerged into an abandoned farmhouse on the edge of town. The tavern where we had been drugged was now empty! The enemy is tricky indeed. Seeing the tavern empty, we remembered we could contact Amanitas through the crown to find out what to do next. He mentioned that soldiers wearing the uniforms of Waterdeep had been raiding the farmsteads outlying the city, causing obvious distress.


At the gates of Waterdeep, we are challenged by guards, who are hopefully real this time. We tell them we have a letter to the Lord of Waterdeep from Amanitas (Do we? I don't remember that.) We are taken before the head of security for the ward we entered, and it turns out our letter was switched by our captors, and it warns we are spies! Uh oh... we are to be tied to the "anchor of justice" and dropped into the bay; not a good end for our heroes! This is one of a few moments where the game moves too quick for me... so much happens so fast its a little overwhelming at times. I'm used to getting some time to think in my D&D/Gold Box games. In this one, scripted events send you all over the place.


Struggle though they might, our heroes were overwhelmed and dragged down to a weathered wooden dock. "This is not justice," yelled Avrilenne, "it is a lie!"

One by one, they were chained to heavy stones, and pushed off the end of the dock. Avrilenne felt fear grip her heart as she went for one last desperate breath as the chill waters enveloped her. She struggled to free herself, but every movement only seemed to lesson her small supply of air. Soon, the murky waters began to fade further and further to blackness.



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Treasures of the Savage Frontier, Chapter 3: Twinning


Two exceedingly beautiful women stood before them, in heated conversation. They seemed to be arguing about a man's affections. One's countenance was fair and her hair was the color of golden wheat. The other's locks were like that of a raven's feathers. Although equally beautiful, she wore a scowl of deep-seeded anger and hatred. As the Heroes entered, a spell was on her lips, and in a blink, there now stood two golden haired beauties of fair countenance. The argument turned physical as one of the women pounced on the other, both yelling "I'm the real Siulajia!" as they wrestled on the stone floor.


After the battle at the entrance to the keep, my heroes then explored the side towers. There were illusions of Lord Geildarr on one side, and what must be his consort on the other. I was a little apprehensive at seeing efreet, since they laid the hurt down on Krevish so bad in Gateway. My fears were founded, as they killed Avrilenne... killed her dead. I reloaded because raising her would make her lose a point of constitution, and thus hit points. I soon found out that using the "repair" option in the temples causes them to cast resurrection, and thus you do not lose the Con, but I didn't know this at the time.

The only option left in the keep was to descend into the dungeons below, which also included barracks for the troops of Geildarr. Finding a secret door in the north part of the dungeon, I came upon a peculiar scene. There was a golden haired woman, and the dark haired woman mentioned in the above screenshot. The raven haired one cast a spell and transformed into a look-alike, and the two women begin wrastlin'! I thought the obvious answer here was to cast a spell, but it took me a second to get it to work. After choosing "cast", instead of asking "Who casts?" like usual, it takes you to the main menu; it confused me for a bit.

Maybe the wrestling part just happened in my mind... forgive me.
After cutting down the dark haired woman, Cortarra, the golden haired women introduces herself. Her name is the easily pronounceable Siulajia. Her father is some guy who sounds important, he leads pilgrims on a road and stuff. The characters in Llorkh are introduced so fast, they may be established characters in the lore of the Forgotten Realms that might assumed to be familiar to the player already. Another NPC is introduced almost right after, and he leaves the party just as quickly as he appears.

I keep reading this is as "EXCEPT with a bow," and it cracks me up.
Siulajia is indeed a capable fighter, with high stats and more hit points than any of my characters have (80). I think she serves a similar purpose in this game as Krevish did in the former; staying with the party throughout the game and offering hints.

The next couple rooms are a whirlwind, as you rescue a fighter from a giant skeleton, then he helps you defeat Geildarr, then he leaves. After Geildarr's defeat, the dwarves thank you, and it's time to move on to Secomber to meet with Amelior Amanitas once again.

I should probably put a pic of Geildarr here, but I love this guy's enthusiasm too much.
The warrior the party rescued, Jabarkas, mentions to keep an eye out for crystals. They are carried by the evil troops, and they are careful to crush them rather than let them fall in to the hands of the enemy. There are different colors, and no person is entrusted with more than one. I recovered a green one soon after, in Secomber.


Many of our foes also carry odd items called "lucky papers." Holding the crystal over the paper reveals some of the text, just like those old clue books where you need a red filter to see the hints. Since I only have one crystal, only some of the letters show up. What I can use these papers for remains to be seen.


I'll let the game tell you the next part:

I wonder what happens if you say "no..."


And with the crown upon one of their heads, the Heroes could communicate with the wizard from anywhere in the Realms. This would alleviate all manner of trips back to his home, in which Erek would be bothered to open the door for them, acknowledge them with a grunt, and Amanitas would have to rack his brain as to who they were... again.