DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

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Kernigh
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Posts: 23
Joined: Sun Jan 31, 2010 3:55 pm

DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#1 Post by Kernigh »

Here is the warning. This thread will contain spoilers. I expect to read the existing spoilers and the source code, though this time, I might not use gdb.

:arrow: Yes, you may post in this thread. Leave a comment! Ask a question! Provide your suggestions and assistance, so that I may guard the life of Edaymar.

Chapter 1: Creation of Character

DitL means "Day in the Life". The purpose of DitL is to log the progress of a character. A DitL can preserve the memory of adventure, share the knowledge and attract the commentary.

I am about to create a new character. I have not played ToME for two years. My last character Agrelaa in ToME 2.3.4, was also my most successful character. The DitL of Agrelaa, Male High-Elf Loremaster tells how I played Agrelaa through the Barrow-downs.
'My goal is to reach and explore the bottom of the Barrow-downs. Though the "Adventurer's Guide to Middle-earth" describes the Barrow-downs as "a fairly safe and simple dungeon", I have never reached the bottom during all my games of ToME.' --The DitL of Agrelaa, part 1
Agrelaa became my first character to reach the 10th and last level of the Barrow-downs, and compete the dungeon. The Song of Agrelaa keeps the victory.
'Some baby dragons I did find.
Novice mindcrafters made me blind.
Orcs and kobolds I did fight,
In the end 'twas I to be right.
To Mughash and Vort I was not kind.
Lemures and manes my sword did grind.
It was not fast
But now at last
The map of level 10 was in my mind.

At level 10 came the worst
When I wore a ring of protection cursed.
Then Brodda saw me through his eyes
And sought to kill me for my size.
I tried to use my death sword first
But I fled. From my bow the arrows burst.
It was not fast
But now at last
Brodda died so I could search.'

--The DitL of Agrelaa, part 3
After the victory, I recalled Agrelaa to Bree, and identified the Hard Leather Boots among his loot. Then I was lucky, because it was a Pair of Hard Leather Boots of Speed [3,+6] (+8), and Agrelaa found it lying on the ground on level 9 of Barrow-Downs. Agrelaa wore the boots, and the adventures became easy; so Agrelaa toured the dungeons of Middle-earth, and explored as far down as level 40 of Land of Rhun. After I cleared the Galleon at level 35 of the Helcaraxe, I abandoned the game, because ToME seemed too long and boring.
'If I wanted substantial experience and better equipment for Agrelaa, I would need to skip to deeper dungeon depths.... But I have sent Agrelaa to tour the dungeons, because Agrelaa was and is my first and only ToME character to enter the Orc Cave, to enter Mirkwood, to enter the Heart of the Earth, to enter the Maze and the Sandworm Lair and the Land of Rhun and Cirith Ungol!.... Though if I ever start another ToME character, I plan to have 98 random quests, ironman_rooms on, dungeon_align and dungeon_stairs off.' --The DitL of Agrelaa, part 10
I wanted fill the Barrow-downs, Mirkwood, Mordor and Angband with 98 random quests to rescue princesses or recover lost swords. I also wanted to enable ironman_rooms, but (as the ToME FAQ explains), the ironman_rooms option disables the random quests! This time, I will enable the ironman_rooms option, but have zero random quests.

I decide against changing dungeon_align or dungeon_stairs, but choose to enable the point_based character generator.
'Always generate very unusual rooms [ironman_rooms]: Tries to place a special room or vault on every dungeon level. Very fun, but extremely deadly - imagine that GCV with Lokkak on dungeon level 1!' --ToME Documentation: Options and Effects
Now I start ToME 2.3.8 (ah, git), and roll a new character.
  • I request a random gender, and the game picks Female.
  • For race, I choose High-Elf. This race has good stat modifiers. I can tolerate the experience penalty with my slow style of play.
  • For race modifier, I choose Classical. I never seem to like the other race modifiers. My last several ToME characters were Classical High-Elves.
  • For class, I choose Priest(Manwe). I want more practice with this god.
  • Among startup options, I enable point_based and ironman_rooms.
The name of my new character is now Edaymar. ToME now shows the character screen. I can use my 48 points to buy stat increases. For each stat, the first increase costs 1 point, but further increases become expensive. I spend 16 points to buy 6 increases to Constitution. This raises Edaymar's HP from 12 to 13. I divide my other 32 points among all stats except Charisma.
  • Strength: from 10 to 14 (cost 7)
  • Intelligence: from 10 to 14 (cost 7)
  • Wisdom: from 15 to 20 (cost 11)
  • Dexterity: from 12 to 16 (cost 7)
  • Constitution: from 11 to 17 (cost 16)
  • Charisma: 17 (cost 0)
If I spend 43 points and keep 5 points, then the character can start with 600 gold. I spend all 48 points and keep no points, so Edaymar starts with only 100 gold.

I now see the map of Bree. The @ is my character, Edaymar. She is ready, but I check her inventory. She carries a Spellbook of Manwe's Blessing, 7 Rations of Food, 6 Wooden Torches, a Mace (2d4) (+0,+0) and a Parchment - Adventurer's Guide to Middle-earth.

I visit the options screen, and enable rogue_like_commands among the User Interface Options, and hilite_player among the Efficiency Options. I start to use the 'yuhjklbn' keys to walk Edaymar around Bree. I see Farmer Maggot, but I forget the command to talk to him. The help files tell me to press '(' to talk. Edaymar talks to Farmer Maggot, and receives the mushroom quest.

The Filthy street urchin wakes up. Edaymar is walking to the alchemy shop (the number '5'), and passes near this huge group of at least 12 filthy stret urchins. I am not ready to fight them; Edaymar has not wielded her Mace. So I press '<' to escape to the overworld map, then '>' to return to the Bree map. The filthy street urchins conveniently disappeared while I looked at the overworld map.

The Scrawny cat wakes up. Edaymar wields her Mace. I set tactics to normal/running. I will try this fight. You demolish the Scrawny cat. You have slain the Scrawny cat. It drops a Scrawny cat corpse. No shop wants to buy the corpse. I press '$' and Edaymar hacks the corpse. The general store pays 10 gold for 5 Scrawny cat raw meats.

My new character, Edaymar, now has 110 gold in the purse. I need to buy some equipment, then find some experience points. (End of chapter 1, but chapter 2 will appear very soon.)

Kernigh
Wayist
Posts: 23
Joined: Sun Jan 31, 2010 3:55 pm

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#2 Post by Kernigh »

Chapter 2: Edaymar out of Bree
'Manwë has no thought for his own honour, and is not jealous of his own power, but rules all to peace. The Vanyar he loved best of all the Elves, and of him they received song and poetry; for poetry is the delight of Manwë, and the song of words is his music. His raiment is blue, and blue is the fire of his eyes, and his sceptre is of sapphire, which the Noldor wrought for him; and he was appointed to be the viceregent of Ilúvatar, King of the world of Valar and Elves and Men, and the chief defence against the evil of Melkor.' --The Silmarillion, chapter 1
Edaymar is a Female High-Elf Priest, who worships Manwe Sulimo. She is my new character in ToME 2.3.8 (ah, git). She has 110 gold. She wields her Mace (2d4) (+0, +0). Her inventory has only a Spellbook of Manwe's Blessing, 7 Rations of Food, 6 Wooden Torches and the Adventurer's Guide.

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 + To Melee Hit           1 Level              1    Hit Points       13/    13 
 + To Melee Damage        0 Experience         0    Spell Points      5/     5 
 + To Ranged Hit          1 Max Exp            0    Sanity           12/    12 
 + To Ranged Damage       0 Exp to Adv.       22    Piety                  200 
   AC                   0+1 Gold             110    Speed            Fast (+4) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Very Bad     Blows/Round:  1         
 Bows/Throw  : Bad          Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Bad          Mel.dmg/Rnd:  2d4       
 Stealth     : Bad          Magic Device: Bad          Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       running   
This is 43rd Yavie of the 2890th year of the third age. The time is 6:19 AM. Morning has broken. After selling 5 Scrawny cat raw meats, Edaymar has 110 gold. I want to buy some equipment for the Barrow-downs, but everything in Bree is too expensive; 110 gold is not enough. I see the current prices at the Temple and the Alchemy shop!
  • A Potion of Cure Critical Wounds costs 121 gold.
  • A Potion of Cure Serious Wounds costs 48 gold.
  • A Potion of Cure Light Wounds costs 18 gold.
  • A Scroll of Teleportation costs 49 gold.
  • A Scroll of Phase Door costs 18 gold.
Edaymar has no armor, no potions and no scrolls. I visit the Armoury, then the General Store, then the Temple, then the Alchemy shop. Edaymar buys these items.
  • 22 gold: a Soft Leather Armor [4,+0]
  • 8 gold: a Pair of Soft Leather Boots [2,+0]
  • 3 gold: a Cloak [1,+0]
  • 36 gold: 2 Potions of Cure Light Wounds
  • 36 gold: 2 Scrolls of Phase Door
Edaymar now has 5 gold. She is not ready for the Barrow-downs. To enter the Barrow-downs, I would want CSW potions, not CLW. I would want teleporation scrolls, not phase door. I would want a lantern, not torches. I would want a shovel or pick, but I have none.

I abeyed from ToME for two years, but I remember ignoring the Potions of Cure Light Wounds. I would always get CSW potions, until I had enough gold for CCW. I feel that I made some mistake because I bought Cure Light Wounds instead of Cure Serious Wounds.

Edaymar needs to find gold and experience points, without entering the Barrow-downs. She instead travels east, leaves Bree, and enters the wilderness.

Edaymar melees the monsters. She slays the Insect swarm. She slays the Soldier ant. The Giant white ant (level 3) is too difficult. Edaymar escapes to the overworld map, and rests there.

The Giant black ant (level 2) is also difficult. After it gives a graze to her, I order Edaymar to flee. I cannot escape to the overworld map while Edaymar has a graze. The graze heals when Edaymar has only 3/13 HP. Then she escapes, and rests.

While fighting a group of Jackals, Edaymar reaches experience level 2.

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  [ToME 2.3.8 (ah, git) Character Sheet]

 Name  : Edaymar                Age                114       STR:     14       
 Sex   : Female                 Height              82       INT:     14       
 Race  : High-Elf               Weight             196       WIS:     20       
 Class : Priest(Manwe)          Social Class        43       DEX:     16       
 Body  : Player                                              CON:     17       
 God   : Manwe Sulimo                                        CHR:     17       
                                                                               
 + To Melee Hit           1 Level              2    Hit Points       22/    22 
 + To Melee Damage        0 Experience        24    Spell Points      6/     6 
 + To Ranged Hit          1 Max Exp           24    Sanity           19/    19 
 + To Ranged Damage       0 Exp to Adv.       55    Piety                  200 
   AC                   7+1 Gold               5    Speed            Fast (+4) 
I review her skills.

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Skills (points left: 6)
 - Combat                                        02.000 [0.700]
          . Weaponmastery                        02.000 [0.750]
          . Archery                              02.500 [0.000]
 - Sneakiness                                    01.300 [0.900]
          . Stealth                              04.000 [0.400]
          . Disarming                            00.400 [0.900]
 - Magic                                         01.000 [0.900]
          . Magic-Device                         03.000 [1.050]
          . Spell-power                          00.000 [0.600]
 - Spirituality                                  11.000 [1.000]
          . Prayer                               01.000 [1.500]
          . Mindcraft                            00.000 [0.600]
 . Monster-lore                                  00.000 [0.500]
I decide to throw all 6 points into Weaponmastery.

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 - Combat                                        04.100 [0.700]
          . Weaponmastery                        06.500 [0.750]
I notice the increase in her Fighting ability from Bad to Poor.

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                         (Miscellaneous Abilities)                             
 Fighting    : Poor         Perception  : Very Bad     Blows/Round:  1         
 Bows/Throw  : Bad          Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Bad          Mel.dmg/Rnd:  2d4       
 Stealth     : Bad          Magic Device: Bad          Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       running   
The monsters drop nothing, except for one Jackal corpse, from which Edaymar hacks 10 Jackal raw meats. I sell these in Bree, but the General Store pays only 20 gold. I must find more gold!

This is 43rd Yavie of the 2890th year of the third age. The time is 9:47 AM. It is midmorning. Edaymar departs Bree to find more loot and experience. With her mace, she slays a Giant white ant, who is no longer too difficult.

This priest of Manwe shows no attributes of a priest. She never prays; she never uses her piety for spells, nor her mana. She is as a Warrior, or a Haftedmaster, who thrusts her mace at her enemies. She slays the neutral creatures of the surface, and never encounters the evil monsters that Manwe so opposes. Manwe awaits the time when his priestess Edaymar will invade the Orc Caves, and come against those evil orcs.

Edaymar reaches level 3, so I have six more skill points. I presently refuse to increase Magic (without spells taking mana), Magic-Device (without any rods, staves or wands), Spell-power (without any spells), nor Monster-lore (without any pets). I will ignore the Disarming skill, because of my hope to find Staves or Rods of Disarming. I also hope to find magic to detect hidden things, instead of increasing the Sneakiness skill.

I have the option to raise Weaponmastery to 7.250, but not higher. (The game complains, Cannot raise a skill above 4 + player level.) I need not raise Combat, because my armor is not too heavy. So my best options for now are to increase Stealth, Spirituality or Mindcraft.

I decide to throw all 6 points into Mindcraft, thus enabling that skill. Increases to Mindcraft also contribute to Magic and Spirituality; I notice that Edaymar gains 2 more mana, from 7/7 SP to 7/9 SP.

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 + To Melee Hit           1 Level              3    Hit Points       34/    34 
 + To Melee Damage        0 Experience        57    Spell Points      7/     9 
 + To Ranged Hit          1 Max Exp           57    Sanity           26/    26 
 + To Ranged Damage       0 Exp to Adv.       99    Piety                  200 
   AC                   7+1 Gold              25    Speed            Fast (+4) 

Code: Select all

 - Spirituality                                  11.600 [1.000]
          . Prayer                               01.000 [1.500]
          . Mindcraft                            03.600 [0.600]
Mindcraft offers the powers of Precognition, Neural Blast and Minor Displacement. When a Giant white ant flees, Edaymar uses Neural Blast to kill it. She attempts the power 7 times, but fails 3 times and succeeds 4 times, though the ant resists the attack. She now has 2/7 SP. The Giant white ant collapses, a mindless husk. So Neural Blast acts as a weak ranged weapon.

Edaymar reaches level 4, so I assign 2 points to Weaponmastery, 2 points to Stealth, 2 points to Mindcraft.

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 + To Melee Hit           1 Level              4    Hit Points       42/    42 
 + To Melee Damage        0 Experience       102    Spell Points     10/    10 
 + To Ranged Hit          1 Max Exp          102    Sanity           33/    33 
 + To Ranged Damage       0 Exp to Adv.      154    Piety                  200 
   AC                   7+1 Gold             105    Speed            Fast (+4) 

Code: Select all

 - Combat                                        04.800 [0.700]
          . Weaponmastery                        08.000 [0.750]
 - Sneakiness                                    01.570 [0.900]
          . Stealth                              04.800 [0.400]
 - Magic                                         01.720 [0.900]
 - Spirituality                                  11.800 [1.000]
          . Mindcraft                            04.800 [0.600]
In the grass wilderness, the monsters drop nothing except corpses. My only source of gold is to hack raw meat from the corpses, then carry them to Bree. I expect raw meat to decay, but I can always reach Bree and sell the meat at the General Store. Whenever Edaymar hacks some meat, I soon go to the overworld map, and approach Bree from the west or east. All meat comes from Jackals, except for the meat from Giant white mice. I sell all the meat, and Edaymar has 105 gold.

The sun sets. Edaymar has defeated 2 Scrawny cats, 1 Sparrow, 3 Chaffinches, 1 Wild rabbit, 1 Scruffy little dog, 8 Newts, 5 Giant white mice, 40 Jackals, 6 Soldier ants, 8 Insect swarms, 5 Giant black ants and 5 Giant white ants, thus a total of 85 creatures killed.

The sun is down. Without equipping a light, I enter the overworld map, and Edaymar returns to Bree. At the edge of Bree, Edaymar equips one of her torches. When she arrives at the shops: This is 43rd Yavie of the 2890th year of the third age. The time is 6:44 PM. The night has begun. Edaymar buys some items.
  • 37 gold: a Metal Cap [3,+0]
  • 41 gold: a Brass Lantern
  • 9 gold: 3 Flasks of oil
Edaymar sells her 6 Wooden Torches for 12 gold. Her purse now has 30 gold, and I cannot afford the 71 gold for a Shovel. I refuse to enter the Barrow-downs without a shovel or pick. She visits the inn and pays 20 gold to rest for the night. I want the sun to be up when Edaymar is in the wilderness.

Edaymar, in too much poverty to explore the Barrow-downs, lies in a bed at the Prancing Pony. Dreams of adventure enter her mind. A Giant white ant gives her a graze, and she collapses from the loss of blood, knowing that she will die. The ant speaks about death, and the uselessness of Manwe Sulimo, and the nonutility of priestesses. 'You may wake from this dream and live, but you shall never enter the Barrow-downs, and you shall never have any proper start to your adventurer.'

Edaymar is alive in Bree, and talking to Farmer Maggot. The hobbit stands on a building, and suddenly polymorphs into a very evil Newt, with the voice of an orc. The very evil Newt demands, 'Art thou an adventurer, one who passes by the buildings we call shops to find the true nature of the money beyond them? If this is so, then die, because you cannot win.' The very evil Newt takes the mace from Edaymar, and swings the mace at Edaymar, and beheads her. The head of Edaymar bounces around the floor, but comes to rest, and still breathes, and has a pillow behind it.

Then Edaymar wakes, but the night is long, so she returns to sleep until the sun rises. You awake refreshed for the new day. Edaymar returns to the wilderness, and seeks more meat to sell.

During 44th Yavie of the 2890th year, Edaymar runs across the grass. She finds few monsters, but brings her mace against them. She passes very near the entrance, but is careful not to enter the Orc Caves. Some grass regions have too many trees, so she goes around the trees.

Edaymar reaches level 5. I again assign 2 points to Weaponmastery, 2 points to Stealth, 2 points to Mindcraft.

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 + To Melee Hit           1 Level              5    Hit Points       49/    49 
 + To Melee Damage        1 Experience       158    Spell Points     11/    11 
 + To Ranged Hit          1 Max Exp          158    Sanity           40/    40 
 + To Ranged Damage       0 Exp to Adv.      220    Piety                  200 
   AC                  10+1 Gold              10    Speed            Fast (+4) 

Code: Select all

 - Combat                                        05.500 [0.700]
          . Weaponmastery                        09.500 [0.750]
 - Sneakiness                                    01.840 [0.900]
          . Stealth                              05.600 [0.400]
 - Magic                                         01.900 [0.900]
 - Spirituality                                  12.000 [1.000]
          . Mindcraft                            06.000 [0.600]
In Bree, Edaymar chats with Melinda Proudfoot, who wants Edaymar to rescue Merton from a maze.

Edaymar reaches level 6. I decide to assign 6 points to Stealth.

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 + To Melee Hit           1 Level              6    Hit Points       49/    62 
 + To Melee Damage        1 Experience       222    Spell Points     11/    12 
 + To Ranged Hit          1 Max Exp          222    Sanity           47/    47 
 + To Ranged Damage       0 Exp to Adv.      308    Piety                  200 
   AC                  10+1 Gold              40    Speed            Fast (+4) 

Code: Select all

 - Sneakiness                                    02.650 [0.900]
          . Stealth                              08.000 [0.400]
Corpses are rare; Edaymar has no Corpse-preservation skill. I find too many ant skeletons (which have no meat) and not enough meaty corpses. Edaymar finds her first Newt corpse after killing 18 Newts, but: There is not enough meat. The 19th Newt also drops a corpse, but also with not enough meat.

The sun has set. Edaymar has earned only 30 gold. She has 40 gold in her purse, which is more than enough for the inn, but she also needs to buy Food Rations. At the Prancing Pony, she pays 15 gold for 5 Rations of Food, and 20 gold to sleep at the inn, and 2 gold for a meal. The barkeep gives you some gruel and a beer. You are full!

The 45th Yavie might be a better day.

Edaymar goes south of Bree, to the water. I want more loot, at least enough to buy a Shovel. Edaymar uses Neural Blast against a Green naga. Eight Neural Blasts later, the Green naga dies and drops some money. You have found 41 gold pieces worth of copper.

I notice that Green nagas are evil. While fighting a second Green naga, Edaymar prays to Manwe, who likes the death of evil things. Edaymar earns 2 piety, and 30 gold pieces worth of silver.

I continue to scum the border between Bree and the shallow water, looking for monsters. Hydra and Lizard men are too dangerous, so Edaymar leaves when those monsters appear. Green naga and Red naga are too dangerous for melee, but Edaymar kills them with Mindcraft.

Edaymar reaches level 7. I put another 2 points to Weaponmastery, 2 points to Stealth, 2 points to Mindcraft, because I only want to raise those three skills.

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 + To Melee Hit           1 Level              7    Hit Points       70/    70 
 + To Melee Damage        1 Experience       319    Spell Points     14/    14 
 + To Ranged Hit          1 Max Exp          319    Sanity           54/    54 
 + To Ranged Damage       0 Exp to Adv.      440    Piety                  202 
   AC                  10+0 Gold              94    Speed            Fast (+4) 

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 - Combat                                        06.200 [0.700]
          . Weaponmastery                        11.000 [0.750]
 - Sneakiness                                    02.920 [0.900]
          . Stealth                              08.800 [0.400]
 - Magic                                         02.080 [0.900]
 - Spirituality                                  12.200 [1.000]
          . Mindcraft                            07.200 [0.600]
Edaymar reaches level 8, and I yet again put 2 points to each of the 3 skills.

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 + To Melee Hit           1 Level              8    Hit Points       72/    72 
 + To Melee Damage        1 Experience       442    Spell Points     16/    16 
 + To Ranged Hit          1 Max Exp          442    Sanity           61/    61 
 + To Ranged Damage       0 Exp to Adv.      616    Piety                  212 
   AC                  10+0 Gold             110    Speed            Fast (+4) 

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 - Combat                                        06.900 [0.700]
          . Weaponmastery                        12.500 [0.750]
 - Sneakiness                                    03.190 [0.900]
          . Stealth                              09.600 [0.400]
 - Magic                                         02.260 [0.900]
 - Spirituality                                  12.400 [1.000]
          . Mindcraft                            08.400 [0.600]
The scumming continues, but naga rarely appear, and the appearing naga rarely drop gold, so the process is long and slow.

Eydaymar reaches level 9, when she kills a Red naga, then claims an unidentified Pink Speckled Potion from the same creature. I assign 6 skill points to Stealth.

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 + To Melee Hit           1 Level              9    Hit Points       85/    85 
 + To Melee Damage        1 Experience       616    Spell Points     16/    16 
 + To Ranged Hit          1 Max Exp          616    Sanity           68/    68 
 + To Ranged Damage       0 Exp to Adv.      836    Piety                  223 
   AC                  10+0 Gold             167    Speed            Fast (+4) 

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 - Sneakiness                                    04.000 [0.900]
          . Stealth                              12.000 [0.400]
A Green naga has a Cloak. I suddenly remember that Edaymar is a priestess, and thus has the ability to Detect Curses. I can check now for a curse, without wait for pseudo-ID. I press 'O', and use the power to 'detect curses', which costs 14 mana. Nothing seems to have a curse.

Edaymar already wears a Cloak, but it took damage and is now a Cloak [1,-1]. I swap in the new Cloak, and Edaymar agains 1 AC, so the new Cloak seems to be an unidentified Cloak [1,+0]. I keep the old Cloak [1,-1], but the old Cloakis worthless, so I expect to later drop or destroy it.

Edaymar sells the Pink Speckled Potion at the Temple. You sold a Potion of Cure Serious Wounds for 17 gold. Cool! Edaymar now has 204 gold, which might be enough to buy the equipment for the Barrow-downs.

I press '^X' to save and quit. This do I remember. The wilderness around Bree might be a good source of experience, but it is not a good source of loot. The adventurer who is too poor to enter the Barrow-downs might need three days, 43rd through 45th Yavie, to collect enough gold.

During the 43rd Yavie and 44th Yavie, from sunup to sundown, Edaymar the priestess wandered the grass wilderness, using her mace to gain experience, and some slight loot. At 45th Yavie, Edaymar scummed the water south of Bree, using her power of Neural Blast to gain experience and loot. Today, the 45th Yavie, Edaymar might finally buy a Shovel or a Pick, plus some other equipment, and finally enter the Barrow-downs, and begin the adventure of the dungeons. (End of chapter 2.)

:arrow: Yes, you may post in this thread. Leave a comment! Ask a question! Provide your suggestions and assistance, so that I may guard the life of Edaymar.

FACM
Higher
Posts: 65
Joined: Sun Jan 24, 2010 5:54 pm

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#3 Post by FACM »

Not to be a total downer, but why write such a detailed narrative about farming corpses?

I can see how it would be a good survival guide for new players that want to see how to get a decent starting position to make the first dungeon easier, but does that need to be in a narrative? I prefer stories about heroic adventurers, facing death and surviving by their wits, not 'ok, gotta grind on ants and newts for 3 weeks, then i can go off into the dungeon when it's no challenge to me and my Mace of Ant-Bane'.

I'd say to stick to one side or the other. Either point out all the good ways new players might not think of to help them out early on, or do a proper narrative that makes us respect your character's bravery and might.

[If you save-scummed for the sake of a better story, I wouldn't mind. I doubt too many people would. Few would even care as long as you didn't point out that you died 24 times in the making of the story.]

bio_hazard
Wyrmic
Posts: 233
Joined: Thu Dec 20, 2007 12:08 am
Location: California

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#4 Post by bio_hazard »

I like it- sure it was a bit of a slow start, but it's left me waiting the blow-by-blow in the BD!

Kernigh
Wayist
Posts: 23
Joined: Sun Jan 31, 2010 3:55 pm

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#5 Post by Kernigh »

FACM wrote:Not to be a total downer, but why write such a detailed narrative about farming corpses?... I prefer stories about heroic adventurers, facing death and surviving by their wits, not 'ok, gotta grind on ants and newts for 3 weeks, then i can go off into the dungeon when it's no challenge to me and my Mace of Ant-Bane'.
Edaymar is my first new ToME character after more than two years. I sent Edaymar into the wilderness, hoping that the monsters would drop more money. I completely forgot about the quest of thieves, where one can acquire and sell a good dagger.
bio_hazard wrote:I like it- sure it was a bit of a slow start, but it's left me waiting the blow-by-blow in the BD!
In the next chapter, Edaymar enters the Barrow-downs, but without enough equipment.

Chapter 3: Down to the Barrow-downs
'I can only wonder at the construction of the Barrow-downs. They who built this dungeon had to construct many rectangular rooms amid a completely dark forest. I am very sure that they involved some magic, because a light falls from above into each room, even during the night. The corridors between the rooms pass through completely dark regions of tree trunks and stone blocks.' --The DitL of Agrelaa, part 1
This is the 45th Yavie of the 2890th year of the third age. The time is 11:43 AM. It is late morning. Edaymar, the priestess of Manwe Sulimo, shops around Bree. She has 204 gold, which might be enough to buy the equipment for her first trip into the Barrow-downs.
  • Edaymar buys a Shovel (+1), and thanks Sultan the Midget(Gnome) of the General Store for the 25% discount.
  • Minutes ago, Edaymar sold a Pink Speckled Potion to Ludwig the Humble(Dwarf) of the Temple. Ludwig identified this Potion of Cure Serious Wounds, and this is the only one in the store, so Edaymar buys back this potion.
  • Edaymar buys 2 Scrolls of Teleportation from Mauser the Chemist(Half-Elf) of the Alchemy shop. Edaymar now has only 5 gold.
  • Uldrik(Human) of the Mayor's Office offers the quest. There are thieves robbing my people! They live in a small burrow outside the city walls, but they get inside the walls with a tunnel to a building here! Your task is to go into the building and kill these ruffians!
Bree has no established system of justice, so the mayor must hire some random adventurer to kill the criminals, instead of bringing them to court.

I had forgotten about this quest! None of my ToME characters has done this quest for more than two years ago. I vaguely recall that a level 1 character can enter berserk/running, hack and back the thieves, and claim a good Dagger. The quest has danger level 5, and Edaymar has danger level 9, so this quest would now be very easy. I move Edaymar to the quest entrance, and enter the tunnel.

----
Quest of Thieves

You feel a vicious blow on your head. Edaymar awakes, picks the lock, leaves the prison cell, ignores the Human Skeleton in another cell, takes back her inventory and equipment, lights her lantern, and opens the trapped door. An alarm rings! The door explodes.

Edaymar uses normal/running tactics. Edaymar drops to 57/85 HP during the battle. Novice rogues and the Bandit often teleport themselves away. Edaymar eventually kills everyone with her Mace. The thieves are dead; Bree becomes more safe.

Edaymar uses her power to 'detect curses', but the loot is not cursed. The loot has weapons, armor and money.

The Temple stocked more potions; Edaymar buys another Potion of Cure Serious Wounds. Edaymar then shovels away a few trees, while waiting for pseudo-identification of the loot. You feel the Dagger (k) in your pack is good... You feel the Bolts (n) in your pack are cursed... Has the power to 'detect curses' failed to detect a curse on these Bolts?

Edaymar sells all the loot, except the Dagger and the Bolts, and buys a Scroll of Identify. Edaymar has a Dagger (1d4) (+5,+1). This hits more easily, but does less damage than the Mace. Edaymar sells the Dagger for 549 gold.

Edaymar buys another Scroll of Identify, to identify 29 Bolts (1d5) (-2,-5) {cursed}. It is cursed. I now have a problem, because I know that the Bolts have a curse, but the 'detect curses' power failed to detect the curse.

----
powers.c

I examine src/powers.c, in the source code of ToME 2.3.8 (ah, git).

Code: Select all

	case PWR_DET_CURSE:
		{
			int i;

			for (i = 0; i < INVEN_TOTAL; i++)
			{
				object_type *o_ptr = &p_ptr->inventory[i];

				if (!o_ptr->k_idx) continue;
				if (!cursed_p(o_ptr)) continue;

				if (!o_ptr->sense) o_ptr->sense = SENSE_CURSED;
			}
		}
		break;
Yes, the power does seem to check every item in the inventory for curses.

Code: Select all

	/* Success? */
	if (randint(p_ptr->stat_cur[x_ptr->stat]) >=
	                ((diff / 2) + randint(diff / 2)))
	{
		return (TRUE);
	}

	if (flush_failure) flush();
	msg_print("You've failed to concentrate hard enough.");

	return (FALSE);
The power can fail to activate, but every failure has a message. Edaymar tries the power again; I sometimes see this message: You've failed to concentrate hard enough. (There are other possible messages, but none would apply to Edaymar.) No such message appeared in my message log when Edaymar checked the loot including the Bolts.

The mystery remains why the power missed the curse in the Bolts. I wonder if I somehow cast the wrong spell, and failed to use the power? I will distrust the power to 'detect curses', until I learn more about this power.

Edaymar uses the gold, from selling the Dagger, to buy more supplies. Edaymar seems to have plenty of equipment for the Barrow-downs!

Code: Select all

  [Character Equipment]

a) a Mace (2d4) (+0,+0)
d) (nothing)
e) (nothing)
f) (nothing)
k) (nothing)
m) (nothing)
n) a Soft Leather Armour [4,+0]
o) a Cloak [1]
p) (nothing)
s) a Metal Cap [3,+0]
u) (nothing)
x) a Pair of Soft Leather Boots [2,+0]
z) (nothing)
{) (nothing)
|) a Shovel (+1) {25% off}


  [Character Inventory]

a) 10 Rations of Food
b) 3 Flasks of oil
c) 2 Potions of Cure Light Wounds
d) 7 Potions of Cure Serious Wounds
e) 2 Scrolls of Phase Door
f) 8 Scrolls of Teleportation
g) a Brass Lantern (with 6739 turns of light)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
----
Barrow-downs 1

You have a superb feeling about this level. The time is 4:07 PM, of the 45th Yavie. I set tactics to normal/normal. The dungeon is dark. Edaymar lights her lantern.

Edaymar destroys a group of Jackals, then encounters a Novice paladin (level 4). This melee goes badly for Edaymar. With tactics at coward/running, Edaymar flees. Then Edaymar launches a single Neural Blast. The Novice paladin flees in terror! Edaymar goes around a corner, rests, and returns to normal/normal tactics. Neural Blasts kill the Novice paladin, who drops a Slimy Dagger, which is a junkart.

Edaymar casts Precognition (for the first time in this game), and notices a large group of nearby monsters, with some as high as level 5. The monsters appear on the screen when Edaymar casts Precognition, but disappear after Edaymer moves.

Edaymar fights, and kills some monsters, but hesitates with a Green ooze (level 3). Her Neural Blast has no effect; the Green ooze seems to be mindless! No battles to the death are recalled.... Nothing is known about its attack. Fortunately, a single strike of the Mace destroys the Green ooze.

You leave a trap detected zone. Edaymar casts Precognition again, because this spell detects monsters and also detects traps. The level seems to have no traps, but has many monsters (screenshot). The monsters live in their own fortress of permanent wall, and the only entrance is a set of two doors, one before the other.

Edaymar continues to kill monsters, though sometimes fleeing to rest. When she meets a Zombie Novice rogue (level 12), she uses normal/running tactics to hack and back and thus destroy this zombie. Soon after the zombie falls, the breeders begin to spread. Edaymar kills the Red worm masses, but the Giant white lice multiply forever. Edaymar slays a Giant white louse, and gains character level 10, but postpones the distribution of the skill points. Edaymar contains the Giant white lice in the fortress and closes one of the two doors.

A Large kobold opens the door, threatening to allow a Giant white louse to escape. Edaymar kills the Large kobold, closes both doors, and abandons the fortress to the lice.

Edaymar can detect other monsters, up to a Nexus quylthulg (level 32) and some Black puddings (level 37), but can find no corridors to reach them. Edaymar leaves the Barrow-downs, and returns up the staircase to Bree. She survived without using any of her potions or scrolls.

----
Bree

Edaymar retreats to Bree, where the sky is night, and the time is 7:20 PM. Edaymar sells most of her loot.

For many hours, I turn my mind away from the game, but ponder the situation of Edaymar, while time stops in the game. Many of my first characters died in the Barrow-downs, but this dungeon has never had as much danger as it has now, in the game of Edaymar, my first game with the enabled ironman_rooms option.

The only good item in the loot is a Sabre (1d7) (+2,+4). Edaymar now wields this Sabre; and stashes the old Mace at home. After Edaymar had killed all the thieves, their building had become her home in Bree, because such is the reward for the quest. Edaymar also places the Slimy Dagger (being a junkart) at home, because she cannot afford the necessary Scroll of *Identify* to determine the activation of the junkart.

Code: Select all

  [Home Inventory - Bree ]

a) a Spellbook of Manwe's Blessing
b) a Slimy Dagger
c) a Mace (2d4) (+0,+0)
d) a Parchment - Adventurer's Guide to Middle-earth
e) a Parchment - Khuzdul - The Hidden Tongue of the Dwarves
Edaymar also brought a Parchment - Khuzdul - The Hidden Tongue of Dwarves out of the dungeon. She has read this parchment, and I will probably dispose this parchment, because she has no need to keep this parchment.

While in the Barrow-downs, the character level of Edaymar rose to 10, but the piety fell below zero, to -17.

Code: Select all

 + To Melee Hit           3 Level             10    Hit Points       94/    94 
 + To Melee Damage        5 Experience       844    Spell Points     17/    17 
 + To Ranged Hit          1 Max Exp          844    Sanity           75/    75 
 + To Ranged Damage       0 Exp to Adv.     1100    Piety                  -17 
   AC                  10+1 Gold             312    Speed               Normal 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Fair         Perception  : Bad          Blows/Round:  1         
 Bows/Throw  : Bad          Searching   : Bad          Shots/Round:  1         
 Saving Throw: Good         Disarming   : Bad          Mel.dmg/Rnd:  1d7+5     
 Stealth     : Excellent    Magic Device: Bad          Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
Edaymar buys 7 Flasks of oil, and 1 Scroll of Word of Recall. She now has totally 10 oil flasks, but only 1 recall scroll, because she cannot afford another recall scroll. I hope to go deeper into the Barrow-downs, with enough oil to fuel the latern, and to use the recall scroll to escape.

----
ToME Skills Screen

Finally, before any return to the Barrow-downs, Edaymar ought to assign her 6 skill points.

Code: Select all

Skills (points left: 6)
 - Combat                                        06.900 [0.700]
          . Weaponmastery                        12.500 [0.750]
          . Archery                              02.500 [0.000]
 - Sneakiness                                    04.000 [0.900]
          . Stealth                              12.000 [0.400]
          . Disarming                            00.400 [0.900]
 - Magic                                         02.260 [0.900]
          . Magic-Device                         03.000 [1.050]
          . Spell-power                          00.000 [0.600]
 - Spirituality                                  12.400 [1.000]
          . Prayer                               01.000 [1.500]
          . Mindcraft                            08.400 [0.600]
 . Monster-lore                                  00.000 [0.500]
I throw all 6 skill points into Mindcraft.

Code: Select all

 - Magic                                         02.800 [0.900]
 - Spirituality                                  13.000 [1.000]
          . Mindcraft                            12.000 [0.600]
This provides a slight boost to Spirituality and also to Magic: enough to increase mana from 17/17 SP to 17/19 SP.

----
Barrow-downs 1

You enter a maze of down staircases. You go away into the Barrow-Downs. Generation restarted (too many monsters) You have a superb feeling about this level.

Edaymar casts Precognition; the monsters have low level. Edaymar follows the only corridor north, and easily clears the first room of monster, but the loot reduces her speed to Slow (-1). The only way to continue is through a void jumpgate, because the room is otherwise a dead end.

The jumpgate takes Edaymar across a wall, to the next room. Edaymar again slays the monsters, and takes some loot (but ignores the Essences, and decides to leave the Iron Spikes). Edaymar falls through another jumpgate.

The second jumpgate takes Edaymar across another wall, to a third room. This room has only two monsters, and no loot. Edaymar falls through another jumpgate.

The third jumpgate takes Edaymar across another wall, to a fourth room. Edaymar kills the jackals, and the other inhabitants. This room is a dead-end. Edaymar sets tactics to normal/slug-like (to compensate for her low Sneakiness skill) and searches for a door, but finds no way out.

Edaymar returns through the three jumpgates, to the first room, and returns to the corridor, and continues searching, but finds no way to reach the monsters in the other part of the map.

Edaymar tries a different tactic. She accesses her powers of Mindcraft, and tries a spell called Major Displacement. This spell takes her to an unfamiliar corridor, near no monsters. The corridor stretches north, to a down staircase; and stretches south, to a wall. She looks carefully, and sees a mix of permanent wall and granite wall; but she has only a Shovel, not a Pick. You tunnel into the granite wall. You fail to make even the slightest of progress. Edaymar cannot enter this fortress, and fight the monsters and loot that might be inside; so she turns north, and follows the staircase down.

----
Barrow-downs 2

You have a superb feeling about this level. Edaymar casts Precognition. You sense the presence of monsters! You sense the presence of traps! There is a room, with a perimeter of traps. Edaymar approaches the room, and sees granite wall behind the traps. Edaymar has no good way to disarm the traps, and no way to dig through the granite wall, so she declines to explore the room.

Edaymar moves west, and detects a second room, with another ring of traps! She detects a third room, with yet more traps! You hear a door burst open! The third room seems to be extremely large. There seems to be no path to the second or third rooms.

A Yellow mushroom patch blocks the corridor that leads west. The Yellow mushroom patch releases spores at you. You are terrified! You are too afraid to attack the Yellow mushroom patch! Edaymar refuses to strike the mushrooms with her Sabre (1d7) (+2,+4). The ranged attack, Neural Blast, has no effect against the mushrooms. So Edaymar tries a new spell of Mindcraft, called Pulverise. The Yellow mushroom patch is destroyed.

Then a new corridor leads north, but seems to bypass the third room with the traps (screenshot). Instead, the path ends at an up staircase. Edaymar turns south, and takes one of the down staircases.

----
Barrow-downs 3

Generation restarted (too many monsters) You have a superb feeling about this level. The path seems to dead-end at another wall. Once again, Edaymar sees a mix of permanent wall and granite wall; once again, the Shovel makes no progress through the wall.

Edaymar casts Major Displacement. The spell seems to carry her east, across the mysterious room, and lands her in another corridor. This winding corridor has a west end and an east end, but both ends are granite walls.

Edaymar again casts Major Displacement. The spell carries her to a north-south corridor, but both ends are granite walls.

Edaymar casts third Major Displacement. The spell returns her to the second corridor (the winding corridor).

Edyamar casts fourth Major Displacement. The spell returns her to the third corridor (the north-south corridor).

Major Displacement. The second corridor.

Major Displacement. A new corridor, eleven squares long, west to east, both ends are granite walls.

Major Displacement. The second corridor. Today it is the 46th Yavie of the 2890th year of the third age.

Major Displacement. The fourth corridor (of eleven squares).

Major Displacement. The second corridor.

Major Displacement. A new corridor, four squares long, both ends are granite walls. You feel the Hatchet (m) in your pack is good... You feel the Arrows (q) in your pack are good...

Edaymar stops to think. She prepared for the dungeon, she bought plenty of potions of scrolls, she bought a shovel, and now she finds that the rooms of Barrow-downs 2 and Barrow-downs 3 remain shut to her. The granite wall refuses the yield, but if the wall would yield, then the traps might not. Stuck in the corridors, Edaymar cannot enter the rooms, and challenge the monsters that live inside them. These monsters are safe behind their walls, and so is the loot.

I have prepared Edaymar for the wrong kind of the dungeon exploration. Edaymar has scrolls for escaping and potions for curing wounds, but those items have never been necessary. Edaymar is strong enough to fight the monsters without those items. My problem is that Edaymar cannot reach most of the monsters.

"This is not the end!" Edaymar screams. She goes east, and confronts the room that seems to contain the fewest traps. "I will breach this wall!" She grabs her shovel, and thrusts it forward.

You tunnel into the granite wall. <42x> You fail to make even the slightest of progress. You tunnel into the granite wall. <18x> You fail to make even the slightest of progress. You tunnel into the granite wall. <96x> You fail to make even the slightest of progress. You tunnel into the granite wall. <107x> You fail to make even the slightest of progress. You tunnel into the granite wall. You fail to make even the slightest of progress. You tunnel into the granite wall. <8x> You fail to make even the slightest of progress. You tunnel into the granite wall. <16x> You fail to make even the slightest of progress. You tunnel into the granite wall. <51x> You fail to make even the slightest of progress. You tunnel into the granite wall. You fail to make even the slightest of progress. You tunnel into the granite wall. <73x> You fail to make even the slightest of progress.

The monsters on the other side of the wall ignore the attempt by Edaymar the High-Elf to gain entry; indeed, they know nothing of the High-Elf.

Edaymar finally steps back from the wall, and tries to read her recall scroll, but there is no recall scroll in her pack. I discover from the message log, that Edaymar offered to buy the recall scroll, but forgot to actually buy the recall scroll.

Edaymar will need to take the stairs from Barrow-downs 3 to Barrow-downs 2 to Barrow-downs 1 to the surface. This might not be possible, because this corridor has no connection to any staircase (screenshot). These four squares between these two walls grant no way out. If Edaymar is lucky, and her spell of Major Displacement can put her near a staircase, then she might escape the Barrow-downs.

Edaymar is perhaps stuck in this dungeon forever.

:arrow: Can Edaymar escape the Barrow-downs? Must she replace her Shovel with a Pick? How soon can she find magic to dig through walls or disarm traps? Post your response, so that I may guard the life of Edaymar.

bio_hazard
Wyrmic
Posts: 233
Joined: Thu Dec 20, 2007 12:08 am
Location: California

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#6 Post by bio_hazard »

I've never played ironman rooms. Looks very hard for a beginning character.

Not sure about the curse detection issue. I usually just sell 1 of a batch of ammo to identify.

you might need to steal something to deal with the traps and granite walls.

Yottle
Reaper
Posts: 1754
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#7 Post by Yottle »

You should never go into a dungeon without a reliable means of recall. That is especially true playing ironman rooms, since you can't rely on the terrain to be helpful.

You can sometimes get around in the BD by tunneling the trees. That can be done with a shovel; you don't need a pick.

The Sandworm Lair is the safest dungeon to start with if you are playing ironman. A couple of checkerboard vaults will probably completely equip your character. I never go into most dungeons when I am doing ironman (except maybe a quick tour to look for markets).

Kernigh
Wayist
Posts: 23
Joined: Sun Jan 31, 2010 3:55 pm

Re: DitL of Edaymar, priestess of Manwe, ironman_rooms (spoily)

#8 Post by Kernigh »

bio_hazard wrote:Not sure about the curse detection issue. I usually just sell 1 of a batch of ammo to identify.
I forgot about that important trick! Shops would not buy ammo with cursed pseudo-identification, but I missed an opportunity to sell 1 of my batch before Edaymar cut the trees to wait for pseudo-ID.
Yottle wrote:The Sandworm Lair is the safest dungeon to start with if you are playing ironman. A couple of checkerboard vaults will probably completely equip your character.
The DitL of Agrelaa, part 8 tells my only visit to the Sandworm Lair. The place had so much sandwall, and few monsters except 'w'. I would still need a pick against the granite walls of the vaults. I might want to go there, but the top level is level 22 and might be too deep for Edaymar.


Chapter 4: Operation OVERKILL
'It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons.' --Mordekainen's Magical Compendum of Deep Thought
46th Yavie, 1:33 AM. Edaymar, the high-elven priestess, waits in the corridor with her lantern. To her east, she sees the granite wall, seemingly undamaged by her shovel. To her west, she knows that just beyond the edge of the lantern light, there is another granite wall.

This is a short corridor, only four squares long, in level 3 of the Barrow-downs. The monsters of this level live in sealed rooms, behind granite walls. Edaymar, the high-elven priestess, knows this, because she can do Mindcraft, and use Precognition to detect the monsters. Edaymar is an adventurer, of the class to explore dungeons and kill their monsters, but Edaymar slew no monsters at this level. Edaymar cannot breach any of the granite walls, to bring battle to the monsters. Edaymar, the high-elven priestess, knows this, because she tried to dig through the granite wall to her east, but all of her attempts with her shovel failed to make even the slightest of progress.

This is a day in the life of Edaymar, a rather new adventurer. Only three days ago, her adventure began. Edaymar, the high-elven priestess, stayed out of the dungeon for the first day, and the second day, and part of the third day. Edaymar stayed out until she had enough money to buy equipment and items. In her pack are potions to cure wounds, and scrolls to escape danger. Edaymar has used none of these items; she has used not her 2 Potions of Cure Light Wounds, nor her 7 Potions of Cure Serious Wounds, nor her 2 Scrolls of Phase Door, nor her 8 Scrolls of Teleportation. From the beginning of her adventure until now, these expensive items had no use.

Other items have a use, but not a presence in her pack. Edaymar lacks a tool to dig through granite wall. Edaymar also lacks a recall scroll. Edaymar cannot read any Scroll of Word of Recall, to yank herself out of the dungeon and return to the town of Bree. Edaymar must find some other way to escape the Barrow-downs, or she will remain forever in this short corridor (only four squares long!) and starve to death, and rot, and become a skeleton.

46th Yavie, 1:33 AM. Edaymar unwraps a Fortune Cookie, and eats. That tastes good. There is message in the cookie. It says: Operation OVERKILL has started now. An odd name, if Edaymar underkills monsters, because she cannot reach them.

This is Operation OVERKILL, to find a way out of these Barrow-downs, and return to the town of Bree.

This corridor has no entrance or exit, so how Edaymar arrived here? Edaymar had used the Mindcraft power of Major Displacement. This power has a chance to fail, so cannot replace a scroll of escape when fleeing a battle; but now, outside battle, Edaymar has enough time to rest, and many times cast Major Displacement. Yes, Edaymar used Major Displacement to enter this corridor, and she might use Major Displacement to leave.

The problem is that Major Displacement cannot go everywhere. For some unknown reason, Major Displacement has never landed Edaymar inside any of these rooms of granite wall. Edaymar is uncertain, whether Major Displacement can land her near any staircase upward. So, for this Operation OVERKILL, Edaymar will try Major Displacement, but if that fails, Edaymar will try her shovel against the trees. A shovel is useless against granite wall, but might dig a path through the trees, and such path might reach any staircase upward.

Operation OVERKILL begins now.

Edaymar casts Major Displacement. The magic takes her from that corridor, and lands her in a new corridor, but this corridor is only two squares long, north to south, and her lantern lights the entire corridor, and sees the granite walls at both ends. This is a useless corridor, with no way to any staircase upward. Edaymar rests, to recover her mana.

----
Edaymar casts Major Displacement. This new corridor seems long, and raises hope. Edaymar casts Precognition, and a room of monsters and traps to the west, and another such room to the north. Edaymar tries to rest. You hear a door burst open! Edaymar continues to rest. You hear a door burst open! You hear a door burst open! Has someone detected Edaymar, whose abilility for Stealth is Excellent? Edaymar rests, and recovers her mana.

Edaymar walks west. This corridor ends at what seems to be a rectangular perimeter hallway around a large room. The outer wall is granite, but the inner wall is permanent. Edaymar follows the hallway counter-clockwise, but stops before a trap. Edaymar returns clockwise, but sees a monster, and this is her first encounter with a monster at this dungeon level, Barrow-downs 3. The monster is beyond the light of her lantern, but with her infravision, Edaymar sees a Black naga (level 3). Edaymar prays to Manwe Sulimo, and holds her Sabre (1d7) (+2,+4).

Edaymar takes normal/normal tactics, and melees the Black naga over many turns, but the Sabre barely scratches the naga, while Edaymar loses one third of her HP. Then Edaymar, through her Mindcraft, sends a Neural Blast at this short range. The Black naga cries out in pain. A second Neural Blast. The Black naga cries out in pain. The Black naga crushes you. A third Neural Blast. The Black naga cries out feebly. The Black naga flees in terror! A fourth Neural Blast, at a range of 2 squares. The Black naga collapses, a mindless husk. Now Edaymar takes the loot, a Soft Studded Leather [5], and retreats away from the perimeter hallway, and rests.

This is Operation OVERKILL, which might involve overkilling the monsters of at least one room, because of Edaymar.

Edaymar, with full HP and mana, returns to the perimeter hallway, and continues clockwise. Some Yellow jelly blocks the hallway, so Edaymar attacks with her Sabre. The Yellow jelly poisons Edaymar, and drains 2 mana points, but dies to several hits from the Sabre. So Edaymar retreats, and rests, as her body overcomes the poison.

Edaymar, the high-elven priestess, returns to the hallway. Then a Novice mage steps through the open door in the western side of the inner permanent wall. The Novice mage hits you. You cripple the Novice mage. The Novice mage flees in terror! The Novice mage hits you. It casts a spell, burning your eyes! You are blind! Edaymar tries to flee. You miss it. It hits you. It tries to cast a spell, but fails. You cripple it. You have killed it. It hits you. You have found 40 gold pieces worth of copper. It hits you. Edaymar moves away, and increases her speed to running; but before she turns the corner, she blindly throws a Flask of oil behind her. You have 10 Flasks of oil. The Flask of oil finds a mark. It screams in pain. The Flask of oil disappears. Then Edaymar turns the corner, and begins to flee. You can see again.

Now Edaymar sees the three Novice mages who give chase, and begins to throw Neural Blasts, and also thrust her Sabre. Edaymar slays the three Novice mages, and also one Manes, and rests in place, then advances toward the door.

More monsters wake, but Edaymar fights them near the door. Edaymar kills another Manes, and one Snaga (level 6), but there are more Snaga, and they are tough, so Edaymar runs away. She flees east through the path, and stops where the path becomes a staircase down. There she rests.

Edaymar, the high-elven priestess, advances while running. Edaymar sees the Snaga ahead, because they carry lights, and Edaymar throws some Neural Blasts. Two Snaga die, but Edaymar rests for mana. When her mana is full, a Novice warrior, carrying another light, comes into view. More Neural Blasts slay the Novice warrior, and another Manes.

Edaymar steps through the open door, but that is where the Skeleton orc ambushes Edaymar. So Edaymar tries to hack and back, but both Edaymar and the Skeleton orc lose about one third of their HP. Then Edaymar tries a Neural Blast, but: The Skeleton orc is immune! So Edaymar tries her other Mindcraft attack, Pulverise. The first bolt hits, but the second bolt fails to form: You failed to concentrate hard enough! Edaymar lacks enough mana for a third bolt, but the Skeleton orc is near dead, and seems dazed. So Edaymar approaches and destroys the Skeleton orc with her Sabre. The Soldier ant behind the Skeleton orc soon dies. Edaymar flees again, and rests again.

Edaymar, the high-elven priestess, returns to the open door in the western side of the inner permanent wall, where are the monsters.

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Neural Blasts and Sabre strikes! The adventure slays a Snaga, a Manes, another Snaga, a Novice mage, a Large kobold, another Snaga. Then Edaymar flees, because two Novice mages approach. The Novice mage casts a magic missile. Edaymar takes damage, but at Fast (+3), she tries to gain more distance. The Novice mage casts a magic missile. Edaymar has 22/94 HP and 11/19 SP. Two more magic missile spells might slay Edaymar, and end this adventure. So Edaymar reads one of her 8 Scrolls of Teleportation.

----
You have 7 Scrolls of Teleportation. Edaymar lands in another corridor, and returns tactics to normal/normal. Precognition shows some monsters, but not too close, so Edaymar, the high-elven priestess, rests.

This corridor is safe, but it has two ends, both at granite walls, but no staircases. Operation OVERKILL now encounters the familiar problem from the beginning of the operation, which is to be in a corridor with no exit from this dungeon level of the Barrow-downs.

So Edaymar casts Major Displacement. In the map of her mind, Edaymar appears near the room with the perimeter hallway, but outside the hallway, to the north, in unknown corridors. This is where Edaymar finds and kills a Mangy-looking leper, to unblock the path. The corridor has a 3-way junction, and leads to three ends, all with granite walls. Then Edaymar sets tactics to normal/slug-like, to search for any hidden doors, but there are none.

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So Edaymar casts Major Displacement. In the map of her mind, Edaymar appears near the northeast corner of the perimeter hallway, but outside the outer wall, in unknown corridors.

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After she maps these corridors, an idea enters the mind of Edaymar, to use her shovel to dig a path from these corridors, to the corridor that connects to both the perimeter hallway and a staircase down.

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With slow but significant progress, the shovel chops the trees, and the way is open.

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Edaymar, the high-elven priestess, steps into the familiar corridor. Now the two Novice mages remain in the corridor; but Edaymar has full health, and can fight without reading another Scroll of Teleportation. Edaymar encounters and kills one of the Novice mages, and discovers another staircase down.

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Edaymar seeks the other Novice mage, whom Edaymar discovers and slays. The Novice mage collapses, a mindless husk. Your light is growing faint. Your light is growing faint. Your light is growing faint. Edaymar sees 97 turns of light in her Brass Lantern, but uses a Flask of oil, so the lantern now has 7596 turns of light.

Because the two Novice mages are dead, so Edaymar, the high-elven priestess, returns to the open door in the western side of the inner permanent wall. The only monster is one Yellow light, which wanders, but chases not Edaymar. Now Edaymar refuses to step beyond the door, because there are traps. So Edaymar closes the door.

Operation OVERKILL does not end until Edaymar is outside the Barrow-downs, and returned to the town of Bree. The only way to exit the Barrow-downs is to go up, but the only staircases here go down. An idea enters the mind of Edaymar, to go down now, and go up by some other way. So Edaymar now descends from dungeon level 3 to dungeon level 4.

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Barrow-downs 4

You enter the next area. You have a superb feeling about this level. Compacting monsters... 46th Yavie, 6:54 AM. Morning has broken.

Edaymar, the high-elven priestess, continues beyond the end of the staircase, into a corridor. The corridor forks, and one path ends at a granite wall, but the other path goes parallel to a granite wall, and ends at another staircase upward, so Edaymar ascends.

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Barrow-downs 3

You enter the previous area. You have a superb feeling about this level.

The corridor ends at a gap in the granite wall, so Edaymer enters some room. There is battle against a Lemure (level 8). You have destroyed the Lemure.

Edaymar tries to rest, but suddenly, a Phantom (level 36) appears. Though the Phantom is invisible, Edaymar can see the Phantom, because Edaymar is a high-elf. The Phantom touches you. You feel your life draining away! The Phantom touches you. You feel your life draining away! The Phantom misses you. <2x>

Edaymar panics. She had 1063 experience points, but now she has only 589 experience points. This loss drops her character level from 10 to 8. ''No battles to the death are recalled. An unholy creature of darkness, the aura emanating from this evil being saps your very soul. It moves quickly. It is invisible. It is cold blooded. It is an immortal being. It can touch to lower experience (by 80d6+), and touch to lower experience (by 40d6+).''

Edaymar ponders to run back to the staircase, and return to Barrow-downs 4, but Edaymar thinks that the Phantom might be too fast, and might take all of her experience points! So Edaymar reads one of her 7 Scrolls of Teleportation.

Edaymar rests in the new corridor, then explores. The corridor is long; Edaymar uses Neural Blast to kill a Small kobold. Meanwhile, Edaymar hears the bursting open of doors. Then Edaymar suddenly gasps, because south of her position is a group of monsters, including an Ancient gold dragon (level 41) and a Phantom warrior (level 8). The dragon might end the adventure of Edaymar, unless it cannot pass a wall; but the Phantom warrior might pass a wall and cause trouble, unless it does not wake and notice Edaymar, the high-elven priestess.

Edaymar continues west through the corridor, and shovels away a pile of rubble, and discovers a staircase down. Edaymar returns east, hoping for a staircase up, but only finds a room. Edaymar sees a Kobold holding a light, and a Skeleton bubble. Edaymar suddenly remembers that the Phantom (who takes experience) was near this room. Edaymar immediately flees west, and departs down the staircase.

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Barrow-downs 4

You enter the next area. You have a superb feeling about this level. Barrow-downs 4 is a different dungeon level, which might not have any Phantom to steal the experience points fromm Edaymar, the high-elven priestess.

The goal of Operation OVERKILL is to escape the Barrow-downs, but progress has been terrible. Edaymar went from dungeon level 3, to dungeon level 4, to dungeon level 3, to dungeon level 4. Edaymar yet has plenty of supplies, but worries about finding any way to dungeon level 2.

Edaymar finds one room, here at dungeon level 4. This room has another perimeter hallway, with an open door in the south side of the inner wall. A Lost soul (level 7) attacks Edaymar. Two hits from the Sabre destroy the Lost soul, but not before the Lost soul cuts the wisdom stat of Edaymar from 20 to 19.

Edaymar fights a group of Manes at the door, but takes too much damage, and (by normal/running tactics) flees. The Manes follow, but Edaymar runs up a staircase. She stays not to clear the monsters from the room.

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Barrow-downs 3

You have a superb feeling about this level. The end of the staircase reveals an open arena level. A Small kobold Archer (level 2) becomes an immediate threat, but Edaymar throws a single Neural Blast, and the threat dies, and Edaymar rests.

Precognition shows many monsters a large group of monsters to the south, but Edaymar walks west, following the edge of the level, seeking the next staircase (because in the Barrow-downs, the staircases tend to appear at the edges of each level). Edaymar passes a staircase downward, but continues west, and turns south at the corner of the level. Meanwhile, Edaymar responds to the ranged attacks of a Radiation eye and a Novice priest, by killing both with Neural Blasts. Then, along the western edge of the level, Edaymar finds and takes a staircase upward.

Edaymar thus loses an opportunity to explore this arena level; but Edaymar would prefer to leave the Barrow-downs, completing Operation OVERKILL, instead of losing more experience points to another Phantom.

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Barrow-downs 2

You have a superb feeling about this level. The staircase ends at another open arena level. So Edaymar walks clockwise and turns south along the eastern edge of the level. Doors burst open, where Edaymar can hear but not see; but Edaymar ignores the noise, and seeks a staircase.

Soon after Edaymar turns the corner tothe southern edge of the level, Edaymar finds and takes a staircase upward.

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Barrow-downs 1

Looks like any other level. Operation OVERKILL finally takes Edaymar to Barrow-downs 1, so near to the surface; but the corridor forks, and each path stops at a granite wall! So Edaymar retreats through the staircase, returning to Barrow-downs 2; but the staircase has a magic, and twists in strange directions, and though it is the same staircase that took Edaymar from an open arena at Barrow-downs 2, it returns Edaymar not to the same open arena. Instead, the steps end and Edaymar sees a flat corridor.

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Barrow-downs 2

You have a superb feeling about this level. The flat corridor of Barrow-downs 2, after only three squares, merges into a perimeter hallway. Edaymar sees the outer granite wall, and the inner permanent wall. Here are many monsters (screenshot).

Some monsters come out already from a gap in the west side of the inner wall. There Edaymar does battle. She throws Neural Blasts, while running away from approaching monsters, and she regains experience level 9.

The battle is easy, until a Novice warrior stuns Edaymar, though the stun seems to have no effect. Then Edaymar quaffs one of her 7 Potions of Cure Serious Wounds. This potion only heals a slight amount of damage, after the monsters get their hits while Edaymar swallows the liquid. Then Edaymar flees through a jumpgate, and tries to rest.

Resting on a Void Jumpgate is too dangerous! So Edaymar steps off the jumpgate and rests. The Edaymar returns through the jumpgate. Now Edaymar, the high-elven priestess, stands on the jumpgate and fights! But whenever she wants to rest, she drops through the jumpgate and rests next to the other end of the jumpgate. By this manner, Edaymar slays many monsters.

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A Black orc (level 13) does so much damage that Edaymar uses one of her 6 Potions of Cure Serious Wounds, then flees.

Suddenly, during the battle, one of the Neural Blasts from Edaymar becomes a beam, and passes through several monsters. The Black orc resists. The Black orc screams in pain. The Black orc flees in terror! It screams in pain. The Manes cries out in pain. Ufthak of Cirith Ungol is dazed. The Phantom warrior is immune! The Snaga cries out in pain. The Snaga flees in terror!

Now Ufthak of Cirith Ungol is among the monsters. A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders: he was captured by Shelob once, but escaped when she forgot completely about him. He moves at normal speed. He usually appears with escorts. He is a mortal being. Nothing is known about his attack.

Then Edaymar continues to exploit the jumpgate, because none of her opponents has the idea to travel through the jumpgate, where one would attack Edaymar, and prevent Edaymar from resting. So one end of the jumpgate remains safe for Edaymar. The other end of the jumpgate remains deadly for monsters who oppose her. Edaymar defeats enough monsters to regain character level 10.

There comes an extreme situation, where Edaymar must arrive through the jumpgate, takes hits from two Phantom warriors, attack only once, then flee through the jumpgate. To gain speed, Edaymar drops some loot at the far side of the jumpgate; this speeds her from Fast (+2) to Fast (+4), with her normal/running tactics. The fact that Edaymar can heal faster than Phantom warriors can heal, eventually decides that Edaymar is the victor.

The Phantom warriors all die, plus some other monsters die, until Ufthak of Cirith Ungol comes to melee Edaymar. Now Ufthak can do 40 HP of damage per turn, which is too much! (Such damage drops Edaymar from 94/94 to 54/94 HP.) Edaymar cannot hit Ufthak, before fleeing through the jumpgate!

So Edaymar moves to coward/running tactics. Now Edaymar comes through the jumpgate, and faces Ufthak. (But Ufthak is also too stupid to follow Edaymar through the jumpgate.) Edaymar wants to use the extra AC from coward tactics to withstand the attacks of Ufthak, then to launch a Neural Blast at short range; but Edaymar does 36 HP of damage, and Edaymar flees through the jumpgate, without attacking. Ufthak has saved the life of the monsters behind Ufthak, because Edaymar now quits the battle, and leaves Ufthak to live.

At the safe side of the jumpgate is a wall that protects Edaymar from the monsters, and two staircases; but both staircases lead down. So Edaymar passes down from Barrow-downs 2 to Barrow-downs 3. Edaymar would have returned to Barrow-downs 1, but Ufthak threatens the only staircase up, so Ufthak is the only reason that Edaymar goes down.

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Barrow-downs 3

You have a superb feeling about this level. Operation OVERKILL returns to the dungeon depth where the operation began.

Edaymar travelled from Barrow-downs 3, to Barrow-downs 4, to Barrow-downs 3, to Barrow-downs 4, to Barrow-downs 3, to Barrow-downs 2, to Barrow-downs 1, to Barrow-downs 2, to Barrow-downs 3.

46th Yavie, 1:46 PM. For more than twelve hours, the exit to the Barrow-downs has eluded Edaymar, the high-elven priestess. This all happens because Edaymar forgot to buy a recall scroll.

Edaymar can choose to backtrack through the staircase, and return to Barrow-downs 3, but Edaymar instead advances into the next room. You hit the Brown mold. The Brown mold releases spores at you. You are confused! The Brown mold releases spores at you. The Mindcraft power, Pulverise, would have been better than the Sabre. Edaymar loses her sense of direction, but accidentally steps away from the Brown mold, beyond the range of the moldy spores. Pulverise kills the mold. She rests, then tries to explore the room.

Edaymar tries to fight a Metallic blue centipede, when a Greater basilisk (level 42) suddenly ambushes Edaymar! The Greater basilisk gazes at you. You resist the effects! The Greater basilisk bites you. You are poisoned! The Greater basilisk bites you. Edaymar has 58/94 HP. Edaymar reads one of her 6 Scrolls of Teleportation, and the scroll removes her from the terrible Greater basilisk, and drops her in an unfamiliar corridor.

The poison reduces Edaymar to 29/94 HP, until: You are no longer poisoned. Then Edaymar rests, because this corridor fortunately has no monsters to threaten her. In this corridor, Edaymar finds an abundance of staircases. Then she climbs one set of steps.

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Barrow-downs 2

You have a superb feeling about this level. Beyond the top of the steps, the corridor ends at a granite wall. Edaymar returns down the steps, but once again, the staircase has a magic, and twists in strange directions, and fails to return Edaymar to any familiar place.

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Barrow-downs 3

Looks like any other level. Beyond the bottom of the steps, the corridor continues for a great length to the south. The corridor through a gap in a granite wall, at a dark room. This room encloses a fortress. Inside the room, but outside the south side of the fortress, Edaymar meets Mughash, the Kobold Lord (level 7). Strong and owerful, for a kobold. He moves at normal speed. He usually appears with escorts. He is a mortal being. Nothing is known about his attack.

With normal/running tactics, Edaymar runs away from Mughash, but throws Neural Blasts. Mughash, the Kobold Lord says, 'I may be a kobold, but I can beat you!' Edaymar flees out of the room, through the long corridor, but Mughash chases Edaymar, and takes damage from the Neural Blasts. Mughash, the Kobold Lord looks confused. The chase stops, but Edaymar continues to attack Mughash. Meanwhile, another kobold follows behind Mughash. Mughash, the Kobold Lord grunts with pain. Mughash, the Kobold Lord hits the Large kobold. The Large kobold dies. Edaymar continues to attack, until she has no mana. Now Mughash tries to flee, but Edaymar holds her Sabre and chases; but Mughash stays far ahead, and enters the room, while another Large kobold forces Edaymar into a fight.

Edaymar backs into the corridor, and the adventurer and the kobold fight one-to-one. You hit the Large kobold. The Large kobold misses you. The battle continues, and Edaymar loses about 40 HP, but regains 2 mana. When the Large kobold decides to flee, Edaymar uses those 2 mana to send two Neural Blasts. The first blast kills the Large kobold, and the second blast hits Mughash. Then the Sabre cuts Mughash in half. You hit Mughash, the Kobold Lord. Mughash, the Kobold Lord says: '3... 2... 1... Liftoff!' You have slain Mughash, the Kobold Lord.

There is an open door in the north side of the fortress, where Large kobolds now come out. The battle is tough, and Edaymar uses 2 Potions of Cure Serious Wounds. Edaymar closes the door to the fortress, explores the outside of the fortress, and ignores the fountains, but grabs some loot. Then Edaymar, the high-elven priestess, flees from a group of Phantom warriors (level 8).

But Edaymar runs everywhere, and the running tactics reduce her stealth from Excellent to Bad. So the monsters inside the fortress hear the high-elven feet, and wake up. Then a Dark elven mage (level 10) comes out a hidden door, and threatens Edaymar. Edaymar switches to coward/running tactics, but cannot outrun the Dark elven mage, who repeatedly attacks. The weight of the loot reduces the speed of Edaymar from Fast (+4) to Fast (+2).

The Dark elven mage casts a spell, burning your eyes! You are blind! It mumbles. You are hit by poison! You are poisoned! As Edaymar runs, the poison goes away, and her eyes recover. Edaymar quaffs a Potion of Cure Serious Wounds, then reads a Scroll of Teleportation, then rests.

Edaymar returns to normal/normal tactics, and walks east through the new corridor. This happens to be a system of corridors, with many dead ends. So Edaymar uses her Mindcraft power of Major Displacement to escape.

In the next corridor, Edaymar encounters a Phantom warrior, but falls through a jumpgate to escape. You fall into the void. Brrrr! It's deadly cold. The other side of a jumpgate is always safe!

Edaymar sees her mistake. At the other end of the jumpgate, monsters surround her (screenshot). These monsters immediately attack the adventurer. One of the adjacent monsters is a Death sword. Edaymar has such bad luck, to find a jumpgate to such an awful place. Death swords, though they never move from squaer to square, can attack quickly and do much damage. This particular Death sword slays Edaymar before the high-elven priestess can have another turn.

I split my brain, melt through the floor.

You are carrying: 2 Potions of Cure Serious Wounds, 4 Scrolls of Teleportation, 2 Scrolls of Identify and a Spectral Fauchard (1d10) (+5,+7). That last item would have been useful.

Operation OVERKILL ends, by killing Edaymar.

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'"You sold an Elven Robe [2,+5] (+1 to stealth) for 4 gold. Yippee!" Oops. I decide not to buy it back for 23681 gold.' --Kernigh about Wicilib, high-elven priestess of Eru, 17 October 2006
I lost another one of my ToME characters in the Barrow-downs!

So terrible is that place. The Barrow-downs have killed more of my characters than any other dungeon. Onucred and Agrilinn both died "in a plain of grass north of Bree", and Wicilib died in a lost temple of Eru Iluvatar, but Kaecan died in Barrow-downs 1, and Bendatram died in Barrow-downs 2, and Cadoloth died in Barrow-downs 3, and many other adventurers died in the Barrow-downs.

My last character, Agrelaa, succeeded in the Barrow-downs; but he remains my only character to reach Barrow-downs 10. Though the Adventurer's Guide to Middle-earth describes the Barrow-downs as 'a safe and simple dungeon', the Barrow-downs seem to be the most dangerous place in the game.

The Barrow-downs became more dangerous when I enabled ironman_rooms for Edaymar. All the rooms became fortresses of monsters behind granite walls. Where a door went open, the monsters came out, but Edaymar never came in, because of the traps. I call them fortresses, but other players call them vaults, as if they store items and equipment. The pack of the dead Edaymar contains many drops from monsters, but no objects from vaults, except perhaps few objects from Barrow-downs 1.

It is fascinating, but frustrating, to think that all around the Barrow-downs is a world Edaymar can not and never see. I am writing, of course, of the world of vaults not entered, monsters never reached, objects never taken; the world of Nexus quylthulgs and Ancient gold dragons, if not any Invisible Scary Skeletons.

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