Adventures of a handicapped Ent sorceror DeafLeaf (v. 2.3.1) by Bandobras, Part III, section 3c


Bandobras: DeafLeaf III the Silent having recultivated the valleys of Barrow Downs and having planted forest in the Orc Caves departs for a vacation in the Old Forest. Will his stay be as comfortable and relaxing as planned? Or will he leave behind forest creatures bewildered by his fireworks and bare soil scorched by his fireflash?

You are very welcome to add your comments between the lines I use to break the story into pieces, as you read. Support your local forest and its Onodrim shepherds!


OFr 13
"You feel strangely lucky..."

Smallest size level.

Forest again. At last. But a bit too damp, too much insects and too crampy.

OFr 14
"You feel strangely lucky..."

Much more space... For insects! Run! Run quickly!

OFr 15
"Looks like any other level."

I still cannot find any nice sunny glade with a bit of soft moss and a gargling stream. Aggressive creatures and stagnant water all the time.

OFr 16
"You feel your luck is turning..."

Dark arena level, size 1x2. Hooomps. No trees and dark. Evil forces at work in this forest, for sure.

I find a Broken Sword of Gondolin (1d2) (+7,+6) (+3). And who would break such a nice elven sword if not the servants of the Enemy?

OFr 17
"You feel strangely lucky..."

No luck in finding a place for vacation. Damp and dark, damp and crampy. Well, I'm patient.

OFr 18
"You feel strangely lucky..."

I find a Ring of Acid [+10] in the water.

OFr 19
"You feel your luck is turning..."

Arena level, not dark. The trees are freshly cut. The work of the nearby orcs I presume. Who called them here? Who is the evil heart of this forest? I will get to the bottom of this next time. Recall.

In your pack: a Broken Sword of Gondolin (1d2) (+7,+6) (+3) (v).              
Swords are melee weapons.                                                     
Just a hilt and a few inches of blade, broken off in a jagged stump. Probably 
worthless.                                                                    
It provides light (radius 1) forever.  It increases your strength, dexterity  
and constitution by 3.  It is especially deadly against dragons.  It is       
especially deadly against trolls.  It strikes at demons with holy wrath.  It  
fights against evil with holy fury.  It provides immunity to paralysis.  It   
makes you completely fearless.  It provides resistance to life draining, light
and dark.  It allows you to see invisible monsters.  It gives telepathic      
powers.  It cannot be harmed by acid.  It cannot be harmed by fire.           
Using it you would have 2 blows and do an average damage per turn of 0 against
evil creatures, 0 against trolls, 0 against dragons, 0 against demons, 0      
against other monsters.                                                       
You found it in the remains of a Skeleton Black orc on level 16 of The Old    
Forest.                                                                       

ESP! But ESP is not so useful once I have ESP Evil and my Sense Monsters grants temporary ESP. Probably worthless, indeed. Sell. Hoped for some good high resist...

In Armoury I see a Hard Leather Cap of Seeing. This might be useful with the Maedhros.

You bought a Hard Leather Cap of Seeing [2,+5] (+4 to searching) for 6603 gold.

At last I find a way to detect secret doors:

You bought a Spellbook of Reveal Ways for 2197 gold.

This is needed even in forests, in case of vaults. Of which I have seen none, yet. :| And no dungeon towns, yet. :<

OFr 19
"You have a superb feeling about this level."

Hm, hmm, ho, ho, ho, hum, hummmm!

No. Jelly pit! Boots and two rings outside, but nothing interesting.

OFr 20
"You have a good feeling..."

But Vision shows nothing special. No peaceful glade nor a running stream. Nor a vault. Down.

OFr 21
"You feel strangely lucky..."

A mage staff on the other side of the level. Teleport. Cursed.

OFr 22
"You feel strangely lucky..."

Boring and boring. And more and more evil creatures. Either I find a good place for a vacation (preferably with shops, especially liquor shops, hum, humm, what was I saying, oh, and libraries, too, of course, what, I'm an educated Onod!) or someone will pay...

OFr 23
"You feel strangely lucky..."

I find a Holy Tome of Manwe Sulimo, The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) and Nar, the Dwarf.

Is this axe yours? No? Are you, perchance, a relative of Zorak the Smart? I see foam dropping from your mouth; yeah, the old Zorak is mean. I guess he is preceding me and scaring shop owners so that they close their shops before I'm able to get to them. Hey, don't! Don't! Through!

"Nar, the Dwarf dies."

One dwarf crazier than the other. But the streams turned into stagnant pools and sunny glades transformed into misty clearings is someone else's work. I can see the gloomy mood in all trees. They are drunk. My fireworks wake them up, but not for long. Ho-hummm...

OFr 24
"You have a good feeling..."

Vision shows several unidentified rings.

I find Cloak of Electricity [1,+8].

The rings are a Ring of Confusion Resistance, Ring of Sustain Intelligence, Ring of Nexus Resistance and The Ring of Atanwen (+5). :)

Back to Bree. Huuuuf! The sun again. Even Bree is less gloomy than the Old Forest.

In your pack: The Ring of Atanwen (+5) (r).                                
Rings are fine pieces of jewelry, usually imbued with arcane magics.       
This magical ring protects your intellect against attempts to lower it.    
It increases your charisma by 5.  It sustains your intelligence, dexterity,
constitution and charisma.  It provides resistance to nether and nexus.  It
cannot be harmed by acid, cold, lightning or fire.                         
You found it lying on the ground on level 24 of The Old Forest.            

Nothing spectacular, but still better my Ring of Protection [+17]. Worn.

Ring of Confusion Resistance kept, the two other sold.

No *ID* in the Magic Shop for the 'Limbslicer'. Time to visit Galadriel again. I've already gone further than my father. Perhaps this time she will offer some advice.


Bandobras: Your comments?

...


Galadriel says:

You keep bringing me items that are not yours to keep and use.
In your pack: The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) (j).         
Axes are melee weapons.                                                        
A broad-bladed axe, suited for battle.                                         
The Petty-dwarves of Bathak forged this blade, and it shares their thirst for  
blood.                                                                         
It increases your dexterity by 4.  It is very sharp and can cut your foes.  It 
is very sharp and can make your foes bleed.  It cannot be harmed by acid, cold,
lightning or fire.                                                             
Using it you would have 1 blows and do an average damage per turn of 0 against 
all monsters.                                                                  
You found it in the remains of an Ogre on level 23 of The Old Forest.          

She adds:

Stop seeking a nest in your cosy forests to fall asleep forever.
Your quest is not over. There is a library in Minas Anor.
Go there, behold the evil, withstand the danger, conquer.
This should awaken you. There are some dangers I can see before you.
I see spiders, I see a dark rider, I see worms, I see dragons,
I see moving rocks. Do not flee! Do not sleep! Go!

Indeed, the quest for the artifact tome might be good. I need some spells, like Stone Prison and Probability Travel, but no luck in shops. Perhaps they will be in the tome.

I buy and drink a Potion of Constitution {25% off} from the Lothlorien Black Market and head to Minas Anor.

Galadriel is right. I keep fooling around. This time no shopping, but right onto the library quest entrance. Will I dare? Will 388 HP be enough? Hmmpfff. Before I go, some preparation:

You sense the presence of monsters!
You feel your consciousness expand!
You feel yourself moving faster!   

Now rest till max SP. Go!

The Lich is destroyed.        

One manathrust and one Lich falls.

Now some grow trees. I hope they do not pass trees...

You made the trees grow! <2x> 

Ooops. Grow trees does not work!

Well, what remains is wait and kill. Max SP again. They do not wake up! Great. Sneak around:

The Lich is destroyed.        

And three more. Kill and rest.

Monastic lich goes after me. I duck behind some wall and cast fireflash before it can see me.

The Monastic lich is hit hard.     

Now it sees me and still has 2/3 life. One or two spells cast by the lich and I can be dead! Who kills first? Manathrust!

The Monastic lich writhes in agony.
The Monastic lich is destroyed.    

I see I can create void gates here! I use this to avoid being seen and to be able to escape, in case I'm hurt. Two more Monastic liches fall, each to two manathrusts.

Some more void gates and long waiting till:

The Master lich wakes up.  

No hurry. Wait, but no napping! Fireflash.

The Master lich is hit hard.     

It still does not see me.

The Master lich is hit hard. <2x>
The Master lich flees in terror! 

But I have only 19 SP now! Gate away. Now I'm 36 SP. Back. Manathrust.

The Master lich is destroyed. The library is safe now.  

All I find here is a Dagger of Slaying. But indeed, I do not feel like napping anymore.

What to put into the tome? None of the spells I look for are available. So let's optimize future tomes. I will get Healing and Recovery. No more from Nature, because Grow Trees is cheaper as a racial power. I will also get Drain, because Genocide will be available no sooner than when I reach level 50 in Sorcery. Then I will put Genocide on some equipment. Anyway, now I do not need to carry the Nature and Udun tomes (not that I have any ;) ).

The Tome of DeafLeaf                                 
This book has some of your favorite spells inside.  
It cannot be harmed by acid, cold, lightning or fire.
It was given to you as a reward.                                   

Some shopping and back to Lothlorien:

You bought a Spellbook of Inertia Control for 8221 gold.

Not usable for some more levels yet.

You bought a Potion of Experience for 80300 gold.

Indeed I deserve some drink after the visit to library. Cultural occupations are so stressful these days.

You have a Potion of Experience (l).             
You feel more experienced.                       
Welcome to level 30.                             
You can increase 6 more skills.                  
Welcome to level 31.                             
You can increase 12 more skills.                 

Hoo-hmmm, I have rethought the fight with the Liches, I feel much more confident in my skills now. I'm one tough Onod, hoo-hum.

I will not increase Spirituality this time. One point to Udun to use the spell from my Tome of DeafLeaf (if I only could find some rod of capacity) then only Stealth.

Spirituality is now at 33.550 and a very wise Elf taught me how it affects my resistance to magic. It seems, under some assumptions, more than 41.00 in Spirituality may be a waste of skill points. And there is still a chance to get increase in Spirituality from the man that keeps loosing his shovel. [FF, that is ;)]

After allocating skill points I can cast Drain:

   Name                School           Level Cost Fail Info   
c) Drain               Udun/Mana           43    0   5% 

but Inertia Control is still too difficult:

   Name                School           Level Cost Fail Info   
a) Inertia Control     Meta                -1   44  89% level 1

Now a visit to Bree. I promised Zorak to visit him frequently. :) I will also ask the mayor about the evil in the Old Forest. Galadriel is right I need more serious quests, but this is personal.

In Bree:

You bought a Tome of the Time for 80300 gold.

This one is shamefully expensive, but Banishment is good, and I haven't found the spell book.

The mayor is too scared about some dark rider (the one Galadriel saw?) so he hastily confirms Old Forest is rumored to be corrupted by some tree gone bitter, dark and evil, the Old Man Willow, but he begs me to defend the town first. All right, all right, the forest is worth more, but if the rider is not hiding too well I will restrain him.

He is not hiding. Hyyeeek, hmffff, hooom! Ugly...

I cast 2 manathrusts, then 1 fails, then 2 more.

Uvatha the Horseman is destroyed.              
Somehow you feel he is not totally destroyed...

Enough that he is no longer visible and no longer stinking. He leaves one interesting trinket:

The Ring of Power of Uvatha the Horseman (+3 to infravision) {cursed}.
Rings are fine pieces of jewelry, usually imbued with arcane magics.         
                                                                             
It increases your intelligence and infravision by 3.  It makes you invisible.
It sustains your constitution and charisma.  It provides resistance to       
disenchantment.  It slows your metabolism.  It drains experience.  It is     
heavily cursed.  It cannot be dropped while cursed.  It cannot be harmed by  
acid, cold, lightning or fire.                                               
You found it in the remains of Uvatha the Horseman in the town of Bree .     

Interesting, but not enough.

You sold The Ring of Power of Uvatha the Horseman (+3 to infravision) 
for 636 gold.

I'm also lucky to buy a spell book of Greater Identify. My carried books are now:

a) ? a Tome of the Time                        3.0 lb
b) ? a Fireproof Book of Beginner Cantrips     3.0 lb
c) ? a Book of Teleportation                   3.0 lb
d) ? The Tome of DeafLeaf                      3.0 lb
e) ? a Fireproof Spellbook of Recall           3.0 lb
f) ? a Spellbook of Greater Identify           3.0 lb
g) ? a Spellbook of Stone Prison               3.0 lb
h) ? a Spellbook of Sterilize                  3.0 lb
i) ? a Spellbook of Elemental Shield           3.0 lb
j) ? a Spellbook of Vision                     3.0 lb
k) ? a Spellbook of Fireflash                  3.0 lb
l) ? a Spellbook of Reveal Ways                3.0 lb
m) ? a Spellbook of Disarm                     3.0 lb
n) ? a Spellbook of Noxious Cloud              3.0 lb
o) ? a Spellbook of Vapor                      3.0 lb

I store at home the following books:

a) ? a Spellbook of Inertia Control                                   3.0 lb
b) ? a Spellbook of Spellbinder                                       3.0 lb
c) ? a Spellbook of Tidal Wave                                        3.0 lb
d) ? a Spellbook of Remove Curses                                     3.0 lb
e) ? a Spellbook of Identify                                          3.0 lb
f) ? a Spellbook of Confuse                                           3.0 lb

Now to cleanse the forest. If not for my vacation, then for its own sake.

OFr 24
"You feel strangely lucky..."

Vision shows a Potion of Intelligence and an unidentified scroll. A little dark dwarf reaches for the scroll. Stop, I saw it first! Stop, I say! Mine!

Khim, Son of Mim dies.

A scroll of Holy Chant. Was it worth the quarrel? And the dwarf was not even that poor; he droped a Frozen Dagger of Slay Dragon (1d4) (+7,+5).

OFr 25
"You feel strangely lucky..."

Now I feel the origin of the evil is close. The fog is dense, chilly, dark... Oh, here you are. You are a tree but you are not even green, but grey-white. Your heart is dead already. Begone.

Old Man Willow screams in agony.
Old Man Willow flees in terror! 
Old Man Willow turns to fight!  
Old Man Willow dies.            

And here is the tool of his dark spells:

In your pack: The Ring of Dudebri (+1) (r).                                 
Rings are fine pieces of jewelry, usually imbued with arcane magics.        
This piece of jewellery grants you some protection from the burning heat of 
fire.                                                                       
It increases your wisdom by 1.  It provides resistance to fire, poison,     
confusion, nether and disenchantment.  It cannot be harmed by acid, cold,   
lightning or fire.                                                          
You found it in the remains of Old Man Willow on level 25 of The Old Forest.

Now I can sell the rings of invisibility and of confusion resistance. My current equipment:

a) / Wielding      : an Awl-Pike (*Defender*) (1d8) (-4,+4) [+1] (+4 t  16.0 lb
d) / Playing       : a Horn (+1)                                         3.0 lb
e) = On finger     : The Ring of Dudebri (+1)                            0.2 lb
f) = On finger     : The Ring of Atanwen (+5)                            0.2 lb
k)   Around neck   : (nothing)                                           0.0 lb
m) ~ Light source  : a Feanorian Lamp                                    5.0 lb
n) ( On body       : The Filthy Rag of the Wight [1,+4] (+6 to searchi   2.0 lb
o) ( About body    : an Elven Cloak [4,+10] (+3 to stealth)              0.5 lb
p)   On arm        : (nothing)                                           0.0 lb
s) ] On head       : The Metal Cap of Thengel [3,+12] (+3)               2.0 lb
u) ] On hands      : The Set of Gauntlets 'Paurnimmen' [Identify] [2,+   2.5 lb
x)   On feet       : (nothing)                                           0.0 lb
{)   Quiver        : (nothing)                                           0.0 lb
|) \ Using         : a Shovel of Digging (+5)                            6.0 lb

I hope this forest cleanses itself swiftly, perhaps even in a century or two. I will return then and have some vacations at last. For now, I need to visit the Mirkwood forest, which is assailed by spiders, if I understood Galadriel well.


Bandobras: Your comments?

...


Mkw 11
"You hear someone shouting: 'Leave me alone, stupid White wolf'"

Ugly wolves. Ugly wolves. Do not bite trees. Do not bite forest guardians. No!

Reward:

a) Small Metal Boomerang b) Small Sword c) Dagger

I choose a Small Metal Boomerang of Slay Troll (3d4) (+10,+6). :<

Mkw 12
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Dark naga stole my sword!"

Do not fear, your shovel will be returned.

Meanwhile I find an amulet:

The Amulet of Norome (+1 to stealth) (k).            
Amulets are fine pieces of jewelry, usually imbued with arcane magics.         
This amulet is a container for spells. Those that are skilled in copying spells
can inscribe a spell into it.                                                  
It can be used to store a spell.  It increases your stealth by 1.  It sustains 
your wisdom.  It makes you completely fearless.  It allows you to see invisible
monsters.  It cannot be harmed by acid, cold, lightning or fire.               
You found it lying on the ground on level 12 of Mirkwood.                      

Yet, it doesn't look good on me. To sell.

Rewards:

a) Mimicry                                 : +01.000 value, +0.300 modifier
b) Necromancy                              : +02.700 value, +0.000 modifier
c) Weaponmastery                           : +01.000 value, +0.300 modifier
d) Combat                                  : +01.000 value, +0.300 modifier

The strange man has to be Melkor sent. He is tempting me with the foul art of Necromancy. No way, hoomf-foom! I will rather learn to wear armor with some more grace:

He touches your forehead.

Keep your hands to yourself!

You can now learn the Combat skill.

Now, that is right. The dangling straps do not hinder my spell casting as much as before.

Mkw 13
"You hear someone shouting: 'Leave me alone, stupid Light hound'"

Stupid dogs.

Reward:

a) Rhino Hide Armour b) Small Metal Shield c) Dagger

In your pack: The Rhino Hide Armour of Gwaron (-1 to accuracy) [8,+8] {cursed}
Soft armour is light, and will not hinder your combat much.                    
A hard leather armour made from the thick hide of a Rhinoceros.                
It provides immunity to fire.  It provides resistance to life draining and     
fire.  It induces random teleportation.  It aggravates nearby creatures.  It is
heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.         
It was given to you as a reward.                                               

My newly acquired combat skill allows me to estimate I will get around 10000 AU in town for this hand crafted piece of fashionable rhino skin.

Mkw 14
"You hear someone shouting: 'Leave me alone, stupid Clear hound'"

Reward:

a) Fur Cloak b) Dagger c) Set of Gauntlets

Wandering dwarves told me there are some nice cloaks of triple immunity around...

a Fur Cloak of Electricity [3,+7]

Oh, well...

Mkw 15
"You hear someone shouting: 'Leave me alone, stupid Shambling mound'"

Disgusting.

Reward:

a) Dagger b) Long Bow c) Khopesh

As if I'm not powerful enough I get a Long Bow of Power (x3) (+8,+17). :(

Mkw 16
"You hear someone shouting: 'Leave me alone, stupid Hill troll'"

So much stupid monsters around. I feel less and less smart just by looking at them over and over again.

Reward:

a) Ring Mail b) Dagger c) Small Sword

Hooom. Goorgle-ghoom. Ring Mail of Resist Lightning (-2 to accuracy) [12,+9]. Brooom.

There is an unidentified amulet on the other side of the level. Amulet of Slow Digestion. Enough. Recall.

Mkw 16
"You have a good feeling..."

A change at last. And 1x4 level.

The loot:

Staff of Fiery Shield[2|9]
a Rhino Hide Armour of Resist Cold (-1 to accuracy) [8,+7]
a Bastard Sword of Slay Demon (3d4) (+3,+5)

And some junkard covered with runes that I bury with disgust deep below tree roots.

Mkw 17
"You hear someone shouting: 'Leave me alone, stupid Mummified human' You have an excellent feeling..."

A big level again. The feeling is surely inflated as always on levels with forest guarding princesses. Levels with lost shovels, on the other hand, always feel much less exciting than they really are. Probably there the quest creatures are not counted in.

Rewards:

a) Short Sword b) Ball-and-Chain c) Mumak Hide

After all these magical liquors, am I already as big as a mumak? Let's try.

Mumak Hide of Protection [1,+11]

No, it doesn't fit, yet.

Mkw 18
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Killer red beetle stole my sword! You feel strangely lucky..."

!oDex. Level too big and too boring. Quaff and recall.

Mkw 18
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Killer red beetle stole my sword! Looks like any other level."

Bah. Hoom-hmm. Full sweep.

In your pack: an Elven Hard Studded Leather (-1 to accuracy) [7,+6] 
(+2 to stealth)
Soft armour is light, and will not hinder your combat much.                   
A suit of hardened leather armour, reinforced with metal studs.               
It increases your stealth by 2.  It provides resistance to acid, electricity, 
fire, cold and nexus.  It allows you to sense the presence of orcs.  It cannot
be harmed by acid, cold, lightning or fire.                                   
You found it in the remains of a Novice warrior on level 18 of Mirkwood.      

Rewards:

a) Weaponmastery                           : +01.000 value, +0.300 modifier
b) Disarming                               : +01.000 value, +0.300 modifier
c) Mimicry                                 : +01.000 value, +0.300 modifier
d) Conveyance                              : +03.000 value, +0.000 modifier

Nothing worthwhile again. But I always wanted to be as fast as a wolf.

You can now learn the Mimicry skill. 

Mkw 19
"You hear someone shouting: 'Leave me alone, stupid Phantom beast' You have an excellent feeling..."

1x4 level. Reward:

a) Sheaf Arrows b) Club c) Cloak

An artifact!

On the ground: The Cloak of Thorongil [1,+10].                                 
Cloaks can shield you from damage.  Sometimes they also provide magical powers.
A cloth coat typically worn as a loose outer garment. It is spacious enough to 
be worn even over bulky metal armour.                                          
A cloak of shimmering green and brown that grants sight beyond sight and shakes
off holding magics, worn by Aragorn son of Arathorn in his youth as he         
adventured under the name of Thorongil.                                        
It provides immunity to paralysis.  It makes you completely fearless.  It      
provides resistance to acid.  It allows you to see invisible monsters.  It     
cannot be harmed by acid, cold, lightning or fire.                             
It was given to you as a reward.                                               

To sell.

Mkw 20
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Basilisk stole my sword! You feel strangely lucky..."

Large level. Boring feeling. Pack full of junk. Recall.

Mkw 20
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Basilisk stole my sword! You feel strangely lucky..."

Huh? And also large level.

The Basilisks are tough. When three at once melee me Spellbinder gets triggered. Now I'm more careful and I rest among trees more often.

Rewards:

a) Summoning                               : +01.000 value, +0.300 modifier
b) Disarming                               : +01.000 value, +0.300 modifier
c) Conveyance                              : +03.000 value, +0.000 modifier
d) Necromancy                              : +02.700 value, +0.000 modifier

Next time I will break your shovel. No necromancy, I say! And no scumming with summoning. I can fight myself!

You can now learn the Disarming skill.

Hoom. When I finish the Enemy I will retire, disarm myself and settle in some sunny glade by a river.


Bandobras: Your comments?

...


Mkw 21
"You hear someone shouting: 'Leave me alone, stupid Mummified human' You have a good feeling..."

Reward:

a) Phial b) Small Leather Shield c) Dark Sword

At last! :)

Let me feel it:

You are on The Phial of Undeath (-5) {cursed}

Noooo!

On the ground: The Phial of Undeath (-5) {cursed}.                            
Lights allow you to read things and see from afar. Some of them need to be    
fueled but some do not.                                                       
                                                                              
It appears like the Phial of Galadriel at first - but wait! It is a cursed    
phial created by an evil wizard to lure adventurers into wielding it          
unknowingly.                                                                  
It can be activated for ruination every 10+d10 turns if it is being worn. It  
provides light (radius 5) forever.  It decreases your strength, intelligence, 
wisdom, dexterity, constitution, charisma and luck by 5.  It allows you to    
breathe without air.  It allows you to sense the presence of undead.  It is   
cursed.  It carries an ancient morgothian curse.  It cannot be harmed by acid,
cold, lightning or fire.                                                      
It was given to you as a reward.                                              

Bury it deep. Deeeeeep. Hoom-hmmm.

Some slime seems to crawl off the phial as I dig a hole. Then the slime seems to grow and multiply. Stand still!

The Icky Queen dies. 

Hufff.

Some loot collected:

t) | a Short Sword of Spinning (1d7) (+7,+12) (+2)     8.0 lb
u) | a Scimitar of Slay Evil (2d5) (+2,+3)            13.0 lb
v) { 25 Sheaf Arrows of Acid (1d5) (+6,+3)            10.0 lb
w) { 27 Arrows of Slay Demon (1d4) (+7,+8)             5.4 lb

Back to Bree, to renew Spellbinder.

Mkw 21
"You have a good feeling..."

Two potions of Wisdom and The Rounded Pebble 'Travak' (3d6) (+8,+5).

Mkw 22
"You hear someone shouting: 'Leave me alone, stupid Killer slicer beetle' You have an excellent feeling..."

Two potions of Dexterity and a Potion of Intelligence. Now I have only 3% spell fail rate.

On the ground: The Long Sword 'Elvagil' (2d5) (+5,+7) (+2).                    
Swords are melee weapons.                                                      
A long straight sword, tapering to a pronounced point. Mainly good for piercing
attacks, but it can be used for slashing, too. It is a very popular design and 
has become standard issue in many armies.                                      
The "Singing Blade", whose wearer can slay Orcs and Trolls in the hidden and   
secret places of the earth.                                                    
It increases your dexterity, charisma and stealth by 2.  It is especially      
deadly against orcs.  It is especially deadly against trolls.  It allows you to
levitate.  It allows you to see invisible monsters.  It allows you to sense the
presence of orcs and trolls.  It cannot be harmed by acid, cold, lightning or  
fire.                                                                          
Using it you would have 1 blows and do an average damage per turn of 0 against 
orcs, 0 against trolls, 0 against other monsters.                              
You found it in the remains of a Novice rogue on level 22 of Mirkwood.         

To sell. Reward:

a) Short Sword b) Soft Leather Armour c) Lucerne Hammer

On the ground: The Soft Leather Armour 'Hithlomir' [4,+20] (+4).               
Soft armour is light, and will not hinder your combat much.                    
leather jerkin, light and unencumbering, but not very protective.            
Familiar with the secret ways hidden in darkness, this leather cuirass is truly
more than it appears.                                                          
It increases your stealth and searching by 4.  It provides resistance to acid, 
electricity, fire, cold and dark.  It cannot be harmed by acid, cold, lightning
or fire.                                                                       
It was given to you as a reward.                                               

To sell, as well.

Mkw 23
"You hear someone shouting: 'Leave me alone, stupid Werebear' You have a very good feeling..."

Reward:

a) Short Sword b) Whip c) Arrows

On the ground: The Whip 'Lasher' (1d6) (+12,+15) (+3).                         
Hafted weapons are melee weapons.  Eru followers can use them without          
penalties.                                                                     
Think Doctor Jones. This weapon is light and easy to fight with. It has nasty  
barbs and hooks fixed to the thong to make it useful in combat. Whips give     
easily multiple attacks.                                                       
A powerful whip that is deadly against orcs.  It poisons your foes and is said 
to go "snicker snack".                                                         
It increases your dexterity and attack speed by 3.  It poisons your foes.  It  
is very sharp and can cut your foes.  It is especially deadly against orcs.  It
is especially deadly against natural creatures.  It provides immunity to       
paralysis.  It provides resistance to poison.  It allows you to sense the      
presence of orcs.  It cannot be harmed by acid, cold, lightning or fire.       
Using it you would have 5 blows and do an average damage per turn of 0 against 
animals, 0 against orcs, 0 against non poison resistant creatures, 0 against   
poison susceptible creatures, 0 against other monsters.                        
It was given to you as a reward.                                               

To sell.

On the ground: a Drum of Power (+1).                                          
Musical instruments can be used with the Music skill to play magical songs.   
Some of them can also be activated.                                           
A sort of clay pot with a bit of skin stretched over its mouth.               
It increases your strength and charisma by 1.  It sustains your charisma.  It 
provides resistance to acid, electricity, fire, cold and sound.  It allows you
to see invisible monsters.  It cannot be harmed by acid, cold, lightning or   
fire.                                                                         
You found it lying on the ground on level 23 of Mirkwood.                     

To wear. Recall. Drum, drum, drum!

The drum and one of the rings allow me to swap in Maedhros with no problems about resistances.

(*Defender*}:

HP  369/ 369
SN  222/ 222
SP  259/ 259
3% fail rate

Maedhros:

HP  298/ 298
SN  191/ 191
SP  294/ 294
2% fail rate +3 speed

70HP for 35 SP, +3 increase in speed and 1% decrease in fail rate.

HP is still more important for a sorceror, I guess... (*Defender*} stays on and I trudge with the usual light speed onward.

Mkw 23
"You feel strangely lucky..."

I find a Spectral Ball-and-Chain (2d4) (+6,+2).

Potion of Wisdom at the other end of the level. Teleport. Quaff. Ahead.

Mkw 24
"A strange man wrapped in a dark cloak steps out of the shadows: 'Ah please help me ! A group of Catoblepas stole my sword! You have a superb feeling about this level."

Hmmm. Arena. Not dark. A pit, probably. --- Troll pit. --- Empty pit. :)

Rewards:

a) Antimagic                               : +01.000 value, +0.300 modifier
b) Magic                                   : +03.000 value, +0.000 modifier
c) Monster-lore                            : +01.500 value, +0.000 modifier
d) Weaponmastery                           : +01.000 value, +0.300 modifier

What to chose? Antimagic or Magic? I guess, I should have broken that shovel anyway...

My commitment to magic, my respect for the Melkor's power and his gifts and my fascination in fireworks all seem to waver.

What if I renounce Melkor, Udun and all that is not created by Eru, or at least not meant to be used by Onodrim? How much will Eru take from me, when he frees my mind, my will and my soul, and sets me straight on his ways? Which of the Saruman's and Melkor's gifts will I retain? Will I be permitted to be as violent and as greedy as today? Will I even survive?

Will Eru convict me and damn me, or will he forgive me? Will I die to the first monster I meet after being forgiven or will I get even stronger on my quest against the Enemy and his tree-killers? Does it even matter?


Bandobras: What shall the poor, bewildered Ent choose? What would you choose?

Bandobras: Come on! Help us some... DeafLeaf will not go on without some support.

ZasVid: Well, if DeafLeaf takes up Antimagic from Mr. FF he still should have his knowledge of magic. (just tested by some Wizards). So soon we'd like to see adventures of an Eru-worshipping firework-using lightspeed Tree Shepherd.

Bandobras: If moral choices were so easy... ;) Enjoying fireworks is not so exciting when you start losing your spell books whenever you step on the shallow lava created by your Fireflash... And survival without weapons (not counting the nearly useless average mage staves) in those dark times is risky... Just a small compromise will not hurt anybody... In fact, ordinary people approve of worshiping Melkor, as long as your goals sound civilized (and then they hunt you down as an animal).

...

DayInTheLifeArchive/DeafLeaf3/section 3c (last edited 2005-02-06 14:31:07 by nat-dzi)