 |
Kallithera talks smack about her siblings. |
"The Heirs to Skull Crag" casts the party as a group of caravan guards who just finished a job escorting a caravan to the town at the base of the titular fortress. While poking around, the party comes across the aftermath of a battle that took the life of the Arelin Starbrow, ruler of Skull Crag. One of her three children stands to inherit the keep and Arelin's title of Roadwarden, but first they must recover the artifacts left on the battlefield when Arelin fell, specifically a sword, a shield, and a lance.
It seems that you can only work with one of the three potential heirs. Once you agree to one, the other two stop speaking to you. Oddly, you have to agree to work with someone before you hear his or her entire pitch. Thus, I allowed myself to reload after hearing all of them. Each of them wants a different artifact, and each sets you up with a different NPC to assist.
- Kallithrea seems to be a priestess of Sune, given that she lives in the Temple of Sune in the keep. She's looking for the shield. She says she'll be the best ruler because Yemandra is too rash and Dazmilar has no honor. She admits she won't wield the arms herself, but she still thinks she'll be best for the region. The companion she provides is a male lawful good cleric/fighter/magic-user named Arderiel.
 |
I don't like this guy at first, but he turns out to be rather useful. |
- Yemandra, in contrast, is a warrior herself. She would replace her mother, both ruling the keep and charging out to face threats personally. She wants the lance. She offers a female lawful-good human ranger named Tornilee.
 |
I didn't mean to block her face with the shield. |
- Dazmilar appears to be a hedonist, living in luxury in the inn rather than in the keep. He's the only one to promise a reward for helping him, but both his sisters say that he's honorless. Even in promising the reward, he has an aside: "If you don't [succeed] . . . well, you won't want a reward, now will you?" The NPC he adds to the party is a male chaotic neutral dwarf fighter/thief named Krondaz.
 |
Not even my evil characters like this guy. |
My party consists of two good, two evil, and two neutral characters. The two good characters would prefer to go with Yemandra, but the evil and neutral ones want Kallithrea. They figure Dazmilar is too much of a risk and Yemandra seems like the type who would kick them out of town once she takes over. Kallithrea is acceptable to the good characters, as her god is chaotic good. Thus, we go with her and welcome Arderiel into the party.
I should mention that the siblings have an older but long-lost brother named Vidraund, I assume he'll pop up somewhere. Also, Kallithrea confuses the location of the game by talking about the danger to travelers in "the Dragonjaw Mountains." Maps of Faerûn place the Dragonjaw (or "Dragonsjaw") Mountains in the northeast quadrant of the land, on the eastern shore of the Sea of Fallen Stars, quite far from any Forgotten Realms game I've played. Later, when I'm outside, it's clear that we're in western Cormyr and what Kallithrea calls the "Dragonjaw Mountains" are on most maps the Storm Horns.
 |
The multiple levels of the keep. |
Before we head out into the wilderness, I decide to explore the keep's basement. (Like the upstairs area, the "basement" is just part of the main keep map, with the stairs warping you to different coordinates.) The basement has a root cellar, a meat cellar, and a lot of prison cells, all empty; I don't know what these people are planning for. There are no fixed combats, but there are a lot of random battles with easy enemies like skeletons, giant rats, beetles, and ghouls. Most of these battles deliver so few experience points that it's not worth the time.
 |
And you still don't get experience for turning undead. |
There's a burial chamber where the game says I feel a "slumbering malevolence," but nothing happens there.
The only fixed battle is with poisonous snakes. This is in a large room behind a secret door. In this room, a passage goes down to the "Stygian depths," a sub-basement that finishes off the overall keep map. It's a mini-labyrinth with cells for animals, all long-empty, except a single cell that has two hydras. This is a legitimately hard battle, as the beasts have a lot of hit points and multiple attacks, and I've exhausted most of my spells getting here.
 |
"Oddly" is right. What have they been eating? |
The battle leaves a couple of characters knocked out, so they don't share in the 4,000 experience points. We also earn a long sword +2, a Cloak of Protection +2, and Gauntlets of Ogre Strength.
The wandering enemies in this area are more difficult and include umber hulks, margoyles, and otyughs. The game does not allow rest in the dungeon, which is accompanied by a cool graphic, but it does allow "fixing." This is a problem I've had with the Gold Box since it introduced the "fix" command in Curse of the Azure Bonds. "Fix" is supposed to be a shortcut for memorizing multiple "Cure Whatever Wounds" spells, casting them, and memorizing again. It should carry all the risks of resting and memorizing spells for that amount of time. In practice, "fix" often works where resting doesn't.
 |
You could have just told me I couldn't sleep. You didn't have to put this much artwork into it. |
There was no real purpose to either basement level, although the sub-basement did have a mysterious lever that was rusted shut. If this were Power Stones of Ard, I'd spend hours trying different things at the lever, but the Gold Box doesn't give you those kinds of options.
 |
PULL LEVER. PUT OIL ON LEVER. TOUCH LEVER. CAST STRENGTH then PULL LEVER. Apparently, that game is going to stick with me. |
As I left, Choshen (cleric) and Isaac (mage) had both leveled up. The training center in the keep oddly trains everyone but clerics. The priestess in the Temple of Sune says "If you have priests, I will train them," but no training option shows up in her menu, even when the cleric is selected. I hope I find someone else who will train somewhere else.
Back in town, we restock arrows, then head to the north gates and go outside. I'm surprised to find a large overland map with a dozen visible locations. I had honestly thought the game was going to have a couple more standard-sized maps and then wrap up. This is starting to look like a full campaign.
 |
I later have reason to think this might be a bit deceptive. |
We have no idea where the shield is, so I figure I'll head to the western border and start exploring systematically. The first thing I find is a small cave. It's not large enough to map, but it's full of displacer beasts, umber hulks, and, if I try to rest, mobats. The main battle with displacer beasts has a couple dozen of them; thank the gods for "Fireball."
 |
This is an intimidating lineup. |
The sheer number of battles is too high, however, and I suffer my first full-party death at the ends of displacer beast tentacles.
 |
After taking a game off, the monsters are back to rejoicing. |
The caverns won't allow me to rest or even "fix" without battles, so I head outside a couple of times to heal up between battles. Outside, however, I still can't rest (though I can "fix"). Thus, I have to take on many battles without spells. In the end, I find a shield +2, a spear, and a cleric scroll with 3 spells.
The next thing I find is a "well-worn path into a thicket," which leads to a "foul-smelling, swampy village of crude huts." It's a lizard-man village, and there are no options (as in Pool of Radiance) to talk with them. They attack when I interrupt a ritual, and the party ends up killing about 20 of them, plus a human priest.
 |
Those are some beefy lizard men. |
There are maybe half a dozen more battles with large packs of lizard men, culminating at a meeting between the lizard men and three black dragons. I interrupt it. The ensuing battle takes a few tries, as black dragons can breathe acid, against which nothing (at least at my level) protects except for maybe "Mirror Image." I defeat them by using the old "hide around the other side of a wall" trick. They get hung up on the lizard men in front of them. I have my characters delay until the end of the road, then dart into the open and fire off spells and arrows, then return to hiding at the beginning of the next round.
 |
About half of the enemies in this battle. |
In the glade where the lizard men were meeting, there's a tree with runes on it. My smarter characters are able to interpret some of the words in old elvish: "To revenge, the three-fold path depends on ire, rage, and wrath." Sounds ominous.
 |
I thought it was ethics, meditation, and wisdom. |
The lizard man packs all have regular lizard men and three or four "lizard man kings." These kings have +1 shields, swords, and javelins. I haul as many as I can carry back to town and sell them. When I'm finished, even after I buy hundreds of arrows for each character, I end up leaving about 55,000 platinum pieces on the counter of the shop, as I can't carry them. The Gold Box tradition of utterly useless economies remains unbroken.
 |
I probably shouldn't have sold everything at once. |
After leveling Thaxla (fighter) and Gary (fighter/magic user), I head back out. Hemlock's name is colored as if she has enough experience to level up, but the training hall says she doesn't have enough experience; I think this is because of the level cap.
We get attacked randomly by dozens of goblins, and I'm delighted to see that "sweep" is back! I don't remember that since Pool of Radiance. It allows a high-level fighter to attack every enemy in melee range below a certain level.
We stumble into an elven village on the banks of a river. The place has clearly suffered attacks recently. An elven princess approaches and explains that they have been beset by none other than lizard men and dragons. Even as she talks to us, alarm bells ring and lizard men, dragons, and crocodiles swarm into the village.
 |
How did the crocodiles get here? Did they ride on the dragons? |
There are only two black dragons in this bunch, but there are no walls to hide behind. It takes me a couple of reloads to defeat them with no party deaths. Fortunately, there are a bunch of elven archers on my side, and as long as the black dragons target them for the first round, I can defeat them in the second. I get a suit of elven chain +2, a composite long bow +2, and some arrows +2 for my troubles.
 |
I didn't get a great shot of the battle. |
Of course, now we find a money sink: A magic shop in the village that sells +1 arrows (for less than regular arrows at the keep), Scrolls of Protection from Dragon's Breath, and mage scrolls. There's also a trainer in town who has no prejudice about who he trains, plus a tavern with some new rumors.
At the north end of the mountain range is the village of Eagle Peak. It's just a menu town, which is useful; it makes it easier to heal, rest, and identify items without having to go back to Skull Crag. Alas, the shop has nothing worthwhile, and there's no training.
 |
I think we'll take option D. |
I soon find that I can't cross the Dragonjaw Mountains to get to all those cities on the east side, although there is at least one cave network that may get me there. While exploring just north of Skull Crag, I find the aftermath of the battle where Arelin was killed. An old man is sitting there. Either he's supposed to be Elminster or he just uses Elminster's portrait from Pools of Darkness.
 |
Is that sarcasm? Because Hemlock has a thing about sarcasm. |
He points out giant tracks leading southwest, ogre tracks leading southeast, and minotaur tracks leading north. The implication is that each group of monsters made off with a different artifact. I'm pretty sure I explored exhaustively to the north and southwest, although perhaps the encounters don't spawn until after you visit this location. Elminster gives us a mysterious stone before he departs; identifying it at the store reveals a Stone of Good Luck.
I find two caves in the mountains. Neither leads to the other side, leading me to believe that all those cities we can see on the overland map are just a tease, and the entire game actually takes place on the western side of the mountains. Anyway, the first cave is small and occupied by griffins, who give me a modestly hard battle.
 |
Well, now I feel bad. |
The second cave is occupied by ogres, and it's much longer and harder. It features multiple battles with ogres, ogre mages, and ogre shamans, as well as a couple of special encounters with hydras and hellhounds.
 |
The ogre caverns. |
There are enough places to rest safely that I can approach each new battle with a fresh set of spells, but there are a few places in which the enemy surprises the party and gets a free round of attacks. A couple of times, the ogre shamans get lucky with "Hold Person" and essentially wipe out my party before the battle even begins.
 |
Like this. |
One battle has us recover a jagged key. In the same room is a crystal ball that shows an image of Arelin Starbrow, alive but imprisoned. Arderiel freaks out: "By the twelve fathers [?], it cannot be. Arelin, alive and well! We must find her quickly!"
 |
Is this image from a previous game? |
We do find her, behind a secret door opened by the jagged key. But the party gets suspicious when her "prison" appears to be comfortable and immaculate. Snarling, "Arelin" turns into a rakshasa and attacks, joined by a companion previously concealed behind a drapery.
 |
At what point was he just sitting there smoking a pipe? |
The ensuing battle takes me a couple of tries. You may recall that rakshasas are invulnerable to spells below Level 5 (and I don't have anything Level 5 or above yet; or I do, but I don't know it yet; see below), have a high armor class, and are capable of casting spells themselves. These two nail my party with two "Fireballs" in a row before freezing almost everyone with "Hold Person," all while my fighters swing and miss.
 |
It's not as much fun when I'm the target. |
On my second attempt, buffed with "Bless," "Prayer," and "Enlarge," I do a bit better but still lose my elf (who can't be resurrected) to a "Lightning Bolt." The third time, I memorize enough "Resist Fire" to cover the party, and my cleric brings three memorizations of "Dispel Magic" to counter "Hold Person." This is enough to get me through it. The dead beasts have the Shield of the Roadwarden and something called the Key of Wrath.
Miscellaneous notes:
- We found four mage scrolls in the ogre caverns, but most of them are Level 5 or above. My mages have a long way to go before they can scribe those. Are we really going to get that far?
- I noticed at some point that there's a party inventory screen separate from individual inventories. It stores quest items. It was present in Dark Queen of Krynn, too, but it's still a newer addition to the engine.
 |
Party inventory. I still don't know how a key can be wrathful. |
- In contrast to a lot of Gold Box NPCs who you can't control, Arderiel has been authentically useful. His own castings of "Fireball," "Lightning Bolt," and "Ice Storm" have saved the day more than once. He still doesn't account for rebounds with "Lightning Bolt," however.
- When my life is through, and the angels ask me to recall the thrill of them all, I will tell them: I remember when enemies in Gold Box games used to arrange themselves perfectly for a "Lightning Bolt" or "Fireball."
 |
If the Forgotten Realms were a real place, nobody would ever "form ranks." |
I stop by the elven village before returning to Skull Crag, since it's easier to level up there. Gary gets another mage spell, and I take "Haste." Choshen gets Level 4 cleric spells, so I choose two castings of "Cure Serious Wounds" and one of "Protection from Evil, 10' Radius."
 |
This is always a bit painful. |
As I head back to Skull Crag, I think the module may be coming to an end. I haven't found the minotaur or giant lairs, but my theory at this point is the game only "opens" the one associated with the heir that the party chose, making it replayable.
Kallithrea gratefully takes the shield and rewards me with a mace +3, a shield +3 and a Ring of Protection +3. Arderiel leaves the party, which hurts a bit since I just paid to level him up.
 |
Won? |
After that, nothing happens. I wander around looking for a new plot point or a game-ending screen, but Dutiocs is nowhere to be found, and nothing is happening in the Great Hall. I wander into Yemandra's chambers, and she asks me to help her recover the lance. That's when I realize that I've misinterpreted the game. It wasn't offering me a choice between the three heirs. The player has to help them one at a time. Not that I wanted the game to wrap up so quickly, but I liked the sense of role-playing in my interpretation, so my esteem for it went down a notch or two.
 |
The next phase of the quest. |
Thus, we will need at least one more entry on this, but it's fun, so I don't mind.
Time so far: 7 hours
Would you have played it in a different tempo if you knew you had to do all three quests?
ReplyDeleteI'm not sure what you mean by "different tempo," but I don't think I would have changed the approach.
DeleteThat world map is oddly tantalizing. Even though the eastern side is just a facade, it's kind of compelling to think there's a whole new region available if you can just find a way through the mountains. It's a neat effect.
ReplyDeleteKind of like White Gold Tower, barely visible in the distance, from the top of certain mountains in Skyrim.
Delete"sweep" is back! I don't remember that since Pool of Radiance.
ReplyDeleteIt was also in Champions of Krynn and probably also Gateway to the Savage Frontier. The trick is that Sweep only works on creatures with less than one full hit die, that is one hit die and a penalty. In Pool of Radiance that's kobolds and goblins. In Champions of Krynn it's giant rats and giant centipedes. But there are no creatures so weak in most of the Gold Box games.
"I still don't know how a key can be wrathful."
The key seethes that you keep asking it that.
So obviously the other two artifacts will be with a something (possibly another key) of Ire and a something/key of Rage.
That's the AD&D 1E rules, but the actual mechanical implementation here is that it triggers off enemies having 0 levels in any class. If you make a monster with 300 HP but no levels it's still sweepable (and has the saving throws of a <1 HD monster). This may sound like hair-splitting given that SSI never did anything like that, but some UA modules take advantage of this wonkiness to make sweep more generously available.
DeleteCan you *use* scrolls that are too high-level to be transcribed?
ReplyDeleteAlso, can't thieves read mage scrolls in this version of D&D?
DeleteThere are probably some 2E thief kits who can use mage scrolls, but of course kits aren’t implemented in the Gold Box engine, which is mostly built on 1E. Use Magic Device as a skill all thieves get access to doesn’t come in until 3rd Edition.
DeleteThieves being able to read scrolls goes all the way back to OD&D.
DeleteOh, you’re right - looks like thieves can use scrolls with a chance of miscasting once they hit tenth level in 2E, though I don’t recall any CRPGs that implemented that.
DeleteTo answer Gerry, yes, mages can use such scrolls, and I did in the final combat, casting "Iron Skin" on both mages and "Fire Touch" on the warriors.
DeleteThe manual says that thieves have a chance of using mage scrolls, but it didn't work when I tried to do it. Nothing happened at all, as if I hadn't hit the "Use" button.
I don't specifically remember having a thief use a mage scroll in any previous Gold Box games, but it's probable that I just forgot about the option.
Well, you're not level 10 yet.
DeleteAnd as Tetrapod suggests, I'm not aware of any D&D computer games (until 3E) actually implementing scroll usage for thieves or bards.
Oh, right. I missed that part.
DeleteBards can use scrolls in Infinity Engine games. They're pretty much treated as mages.
DeleteAh, but can they use cleric scrolls?
DeleteAccording to Wiki, only with High Level Ability Use Any Item in BG2 ToB
DeleteDoes the game really have lighting breathing black dragons? Traditionally it should be acid, but I suppose the monster editor would allow you to change that. Maybe it is just the same effect shape.
ReplyDeleteHaving to work for all 3 seems weird. The two sisters seem ok, but being forced to work for sleazy dude… maybe it stops after. 2 out of 3.
No, I guess it was probably acid. I'll fix it above. Either way, you can't defend it with a "Resist" spell.
DeleteThe "sleazy" dude turns out to be the MVP! See next entry.
Yep, Blue dragons have lightning breath. Black is acid.
DeleteMan, what a cool game. Too bad we never had much access to this kind of thing in Brazil. Over here, personal computers cost a lot of money. Most of us only played JRPGs from consoles like NES, SNES, Mega Drive, etc.
ReplyDeleteI kind of like the plot, nothing groundbreaking, pretty standard AD&D fare, you could say, but fitting the engine like a glove.
ReplyDelete"You didn't have to put this much artwork into it."
ReplyDeleteNow here I have to strongly disagree, more artwork is always irrevocably better ;)
I mostly agree, but I think that's the only full-screen graphic in the game. Then again, it makes a certain amount of sense given the endgame (coming soon).
DeleteThat artwork comes from the cover of the "Temple of Elemental Evil" super-module, which will get its own game come 2003
DeleteI've played all the FR Gold Box games... now I'm tempted to pull this one out to test drive some of the better modules.
ReplyDeleteI'm already playing along (wanted to mention this above).
DeleteDo it! Tell us about it.
DeletePer my comment on the previous post I’ve given a fair number of modules a whirl - though not Heirs, funnily enough, because I feel like I’d heard it was incomplete and just meant to be an example users could finish on their own? I must have gotten it confused with the tutorial module, I guess.
DeleteAnyway, since then I tried the two Call of Cthulhu modules someone mentioned in a previous comment thread (The Stars are Right and The Crawling Chaos). They’re both impressive in terms of hacking the engine, I suppose - there are lots of new graphics and items and such - but the plots aren’t great, with the former being a generic fight-cultists-in-the-woods-then-interrupt-a-summoning scenario, while the latter is a *very* 90s Cthulhu-in-cyberspace affair. Combat is pretty blah too, with only one or two party members and very samey fights - and that’s pretty much all there is to the gameplay, modulo a bunch of infodumps in Chaos and an admittedly-fun but underdeveloped puzzle in Stars. Interesting to play but can’t really recommend either.
"The priestess in the Temple of Sune says 'If you have priests, I will train them,' but no training option shows up in her menu"
ReplyDeleteI think you only get an option to train if you enter that room from the north door. Entering from the east door just gives you the normal temple options.
Thanks. I ended up using the elven village for all my training, but I appreciate the solution to the mystery.
Delete3 heirs and 4 artifacts. A rather obvious setup for giving each heir an artifact, then finding the fourth one and giving it to the chosen heir to make him\her a winner.
ReplyDeleteOn the other hand, there is a mysterious missing sibling too.
DeleteGiven what you write about Arderiel and his use of spells, it seems the AI has indeed improved through the series, therefore probably making quick combat more of an option in adequate encounters than back in PoR.
ReplyDeleteI assume the title is a play on Crag/Craig?
You may already know this, but the smoking rakshasa is a copy of a classic Monster Manual illustration by David Trampier. He's one of my favorite D&D illustrators.
ReplyDeleteI think that came up in Curse of the Azure Bonds. I just find it amusing that the Gold Box games use the image, since the player never encounters a rakshasa in such a moment of domestic peace.
DeleteThe game does not allow rest in the dungeon, which is accompanied by a cool graphic
ReplyDeleteThat's the cover of T1-4: The Temple of Elemental Evil, and yes, it's a great image.
Those are some beefy lizard men.
ReplyDeleteHe's doing some weightlifting in the full image.
I end up leaving about 55,000 platinum pieces on the counter of the shop, as I can't carry them
ReplyDeleteTraditionally in D&D you would "invest" in gems and jewellery because they are easier to carry. Is that not an option in Gold Box?
Depends on the game - there’s a jewelry shop in Pool of Radiance that allows you to do this, for example, but there may not be one in this module (not that it’s really useful for anything except roleplaying purposes, given how irrelevant money quickly becomes in these games).
DeleteYeah, I don't remember it being an option after POR. In any event, it's not here. The best you can do is not appraise or sell the gems and jewelry that you happen to find.
Delete"In contrast to a lot of Gold Box NPCs who you can't control, Arderiel has been authentically useful."
ReplyDeleteI wanted to comment on this. With the gold box games, if you have a paladin in your party, the NPC becomes controllable by the player in combat. In the dragonlance games, I believe having a Solamnic knight gives you the same ability to command the NPC.
"In contrast to a lot of Gold Box NPCs who you can't control, Arderiel has been authentically useful."
ReplyDeleteI wanted to comment on this statement about NPCs. If you have a paladin in the party (or a Solamnic Knight in the Dragonlance games), you can control them in combat. You may have already seen that in the other FRUA game you are playing since it recommends you play with a paladin in the party.
If you don't want to control them, then using the "Q"uick command, turns off control for that particular battle.
Yes, quite true, but when you CAN'T control them because you don't have a paladin, I find that such allies are generally quite worthless. I think something must have improved in the AI because this game is an exception.
DeleteI wonder if the "You can control an NPC in combat if you have a paladin" mechanic has any connection to the mechanic in Octopath Traveler where certain characters can "conscript" NPCs into the party temporarily.
Delete(Lacking Paladins and Solamnic Knights, the Octopath characters that can do this are the Cleric and the "Exotic Dancer")
The only AI (including monsters') improvements I can remember were
Delete1. avoid friendly fire with spells.
2. don't walk into Stinking Clouds.
1 hadn't been introduced in the first Buck Rogers game, resulting in the possibly worst AI in CRPG history.
2 was not always an improvement, though.
You could also control NPCs' behaviour to a certain degree by equipping them with missile weapons+missiles or only melee weapon.