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Tuesday, April 21, 2026

Star Trail: Won!

       
I won Star Trail in a long, frustrating final session in which I had to peek at spoilers a couple of times. I do not entirely blame the game for it being so long and frustrating. If there's one thing that Star Trail has hammered home over and over, it's that the player must Be Prepared. Granted, I didn't know at the end of the last session that I was about to embark on a six-hour, three-level dungeon adventure, but the moment the wall closed behind me, I should have recognized the possibility.
   
I had prepared a little bit by ensuring that I had plenty of rations and what I thought was a reasonable number of herbs and potions. But knowing what I know now, I should have left Ingramosch's house and done the following:
     
  • Stashed a bunch of my exploration gear at the warehouse. That's clearly what it's for. There's no need to carry all the outdoor gear into the dungeon.
  • Bought a lot more arrows for my one missile character, Toliman. He only had about a dozen left when this session started.
  • Figured out Lyra's weapon situation. I had been putting her combat points into "polearms," but she hasn't carried any kind of polearm for most of the game. She had a quarterstaff at one point, but I think it immediately broke. I had her equipped with a cudgel at this point, for which she had a skill of -3.
  • Bought an extra weapon or two, particularly for Gnomon, as his favored weapon (the axe) is hard to find.
  • Spent the 500 ducats I was carrying for no reason on even more potions. If I was worried about space, I could have traded regular healing potions for their "strong" variety.
  • Doubled or tripled-up on waterskins.
        
This felt like enough.
       
Instead, I foolishly pressed forward, trusting that the Dungeon Would Provide. Dumb.
      
What the game called the "Vault Beneath Tjolmar" began with a puzzle. After the battle in Ingramosch's foyer, I had recovered a document that read "2L, 4R, 4L." This seemed to refer to the walls of the small room, which were covered with foliage decorations that could be manipulated. Manipulating the second wall to the left of the entrance resulted in a grating sound somewhere. I then tried the fourth wall to the right of that and got nothing, which reset the whole puzzle. It turned out that all three of the directions were based on the entrance, not each other. Once I worked that out, I got the three walls in the right sequence, and the way forward opened.
   
Only one step into the new area, the wall crashed shut behind me. That should have been my cue to reload.
     
"I'm sure it will be fine." — some idiot who has played far fewer than 573 RPGs.
           
The Vault was a large level in which I had to find multiple keys to advance through the corridors. Movement was strange in this dungeon. Even though I had continuous movement turned off, the game kept moving the party in half-steps. Some encounters:
   
  • A "tree" of thorns and spines concealing a key. While trying to reach in and get the key, both Gnomon and Toliman were pricked and poisoned by the thorns. Fortunately, Lyra was able to cure them.
     
I should have put more into dexterity.
       
  • An elevated area in which we were trapped by a door crashing behind us. There were some death's head murals that allowed us to manipulate some kind of mechanism, but nothing I did got the door open. I had to look this one up. The solution involved splitting the party and sending one person to lift the grate while someone else manipulated the mechanism. Even though several puzzles have required it, I never really came to grips with party-splitting as a puzzle-solving mechanism.
  • A chest offered writing utensils, a brass mirror, a lute, a net, and an Elixir of Wisdom. I tried to imagine an encounter that this was possibly setting us up for. Nothing really came along.
  • A chest at the end of a hallway was guarded by a chained troll. The troll stood up and broke his chains as we approached. The resulting battle was pretty easy. We just cast "Lightning" to blind the troll, then hacked him to death. 
    
This spell is almost unfair.
      
  • A couple of other chests offered blue rings, green rings, and a red amulet. I never really found out what they did. They didn't seem to affect our statistics.
  • There was a room in which several pillars had the face of Hesinde on them. Running into one of them led to an encounter in which Hesinde asked if we would sacrifice four points of astral energy permanently. We said no. Oddly, Mahasim leveled immediately after that. If he hadn't, I wouldn't have noticed that we got about 1,000 experience points just for saying no to the question. The thing is, this was repeatable. We could have stood there, bumping into the pillar, saying no, until we hit the game's maximum level. I resisted the temptation and moved on.
     
The game makes it clear what I'll lose, but not what I'll gain.
      
  • A block of ice next to a water basin. There was a key in the basin and a warrior woman encased in the block of ice. Lilli had the "Melt Solid" spell at Level -2 (I had never put any points into it), but she cast it until it worked. Out of the ice came a Level 5 fighter named Helen. We welcomed her into our party. She stayed for a while but ran off when we went down to Level 3. 
      
Him may not have a name, but apparently Him at least has a sex.
        
  • There were shields hanging on a lot of the walls. If we walked up to any of them, the game asked: "How about hitting it a really hard blow just to see what'll happen?" If we said yes, most of the shields rang out like gongs, but nothing happened. One of them made only a soft thud, and we had the chance to investigate it further, but the game kept saying we didn't find anything worth noting.
      
What was the point of this?
      
  • We met ghouls in a hallway. Mahasim failed some attribute check and fled the party in a panic. We had to find him after killing the ghouls. 
  • A flame key opened a chest with a "Dragon Slayer" sword. It was a two-handed sword, which in this game's classification system is a "two-handed weapon" and not a sword, so none of my characters were proficient with it.
  • Multiple secret doors, including one that led to a large black statue with a small black statuette (a replica of the larger one) in a compartment. I never found out what it did, if anything.
     
What are the downsides?
       
  • A stairway going down was a fake. Instead, it scattered the party across the previous dungeon level. I had to reunite them and find the real staircase, which was behind a secret door. 
            
There were numerous battles with cultists, warriors, and cave spiders. In combat, early in the level, the battle started with only a single cultist. I nailed him with "Lightning" in the first round and then put the battle into computer mode to finish him off. To my surprise, three of my characters ended up dead. I reloaded and tried again, this time in manual mode, and it turned out that additional enemies joined after the first round. I can't remember that happening elsewhere in the game. Anyway, Xamidimura hit Level 6 after that battle, so at last, in this final dungeon, my characters reached the levels they would have had if I'd just imported a party from Blades.
       
One of the more difficult battles during this session.
       
At the end of the level, I went down to the next one, and the name of the dungeon changed to the Temple of the One Without Name. I continued having the same sorts of encounters, plus undead (skeletons and zombies). A well early in this level was the first and last water I found in the dungeon. 
       
The skulls are a nice touch.
      
It wasn't long before I reached a stretch of corridor in which I got the same message multiple times:
        
Not only does the game insult me for failing to avoid an unavoidable trap, but it also insinuates that we're drunk.
      
With most traps, you have a chance of detecting and disarming. Not this one. I tried every possible spell to boost detection or to protect the party, but nothing worked. A few of these messages could kill several of my characters, so I ended up having to sleep for practically a week in the middle of the corridor in order to get through. Oh, and triggering these traps didn't disable them. They were happy to keep shooting if I had to go back through the same stretch of corridor, or indeed even if I stood in the same square too long. 
   
On the other side of these traps was the way down to the third level, but it was protected by a door that wanted a four-part key to open. These four parts—amulet pieces—were each carried by skeleton warriors in a maze in the southwest corner. The kicker was, the pieces disappeared from my inventory and reappeared with the resurrected skeleton warriors if I let too much time pass. By the time I had initially recovered all four pieces, I checked my inventory and only had two. By the time I re-recovered those two, another one had disappeared. Finally, I got all four at once and was able to head downward.
     
The battles themselves were pretty easy.
      
At the bottom of the stairs, in a scripted event we could do nothing about, some hooded jackass managed to lift the Salamander Stone from Lilii Borea's backpack. He gloated that we "should have brought the Salamander Stone to Lowangen" (which we absolutely were in the process of doing when it was stolen the first time). He further explained that "it would be against [his temple's] interests for Elves and Dwarves to ally." His master, he concluded, wanted the stone for himself. He then disappeared. I guess maybe it was supposed to be Sudran Alatzer, the "wealthy businessman" who gave us the alternate quest to find the Salamander Stone after Elsurion Starlight asked us to find it for the Elves.
      
Of course. Whatever. Sure.
       
We had no choice but to keep moving. At the bottom of the stairs, we found a message on the wall that read: "Close in—I can hear your pounding hearts." Nearby was a large battle with cultists and druids. On their bodies, we recovered a piece of paper that said CULT. Finally, we hit a secret door with a combination lock, looking for four digits.
      
I think this is a direct quote from Hannibal Lecter.
      
I almost figured it out. I guessed correctly that the piece of paper and the message on the wall must mean something. I noted that the letters in CULT were also in the message. But I rejected the idea that the answer could have anything to do with the position of the letters, since the first three letters in CULT are right at the beginning of the message, "C" and "U" appear multiple times, and then the "T" is somewhere between positions 31 and 42 depending on whether spaces and punctuation are to be counted. If the combination were five digits, positioning might work. I thought it might be the number of each letter and tried 2311 but didn't get it.
      
I don't know what Toliman is so happy about.
         
I had to look it up. Apparently, it was the positions, only just in the relevant word and not in the message as a whole. What I didn't appreciate is that while "C" and "U" appear more than once, they always appear at the same position in their words. I thus wanted 1325. But wait! The hint I looked up said that 1725, 2325, and 2725 were also acceptable, I can't figure out the logic behind these. There aren't even seven letters in the first word. [Ed. Right after I published this, I figured it out. The alternate numbers are if you count from the beginning of the line rather than the word.]
  
More battles with undead, cultists, druids, and sorcerers followed in the subsequent sections of hallway. One of them cast "Iron Rust" on Gnomon and destroyed his axe. Lyra's cudgel also broke, but I think that one was wear-and-tear. I had no weapons to replace Gnomon's axe with; he was better by far with "Unarmed" than with two-handed weapons, so I didn't give him the Dragon Slayer sword. I kept hoping I'd find a replacement axe to no avail.
         
"Don't 'Fulminictus' me, bro!"
      
We reached an area with demonic visages on the pillars. Four of them had two-letters: AR, OR, ND, and KA. A fifth wanted the "name of the lord of these walls," which  the very title of the dungeon had been telling me was nothing at all. But I guessed correctly that the demon was looking for some combination of those syllables. I guessed something like KANDORAR the first time and had to fight two fire spirits. After that, I saved and reloaded if I got it wrong. It took a few more guesses before I got it right with ARKANDOR.
        
This would have been a better riddle if the answer had been a blank.
       
The way opened to the final area, in which I had to navigate a series of teleporters. The only major encounter in this area, other than the teleporters and battles, came when we found a magic helmet and a 500-year-old dragon claw. Lilii Borea started to freak out for some reason and threatened to leave the party. We had some odd role-playing choices.
     
None of these sound very nice.
        
It was right about this time that I started to get messages that my characters were dying of thirst. I had found no water after the fountain mentioned earlier, and each character had only brought one waterskin. I rested too often between battles and after that disastrous trap corridor. The worst part was, there was no way I could go back at this point. Resting would have killed the entire party, and I didn't think at the time that I could make it back through that "Good show!" corridor without resting. Later, I realized I probably could have made it with potions, but for now, I just kept moving forward, hoping I'd find water somewhere.
   
There were more battles with cultists, druids, and some kind of demon called a "heshthot." Finally, I reached a large chamber. In the middle, I was taken to what turned out to be the last battle. Once I realized what was happening, I reloaded and prepared a bit by chugging healing potions (why don't they do anything for thirst?) and magic restoration potions. I thought I had a lot of the latter, but they weren't enough to restore more than about half of my magic points. That had ramifications for the final battle.
         
That should be worth one more spell.
      
This final area depicted a cavern with stalagmites jutting from the floor and a large stone mound with the bones and equipment of previous adventurers at its base. A robed man who I assumed was the same one who stole the Salamander Stone, stood in the center alongside a petrified version of what turned out to be Ingramosch. The robed man gloated: "Huh, you must be thinking you cornered me? Far from it! You have walked into my trap. Arkandor will take care of you!"
       
The man disappeared in a puff of smoke and an enormous dragon crawled out of the dark corner of the cavern and perched himself on the mound. "How sweet," it roared. "Fresh meat!" The battle began.
        
You're not going to find it very juicy.
          
(I should mention that with the speech pack, the cultist's and the dragon's speeches are fully voiced, and the dragon's voice is particularly well done. I'd encourage you to watch it on YouTube: Here's the beginning of the battle, and here's the end, only I experienced it without the relentless pulse of inappropriately upbeat music practically overwhelming everything else.) 
    
We've already covered all of the mistakes that I'd made up to this point. My party was on death's door from thirst (although admittedly this didn't have any effect yet on our statistics); Gnomon and Lyra had no weapons; Toliman had only a few arrows; and my mages were all at half-mast with their astral points. Then it turns out I made three more major errors before and during the battle:
   
1. I don't know how much of a difference the Dragon Slayer sword would have made, but it was in Xamidimura's possession. Her regular weapon was a longsword. She carried a shield in her left hand. Someone will tell me if I missed something, but I don't think there's any way to change from a one-handed weapon to a two-handed weapon in battle. If you try to simply switch weapons, the game says you can't do it with something in your other hand. There's a "Drop" command, but you cannot drop what's in your left hand, only what's in your inventory. You can switch the shield in your left hand for something else, but that still doesn't free up both hands. The only way it would work is if you switched the shield for something you could then "Use," leaving the hand free, but I had nothing that would work for this purpose. Thus, I fought the battle without Dragon Slayer.
       
Aaaargh!
       
2. I assumed Ingramosch was the dragon's ally. I mean, after all, this temple is under his house. I also didn't perceive that he was stoned/paralyzed/whatever. So I wasted time and spell points nailing him with "Lightning" for several rounds before I realized he was inert. When I tried to turn him to my side with "Evil Eye," the game told me that he was already on my side. I guess there was probably no way to cure his condition during battle, but I could have at least avoided wasting time on him.
     
Toliman adds insult to injury.
        
3. I didn't understand how targeting worked for the dragon. During my first few rounds, I cast "Lightning" and damage spells at the dragons, and fired at it with Toliman's last few arrows, by just clicking the dragon's center mass. But this was obviously out of melee range. It looked to me like there was only one square, way to the right, where a character could get into melee range of the dragon's tail. Only after the battle was half over did I realize that any character adjacent to the mound could target the dragon, but only by clicking on a square that was adjacent to the character (so it looks like he's targeting the mound), not the dragon's center mass.  
      
Xamidimura attacks from what I originally thought was the only square from which he could be attacked.
       
Because of these errors, two of my fighters essentially did nothing for the first dozen rounds while the third inched her way over to what I perceived as the one available melee square. Toliman, Lyra, and Lilii Borea cast damage spells on the dragon and did quite well, hitting it for a couple dozen points with each casting. But they were soon out of spellpower.
      
That's not bad for a regular arrow.
       
The dragon, meanwhile, had a fire breath attack and a smoke attack, both of which did surprisingly pathetic damage to the characters he targeted. When Xamidimura finally reached that square next to his tail, he started swatting her with the tail, but it also seemed to do very little damage.
      
Arkandor uses his breath attack.
       
Eventually, I figured out that I could target the dragon by targeting the mound, and I brought all the other characters up to adjacent squares. Unlike most enemies, the dragon seemed to be able to parry multiple times per round. Even with this, the party seemed to be doing well for a few rounds, but all of a sudden, the dragon got a lot more effective. Instead of six or eight points, he started doing like 40 points of damage with his attacks. One by one, my characters started to fall. Three of them died; two fell unconscious.
    
Then, all at once, Mahasim struck the final blow. Not the killing blow; the dragon just decided to concede: "You are fortunate, but you are honorable fighters. You shall be allowed to live." And with that, he withdrew. We got precisely nothing from the battle except experience.
       
"And by 'you,' I definitely mean the single form."
       
Three of my characters were dead, two unconscious, but for some reason Ingramosch was now in the party—and somehow he had the Salamander Stone in his possession. He had no words of explanation (I think he was still stoned or something), so we just poked around looking for the way forward.
      
The aftermath.
          
We found a stairway upward. At the top, we were met with the game's closing cinematic. In it:
   
  • Elsurion Starlight, the brother of the Elf King, who had given us the main quest during the first session, came running up to us. He said the town was in "turmoil," but he had charted us a boat to escape in.
      
What about the three of us who are dead?
     
  • During the boat trip, Elsurion healed Ingramosch (who he called a "prince"). We gave Ingramosch the Salamander Stone, and Ingramosch asked to see the Elf King.
  • We switched from a boat to a carriage and rode into an Elven settlement in the forest. It seemed to consist of treehouses.
  • More Dwarves and Elves arrived over subsequent days. 
     
Something about this image cracks me up. The dwarves just look so petulant.
       
  • Two weeks later, Elsurion told us that the Elves and Dwarves had reached an agreement to attack the orcs "next year, or the year after at the latest."
  • We had a big banquet in which the Elf King thanked us and announced to everyone that we were under his personal protection. "Our lands, the mountains, the rivers, and the unending forests, they are all open to you for as long as you shall live."
      
This would be more meaningful if the final game didn't take place in a single city.
      
  • After the final congratulations screen at the top of this entry, we were prompted to save the game a final time. 
      
Obviously, none of this feels particularly satisfying with three of my six party members dead. Since it would be nice to have a hale party to import into Shadows over Riva, I'm toying with doing the final battle again. I think it would require me to backtrack to the last source of water. Assuming I can make it through the "Good show!" area with healing potions, and that the length of the journey doesn't make us die of thirst on the way, I can probably safely make it back. A more extreme measure would be to restart from before this session, do a better job preparing in town, and playing the entire dungeon again. A less extreme version would just be to re-fight the final battle with the characters dying of thirst but knowing how to properly attack, and having one of my characters equipped ahead of time with Dragon Slayer.
         
An appropriately Tolkienesque-looking king.
       
I'll think about it, but in the meantime, let's deal with a question that's nagging me: . . . What?
     
This question has several parts:
   
  • Was the mage who stole the Salamander Stone Sudran Alatzer? If not, who was he?
  • Where did he go before the final battle began?
  • Why did Ingramosch have the Salamander Stone after the battle?
      
I don't even know who you are.
       
  • If the cult went to so much trouble to steal the stone from us multiple times, why just let us walk away with it in the end?
  • What is this cult all about, anyway?
  • If the god is the "One Without Name," why does he have a name? Or is Arkandor not the god?
  • If Ingramosch wasn't a part of it, why did he live in the house that had an entrance to its temple?
  • What was the purpose of the black statuette and the dragon claw? 
      
While you work on those, I'll work on the "summary and rating."
     
Time so far: 60 hours
    
****
    
 
04/26/2026 

96 comments:

  1. With a special appearance by elf-king David Bowie.
    Congratulations on another win, but I have to wonder how much easier it would've been with the dragon-slaying cutlery.

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    1. Now if only this were a modern Bioware RPG, childhood dreams of romance with Jareth might finally come true...

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    2. The Elrondian king looks very movie Tolien, impressive before it released

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    3. Bowie does have an otherworldly appearance, he makes a great elf!

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    4. Does this agree with his position as the goblin king though?

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  2. I feel like Helen must have been drawn from reference, like Korima was. I wonder who the reference was?

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  3. You can leave the final dungeon. IIRC it's as simple as walking against the wall that closed behind you. After the corridor of traps, leaving is a nuisance but still possible. I don't remember if there is some point of no return on the last level.

    As for the questions I can answer:
    - The nameless one is a deity, a fallen god and an antagonist to the twelve. https://de-wiki--aventurica-de.translate.goog/wiki/Der_Namenlose?_x_tr_sl=de&_x_tr_tl=en&_x_tr_hl=de&_x_tr_pto=wapp
    - Arkandor is a servant to the nameless one
    - I don't think Sudran Alatzer was the mage who stole the salamander stone, as he's an anointed priest of the nameless one and not a mage.
    - I guess they are all just connected by being part of the cult of the nameless one
    - The statuette opens a door to the second level, while the dragon claw IIRC just tells you what lies ahead.

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    1. Allow me to add something:

      - The troll can be calmed by music.
      - Striking the gongs attracts a group of enemies if you haven't defeated them beforehand. I have no idea about the quiet one gong.
      - At least in Riva, you can switch to a two-handed weapon in combat. Switching an item in your left hand to "empty hand" will change it. I don't recall if this is possible in Star Trail.
      - And then another difficulty arose with the colors:
      Ingramosch's entire body is grey, like any creature that has been petrified in combat.

      Addendum to the part before:
      - Destroying the statues of the orcish gods Brazoragh and Tairach increases one's standing with the Twelve. No curse is placed on the players. Merely passing by the statue of Brazoragh, without destroying it, angers Praios!
      - The red sword from the spiders' poor victim reduces movement points in combat by 1 and the Sneak skill by 1, but functions fully as a magical weapon against demons.

      Here is a "Dragon Slayer":

      http://collector-info.com/Manufacturer/FPG/FPGDS2/FPGDS2ALL/IMGMini/FPGDS2%20S002_18002%20-%202%20Dwarves%20with%20Dragonslayer%20(2%20Zwerge%20mit%20Drachentoeter)%20[CO]%201.jpg

      The drawing in the rulebook shows a significantly longer pole.

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    2. A simple thought: If the "empty hand" option does not exist in this game, is it possible to free up the hand by using a consumable item there?

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    3. I mentioned that in the entry. It would be, but there aren't many items that would work. Putting a potion in the hand and using the potion just leaves you holding an empty flask. If you put a stack of herbs in there and use it, you're still left with the rest of the herbs in the stack. You'd have to have like one herb or something.

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    4. "At least in Riva, you can switch to a two-handed weapon in combat. Switching an item in your left hand to 'empty hand' will change it. I don't recall if this is possible in Star Trail." I just verified that it is not. You would have never seen me again if it was.

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  4. I can think of several RPGs that make you invest points in a category of weapon (e.g. axes) before knowing what weapons you'll find during your adventure. I dislike this mechanic; in my mind it often leads to specializing in a category that's bad or just doesn't show up much, and/or finding the game's best weapon and realizing you can't use it.

    I realize this is being truthful to tabletop RPGs, but that's another rule that works better in TRPGs than on a computer (e.g. tabletop D&D also has this rule, but most D&D CRPGs skip it). I'd say that Star Trail's biggest weakness is being too faithful to specific tabletop rules, instead of adjusting them because computers just play differently than a live group of players.

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    1. This is a pet peeve of mine too. I don't like having to psychically predict which class of weapons will bring the most joy in a game. (Also, the right answer is almost always just "swords," because game developers just love their swords, even when there are seven or eight other classes of weapons in the game.)

      The same goes for skills in general, particularly in the era of CRPGs where roughly half of all the skills you can invest points into do absolutely nothing (or almost nothing). Just about every time I start up a skill-crunchy CRPG I get anxiety in the character creator thinking I'm building a useless character. I can usually overcome it... but that feeling never quite goes away.

      I think this is one of the big reasons that my favorite strands of RPGs are dungeon crawlers, which tend to not have those kinds of skills, tactical RPGs, where the skills generally show immediate benefits in your next battle, and JRPGs, which (broadly) eschew that whole class of problems entirely. More modern games are also more likely to allow respeccing, which helps a bunch too.

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    2. The old version of DSA that this game is based on was particularly bad when it came to weapon classes. Not only was it way too granular (a plain "long" sword, a sabre and a rapier each needed a different weapon skill to wield, which is quite absurd), but it also punished most weapons that aren't swords or sword-adjacent with potentially severe penalties to their users' combat stats. Realistically, spears and polearms in particular should be way better than they were, but I suppose Rule of Cool says swords must rule supreme.

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    3. See also: https://tvtropes.org/pmwiki/pmwiki.php/Main/SwordAlmighty

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    4. I think there are two factors that make this less of an issue in the Arkania games, though. First, class choice severely limits the choice of sensible weapon skills. Second, magic weapons are very rare and not super-powerful. Dragon Slayer is IIRC not that great a weapon. Atherions weapons are extremely good, though, so at least one person with sword and one with bow skill will help.

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    5. Choosing a weapon skill in character creation is always a cause of anxiety because you know that all not weapon classes are not going to be treated equally...just once it would be refreshing to have a game where swords suck and clubs are overpowered

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    6. I don't think that giving long sword, sabre, and rapier different skill is silly at all: these are modern fencing classes, more or less (epee, sabre and foil respectively).

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    7. Yeah, but modern fencing classes don't give you a magic version of one of those three weapons, twenty hours later, without telling you in advance _which_ one it'll be.

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    8. @Radiant, I personally don't know a game where there'd be unique items and weapon classes that would handle this problem well. Star Trail at least makes it less severe, since, firstly, it is a party RPG and in a party it is likely that at least someone will have a sword skill; and, secondly, there are more distinction between different weapons than between magic and non-magic weapons.

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    9. I also don't think it makes sense that a character could be the greatest swordsman alive yet turn into an absolute scrub if he has to exchange his straight, double-edged blade for a slightly curved, single-edged one. In sport fencing the situation might be a bit different because it's heavily rules-based, but the cuts, thrusts and parries of actual combat shouldn't be that hard to transfer from one type of sword to another.

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    10. @ Alrik von Prem: I agree, this is indeed very unrealistic, truly bizarre.
      Anyway TDE corrected this since the 4th rule edition by deriving skills from others. Thus, a master swordsman was at least a good fighter with sabers.
      The late 2nd edition already allowed for a few weapons to be used with 2 different skills. In the case of the short sword even 3: knives/daggers, "sharp cutting weapons" and swords iirc.

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    11. The 2003 Temple of Elemental Evil game did that. If you knew what magic items were available you could specialize for them; if not, sucks to be you. There was crafting in game but again you needed to know what base items could even be found to enchant. It left a really bad taste in my mouth.

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    12. I remember one of the few things my friends preferred about Shadowrun over the other systems they'd tried was that skills were organized into a web, and you could apply basically ANY skill to ANY task, taking penalties based on how far apart they were in the web. (IIRC skills were also hierarchical, so if you had a skill in, say, longswords, you inherently also had a skill in "swords in general" at a lower level, and in "melee weapons in general" at a level lower still.

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  5. (Oh, hey, I remembered how to sign in.)

    I played some of Realms of Arkania at a "friend"'s house when I was a much younger lad. (Friend is in quotes because I'm not sure he actually liked me at all rather than just tolerating me, although that was something I realized much later in life.) I remember finding it utterly inscrutable, and I think this game would have been even more so. I'm glad to have played it vicariously through your words and have absolutely no desire to ever experience it on my own.

    As an old tabletop nerd alongside the computer games, I was always intrigued by the idea of DSA, but the fact that we got so little of it over here in the States meant I never really investigated it very far, as I knew there was tons of content locked behind a language barrier I would never be able to meaningfully breach. Like the Gold Box games, the computer versions seem hampered by the restrictions that come from following the rules of the TTRPG more closely than they should. At least with Gold Box the main inconvenience (the giant piles of money required to keep the party's levels climbing) is stupid but easy to ignore after a certain point; DSA's old-school brutality shows up constantly in these games, though, and I feel like it's considerably for the worse.

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    1. We got DSA in France, but mostly its 1st Edition; where it was still positioned as a simpler, less convoluted alternative to AD&D.
      I used it mostly like this, avoiding its (IMHO sub-par) setting of Adventurica outside of the 12 gods that matter mostly for Priest alignment and "spell" choice.

      But I get that this game is based on more recent editions, which became convulated on their own right AND has some design flaws that make you facepalm.
      For this, I second your feeling: it's interesting, but probably better to read than to experience.

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  6. "Huh, you must be thinking you cornered me."

    You are in fact, in a corner, dragon.

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    1. Also "our lands are all open to you for as long as you live"

      Bodes pretty badly for the half of the party that's already dead.

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    2. A little rectangle will be open for each of them.

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  7. I like the aspect that negative attributes factor into gameplay once in a while, like Mahasim's necrophobia when encountering the ghouls. Very few crpg's offer something similar in that regard.

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    1. I agree; I just wish the game made it clear when that was happening. So many of the events are a little bit weird that I sometimes don't know when to interpret them as a failure in an attribute check vs. something scripted.

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    2. Right, just a short text window with 'Mahasim failed his necrophobia check' would have solved that and underlined the feature.

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    3. Doesn't Drakensang do that, where every check is revealed? I've never played it.

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    4. That would be horrible and immersion breaking. Drakensang does this but it’s in a console window that you can hide and just peek when you’re curious.

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    5. @Buck, I disagree. Games that do this now implement hiding checks as an option.

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    6. 100FloorsOfFrightsApril 23, 2026 at 1:08 PM

      Pendragon had a virtue/vice system that was similar, but I don't think anyone ever published a CRPG based on that game.

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    7. 100FloorsOfFrightsApril 23, 2026 at 1:11 PM

      I stand (slightly) corrected - there's a game on Steam called 'Pendragon: Narrative Tactics,' but it looks like it's a strategy game, not a CRPG.

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  8. "He had no words of explanation (I think he was still stoned or something)"

    That's a common problem around these parts... *cough*

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    1. Nice on, audible laughter was produced.

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    2. Eh, I've been making stoner jokes since I first started commenting on the blog.

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  9. Jokes aside, grats! The end of the game was coming but it's still a surprise it popped out of nowhere.

    I think of many games you have played, this has the most "squandered promise" of its setup. There's a good core here, marred by broken promises.

    I think a theoretical later play accepting those flaws and going in prepared and forewarned is more enjoyable, and may be the source of positive vibes that fans of this game are writing about.

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    1. In the running for Squandered Promise are also FATE, Eye of the Beholder 3, and of course Serpent Isle!

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    2. I don't know; the game does a surprising amount of things right and plays quite differently with an imported party, which might have been what they optimized for.

      The game could definitely use a lot more grinding opportunities by hiding more side dungeons in the wilderness, even if those are relatively trivial 1-level dungeons. I don't know why it was not done, given that not all enemies from Blade of Destiny are even in this game.

      Also, the game begs for more side quests. I don't know why it offers so little, given how much the role-playing system offers here, and given how easy it would be to implement within the framework of the game: you don't even need to create a dungeon, you can send people to a point on the map and do a mix of dialogue windows, skill checks, and combat. But, again, I wasn't there for development process.

      To me, though, this game is surprisingly ahead of its time, even though it is lagging in quite a few elements and less fun to play than Pirates! of Arcania: Blade of Destiny.

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  10. Congrats on finishing this profoundly irritating game! The devs really twisted the knife in that last dungeon, eh?

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  11. Reading this got me thinking about all the time I lost through gaming fatigue. trying to force my way through the endgame of an rpg. It more often takes longer time and more frustration with each encounter, room or long dialog leading to more frustration than a leveled approach and enjoying the game for what it is and trying to tell.

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    1. Generally I bloody hate the last stage of any game, in any genre. The last part of a point n click game, with the most convoluted puzzles and the most back and forth. The last dungeon, with the most chances of having sudden deaths. The last JRPG battle, which can be like Chrono Trigger, making you fight EVERY boss you have fought during the game again, one after the other. The last boss in a FPS, which is a set piece which half of the times just half works.

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    2. This comment has been removed by the author.

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    3. I don't remember Chrono Trigger as so bad, it was fun and unexpected to the end. Chrono Cross with the long boring endgame and the colour matching endboss was a real frustrating slog.

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    4. This is obviously not always the case, but I think it is fair to generalize that the end parts get the least amount of attention. At the extreme end there’s stuff like KotOR II that are blatantly not finished. On the milder side, The Outer Worlds completely sticks the landing but also has a side quest line towards the end that seems to set up a third ending route that wasn’t completed.

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    5. I don't hate the last stage of any game, but I do sometimes wish the developers would surprise me with a tight, efficient ending instead of the opposite.

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    6. Mass Effect 2 has one of the best end sequences of any game, ever; that game is just amazing start to finish though.

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    7. “ I don't hate the last stage of any game, but I do sometimes wish the developers would surprise me with a tight, efficient ending instead of the opposite.”

      That’s the constant dilemma, isn’t it? On the one hand you want to have time to enjoy your maxed out character: on the other hand, you don’t want to be stalled at a maxed out level. (To be clear, it seems like this game managed to avoid both horns of the dilemma)

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    8. “Mass Effect 2 has one of the best end sequences of any game, ever; that game is just amazing start to finish though.“

      I love the Mass Effect series, and the ME2, suicide mission, but its finale seems surprisingly similar to this. I literally laughed out loud the first time I saw the final boss.

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    9. It always feels a little uninspired when the ending is literally just about draining your resources through either a boss rush or a long meandering dungeon full of slog enemies. A hard final boss that is either a puzzle or tests you have mastered the game systems, fine. But just spending an hour or so to grind through just to get to the boss that then is just another grind - ugh! I usually just abandon at that point as it just feels like a waste of time.

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    10. “On the one hand you want to have time to enjoy your maxed out character”

      Though it would be nice for games to let you just cut through enemies like butter at that point, with a few hard enemies peppered in, so you get to enjoy the power rush as well as having some challenge. Instead of being high levelled only to face enemies at the same power as you, so you never really feel like you’re stronger.

      I feel like Pools of Radiance did this nicely for its time with fighters getting sweep, making those hoardes of low enemies just melt away when previously they were a challenge.

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    11. I recently finished a gane which threw a completely novel mechanic at me for the final battle: rather than doing the battle with your current 8-person party, you used every playable character you'd unlocked in the game - up to 30 characters. On the one hand, it was an incredibly chaotic battle, where you couldn't really rely on the normal mechanics of planning ahead to synergize various combinations of abilities, since any given character's next turn could be many rounds away. On the other hand, it really did convey a sense of epicness, the sense of "This is for all the marbles, so we're calling in the cavalry". On the third hand, you spent a lot of time figuring out what to do with characters you'd hardly ever used before, many of whom were built for situations that didn't apply. On the fourth hand, it was an interesting enough experience that it might have been fun to use that mechanic elsewhere, with really wild situations like being hit with an attack that would normally be a TPK, and it's not a big deal because you've still got 26 characters left. The fight is long, but thanks to just how many HP you're bringing to the party, it's not hard. It ultimately made for a very satisfying "valedictory lap" battle. (It's the "true ending" final battle, so you've already had a more traditional final boss fight and don't feel cheated out of the satisfaction of a challenge.)

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    12. @Deano, I think that most RPG's these days utilize leveling up and fighting against stronger characters to introduce more complex mechanics towards the end of the game. I don't think that the mechanic where the player is overpowered by the end of the game (except, maybe, the final boss) was ever *that* popular.

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    13. Out of curiosity, Ross: Which game was that?

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    14. Octopath Traveler 0. It's adapted to a full stand-alone JRPG from a mobile gatcha game, so it's got some weird mechanics that are legacies of that (Most obviously, the large playable roster)

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  12. Congratulation on winning that one!

    Not finding the magical waterskin in the Dwarven Pit has a harsh consequences, it seems. Not only it makes the final dungeon that much harder, you also have to waste more inventory space on normal waterskins. Making it easily and permanently missable is a bad design choice, I have to admit.

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  13. Well, if this blog survives into late 90es when non-Western CRPG's will start appear en masse, I think you'll notice a similar pattern with a lot of releases:

    1. There is a local market that the developers target first and foremost
    2. This local market has its own RPG community with its quirks. Some of this quirks relate to what RPG mechanics are considered cool, some of what RPG features are considered underserved.
    3. The devs, having that knowledge, develop the game best suited for local market. As a result, chances are, it will be NOT like D&D, because D&D is already there, and, also chances are, it will utilize a setting different from standard D&D fare (read: Forgotten Realms) for that same reason.
    4. The local market, being smaller and less lucrative than US/UK, will force the devs to cut corners where possible, meaning that some of the standard features will be underbaked.
    5. The resulting product would be translated into English most likely by the locals, since it would be cheaper and often better than hiring native English speakers (who often suck at translation, but know English better). The end result would be workable, but riddled with typos and paragraphs of text that require multiple re-readings to get through.
    6. The release, at best, would sell at 10-dollar bins at Walmart or equivalent, getting on Chet's list, but being largely ignored at the time.

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    1. Christian ChiakulasApril 22, 2026 at 12:15 AM

      Any examples of the games you're talking about?

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    2. What comes to mind for me is the Chinese action-RPG Blade & Sword from 2002 which fits this well. I remember the translation being okay though since it might have been the first Chinese RPG to see a real international push.

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    3. @Christian, I was thinking Icarus and Rage of Mages when I was typing this.

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    4. I would add Septerra Core except it absolutely was made for the US/UK market by a US developer. Being a cheap JRPG knockoff I suspect Chet would hate it.

      However there is a reasonable chance that our host will never have to play any of these since under the new rules since they definitely won't make it to the respective relevant games of the year list. They are a case (of bad luck probably) for the random rolls.

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    5. "However there is a reasonable chance that our host will never have to play any of these.. "

      @fireball considering that a game was chosen for selected 1994 list because it's first Turkish game, I assume some of such games could get included on similar basis. For example, if I'm not mistaken, just mentioned Rage of Mages is first ever commercial Russian RPG release on master list.

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  14. On the other hand, how many people can boast that they lived up to Colossal Cave and killed dragon with their bare hands?

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  15. The Elf/Dwarf conference has shades of this.

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  16. > If the god is the "One Without Name," why does he have a name?

    This originates from a well-known practice in primitive magic of not naming something by name as to avoid summoning it or alerting it to your interest. In Christianity, it partially survives by referring to "the evil one" in Jesus's prayer; in Judaism - by one of the commandments forbidding the use the name of the Lord in profane, which makes some Jews write G-d instead.

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    1. I think this trope is used even in Harry Potter? More recently (meaning, more recently for me) it is used heavily in Charles Stross' The Laundry Files series, where the name of the narrator of the first books (and honestly, the heart of all the books) is not even his real name.

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  17. Sudran Alatzer could have transformed into Arkandor, but this is a far stretch.
    Ingramosch was turned to stone and had the real real salamander stone on him all along or The followers of the nameless god just chucked it in a corner with a dragon to watch over it, you and picked it up and gave it to stone-Ingramosch to finish the quest.
    And him living on top of a temple/dungeon could be from a sketchy broker in a house-deal telling him not to look at the basement because its being remodeled, which explains the strange sounds emitting from it.

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  18. Once again I have to realise how much nostalgia I had about this game. In the end, the story is lacking a lot.
    At least I am far more confident about the 3rd game's qualities as I replayed it mere 6 years ago and still enjoyed it.

    Which brings me to remarks about saving the party: I don't know how dead party members would import, but I do know that the starting level in game three is 6 for all new characters. When I finished Star Trail back in the day with far less travel-grinding, I did so with level 5 and therefore transferred the equipment to new characters. If yours are in the 6-range, you therefore have options. While the magical items and such are not critical to make it through the third game, the belts of strength are convenient.

    Assorted thoughts:
    -The Hesinde astral point sacrifice would teach you the melting spell IIRC.
    -The dragon slayer is per lore a 7 foot pole weapon used by dwarfs to fight lesser dragons (which are way less of a threat than Arkandor).
    -I do remember Arkandor gobbling up and eating party members as a whole. No idea about the specific trigger and be glad you didn't experience that.
    -The God without Name is one of the overall villains of the setting and was previously the 13th god of the pantheon. While he sometimes works with demons, he is a different threat from them. This also offers the in-lore explanation why 13 is not just an unlucky, but cursed number.
    -The Heshthot you encountered is one of the lowest and least dangerous demons. Which still makes these indefeatible without magic or divine intervention.

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    1. Agreed, I don't remember the story ending this poorly, but I also didn't remember how Star Trail ended. Blades of Destiny started with the orcish threat and ended with it, and that one still sticks with me. I do remember Star Trail being the better overall game, but the story is not one of them :(

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    2. not sure about death, but I remember having a character finishing Star Trail with an illness (or was it poison?) and it imported into Riva with that same illness.

      Not being able to find a way to heal him at the beginning made me not want to invest too much time in Riva

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    3. "I do remember Arkandor gobbling up and eating party members as a whole. No idea about the specific trigger"
      I've seen a Youtube walkthrough: it only happens if you step into certain squares (there are about 2 or 3 of these).

      There's something very particular about the vibe of these games that makes me want to play them, no matter how difficult or annoying they are. It's just one hassle after another on the way, and I want to overcome them. I would love to finish Star Trail one day as well (I got stuck last time I played it, around 2006, when I had a lot less patience than Chet has now). The three games seem very immersive to me, and I love being in that world.
      I used to think that this was probably the best of the three. Maybe because I missed the traveling and the incidents so much in the third one: in the first game, traveling leads you to a lot of dungeons (btw, Chet, you missed like 50% of them in Blade of Destiny! Even the famous Ship of Death!), while Star Trail is so concentrated that you can barely miss anything. Shadows over Riva is the consensus winner, and the plot felt better put together, but it doesn't have the ambition Star Trail has (it felt like the most challenging aspects were almost gone). Naturally, YMMV.
      I do not expect a high score, but a fair one! Also, I hope it doesn't take another four years to play the next one!"

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  19. I imagine the surprise of the dragon when he sees a full party of heroes storm his lair - only for one of them to spend some time desperately trying to take up her magical sword, another one scratching his head about how he could ever hit the dragon, and the rest of them throwing everything at the poor petrified dwarf.

    Probably mumbled something like "they just don't make them how they used to" sadly.

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    1. Refreshingly funny. Thank you.

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  20. As it turns out, there are alternative-ish endings as well: if you used poison when fighting the dragon, Ingramosch will not be unpetrified.

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    1. Does this matter i the next game?

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    2. That's a nice detail, but I don't get why poisoning a dragon causes a petrification to stick?

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    3. It doesn't matter in the next game. If one fights without using poison, Arkandor breaks off the fight, spares the party's life, and unpetrifies Ingramosch; because the party fought so honorably (or something like that). Using poison means you have to fight longer and until Arkandor dies. I must admit that I always considered that far-fetched and unpredictable.

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    4. Right, so poison is problematic but backstabbing, a magical anti-dragon sword, and the various nasty blahdibloohblah spells are A-OK?

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    5. Even fantasy universes can have Geneva Conventions.

      (I think poison would be prohibited as a chemical weapon. Backstabbing should be fine as long as combat is already engaged--nothing wrong with taking a combatant by surprise. Magical anti-dragon sword, again, no law against designing a weapon to target an enemy's weakness. Nasty blahibloohblah spells are a bit harder to map onto international humanitarian law.)

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    6. The use of poisons is widely considered dishonorable in Aventuria, especially among followers of the goddess Rondra.
      In several realms, a legal code (Index Wehrheimium) governs the use of poisons and hallucinogenic herbs. The mere possession of some poisons (Kukris, Black Lotus, etc.) featured in this trilogy is considered a capital offense.
      The dragon slayer is actually a pole weapon, usually wielded by two people, used to fight dragons.

      I wonder why this cave dragon Arkandor, who collaborates with cultists of the nameless god, has this code of honor.

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  21. That last battle sounds like it did an amazing job of emulating an actual bad TTRPG session, right down to the DM getting fed up and having the boss retreat because it's been 5 hours and he needs to go to work in 2.

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    1. Right. That whole business with the joke quest from the joke religion also feels like an actual bad TTRPG session, who tries to pull a fast one on his players.

      The lesson here is that writing a plot for TTRPG is not the same as writing for a CRPG.

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    2. Though given it would be a bad plot for a TTRPG, it’s no wonder it was also bad for a CRPG!

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  22. You can leave the dungeon and go back to Tjolmar to restock or get healed, there's an easy way to reopen the closed wall at the entrance, even without the useful teleport spell.

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  23. Well... You made it! I finished Ultima V with only my main character still alive. I was completely out of spell components and everything. Only the magic axe and ring of invisibility got me through the final combat. I think I had 4 hit points...

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  24. I'm still shocked that the only thing I remember about this game is the fight with the dragon.

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  25. "If Ingramosch wasn't a part of it, why did he live in the house that had an entrance to its temple?"

    This was the question that intrigued me the most. I thought for a moment it was a case of lazy, bad plotting, but after reading a bit I found that Tjolmar was built directly upon layers of ancient dwarven ruins. When the humans took over, they simply built over existing tunnels and chambers. The Temple of the Nameless God was carved out of these pre-existing Dwarven ruins. It wasn't built for Ingramosch's house; rather, the house was built on the surface of a site that already held these ancient, corrupted depths.

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    1. As I understand the situation, "Ingermosch's house" might as well been something like his official residence (not owned by him), since he was a prince or something, but from a different city; and the city dwarves were already split into Nameless One faction and their opponents.

      Given that he spent time in Lowagen dealing with an elven ambassador who clearly was from Nameless One cult (or affiliated), I think that he got wind of it, tried to investigate further, and was eventually stoned by the dragon.

      What I don't get is how the mage with Salamander Stone ended up in Orkish cell.

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  26. I think you met David Bowie as "the king..."

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  27. You HAVE played far fewer than 573 RPGs. You've played about 100 RPGs plus 473 type-in games and pseudo-RPGs that took less than 2 hours.

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