I say all this only to absolve myself from feeling embarrassed about my party members’ names. Had I known that my primary adversaries had names like Macbeth—sorry, Macabath—and Camisole—sorry, Kamazol—I feel as though I might have tried harder to come up with more apposite character names. But none of the back story is presented until after party creation, so here we are. I hadn’t bothered to save during my first attempt, so I had to start the game over again. Without much information one way or another about ideal party composition, I decided to stick with the same party—as we’ll see below, that may have been something of a mistake for at least one character. We form the party, read the introductory text, and set out again.
![]() |
| Page six of nine from the game's initial exposition. None of this was mentioned in the manual. |
- "The more powerful an undead is, the harder it is to turn."
- "Paralysis usually wears off at the end of combat"
- "Hawkslayer's tomb lies in the deepest chambers of Blusfor, where he must guard the blade of Soulseeker in his undeath, for eternity."
- "Silver can harm some undead which normal steel cannot."
- "Boats are a rarity in this land"
- "Luckily, lycanthropy is not contagious"
- "Always set a watch, to wake the party in case of trouble."
We find the town’s Market Square on the eastern edge of town. This features Fred’s General Store (selling torches and lanterns), Ted’s Armory (selling four kinds of armor, and shields), a street vendor selling suspiciously cheap shields at half of Ted’s prices; and the Blacksmith’s Shop which sells weapons. The town may be rather inbred, because to our eyes all the vendors look identical:
Just north of the Market Square is the Temple of Good Faith, where characters can pay to be healed and where clerics can donate gold. In this case, the donations serve a very special purpose: the manual says that “once a sufficient donation has been given … [one can] learn the new spell level.” There’s no indication how much of a donation is sufficient, but our careful accounting has left only two gold coins in our purse—probably not enough to earn new magical capabilities.
The game is filled with music and little sound effects. I haven’t sampled them all yet by any means, but entering most establishments seems to cause a specific, characteristic MIDI-style tune to play. Combat combines two themes, one of which is almost certainly the thematically debatable “Ghost Riders in the Sky.” (Why are there so few CRPGs set in the old west? Ghost miner forty-niner, cursed cowboys, etc…) The Armorer’s shop plays a tune that I definitely recognize but can’t immediately place; the Temple recognizably plays the first verse of “Adeste Fidelis.”
We return to the Wayfarer’s Inn, pay seven gold for a room, and rest. The game has an interesting resting mechanic that I haven’t fully explored yet: it seems that one can potentially pitch camp anywhere, but the manual warns that at least one character should always be left to stand watch. It cautions that if everyone rests all at once, enemies can potentially ambush the party. Since we’re close to the inn (and feeling flush with our winnings), we all rest at the inn. The two characters who were knocked out recover at the same rate as everyone else, one HP per hour. Full death occurs when HP reaches minus nine. It can apparently be reversed at the temple, but only at considerable cost.
In short order we take out the Sentries in each of the three remaining towers. Each time we lose one character but otherwise triumph to receive 20-25 XP per character, roughly 100 gold, and an occasional weapon or armor that we can sell for a few paltry coins. After the third victory we finally have enough gold to buy Becket the right to his spells. By process of elimination (and a reload), I learn that a cleric must donate around 200 gold to learn their first level of spells. That makes some sense; it’s the same cost as the Mage's spellbooks. I almost decide to also just pay 21 gold to heal Tyrion's seven remaining HP, trading gold for time, before recalling that Becket must anyway rest for 12 hours to fully learn his new spells. After another seven-gold-piece stay at the Inn I finally have a functioning magic user. He only has 13 magic points, but this is enough for six castings of Light, four of Magic Compass (provides a compass while underground), three of Fear or Cure Light Wounds, or two of Sleep; the last three spells seem to be the only potentially-useful combat spells.
We head to the final turret and find five Sentries. In combat we try to use some narrow gaps in the walls as cover. At an opportune moment, Becket dives into the fray to cast Sleep (at Level 1, he can only cast it on adjacent enemies). All three targeted Sentries resist the spell. Uh-oh. The following round I’m told that he manages to successfully instill Fear in two of them... but it must not be enough fear, because those same two immediately slay him. I decide that when the rest of the party realizes that one of their clerics won’t touch most weapons, can’t lift the weapons he might touch, and can’t even cast useful combat spells, they decide they’ve had enough and head for the hills. Routed, they try to escape over the border of the combat map—only to be told that we can't even flee the battlefield, because of a "magical barrier." In the resulting chaos, we suffer our second full-party death and are forced to reload again.
I still haven’t said much about combat yet because I continue to hope for it to really prove the worth of its tactical grid. No question that the potential is there: much like the gold box, the party starts together with enemies at least one round's movement away. I’ve neither seen nor inflicted any ranged attacks, so everything happens at close quarters. The main strategy seems to be surrounding an enemy from all sides and hammering away, then moving on to the next one. When an enemy attacks a party member or is attacked by one (or vice versa!), both usually turn to face each other. After someone has been attacked once in a round, any character can attempt to backstab (for extra damage, with a bonus to hit) by attacking directly from behind. Enemies can backstab the party members too, but their AI seems poor enough so far that this rarely happens; whoever does it, it’s not always successful. A high degree of randomness seems to be involved in all aspects of combat, since in our second time against this group of five we lose only Elphaba before we triumph (Becket’s spells again proved ineffective). Past them is a storage room with our first set of high-quality loot: a Long Sword +1 and Chain Armor +1.
Time played: 5 hours. 2 deaths. 1 reload.






"Past them is a storage room with our first set of high-quality loot: a Long Sword +1 and Chair Armor +1." Even the chairs seem to be reasonably tough enemies in this game!
ReplyDeletePS: Another well-written entry, AA!
Thanks - it should be "Chain Armor," of course. I suppose 'Chair Armor' would be the set covers people drape over the arms and headrest of a nice recliner (which is, itself, a 'Chair +1').
DeleteChairs are only allowed to wear padded armor.
DeleteI wonder if it came from a shop that sold magical armoires.
DeleteI've seen lots of cloth and plastic armour for chairs and sofas in my life.
DeleteCheers for the post - I’m glad you didn’t make us wait too long for the inevitable “troublesome priest” gag!
ReplyDeleteAA, I think you're finding a good balance between explaining the gameplay and narrating the forays of your adventurers. I had a few good chuckles with the 'inbred citizens' and 'not enough fear' notations, nice tone.
ReplyDeleteAlso, aren't the graphics just adorable?
ReplyDeleteI keep the view that a blog like this is a personal thing. The guest post is well done, but it is not the Chet that we all know. Others may disagree, but I would say it would be better to create a new blog called Friends of the CRPG ADDICT and that could be the place for many to contribute in a guided way--of course with links to that site from Chet's blog here. It could open up things to many contributors in fact. Blessings to all and happy peace!
ReplyDeleteI concur, and also the writing, while fine, is by far not as good as Chet's, who's a master writer.
DeleteI'll be the first to agree. And after all, he has the advantage of 15 years of experience at all this! Not to mention, so we've heard, a published book or two.
DeleteI'll disagree; while the writing may not be quite as good if it weren't announced as a guest entry I'm not sure I would've identified it as such.
DeletePersonally the appeal of this blog is perspectives and insights into old CRPGs that I might not have heard of, which this fulfils just as much as a regular entry. Arguably different perspectives allows for coverage of some aspects that aren't usually given as much attention.
To be clear, I'm not clamouring that we should definitely have more guest entries, but it wouldn't bother me in the slightest if we did.
Well, I'm enjoying it! It will be interesting to read a playthrough in a slightly different style.
Deletelycanthropy is not contagious
ReplyDeleteThen how does one acquire it in this game? Asking for a friend...
Re: RPGs set in the old west, the only one I can think of is my beloved West of Loathing, which I should really play again.
ReplyDelete-- TheEnforcer
I'd argue Wasteland and Fallout somewhat fits this description. Also, West of Loathing is a brilliant game.
DeleteThere are so many potentially great CRPG settings, that's it's a damned shame authors insist on going with high fantasy.