ore clover
Learned
- Joined
- Mar 25, 2017
- Messages
- 171
Chapter X: Run Out of Town for Homicide
We return to the duo, now a trio, of brave virtuosi as they continue to quest for the avatar. When last we left they were exploring the forest town of Yew, hub of justice in Britannia.
Looking at these stats, I was a bit surprised. The history book claims druids are almost comparable to mages in spellcasting, but Jaana’s a bit of a dumbass. For reference, our hero is smarter than both Jaana and Iolo combined (just a bit of shameless intelligence plugging, nothing to see here).
Druids can equip bows, though, so at least she can serve as our current heavy hitter. Until we find one, she equips our second sling while our hero goes back to his trusty staff. We leave the campfire and chat up a nearby wandering druid.
We still don’t know the mantra, but at least we now know the justice stone is green. What was it: blue honesty stone, purple honor…? Oh well.
I start bugging Silent again, but he doesn’t say anything about the mantra. However, that “Beh… beh…”
Perhaps that’s what Pinrod meant about the druids chanting the mantra. Could be Beh.
We check around town again for anyone we missed, and then set off to get to that druid across the river that we spotted earlier.
In the hopes of reaching the druid faster, I discover that Blink only works outdoors (as in, not in towns or dungeons). Blink is the game’s teleportation spell. It functions similarly to a star trek transporter: “This spell disassembles the mage and companions and reassembles them at a spot many leagues distant in any chosen direction.”
Instead we loop up and to the left, following the river, until we return to the entrance of the town. There's a gap, as I figured, so we cross it and double back to the druid. He’s a solemn druid named Calumny, who makes spells.
I glance at the manual, to make sure it doesn’t require any rare ingredients, and answer an affirmative; we also have four spells already mixed in our inventory, but I couldn’t check that in a convo. “It requires but one bloodmoss!” I’m not sure what he means, because the game’s spellbook and manual both say that a double portion of bloodmoss is required, with just a single portion of the other ingredients. Maybe I’ll try mixing it his way sometime.
While touring the town for anything else we missed, we stop by Pinhead (or whatever) again. When asked about justice he responds, “Justice is hardest to find at the point of a sword, the steel is an agent of justice, humanity the perpetrator!” Yeah, yeah, deus vult and all that I guess.
With that, we make our way out of Yew and start traveling back to the nearby moongate.
Ah, more rogues. Now we can see how we perform with a third combatant. We sidestep the rogues and travel through the forest for a while before they catch us up.
There’s only two rogues, though, so you can imagine how it goes. One starts running after a single strike from Jaana’s sling, and the other charges for Iolo. Not wishing to lose any money, we all circle around the rogue for a while until our hero finishes him off in one blast with a fireball.
Oops, we wandered too far to the west; we can see the coast now. There’s what looks like another settlement a bit south and on the coast, but for now we head back for the moongate.
While stumbling through the forest we encounter a couple skeletons.
Jaana sends one packing with her sling, while Iolo shatters the other into pieces with his. Our hero delegates from a safe vantage point.
We find the moongate clearing, and take it back to Lord British’s castle. With all these fights, maybe someone’s ready to level up again.
Oh, okay. I guess we’ll come back later. Before leaving we decide to pay the Seer a visit; see where our hero stands with the different virtues.
Here’s how you reach the Seer. These are sleep fields; walking through has a chance to put some or all of your party to sleep. You could charge through, if you want, though I don’t remember what happens if you all fall asleep. Or, you can use the spell Dispel to remove the fields; they’ll return once you leave this floor of the castle, so make sure you’ve done your business before moving on.
An important note when you’re using Dispel: It only works on adjacent tiles. The spellbook implies that you can fire it across a distance, but that’s not the case. What happened here is I deactivated one of the sleep tiles, and then tried casting Dispel without moving forward. The second spell failed, wasting mana and a potion. It always helps to buy lots of a particular spell, to help minimize the setback from mistakes like this.
I also discovered, to my dismay, that our hero didn’t have enough spell points to dismiss all the tiles; I think it was because of that Blink and Fireball we used earlier. Due to that, and the utterly useless mana count of Iolo and Jaana, we won’t be visiting the Seer quite yet.
Yes, I’m well aware that I probably should’ve just charged straight on. I don’t always think about these things until after the fact, okay?
We leave Lord British’s castle and decide to camp just outside. To do so you press “H” for “hole up and camp.”
That’s a pleasant sight; we look dead. Maybe this is like elder scrolls where awake/alive and asleep/dead are connected.
After resting, our hit points and mana points are restored; also doesn’t look like any extra food was used up. The manual mentions that camping isn’t foolproof; enemies can ambush you while you sleep. Furthermore, I don't think chars will recover more than 100 hitpoints per rest. I also found out that Jaana actually has 19 mana points, instead of 4; I guess she had been busy using magic before joining the team?
We make another go at reaching the Seer, but our hero still doesn’t have quite enough mana points for four Dispels in a row. Jaana probably could’ve picked up the baton, but we blew through our last Dispel potion failing the fourth casting. Oh well, we’ll come back later.
Leaving Castle British, we take the nearby moongate and start heading back to honorable Trinsic, to find a bow and leather armor for Jaana. We blow through a group of four orcs, without taking any hits, along the way.
The bow’s also a bit expensive, but we have money to buy it and some leather armor. With how frequently that stupid orcs and rogues assault us, we’ll make that coin back in no time. Jaana gets the bow, and now our hero is back to using a sling.
Unfortunately they don’t sell anything besides chain mail. That’s okay; Paws or Britain will have what we need. There’s actually another npc in the shop that we hadn’t talked to yet, just off to the right of our view in this pic. He’s an ugly sailor named Sailor Sam. We don’t learn anything other than that he sails the seas of Britannia, so we leave him alone.
I remember that scared kid next to the bull, so we return to see about resolving that situation. The bull doesn’t respond to our attempts to initiate a conversation, so we decide to attack it and hope it runs away.
Heavily wounded, but not fleeing? Uh oh…
We pelt the bull with a couple more stones and arrows, and it reaches critical health. Still not running. We end up finishing it off, and check with the kid.
In addition to thanking us, the boy also tells us where to find the honor rune. Nice, let’s go get that.
Hmm? I don’t remember any guards wandering around down here -
What the hell, was killing that bull a crime? We immediately flee the combat zone to avoid killing anyone else.
We do our best to avoid this small army of police, and disengage from any who attack us. Fast as we can, we run out of the town and back into the wilderness. Since this is an old game, I hope that we won’t be pursued by psychic guards for the rest of our lives. We pop back into town to find out, and the groups of guards have disappeared.
I’m sure that will bite me in the ass later, though. Fucking bull. Was he a citizen of Trinsic, or something?
Damn, I can see it now: Lord British states, "I am disappointed in Jesus Chris' behavior. Jesus Chris is an Avatar of little honor."
Following the kid’s advice, we head back over to the southwest corner of town, where good old Virgil sulks. He doesn’t say anything about the rune, but when we search this spot in the middle we find it.
On our way out, poor Iolo gets poisoned; a quick Cure and he’s back in tip-top shape. With that finished, we decide not to tempt fate and leave Trinsic without talking to anyone else. Just outside of town we meet -
Woah, that’s more than usual. I wonder if they’re stepping up their game now that our little band is growing? Still nothing to worry about; three run away, and the others fall to our stones and arrows.
Same deal with these rogues. We kill two with ranged attacks, our hero immolates a third, and the fourth makes a break for it. One of them managed to snag some coins; we’ve gone from 313 to 262.
We head back to the moongate just south of Trinsic, kill some more orcs along the way, and teleport to Moonglow. It’s pretty much my main stop for spell ingredients, at this point. There are more ingredient shops in the world, but this one is easy to reach.
While we're here, I remember something about this chest from a previous playthrough. We head over, hit “S” and…
Yah hah, the rune of honesty! I can’t tell you how you’re supposed to find out it’s here; maybe asking the mages about the rune will reveal a clue. I basically found this the first time I played the game, because I was trying to steal the contents of the chest. I hit “S” to search the chest, because that seemed like a logical command to use.
After that we head back over to the ingredients shop and mix up a few more spells, including some replacement Dispels.
And that wraps up another update. Where shall our party travel next? Who knows. Find out when we return to Ultima 4: Quest to be a Good Person. Temporarily set back by our run-in with that bull, of course.
We return to the duo, now a trio, of brave virtuosi as they continue to quest for the avatar. When last we left they were exploring the forest town of Yew, hub of justice in Britannia.
Looking at these stats, I was a bit surprised. The history book claims druids are almost comparable to mages in spellcasting, but Jaana’s a bit of a dumbass. For reference, our hero is smarter than both Jaana and Iolo combined (just a bit of shameless intelligence plugging, nothing to see here).
Druids can equip bows, though, so at least she can serve as our current heavy hitter. Until we find one, she equips our second sling while our hero goes back to his trusty staff. We leave the campfire and chat up a nearby wandering druid.
We still don’t know the mantra, but at least we now know the justice stone is green. What was it: blue honesty stone, purple honor…? Oh well.
I start bugging Silent again, but he doesn’t say anything about the mantra. However, that “Beh… beh…”
Perhaps that’s what Pinrod meant about the druids chanting the mantra. Could be Beh.
We check around town again for anyone we missed, and then set off to get to that druid across the river that we spotted earlier.
In the hopes of reaching the druid faster, I discover that Blink only works outdoors (as in, not in towns or dungeons). Blink is the game’s teleportation spell. It functions similarly to a star trek transporter: “This spell disassembles the mage and companions and reassembles them at a spot many leagues distant in any chosen direction.”
Instead we loop up and to the left, following the river, until we return to the entrance of the town. There's a gap, as I figured, so we cross it and double back to the druid. He’s a solemn druid named Calumny, who makes spells.
I glance at the manual, to make sure it doesn’t require any rare ingredients, and answer an affirmative; we also have four spells already mixed in our inventory, but I couldn’t check that in a convo. “It requires but one bloodmoss!” I’m not sure what he means, because the game’s spellbook and manual both say that a double portion of bloodmoss is required, with just a single portion of the other ingredients. Maybe I’ll try mixing it his way sometime.
While touring the town for anything else we missed, we stop by Pinhead (or whatever) again. When asked about justice he responds, “Justice is hardest to find at the point of a sword, the steel is an agent of justice, humanity the perpetrator!” Yeah, yeah, deus vult and all that I guess.
With that, we make our way out of Yew and start traveling back to the nearby moongate.
Ah, more rogues. Now we can see how we perform with a third combatant. We sidestep the rogues and travel through the forest for a while before they catch us up.
There’s only two rogues, though, so you can imagine how it goes. One starts running after a single strike from Jaana’s sling, and the other charges for Iolo. Not wishing to lose any money, we all circle around the rogue for a while until our hero finishes him off in one blast with a fireball.
Oops, we wandered too far to the west; we can see the coast now. There’s what looks like another settlement a bit south and on the coast, but for now we head back for the moongate.
While stumbling through the forest we encounter a couple skeletons.
Jaana sends one packing with her sling, while Iolo shatters the other into pieces with his. Our hero delegates from a safe vantage point.
We find the moongate clearing, and take it back to Lord British’s castle. With all these fights, maybe someone’s ready to level up again.
Oh, okay. I guess we’ll come back later. Before leaving we decide to pay the Seer a visit; see where our hero stands with the different virtues.
Here’s how you reach the Seer. These are sleep fields; walking through has a chance to put some or all of your party to sleep. You could charge through, if you want, though I don’t remember what happens if you all fall asleep. Or, you can use the spell Dispel to remove the fields; they’ll return once you leave this floor of the castle, so make sure you’ve done your business before moving on.
An important note when you’re using Dispel: It only works on adjacent tiles. The spellbook implies that you can fire it across a distance, but that’s not the case. What happened here is I deactivated one of the sleep tiles, and then tried casting Dispel without moving forward. The second spell failed, wasting mana and a potion. It always helps to buy lots of a particular spell, to help minimize the setback from mistakes like this.
I also discovered, to my dismay, that our hero didn’t have enough spell points to dismiss all the tiles; I think it was because of that Blink and Fireball we used earlier. Due to that, and the utterly useless mana count of Iolo and Jaana, we won’t be visiting the Seer quite yet.
Yes, I’m well aware that I probably should’ve just charged straight on. I don’t always think about these things until after the fact, okay?
We leave Lord British’s castle and decide to camp just outside. To do so you press “H” for “hole up and camp.”
That’s a pleasant sight; we look dead. Maybe this is like elder scrolls where awake/alive and asleep/dead are connected.
After resting, our hit points and mana points are restored; also doesn’t look like any extra food was used up. The manual mentions that camping isn’t foolproof; enemies can ambush you while you sleep. Furthermore, I don't think chars will recover more than 100 hitpoints per rest. I also found out that Jaana actually has 19 mana points, instead of 4; I guess she had been busy using magic before joining the team?
We make another go at reaching the Seer, but our hero still doesn’t have quite enough mana points for four Dispels in a row. Jaana probably could’ve picked up the baton, but we blew through our last Dispel potion failing the fourth casting. Oh well, we’ll come back later.
Leaving Castle British, we take the nearby moongate and start heading back to honorable Trinsic, to find a bow and leather armor for Jaana. We blow through a group of four orcs, without taking any hits, along the way.
The bow’s also a bit expensive, but we have money to buy it and some leather armor. With how frequently that stupid orcs and rogues assault us, we’ll make that coin back in no time. Jaana gets the bow, and now our hero is back to using a sling.
Unfortunately they don’t sell anything besides chain mail. That’s okay; Paws or Britain will have what we need. There’s actually another npc in the shop that we hadn’t talked to yet, just off to the right of our view in this pic. He’s an ugly sailor named Sailor Sam. We don’t learn anything other than that he sails the seas of Britannia, so we leave him alone.
I remember that scared kid next to the bull, so we return to see about resolving that situation. The bull doesn’t respond to our attempts to initiate a conversation, so we decide to attack it and hope it runs away.
Heavily wounded, but not fleeing? Uh oh…
We pelt the bull with a couple more stones and arrows, and it reaches critical health. Still not running. We end up finishing it off, and check with the kid.
In addition to thanking us, the boy also tells us where to find the honor rune. Nice, let’s go get that.
Hmm? I don’t remember any guards wandering around down here -
What the hell, was killing that bull a crime? We immediately flee the combat zone to avoid killing anyone else.
We do our best to avoid this small army of police, and disengage from any who attack us. Fast as we can, we run out of the town and back into the wilderness. Since this is an old game, I hope that we won’t be pursued by psychic guards for the rest of our lives. We pop back into town to find out, and the groups of guards have disappeared.
I’m sure that will bite me in the ass later, though. Fucking bull. Was he a citizen of Trinsic, or something?
Damn, I can see it now: Lord British states, "I am disappointed in Jesus Chris' behavior. Jesus Chris is an Avatar of little honor."
Following the kid’s advice, we head back over to the southwest corner of town, where good old Virgil sulks. He doesn’t say anything about the rune, but when we search this spot in the middle we find it.
On our way out, poor Iolo gets poisoned; a quick Cure and he’s back in tip-top shape. With that finished, we decide not to tempt fate and leave Trinsic without talking to anyone else. Just outside of town we meet -
Woah, that’s more than usual. I wonder if they’re stepping up their game now that our little band is growing? Still nothing to worry about; three run away, and the others fall to our stones and arrows.
Same deal with these rogues. We kill two with ranged attacks, our hero immolates a third, and the fourth makes a break for it. One of them managed to snag some coins; we’ve gone from 313 to 262.
We head back to the moongate just south of Trinsic, kill some more orcs along the way, and teleport to Moonglow. It’s pretty much my main stop for spell ingredients, at this point. There are more ingredient shops in the world, but this one is easy to reach.
While we're here, I remember something about this chest from a previous playthrough. We head over, hit “S” and…
Yah hah, the rune of honesty! I can’t tell you how you’re supposed to find out it’s here; maybe asking the mages about the rune will reveal a clue. I basically found this the first time I played the game, because I was trying to steal the contents of the chest. I hit “S” to search the chest, because that seemed like a logical command to use.
After that we head back over to the ingredients shop and mix up a few more spells, including some replacement Dispels.