When you get the answer right, each character in your party will earn 10,000 xp. If you get both answers wrong, then the imp will Imprison your party, and you'll have to load your game. You'll get two chances to answer the question. Substituting B = S-1 into the second equation gives 2S-4 = S or S=4, which means B=3 and there are seven total children. Since the brothers have twice as many sisters, that means 2*(B-1) = S or 2B-2 = S. Since the imp has as many brothers as sisters, that means B = S-1 (since the imp doesn't count herself). Let B equal the total number of brothers and S equal the total number of sisters. In this pleasant-looking parlor, you'll meet an imp who will ask you a riddle about brothers and sisters. You'll need the skull to unlock the spirit altar (#2). Hindo's Doom +3, a Warrior's Skull, and 1500 gp on the dragon's corpse. After the battle, the ghost will show up and congratulate you for passing the test, which will earn each character in your party a 21,000 xp. You'll earn 62,000 xp for killing the dragon. So buff up on the entrance staircase (including Resist Fear), and then spread out and attack. It'll introduce itself as your "fearsome death," and it'll attack you right away. In this cavern, you'll encounter a green dragon. Ixil's Nail +4 inside the pool in the back of the chamber. This will earn each character in your party 21,000 xp. Eventually, after you've killed 30-40 orcs, the ghost will appear and congratulate you for passing the test. Orcs shouldn't be difficult opponents for you, but as you kill them, more will keep spawning. In this chamber, you'll encounter a large group of orcs, including orc mages. To take the tests, you'll have to go through the three doors behind the ghost: He'll tell you that you're required to pass three tests - to prove your courage, perseverance and wisdom - before he'll hand over his key. Your objective is to collect those keys so you can open the seal and descend toįor this key, you should head south, where you'll meet a Helmite Ghost (#1). You'll find three pedestals, each with a keyhole, surrounding the seal. The barbarian, who wasn't going to wait for the beholder to act first, is already lunging, battleaxe in hand, at the floating mass of eyes.When you first arrive on this level of the keep, you'll almost be standing on top of the seal leading to the Imprisoned One (Exit C). The wizard, and several roper, noticed that the veil had been dispelled and prepare for the imminent assault of this ancient beholder. Slowly, this ancient aberration turns its glare and all of its eye stalks to stare directly into the invisible abyss and with a deafening, demonic shriek, several of the eye stalks glow and flash. The ancient orb floats into the view of the rest of the party, snarling and glaring as each of its eye stalks dart in every direction. Your wizard has noticed what the roper are so terrified of and quickly cast a veil of invisibility and implores the rest of the party to fall silent, in an attempt to bypass this new horror. Many of these roper have fallen silent, as they desperately attempt to blend in with the cavern, using their stony camouflage. Your party is carving its way through the massive horde of Roper and take notice that several of the roper have turned their gaze, in horror, to something entering the opposite end of the cavern.
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