<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6162314467762792782</id><updated>2026-06-06T17:59:31.203-04:00</updated><category term="Final Rating"/><category term="Special Topics"/><category term="Fate"/><category term="Nethack"/><category term="Eye of the Beholder"/><category term="Ultima V"/><category term="Might and Magic II"/><category term="Roguelike"/><category term="Pool of Radiance"/><category term="Ultima IV"/><category term="Wizardry V"/><category term="Magic Candle"/><category term="Might and Magic III"/><category term="Ultima VI"/><category term="Disciples of Steel"/><category 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term="poison"/><category term="tactics"/><title type='text'>The CRPG Addict</title><subtitle type='html'>One man blogs his adventure through every PC role-playing game ever released.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://crpgaddict.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default?max-results=3&amp;redirect=false'/><link rel='alternate' type='text/html' href='http://crpgaddict.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default?start-index=4&amp;max-results=3&amp;redirect=false'/><author><name>CRPG Addict</name><uri>http://www.blogger.com/profile/01238237377918550322</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='27' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOb9C1_KiKx26aLHQTcaeo2I-exLlJ4K__FHGOPO6UGIgzmK5AD8LA4SEI_uwoZyyiQCj_OkTjCfCqpiTC9vL2utTSWEVixon8fYvK18hKNY6yYT616YlE-eqQ22gdPHE/s97/gimlet.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2024</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>3</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6162314467762792782.post-1119993723847872554</id><published>2026-06-05T12:00:00.000-04:00</published><updated>2026-06-05T12:00:00.115-04:00</updated><title type='text'>The Search for Freedom: Repeated Injuries</title><content type='html'>&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJutI3rK9u6j81FRiuHGHU8fY6-HpGrLuE53M1DasreGwY9fYTmTENgCj5zIXaXrRdiAaRbnEF90AI2EJfmLN2Bi1k8OtuaLbY9AO0V6_KVI6QvaKWqjIBglCg2KQbZqk3q5ud7EsN311PO66wIx5s3EyXNUJXZyJfA5B4fZW9K8GBX-pQX38kTAMDMe0/s640/sfffiercewarriors.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJutI3rK9u6j81FRiuHGHU8fY6-HpGrLuE53M1DasreGwY9fYTmTENgCj5zIXaXrRdiAaRbnEF90AI2EJfmLN2Bi1k8OtuaLbY9AO0V6_KVI6QvaKWqjIBglCg2KQbZqk3q5ud7EsN311PO66wIx5s3EyXNUJXZyJfA5B4fZW9K8GBX-pQX38kTAMDMe0/w400-h300/sfffiercewarriors.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Is this a warning or a hint?&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;b&gt;Guest entry by commenter AlphabeticalAnonymous:&lt;/b&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Having already cleansed the streets and buildings of Smythetown of any evil presence (take that, heroes of Phlan), and with the city gates locked tight by evil magic, our party’s only course is to descend into the catacombs beneath the city where the evil wizard Macabath has holed up. What remains unexplained is why, having conquered this town, he would want to secret himself deep underground. Though I enjoyed the attention to detail in the opening text, the game world has so far mostly failed to capitalize on the initial setup. Then again, I’m only now entering the first of what promises to be 22 dungeon levels—perhaps there’s much more to come.&lt;br /&gt;&lt;br /&gt;We descend and again find the catacombs to be as dark as a black steer’s tuchus on a moonless prairie night. Ruxpin readies a lantern and the screen barely lightens, almost imperceptibly. He can&#39;t hold two lanterns and a weapon, so he trades a lantern to Becket, who readies his as well. Trading items between characters is reasonably quick, with useful keyboard shortcuts. The game also offers a “Distribute” option, which the manual says will “unready all items, place them in a large pool in front of [the party], and organize them by item type.” I haven’t seen a need for that yet, but time will tell. At present, with two lanterns active (and maximum screen brightness, but then a 1990’s player could have done that too) we can just about see. However, all the screen brightness in the world won’t help us too much: we seem to be able to see only a single square ahead of us.&amp;nbsp;&lt;br /&gt;&lt;br /&gt;We no longer have an active compass, but the automap continues to track our progress just fine. We could have Becket cast “Magic Compass” (which lasts three hours per level of the caster), but with the automap, we don’t see a need for it yet. Similarly, the mage spell “Locate” (which reveals our x/y coordinates in any town or dungeon) seems unnecessary with a fully working automap. Maybe we’ll reconsider these spells if spinners or redirectional teleporters show up. Also worth mentioning, because it seems unique among our spells so far, is the cleric’s “Safety,” which brings the party back to the nearest safe inn but at the cost to the caster of a permanent reduction of 20 magic points. My cleric only has 13 magic points, and even at higher levels it’s hard to imagine why I would choose &quot;Safety&quot; over a reload.&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK02zka_LwlbE3lVwA5mw60QV8-rTvaMrW8XXb7E8AfkmxyGf6vvTO_rZAu5bl-f-IwIwNDLDW4Y0uLMgDTA6Zs1hcsAgj8xu1d0V_tVaelrDYE8gi-PkoNqumnxYNSebLrEbbkUqu_wOYxtzzpQEHNWf157F-mELGrO7h3ew0R-m204gbjznTrKMWGts/s640/sffsafety.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK02zka_LwlbE3lVwA5mw60QV8-rTvaMrW8XXb7E8AfkmxyGf6vvTO_rZAu5bl-f-IwIwNDLDW4Y0uLMgDTA6Zs1hcsAgj8xu1d0V_tVaelrDYE8gi-PkoNqumnxYNSebLrEbbkUqu_wOYxtzzpQEHNWf157F-mELGrO7h3ew0R-m204gbjznTrKMWGts/w400-h300/sffsafety.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;All first-level cleric spells. &quot;Safety&quot; sounds like a doozy.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Before long we stumble across some monsters and are offered the choice to try to sneak up on them, approach them, or flee. We choose to sneak but are told that the monsters see us. They turn out to be five rats and five bats, each with 2-4 HP and no armor. I wonder whether we were supposed to be grinding for experience and gold down here before mucking about fighting the sentries in their towers. When the battle is over, these fearsome foes have collectively managed to inflict a single point of damage on one character. No doubt about it, we were definitely supposed to be fighting this sort of enemy before the sentries. Nonetheless, I like that the game let us foolishly risk life and limb against the guards instead of railroading us immediately down into the catacombs. For our pains we earn 4 experience each and a total of 14 gold.&amp;nbsp;&lt;br /&gt;&lt;br /&gt;Moving along, I am told that we spot an ambush—we can flee, or continue on and pretend that we don’t see them. Fleeing seems unwarranted given our recent victory, so we choose to &quot;Act unsuspecting, then attack.&quot; The same as the last group, we find five bats and five rats. Our investments in armor prove their worth: the animals land several hits that all do zero damage. By coincidence or our own strategy, it is again Durkon, my other cleric, who loses our only hit point before we clear the enemies away for similar, rather paltry rewards. Leveling up (which requires us to gain 400 experience each) feels as far away as ever.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbzEE3awxhdJwNTVsLHUasIzpAr9OLlErcsFe5yhj2ClVyR_Nh93Zw1UmwypE7XbC4bqzEunV0iNZ3iaVJHUwnktef6PRI69SZmU3hVojkBsZ3dK7Hysz99xBXUWCa0_W9MdDyesyW360z7mOX38fGDjtne3cnCelOGhhDuPCEUrFuErDgQmsTf4GPMNs/s640/sffflm.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbzEE3awxhdJwNTVsLHUasIzpAr9OLlErcsFe5yhj2ClVyR_Nh93Zw1UmwypE7XbC4bqzEunV0iNZ3iaVJHUwnktef6PRI69SZmU3hVojkBsZ3dK7Hysz99xBXUWCa0_W9MdDyesyW360z7mOX38fGDjtne3cnCelOGhhDuPCEUrFuErDgQmsTf4GPMNs/w400-h300/sffflm.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;First-level mage spells.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;After further exploration and a few similar combats, in which we are ambushed by four goblins (who again pose little threat) we set off a “shower of spikes” that rains down upon the party. Some sort of hidden roll against dexterity or luck must follow: Ruxpin, Becket, and Kizke dodge; Tyrion is hit for 2 damage, and Durkon and Elphaba for 5. We move forward a square, and this time Ruxpin spots the trap. We can choose to disarm it or leave; the latter handily takes us back to the previous square (but leaves the trap square blank and unmarked on the automap). The clumsy Teddy accidentally sets off a ‘mantrap,’ which is undefined but I prefer to think was an ancient salt-sucking alien. Whatever its form, this trap knocks Ruxpin unconscious. He deserved it: disarming traps is the whole reason we have a thief in the party.&lt;br /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;We retreat back the way we came, hoping to return to the town inn to rest. By backtracking, we learn something useful, when we find ourselves attacked by monsters on a previously-clear square. This at least clarifies that grinding should be a possibility by roaming around through the catacombs. The sentry guards had stayed cleared once defeated, so I wasn’t sure whether this was a ‘closed’ game in terms of total experience available. However, our newfound knowledge comes at some risk: we are confronted by a 16-HP ogre attended by two 5-HP troglodyte minions. The ogre hits hard but only gets one chance before we slay it; the others go down quickly as well. We once again don&#39;t earn much experience, but we do find that they were carrying a chest. Ruxpin isn’t awake to pick its lock, but I think smashing the lock has never yet failed to work. It contains 30 gold, a torch, and cloth armor.&lt;br /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkyqRWw_UhbqTN-IPSJo9qPtsdmODtcIv1C-L1Kl4Xbdk9ChsJFz4hetPPq6ZCSU1HMSPJHMw7WypmDHj8v2ECUTDuEU_9Er5ESlcKCbxIohq3ieepEV8zkyQU4nxn4txc_Tm7-w9k48FtCLhvS_AEg_xxdoeUtqgoWDJ5k5Nh3HD9Na-scQhnsFJ8SLs/s640/sffchest.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkyqRWw_UhbqTN-IPSJo9qPtsdmODtcIv1C-L1Kl4Xbdk9ChsJFz4hetPPq6ZCSU1HMSPJHMw7WypmDHj8v2ECUTDuEU_9Er5ESlcKCbxIohq3ieepEV8zkyQU4nxn4txc_Tm7-w9k48FtCLhvS_AEg_xxdoeUtqgoWDJ5k5Nh3HD9Na-scQhnsFJ8SLs/w400-h300/sffchest.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Anyone can try to &quot;Smash&quot; or &quot;Pick&quot; the lock, but only a magic-user can cast the &quot;Open&quot; spell. I don&#39;t know why anyone would &quot;Leave&quot; it.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;I started to prepare a detailed description of a combat interaction, but I feel (I hope) that it’s still too early for that. Simple melee brawls were more than sufficient throughout the first level of the catacombs; neither offensive nor defensive magic have been necessary for any of these foes, and it wasn&#39;t effective against the sentries, so I hope that opportunities for more complex interactions will eventually crop up. Otherwise, suffice to say that the combat graphics are sparse but adequate. Every character and enemy has a different appearance depending on which way it&#39;s facing. Occasionally, it&#39;s tough to determine whether an enemy is facing north or south; with the earlier sentries, I had to keep reminding myself that they were all right-handed, because otherwise I kept misinterpreting the art. Every character also seems to have a one-frame animation when they attack: the rat rears on its little hind legs, Tyrion swings his axe, Elphaba clutches her phial of Galadrial (or whatever it is). The combat terrain (always brick walls) seems to always represent the shape of the few tiles around the party when combat began.&amp;nbsp;&lt;br /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;br /&gt;We find a number of messages as we explore the catacombs:&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;ul style=&quot;text-align: left;&quot;&gt;&lt;li style=&quot;text-align: left;&quot;&gt;An evil wizard can only truly be slain with a magic spell.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;If you map carefully, the locations of secret doors will become more obvious.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;Fight magic with magic.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;Kill him quickly.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;Use items to invoke their magic powers.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;When fierce warriors die, they go straight to hell.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;When Macabath is destroyed, his curse on the city will be lifted.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;Stairs are often well concealed.&lt;/li&gt;&lt;li style=&quot;text-align: left;&quot;&gt;Blankets of Darkness and traps usually conceal something important.&lt;/li&gt;&lt;/ul&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;As you see, most of these messages feel like hints to the party. And as usual, that raises the question of why these messages are there in the first place. So far, Macabath hasn’t done anything so dramatic as to use the walls of his dungeon to write his most secret weaknesses, but why would Macabath carve hints about how he could be “truly slain” into the walls of his home? Or does the carving predate him? Or did someone just whisper it to us from the shadows? Come to think of it, at least in the first level of the catacombs, we find zero evidence that they ever served any burial or related function. The only one we know buried down here is Macabath—buried alive, a la Werdna.&lt;br /&gt;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipE9jkEEVkDuItLdtM03ZofjQP0-M31g0GMC33DDPtOWQnC3yI9ZhqUaN8E4IDTFGdB24TzjlgbD9ruB5pPtQBmAE_xQf3VTtnzTvAaFohV9gE3XsirbCDtp8-NIfGCz-ArqsB8nOyYXeK8p9AyudbQJqkSB6P2OzRAgCPgGrp7AJLdxyokBduvyBkWtk/s640/sffsecretdoor.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipE9jkEEVkDuItLdtM03ZofjQP0-M31g0GMC33DDPtOWQnC3yI9ZhqUaN8E4IDTFGdB24TzjlgbD9ruB5pPtQBmAE_xQf3VTtnzTvAaFohV9gE3XsirbCDtp8-NIfGCz-ArqsB8nOyYXeK8p9AyudbQJqkSB6P2OzRAgCPgGrp7AJLdxyokBduvyBkWtk/w400-h300/sffsecretdoor.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;I thought this was fun: secret doors are represented by walls that can be walked through in combat.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;We continue to fight lots of bats and rats, ogres and troglodytes, gremlins and goblins. The enemies always occur in the same combinations, though sometimes in smaller numbers than our initial encounters. The individual rewards of any one combat remain small, but their number means we slowly make progress in building up gold and (to a lesser extent) experience points.&amp;nbsp;&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br /&gt;A few hours in, we thrash another group and find another chest as a reward. Durkon smashes it open, only to set off a &quot;BOMB trap.&quot; This is bad news, as it does 10-18 damage to all party members. The bomb kills Ruxpin stone dead (he had been knocked out again), and leaves only two characters with a single HP each. Probably we shouldn&#39;t have left our primary trap-detector unconscious. Upon reading in the manual that resurrection of a dead character at the Temple costs 2000 gold (we have 231)—and permanently reduces endurance—I’m forced to reload. Intriguingly, such a serious trap isn’t there on the reload, likely because it had been spawned from a random combat encounter. Nonetheless, we haven’t learned our lesson yet: after defeating a band of gremlins and goblins, Durkon smashes open their chest to find a &quot;Psychic Drain&quot; trap. This causes him to lose 200 XP! Luckily, the game has some small amount of mercy and merely resets him back to his starting value of 300 XP. I already reloaded once, so I roll with this one. We find several other types of traps as well: we fall into a pit of spikes, choke on poison gas, and more. I eventually learn that the “Open” spell, which automatically disables any traps on a chest or door, is an adventurer’s best friend. [&lt;i&gt;Ed. Funny how AA&#39;s experience parallels what I&#39;m currently seeing in&amp;nbsp;&lt;/i&gt;Yendorian Tales.]&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;br /&gt;We spend several game-days exploring the top floor of the catacombs. Encamping in those dark halls is a perfectly adequate way for characters to rest and recuperate, so long as one character stays awake to keep watch and warn of any approaching enemies. Honestly, with these enemies even setting no watch at all would still be fine: this would merely mean that the monsters get a free ambush, which is to say a first, free round of actions before our party can respond. At one point we find the descending stairs and decide to poke our heads down to see what we can find. Foolish! A one-way door leads out of the stairwell, then we find ourselves in a series of &quot;magical darkness&quot; squares in which our lanterns cast no light. This would be more of a problem if the automap didn’t continue to faithfully record our location, the nearby walls, and other useful notations. More worrying is the notation it shows on the stairs we just descended: they’re now on the wrong side of a one-way door, leaving us no way to reascend.&lt;br /&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgag1Y2CSlZaTt_749W5GexB3qClPU-RtUyVpFceSzRT6Beejub4H6BRCPnQ8mKmeB-vqJOSK1nZm3Fya2BybwU3T0Z94CWxdLUIoZNGk5Zt9DSi2KnFz-8EzgPQJUFtgF09TPkii0iwLdDamEyMxrqvCvHBqOS1nS1MiHTFR-TZH4vwe1p1W57VdWu0kQ/s640/sffd1l1.png&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgag1Y2CSlZaTt_749W5GexB3qClPU-RtUyVpFceSzRT6Beejub4H6BRCPnQ8mKmeB-vqJOSK1nZm3Fya2BybwU3T0Z94CWxdLUIoZNGk5Zt9DSi2KnFz-8EzgPQJUFtgF09TPkii0iwLdDamEyMxrqvCvHBqOS1nS1MiHTFR-TZH4vwe1p1W57VdWu0kQ/w400-h300/sffd1l1.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The first level of the first dungeon.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The enemies on the second level are the same as on the first. But at least a few things are more interesting. For one, we find the “corpse of rotting warrior,” who turns out to be still holding a silver two-handed sword. According to the manual, this is the second-best weapon in the game (after only Soulseeker itself), and we’ve found it after just a few hours of play. It takes two hands to wield and requires 16 strength, but it does 3D6+2 damage—far more than the 2D4 hammers most of the party is wielding. We also find a lot more traps, including another bomb trap that knocks out the entire party. We probably need to start casting “Trap Zap” as soon as we detect the presence of any traps. We reload, explore further, and eventually find the stairs back up—the stairway back up was accessible only a few squares away from where we originally supposed ourselves to be trapped on the second level. The party happily clambers back up and finishes exploring Catacombs Level 1. 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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
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&lt;![endif]--&gt;

&lt;div class=&quot;Standard&quot;&gt;&lt;b&gt;Time played&lt;/b&gt;: 11 hours. 3 party deaths. 2 reloads.&lt;/div&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;[&lt;i&gt;Ed. And with that, I have entries scheduled through the end of my vacation. Thanks again, AA, for making this possible!&lt;/i&gt;]&amp;nbsp;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://crpgaddict.blogspot.com/feeds/1119993723847872554/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://crpgaddict.blogspot.com/2026/06/the-search-for-freedom-repeated-injuries.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/1119993723847872554'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/1119993723847872554'/><link rel='alternate' type='text/html' href='http://crpgaddict.blogspot.com/2026/06/the-search-for-freedom-repeated-injuries.html' title='The Search for Freedom: Repeated Injuries'/><author><name>CRPG Addict</name><uri>http://www.blogger.com/profile/01238237377918550322</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='27' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOb9C1_KiKx26aLHQTcaeo2I-exLlJ4K__FHGOPO6UGIgzmK5AD8LA4SEI_uwoZyyiQCj_OkTjCfCqpiTC9vL2utTSWEVixon8fYvK18hKNY6yYT616YlE-eqQ22gdPHE/s97/gimlet.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJutI3rK9u6j81FRiuHGHU8fY6-HpGrLuE53M1DasreGwY9fYTmTENgCj5zIXaXrRdiAaRbnEF90AI2EJfmLN2Bi1k8OtuaLbY9AO0V6_KVI6QvaKWqjIBglCg2KQbZqk3q5ud7EsN311PO66wIx5s3EyXNUJXZyJfA5B4fZW9K8GBX-pQX38kTAMDMe0/s72-w400-h300-c/sfffiercewarriors.png" height="72" width="72"/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6162314467762792782.post-1532696348760606018</id><published>2026-06-03T00:00:00.000-04:00</published><updated>2026-06-03T20:15:19.441-04:00</updated><title type='text'>Yendorian Tales: The Night We Brought a Horse into the Bar</title><content type='html'>&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_MXFg0HgYTr4nRg0ybEej8VJvkYjnHcWv-13eqHcdi43USHxvTr3ofOUoRVYAIKkmoM1Wt69hOyM-b2F3h52Sl_yUJH_DVNNobVJdpY95fDPCUA56zLR7wt7hUVzVqAPpRcCZ8HxHmalrQHqYZz_9GBYlg43gXKSyOpUkLehl2QwhflNHUR-O9Ny2xJY/s640/prog4_064.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_MXFg0HgYTr4nRg0ybEej8VJvkYjnHcWv-13eqHcdi43USHxvTr3ofOUoRVYAIKkmoM1Wt69hOyM-b2F3h52Sl_yUJH_DVNNobVJdpY95fDPCUA56zLR7wt7hUVzVqAPpRcCZ8HxHmalrQHqYZz_9GBYlg43gXKSyOpUkLehl2QwhflNHUR-O9Ny2xJY/w400-h219/prog4_064.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;&quot;Found guilty?!&quot; There wasn&#39;t even a trial!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The island of Yendor is in danger from a nebulous source. Its mines, vital to its magic-based economy for their Nuore ore, are overrun with monsters. At a recent presentation, the chief wizard, Zamora, was struck down by a shadowy figure who stole Zamora&#39;s orb. The party has agreed to help, and is following clues offered by Zamora&#39;s journal to consult with the members of the Society of Wizards. The first one, a hermit named Flagell, demanded that we slay a nearby wyvern before he would help us.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The wyvern was on a hill above the hermit&#39;s cave. It took me two tries to defeat him. He was capable of a freezing attack across a long distance that took my party members out of the action semi-permanently; to undo it, I had to take them to a healer. Unless I&#39;ve missed a spell (which is possible—see below), I don&#39;t think there&#39;s any other way to undo it.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC7c-ht9lEKOVQHx0T1VNH71dyyEJSiBpbaax-A3XGJnNsvpds0h8SAEI_z3nxQSx2cjwcumhxXSFfeGVfhAldgNDMWnVmJq3Mu4t8Ua6WrGS7Ce4XkcC8Vkge47e6Su0CLjKLT-AMSDXoWRfZw1h7UTPjJOAFSxLkoCtZULZgna05zxJExOUWhD6x4s0/s640/prog10_042.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC7c-ht9lEKOVQHx0T1VNH71dyyEJSiBpbaax-A3XGJnNsvpds0h8SAEI_z3nxQSx2cjwcumhxXSFfeGVfhAldgNDMWnVmJq3Mu4t8Ua6WrGS7Ce4XkcC8Vkge47e6Su0CLjKLT-AMSDXoWRfZw1h7UTPjJOAFSxLkoCtZULZgna05zxJExOUWhD6x4s0/w400-h219/prog10_042.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The wyvern is briefly &quot;held.&quot;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;He also had a powerful physical attack for characters who got into melee range. On my second attempt, I defeated him partly by lobbing flasks of flaming oil at him (again, more below on that tool) and partly by using the wizard&#39;s &quot;Hold Monster&quot; long enough for my melee characters to cross the distance and get into range. He still managed to freeze Alcala, who didn&#39;t get any experience from the battle.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9hwe6lEzqCLNkLdGwJiWhMsxqgjgHDtWRAHxtVQ7QU4O5arfS4G_MMLMplkNE6mL3hR2RLVEOtEVrxnnPkmmnvclridV46EGYn7txTmdQESeGpVfQ6az5axsWjEFc56nSQVaBlKGPSL9a_MKdakhemOy3UDga2KFsc6aIUU9OlSmJkC4UdbK9JaodXKw/s640/prog9_028.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9hwe6lEzqCLNkLdGwJiWhMsxqgjgHDtWRAHxtVQ7QU4O5arfS4G_MMLMplkNE6mL3hR2RLVEOtEVrxnnPkmmnvclridV46EGYn7txTmdQESeGpVfQ6az5axsWjEFc56nSQVaBlKGPSL9a_MKdakhemOy3UDga2KFsc6aIUU9OlSmJkC4UdbK9JaodXKw/w400-h219/prog9_028.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Why can&#39;t we just put her out in the sun?&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;We returned to Flagell, who said he transcribed a portion of the journal onto a scroll. We got &quot;Flagell&#39;s Scroll&quot; in our inventory, but I wasn&#39;t able to do anything with it (like read it). He told us to seek The Diplomat next. As we left him, we heard Zamora&#39;s voice say: &quot;The first of last is third, and the third of first is last.&quot; That sounds like a classic word puzzle, suggesting that some ultimate keyword is going to be:&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;_ _ L _ _ R&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Of course, we don&#39;t know how many letters are between &quot;third&quot; and &quot;last,&quot; but my crossword-trained mind already started looking for possibilities: COLOR, SOLAR, BELABOR, CELLULAR, SPLATTER. I guess we need a few more letters.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIDUK-tjcTyRnOghpow96A2clre6XM4bNkLNh2EDi1078zclXBXb6Wpf3O8RhrRQEPRgKVGL94IaB8Z97yletvRNgmj-H5e80pEyMXOJNARG8pa_TemOMa97aIGGtbl2CIg8QNJ7sv9q1zZyieit_izkMRX-AueupJAxcW1jD76IIVx847wMdcn4oZVto/s640/prog14_021.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIDUK-tjcTyRnOghpow96A2clre6XM4bNkLNh2EDi1078zclXBXb6Wpf3O8RhrRQEPRgKVGL94IaB8Z97yletvRNgmj-H5e80pEyMXOJNARG8pa_TemOMa97aIGGtbl2CIg8QNJ7sv9q1zZyieit_izkMRX-AueupJAxcW1jD76IIVx847wMdcn4oZVto/w400-h219/prog14_021.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Settle down, Costello.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;I had no idea where to find The Diplomat, but there were at least nine cites that I hadn&#39;t explored, so I figured it was time to leave the starting area. I decided to try to gain one more level before I did, as I didn&#39;t know how long I&#39;d be gone or how much of a pain it would be to get back. I spent a couple of hours circling one of the mines, fighting enemies and mining ore to pay for the inevitable training. I was also very low on Nuore and figured I&#39;d have to buy some at some point.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;When the entire party had the letter &quot;T&quot; next to their names again, I returned to Saccate and sold my equipment and ore. The resulting gold total—more than 25,000—seemed like a king&#39;s ransom, but in fact it was barely enough to get my characters to Level 6.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimYJM5v9Glb-9uWQ8hzDzT0vaxAy9aZtjvXjkD7UWUDkZi28joNYDxpDMFGa-dmGauKY-fSGqR2rIuLOncExkTjGwQpUDASnSdsE8kaUJf5pN9HGXs9kqbWE5zCMDIDtdpnVBlgInIxQjR3ua7XlwT2QPXnoDPZm3xZCwPagCr7OswWc_D8fJjjFiBfuc/s640/prog9_030.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimYJM5v9Glb-9uWQ8hzDzT0vaxAy9aZtjvXjkD7UWUDkZi28joNYDxpDMFGa-dmGauKY-fSGqR2rIuLOncExkTjGwQpUDASnSdsE8kaUJf5pN9HGXs9kqbWE5zCMDIDtdpnVBlgInIxQjR3ua7XlwT2QPXnoDPZm3xZCwPagCr7OswWc_D8fJjjFiBfuc/w400-h219/prog9_030.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;When does this madness stop?&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;While in Saccate and feeling flush, I made the fateful decision to buy a horse. It only cost 200 gold pieces, and I figured it might speed our journey across the land. Ha. Let&#39;s see if you can find the problem caused by this pattern of facts:&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Nothing visual changes when the party is riding a horse (I say &quot;a horse,&quot; but of course it only makes sense if we&#39;re riding&amp;nbsp;&lt;i&gt;horses&lt;/i&gt;, but the game continually refers to it as a single beast). The party icon is the same.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;It is illegal to ride a horse into a building in town. You have to tie the horse to the hitching post when you first enter town. It took me a&amp;nbsp;&lt;i&gt;while&lt;/i&gt;&amp;nbsp;to figure out how to do this; you have to (U)se a rope on the post.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;If you&amp;nbsp;&lt;i&gt;do&lt;/i&gt;&amp;nbsp;ride a horse into a building, you&#39;re not notified of your crime until you&amp;nbsp;&lt;i&gt;leave&lt;/i&gt;&amp;nbsp;town, at which point you&#39;re arrested and hauled off to the jail in Mantov, where you must pay a fine or serve a sentence.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEcJ4hCTjFwrVOoiIHAr2mWvHrpEwo48j3lIqCBCbhkdX-RJBrjgyo7-9GUjJ1O1OfG3ChI5yCf4F2hb8H7Ju18Mf9zR4Oj7TCaWDSVQr4YucemW2GKasqRq5gAJcmI_ESxNyxt8pTPjAek9VPshLnT-2fM9Cq7Cyv9BLOo02Rv_VRt7u_lGwBEwSi0bE/s640/prog4_066.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgEcJ4hCTjFwrVOoiIHAr2mWvHrpEwo48j3lIqCBCbhkdX-RJBrjgyo7-9GUjJ1O1OfG3ChI5yCf4F2hb8H7Ju18Mf9zR4Oj7TCaWDSVQr4YucemW2GKasqRq5gAJcmI_ESxNyxt8pTPjAek9VPshLnT-2fM9Cq7Cyv9BLOo02Rv_VRt7u_lGwBEwSi0bE/w400-h219/prog4_066.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;You must have a helluva strong back.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;You can see the problem. If you forget to hitch the horse—which of course I did every single time—and then save while you&#39;re in town, there&#39;s no way to avoid the subsequent arrest and transportation to Mantov. I thus spent the next few hours continually having to walk back to the starting towns from Mantov, which involves crossing a bridge where the party is almost always attacked by trolls.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The horse has other problems, too. It&#39;s always throwing shoes, requiring the party to visit a blacksmith to replace them. (I confess I don&#39;t really know the consequences if we don&#39;t do this.) And it&#39;s equally easy to forget to (P)ick up the horse from the hitching post when you leave town. As for the benefits . . . I think health and mana restore a bit faster. It doesn&#39;t seem to speed up actual travel, though; enemy parties chase me down at the same rate as they did before. All in all, the horse doesn&#39;t seem worth it, but I stubbornly kept retrieving it during this session.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;All the trips to Mantov were good for something. I found a buried chest near the city that had 250 units of Nuore, saving me from having to spend money on it and allowing me to explore my growing spell options.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizwlz8VVHeOER6zISFBP6pIGIPzFb62r84UKA1Rpk_0xotQxQ4BRUPR7EcXN3wi3OTnvXu2VeN_BG93K6BN1XMOVOELuJDx-tgSRrBlweaK7_blCp2nCQw-gQ_wj54P8INafhWu7TnGk4p6oxaP9fYQeWaZej3-RPsbKuPSy7K8Cks7c7TRGwF2UG18_I/s640/prog15_013.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizwlz8VVHeOER6zISFBP6pIGIPzFb62r84UKA1Rpk_0xotQxQ4BRUPR7EcXN3wi3OTnvXu2VeN_BG93K6BN1XMOVOELuJDx-tgSRrBlweaK7_blCp2nCQw-gQ_wj54P8INafhWu7TnGk4p6oxaP9fYQeWaZej3-RPsbKuPSy7K8Cks7c7TRGwF2UG18_I/w400-h219/prog15_013.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The best chest so far.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Until this point in the game, I had mostly just cast the cleric&#39;s &quot;Heal&quot; (sometimes &quot;Improved Heal&quot;) and the wizard&#39;s &quot;Magic Missle&quot; (&lt;i&gt;sic&lt;/i&gt;, but an extremely common one). I had tried &quot;Fireball&quot; a few times, which damages a 3 x 3 radius and is duplicated by throwing flasks of flaming oil. As I mentioned, during the wyvern battle I had some success with &quot;Hold Monster.&quot; But my spell list had been growing and growing, and I hadn&#39;t experimented with anything else to conserve Nuore.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Even worse, my spell list had been growing a lot more than I thought. What I had taken for the entire list of spells was in fact only the first page. You have to click the down arrow to see the rest. Instead of 14 spells I&#39;d barely explored, my spellcasters have close to&amp;nbsp;&lt;i&gt;30&lt;/i&gt;. (An exact count is hard because some spells are only available outside of combat, some only in combat, and some in both.) Since the small text file that serves as a &quot;manual&quot; has nothing to say about spells, I decided to try them all against a pack of bridge trolls.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzLeMZBWPYgaQeZctPeiRFE5iYyNtcOwQOXp1Pyi4T7SVn5B1CNlv2azSJHmmdRoDOIx6LYTesp-cWXt61RUX7uQIGzglAO_qWcyQoeUgRjytH-5jTg3bglzyvA2h5iASauyVB6gYOC_VMFf5U2440KozQFvjGAqpj2AZg6zUKiSdRmDzOOjciF0hg_Gw/s640/prog8_006.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzLeMZBWPYgaQeZctPeiRFE5iYyNtcOwQOXp1Pyi4T7SVn5B1CNlv2azSJHmmdRoDOIx6LYTesp-cWXt61RUX7uQIGzglAO_qWcyQoeUgRjytH-5jTg3bglzyvA2h5iASauyVB6gYOC_VMFf5U2440KozQFvjGAqpj2AZg6zUKiSdRmDzOOjciF0hg_Gw/w400-h219/prog8_006.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The first page of cleric spells. For a while, I thought it was the only page.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;But before I get into spells, let&#39;s talk about combat in general. As I discussed previously, it&#39;s&amp;nbsp;&lt;i&gt;very&lt;/i&gt;&amp;nbsp;similar to&amp;nbsp;&lt;i&gt;Ultima V&lt;/i&gt;&amp;nbsp;in that each character can really only do one thing per round (no &quot;movement points&quot; in this game), and many actions call up a targeting cursor. The actions include:&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Moving one space, including diagonals. If the character moves off the edge of the screen, he flees. If the entire party flees, the enemy party disappears from the game map with no penalty. I&#39;ve used this a lot (no loss of honor in this game!), either because the enemy party was too large or difficult or because I just didn&#39;t want to fight right now.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE78YSfcivTkGSL7ItpjyzqOoOWXADo70qRr1q7M9CQEonP5FSvLSSXe4FS-eFimn4JAcWupVPRegpmRh0wOke_ViSinZ2Gtxnfr-fV34FSP0_kXfsxEYCNJbqgVqqMM1BY3aFYwrxow3k5MqLwzbSAKDmN6GhONP3r5fw-FPsOUWvL-hdE61iDpG8NG8/s640/prog10_046.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE78YSfcivTkGSL7ItpjyzqOoOWXADo70qRr1q7M9CQEonP5FSvLSSXe4FS-eFimn4JAcWupVPRegpmRh0wOke_ViSinZ2Gtxnfr-fV34FSP0_kXfsxEYCNJbqgVqqMM1BY3aFYwrxow3k5MqLwzbSAKDmN6GhONP3r5fw-FPsOUWvL-hdE61iDpG8NG8/w400-h219/prog10_046.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;This is what we call a &quot;hell, no&quot; situation.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Attacking with either a melee weapon or missile weapon. Characters above a certain dexterity get two attacks. Characters cannot dual-wield like in&amp;nbsp;&lt;i&gt;Ultima V&lt;/i&gt;, though, and there are no spiked shields or spiked helms to allow extra attacks. Some melee weapons allow attacking across two spaces.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Cast a spell. None of the spells, even targeted ones, have range limitations. This means that clerics can heal, &quot;Cure Poison,&quot; and so forth from anywhere on the battlefield. I often leave a cleric lingering behind for that reason.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Use an item. So far, the only useful items to use in combat are potions and flaming oil flasks, which function like the wizard&#39;s &quot;Fireball&quot; but for no Nuore cost. I love them. The distance that the character can throw them is based on his strength, which I don&#39;t think I&#39;ve seen before. The flasks themselves come from&amp;nbsp;&lt;i&gt;Ultima&lt;/i&gt;, of course, but there they were a single-enemy device that kept burning after the initial toss.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Terrain and formation play a reasonably large role in combat. The game does a very good job mirroring the surrounding world terrain on the battle map. Characters can use it to funnel enemies and create defensible space, although rarely can the player plan for a specific terrain when an enemy approaches.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOev5BHlANeGymc9daaUrInGWTdpFnVG5I7IKjoKDVRHLrxkZRRuhv_l3Y2vjbhWOgV8vLr66xgIs_iZdqGfouSSBqez1vfm-C8WQCrSt6fuBPxYWlA2bqN_k2TAsc9jYarR6xumdoKYqR15tkMYrEsiLeDGqAmND_AXWnkocp-mP8CaQk1nu8rOuntmw/s640/prog10_045.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOev5BHlANeGymc9daaUrInGWTdpFnVG5I7IKjoKDVRHLrxkZRRuhv_l3Y2vjbhWOgV8vLr66xgIs_iZdqGfouSSBqez1vfm-C8WQCrSt6fuBPxYWlA2bqN_k2TAsc9jYarR6xumdoKYqR15tkMYrEsiLeDGqAmND_AXWnkocp-mP8CaQk1nu8rOuntmw/w400-h219/prog10_045.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;We&#39;re running out of room.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The chests dropped by slain enemies create their own terrain challenges sometimes, alternately screwing up the player&#39;s attempt to maintain a defensive line or providing cover from too many enemies at once. You cannot open chests and get rid of them until battle is over. I&#39;ve had a few situations in which chests completely blocked off the battlefield, requiring me to finish enemies with ranged attacks.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;As with many RPGs, most of the tactics found in&amp;nbsp;&lt;i&gt;Yendorian Tales&lt;/i&gt;&amp;nbsp;come down to spells.&amp;nbsp;This is what I can report so far:&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;b&gt;Wizard spells:&lt;/b&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Miner&#39;s Light&quot;: There are two ranks of this spell. I haven&#39;t cast it because I have plenty of torches and don&#39;t want to waste the Nuore.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Magic Missile&quot;: Shoots a weak missile, doing about 1D4 damage. The slingshot the character starts with is equally powerful. Not worth the Nuore expenditure.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Thin Skin&quot;: Reduces enemy absorption. I suppose it would be a good option at the beginning of a battle with a large number of enemies.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Finger of Flame&quot;: Another single-target missile spell that does around 2D4 damage. Might have been useful earlier in the game.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Flying Rocks&quot;: A missile spell that bounces around the different enemies, doing around 1D6 or 2D4 hit points each. Not bad.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Deep Sleep&quot;:&amp;nbsp;Puts every enemy on the map to sleep for a round. Worked on 3/4 bridge 
trolls. I don&#39;t know whether it wears off fast or whether it just wore 
off because I attacked them.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaqzWC3IuZuqz1uWaoEq1nVekPYm-cFLkiKpbnssvWmFiq2LXQbTIDKMPT30jgpPJEe6ws5SX2ZRQBWzV0vOg_ESmDtoKF14y47nQJ_wH7aL9GoSaTJGb56elYz86r5w0KcAjr3uQ2Rzzx0hDDe3plb4dMlWT7OZR7SWYU-_iTjgKJGXxO8GLq7Lp4bc/s640/prog10_050.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaqzWC3IuZuqz1uWaoEq1nVekPYm-cFLkiKpbnssvWmFiq2LXQbTIDKMPT30jgpPJEe6ws5SX2ZRQBWzV0vOg_ESmDtoKF14y47nQJ_wH7aL9GoSaTJGb56elYz86r5w0KcAjr3uQ2Rzzx0hDDe3plb4dMlWT7OZR7SWYU-_iTjgKJGXxO8GLq7Lp4bc/w400-h219/prog10_050.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;They look so adorable when they&#39;re sleeping.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Distract Monsters&quot;: Enemies who succumb to it lose their turn. It worked on about 2/3 of the trolls.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Icy Stare&quot;: No staring involved. Just shoots an ice ball. I don&#39;t know how much damage it does since it just killed the only enemy I tried it on.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;b&gt;Cleric spells:&amp;nbsp;&lt;/b&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Open Chest&quot;: A non-combat spell that safely opens a chest. I hate to spend Nuore on it, but my thief is so inept at disarming them.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Heal&quot;: Heals about 2D4 points to a single ally.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAzQioq71czgz-o4PBHEEHR_O1CDGd6UPuAlv7TWa1NkvJ1Z17PViThY04HLB9VbSaI6BOmq92IybB5f-lbVnop-YnaH6lkpF04UTujQoTT6BueZKPqcqPRsK_GmZ7VtkoY646TSNGMMFTgp8Rn9EZ8uW0EkriBNojum3I_3GRLMgMmwBku2RACvRfzp8/s640/prog8_007.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAzQioq71czgz-o4PBHEEHR_O1CDGd6UPuAlv7TWa1NkvJ1Z17PViThY04HLB9VbSaI6BOmq92IybB5f-lbVnop-YnaH6lkpF04UTujQoTT6BueZKPqcqPRsK_GmZ7VtkoY646TSNGMMFTgp8Rn9EZ8uW0EkriBNojum3I_3GRLMgMmwBku2RACvRfzp8/w400-h219/prog8_007.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The game follows the&amp;nbsp;&lt;/i&gt;Ultima&amp;nbsp;&lt;i&gt;convention of classifying wounds as &quot;minor,&quot; &quot;severe,&quot; &quot;critical,&quot; and &quot;near death.&quot;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Sleep&quot;: Casts on every enemy and puts them to sleep, but only works on weak targets. &quot;Deep Sleep&quot; is better.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Thick Skin&quot;: Increases everyone&#39;s absorption by a few points.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Minor Wounds&quot;: Causes a few points of damage (1D4 maybe?) to literally every enemy on the screen. Wow. I wish I knew about this one earlier; it would have made battles with insects go a lot faster.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Undead Assault&quot;: Haven&#39;t tried it yet, but there&#39;s a more powerful version called &quot;Vanquish Undead.&quot;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Cure Poison&quot;: Does what it says. Since poison causes the player to take damage every round in combat, it&#39;s vital to cure it quickly.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Hold Monster&quot;: Holds monsters for a couple of rounds. Fails a lot. Not worth it except for single powerful enemies.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Bolt of Fire&quot;: Shoots a bolt of fire at a single enemy, doing around 2D4 hit points&#39; damage. Doesn&#39;t seem worth it.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Poison&quot;: Explodes in a 3 x 3 radius and poisons everyone. It causes some immediate damage (maybe 2D6) and then a little bit of damage every round. I like it.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKAl5FHHFlKCUVviByL7qH0Ph1zQb_P77R6y2cEq_h9ac2XoQlQ0-npMhkzPm1GftiVADvn1yYCso89xRrulRIciOLqnUdzTKqrTnSN0tLOh-p7GCC8tzWxBRXXiykIKh9qbjk4U4UJALzS6JZ-74ecWhr7PMpsqNelfqXFccHUVAiHdEgZQDsvuq5n_U/s640/prog10_043.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKAl5FHHFlKCUVviByL7qH0Ph1zQb_P77R6y2cEq_h9ac2XoQlQ0-npMhkzPm1GftiVADvn1yYCso89xRrulRIciOLqnUdzTKqrTnSN0tLOh-p7GCC8tzWxBRXXiykIKh9qbjk4U4UJALzS6JZ-74ecWhr7PMpsqNelfqXFccHUVAiHdEgZQDsvuq5n_U/w400-h219/prog10_043.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Either &quot;Poison&quot; or &quot;Fireball&quot; goes off amidst some goblins and hobgoblins. They look the same to me.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Deep Sleep&quot;: Same as the wizard spell.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Read Scroll&quot;: This seems to let the caster use special magical scrolls that you can find. I found one called the Scroll of Holy Rain, but I don&#39;t know whether it&#39;s a single-use item and I didn&#39;t want to waste it here.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Improved Health&quot;: Heals about 4D4 hit points. A necessary upgrade from &quot;Heal.&quot;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;&quot;Arms of Giants&quot;: Increases strength on a single ally, either by exactly 6 or I got lucky on a 1D6. Not really worth it in my opinion.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFvhAE2PSwL6CRRUDeVVFqVJaNxZSVKtKYuZsmVXT-DsFZG477PnMbP606ZwMtw7Gnpe_JT-CYqYunRWmqd9lwPg651pSbp7xO3wpyGEkWe35JkLFsCz2sUQoJKOd3EOuHtA-X5nXC9T7fSatGj2hGQDrIfA-_xOLObaZrFZFBxm9sUmhWvQyge0SaFL4/s640/prog10_048.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFvhAE2PSwL6CRRUDeVVFqVJaNxZSVKtKYuZsmVXT-DsFZG477PnMbP606ZwMtw7Gnpe_JT-CYqYunRWmqd9lwPg651pSbp7xO3wpyGEkWe35JkLFsCz2sUQoJKOd3EOuHtA-X5nXC9T7fSatGj2hGQDrIfA-_xOLObaZrFZFBxm9sUmhWvQyge0SaFL4/w400-h219/prog10_048.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;My foes. I was so busy recording spell effects that I didn&#39;t think to take many screenshots.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Now, I got most of the above from a single large troll battle. When I was done, I was down to 251 Nuore from 320. I still had plenty of spell points. The real problem with spells in this game is Nuore conservation, at least until I&#39;m richer or find a plentiful source. I went in order from lowest to highest, so I didn&#39;t get to experience some of the awesome-sounding spells like &quot;Linked Lightning,&quot; &quot;Ice Storm,&quot; and &quot;Erase Monster&quot; yet.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;I generally like the combat system, but I wish the authors had come up with a few refinements to speed it up, including having each character auto-target the last enemy or the closest enemy, smaller overall maps (sometimes it takes forever to even get&amp;nbsp;&lt;i&gt;in&lt;/i&gt;&amp;nbsp;combat), and the ability to set an &quot;active&quot; character like in&amp;nbsp;&lt;i&gt;Ultima V &lt;/i&gt;and&amp;nbsp;&lt;i&gt;VI&lt;/i&gt;. Battles do get a bit boring.&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;The map of the game world suggests three basic sections: The northwest, cut off from the rest of the world by the bridges connecting the island that Helsingor is on; the southwest, including Mantov; and the northeast. Since Mantov was the next logical spot, I skipped the journey by getting myself deliberately sent there. I made the usual rounds, also feeding JOURNAL and DIPLOMAT to every NPC, just in case.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Mantov has an inn, a tavern, a map shop, a mine shop, an armor shop, and fighter training. There is no weapon shop, healer, or alchemy shop.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;The jail takes up a decent part of the eastern quarter. The head jailer is named Floyd, whose wife, Kiri, hangs out in the tavern.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTss2R4r54dHRxj-SqIeprS5mx1S0wqIPf7PRTlXTEt2h5m5maKs32F8BFkAFQdDvru70-WXolxZpjGEWV3mnCwKAhRuiSCnkhG4vI5dT7NxWYuVzppD4TL5azwdNg3hVwjPXuPglq2b105Qe2GiEK772q1bMuXMoV5xz1FzjY9maN5eL3et9Lih0ZRlc/s640/prog14_026.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTss2R4r54dHRxj-SqIeprS5mx1S0wqIPf7PRTlXTEt2h5m5maKs32F8BFkAFQdDvru70-WXolxZpjGEWV3mnCwKAhRuiSCnkhG4vI5dT7NxWYuVzppD4TL5azwdNg3hVwjPXuPglq2b105Qe2GiEK772q1bMuXMoV5xz1FzjY9maN5eL3et9Lih0ZRlc/w400-h219/prog14_026.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;And there&#39;s one permanent resident.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;An armorer named Ian demanded that I buy a round for everyone in the tavern. When I did, the other NPCs all commented on it.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Most of the NPCs in town are relatively generic miners (Calvin, Zane, Stuart, etc.). I couldn&#39;t identify any keywords that elicited anything valuable from them.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;The armor shop has full plate and silver shields. I&#39;m still wary about spending too much money, particularly since:&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;An NPC named Hayes will increase our strength by 4 for 14,000 gold. Abraham will increase stamina by 3 for 12,000.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUtuTcnilKrSSsFDrx6f3tEviPQErrJDKCgJ7MYEYVAYXSIv7efOKonurGQre3YkP8LCSoz4OnQUW5buim3kiXzbf3ogWcLMGwwuExOCcgT1FUL1JyvRRt7D9RmITYPujMLEI0wTLrKbO-lZ5hyphenhyphentwD64gIXeeDfs8Y8Lb1uXC_Egc5dACAkcWqPTYerEo/s640/prog14_028.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUtuTcnilKrSSsFDrx6f3tEviPQErrJDKCgJ7MYEYVAYXSIv7efOKonurGQre3YkP8LCSoz4OnQUW5buim3kiXzbf3ogWcLMGwwuExOCcgT1FUL1JyvRRt7D9RmITYPujMLEI0wTLrKbO-lZ5hyphenhyphentwD64gIXeeDfs8Y8Lb1uXC_Egc5dACAkcWqPTYerEo/w400-h219/prog14_028.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;We definitely have different definitions of &quot;mere.&quot;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Gabriel (a woman despite the spelling) sells flowers. I bought one.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;The map shop offered six new sections of the game world for less than 1,000 gold pieces total. I bought all of them.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCv0EjlqLVr7GNgLSmAXJh7zXvWyDHc2N8IifjCD1wby1jNpJTTCp6bsTWOkZljUZWe2mpayXSvyoiwo10DC8EvSObLPKM_sm2FXM8Y9dI3IxirnNd67fdktAUPtIb2DV7Lx3FvV5cfvZJjmGqHY4sX61w1cRYCeAtXW4Ey60mfyVpXWYP-_QKrsUAUjI/s640/prog11_009.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCv0EjlqLVr7GNgLSmAXJh7zXvWyDHc2N8IifjCD1wby1jNpJTTCp6bsTWOkZljUZWe2mpayXSvyoiwo10DC8EvSObLPKM_sm2FXM8Y9dI3IxirnNd67fdktAUPtIb2DV7Lx3FvV5cfvZJjmGqHY4sX61w1cRYCeAtXW4Ey60mfyVpXWYP-_QKrsUAUjI/w400-h219/prog11_009.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;This sounds like a place where we could get rich or die trying.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;I was glad to find a fighter training center. That must mean that the other classes have multiple options for training, and we don&#39;t have to wander all the way back to the northwest quadrant.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;In the fighter training center, a woman named Nola (my favorite name!) said that charisma determines bonus points during training. That&#39;s weird. You&#39;d think it would be intelligence. I wish I&#39;d put more points into charisma.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBJxKSQhknsUN0nKgIvhjTOPyrsIGKD4MKavVaMMNtmHSavxcMlU8TD0Ldz5yVcuhCOmwqJ6pZCw2j0eoRUa-OzerPN0uqhtVF17XnSpZtWV9exviWS2_dseeRwD4FdJD8Z-6SGZQ-CKGn9BifwT_4ZdvY6Hyo3pIXkLtHlSU55c15XT90uk7z_G9W2x4/s640/prog14_027.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBJxKSQhknsUN0nKgIvhjTOPyrsIGKD4MKavVaMMNtmHSavxcMlU8TD0Ldz5yVcuhCOmwqJ6pZCw2j0eoRUa-OzerPN0uqhtVF17XnSpZtWV9exviWS2_dseeRwD4FdJD8Z-6SGZQ-CKGn9BifwT_4ZdvY6Hyo3pIXkLtHlSU55c15XT90uk7z_G9W2x4/w400-h219/prog14_027.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;One wonders how &quot;points&quot; appear to the denizens of the game.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Miscellaneous notes:&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Reasonably good water effects near the hermit&#39;s cave. Well . . . maybe not for 1994. I keep thinking of this as an earlier game.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBQZvhAaJaUn-wfr_9YHTzRXolcOPpVn_OWUtPHF8-dm9NzfZ77oIJMeLcXZ8UQeESmWdAfue-6AMf3EqlKQDD-at56jY3aMNTNR4hEl6vhfKab72AeSCGTZLeXHHeR3B_fWzwMNFTPVtVLPrlzhXNN1iYDXqdTR84WwomFip_BLAObxVt8Eyqa-S4xpA/s640/prog4_001.gif&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBQZvhAaJaUn-wfr_9YHTzRXolcOPpVn_OWUtPHF8-dm9NzfZ77oIJMeLcXZ8UQeESmWdAfue-6AMf3EqlKQDD-at56jY3aMNTNR4hEl6vhfKab72AeSCGTZLeXHHeR3B_fWzwMNFTPVtVLPrlzhXNN1iYDXqdTR84WwomFip_BLAObxVt8Eyqa-S4xpA/w400-h219/prog4_001.gif&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Maybe I&#39;m just easy to please.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;As I noted in the first entry, weapon and armor items have minimum attribute requirements. Oddly, the requirements for armor are centered on&amp;nbsp;&lt;i&gt;dexterity&lt;/i&gt;&amp;nbsp;rather than strength. I had been prioritizing strength for my fighters and dexterity for my thief; thus, my thief is the only character able to (counterintuitively) wear field plate.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiQo0NeaHdGvXOe5VpF9RZX7oyUTSNfmr0hU8T_EzHewtcsZ8_n7ChfYJXDvyTohssCBF0OZdG7IvwFc0K01EhUW8aA_ee1_YmjooNLN8D5C5ID1krcifzToX_h2r1eMQTk1jnc3Oi7TVFnz-uOjzE-kcZUWLDbACNpRLX4HfQYIdXuPUEP7gHpz9iJUw/s640/prog5_014.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiQo0NeaHdGvXOe5VpF9RZX7oyUTSNfmr0hU8T_EzHewtcsZ8_n7ChfYJXDvyTohssCBF0OZdG7IvwFc0K01EhUW8aA_ee1_YmjooNLN8D5C5ID1krcifzToX_h2r1eMQTk1jnc3Oi7TVFnz-uOjzE-kcZUWLDbACNpRLX4HfQYIdXuPUEP7gHpz9iJUw/w400-h219/prog5_014.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Are you sure you&#39;re a thief?&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;The little character icons used in battle actually change to reflect current equipment, including a slight glow for magic items. That&#39;s a cute touch.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;Taverns serve ale, but it doesn&#39;t seem to have any benefit. It does have a small chance of making you drunk, which is yet another crime that you can get tossed into jail for. There&#39;s an inebriate named Joseph permanently in the jail because of this law. One wonders how taverns even stay in business.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiof2TDlfN4DVH6RxbyZlBIFpk1El_Wq28qNkcEbwBavWjciI4nLVNirxJX-mRq7aPlNlQo1P0M8f4Z6oyHYzkTAkWPSA2RAckXEcVJLnsjhIWLvCN4OuORxXiHu-cXO-S3Pm9UwKxmRYCPlWwFv9GZVp8FAuI1QKjjh8BXDUmRLON4-Y8DY6SscISvdKI/s640/prog9_031.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiof2TDlfN4DVH6RxbyZlBIFpk1El_Wq28qNkcEbwBavWjciI4nLVNirxJX-mRq7aPlNlQo1P0M8f4Z6oyHYzkTAkWPSA2RAckXEcVJLnsjhIWLvCN4OuORxXiHu-cXO-S3Pm9UwKxmRYCPlWwFv9GZVp8FAuI1QKjjh8BXDUmRLON4-Y8DY6SscISvdKI/w400-h219/prog9_031.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;The jailer lays out the incarceration schedule.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;I can&#39;t remember if I mentioned it before, but you can&#39;t actually &quot;fight&quot; in the towns (except Thieves&#39; Guild, where there are no laws). If you try to attack an NPC, he simply says, &quot;Don&#39;t waste your time on me!&quot; Then you get arrested when you try to leave town.&amp;nbsp;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;ul&gt;&lt;li&gt;The&amp;nbsp;&lt;i&gt;Ultima&lt;/i&gt;&amp;nbsp;series has me primed to look for hidden NPCs in remote places.&amp;nbsp;&lt;i&gt;Tales&lt;/i&gt;&amp;nbsp;mostly eschews that trope, though. There aren&#39;t really even any remote places. If it&#39;s not an &quot;active&quot; part of town, it&#39;s probably blocked off by trees that the player can&#39;t get around. The hidden area of the Athaneum basement is an exception, but the only one I&#39;ve found so far.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_A0CmVw-E9rsXkPed3djxxGcvrtZeyw0navFhM13FHf4IigqilRS-YbsGpHtcQ5x8i87oGE8dl7iAvZ8T2kilENSR7RJ1mxcFEjrdK8qagje2DERJGrCHTnoG-UQRlBozbX6Sv76Q9UdWFpKbneiO_h3CmoG7fG7_orxLXxguF-VtmNphq3LrOz4ypdw/s640/prog4_065.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;350&quot; data-original-width=&quot;640&quot; height=&quot;219&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_A0CmVw-E9rsXkPed3djxxGcvrtZeyw0navFhM13FHf4IigqilRS-YbsGpHtcQ5x8i87oGE8dl7iAvZ8T2kilENSR7RJ1mxcFEjrdK8qagje2DERJGrCHTnoG-UQRlBozbX6Sv76Q9UdWFpKbneiO_h3CmoG7fG7_orxLXxguF-VtmNphq3LrOz4ypdw/w400-h219/prog4_065.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Shrubbery blocks access to this remote area.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;As I wrapped up this session, I realized I was really looking forward to the next one. I&#39;m enjoying&amp;nbsp;&lt;i&gt;Yendorian Tales&lt;/i&gt;&amp;nbsp;a lot more than I expected when I started it, enough so that I&#39;m not particularly eager to rush to the next game. It offers solid tactical combat, satisfying character development, both a main quest and side quests (if not the most compelling examples of either), and good RPG mechanics all around. It&#39;s not only a superior shareware title, but it rivals many commercial titles of the era.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;&lt;b&gt;Time so far:&amp;nbsp;&lt;/b&gt;13 hours&lt;/i&gt;&amp;nbsp;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://crpgaddict.blogspot.com/feeds/1532696348760606018/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://crpgaddict.blogspot.com/2026/06/yendorian-tales-night-we-brought-horse.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/1532696348760606018'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/1532696348760606018'/><link rel='alternate' type='text/html' href='http://crpgaddict.blogspot.com/2026/06/yendorian-tales-night-we-brought-horse.html' title='Yendorian Tales: The Night We Brought a Horse into the Bar'/><author><name>CRPG Addict</name><uri>http://www.blogger.com/profile/01238237377918550322</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='27' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOb9C1_KiKx26aLHQTcaeo2I-exLlJ4K__FHGOPO6UGIgzmK5AD8LA4SEI_uwoZyyiQCj_OkTjCfCqpiTC9vL2utTSWEVixon8fYvK18hKNY6yYT616YlE-eqQ22gdPHE/s97/gimlet.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_MXFg0HgYTr4nRg0ybEej8VJvkYjnHcWv-13eqHcdi43USHxvTr3ofOUoRVYAIKkmoM1Wt69hOyM-b2F3h52Sl_yUJH_DVNNobVJdpY95fDPCUA56zLR7wt7hUVzVqAPpRcCZ8HxHmalrQHqYZz_9GBYlg43gXKSyOpUkLehl2QwhflNHUR-O9Ny2xJY/s72-w400-h219-c/prog4_064.png" height="72" width="72"/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6162314467762792782.post-7015861719347441514</id><published>2026-05-31T12:00:00.000-04:00</published><updated>2026-06-01T10:25:24.398-04:00</updated><title type='text'>The Search for Freedom: To Provide New Guards</title><content type='html'>&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3KJ7HHG1EbGkwEjrUxMDh6Dh7Mh9i-BD5J9jgV5GgAP7KjRoR9aYux_9u_4XLuBuU13hUTdjh1vgqGXLl96SfYOzT4KwluEVAh5Uzkqg17Ua_fmYuRkSs_Ew6_TDIkkyOYcjLMC8FI9m9WTQG6CSF1DJaukuQ0xAJiSFc-QaCpuZ47s8jTfGxAqx4CNM/s640/sffbackstory.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3KJ7HHG1EbGkwEjrUxMDh6Dh7Mh9i-BD5J9jgV5GgAP7KjRoR9aYux_9u_4XLuBuU13hUTdjh1vgqGXLl96SfYOzT4KwluEVAh5Uzkqg17Ua_fmYuRkSs_Ew6_TDIkkyOYcjLMC8FI9m9WTQG6CSF1DJaukuQ0xAJiSFc-QaCpuZ47s8jTfGxAqx4CNM/w400-h300/sffbackstory.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;More of the backstory.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;b&gt;Guest post by AlphabeticalAnonymous&lt;/b&gt;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Long before the public sphere came to seem so polarized, spoilers (sneak-peeks of the ending of a book or movie) were perhaps the most polarizing topic in my marriage. I can’t stand them; I insist on following the path of narrative discovery set out by the media’s creator, while my wife loves nothing more than to page to the end of a book before reading it, read a review of a streaming episode before watching it, and so forth. We recently finished watching the latest season of &lt;i&gt;Strange New Worlds&lt;/i&gt; (a sad mistake for the most part, alas), and during several episodes I couldn’t shake an irrational, niggling distraction at the back of my mind, because I knew that she knew what was going to happen.&amp;nbsp;&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;br /&gt;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.&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm_-neBxSC80vTtsUzZkkxkuPKJciOkpOuo9JRs6fOk_crOM8nFCphlatcGvM-TdHk0lSV4boKZjq0iKmBsjp78Wu3BQb5UrLwkFq3AceXPDWIM6I96PUplGZhOGYD0DLTMebfEuYh5y7qd3ONThR4wYuKZYEa4cR17foL627tRsT2hYSuBJq-ZkX7EUs/s640/sffbackstory2.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm_-neBxSC80vTtsUzZkkxkuPKJciOkpOuo9JRs6fOk_crOM8nFCphlatcGvM-TdHk0lSV4boKZjq0iKmBsjp78Wu3BQb5UrLwkFq3AceXPDWIM6I96PUplGZhOGYD0DLTMebfEuYh5y7qd3ONThR4wYuKZYEa4cR17foL627tRsT2hYSuBJq-ZkX7EUs/w400-h300/sffbackstory2.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Page six of nine from the game&#39;s initial exposition. 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  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;heading 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;toc 9&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footer&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;index heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;35&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;caption&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of figures&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;envelope return&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;footnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;line number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;page number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;endnote text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;table of authorities&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;macro&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;toa heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Bullet 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Number 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Closing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Default Paragraph Font&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;List Continue 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Message Header&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Salutation&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Date&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text First Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Note Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Body Text Indent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Block Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Hyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;FollowedHyperlink&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Document Map&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Plain Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;E-mail Signature&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Top of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Bottom of Form&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal (Web)&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Acronym&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Address&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Cite&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Code&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Definition&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Keyboard&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Preformatted&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Sample&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Typewriter&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;HTML Variable&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Normal Table&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;annotation subject&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;No List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Outline List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Simple 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Classic 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Colorful 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Columns 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Grid 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 7&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table List 8&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table 3D effects 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Contemporary&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Elegant&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Professional&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Subtle 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Web 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Balloon Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;Table Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; UnhideWhenUsed=&quot;true&quot;
   Name=&quot;Table Theme&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Placeholder Text&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; SemiHidden=&quot;true&quot; Name=&quot;Revision&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; QFormat=&quot;true&quot;
   Name=&quot;List Paragraph&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Quote&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; Name=&quot;Light Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; Name=&quot;Light List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; Name=&quot;Light Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; Name=&quot;Medium Shading 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; Name=&quot;Medium Shading 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; Name=&quot;Medium List 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; Name=&quot;Medium List 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; Name=&quot;Medium Grid 1 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; Name=&quot;Medium Grid 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; Name=&quot;Medium Grid 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; Name=&quot;Dark List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; Name=&quot;Colorful Shading Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; Name=&quot;Colorful List Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; Name=&quot;Colorful Grid Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Emphasis&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; QFormat=&quot;true&quot;
   Name=&quot;Subtle Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; QFormat=&quot;true&quot;
   Name=&quot;Intense Reference&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; Name=&quot;Bibliography&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; SemiHidden=&quot;true&quot;
   UnhideWhenUsed=&quot;true&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;41&quot; Name=&quot;Plain Table 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;42&quot; Name=&quot;Plain Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;43&quot; Name=&quot;Plain Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;44&quot; Name=&quot;Plain Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;45&quot; Name=&quot;Plain Table 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;40&quot; Name=&quot;Grid Table Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;Grid Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;Grid Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;Grid Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 5&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;Grid Table 1 Light Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;Grid Table 2 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;Grid Table 3 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;Grid Table 4 Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;Grid Table 5 Dark Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot;
   Name=&quot;Grid Table 6 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot;
   Name=&quot;Grid Table 7 Colorful Accent 6&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot; Name=&quot;List Table 1 Light&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;49&quot; Name=&quot;List Table 4&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;50&quot; Name=&quot;List Table 5 Dark&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;51&quot; Name=&quot;List Table 6 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;52&quot; Name=&quot;List Table 7 Colorful&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;46&quot;
   Name=&quot;List Table 1 Light Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;47&quot; Name=&quot;List Table 2 Accent 1&quot;/&gt;
  &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;48&quot; Name=&quot;List Table 3 Accent 1&quot;/&gt;
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&lt;![endif]--&gt;&lt;div class=&quot;Standard&quot;&gt;Once again, we pick the door to our cell, and immediately
visit our only living neighbor, the Insane Creature, a few cells down. From
this I conclude that superior mental health care was not high on the list of
Macabath’s or Kamazol’s priorities. I suppose it isn’t high on ours either,
because we quickly batter it to death again; we would probably argue
self-defense, since it attacked as soon as we opened the door. In any event, we
learn something interesting: loot drops are at least somewhat randomized. Instead
of dropping a leather armour, this time the Creature leaves a hammer (2D4
damage) and knife (1D3). I give them to my characters with the best to-hit
stats, and we break out of jail.&lt;/div&gt;&lt;div class=&quot;Standard&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div class=&quot;Standard&quot;&gt;This time we manage to explore a good chunk of the town—just
about all of it, really—without blundering into the midst of a nigh-unwinnable
battle with guards. The Majik Shoppe sells several +1 weapons and armor, along
with Speed Potions; all of these cost ¤150 or more and so seem too extravagant
given our current status as fugitives from local justice. On the other hand,
unlike in some other CRPGs, none of the items costs thousands of gold. The vendor
also sells Level 1 Spellbooks for mages, but at $200 each, I decide to skip
those as well. There are also fortune cookies for sale: the manual intriguingly
notes that “no one knows for sure the story behind these&amp;nbsp;strange items” and that “[t]hey are addictive.” I suspect the
latter comment is meant figuratively, but the last thing I need is a party of
cookie-junkies. We move on.&lt;/div&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvgyattvcsYrrkUzDbn4mFGmiFfpGk-Shqq4zecnSlg3qcEiyUiECx4_EW8QiLaR_XM_VqAAdvy1S9OEnyZMoXk8EH5OK7A2Vvi07mqpoUWagDT6IP5MlItYOcHlV4M20p2xr-5HIx-ikH78yHnoXX28QhyphenhyphenXe6Pzl2US7czsDbq9bYR2xyWW1kCPBs1Vw/s640/sffmagicshop.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvgyattvcsYrrkUzDbn4mFGmiFfpGk-Shqq4zecnSlg3qcEiyUiECx4_EW8QiLaR_XM_VqAAdvy1S9OEnyZMoXk8EH5OK7A2Vvi07mqpoUWagDT6IP5MlItYOcHlV4M20p2xr-5HIx-ikH78yHnoXX28QhyphenhyphenXe6Pzl2US7czsDbq9bYR2xyWW1kCPBs1Vw/w400-h300/sffmagicshop.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Only magic could keep such a small, narrow hat standing upright.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Nearby we find the Training Hall, where we can pay to level up once we have sufficient experience. Two other doors provide quick encounters presented entirely in text: in one, a friendly old lady tells us about Macabath&#39;s attack; in the other, a young man mocks our ability to fulfill the prophecy of Smythetown. That’s fair enough; probably he heard how our predecessors broke out of jail and were immediately destroyed by the city guard.&amp;nbsp;&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;We find a tavern called the Red Oyster Bar &amp;amp; Grill (a reference to the Red Lobster chain, perhaps?) and go in. Here we can buy food to heal, buy a drink, tip the barkeep, or mingle. We feel cheap so we just mingle, which allows us to hear what seem to be short hints. Mingling takes no time and costs nothing, so we do this over a dozen times before we start to see duplicates. Examples include:&lt;ul&gt;&lt;li&gt;&quot;The more powerful an undead is, the harder it is to turn.&quot;&lt;/li&gt;&lt;li&gt;&quot;Paralysis usually wears off at the end of combat&quot;&lt;/li&gt;&lt;li style=&quot;text-align: justify;&quot;&gt;&quot;Hawkslayer&#39;s tomb lies in the deepest chambers of Blusfor, where he must guard the blade of Soulseeker in his undeath, for eternity.&quot;&lt;/li&gt;&lt;li style=&quot;text-align: justify;&quot;&gt;&quot;Silver can harm some undead which normal steel cannot.&quot;&lt;/li&gt;&lt;li style=&quot;text-align: justify;&quot;&gt;&quot;Boats are a rarity in this land&quot;&lt;/li&gt;&lt;li style=&quot;text-align: justify;&quot;&gt;&quot;Luckily, lycanthropy is not contagious&quot;&lt;/li&gt;&lt;li&gt;&quot;Always set a watch, to wake the party in case of trouble.&quot;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;We don’t need food, so we try to leave, only to be told that we must first buy a drink! I didn’t see anything about that on the sign out front, but we knuckle under and pay.&lt;br /&gt;&lt;br /&gt;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:&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFHvdc4x6SBubmEvYWmOq5E3j4lm1Pw4F6poCfcLmQFbDfD-LqJYhW0o0bEAvaCRKOolwt_4nkxk8eMN4qe8gggSqbMCkpJgajv0TU618I9C0d9DI9p6rMfQ88qWoIyKXeMrqNYFuD_lX2CFb3EhwjEyEiGFEg8PG9mxmnHf5Zb_SPI0vzusRONrT7GDY/s640/sffwares.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFHvdc4x6SBubmEvYWmOq5E3j4lm1Pw4F6poCfcLmQFbDfD-LqJYhW0o0bEAvaCRKOolwt_4nkxk8eMN4qe8gggSqbMCkpJgajv0TU618I9C0d9DI9p6rMfQ88qWoIyKXeMrqNYFuD_lX2CFb3EhwjEyEiGFEg8PG9mxmnHf5Zb_SPI0vzusRONrT7GDY/w400-h300/sffwares.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;But we&#39;ve only just met.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;After considering the prices and the manual’s detailed description of item statistics, we buy three leather and three cloth armours, and two short swords and two hammers. Between the armor and our dexterity bonuses, this gives everyone but Elphaba two points of armor protection. As for weapons, the mages have the short swords and everyone else has hammers—except poor Becket. As a cleric, he can’t use bladed weapons (or bows), and his strength of only 7 makes him too weak to wield the only non-bladed weapons available for sale (mace or hammer). I’ll have to prioritize getting his magic capabilities online.&lt;br /&gt;&lt;br /&gt;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.&amp;nbsp;&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br /&gt;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.”&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI7nkpG52M9-ZfJhUg7criOydJLGQqa1DUm7_efPJgVbLH8SFqMmDdmvQlH7L9CI5VX3w3tL2Gm8uV3xuuaxCFyq7lewmvL9Vh2Ov7df5nwEHHzg2ON7miTKcjKUyLD_wI-f_tDSXHOX4hZuusQCKpVYn7vvho9P5siPtxmFIe2gQgySQs7Gkrdiybk7U/s640/sfftemple.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgI7nkpG52M9-ZfJhUg7criOydJLGQqa1DUm7_efPJgVbLH8SFqMmDdmvQlH7L9CI5VX3w3tL2Gm8uV3xuuaxCFyq7lewmvL9Vh2Ov7df5nwEHHzg2ON7miTKcjKUyLD_wI-f_tDSXHOX4hZuusQCKpVYn7vvho9P5siPtxmFIe2gQgySQs7Gkrdiybk7U/w400-h300/sfftemple.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Is it just me, or does this priest look extremely sketchy?&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;Decked out in what gear we could afford, we head back to the Sentries. With only two gold left, we could technically afford a single torch and try to go down and explore the catacombs. But I worry that it might run out only after a short (and unknown) length of time, leaving me stranded in a dangerous situation. Our choice is justified by what we find: this time not four, but only three Sentries stand before us. Thus, both rewards and enemies are randomized, at least to some degree. Things go better with our new loadout: they rid me of my troublesome priest, but the rest of them go down. The survivors earn . . . 15 XP each. It could be a long time before leveling up! They also leave behind a chest: Ruxpin goes to pick it but instead sets off the trap, knocking himself out as well. Inside we find 81 gold and a torch.&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;br /&gt;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.&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br /&gt;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&#39;s spellbooks. I almost decide to also just pay 21 gold to heal Tyrion&#39;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.&lt;br /&gt;&lt;br /&gt;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&#39;t even flee the battlefield, because of a &quot;magical barrier.&quot; In the resulting chaos, we suffer our second full-party death and are forced to reload again.&lt;br /&gt;&lt;br /&gt;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&#39;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.&lt;br /&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;table align=&quot;center&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;tr-caption-container&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style=&quot;text-align: center;&quot;&gt;&lt;a href=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqeiDm7WbYUDHTt6ciefk13zSwrRrzl463lbOM5fzAVijC5-t0hqP_xfuZjGVx-QrtUH7RJ3zI06ZjFVJkAGwXmcYyObPug5byFs1QGO5q6RHbUgoUNl953A3gmu6G4q2wCTbk_5iXnbmOw9LvAGuC-jlT40Rhg5ac2i-SM6s2Aa_UBJm0AeHS8GMEfKI/s640/sfftyrionstats.png&quot; style=&quot;margin-left: auto; margin-right: auto;&quot;&gt;&lt;img border=&quot;0&quot; data-original-height=&quot;480&quot; data-original-width=&quot;640&quot; height=&quot;300&quot; src=&quot;https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqeiDm7WbYUDHTt6ciefk13zSwrRrzl463lbOM5fzAVijC5-t0hqP_xfuZjGVx-QrtUH7RJ3zI06ZjFVJkAGwXmcYyObPug5byFs1QGO5q6RHbUgoUNl953A3gmu6G4q2wCTbk_5iXnbmOw9LvAGuC-jlT40Rhg5ac2i-SM6s2Aa_UBJm0AeHS8GMEfKI/w400-h300/sfftyrionstats.png&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;tr-caption&quot; style=&quot;text-align: center;&quot;&gt;&lt;i&gt;Tyrion&#39;s statistics after equipping our first +1 magic items.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;As you see above, we give both magic items to Tyrion, who has our highest to-hit statistic. I think 15 means a roughly 25% chance to hit; I should start keeping track of hits and misses, like at a baseball game, to see if that’s correct. We give Tyrion’s hammer and leather armor to Elphaba, who even with a short sword (and despite being a mage!) has been surprisingly useful in melee combat due to her high strength. Leaving her to continue in that role for the time being, we use our gold to buy our other mage, Kizke, a spellbook. He has to rest for 12 hours without interruption in order to learn the spells in his new book (Becket had to do this, too, after donating to learn his first-level spells). Kizke has 30 magic points and now has access to all nine first-level mage spells. Besides the always-popular &quot;Magic Missile,&quot; these include &quot;Detect Traps,&quot; &quot;Trap Zap&quot; (disarm), &quot;Open,&quot; &quot;Light,&quot; &quot;Locate&quot; (get coordinates), &quot;Armor Enhance,&quot; &quot;Clumsiness,&quot; and the previously-disappointing &quot;Sleep.&quot; With nothing left to do in the city, we head down into the catacombs to begin the hunt for Macabath in earnest.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;Time played&lt;/b&gt;: 5 hours. 2 deaths. 1 reload.&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;*****&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/i&gt;&lt;/div&gt;&lt;div style=&quot;text-align: justify;&quot;&gt;&lt;a href=&quot;https://crpgaddict.blogspot.com/2026/05/game-578-search-for-freedom-1994.html&quot;&gt;Previous entry in this series&lt;/a&gt;&lt;i&gt;&amp;nbsp;&lt;/i&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://crpgaddict.blogspot.com/feeds/7015861719347441514/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://crpgaddict.blogspot.com/2026/05/the-search-for-freedom-to-provide-new.html#comment-form' title='30 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/7015861719347441514'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6162314467762792782/posts/default/7015861719347441514'/><link rel='alternate' type='text/html' href='http://crpgaddict.blogspot.com/2026/05/the-search-for-freedom-to-provide-new.html' title='The Search for Freedom: To Provide New Guards'/><author><name>CRPG Addict</name><uri>http://www.blogger.com/profile/01238237377918550322</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='27' height='32' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOb9C1_KiKx26aLHQTcaeo2I-exLlJ4K__FHGOPO6UGIgzmK5AD8LA4SEI_uwoZyyiQCj_OkTjCfCqpiTC9vL2utTSWEVixon8fYvK18hKNY6yYT616YlE-eqQ22gdPHE/s97/gimlet.jpg'/></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3KJ7HHG1EbGkwEjrUxMDh6Dh7Mh9i-BD5J9jgV5GgAP7KjRoR9aYux_9u_4XLuBuU13hUTdjh1vgqGXLl96SfYOzT4KwluEVAh5Uzkqg17Ua_fmYuRkSs_Ew6_TDIkkyOYcjLMC8FI9m9WTQG6CSF1DJaukuQ0xAJiSFc-QaCpuZ47s8jTfGxAqx4CNM/s72-w400-h300-c/sffbackstory.png" height="72" width="72"/><thr:total>30</thr:total></entry></feed>