Diamond Cascade: Don’t Open the Door that says Do Not Open This Door

Travelling through the wilderness, seeking the lost treasure with mighty spells and all his wiles, after many great adventures, Diamond Cascade came at last upon the near-buried ruins of ancient Mektropica, a vast and mighty citadel that once rule the world, and yet of which nothing more remains than the spire of a single ancient bell-tower, jutting from the sand. Thus began Diamond Cascade’s last great adventure!

Yadda yadda. Look, we found this tribesman bloke off on some becoming-a-man sort of quest thing, asked directions to the nearest ancient ruin and it turned out is was a couple of days a way and he was sort of heading that way anyway so he took us right to it. But the stuff about searching for months and mighty spells and so forth makes for a better story, so we’ll stick with that. And the tribesman bloke got eaten by the land-shark anyway.

101 Things to Know About Elves Number 7: When putting together a bunch of rogues and low-rent wizards (never mind the blind monster-hunter) to knock off the forgotten ruins of some ancient civilisation, elves are a good proposition. They have an uncanny knack of finding doors that others would prefer to remain hidden. However . . .

101 Things to Know About Elves Number 8: Standard elvish wizard 1.0 does come with ‘Detect Magic’ spells pre-installed, but NOT does not come with a ‘Knock’ installation book. When putting together a bunch of rogues and low-rent wizards (never mind the blind monster-hunter) to knock off the forgotten ruins of some ancient civilisation, ensure that your wizards have either received a Service Pack 2.2 upgrade or purchase the Tomb-Raiding spell-casting bundle.

Dispel magic would also have been useful, but we’re talking seriously low-rent wizards here.

NEXT WEEK: WHAT’S IT GOT IN ITS LIBRARIESES

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