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 To Saarngard (AG) Formal Adventure?

Location: Trynd Keep, in Trithik
Description: Magically disguised, and under an assumed name, you step into the swirling black vortex that will transport you to the island...
Requirements: Completed A Matter of Secrecy
Difficulty: A battle 9+ at MR 73, and some checks. You can die on one of them.

General Information[]

One of the preludes to Saarngard Isle

Tips[]

If you feel lucky, you can explore the keep for max rewards.

Prerequisites[]

All previous Missions for the Thane

Walkthrough[]

Iyulor has not reported yet, and the Thane wants you in Saarngard Isle now. He takes you to the portal (if you don't have the Ring of Disguise equipped, you'll automatically change one of yours for it).

Now you must select the name you'll be known for in Saarngard Isle. The Thane does always mock you for your choice.(Indeed, even after picking his own name - Pyrond! Must admit, though due only to generic scripting, that has a comical effect) You're to seek out commander Tharkyr and put yourself under his service.

Just as you arrive in Saarngard, you'll be threatened when exiting the hidden cave. You can:

Your assailant introduces as Iyulor the Perturbed, and warns you about treachery on the island. He also warns you against Luriakan, the mage advisor to commander Tharkyr, against Tharkyr himself, against Thane Mazembak and even against Pyrond. Finally he imparts upon you a secret: a prisoner of certain importance is being held in the dungeons below Saarngard Keep.

After Iyulor departs, you find a group of soldiers badly outnumbered by Naranok - a goblin tribe of Saarngard. You can:

  • Use Illusion (50+)/Elementalism (50+)/Archery (30+) for 8 XP: You slay some goblins and the rest flee.
  • Rush ahead to the aid of the soldiers: Fight 2 Naranok Warriors (9+ at MR 66-71 Variable, 80 SP)

After this, a particularly brutal-looking goblin charges at you, throwing a hand axe that damages for ~15 SP unless you successfully:

Then you face Naranok Warrior (9+ at MR 67-74 Variable, 90 SP)

After this, you'll face a goblin shaman. You can:

  • Use Archery (50+)/Telekinesis (50+) for 8 XP or Fortification (60+)/Destruction (70+) for 16 XP - The shaman retires
  • Attempt to reach the shaman before he can unleash an attack: Random 1-100 check + Agility, Body (x0.5) and Luck (x0.5). You need 50 to pass. If you fail, you lose ~25 SP. You then fight Naranok Shaman (9+ at MR ??-60 Approx, 65 SP), ~8 SP special, can't FLEE

The soldiers thank and congratulate you, but warn you against ever touching runed or bone Naranok items, since they're cursed (if you defeated the shaman, they convince you not to take his staff). Then you make way for the Keep.

When you reach the keep, you can use Divination (50+) (8 XP) to find out where Tharkyr is (training yard), and you also sense that someone's watching you. You can:

  • Investigate the training yard: You offer your services to Tharkyr. One of the soldiers recognizes you from the goblin ambushes, and this is enough to make Tharkyr accept you. You also meet Luriakan (not precisely a pleasant encounter).
  • Investigate the keep: A massive block of stone plummets at you. You can use Fortification (60+)/Telekinesis (70+)/Shadow Magic (60+)/Elementalism (60+) for 16 XP, or pass a +2 Agility check. If you fail, you DIE. 16 general xp if you survive. After this, you'll find Tharkyr as if you had investigated the training yard.


Spoiler Information
While conversing with Tharkyr, you make the acquaintance of an overtly, even grotesquely shifty character, whose boots - or specifically the charred soles of his boots - hint to an event in your recent past...

Remember the mysterious disappearance witnessed in the streets of Mirgspil, in the vicinity of a certain inn? A disappearance preceded by skyward shooting flames in the midst of a throng of people?... wich left behind (corresponding) scorched marks on the pavement? That sneaky, evasive individual wrapped in a cape, whose face you never did get a chance to see, and who in all likelyhood left the small leather tome underneath the floorboards of a private room in said inn as he was fleeing, following your run-in with the "ratfolk", appears to have resurfaced. And in spite of your wonderous Ring of Disguise, the little rat fink clearly suspects you... Is it possible that his sunken, beady eyes see past your clever cover, magic disguise and altered features? Welcome to the world of "courtly" intrigue: a bolt flying through the air in a sreet at night, the glint off the blade of a drawn dagger in a dark room, the fizzing of powdered poison in a cup of your favourite libation - oh, what fun!

At the end of the day, you return to the portal to debrief to Thane Pyrond. Suddenly, the man you know as "Bluecape" steps into the chamber and attacks the Thane with magical flames. You can:

  • Use Fortification (50+)/Shadow Magic (50+)/Archery (50+) for 8 XP or Telekinesis (60+) for 16 XP.
  • Use your shield (there will be a hint: "A particular item might be of use here..." if you have a shield equipped). You'll have to roll 1-100 + Weaponry (x0.25) + Agility + Luck (x0.5). You need 50 to raise your shield on time. 16 general experience if you block the bolt of flame with your shield
  • Agility and Luck (x0.5) help in avoiding the bolt of flame

After you survive the flames, the man disappears. You bid farefell to the Thane and return to the city. Something about that masked, blue-caped man is eerily familiar to you...


Completion Reward

Rewards[]

  • Specific XP to the abilities used
  • 512 General XP for completion.


Return to  Missions for the Thane  page.
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