/check the white candles
/light the white candles
FOR SCIENCE!!!
It’s definitely one of the more helpful things to accomplish.
Clock room
good
large crystal hourglass - +1 day
mixed
candles -
black candles deal with the black dragons
white candles lose a day
bells -
bad:
elven wizard - he’s kind of a dick
stool - illusion, damn imps
flaming hourglass = -1 day
nothing as far as I know
grandfather clock
uknown
forward facing gnome - time travel?
I’m just starting a reply chain with all the different room things.
You light a white candle, and instantly you
realize that you have lit a magic time candle. You just blew an entire day of the twenty you can use. Losing interest in candles, you return to exploring the Clocks room.
If you are free to explore this chamber, you may investigate the:
2022-01-26T01:15:00Z Decision Deadline.
But hmm, counting the current day.
There are now 17 days left
You listen briefly to the elven wizard talking with the two gnomes who run this clockworks. He seems to be trying to get them to agree that time is a dimension, …or that time is money… or that time flies, …or something.
You may interrupt and ask for his help, or return to exploring the Clocks room.
Worksheet Bookmark:
18 days remain.
Chamber # | Short Description |
---|---|
134 | Bottle |
24 | Clocks |
Other Notes:
2022-01-26T01:30:00Z Decision Deadline.
yea, and with the 2 dragon jars
which, if I’m understanding correctly, both nullify one dragon type.
@Osieorb18 can you correct me if I’m wrong
so with those and the this candle, we can nullify 3 total dragon types.
It would be nice if the wizard would give us back the day we lost to the candle lol
“Excuse me, sir? … I’ve agreed to help the gnomes of Mount Nevermind—”
“Complete foolishness.” the wizard exclaims. “You have no business here!” and he suddenly attacks you without warning.
Bewildered and then angry, you conduct combat against the wizard.
Rye - ≤8 → 5, then 7, then 10
Wizard - ≤8 → 5
Rye: 7 → 5 DMG
Wizard: 5 → 5 DMG
Rye: 9 → NO DMG
Wizard: 12 → NO DMG
Rye: 6 → 10 DMG
Wizard: 10 → NO DMG
Rye: 3 → 10 DMG
The Wizard has been defeated.
“Tsktsktsktsk!” exclaims a gnome at the sight of the fallen wizard disappearing in a poof of smoke. “He was a nuisance—always claiming he knew more than we do about time—and you know that is just a bunch of nonsense—he just dabbled in the art and science of timekeeping, and here it’s our Life Quest! Well, he didn’t have to depart so dramatically. Such a showoff!”
You don’t bother trying to get a word in edgewise. Clearly, you don’t have to apologize to anyone here for getting rid of the elven wizard.
Rye, the Baker
4/10 HP
0/30 possible other HP
32/40 Armor HP
Unarmored Strike: 1 dmg on 3 or less
Armored Strike: 5, then 7, then 10 dmg on 8 or less
Personal Weapons | Dmg # |
---|---|
Blah | # |
Other Objects Carried:
1-Shot Anti-Imp Oil
2 Dragon Jars
1 Black Candle
If you are free to explore this chamber, you may investigate the:
2022-01-26T08:00:00Z Decision Deadline.
A huge steam-powered clock, well over twice your own height, stands at one side of the chamber on a raised platform.
Since you don’t know anything special about it…
Marveling at the huge, complicated structure, you walk all around it. You see lots of pipes, levers, joints, valves, and other things. But you see nothing else but a clock face with rectangular holes cut in the gigantic hands.
However, as you walk behind it, you note two tunnel openings.
You may investigate them. Otherwise, return to exploring the Clocks Room.
2022-01-26T08:30:00Z Decision Deadline.
Should we check everything else in the room before the tunnels?
Yeah I think so
BTW did we ever check the tunnels in the Armory?
Yes, at least the back tunnel
It led to this room
Ahhh okay