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shadowblack
08-02-2010, 08:00 PM
# Phak-Rur
* The Tunnels of Peril* - Not yet available

I just saw this in the Adventure Finder. Maybe a continuation of our encounters with the Krogari and the one-eyed swordsman?

In Phak-Rur:
The Tunnels of Peril [AG]

The old man, well past the prime of his life, turns to face you, revealing broad shoulders and a thick, sturdy frame. A short sword hangs from his belt, and beneath the folds of his bulky brown tunic you can clearly make out an iron-studded leather jerkin.

"I'm called Vark," he says, bowing. "I know well enough who you are, Shadowblack, and I pray you'll excuse me for coming straight to the point. I need your help to rescue my daughter..."
This adventure is not yet available. Please check back soon.

wolfman10
08-02-2010, 08:06 PM
Cool, as I just completed everything else today. Also Phak-Rur is now reachable by coach - I think that's new, but I could be wrong.

shadowblack
08-02-2010, 08:08 PM
It is new, as I mentioned in the other topic.

For the record, we have met Vark the Vulgar in PG II, but I'm sure this Vark is a different person with the same name.

texlaw1992
08-02-2010, 08:09 PM
That is brand new - I'll have to try it.

Oldschool
08-02-2010, 09:47 PM
Hmmmm...... I "sense" a new foe from the 'Underdark ' :eek:

You've successfully used your skill of Divination.

XP +24 You've been awarded a total of 24 Experience...
24 xp applied to Divination...

You have successfully solved the Shrouded Cloudy Anagrammatical Mystery...

Tunnels of Peril = Inferno Pullets

Yes, there be Flaming Chickens comin' :eek::eek::eek::eek::eek:

Whoops maybe my divination fizzled.....

Sorry folks, it's been a long "one of those" days.....

And you were warned - sorta. I even doctored the typeset with my own anagram of sorts..... Shrouded Cloudy Anagrammatical Mystery = SCAM ;):cool:

paladin
08-03-2010, 04:59 AM
Hmmmm...... I "sense" a new foe from the 'Underdark ' :eek:

You've successfully used your skill of Divination.

XP +24 You've been awarded a total of 24 Experience...
24 xp applied to Divination...

You have successfully solved the Shrouded Cloudy Anagrammatical Mystery...

Tunnels of Peril = Inferno Pullets

Yes, there be Flaming Chickens comin' :eek::eek::eek::eek::eek:

Whoops maybe my divination fizzled.....

Sorry folks, it's been a long "one of those" days.....

And you were warned - sorta. I even doctored the typeset with my own anagram of sorts..... Shrouded Cloudy Anagrammatical Mystery = SCAM ;):cool:

LOL. But it's been quite a while since we had a proper adventure. Personally I hope it means we'll be able to stick our swords or whatever into some rather vital organs belonging to that one-eyed fellow who seems to have allied himself with the rats. But if we can't do that just yet I'll be content for the moment if we can throw a rather large wrench into one or more of his schemes.

Elrond
08-03-2010, 05:10 AM
I'm hoping the GM tries to tie another loose knot; and that we use our Ancient Lantern in these Tunnels of Peril. As Tex says, one can dream.

paladin
08-03-2010, 01:32 PM
I'm hoping the GM tries to tie another loose knot; and that we use our Ancient Lantern in these Tunnels of Peril. As Tex says, one can dream.

That was actually a thought that had also crossed my mind as well. Guess we'll see...

Oldschool
08-04-2010, 05:02 AM
http://t3.gstatic.com/images?q=tbn:ANd9GcTrYLd848KzLjHSu32w4KFBa74qN9DwZ OlMiCptQf8yK_LPNk4&t=1&usg=__wobeP-0FaO3ymspJnAoz4BG7Xl4=

Anyone else have a little "deja vu cringe" at the following......

Look for the 'Tunnels of Peril' to become available in Phak-Rur in the next several days. :rolleyes:;)

texlaw1992
08-04-2010, 07:32 AM
Tunnels of Peril = TOP

Tome of Attainment = TOA

Only one letter off ...

[Actually "Tunnels of Terror" strikes me as a slightly better title - I think that was the name of a D&D or T&T module for anyone who played Tunnels & Trolls in addition to Dungeons & Dragons].

Lyrehc
08-04-2010, 11:11 PM
I'm hoping the GM tries to tie another loose knot; and that we use our Ancient Lantern in these Tunnels of Peril. As Tex says, one can dream.

Axxera has done everything except PG VI and explore Fang Ridge and she does NOT have this adventure showing as an option/upcoming adventure at all.

So, either this has to do with PG VI events or you've made a very good guess.

shadowblack
08-05-2010, 07:34 AM
Axxera has done everything except PG VI and explore Fang Ridge and she does NOT have this adventure showing as an option/upcoming adventure at all.

So, either this has to do with PG VI events or you've made a very good guess.
Explain what you mean by "explore Fang Ridge"? Because I do have this adventure in my Adventure Finder even though I have NOT even started PG VI and I have NOT even started "To Light the Way".

Is it possible that you have not finished the encounters with the one-eyed swordsman?

Lyrehc
08-05-2010, 04:26 PM
Explain what you mean by "explore Fang Ridge"? Because I do have this adventure in my Adventure Finder even though I have NOT even started PG VI and I have NOT even started "To Light the Way".

Is it possible that you have not finished the encounters with the one-eyed swordsman?

It is possible - I thought 4 encounters finished it.

spencer
08-05-2010, 04:39 PM
My secondary has not finished the encounters with the one-eyed man and I do not see the adventure listed for him.

spencer
08-05-2010, 06:46 PM
This is the message you get after "finishing" with the one-eyed swordsman:

As you make your way toward what you hope will be a safer section of the ancient seaport, something tells you that you haven't yet seen the last of the mysterious man you've come to know as a vicious and determined foe.

The new adventure showed as soon as I got that message.

Oldschool
08-05-2010, 07:48 PM
Sounds like Spencer hit on it. Also the text is highlighted in red. Didn't think to count my encounters with the alts to see it the number of encounters were set or random. But with my four none of them seemed to require more than a few (if that) than the others.

texlaw1992
08-05-2010, 08:04 PM
Based on my experience (and what I saw of others), you need to meet the one-eyed man a total of 4 times.

texlaw1992
08-12-2010, 05:09 AM
I think this is the longest-ever delay I've seen between the GM posting a new adventure as "not yet available" and it becoming available. It's been over a week.

I have a feeling this will be another long (more than an hour) adventure. Hopefully it will be available later this week.

Elrond
08-12-2010, 08:22 AM
I think this is the longest-ever delay I've seen between the GM posting a new adventure as "not yet available" and it becoming available. It's been over a week.

I have a feeling this will be another long (more than an hour) adventure. Hopefully it will be available later this week.

I would expect it to go live after the current raffle is finished. Call me an optimist ;) .

paladin
08-12-2010, 11:05 AM
I would expect it to go live after the current raffle is finished. Call me an optimist ;) .

We'll see I suppose. And even if Marissa doesn't win anything she's at least looking at a reasonably decent EXP bonus from the 111 Battle Markers she poured into the raffle. And if she does win that just means there's more ATs she can blow on the Tome when it comes out since I could turn in one of my Tallys pieces (most likely the Shadowfire Sword since that Bloodrune one is incredibly intriguing for some reason). As for the adventure though I hope it includes a chance to permanently put that one-eyed fellow in his place. Now I think I may go create me another Alt...

shadowblack
08-13-2010, 06:03 PM
Part of the latest announcement:
8/13/10 - The Tunnels of Peril

Adventurers brave enough to confront the growing krogari menace now plaguing the city of Phak-Rur will soon be able to embark on a daring quest that will lead them straight into the heart of the lair of a sinister and deadly enemy.

When the daughter of an aging, but illustrious adventurer is taken captive during a krogari ambush, he enlists your help to infiltrate the lair of her captors and effect her rescue.

However, navigating the twisting, fetid passages of the sprawling sewers beneath Phak-Rur will prove to be no simple task.

With the aging adventurer at your side, you will plunge into a perilous labyrinth, far below the bustling streets of the ancient seaport. Keeping yourself and your brave companion alive, long enough to complete the daunting rescue, will test your skill and your mettle like never before.

Succeed, and your victory will go down in legend. Fail, and you will be but one of the countless souls to have lost their way and perished in the 'Tunnels of Peril'.

It is expected that the 'Tunnels of Peril' will be available on Wednesday, August 18th.

5 more days if there are no delays. But usually there are, so... At least we now know why it's taking so long - creating and testing the map of the sewers must be taking a while, especially if it is as big (or bigger!) as the sewers below Tryndmoor.

paladin
08-13-2010, 07:07 PM
Part of the latest announcement:
8/13/10 - The Tunnels of Peril

Adventurers brave enough to confront the growing krogari menace now plaguing the city of Phak-Rur will soon be able to embark on a daring quest that will lead them straight into the heart of the lair of a sinister and deadly enemy.

When the daughter of an aging, but illustrious adventurer is taken captive during a krogari ambush, he enlists your help to infiltrate the lair of her captors and effect her rescue.

However, navigating the twisting, fetid passages of the sprawling sewers beneath Phak-Rur will prove to be no simple task.

With the aging adventurer at your side, you will plunge into a perilous labyrinth, far below the bustling streets of the ancient seaport. Keeping yourself and your brave companion alive, long enough to complete the daunting rescue, will test your skill and your mettle like never before.

Succeed, and your victory will go down in legend. Fail, and you will be but one of the countless souls to have lost their way and perished in the 'Tunnels of Peril'.

It is expected that the 'Tunnels of Peril' will be available on Wednesday, August 18th.

5 more days if there are no delays. But usually there are, so... At least we now know why it's taking so long - creating and testing the map of the sewers must be taking a while, especially if it is as big (or bigger!) as the sewers below Tryndmoor.

I haven't even bothered taking an Alt through the sewers in Tryndmoor because to be quite frank I hate that quest with a passion.

Elrond
08-14-2010, 02:28 AM
I would expect it to go live after the current raffle is finished. Call me an optimist ;) .
Success .... You call upon your power of divination and rightfully guess that the ToP update will be launched after the conclusion of the BR collection raffle.

256 xp to divination ;)

Young Ned
08-14-2010, 04:14 AM
I haven't even bothered taking an Alt through the sewers in Tryndmoor because to be quite frank I hate that quest with a passion.

Really? Why? It's not that bad once you know where you're going. All three of mine have gone through it with no problems. The wiki map is pretty good. ;)

Oh, wait, you use a screen reader, don't you? I suppose it would be a lot more tedious in that case.

Taleria
08-14-2010, 08:14 AM
I haven't even bothered taking an Alt through the sewers in Tryndmoor because to be quite frank I hate that quest with a passion.

LOL! Me, too. I did take Pythia through just a couple days ago because, well, there's hardly anything left to do. I've also started the Ghor-Tiln quest and will likely try killing her rather than accepting her challenge.

But yeah, I followed the text directions for the Tryndmoor sewers on the wiki. Then, since all of them start at the entrance, I got lost after getting the fourth skull and was wandering in there for an hour until I finally found the exit. I hadn't thought to make note of the coordinates before leaving there.

So if this quest turns out to be like that, I'm rather afraid because there'll be no text directions.

paladin
08-15-2010, 01:29 PM
My use of a screen reader is indeed precisely why I hate that Silver Dragon Quest. Even though in the past I amde a point to copy and paste Wiki directions through such quests into text documents to refer to at need it still became extremely tedious. I only bother with Haunting in Durnsig with Alts, not that I have any at the moment or none that I play more than Marissa, is A. because it's comparitively short and B. because the reward can be worthwhile if you're patient enough.

Ka keng
08-19-2010, 06:31 AM
It's live

texlaw1992
08-19-2010, 08:35 AM
The mechanic for having a companion with you is very interesting. It's certainly a bit more challenging (if irritating) to make sure he stays alive. I think it's likely we'll see more of it in future adventures.

If anyone gets stuck for some reason, feel free to pm me for a hint. The adventure should take around 45 minutes to an hour.

Oldschool
08-19-2010, 09:00 AM
Very nicely written and I like the new mechanic Tex mentions. Not huge xp rewards but nice especially when you take the encounter/combat xp into account.

A Hand of Fate choice and half a dozen ATs which you can't miss if you explore everywhere and 2500k in gold. I haven't saved but you can run it shorter by skipping straight to the end encounter. However due to the combat/encounter xp and 3 of the ATs being found exploring it's not advisable. The end encounter seems to be triggered by exploring all of the side chambers (West section) as it seems to trigger when you hit the last of those chambers.

Also a nice unidentified item. At first glance it seems inferior to free items of the same type and it's droppable but from it's description (sorry I didn't copy) it might have a hidden power. I'm thinking Battle Rage or something similar since it's called the Medallion of Aggression but that's pure speculation as I didn't test it.

I particularly like the idea of having an ally and the associated mechanics. And I'm wondering about two things in relation to that. I wonder what happens if you let him die and I like being able to use restro on him but I would like to see some minor specific Restoration xp for doing so awarded.

And regarding the wheels. Did anyone notice a difference when using/not using them? I didn't use them on my first full run and did on my second run which I went straight to the end encounter so I'm somewhat speculating especially since I didn't jot the data down to compare. Again this may be premature but it seems maybe that opening them makes the check to withstand the water at the end "harder".

shadowblack
08-19-2010, 09:06 AM
Hand of Fate choice. Guess I won't be playing this any time soon, then.

Doolipalally
08-19-2010, 10:17 AM
Hand of Fate choice. Guess I won't be playing this any time soon, then.

I didn't realise you were avoiding Hand of Fate choices. What's your thinking?

shadowblack
08-19-2010, 10:50 AM
I'm not doing any more HoF choices until the ToA is out and we have at least some idea of their consequences.

Doolipalally
08-19-2010, 10:55 AM
Ah, right. Understood.

Back on topic, did anyone else wonder if the mechanics for dealing with a companion was a trial run for moving forward with Arkrol and his familiars?

spencer
08-19-2010, 11:24 AM
Just making sure I clicked the option that I thought I had clicked regarding the hand of fate:

If you try to drag the one eyed man out, he dies anyway, right?

Doolipalally
08-19-2010, 11:39 AM
Yes.

paladin
08-19-2010, 01:08 PM
Yes.

I wanted to kill him but Vark persuaded me not to and anyway he died. So he got what was coming to him as far as I'm concerned. And the rewards weren't half bad either.

Silk
08-19-2010, 02:09 PM
If you choose to try and save him

You find that the water killed him anyway. Not sure exactly what the "fate" is here.
EDIT: Didnt notice this being addressed prior, my appologies.


Also, with respect to Vark:

His combat benefits are directly related to his health. +10 MR for 91-100%, +9 MR for 81-90% etc.

paladin
08-19-2010, 02:11 PM
If you choose to try and save him

You find that the water killed him anyway. Not sure exactly what the "fate" is here.

Not sure.

Taleria
08-19-2010, 02:18 PM
This wasn't nearly as bad as the silver dragon quest. It helped that there were so many landmarks, so I could say, "Oh, I went this way already."

I enjoyed having Vark along. Luckily, there were items able to heal good chunks of SP, so it wasn't nearly so tedious having to use Restoration. I went out and rested when I could, but there's a limit to the amount. Think after the second time, you can no longer leave and need to use other means to maintain life.

Took me so long to run the adventure twice, because the first time, I encountered Glymuk before I'd explored everywhere. It appears that the room he's in is set on the western side. It was the same place in both my runs.

This was a nice, meaty adventure. I've missed things like this. I'd love to see Vark and Lyrril again, as well as the gang from PG V and the Lyrelocke monks. This adventure engaged me emotionally in a way I haven't felt recently with the myriad of set tasks and anonymous enemies.

Exp rewards were very nice. ATs are always welcome, and the gold was a nice bonus. Talk about hitting all the precious resources at once.

As for fate decision, I think it only affects the current adventure, but I usually try not to kill anyone when given the opportunity to subdue or if they surrender, so this was no exception. The only characters I've killed voluntarily are truly evil ones, like demons.

I'm so glad my fears of navigation nightmares were unfounded. Good story, good rewards, shiny loot, and enough challenge where it wasn't absolutely frustrating. This one's a winner.

Edit: In light of recent posts, what happens if you kill old One-Eye? And I'm curious about Vark dying, but couldn't bring myself to do it.

Oldschool
08-19-2010, 03:24 PM
Ah, right. Understood.

Back on topic, did anyone else wonder if the mechanics for dealing with a companion was a trial run for moving forward with Arkrol and his familiars?

Hadn't even considered that until I read your post - very sound logic.


.......Also, with respect to Vark:

His combat benefits are directly related to his health. +10 MR for 91-100%, +9 MR for 81-90% etc.

Missed that - thanks for the info.

.....It appears that the room he's in is set on the western side. It was the same place in both my runs.

Edit: In light of recent posts, what happens if you kill old One-Eye? And I'm curious about Vark dying, but couldn't bring myself to do it.

Not positive but it seems that the room he's in is the last one of those in that section that you explore. Since I didn't save I've still got all four to run so getting confirmation shouldn't be a problem.

It was very late when I did my first two runs but I didn't notice anything significant if you bash him in the head with your pommel. I'll pay more attention on my runs and post accordingly.

I'm also curious about those wheels. My earlier post still needs confirmation. It'd be nice to have a SAFE location at the entrance/rest point on these longer adventures.

Andras
08-19-2010, 03:53 PM
It's possible that the Hands of Fate decision is to lower or raise your alignment or it changes how you are viewed in future adventures by Vark or his Daughter. Personally, I killed him.

The wheels are odd. Maybe it was something that was being worked on but wasn't finished or removed.

paladin
08-19-2010, 05:21 PM
Well so far as I know I'll be selling that amulet unless it's revealed to have some hidden power. Barring that I'll keep the Snake's Head Medallion.

giman
08-19-2010, 06:30 PM
I made a forum account simply to say that I really enjoyed running through the mission with a companion (even though I didn't really need one) and i'd like to see more of this in the future. I also really liked the suggestion Doolipalally made of having familiars work similarly if they are ever released.

billydakid
08-19-2010, 08:56 PM
I wish we could have pulled the gem stone out of his eye lol.

Oldschool
08-19-2010, 10:54 PM
Welcome to the forum giman. :)

Taleria
08-19-2010, 11:15 PM
I wish we could have pulled the gem stone out of his eye lol.

Hahaha. Me, too.

Hmmm, the familiars idea is intriguing. I hope that's the case, though I worry about the enemy difficulties if it's assumed we have one. But if enemies are now going to be 18+ with some consistency, the familiars might help a lot.

Oldschool
08-20-2010, 12:16 AM
Just wondering if anyone has done any figuring on Varn's SP? I tried to do some ballpark guesstimating but after a few contradictory results I gave up. Math is definitely not my strong suit.

texlaw1992
08-20-2010, 12:32 AM
He has exactly 100 SP.

Elrond
08-20-2010, 12:50 AM
He has exactly 100 SP.

I think he has 150 SP. The damage taken is not identical to the percentage reduction.

Oldschool
08-20-2010, 01:20 AM
I agree with Elrond I think he's at or around 150 SP. On my last run I continuously healed him to 100 percent as it was easier to me to do the math when he took initial damage from 100 percent.

Elrond
08-20-2010, 01:42 AM
Nice adventure! I finished it having turned one wheel and not the other. Is there any implication to that?

And the reward is nice! Anytime I get AT's, the reward is nice ;) .

Oldschool
08-20-2010, 01:47 AM
Here's my take after multiple runs with three characters.

RE: Those expletives deleted wheels. I don't think they have a purpose or I overlooked it if that's the case. You have turn the southernmost one first which opens a grate before you can turn the northernmost one which allows what sounds like water to enter.

I didn't notice any differences whether the wheels were turned or not. Also I did one run where I only turned the south wheel opening the grate without letting the water in - again no differences noted.

I checked the map/sewer itself although admittedly I didn't recheck every nook and cranny with them open. The checks to withstand the water at the end were the same also. The check is based on Woodsmanship, Body (half ability score - i.e. 20 Body gives a +10 bonus) and Might (full point for point bonus). And I didn't notice any difference with the wheels whether the entry arch was collapsed or not.

Resting and/or going back to the entrance and reentering.
If you exit and reenter after the third time the ceiling collapses allowing you a check or power use - Fortification or Shadow at 60+ for 16xp each. Or if you decide to attempt the check you need 75 out of 100 with bonuses (for maxed skills @ 20) of +20 Agility, +20 Body, +10 Luck. Not sure what happens if you fail the power use/check but I'm guessing you and/or Varn take damage at the minimum.

The details on the amulet.


Unidentified Amulet (Use) Item ID 1883

* Class: Armour, Neck
* Status: Unidentified
* Encumbrance: 1
* Quality: Common

This is the small, copper amulet you discovered on the body of Glymuk, the leader of the krogari, in the old sewers beneath Phak-rur.

This item has not yet been identified.



Amulet Of Aggression (Use) Item ID 1884

* Class: Armour, Neck
* Encumbrance: 1
* Quality: Common
* Melee Rating: +2
* Stamina Points: +2
* Agility: +1
* Body: +1
* Might: +1

This is the small, copper amulet you discovered on the body of Glymuk, the leader of the krogari, in the old sewers beneath Phak-rur.


I haven't tested it yet and it may be wishful thinking to think it may have a hidden Battle Rage type power based solely upon it's name. Will add an end edit once I've tested it.


Re: Vark, If you let him die some expected text differences but nothing noticeable except the Korgari encounters are lengthened as expected. Not sure at what MR his boost would be beneficial as everything was 3+ (except when failing the ambush check) around MR 200 with and without Vark's help. Did notice some typos in that if you explore the west side chambers once he's dead the text is the same as when he's alive. Haven't "pinged" the GM yet as it seems fairly inconsequential and I don't think anyone would let him die and not abandon it. However I'll notify him just for the sake of a heads up. Plus that'll give me an excuse to inquire about those wheels, lol.

Hand of Fate choice, didn't notice anything but minor text differences. If you decide to kill him (Voltan did) Vark advises against it and you get a second chance. If you then decide not to kill him it seems (I didn't copy and compare verbatim) it's the same as if you decide to drag him with you to start with in that he's already dead.

Didn't note specific xp rewards as I got tunnel vision (pardon the pun) on those wheels. However there's AT rewards - specifically 6 total. Three automatically from the Korgari's corpse as well as his UM Longsword and three others once you find Tallys's graffiti which is automatic provided you don't skip that section of the sewers.

Also I feel comfortable after several runs in saying that you can skip over encounters as with the ATs above because the final encounter triggers once you've explored the last of the side chambers in the western section. I ran it in several "configurations" and it would only trigger on the last chamber only if I'd been in all of them.

Elrond
08-20-2010, 01:50 AM
Aside for the melee rewards and the 128's from Krogari groups, there is a 1024 general xp reward after the last group of Krogari; and the completion reward is 4096-512.

Oldschool
08-20-2010, 02:10 AM
Nice adventure! I finished it having turned one wheel and not the other. Is there any implication to that?

And the reward is nice! Anytime I get AT's, the reward is nice ;) .

Was still compiling my edit above when you posted. I ran and saved with Esoteric just the same and didn't notice any difference.

Aside for the melee rewards and the 128's from Krogari groups, there is a 1024 general xp reward after the last group of Krogari; and the completion reward is 4096-512.

Thanks Elrond that's what I thought but I wasn't sure. The combat xp for those Orange Slimes is pretty nice - I averaged mid 60's (w/o powers) consistently. Nice gold reward too - Hawk will stock up on those Battleground enchantments before he runs it since he's close to the cap.

Oldschool
08-20-2010, 02:30 AM
Just sent the GM a report regarding the text issue if Vark dies (detailed in an earlier post).

I also took the opportunity to ask about those levers and to inquire about forum speculation that the Varn mechanic may be testing or a harbinger for familiars. As I "told" him you can't blame a guy for trying. If he "obliges" the bait I'll post his reply. :)

paladin
08-20-2010, 12:50 PM
Just sent the GM a report regarding the text issue if Vark dies (detailed in an earlier post).

I also took the opportunity to ask about those levers and to inquire about forum speculation that the Varn mechanic may be testing or a harbinger for familiars. As I "told" him you can't blame a guy for trying. If he "obliges" the bait I'll post his reply. :)

Just one small thing. I notice that sometimes you call him Vark and others you call him Varn. LOL.

Oldschool
08-20-2010, 01:19 PM
LOL...... Go figure..... finally get an easy Sryth NPC name to spell and I can't get it right either. Wonder how I spelled it in my report to the GM? :rolleyes:

Almathea
08-20-2010, 09:15 PM
I liked the partnering up aspect of this adventure quite a lot. It's nice to share the dangers with someone else for a change :)

As for the wheels (I'll err on the side of spoiler caution):

I didn't turn any of them! I found two wheels, but I couldn't turn them at the time. I explored empty room after empty room in the SW part of the dungeon until I finally found the ruby-eyed rat fink. I faced hordes of rats, then unsuccessfully tried to save their king, then sploosh! I had to roll save vs. drowning (so to speak). I didn't get a chance to backtrack and test the wheels. I just finished the adventure and got the rewards without ever figuring out how to turn the wheels or what they did.

paladin
08-20-2010, 10:52 PM
I liked the partnering up aspect of this adventure quite a lot. It's nice to share the dangers with someone else for a change :)

As for the wheels (I'll err on the side of spoiler caution):

I didn't turn any of them! I found two wheels, but I couldn't turn them at the time. I explored empty room after empty room in the SW part of the dungeon until I finally found the ruby-eyed rat fink. I faced hordes of rats, then unsuccessfully tried to save their king, then sploosh! I had to roll save vs. drowning (so to speak). I didn't get a chance to backtrack and test the wheels. I just finished the adventure and got the rewards without ever figuring out how to turn the wheels or what they did.

You're apparently not missing a whole lot. It's hard to say what if anything those wheels do.

Silk
08-20-2010, 11:54 PM
I ran it completely without turning the wheels and then ran it again turning both wheels. to the best of my knowledge there was no difference in any results.

Young Ned
10-23-2011, 05:13 AM
I'm running the Tunnels of Peril right now, and there's one thing I haven't seen anyone mention yet in this thread. Along one corridor in the left half of the maze, there are three chambers in a row where you can go in and search but there's nothing to do in any of them. I've tried using a variety of items with no luck so far. Were any of you able to do something in those rooms?

And I haven't seen any wheels at all yet. I'm guessing they're all along the left edge of the map, as I haven't checked that part yet.

(Hard to believe this adventure has been around for over a year and there's no map for it yet in the wiki!)

psychoadept
10-23-2011, 06:15 AM
I just went through that adventure. The wheels are to the far right/east part of the map.

The searchable chambers to the left side of the map (there are actually 7 or 8 total) are where you find the missing girl. You can search them in any order, but you'll always find her in the last one. It seems like after searching the first two or three you start getting fights as you leave each one.

Unless you're referring to a different three chambers that I don't remember...

And be sure to walk through the "Tallys was here" section, which is towards the right side of the map.

Young Ned
10-23-2011, 09:28 AM
No, you're right about the chambers; I found the rest of them after I posted that. (Remember I said I hadn't explored the left edge of the map?) And I did find one wheel, but no others, so I completed the adventure and then quit without saving.

Seems weird that here are these chambers, practically begging you to find something in them, but you can't find anything in any of them except the last one. I thought I was just missing something...

Tetracapillactomist
10-23-2011, 10:37 AM
And don't forget that Tallys reference PA mentioned, Ned! (Upper right side of the map, as I recall - was nearly a year ago - straight ahead, going right/east from the entrance.)

Wheels were below that section, again right/east, in the top of the lower quadrant (I think - again, nearly a year ago since).

psychoadept
10-24-2011, 05:18 PM
The wheels are on the far right side of the map, but you have to access one from the north and one from the south. I suggest NOT turning them. It certainly doesn't seem to help with surviving the end of the adventure, and it might actually hurt.

scout1idf
10-24-2011, 05:48 PM
Anyone taking screen shots so a map can be put together????