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(Rudoguil the Stony and his alter ego the pirate, Rudoguil the Bloody)
Skull Pete notes that his friend, Rudolph, would have considered you a good soul. (Is that Rudoguil?)
Rudoguil the Stony appears in Cloud Pier and introduces himself as leader of the Expedition. But with neither specialists nor supplies, the Expedition is doomed.
Rudoguil the Stony found an experienced guide who requires something in return for his help. This is the third Expedition to the Source of Sorcery and it needs help to be successful. Although every Expedition requires supplies, this one requires peculiar supplies. Rudoguil, expelled from the clan, says this Expedition is his last chance to restore his reputation. And while everyone considers him a villain, he’s really a kind person. He wants to know why he’s rejected in Cloud City. His name has been slandered by constantly being blamed for things he hasn’t done. It all gives him such a headache. Turning back to the subject of provisions, food is needed and there are bargains to be found. Thanks to you the Expedition managed to get good provisions cheap. Rumor has it a blood-thirsty gnome pirate has been seen in the neighborhood. Rudoguil the Stony admits the gnome pirate was a friend, but after being accused of his crimes, Rudoguil the Stony now wants justice. Skull Pete knows all about the Expedition and Rudoguil. But he knew him by a different name…Rudoguil the Bloody. And what a pirate he was, ruining many lives! But apparently Rudoguil had memory problems. But Pete has fond memories of them polishing off a whole barrel of rum and asks you to give old Bloody his regards. Today, Rudoguil the Stony was once again insulted by being called an evil pirate, but he just sees himself as a peaceful citizen of Cloud City. Everyone must be confusing Rudoguil the Stony with some criminal gnome.
Rather suddenly, Rudoguil changes into Rudoguil the Bloody. He describes himself as the threat of all seas and demands to know who you are and why you’re there. This Expedition that everyone seems crazy about can be more fun and Rudoguil the Bloody proves that by framing the guide for robbery.
There are certain bonds at sea, one of them between Rudoguil the Bloody and Skull Pete. Rudoguil the Bloody understands you are acquainted with the pirate and asks you to deliver a bottle of rum to his old friend. Skull Pete can’t believe his friend would gift him a bottle of that famous Elvish rum. In return, Pete decides to gift old Bloody some homemade gnome wart. There is a problem with one of the ingredients, she-gnome’s ringing laughter, but some vendors sold you some. Once finished, Pete asks you to try it but there’s just something off-putting about the color. Anyway, you promise to deliver the gnome wort to Rudoguil personally. Rudoguil the Bloody likes his rum, but this gnome wort is really strong. Back to the work at hand, Rudoguil wonders if the Expeditions’ provisions weigh too much and, being light-fingered, decides to get rid of the excess provisions. Unfortunately, he gets rid of all the provisions and is very happy with the money he’s made.
Rudoguil the Stony is beside himself that the supplies of food and tools have disappeared and the guide is in jail. He begins restoring the provisions but wonders who could have committed this robbery. The provisions turned out to be with the city merchants and they all looked surprised when Rudoguil the Stony bought them all back. But travelling without a guide is a problem. No one has agreed to take his place and it’s probably not a good idea to leave the guide suffering in prison. Maybe the procured items will be enough to bribe the guard to release the guide. The jail guard turned out to be quite greedy so more is needed to free the guide. Meantime, the merchant Rudoguil bought the supplies from stated that he (Rudoguil) sold him the supplies and then destroyed half of his kiosk. That’s nonsense, but Rudoguil makes good with the merchant for all the damage, feeling framed in the process. The provisions and equipment are almost ready when the guide refuses to go saying he needs the redemption of his moral damage. Rudoguil the Stony notices the guide acting strange, as if he’s afraid of Rudoguil.
The Automaton needs some updates from Rudoguil the Stony who insists you can’t trust that mechanical brain. Rudoguil the Bloody wonders what all the fuss is about but knows he can make a fortune while everyone is busy with the Spirit of Chaos. Rudoguil the Bloody thought the second smartest person, after himself, was the Automaton but you surprise him. You’d make a good pirate, unlike that silly machine. Rudoguil’s mental health has surely suffered bringing up that little machine. He senses a change when his head begins aching and Rudoguil the Stony picks up his list of provisions for the Expedition. He realizes the Automaton hasn’t felt well lately; although he tries, he wasn’t meant for hard tasks. Rudoguil gives you supplies for the Automaton and hopes they will take him to the next level.
Rudoguil the Stony worries preparation is taking way too long for the Expedition and swears people are laughing at him. Suddenly, he feels sick…and Rudoguil the Bloody shows up declaring it’s time to cast off. Rudoguil the Bloody asks if you know about Franmar the Wise. He was the last king of the gnomes and rumor has it Franmar had an heir. No one knows who or where he is, but the one who finds the crown prince to the gnome throne will get immense fortune. Rudoguil the Bloody is all for that! Rudoguil the Stony picks up the story declaring a disaster was the reason the gnomes left the mountains. King Franmar insisted on the Departure but the gnomes didn’t like it. The king might have saved all the gnomes…or not. He hasn’t been seen since the Departure.
Level 35Rudoguil the Stony disappears from Cloud Pier and reappears at Source Gates. Rudoguil is satisfied to have made it this far, but the Gate of the Source is only the first destination. Rudoguil’s assistants explored every stone, tried every opening rune, but the Gate didn’t budge. It appears the Gate is sealed with hard-to-find ancient symbols of power. Rudoguil the Stony thinks the gnomes’ symbols of power must be in the gnome homeland – under th
(1) Rune Priest Ragnus Beardrune (2) King Ragnus Sagesmith (3) King Ragnus with Spectral Blade
Ragnus Beardrune appears in Rune Garden and introduces himself as keeper of the rune garden. He’ll help you look for the Source of Sorcery, but his help is expensive. He wants to know more about the Spirit of Chaos. It seems this creature doesn’t belong to our world but how did it get here? If this spirit was summoned from a different world, it might disturb the balance here. Instead of chasing the demon away, it appears the Spirit of Chaos is growing stronger. Ragnus discovered that collecting a certain amount of magic artifacts might help keep the balance in our world. Thanks to you, the balance is intact for now but it might change at any moment. After searching through ancient volumes, Ragnus finds out the only hope in defeating the demon lies with the Unicorn. But it’s not easy to find this magic beast. Oberon won’t give away the Unicorn’s whereabouts and the demon can’t be defeated without him.
Ragnus Beardrune admits hearing a lot about the Source of Sorcery over the years but has never seen it. However, he knows for sure the way to the Source of Sorcery goes right through the Rune Garden. It’s his responsibility, as keeper of the rune garden, to collect magic from all over the world. Magic is in danger as long as the Spirit of Chaos remains, so Ragnus is collecting as much as possible to preserve magic in this world. If magic suddenly disappears, Ragnus will be able to revive it using the collected runes and magic. The next generation of gnome-conjurers will appreciate your help and your name will stay in the world’s historical records. The witch, Arabella Scales, prepares a potion for Ragnus that is especially good. She found out Ragnus is storing magic power and doesn’t want to waste her efforts. She spend too much time destroying the first Expeditions to let Ragnus meddle now. The gnomes destroyed their own mountains and took hold of the Source of Sorcery.
Ragnus hands you special charms to help you fight the evil spirits on the way to the Source of Sorcery. They will protect your Expedition and hopefully prevent another disaster. Many decades ago a horrible catastrophe took place caused by Ragnus’ ancestor. He doesn’t want to lose his home again so will try to convince the gnomes about the importance of your Expedition. Ragnus did manage to find different specialists for the Expedition, but they won’t work for free.
While the Rune Priest seems to be in favor of opening the Gate to the Source, he insists on staying away from the ancient subway. A long time ago, the gnomes abandoned the subway because of untold horror – but the memories linger. Ragnus is scared that entering the subway may disturb the evil there. So the Rune Priest votes no to letting Rudoguil and his Expedition enter the abandoned tunnels; it’s just too dangerous. Ragnus believes the Automaton can help, but the machine finds a false program with corrupt data. To obey the rune priest will threaten lives, so the Automaton rejects Ragnus and declares the Gate must open. Apparently Ragnus attempted to use strangers to damage the Gate, which infuriated Rudoguil. Ragnus is desperate to keep his people away from the subway and contemplates getting the best engineers in Cloud City to control the Automaton. But the people still search all possible catacombs and stashes looking for a way through the Gate, with no success. And now Ragnus has more important things on his mind. A murderer has appeared in Cloud City and the gnomes dread going out into the dangerous streets. Fearing the gnomes may not be up to this challenge, Ragnus sends for a professional detective.
Rudoguil is determined to open the Gate despite Ragnus’ opposition. He thinks Ragnus is against the search because if the old king is found, that would threaten Ragnus’ power in Cloud City. Ragnus can’t find the map of the subway and wonders about the loyalty of some of his people. Ragnus is loath to reveal the truth about the previous king because it could hurt many and Ragnus refuses to allow that. Besides, the trial of Jeronimo the innkeeper concluded not long ago and he has admitted his guilt. Jeronimo committed all those murders just to frame Chris the Assassin and Ragnus calls him “a blind man in love.” Jeronimo Took is now in Cloud City Prison but there’s trouble ensuring his security. Many gnomes whose relatives suffered want the innkeeper dead.
Ragnus needs help resolving some issues around the city. Jeronimo is in prison, but there is still call for revenge. The people want Jeronimo executed, but he’s a ghost! How do you execute someone already dead? An angry crowd gathered around the prison and Ragnus managed to soothe the people’s wrath by promising to punish Jeronimo soon. The citizens are quiet for now, but it won’t last long.
The Lost Fairy is beside herself that the poor innkeeper is alone in prison and the wild gnomes are demanding revenge. The hardest thing is that Ragnus promised to punish Jeronimo. Something must be done.
The Automaton finds a coded message and deciphers it. It appears Valdo, the goblin treasure hunter, was working for Ragnus in trying to stop Rudoguil. But while Valdo admits helping Ragnus, he didn’t know about your search then.
Level 42The quiet life of Ragnus Beardrune didn’t last long. There is chaos in the city, people are rising and the city will soon be engulfed in riot. Ragnus’ promise to punish Jeronimo didn’t have any effect. Ragnus still hasn’t found a way to punish the ghost murderer and he’s desperate for some way out of this situation. He must have an audience with the Council of Elders , a meeting at the highest level, to discuss the situation. After talking to the Elders for hours, one possible solution was reached. They want to crown Ragnus! It wouldn’t be his first choice, but the Elders see the coronation as the only way out. Only a legitimate sovereign can put it all to rights. Today, Ragnus will make an announcement to the gnomes about the upcoming coronation. The sooner the coronation process, the sooner the gnomes will be happy to have a king again. The coronation ritual gets underway and now
Rune Priest Ragnus Beardrune is busy trying to keep his people out of the abandoned tunnels when a murderer appears in Cloud City. Suddenly the gnomes dread going out into the dangerous streets and Ragnus knows this situation demands outside help. That’s why he sent for a professional detective. Detective Norman Hayes appears in the Commercial District and immediately begins investigating the gnome murders. For starters he has a hunch about Anabel and would like to find out what she thinks about the murders. Anabel, very upset by the murders, urges all castle residents to speak with the detective. But what Detective Hayes needs is evidence, hard evidence, so he decides to interview all the city dwellers. To the detective Henry appears shifty, but Henry is appalled at being suspected of the murders. He allows nothing to interfere with his archeological studies but agrees to turn over any information he comes across. The detective then has a gut feeling Chris Arwin had something to do with the murders but Valeria Steiner gives him a solid alibi. Seems her and Chris were practicing their craft at the time. Next on the detective’s interview list is Keeper of the Castle, who has been so busy in the castle he claims he doesn’t know anything about the murders. Did those gnomes bother anyone? The detective is puzzled how this murder case seems so entangled and yet none of the suspects seem to have a motive.
Detective Norman Hayes, not wanting any more gnomes to die, decides magic is needed to find the murderer. Not being good at magic himself, he must find an expert, human or not. The detective’s knowledge of magic is enough to release Lord Chamberlain from his spell. Since the Chamberlain was a pudgy purple bat at the time, he couldn’t possibly have committed the murders and his magical expertise is essential. Lord Chamberlain is back to normal in Throne Hall. Once recovered, Lord Chamberlain creates a unique amulet to help in the investigation. Detective Hayes gives the Chamberlain everything he needs to restore his magical powers and any materials he needs for the investigation. The detective feels the case is so close to cracked, he can taste it! But this crime was committed in a strange way.
As the circle of suspects narrows, Lord Chamberlain announces he’s found the criminal. From the magical tracks left, it’s clear the murderer is no ordinary man. Maybe a werewolf or a vampire. The Chamberlain performs further analysis of anomalies found at the crime scene and find the murderer is a…ghost! Now there’s something you don’t see every day. The Detective never had to arrest a criminal before and hopes the Chamberlain will help. The innkeeper Salty Took, who didn’t resist arrest, is the murderer. Salty disappears from the tavern.
Very distraught over the Knight and Arabella, Anabel seeks professional help. Meanwhile, Detective Norman Hayes is looking for the rascal who covered the walls in nasty words and has put another smuggler of pearl crawfish behind bars. He’s intrigued by Anabel’s request to follow the Knight, but the detective respects the knight and doesn’t know if he should spy on him. However, since it concerns the witch, he decides to take the case.
The sooner the detective gets started, the sooner Anabel will get her information. Anabel knows the detective is a professional and she’ll soon learn who the Iron Knight really loves.
Spying on the Knight takes a lot of the detective’s time, but he does his best to keep a close eye on him. The detective asks for your help and reminds you not to forget the password…saw-fish. The Knight has been seen talking to a strange man in the tavern so the Detective makes an eavesdropping device to help hear what is being said. All he hears from the Knight is the usual talk about tournaments, hunting, dragons and ale. Not a word about Anabel. The detective waits to see if someone will visit the Knight at night. While the witch didn’t visit, the Knight disappeared! There were traces of struggle in his room. Anabel was notified about the Knight’s disappearance and immediately suspected the Witch of using a love potion. Anabel has the entire castle looking for the Knight and will never give up searching. While Detective Hayes has several leads, he employs the help of Chris Arwin. Following his own leads, Chris finds the lair where the Knight, poisoned by the spell of forgetfulness, was imprisoned and frees him. Anabel holds a celebration to welcome the Knight home and is more determined than ever to find the kidnapper. Unfortunately, Chris discovers the criminal close to home when his sister, Lilian, admits to kidnapping the Knight; a misguided attempt to lure the Knight’s father, Sir Oeland, into a trap as revenge for his allegedly murdering her family.
Lilian desperately needs Detective Norman Hayes to help her escape Oeland’s sleuths. The detective just finished the Wild Hunt Diamond case where the butler turned out to be the abductor so he has time to help Lilian. But Lilian has been in Cloud City for a while and with so many eyes around, she might have been seen by many people. But he knows how to hide Lilian and the detective has a plan.
This is modern times; all those invisibility hats and invisibility potions are so mid-century. Werewolves are more like wolves than people, right? So using their own sense of scent against them is the way to keep Lilian safe. Lilian is grateful to the detective (spelled Haze) for his help.
Level 60(After his battle with the Elemental of the Abyss, Jeronimo disappears. Ghostly Messenger, claiming to be the Source of Sorcery, promises to bring back Jeronimo. But the Nature Blessing is needed to fully restore his powers. Once that happens, power will also be restored to the Chamber of Wishes. Then the Rune Scroll can be used to make one of your wishes come true (the return of Jeronimo). Detective Hayes knows the search for runes will take money; information isn’t free and informers must be paid. To crack this case, he’ll have to comb the castle so the detective begins packing for the
Although the mysterious locked door was opened in Level 8 with the Key Ring, revealing Valeria’s Diary, the Keeper of the Castle isn’t revealed sitting there until now. The Keeper of the Castle must preserve peace in the castle but is glad to see a new challenger.
The Keeper of the Castle vows to fight back the bleak thoughts filling the castle. He warns there will be more and more obstacles in your way but you must stand your ground! The Keeper can see the entire castle, but can’t walk around it so he needs your help. The castle will fall without it. Time is slipping away and it gets more and more difficult to hold back the creatures of the night. Each step brings you closer to eliminating the shackles of evil.
The Keeper sees the past, present and future as a rushing river flowing by. Sometimes a good relationship is more valuable than gold. While the world is sadly full of false virtues, you are close to discovering the truth and tasting kindness. The witch rejected the power of good, of course, that’s why she’s a witch. And Henry may be in trouble.
The Keeper of the Castle is relieved the castle is more or less safe since the Chamberlain’s punishment, but knows his negative influence still remains. He offers a short philosophy lesson…If you don’t grow as a person, nothing has meaning. The castle is now free of doom and you have earned the respect of the statue. The Keeper muses how time, while non-existent for him, flies for some and how humans often ask for immortality even though they have no idea how to cope with it. Don’t you fear the Chamberlain’s fate?
The witch displayed unwanted interest in the Knight, trapped the Knight’s father, Sir Oeland, between worlds and somehow deprived the Heart of the Mystery Chamber of magic, but unless she threatens Midnight Castle, the Keeper of the Castle can’t do anything about her. He can, however, give you a storage core that contains concentrated magic.
As Detective Norman Hayes is investigating the gnome murders in Cloud City, he decides to interview everyone. The Keeper of the Castle says he’s been so busy in the castle that he hasn’t heard a thing about the murders. Who could those gnomes have bothered? Perhaps the best approach is to ask the gnomes living in the City.
The threat of invasions of the Elemental of the Abyss is felt throughout the castle and Anabel needs help. Protecting Midnight Castle is the Keeper’s top priority and he assures Anabel she can count on his help.
Jeronimo disappeared after battling the Elemental of the Abyss. With the Mystery Chamber out of power, Jeronimo can’t be wished back. The Ghostly Messenger, the Source of Sorcery, appears and desperately needs power. He attempts a bargain…help him restore his power and he’ll bring back Jeronimo. Everyone must decide whether the Ghostly Messenger can be trusted. The Ghostly Messenger says keeping him waiting has led to unfortunate things before and sends you to his old friend, the Guardian. He helped him once and he can do so again. The Keeper of the Castle can’t imagine what old friend sent you; no one fits your description. Lionel Mercer went missing years ago and, with nothing but bitter memories, the Keeper isn’t looking forward to seeing him. He’s regretted his dealings with Lionel Mercer and would advise against making any deals with him. Lionel was the greatest mage of his time, but it was rare for anyone to ask for his help. Maybe you can guess the Keeper is one of the few who did; and look what he turned into. The Keeper won’t say what he asked for because the agreement between the two of them prohibits it, but warns you not to trust the Ghostly Messenger. The Keeper of the Castle advises remaining wary of the Ghostly Messenger, whether he’s Lionel Mercer or not. But the Keeper decides to help anyway.
Jeronimo returns to his tavern, but everyone else has disappeared! The Keeper of the Castle, urged by Salty to find Anabel, finds traces of her at Dark Tower. Lying unconscious at the Dark Tower Gates, Anabel is just mostly dead according to the Keeper of the Castle. Living Water is needed to save Anabel, but the Keeper knows making it is not a simple task. One ingredient cannot just be found, it must be created. With the lost formula in hand, the Keeper comes through with the ingredient.
Anabel is the only one who knows what happened to the other residents of Midnight Castle and she believes everyone is locked inside the Tower. But the door is locked and pieces to the Dragon’s Tongue Key are missing. The Keeper of the Castle tries to jog his memory for the part you need and, since he doesn’t usually throw anything out, it must be around somewhere. Success!
The Iron Knight is found wrapped in chains in Dark Tower Hall and a way to release him must be found. The Knight doesn’t remember much, but the Keeper of the Castle knows a little information is better than nothing. Trying to knit together the pieces of memory, the Keeper feels the solution is so close he can taste it. If he could taste, that is.
The Keeper and the Lord Chamberlain agree the Dark Tower must be searched. While progress has been made, the Keeper is exhausted and needs to rest. With the Iron Knight still in chains, Skull Pete leaving Midnight Castle for an island to store his treasures (Skull Pete disappears from Mirror Lake) and items being out of place, the Keeper of the Castle can’t listen to your problem. He orders an immediate maintenance check of the Castle and, once satisfied all is well, remembers an ancient book mentioning the Eternal Call. One of the books also describes the Dual Fates which is located in a mystical place…the Mystic Fountain. Success!
Level 66The Keeper of the Castle says the task of freeing the Iron Knight must be more difficult than he though if Valeria Steiner is asking for help. The Keeper jokes about whistling and playing the violin, neither of which he can do, but he
Valdo, appearing in Far Metro Station, introduces himself as a treasure hunter. He usually works alone, but wouldn’t mind having help. He really must fix the metro station, which has become dark and lonesome. Valdo heard you are friends with the Rudoguil gnome who’s searching for the hidden treasury. Valdo has spent some time exploring and has some information on the treasury and the old king! Perhaps he can help everyone achieve mutual goals.
Valdo claims to know every underground passage but before he can show you his attention is diverted by the rarest gem worth a lot of money. When he realizes you’re still waiting to see the map of all the underground caves, Valdo says a goblin took it. Valdo hasn’t come across the special things Rudoguil wants from the gnome treasury, so decides to give him directions to the treasury. At least, Valdo hopes they’re the right directions. Rudoguil the Bloody, fully equipped and prepared to follow Valdo’s directions to the gnome treasury, gets stopped by the guards of Cloud City.
Rudoguil the Stony, awaking from a strange dream, is sure Valdo sent him on the wrong track. Good thing he found some gold, but he fully intends to punish that crafty goblin! Valdo made a mistake with the location of the treasury, but no one was hurt. And Rudoguil did find some gold, after all. The Automaton finds a ciphered message that says Master Valdo works for the Rune Priest Ragnus Beardrune in his efforts to prevent Rudoguil from exploring the underground tunnels. Rudoguil must know the truth about the goblin Valdo. Valdo can prove he’s not guilty. When Rudoguil was caught by the scarabs, Valdo was busy exploding a wall. Therefore, his innocence is obvious and it doesn’t matter that the Automaton found some suspicious information. Valdo has something even more suspicious; information about the illegitimate daughter of a gnome banker. Valdo admits to helping Ragnus, but swears he didn’t know about your search then. He really did mean well.
In order to execute the ghost Jeronimo Took for the murder of the gnomes in Cloud City, King Ragnus Sagesmith needs a very special ancient artifact. He entrusts Rudoguil with finding the Spectral Blade. King Ragnus is in possession of the Blade, but a rune magus says it is a skillful imitation of the ancient artifact and Ragnus is sure it was Valdo who placed the fake Spectral Blade in order to sell it. King Ragnus will find Valdo at any cost!
Skull Pete’s proposition to the new leader of the gnomes is simple; information on the whereabouts of Valdo in exchange for sacks and sacks of money. Pete baits the hook hoping Ragnus will shower him with riches, even though the information Valdo is useless. But the old penny pincher Ragnus refuses to pay Skull Pete.
King Oberon reveals the Spectral Blade can be used to destroy the Elemental of the Abyss, but Ragnus knows to find the weapon he must find Valdo. His most trusted people found goblin traces and searched for Valdo in the most remote places, but never located that rascal of a goblin!
Skull Pete has no trouble telling you where Valdo is…for a price. After all, selling information is just a way of making some coins. Valdo, now in the Commercial District, is livid Pete turned him in and vows to get even with him. Good with blending into a crowd, Valdo knows the best hiding place is the most conspicuous one. Valdo asks for help with some local issues and assures you it’s all legal. Once the townspeople stop annoying him, Valdo understands Ragnus arranged to deliver the Spectral Blade to Rudoguil. But the Spectral Blade is no regular blade and it’s far best that no one has found it. Even though he’s been blamed for stealing the blade, Valdo swears he hasn’t touched it. As a matter of fact, the artifact is still in the gnome treasury.
I just can't get enough of these! Thank you again for all you do!!
Oh you're very welcome! Your post just tickled me pink. I wasn't sure if anyone was really interested in all this like I am. I began this thread just to post pics, but then somewhere along the way, decided to include a character synopsis along with. I thought it would be easier if someone just wanted to know something specific about a character to find it that way, rather than read through the whole dialog thread.
I will do the main characters, but they will be rather long since they're in virtually every level. But his is actually fun for me.
Again, Ada, thank you so much.
1 & 2 Skull Pete Level 20
3 & 4 Human Pete Level 22
5 Pete the Pirate Level 70
6 & 7 Pete as the Tin Man Level 76
8 Skull Pete as Young Pete Level 78
Due to Lord Chamberlain’s curse, Skull Pete seems doomed to remain fleshless forever. Even as his old bones rattle around, Skull Pete longs to be a pirate again. He desperately wants to step foot on his ship again, to smell the sea air and enjoy some rum. And the one thing he loves more than gold…weapons. For Skull Pete, there’s no such thing as enough treasure. Pete wants to be a pirate again but despite all the rituals he’s tried, he remains nothing but bones. But he’s grateful for all your help and is sure he will be human soon. Yo ho ho!
Skull Pete retrieved the recipe that will return his human appearance, thus outwitting the Chamberlain’s curse. He seems to be generally fond of you, first calling you adventurer then apprentice. It upsets Pete that the ghost innkeeper found a large sum of money; after all, he’s not a pirate so doesn’t deserve wealth. Pete presents you with a joint adventure of sorts; selling the finest Elvish rum. But that would require cooperation of the elves, who would likely ask for something in return. Pete needs a new sword and admonishes you not to come back without something sharp, if only your wits! He says his friend Rudolph (Rudoguil?) would have called you a good soul. A certain person promised to make a new mast for Pete, but cheated him on the deal.
Skull Pete is now human! He totally forgot what it means to be human and regrets drinking so much rum. Pete really loves gold and needs to get his head back into the game. Right now the old pirate needs some rest. But first, where did all the rum go? Still proud of you, Pete promotes you to ship boy or perhaps senior seaman. How about celebrating with some more Elvish rum?
Skull Pete has a plan that would make him rich and wonders if you want to go halves with him. You agree, and after splitting the profits, Pete can now afford an entire fleet. But what he wants most is to repair his ship. Being human has never been better and Pete decides to start thinking about securing his mortal life. A bottle of amazing Armagnac fell into his hands, which Pete feels is an honor to taste. You decline his offer, which is okay with Pete since that means more rum for him. Skull Pete is finally sober but is deaf to everything except repairing his ship. So you help him with the most important part of the ship, fixing the wheel. But thunderation and an iron maiden…the wheel broke again! With any luck, the patch will survive at least one sail. The repair is going well and Pete says you would make a good sailor.
Pete’s heard of the Expedition headed by Rudoguil and offers to share some information and a bottle of rum. Seems Pete knew Rudoguil the Stony by a different name…Rudoguil the Bloody. What a pirate he was! While relating disturbing memories, Pete swears he’s stone-cold sober. That bottle of ale just happened to break! Rudoguil the Bloody ruined so many lives. Oops…seems like another bottle of ale broke! Pete claims it’s no good asking Rudoguil about him because he doesn’t always remember things. Either this wasn’t good ale or Pete’s grown old because back in the good old days, Pete and the Bloody One could finish off a whole barrel. Suddenly, you’re demoted to cabin boy. Pete confides he’s sick and tired of the grotto and asks to join your Expedition. But once the amount of work required sinks in, Pete quickly changes his mind. Anyway, his ship isn’t even fixed yet. Pete decides it’s too much trouble to go but wants you to say Hi to Rudoguil for him, if he remembers Pete at all.
Rudoguil the Bloody, knowing you’re acquainted with an old pirate friend of his, gives you a bottle of rum to deliver to Pete. Skull Pete gets a heady feeling from that bottle of famous Elvish rum gifted by his friend, Rudoguil the Bloody. Once the bottle is half gone, Pete decides to pay ole Bloody back with some homemade gnome wort! The recipe itself is in poetry form, but Pete doesn’t have the ingredients. He’s sure they can be bought from some vendors, but “she-gnome’s ringing laughter” could be a problem. He can’t imagine what that is and hopes it doesn’t come from an actual she-gnome. Once ready Pete asks if you’d like a taste, but the color is unappealing. He gives you the bottle of gnome wort to deliver to Rudoguil personally.
Skull Pete is well versed in how to make a fortune but after making money you have to do something with it.
King Ragnus Sagesmith needs a special ancient artifact, the Spectral Blade, to execute ghost Jeronimo Took for the murder of gnomes in Cloud City. He entrusts Rudoguil with finding the artifact, but when it turns out to be a skillful imitation, Ragnus blames Valdo the treasure hunter. Valdo then goes into hiding. Skull Pete has a proposition for the new leader of the gnomes that will make him rich. Ragnus agrees to meet Pete and, in the middle of negotiations, Pete discovers Ragnus can’t be trifled with and he’s stingy to boot! Pete thinks by spilling the beans about Valdo, Ragnus will shower him with riches. So Pete baits the hook and waits for Ragnus to fork out the money, making all his dreams come true. So what if the information on Valdo is useless; Ragnus doesn’t know that and Pete is sure he’ll need sacks to carry all his coins. But Ragnus, the old penny pincher, refuses to pay.
It doesn’t matter to Skull Pete what all the interest in the goblin is about, but if you want to know where Valdo is, it’ll cost you. Peter prefers being an information seller; it never goes bad and there’s no need for a storeroom. Because you’re an old friend, Pete tells you where to find Valdo free of charge. The goblin, hiding in plain sight in the Commercial District, vows to get even with Pete.
as Snow White, Level 76
Opening the hatch in the Dungeon of the Cursed leads to the Underground Grotto and the witch, Arabella Scales. According to Arabella, you’ve met before and since the Chamberlain trusts you, the witch will do the same. Arabella Scales comes from a long line of witches; she still remembers everything her granny witch told her. Her love potions are particularly popular and difficult to keep in stock. The witch finds it funny that the Chamberlain both needs help and gives help at the same time, and hints that he may nearly be out of time.
Arabella is spellbound by your tiny victories with the Chamberlain. She insists alchemy is a calling not a hobby and she could prove it with just the toe of frog. While there is some peace from the Chamberlain, Arabella’s attention goes to her favorite potions. She must act fast because poison in the potions can fade! The Chamberlain grows active again and the witch pacifies him to avoid his temper. He thinks he’s so clever, but who needs who? Not a moment too soon Arabella asks you to replenish her rare ingredients. Her gargoyles are ill! Being a witch doesn’t eliminate her responsibilities to the Chamberlain, but she’s too busy to talk right now with her potions brewing!
According to the Keeper of the Castle, the witch rejected the power of good which is why she’s a witch. But with your help, even a witch can be grateful to a mortal. Arabella is busy with her potions, poisons and herbs and blushes when you ask if she’s making a love potion. This particular potion depends on crow feathers – and they don’t like to be plucked!
Arabella is positively gleeful at the idea of Lord Chamberlain feeling frightened and grieving. She drips with sarcasm over your helping the Chamberlain and reveals she has plans of her own for him. At first, they were a secret but Arabella decides to let you help with her evil surprise. It’s quite nasty but will ultimately benefit everyone. The witch doesn’t want you to worry; her plans don’t include killing the Chamberlain. She has something more fun in mind. The witch begins by conducting a small but pretty complicated ritual that will allow the Chamberlain to show his true nature. Arabella is in a horrible mood and you know what they say…a sad witch is a bad witch. Once the ritual is half-done, Arabella finds the second half in an ancient book. She wanted to finish the ritual alone, but her witch’s powers are so completely exhausted, she needs your help. The witch never imagined the ritual would be so hard, but protection surrounded the Chamberlain. Using her last bits of power Arabella proclaims the deed is done. Gleefully, she sends you back to the Chamberlain with her warmest regards. Arabella turns the Chamberlain into a pudgy purple bat. According to Anabel, the witch isn’t exactly who she is pretending to be.
Arabella heard rumors that the Werewolf Knight is wandering around the castle. The witch contemplates inviting the handsome and presentable Knight over and tries to figure out the best way to lure him. The Werewolf Knight doesn’t show up; it appears he has a tolerance to the witch’s charms. All Arabella needed was his soul, werewolfish and enamored. The witch heard your uncle is alive, but is he really your uncle? Even if he is, is that a good thing? After all, you don’t know each other at all and now this stranger will reap all the rewards while you do the dirty work. Are you really sure that living with a relative and the owner of the castle won’t disturb you? You’ve been warned. While the Knight and Anabel bathe in the glow of their engagement, they feel the witch is still watching them. They find the witch hard to read and could really use a shield from her magic. Apparently, the witch had plans for the werewolves for quite a while and her intrigues included locking up Sir Oeland (the Knight’s father) in the space between the worlds. They distract the witch in a fruitless effort to free Sir Oeland. With the help of Keeper of Wishes, Sir Oeland is no longer captive to the witch’s curse but the Keeper worries the witch will pick up on too many marks left behind.
The Keeper of Wishes feels the witch is beginning to suspect who released Oeland and sends her the wrong way. The witch tried to inflict some horrible curse on the Keeper of Wishes, but the curse was averted. The Keeper of Wishes is sure Arabella is responsible for depriving the Heart of the Mystery Chamber of its magic and sends you to the Keeper of the Castle, who can’t get involved unless the witch threatens Midnight Castle. The witch notices someone is putting things to right in the Mystery Chamber and wants you to be her eyes to what’s happening. Is your uncle improving the castle and are you sure he’s really your uncle? The Keeper of Wishes is the spirit of the Mystery Chamber, and with the Heart losing its magic, the Keeper of Wishes begins to weaken. In an effort to find the problem, the Keeper of Wishes decides to travel to the Source of Magic. She disappears from the Mystery Chamber. The Wise Dragon also notices something wrong with the castle magic. He feels the Source of Sorcery is in danger and he must protect it from whatever threatens it. The Wise Dragon disappears from the Forbidden Tower. Anabel reluctantly agrees to move into the Forbidden Tower and guard the Mystery Chamber in the Dragon’s absence, but she worries once in the Tower, she won’t be able to see what’s happening outside.
Level 28Sure enough, Anabel and the Knight move into the Tower and King Oberon and his elf spies appear at the Castle Gates. Arabella needs you to to find out more about the unknown force who appeared by the castle gates.
The Lighthouse Keeper introduces himself and asks if you’re looking for the man in dark clothing. A ship sailed away just before you arrived and the man you seek was aboard that ship. To catch him, the Lighthouse Keeper suggests talking to the schooner captain at the pier. He’ll fix you up with a good ship. But be careful; they say he’s a pirate. Skull Pete is very happy to see you again and is more than willing to chase after the Ghostly Messenger; finally a good business deal beyond rum bottle collection. But the lighthouse must be repaired so you’ll need to talk to the old man at the port. You visit the Lighthouse Keeper at the most inopportune time, but you ask him directly why the lighthouse is out-of-order. The Lighthouse Keeper admits it all happened so quickly and he did find it suspicious that the Ghostly Messenger’s ship sailed away right as the lighthouse stopped working. Now that he knows the character of the Messenger, he’s probably the one who broke the lighthouse. Restoring the lighthouse takes top priority, but it can’t be done alone.
The lighthouse is now repaired, but the Ocean Guide, the ship’s compass, is broken. And who else but the Ghostly Messenger would have done that? The Lighthouse Keeper considers himself a jack-of-all-trades and wants to help repair the Ocean Guide. The Ocean Guide is the most complicated thing he’s seen and offers to give you all the parts and tools needed to repair the device. But that’s not what you want, so the Lighthouse Keeper says your visit was interesting and wishes you well on your trip.
Your journey takes you to Atlantis where you meet Lydia, an 8-year old orphan who claims the Mystery Chamber brought her to Atlantis. Anabel feels a kinship with Lydia, since she also didn’t know her parents as a child. Anabel wants to share some happiness with Lydia, so asks everyone for humanitarian aid for the child. Particularly the Lighthouse Keeper who knows a lot about loneliness. The Lighthouse Keeper is giddy with the news that Atlantis, sung about and sought after for ages, is real. He’s very happy to help Anabel with gifts for Lydia and suggests looking for everything related to games and leisure. Board games are delightful and he’s especially fond of the one where you sink the other person’s ships. Come to think of it, the Lighthouse Keeper remembers there was a ship once in his port with a little girl on board. Was it Lydia?
Arabella is trying to soak the Dream Catcher with dark magic in an effort to lift the curse from Lady Adora. She believes the final piece may be found with her old friend, the Lighthouse Keeper. It’s been ages since your last visit to the Lighthouse Keeper but a little bird told him about the new world you’ve been exploring. He wants to be filled in on all the changing circumstances…whatever happened to that girl from Atlantis and the dragon’s troubled lady love? And he’s very happy Hansel and Gretel caught the Ghostly Messenger. Getting back to business, the Lighthouse Keeper says it’s no easy task Arabella gave you, but there may be something of interest among his treasures. Then he remembers that long ago, some magician left the piece you’re looking for with him for safekeeping. But does Arabella know for sure it’s not harmful? The Dream Catcher didn’t work as intended; Lady Adora remains cursed but Salty, Henry, Lord Chamberlain, Iron Knight, Anabel, Skull Pete, Hansel and Gretel have become children and Valeria, the Wise Dragon and Lighthouse Keeper have vanished.
Once the Time Clock goes to the World’s Edge, Lady Adora becomes young, the children are once again adults and the Wise Dragon and Lighthouse Keeper are back.
It’s been ages since you last spoke with the Lighthouse Keeper and he’s very glad to see you. He heard about the strange duel in the Jousting Field, but wasn’t aware the Knight was involved. One advantage of living a long life is you acquire a great deal of wisdom. Maybe it’s better that the Joust went wrong. The warriors are still alive, and a common enemy will pull us together. The Lighthouse Keeper says any stories about the Time Slipper among the sailors are long forgotten. But he agrees to ask around to see what he can find.
Of course! The Lighthouse Keeper remembered Old John Lonely Heart recalled parts of an ancient legend about a ship called the Titans’ Fury. It was a good ship with a sad fate. The Titans’ Fury was supposed to hide the Galactic Cluster at the farthest edge of the distant sea. The Lighthouse Keeper wishes for one moment he was part of the Fury’s crew, despite its grim fate. The Titans’ Fury sank into the icy sea after crashing into a huge iceberg. Legends say the ship was cursed. Sailors are a superstitious lot so the Lighthouse Keeper definitely believes in curses!
The Lighthouse Keeper found a wizard who should be able to help his ship, the Brave Rosetta, and crew sail out and retrieve the artifact part. After wishing them good luck on their search, the Lighthouse Keeper hopes the wind and seas have been kind to the brave little ship.
A messenger finally arrives with the news the Brave Rosetta was spotted passing a nearby port and is on the way home! The Lighthouse Keeper is very proud of the nimble ship’s crew and begs to hold the Galactic Cluster a little longer. It’s almost like touching a legend itself. The Keeper hands over the artifact with a warning; don’t let Shadow’s lies confuse you.