

The spellbook was from Analand, and I was forced to destroy it so that it could never fall into the wrong hands, but buying it gave me the opportunity to have a look through the spells again and refresh myself. This time I decided not to visit the snake-charmer, and had the centaurs take me to the Black Elf caravan, where I posed as a merchant and bought a whole raft of stuff: a Hewing Axe (useful for cutting trees, but with a -2 penalty in combat), an Orb (can be thrown to hurt enemies, but has a chance to break every time), a Pearl Ring (worth 10gp, and useful in casting the invisibility spell), some snake-bite antidote, a vial of water (labelled as holy water, but actually not blessed at all), and a spellbook. I'll try anything to get out of that initial battle, even though I suspect it's a futile effort.įollowing my visit with Shadrack I encountered some Centaurs and befriended them. I discovered that you can't escape the Nighthawks by casting a WAL spell birds can just fly around a magic wall. I went through the opening scenes of the book, fighting the Nighthawks and visiting Shadrack. I began The Seven Serpents with a Stamina of 12 and a Luck score of 10. So unless it happens in The Crown of Kings, the backpack is basically worthless.

In theory it's a handy thing to have, but I don't recall being told to do this anywhere in the Sorcery! epic. It's not particularly special: it lets you ignore the text whenever you're instructed that you can only take an item by leaving one of your own items behind. I also traded for the Large Backpack in the Gnome's shop. It's a rare case where it's better to fail a Luck test, as you get to keep the Chainmaker's stuff as well as kill him and take his magic chain. The only new thing I recall discovering is what happens if you keep making successful Luck tests while trying to rob the Chainmaker: eventually you're caught in a net, and the old man from the prison at the start of the book shows up to let you out at the cost of returning everything you just stole. I got through them without too much trouble, following my usual paths. I won't dwell on The Shamutanti Hills or Khare - Cityport of Traps for too long. In most other books I'd be gnashing my teeth at that Skill score, but in Sorcery! it ain't so bad. Please, no, and thank you, I'd rather complete The Seven Serpents and be on to something else.įor this attempt I rolled scores of Skill 7, Stamina 22 and Luck 10 (raised to 11 at the end of book 1). The trick is to find it, otherwise I'll be right back to The Shamutanti Hills. Every path provided for that encounter leads to death, so there must be a non-obvious solution somewhere earlier in the book. Last time I fell afoul of the Serpent of Time, which I imagine was a sticking point for many a reader back in the day.
Sorcery 3 the seven serpents walkthrough crack#
Another week, another crack at the Sorcery! epic.
