The Cryptkeepers of Hallowford — Sharpen your sword and save Hallowford!

@Koda222 I hope I didn’t come off like I was mad at you or anything. I was just trying to clarify why I asked. Thanks for your answer; it was the correct one! :blush:

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What and where was/is the city of Esselin?

So I did a recent playthrough of the Fledgling Realms series, and there are a few inconsistencies I noticed between Kendrickstone, Cryptkeepers, and the Adventurer’s Guide.

  1. In Kendrickstone, in both the reference section and in the game’s prologue, the city is referenced as having 15,000 inhabitants. In Cryptkeepers it is 30,000, and in the Adventurer’s Guide it is 35,000.
  2. Similar issue with the Knights of Kendrickstone. In Kendrickstone they number a dozen; in Cryptkeepers it is apparently two dozen.
  3. When questioned about her adventuring days, the Baronness of Sonnemerci says that Leofric inherited Kendrickstone after his father died. However, according to his personal recollections in the Adventurer’s Guide he inherited it from his aunt.

Also, on an unrelated note, I have a question: has anyone else wielded Kendrick Giant-Slayer’s sword between Kendrick and the MC?

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Hi, everyone. I’ve been enjoying a new readthrough of Kendrickstone with a new, role-played character. So far, they have 2 Prowess, 5 Will, 4 Subterfuge and 4 Eloquence. But I’m a bit skeptical of taking them into Hallowford. Do you think a jack-of-all-trades can do okay in the sequel?

Why not try it?

I didn’t like Hallowford as much as I thought I would when I played it for the first time, and for plenty of other readings. One of the things that hit me the first time around was how it felt like the game suited a specialized character better than one with stats spread across the board.

But maybe I’ll import them anyway. I was thinking of making this one my “canon” character for the other Kendrick games.

By the way, Ramidel, do you know how to stop Mundy from stealing the Heart? That’s one thing that gave me a hard time in my other playthroughs.

You have finish the final fight in less than 4 turns, if you don’t, then Mundy steals the heart.

Alternately, you can get Mundy exiled before going for the Heart. Doing so requires some scheming in Chapter 4, when you turn Mundy in over the book.

It’s possible. I’m playing a character who’s nearly useless in all traditional adventuring skills.

I have a similar character, the only main stat difference being that they have 6 Will rather than 5 (and with 2 in your magic lores, I don’t think there’s any check 6 passes that 5 wouldn’t), and they did very well in Hallowford, bringing themselves from obscurity to being known on sight and adding the Heart to an artifact collections that previously consisted of the Book of Mad Whispers alone.

In general, jack-of-all-trades characters don’t fare badly at all, as many of Hallowford’s stat checks are not that high and there are a few points where different stats can have combined effects.

I’ve experienced similar success with stat arrays of 6-2-4-4, 5-2-4-4, 2-5-5-5, 5-2-5-5, 3-6-2-5 and 2-6-3-5, though admittedly for the last two, it’s not like the 3s played a huge role.

Well, this is a bit of an update/ general thoughts of the review of Cryptkeepers that I posted on the thread when the game came out. I like the Fledgling Realms very much, and the game was on my mind these past few weeks.

I took a new character into Hallowford, looking at the code to clear things up. I was very surprised when I discovered the hidden variables the game keeps track of and the multiple ways you can pass checks. All in all, looking at the code gave me the chance to see how much work went into the game, and it left me with a good taste, feeling like the sequel flowed better and was stronger than what I first thought during my first and subsequent playthroughs.

However, one problem that stuck with me, maybe more than in my first journey into Hallowford, was that there were some variables are kept hidden, even if they result in pretty important moments. In Chapter 5, for instance, the number of Cryptkeepers you have with you, the time you spent fighting the Ever-Living, the numbers of the enemy, the time you spend building a defense are all valuable information, but they are mostly just alluded to by the prose. Without looking at the code, I wouldn’t have known that they have something to do with the action in the chapter, and I would keep thinking that a loss against the Ever-Living is scripted, and not something the player can change in any way.

I understand that some stats should be hidden (like suspicion) and it makes sense to keep others a secret (like the relationships), but I thought that keeping those things in the code just made the choices of Chapter 5 a lot more confusing to me as a reader, since, without the code, I spent my time thinking that choices were mostly judging how high my stats were.

If I were to give a suggestion to the next book, I’d say that making a few of those variables explicit, either through the text (like warning “You have such-and-such Cryptkeepers with you”) or in the stats page would make the reading a lot smoother on the player’s part, and it would also save a bit of the hard time some, like me, might have had with the game. But, all in all, I found the game to be a lot more agreeable and interesting this time around, which makes me more excited for the sequel.