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

Cataphrak, is The Bandit-Lords of the Iron Marches your next work or will there be another project before you start this one?

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I can’t wait to see what a character with the book of mad whisper and the heart will be able to do with both of them.

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@Cataphrak Will the player get to increase attributes and lore skills in future installments? I don’t think there are any opportunities for this in Cryptkeepers of Hallowford, so I was curious.

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There are 2 opportunities to raise lore in this game. They are kinda hidden, so it might seem like those opportunities don’t exist.

And I really hope stats increase make a come back. There was no feeling of growth in this game, you finished the story the same way as you started.

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Yeah. I saw the former mentioned earlier in the thread and was asking more about the latter. I agree with you that there feels to be a lack of skill development. This is kind of weird, especially since there was an in-game period of six months (between installments) where no skill progress was made.

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@Cataphrak do you think you’ll pick up the next game after wars?

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Maybe, we’ll see. I’ve kind of learned not to plan too far ahead for this sort of thing.

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@Cataphrak The Fledgling realms series is still amazing & one that I frequently re-read/re-play alongside your Adventurer’s guide to the Fledgling to the Fledgling Realms articles!

I just had one question/request regarding wether or not we can have a character be unarmed/only use their belt knife?

I play a wizard (sometimes a sneaky wizard) and in most magic casting scenes it references you using 2 hands - I always found it weird how we’d just drop our quarterstaff and suddenly start casting (especially if we are sneaking around, where does our staff go?). At least with swords they are strapped to our belt & are out of the way (but it doesn’t feel very role-playesque for a pure mage to have a sword solely so that they don’t have to carry around a staff. Maybe there can be some text that alludes to you being able to shrink your staff after having enough Will & Magic knowledge so that you can carry it on your belt as well?).

I recall in the first book there’s a way you can destroy your staff & the text changes to reflect that you are unarmed but that only happens due to a specific route choice & it likewise doesn’t carry over into the second book.

Anywho that was just a mini inquiry but asides from that all to say that this is still a very fun series to keep coming back to - thank you again!

It’s been a long time, but I think if you aim for a “rogue” build and eschew a sling, you can get away with just a knife.

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@Cataphrak Agreed! I typically only use the belt knife for rogue characters - the only slight immersion breaking aspect is that it still shows you as carrying around a quarterstaff with you everywhere in your character/status screen (and understandably it also shows the staff as an option in some fight scenes).

I noticed that you can “remove” the staff from your inventory if you break it in Chapter 8 (triggered by the staffloss variable) making the screen say something along the lines of “you carry nothing in your hands” - I was hoping there’d be something like that that’s more permanent for rogues or sneaky wizards (or even regular wizards since the staff is never referenced when casting spells) :sweat_smile:

Oooooh one additional burning question I’ve always had (with the understanding that the answer is probably a “maybe” :sweat_smile:) is if you are a court wizard (or regular wizard) character who chose to undo the teleportation circle’s enchantments - does that mean you never get to study/use them later on?

Phrased differently, would we ever miss out/be punished for undoing the (imperfect) teleportation enchantments in any future instalments of the series? Or would they simply never come up again? Since technically, they can still be used if you study them, and uhh… there may or may not be a Black-Clad mage who was never caught who is out there studying how Milius made them work (or maybe you as a court wizard can study/perfect the teleportation magic!

Maybe the Mad book or the Heart can help with this :face_with_peeking_eye:

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I finished it in 3 turns and Mundy steals it regardless…

Nvm I figured how to avoid that from happening, I just knock out Lucan in the first or second turn and done.

Cataphrak, do you know how to avoid Mundy stealing the ceystal heart? I finished the battle in 3 turns and they still manage to steal it.

Steal it back from them after.

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1: Steal it first.
2: Get rid of Mundy earlier.

I got rid of Mundy earlier, but in the final battle, the ever living things killed us all, what can I do to avoid this?

Nvm, I killed Lucan and then got everyone out of the chambers!

I even managed to go through Michael’s route without getting Mundy out in chapter 4, so they won’t be mad at me!