Tag Archives: Gnarshm

Realms of Quest 5 Combat Module testing

Realms of Quest 5 now has a new title screen with blue colors and you can use the directional/arrow keys to move up/down the menu screen options rather than hitting the F function keys.

At Bolzaim’s Marketplace you can inspect the equipment that you want to buy and it will list what type of player class can use the item, and the stats of the item. +Each time the player enters the castle and visits the marketplace Bolzaim will have one randomly generated special item at the shop, just like in the previous game. Today’s special is a Staff of Dimension Door for all of your teleportation needs. Only $15000. Buy it today (if you can afford it) for it surely will be gone by the next time you visit.

Initially you’ll just be purchasing some equipment for the party and with only 1000gp and up to 10 player characters, you’ll have to make do with mostly the basics. Here is Gnarshm with his trusty club and shield.

After purchasing equipment from the marketplace, make sure to equip your items, then you’ll want to travel through the land of Rivaria.

Ghislain is currently working on the combat module of the game. Here we encounter a battle of Kobolds and Quasits.

Currently only the Attack function is programmed, but you can attack monsters, do damage to monsters, kill+reduce monsters numbers, while the monsters can do the same damage to + make kills to the party.

Quoting a post from Ghislain at the Denial VIC-20 forums, here are some more new combat options to be implemented in Realms 5…

Attack – Perform a basic attack (melee or missile weapon)

Ally – Use your Ally (NPC/Summoned/Controlled monster) to perform an action in your stead.

Backstab – attack monster with extra damage with melee weapon but suffer an armor penalty (Thief, Bard, Courtesan, Monk, Ninja or Proteus action)

Beckon – A Demondim can attempt to control a demon (can be performed at the beginning of combat)

Cast – for spellcasing

Condemn – Monks have the power to destroy a single immortal monster at the beginning of combat.

Defend – Instead of attacking, the player can defend.

Disband – Sages can destroy a single row of “Misc Non-living” monsters (like Golems, Elementals, etc) at the beginning of combat.

Lay – Once per battle, the player can “lay on hands” to heal 2 hit points per level. (Paladin or Proteus action)

Seduce – A Courtesan can attempt to control a humanoid enemy (at the beginning of combat).

Sing – Bard action to distract monsters that can make them listen to the song instead of attacking. (beginning of combat)

Subdue – Lords can try to control a single Mythical monster at the beginning of combat (such as Dragons, Hydras, etc).

Turn – At the beginning of combat, Priests can attempt to destroy all of the enemy undead that are present.

Use – Use item for it’s power

View – View character to inspect

Whisper – Druids can attempt to control an animal enemy (beginning of combat)

Upon defeating the monsters… Victory!!

Player characters status is listed in light blue to the left of the character names. Checkmarks are players in good health. Skulls are the dead. Experience points and treasure etc, still being programmed at the moment, but it’s looking good so far.

Here is a status and icon chart for reference.

Keep tabs on the VIC-20 Denial Forums linked below for current/past/future updates on Realms of Quest 5.

http://sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=10&t=8380

 

Gnarshm’s Dream part 4: At the Inn

Gnarshm reached the door to the royal suite only to find that the lock had been picked at and the door pried open. A rustling of papers could be heard from inside the room. The gnoll unsheathed his sword and slowly entered the room with his sword at the ready, only to encounter a familiar hobbit ravaging through the maps and scrolls which laid about the room.

“Ruby! , My message has apparently reached you. It is good to see you again, but what may I ask are you looking for?” the gnoll inquired, as he sheathed his iron sword.

“We have to move quickly for there is not much time.” The hobbit stated as she scooped up a handful of maps and dungeon scrolls from the gnoll’s worktable. “You are being followed by a lizard-kind. The Seer you spoke with cannot be trusted. He has put a watch upon you and I do not know why, but only that we need to leave this place, and leave it soon. I have spoken with Crumm, and he has procured a boat from his workplace at the docks that will take us across the sea to the gnome-lands where we can meet a gnome that can lead us to the location of a secret entrance to the lands of purgatory. Our only hope of saving the old gnome Greenhat will be there.” the hobbit said.

You have spoken with Crumm? What about Twiggy? Will she assist us also?” Gnarshm asked.

A fraught look displaced Ruby’s usually easygoing demeanor. “No. I am afraid not. As you know, her best elven companion Sammy did not survive the Time Lord’s wrath, nor did her younger sister Elvira. The thought of again working with that wretched kobold Iscreem, completely repulses her. The only one that she truly trusted was Greenhat.” the hobbit stated.

“What about you? Surely she trusts you?” Gnarshm asked inquisitively.

The hobbit began to sob. “I’m sorry Gnarshm. She said she doesn’t trust thieving burglars, and that I was just up to my no good tricks again. Before I learned the art of magic, I was a rogue by trade. Twiggy knew of this and has never truly trusted me.” Ruby replied.

“But Elvira….she was a rogue.” Gnarshm stated.

“She was an elf, and also Twiggy’s sister. I could never live up to an elven standard. I am sorry Gnarshm, I tried, but Twiggy would have none of it. Twiggy has left these realms for the timeless forests and does not plan on returning here. We are on our own, but Crumm will help us.” Ruby said.

 

 

 

Gnarshm’s Dream (part 2) [The Skeleton Head]

Gnarshm approached the entrance to the Skeleton Head. The seedy dive emanated a vibe of filth and evil. As the gnoll reached the doors to the questionable establishment, Gnarshm second thought his choice to visit the tavern, but ultimately decided to enter the place. It must be done. He must seek out the Seer, and the gnoll’s only link to the sage is through this wretched and cursed residence.

The gnoll pushed open the doors to the Skeleton Head. Inside a wide assortment of vile and disgusting creatures lurked about drinking brew and partaking in other various sorts of self destructive behavior. Yet a familiar face and voice seemed to shine a beacon of light throughout this filth ridden bar. That blasted kobold Iscreem. Somehow Gnarshm didn’t find seeing the kobold here in this place to be of anything out of the ordinary. In fact the kobold seemed to fit into this place rather miraculously.

Gnarshm crept quietly through the tavern but it was of no use. The gnoll had been spotted. Iscreem’s eyes widened and the kobold spewed words out of his mouth in a slurred drunken speech. “Where the hell! have you been? Gnoll!” the kobold shouted.

“Your drunk again! Keep your voice down, kobold. I’m not here wanting to attract attention.” the gnoll warned. A group of rowdy gamblers sit at a table nearby wheeling and dealing in their game of cards. A particularly seedy looking character lifts its wretched head and stares in Gnarshm’s direction.

The kobold spins his barchair around to face Gnarshm. “OH! Gone aLL high n’ mighty on mee have ya! {hic} I remember you when you’wr NOTHING! You wr NOTHING without ME! the kobold slurred venomously. “I’m the one who killed the Time Lord! ME! {hic} ME!” How many times did I bring your ROTTING CORPSE back to the temple!?” Iscreem shouted.

Denizens of the seedy skeleton head start to take notice of the commotion. Two large and hulkish hobgoblin bouncers appear, making their way through a crowd of patrons towards the kobold and gnoll. At the far end of the bar, a reptilian creature swills from a mug while keeping watch over Gnarshm and the increasingly belligerent kobold.

The larger of the hobgoblin pair approaches Gnarshm. “What’s the problem? Nomok no like problems! Nomok make problems disappear.” the hobgoblin threatened. The second hobgoblin bouncer held a spiked club in his hand and looked on rather menacingly.

“No problems. There are no problems here. My friend and I were just taking a booth.” Gnarshm said as he grabbed Iscreem by the tunic and backed away from the bar and the two hulking hobgoblins. Gnarshm shoved the kobold down into a partially secluded booth. “Sit down and shut up.” the gnoll muttered to Iscreem, while motioning to a barmaid to bring a round of ale for the two. The hobgoblins stood and watched them for a bit longer until they were distracted by the card playing group of patrons who had overturned their table and gotten into a fistfight over assumptions of one of the gamblers cheating at their game.

With the heat of the bouncers taken elsewhere, Gnarshm breathed a sigh of relief. The gnoll relaxed a bit in his seat. A few moments later a beautiful blonde barmaid brought two towering mugs of ale and set them down onto their table. The kobold instantly reached for his mug and drank from it greedily.

“Where’s Crumm?” Gnarshm asked the kobold.

Iscreem lifted his mug higher and higher as he swiftly gulped down the ale. The messy kobold couldn’t get his aim right as some of the ale dripped from his mouth and spilled onto his tunic. When the kobold finished his drink, he slammed the empty mug down onto their booth’s wooden table and proceeded to order yet another round from the barmaid.

“Crumm? Where’s Crumm you say? That brainless oaf said he gots bored. {hic} He gots some job working for harbormaster on some boat. Don’t know why. I says what mores could he possibly want? He gots monies! He gots monies for ale! {hic}…

The blonde barmaid brought another round of ale for the kobold.

“He gots monies for women too!” Iscreem winked at the blonde barmaid, who in turn gave the kobold a disgusted look and roller her eyes, as she returned to the bar to serve other patrons.

“AND! … And!…”, the kobold takes a swill from the new mug the barmaid brought before continuing his speech.

“…and he’s got monies for ALE too! so you can sees {hic} why I have no idea why Crumm left.”  the kobold lifted his mug one last time, finished off the remaining ale, and passed out onto the table, leaving Gnarshm alone to deal with the now unconscious kobold.

“I think I’m beginning to understand why Crumm left.” Gnarshm muttered to himself as he checked the kobold’s pulse to make sure he was still alive. The gnoll remained at the booth a bit longer to finish his brew, then made sure to leave sufficient funds to cover Iscreem’s tab, giving a heft tip to the barmaid to ensure the kobold’s safe return to the castle’s inn.

Gnarshm eyed the reptilian creature at the other end of the bar who had seemingly been watching the gnoll’s every move since Gnarshm entered the skeleton head. A disturbing and unsettling feeling swept over the gnoll as he walked towards the reptile, but the gnoll continued onwards and took a seat next to the reptilian.

“You are the one called Sliver, am I right?” Gnarshm asked the reptile. The reptilian nodded positively.

“I seek the advise of the Seer and was told that you could bring me to him. Can you help me?” the gnoll asked of the reptile.

The reptilian made no discernible reaction.

Gnarshm decided to try again with some incentive. He reached into his pocket, grabbed a handful of gold coins and placed them onto the table in front of the lizard. “Can you bring me to the Seer?” Gnarshm asked.

The reptile took the coins placed before him, stood up and walked towards a skeleton head employee entrance only room and turned to motion the gnoll to follow him. Gnarshm looked about to see if anyone else would follow. No one else seemed to care, or at least it didn’t appear that way. Gnarshm followed the reptile into one of the taverns back rooms. The reptile led the gnoll down a long dark corridor, opened a trap door from the floor and brought Gnarshm into a cellar and onwards to a back exit which lead into a rat infested alleyway and straight to a steel door. The reptile knocked the door twice, then once, and then twice again. A few moments later, movement could be heard from beyond the steel door. After a sound of sliding metal and a loud clang from the other side of the door, someone opened the door from the inside, allowing entrance of both the reptilian creature and the gnoll Gnarshm. From beyond the door, an aged and mystical looking fellow with crystal eyes peered into Gnarshm’s soul.

 

 

 

Gnarshm’s Dream (part 1)

Gnarshm awoke on his bed at the inn’s royal suite in a nightmarish sweat. The gnoll was certain he had shouted in his sleep and that the inn’s maid would be checking in to make sure that the gnoll was alright in moments time.

The vivid dream was still ingrained in his gnoll-ish mind. He heard the old green hatted gnome’s voice as lucidly as if he were right here in this very room speaking with him. Night after night, the dream replays in the gnoll’s mind.  What does it mean? What should he do? Could it be that the old gnome was still alive after all? Gnarshm tried to remember in as many details as he could, the final moments of the battle against the tenth and final time lord.

Words. Greenhat spoke an incantation as the time lord threw the old gnome into the abyss. The gnome’s voice then seemed to echo in Gnarshm’s mind, but he couldn’t make sense of the words. Neither then, nor now.

Suddenly, the gnoll heard a knock on the door and the voice of the inn’s maid inquiring to the gnoll’s current state of well being. Gnarshm heard the metal key turn the lock and the door began to open with a creak. “Are you okay in there? Do you need anything?” the maid inquired.

“It is alright Esmeralda. I just had another nightmare, that is all.” the gnoll replied.

The maid pushed open the door further and spoke. “Were the temple priests not able to help you? Its a month’s night and yet you still have this same dream?” The maid looked worried as she wheeled through a plate of food towards the gnoll’s bedside. “I bring you your mid-day meal of tea and biscuits as you have requested sir.” Esmeralda said.

“It is mid-day again already? Gnarshm nursed the wound on his head and affixed a fresh bandage. I had meant to awaken earlier. I’ve spoken with the temple priest again. I fear his aid can only reach so far. I will need to seek further assistance elsewhere.” Gnarshm stated as he looked upon the tray of delicious biscuits and honey tea. “Thank you, it all looks scrumptious, however I cannot eat and I must go meet an acquaintance at the ‘Skeleton Head’.”

“The Skeleton Head? No good will come from there, and its no good to start your day without a good meal in your belly. I’d stay clear of that place if I were you. Please. Keep your head about you for goodness sake. Besides, your tea will get cold and you are the last of our great heroes to remain at the inn now, save for that horrid kobold.” Esmeralda pleaded.

“What do you mean? I spoke with Crumm just last night and I thought he had decided to stay.” Gnarshm spoke with a slight shock in his voice.

“Crumm and the kobold had a bit of a falling out after you left, and the ogre decided it was best for him to leave.” the maid replied.

“Darn! How can this be? It’s only been a month. I thought for sure the party would stick together longer than this.” a frustrated Gnarshm exclaimed.

“I don’t suppose there might be anything that I can do sir?” Esmeralda asked.

“No.” the gnoll replied, but as the maid reached the door to exit the room, Gnarshm suddenly had a change of mind. “Wait, perhaps there is something you can do. Can you send word to the hobbit Ruby? I need to speak with her. She will understand. I know she will.” the gnoll asked of the maid.

“Very well sir, I will send word to Ruby to meet you in your quarters.” the maid replied.

With that, the maid left to send word to the hobbit, and the gnoll left for the Skeleton Head.

 

 

 

 

 

Messing around with the Realms of Quest IV Editor. (RoQIV part II, [maybe])

Here I am messing around with the editor, figuring out the workings and ongoings of the map editor. Final map for Realms of Quest IV part II level 11? Who knows?….It just might be, or maybe not. Either way, the map editor offers allot of the classic dungeon crawling options, darkness, pits, keys, teleporters, locked doors, stairs up and down, final battles, NPC interaction, and text display. Pretty much sums up what is essential in a dungeon crawling game. What a blast! Yay! :o)

roqIV_partII_map11

Ultimate Quest 1989 version + Catacomb + Quest Realms

Ultimate Quest: Catacomb (2014 version), was released on side B of the 2014 release of Realms of Quest IV disk.

Ultimate Quest: Catacomb is the final version of what had previously comprised of the following 3 unfinished games…(Ultimate Quest 1989 version, + Catacomb, + Quest Realms).

Only a small portion of Catacomb and Quest Realms were completed, and Ultimate Quest 1989 version had been previously abandoned half-way through the game.

Ultimate Quest 1989 version, + Catacomb, + Quest Realms are © Rene Guertin and Ghislain De Blois (1989 Reslain Systems)

Here I post some screenshots of the unfinished games… Catacomb, Quest Realms, and Ultimate Quest (1989 version). You can see where some of the graphics made their way from these 3 unfinished games to the now completed Ultimate Quest: Catacomb 2014 release.

Ultimate Quest (v.1989)- The search for the stolen sceptreultimatequest1989

uq1989_a

uq_mission

uq_battle

Catacomb

catacomb

catacomb_options

catacomb_char_creation

catacomb_class

gnarshm_catacomb

Gnarshm appears as human here as the only available races in Catacomb were human, dwarf or elf.

supplies_catacomb

Supplies given to Gnarshm as a fighter class.

intro_text_catacomb

Text intro screen at the start of the game after character creation. None other than Gnarshm! :o)

Quest Realms (1989)

quest_realms_intro1

quest_realms_intro2

quest_realms_intro3

quest_briefing

quest_realms_screenshot

Quest Realms offers our first glimpse into a party based rpg, that the Realms of Quest series will not see again until Realms of Quest III (2009)

 

Realms of Quest IV: Final Thoughts, and final character screenshots -RoQIV

Just a few final words in regards to Realms of Quest IV….

It’s FUN! Plain and simple. It’s a classic style CRPG made for the Commodore VIC-20 computer for the year 2014. Besides the usual character races, there are also (Gnoll, Kobold, Ogre, Orc and Sprite). It features many of the classic dungeon crawling goodies that the older CRPG’s featured in regards to gameplay……(turn based combat, grid/square based movement, and many features that were featured in early CRPGs….[darkness zones, pits, teleporters, spinners and many, many monsters that would like nothing better than to slice you up into little pieces and devour your living flesh in a monstrous celebration of your very own peril and demise]).

The deeper you descend, the more treacherous and evil creatures you will encounter, so you must be ready for absolutely anything that these vile dungeons throw at you. Part of what makes this game so much fun is the need to map out each dungeon level, so get your graphing paper and pencils ready for adventure and exploration. I recommend that you map out the levels on your own rather than relying on the maps that I have uploaded to this blog, but if you prefer to view the maps they are online here via Gnarshm’s book of cartography category.

Realms of Quest IV has many monsters and a variety of ways to go about fighting and slaying them, and defeating the Time Lords. I’d recommend that you try to roll up as many Lord’s as possible during party creation when creating your team. The more spellcasters (both wizard and priest) you have, the easier it will be to defeat the 10 Time lords. You will need a Thief or Ninja in order to disarm traps, and you will need some warrior tank-ish types for their high HP in order to survive some tough battles.

The game has been an absolute blast from the past and I enjoyed it very much, and Realms of Quest IV is now one of my favorite games of all time, but some things that I felt were missing are the following…

(Mainly) A final completion screen. When you beat the game, you defeat the final 10th time lord and obtain a Staff of Orcus and a whole bunch of gold and XP, but what was missing is something that indicated that the game was finally over. Even just some basic text to display on the screen to say that the 10 time lords have now been defeated, the realms have been saved, and  the party is triumphant! would suffice. This is probably likely due to the limited memory available with the VIC-20.

In previous versions of the game, there was no splash screen and no music, which later versions of the game had incorporated those features after condensing the code to make way to allow these features, so in my opinion, I’m glad to have the splash screen and music than a final end screen but without some notification that the game’s major plot has been finished it sort of leaves you with a question of whether or not you have really completed the game.

Additionally, I think the game could benefit a great deal with the addition of Anti-Magic Zones that Wipe-Out non-combat spell effects like the Wizards Eye, Invisibility, Find Traps, Detect Evil, True Sight spells, which would make it even more difficult and challenging, although that might make it too challenging. :O

More Trap additions (while exploring the dungeon) like falling rocks or poison needles or other surprise damage attacks onto the party  that either do heavy damage to the party or inflict the party with poison effects or other afflictions (turn character to stone, charm character so that character attacks other party members, or even traps or spells of high level monsters that disintegrate/destroy/eliminate a party member outright). These are all just my personal suggestions so take them with a grain of salt. Not even sure all those features would even be feasible with the limited resources of the VIC-20.

+ Now, I present my final character screenshots of my team at the end of the Realms of Quest IV game.

Crumm – Ogre Fighter

crumm_final

Iscreem – Kobold Fighter

iscreem_final

Gnarshm -Gnoll Peasant

gnarshm_final

Greenhat -Gnome Priest

greenhat_final

Sammy – Elf Lord

sammy_final

Ruby – Hobbit Sage

ruby_final

Twiggy – Elf Wizard

twiggy_final

Elvira – Elf Thief

elvira_final

Now if you haven’t gone out and obtained Realms of Quest for yourself, you can do so at the following link.

http://realmsofquest.blogspot.ca/2014/01/realms-of-quest-ivcommercial-release-is.html