There's lots of fun dialogue, too much to show here unfortunately. The best way to do this is to carefully listen to everything Faras and Enzibur say, then cross-reference with the contract to find a loophole. Our job is to mediate between Faras and his tempter, Enzibur, and find a way to get Faras off the hook. Faras doesn't want to be turned into a putrid maggot or mindless flesh-soldier to serve devils for all eternity so he's trying to find a way out of the contract. He signed a minor contract with a baatezu - a devil from the Nine Hells - and has just been informed that his soul is forfeit. Our wizard friend, Faras, is in a bit of a state. I'm not sure if he was just an earlier iteration of this guy or a separate dreamer in his own right. There were originally four thralls to be freed, the fourth being a genasi mage of some sort. Well, sir, I suppose I've no need to wish you good fortune, for you've taken all of mine. : Never mind that, I'll be captured by a hag if I step out of this inn in my skivies. With all info this becomes 7P3 = 210 possibilities he will always choose Nessus, the last plane of hell, first - 9^3 = 729 possibilities he never chooses a duplicate in his combination - 9P4 = 3024 possibilities he never chooses Avernus, the first plane of hell - 8^4 = 4096 possibilities Notes: The player can learn some additional info about what things the demon will pick: Normal MasterMind has 6^4 = 1296 possibilities, and 10 guesses
So without further ado:Ĭode: *** Notes on number of posssibilities *** Thankfully someone at Obsidian worked out the probabilities and included them in the script comments. He also (aha!) never repeats himself - never choose the same Hell twice in a round. You can use Avernus as a wildcard to pinpoint which exact Hells are in Durler's answer. He also despises Avernus, the first Hell, and never chooses it at all. Apparently, Durler loves Nessus, the ninth Hell, most of all, and always picks it as his first Hell. This seems like an indomitable task but Durler provides clues if you explore his other conversation options. Once Durler runs out of money, he'll leave the tavern - and the dream. Winning games also wins us bets with Durler. By changing around one or two picks and comparing Durler's responses, you can figure out which Hells he's picked and in which order they go. The idea is to use trial-and-error to figure out which Hells Durler has picked. And if it was not a Hell at all, we'd have nothing. So if we said that Nessus was the first Hell, and it was, we'd have a Devil - but if it was the second, or third, or fourth, we'd have a Demon. We have nine guesses, and after each guess Durler can tell us whether we've picked the right Hells in the right places ('Devils'), the right Hells in the wrong places ('Demons'), or the wrong Hells altogether. In Hells, Durler picks four of the Nine Hells of D&D cosmology, and we have to guess what they are and in what order. It's all to do with Mastermind Bulls and Cows Durler's completely original game of Hells. : You may be more comely than the average man, sir, but you are not female. : Your womanhood is not in doubt, but it may be difficult for this one to see past his madness.
: Very funny, sir, but you and I both know there are no women allowed in this establishment. Durler is a slightly odd individual with an aversion to hags and a strange inability to distinguish men and women. The bard's dream is more puzzle-orientated.
Lead Gub-bugh-ach through the tunnels, evading the hunter, for some experience and a crack in the hags' dream-armour. Gud-bugh-ach is being pursued by a githyanki Mindslayer. The illithid's dream is set in a maze of tunnels. After the second such dream, we can talk to the Slumbering Coven, so we need only rescue two thralls (I'll show you all three anyway). make them vulnerable.įreeing a thrall triggers another plot dream. That'll draw the Coven out, make them accessible.
We can enter the dreams of these thralls, however, and free them from their imprisonment. At the moment, it's empty save for us and three thralls - puppets of the Coven. This is the central hub of the dreamscape. The other three are interesting but more fun to play than to show, so you're getting the edited highlights. The plot-related ones are pretty cool and I'll show them in depth.
There are six dreams in the Coven's dreamscape. : The energy fields prevent us from slaying these crones as they sleep, but from here we can invade their collective dream, and perhaps destroy them from within. Harsh, but there's worse to come.Īnd then we're left with the Slumbering Coven and their accumulated wisdom. Mistress and her guards are hostile, so we kill them. We bust out of the Skein with a vengeance and find ourselves in the back room to the Slumbering Coven.