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 Proving Grounds II - The Perilous Streets (AG) Formal Adventure?
Location: The streets of Trithik, Syr, Talinus, and Charna
Description: The wilds of Sryth aren't the only place that harbour danger. The twisting streets and narrow alleys of the towns and cities that dot the landscape are filled with perils both numerous and deadly...
Requirements: none
Saga: Proving Grounds
Difficulty: Recommended MR/SP: 75 MR and 75 SP
This quest gives a chance to earn xp to all skills and powers.
This quest gives a chance to earn Adventurer Tokens.
Note: This is not an "Adventures for This Location" quest. It can be accessed from any Proving Grounds location.

General Information Edit

  • Added: February 2006
  • The combats are easy, but beware. You can fail at some scenarios for things so trivial as a power fizzling, so the higher your Power levels the better.

Trithik at Dawn Edit

The first light of day finds the streets of the Adderstone teeming with adventure...

Out of the MistEdit

  • 16 XP to Fortification(20) when used against the wolf-men.
  • If you attempt to dodge the leaping wolf creatures - not tested
  • Lose some Stamina (9 damage observed) if your power fails or you are unable to dodge them
  • 1 combat XP for Snarling Wolf-Man (9+ at MR ??-69 Approx, 77 SP), can't FLEE.
  • 1 combat XP for 2 Dazed Wolf-Men (9+ at MR 48-50 Approx, 78 SP), can't FLEE.
  • ~20 gold tokens.
  • 8 General XP.

A Sticky SituationEdit

  • 16 XP to Destruction(20)/Elementalism(20) when used against the orange tentacle. (Both tested)
  • Roll a Random check (1-100 + Agility * 1). 50 or more needed to pass. You leave unharmed if you pass. <10 Stamina loss and a fight against an Orange Tentacle (9+ at MR 41-42 Approx, 117 SP, 1 XP), can't FLEE, if you don't pass.
  • 8 general XP.

The Brizikirn GangEdit

  • 16 XP to Illusion(20)/Necromancy(30) when used against the five ghouls. (Both tested)
  • 17+ XP for Trubbik Legsnapper (9+ at MR 57 Exact, 85 SP), can't FLEE.
  • 33+ XP for Undead Master Thief Chotolo (9+ at MR 55 Exact, 75 SP), can't FLEE.
  • ~83 gold tokens.
  • Dagger.
  • 8 General XP.

Night PatrolEdit

  • Random check (1-100 + Agility * 1). 50 or more needed to pass. 4 General XP for avoiding the surprise attack if you pass, consequence of failure unreported.
  • 17 XP for 2 Belligerent Mercenaries (9+ at MR 50 Exact, 70 SP), can't FLEE.

On the Streets of Syr - Part I Edit

One of the largest garrisons of the Tysian army is located in the double-walled city of Syr, but that hardly means its streets are free from danger... (These can be done in any order)

Rolling DeathEdit

  • 128xp to Fortification(40)/Illusion(40)/Gating(40) or 256xp to Telekinesis(50) when used against wagon.(Fortification, Gating and Telekinesis tested)
  • 128xp to Horsemanship if you board the wagon and stop it that way. (If you fail your magic roll you can still attempt this. A check that includes horsemanship is made.)
  • 32xp to general

Beneath the SlabEdit

  • 128xp to Telekinesis(40) when used on the slab of stone.
    • NOTE: If Telekinesis fails, this is recorded as a defeat.
  • 16xp to general

Vark the VulgarEdit

  • 128 xp to Diplomacy(30) when used to get the brooch. If you fail your Random check (1-100 + Diplomacy * 0.25). 48 or more needed to pass), you still get to attempt the options below, or try to "win it square", this card game (keeping in mind that Vark also cheats).
  • 128 xp to Thievery(20) or 64xp to Illusion(30)/Divination(20) when used to cheat at cards.
  • White Plume
  • 16xp to general.

On the Streets of Syr - Part II Edit

A series of dangerous encounters await the bold adventurer on the teeming streets of Syr... (These can be done in any order)

CorneredEdit

  • 128 XP to Fortification(30) when used to block the lightning.
  • 17-66+ combat XP for Escaped Mage (9+ at MR 40 Exact, 40 SP), can't FLEE. Option to subdue is available and, as usual, advisable - the strong need not kill and can afford the luxury of mercy...
  • 16 General XP.

An EnCHANTed EveningEdit

  • You make Spirit checks throughout the battle. Failing a spirit check means you cannot act the next round.
  • 16+ combat XP for Black-Robed Kurund (9+ at MR 40 Exact, 50 SP), can't FLEE.
  • 32+ combat XP for 2 Black-Robed Kurund (9+ at MR 50 Exact, 60-74 SP), can't FLEE.
  • 32+ combat XP for 2 Black-Robed Kurund (9+ at MR 50 Exact, 60-75 SP), can't FLEE.
  • Roll a Random check (1-100 + Body * 1). 50 or more needed to pass. Loss of SP (16-19 observed) if you don't pass.
  • 32+ combat XP for Black-Robed Kurund (9+ at MR 45 Exact, 55-77 SP), can't FLEE.
  • 32 General XP.

A Master of DeceptionEdit

  • 4+ combat XP for Illusionary Wolf (9+ at MR 35 Exact, 35 SP), can't FLEE.
  • 8+ combat XP for Illusionary Goblin Warrior (9+ at MR 40 Exact, 40 SP), can't FLEE.
  • 16+ combat XP for Illusionary Ogre (9+ at MR 45 Exact, 50 SP), can't FLEE.
  • 24+ combat XP for Illusionary Forest Troll (9+ at MR 50 Exact, 60 SP), can't FLEE.
  • 32+ combat XP for Illusionary Winged Demon (9+ at MR 55 Exact, 75 SP), can't FLEE.
  • 64+ combat XP for Illusionary Serpent (9+ at MR 60 Exact, 100 SP), can't FLEE.
  • 1,000 gold tokens.
  • 128 General XP.

On the Streets of Syr - Part III Edit

The notorious band of street thieves, Vouldra's Curse, has seen fit to mark you for death. Led by a disgraced, former knight known as Trivinter, the group's shadowy agents quickly move against you, seemingly dogging your every step as you strive to contend with this relentless and bloodthirsty foe...

The First EncounterEdit

  • 9+ combat XP for 3 Thugs (9+ at MR 55 Exact, 70 SP), can't FLEE.
  • 16 General XP.

The FalconerEdit

The Singing ShieldEdit

  • 128 XP to Unarmed Combat(30) when used to break free of the rope with a Random check (1-100 + Unarmed Combat * 0.25). 40 or more needed to pass.
  • 8+ combat XP for each of three: Scarred Street Thief (9+ at MR 43 Exact, 50-70 SP), can't FLEE.
  • ~21-27 gold tokens.
  • 32 General XP.

The StrongmanEdit

  • Roll a Random check (1-100 + Might * 1). 50 or more needed to pass. You lose ~11-20 Stamina if you don't pass.
  • 17+ combat XP for Painted Strongman (9+ at MR 53 Exact, 100-108 SP), special attack consists of a brutal stroke which does ~9 SP damage, can't FLEE.
  • ~14-19 gold tokens.
  • 32 General XP.

On the Streets of Syr - Part IV Edit

Pursued by the members of Vouldra's Curse at every step, you are about to discover that escaping the clutches of Trivinter and his minions is no simple task...

The Face of The FallenEdit

  • 8+ combat XP for Sword-Wielding Thug (9+ at MR 46 Exact, 50-58 SP), can't FLEE.
  • 8+ combat XP for Sword-Wielding Thug (9+ at MR 49 Exact, 55-60 SP), special attack does ~5-6 SP damage, can't FLEE.
  • 8+ combat XP for Cudgel-Wielding Thug (9+ at MR 51 Exact, 80-82 SP), can't FLEE.
  • 8+ combat XP for Rod-Wielding Thug (9+ at MR 54 Exact, 70-71 SP), can't FLEE.
  • 64 XP to Fortification(1) or 128xp to Telekinesis(40) when used to avoid the knife. (Both tested)
  • 16 General XP.

The Volley of FireEdit

  • 16 XP for each of 7 Volleys of arrows which can be blocked with Fortification (randomly 30+ or 40+ each time).
  • 128 General XP.

Mistress EmberEdit

Talinus - Part IEdit

Talinus, the City of The Griffon. The capital of the Kingdom of Tysa. A centre of commerce and culture for the North Broadlands. Home to a giant three-tailed rat that prowls the streets at night stalking human prey -- something really needs to be done about that last part.

Old Three-TailEdit

E - Entrance
C - Corpses (4)
R - Rat 'boss' (Old Three-Tail)
Sryth-OldThreeTailMap

  • Kepbekk Elixir obtained before start of dungeon
  • May rest, but not save, at entrance (E on map)
  • 1+ combat XP for each pack of Large, Giant, or Monstrous Rats (none tougher than 9+ at MR 50, 40-71 SP).
  • Search the corpses of human remains (C on map) you find to awaken the four Gruesome Spirits.
  • 17+ combat XP for each of four Gruesome Spirit (9+ at MR 45 Exact, 120-125 SP), special attack does ~9 SP damage.
  • 512 XP to a random skill/power for defeating each Gruesome Spirit.
  • At R on Map, 128+ combat XP for Three-Tail (9+ at MR 45 Exact, 150-155 SP), special attack deals ~8 SP damage. Once defeated, you find in its nest some random loot (up to 13 different items - both armour and weapons - and up to 151 gold tokens have been observed). (You do not need to explore every square in order for Three-Tail to appear in his nest, but you probably need to kill each of the Gruesome Spirits.) Killing Old Three-Tail does not end the scenario, but doing so does seem to stop the random encounters, leaving little to gain from prolonging your stay.

Final rewards:

Talinus - Part II Edit

A shower of silver sparkles pouring out of a breadhouse can only mean trouble...

The Palobread ManEdit

One of the more imaginative, funnier adventures of the game (although it quickly degenerates into the typical "gambler's paradise" die-infested click-throughs)... (Depending on your individual cultural influences, you'll be reminded of a whole host of referencial scenes, stories, characters &c. Do not skip reading the text in this one - especially the closing scene's page!)

Before it ever comes to combat, you'll have to pass no fewer than...

  • four random checks: Random check (1-100 + Body * 2 + Spirit * 1 + Agility * 1 + Luck * 1). 75 or more needed to pass. You manage to keep up, and continue the chase if you pass. Unknown, possibly losing sight of your pastry-faced foe if you don't pass It should be noted that the maximum possible bonus to this random check is 100; if your stats are below 15 in any of the 4 stats required, equip stat-boosting gear and simply swap back to MR/SP gear as necessary before the fight.
  • 64+ combat XP for The Palobread Man (9+ at MR 41 Exact, 180-196 SP), can't FLEE, does a special that can do 12 damage.
  • 128 General XP.

Talinus - Part III Edit

The streets of the Kingdom's capital city aren't getting any safer, but luckily for you, danger has become a way of life...

The AmuletEdit

  • 17+ combat XP for Moor Giant (9+ at MR 60 Exact, 80-85 SP), special attack deals ~11 SP damage, can't FLEE.
  • 128 XP to Fortification(30) when used to block the second giant's club.
  • 17+ combat XP for Moor Giant (9+ at MR 60 Exact, 80 SP), can't FLEE.
  • 16 XP to Divination when used to determine how to enter the tower. You sense that the tower's main entrance is guarded. You are also able to sense that the dark shapes circling high above the tower are of no immediate threat to you
  • 128 XP to Thievery if you scale the outer wall of the tower (a Random Check on 1-100 + (Thievery * 3) + Agility + Luck).
  • If you enter through the door you are forced to fight a weak (?) grey slime (no foe data available, 1+ combat experience). If you win you quickly make you way to the stairs and climb up without further trouble.
  • 32 XP to Divination when used to determine the blue-robed reptilian's intentions.
  • 512 XP to all powers and become more wicked if you attack the blue-robed reptilian.
  • 128+ combat XP for defeating the blue-robed Reptilian Mage (9+ at MR 65 Exact, 175 SP), special attack deals ~8-10 SP damage, can't FLEE.
  • 33+ combat XP for 2 Ravenok Warriors (9+ at MR 55 Exact, 85-102 SP), can't FLEE.
  • 512 General XP.

The Paymaster Edit

In a ramshackle alehouse on the harbourfront in Charna, you meet a mysterious man whose mission it seems is to eradicate a vile criminal element from the streets of the seaport...

The BladeEdit

Note: Subduing is a (tested) possibility during all combat instances listed below.

  • 4+ combat XP for Cudgel-Wielding Rough (9+ at MR 45 Exact, 50-57 SP), can't FLEE.
  • 4+ combat XP for Cudgel-Wielding Rough (9+ at MR 45 Exact, 55-57 SP), can't FLEE.
  • 4+ combat XP for Cudgel-Wielding Rough (9+ at MR 45 Exact, 60-63 SP), special attack deals ~11 SP damage, can't FLEE.
  • 8+ combat XP for 2 Sword-Wielding Thugs (9+ at MR 50 Exact, 70-74 SP), special attack deals ~6 SP damage, can't FLEE.
  • 64 XP when using Divination(30) to search for "The Blade".
  • 8+ combat XP for The Blade (9+ at MR 55 Exact, 75-84 SP), special attack deals ~6-10 SP damage, can't FLEE. You find on him his Longsword and some gold tokens (amounts of 27-44 observed).

Final reward:

The Brothers LongshireEdit

  • 4+ combat XP for Tallidus Longshire (9+ at MR 60 Exact, 75-77 SP), special attack deals ~3-8 SP damage, can't FLEE.
  • 17+ combat XP for Myrikk Longshire (9+ at MR 62 Exact, 80-83 SP), special attack deals ~7 SP damage, can't FLEE. Subduing is a (tested) possibility during both fights. After the fight, you are offered the two axes that belonged to the brothers:
  • Axe (Superior)
  • Axe (Well-Crafted)

Final reward:

The HuntsmanEdit

Hunting the hunter, you must first 'play casino' once more: a Random check (1-100 + Agility * 1 + Woodsmanship * 2 + Thievery * 2). 153 is a win. You 'get the drop on' Gillibrun and he struggles to draw his sword as you attack if you pass. Unknown, likely losing the element of surprise, possibly suffering some loss of SP due to his counter-attack if you don't pass.

  • 17+ combat XP for Gillibrun Tharsil (9+ at MR 60 Exact, 100-102 SP), frequent special attacks deal ~8-14 SP damage, can't FLEE. Subduing is a (tested) possibility. You find on him a Short Bow and a Short Sword, along with 32-37 gold tokens.

Final reward:

The Paymaster - Part II Edit

From a ramshackle alehouse on the harbourfront in Charna, your mysterious paymaster sends you on your final and most dangerous missions...

The MeetingEdit

You have the choice of approaching your target openly, or of attempting to sneak up on him.

If you approach directly Random check (1-100 + Diplomacy * 1 + Thievery * 1 + Luck * 1). He mistakes you for his accomplice if you pass. Unknown, but he probably spots you if you don't pass

Sneaking up on him presents you with a further two possibilities: using your surroundings for cover, or employing your power of illusion:

  • 256 XP to Illusion (50+) if you use it to sneak up on the man.
  • If you attempt to use the trees for cover you must pass a Random check (1-100 + Agility * 1 + Thievery * 2 + Woodsmanship * 2). You manage to surprise him if you pass. Unknown, but he probably spots you if you don't pass

The ensuing fight is, by the nature of your mission, only to subdue your adversary:

  • 33+ combat XP for Cloaked Assailant (Subduing fight, 9+ at MR 65 Exact, 80-82 SP), special attack deals ~14 SP damage, can't FLEE.

Final reward:

Into the FireEdit

You have a choice whether to approach the two guardsmen or sneak past them.

  • If you choose to approach them one of them greets you and asks what happened to your horse. You can either attempt to bluff your way past them or attack them:
    • If you attempt to bluff your way past, you must pass a Random check (1-100 + Luck * 1 + Diplomacy * 3 + Thievery * 1). You manage to fool them if you pass. Unknown, probably have to fight them if you don't pass
    • If you attack, 2 City Guardsmen (9+ at MR ??-79 Approx, ~75 SP, 8+ XP), followed by another 2 City Guardsmen (9+ at MR ??-79 Approx, ~75 SP, 8+ XP), no subdue option, as the combat below.
  • If you choose to sneak past them, you must pass a Random check (1-100 + Agility * 1 + Luck * 1 + Thievery * 2). You manage to sneak past them if you pass. Unknown, possibly a crack at bluffing attempt above if you don't pass

Inside the watchtower:

  • 17+ combat XP for 2 Burly Guardsmen (9+ at MR 55 Exact, 85 SP), special attack deals ~5 SP damage, can't FLEE.
  • 64 xp for successfully using Unarmed Combat(30) after a Random check (1-100 + Unarmed Combat * 0.25). 44 or more needed to pass. Lose some Stamina (6-39 damage observed) if you don't pass.
  • 16+ combat XP for Hooded Assailant (9+ at MR 55 Exact, 75-79 SP), special attack deals ~6 SP damage, can't FLEE.
  • 64 xp to Thievery(50) for using it to hide in the shadows after a Random check (1-100 + Thievery * 0.25). 44 or more needed to pass. The man spots you and attacks you (no foe data currently available) if you don't pass. Success allows you to get another 128 xp to Thievery for using it to strike the large man by surprise, after a Random check (1-100 + Thievery * 0.25). 42 or more needed to pass. You still manage to wound him but have to fight the Man in Chain Shirt (9+ at MR ??-57 Approx, 75 SP, 17+ XP), brutal stroke does ~7 damage, can't FLEE, if you don't pass.
  • 64 General XP.

RevelationEdit

  • Lose some Stamina when you get whipped (3-6 SP worth of damage observed)
  • 128 XP to Thievery(50)/Telekinesis(50) for using it to free yourself (both tested), Thievery requires a Random check (1-100 + Thievery * 0.25). 44 or more needed to pass.
  • 4+ combat XP for Lash-Wielding Thug (9+ at MR 45 Exact, 50-56 SP), can't FLEE.
  • 8+ combat XP for 2 Dagger-Wielding Thieves (9+ at MR 50 Exact, 75-85 SP), can't FLEE.
  • 16+ combat XP for Rod-Wielding Brute (9+ at MR 55 Exact, 80-86 SP), can't FLEE.
  • 24+ combat XP for 3 Cudgel-Wielding Thieves (9+ at MR 50 Exact, 100-110 SP), can't FLEE.
  • 64 XP to Fortification(40)/Telekinesis(40) for using it to avoid the hurled knives. (Both tested)
  • 64+ combat XP for Gaunt-Faced Master Thief (9+ at MR 70 Exact, 85 SP), special attack deals ~7-8 SP damage, can't FLEE. You find ~116-140 gold tokens and some items on his body: a superior Short Sword and Studded Leather Belt, as well as exceptional Padded Sleeves.
  • 2,000 gold tokens.
  • 256 General XP.

Completion rewardEdit

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