Part 29: Only Fools and Horses
Update 16: Only Fools and Horses











Spirit Bones are completely immune to physical damage. Apart from that annoyance, they're not too scary: they attack for some minor physical damage, selectively target Clerics, and can cause unnatural aging if they hit. Fubar can take one out in a couple of hits thanks to his fire-elemental weapon: if we didn't have that, we could simply use spells against it.






All of the broken bottles will damage you if you search them, but some will also yield potions. As usual, Clairvoyance can tell you which ones to search and which ones to avoid.

These aren't random: they're always Potions of Holy Words. If you're having trouble with the ghosts in this town, using one of these potions has a good chance to kill a group of them instantly.

There are small houses off to either side of the town square, containing beds and, in this case, a mirror portal. Some of the beds have pretty decent-quality random items hidden in them.











There's an important secret passage here in the northeastern part of town. If you miss it, trying to help Winterkill will be an exercise in confusion and frustration.



The southern gong that the crystal ball is referring to is not the one immediately south of the well, but this one here, in the far southeast corner.











Winterkill's well obviously does us no good at all against the ghosts even now that we've fixed it, but there are other times when high Might comes in very handy.



Winterkill's Mindmeld Guild mostly sells spells that can also be bought in Asp, but some of its unique spells are very useful. Most importantly, we finally have access to Teleport, which opens up a number of areas that are otherwise inaccessible.


Doing the Winterkill quest correctly can be kind of annoying. If we bang the southern gong before destroying every single one of the ghosts, or if we revisit the mayor before destroying all the ghosts and banging the gong, all of the ghosts in town will respawn.




Polter-Fools are almost exactly the same as Spirit Bones -- both are immune to physical damage, selectively target Clerics, and cause aging -- except they have slightly higher stats across the board. More HP, higher speed, more damage. Fubar still fs them ubar with his flaming sword.

We deal with the Polter-Fools in exactly the same way as the Spirit Bones: destroy all the undead (making sure we get every single one), hit the southeast gong and report back to the mayor.






Ghost Riders are to Polter-Fools as Polter-Fools are to Spirit Bones: a bit more HP and significantly more damage output. They're still not particularly scary, but we'll have to take some care to keep Anleisa healed up between fights.





As annoying as Winterkill can be, it's not really all that difficult or dangerous, and the reward is well worth the trouble.




I haven't done a full writeup on the party's progress since the Tomb of a Thousand Terrors, and we've gained about two levels' worth of experience since then. Fubar remains an indestructible rampaging death-beast: in one more level he'll have 5 attacks per round, further cementing his superiority in melee combat. I've also managed to find him some better armour, not that he really needs it.


Ms Swallow hasn't changed much, but she doesn't need to: she's still a very respectable melee fighter and backup clerical spellcaster.


Flench finally has (barely) enough SP to cast heavy-duty spells like Mega Volts and Day of Sorcery, which is nice.


Trish is still keeping ahead of the rest of the party in levels, and will continue to do so, helping to keep her HP total from falling too far behind the frontliners.




Anleisa is doing fine: I've upgraded her equipment a bit since the last rundown, and she's picked up a couple of excellent spells in Winterkill. I'll eventually want to do something about that aging, though -- it's not a problem yet, but if she ages 3 more years she'll suffer stat penalties until restored to her natural age.



There's not much I can do about Vandesloof's HP being the lowest in the party: even if I raise his Endurance even further, I'll start to get diminishing returns. Still, his armour is decent, he's got some good resistance-boosting gear on and he's still a powerful spellcaster.
And that's it for Winterkill -- a nice short update for a town that's fairly simple once you know what you're supposed to do there. Next time, should the party explore the mysterious Cave of Illusion, or do some quests and exploration outdoors? Vote now!