Citadel of Chaos
I've played this twice before, and didn't get very far either time. I remember really liking the Doctor Moreau-stylings of Balthus Dire's haphazard army, though, so I'm looking forward to make good on past failings...
The Prep
My first roll, as always, is for skill. It's... a 1, which gives me a skill of 7. Ouch. This is going to be an uphill battle... But as if to make up for that, the Gods pretty much max out my other stats. Stamina 20, Luck 12, Magic 15 - so I've still got more than a fighting chance. I don't remember what all the spells do, but I take what feels like a broad spread, albiet skewed strongly towards making up for my low skill!
The Playthrough
To be honest, it's a...weird adventure. I sucessfully blag my way past the guards on the gate without the need for a fight, and that rather sets the tone. Keenly aware of my poor skill, I'm reluctant to get into battle, deciding to rely mainly on my natural charm to progress. I bimble about the courtyard and Citadel environs, chatting with Dire's weird cronies to little real benefit. My first encounter of note is the bloody leprauchan, O' Seamus, and it's not long before I realise why Balthus Dire had him locked away in the tower's depths. Having wasted my spell of Shielding and lost a precious skill point to his practical jokes, I'm geting seriously miffed when O' Seamus comes good, gifting me an enchanted sword for my being a good sport. Well, alright then! For the first time this adventure, I feel like I'm starting to get somewhere.
I go through a wine cellar and a room with a rock monster in it, and I'm soon back to feeling that I'm not really making the optimum choices. I'm dodging any dangerous encounters, but I'm missing treasure chests and clues, too. I then have a disastrous time on a trick staircase, of all things, and my lowly skill of 7 has plummeted to a 5. A 5...! Just as well I've done no fighting yet! I consider using a skill spell, but decide to hang on just a little longer before I do.
Eventually I enter a room that has a circular trench (a bottomless pit, or I've never seen one) and a chest sitting on a rocky island in the centre. One of the choices I'm given is to 'pick up the nearby rope and formulate a plan.' The wording of this intrigues me (and I'm getting sick of walking past treasure chests) so it's what I go for. My plan amounts to tying the rope around my waist, then lassoing the chest and trying to drag it over to me. Except the chest plunges straight into the void, and is so heavy that it takes me with it - no saving roll, no chance for a levitation spell, nothing. Splat. Somewhere, the Wizard of Yore pinches the bridge of his nose and mutters 'Star bloody pupil...'
The Verdict
I've long considered Citadel to be Firetop 2.0, and this playthrough did nothing to change that. Similar, but improved and expanded in all the right ways. I was impressed at how far I got sans combat. Beyond hacking at a troublesome tentacle around my leg, I spent my adventure chatting, bluffing and cajoling the creatures of the Citadel, which made for a nice change from my Firetop dungeon crawl. The magic mechanic mixes things up massively, too - I'm looking forward to another playthrough to really explore the spells, which I didn't get much oppurtunity to make use of. If only that first die roll had been different...