Stronghold of Kahr-Dur

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This is a Class C (bronze star) article.
Stronghold of Kahr-Dur
Eamon adventure #273*
Stronghold of Kahr-Dur intro.png
Author Derek Jeter
Released March 2013
EDX number 24
Native format PC DOS (Eamon Deluxe)

Stronghold of Kahr-Dur is the first of two Eamon adventures written by Derek Jeter.

Background

Premise

From the game's introduction:

You are milling about the hall of free adventurers when the burly Irishman approaches. "A raven just arrived carrying a message for you," he says grimly. You take the piece of parchment from him and read the hastily scribbled letter. It is from your brother, Jollifrud, who lives in the wealthy city of Fahrnor.

He states that a terrible menace has haunted a long-abandoned mountain fortress, known as Kahr-Dur, that overlooks the town. This unnamed menace has been quietly kidnapping the city's denizens during the night which has led to a general state of fear and anxiety. Even worse, Jollifrud's daughter Lady Mirabelle is among those who have been seized. He begs you to journey to Fahrnor and help him rid the city of this great evil once and for all. Your brother was once a great adventurer but has since retired after making his fortune plundering the great haunted tombs of the kings of old. The chance to stand next to him again in glorious battle is very tempting indeed.

You decide to set out for Fahrnor to help your brother and, after a week's journey on horseback, you arrive. A sense of doom pervades the city. Homes and shops are shuttered up and the usual bustle expected of such an opulent metropolis is nowhere to be found.

Jollifrud greets you at the gates to his spacious home. He says there is no time to waste and you both set off for Kahr-Dur to confront its resident horror...

Walkthrough

A map of the stronghold and its environs.
  1. Proceed to Room 14
  2. OPEN CABINET
  3. REMOVE EYEGLASSES (from CABINET)
  4. WEAR EYEGLASSES
  5. Proceed to room 11
  6. EXAMINE BOOKSHELF (must be wearing eyeglasses, will reveal secret door north)
  7. Proceed North into Room 93
  8. GET ALL
  9. Proceed to Room 18
  10. OPEN ARMOIRE (must be wearing eyeglasses, will reveal secret door west)
  11. Proceed West into Room 19
  12. GET ALL and READ SCROLL
  13. Proceed NORTH to Room 31
  14. It's dark! LIGHT WHITESTONE OF KARAMIR
  15. Proceed to Room 52
  16. GET AMULET OF COURAGE
  17. WEAR AMULET OF COURAGE (You will not be able to enter Tangledoom Forest [92] if not wearing it)
  18. Proceed to Room 85
  19. GET KINGSWORT
  20. Proceed to Room 70
  21. Remove items (key and potion) from leather pouch dropped by Dark Guard
  22. Proceed to Room 39
  23. GET DRAGON SPICE
  24. Proceed to Room 16
  25. OPEN DOOR
  26. Proceed to Room 27
  27. GET BOOTS
  28. Proceed to Room 84
  29. WEAR BOOTS (You will die if you descend the pit without them!)
  30. Descend the pit by going DOWN
  31. Proceed to Room 109
  32. SAY I WILL FREE YOU
  33. SAY BARADA LHAIN (You will now have the powerful Wizard's Helm)
  34. Proceed to Room 43
  35. PUT SPICE (in cauldron)
  36. PUT RUBY (in cauldron)
  37. PUT KINGSWORT (in cauldron)
  38. PUT RESIDUUM (in cauldron)
  39. SAY KNOCK NIKTO MELLON
  40. POWER
  41. Proceed to Room 54
  42. WEAR HELM
  43. Proceed to Room 56 for final battle
  44. Use BLAST spell to attack necromancer - no weapon will be effective
  45. FREE Mirabelle
  46. Proceed to Room 1 and exit!

Location

The adventure's introduction describes the journey from Evenhold to the city of Fahrnor as taking a week on horseback. The distance this represents would be affected considerably by conditions and terrain, but at 25 miles a day the journey would be roughly 175 miles.

Trivia

  • This is one of the few adventures to describe specific family relationships for the adventurer: a brother (Jollifrud) and niece (Mirabelle).

External links