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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Right just to be contrarian.

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nelson
Apr 12, 2009
College Slice

Maugrim posted:

As good a time to :goleft: as any.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Turn right.

Tiggum
Oct 24, 2007

Your life and your quest end here.


It's not like we have any real information to base the decision on.

The Plague Lords of Ruel posted:

At the top of the stairs you find a dining chamber in disarray. Piles of rubbish are strewn across its tiled floor, gnawed bones cover its tables, and the remains of a small fire are still smouldering at its centre.

An arched portal in the far wall offers hope of escape into a corridor beyond and you hurry towards it. As you are running across the room, you notice a pile of discarded weapons lying beside a bench. Among the weapons are:
  • Dagger
  • Sword
  • Broadsword
  • Bow
  • 4 Arrows
  • Quiver
If you wish to take any of the above, adjust your Action Chart accordingly.

You run through a maze of corridors and narrow passageways, up flights of stairs and across dingy halls and chambers. On several occasions you are forced to hide when a Vazhag patrol passes within a few feet, but your wits and your camouflage skills keep you safe and undetected.

At length you reach a pillared hall on the surface level where you hide from the patrols until the coast is clear. Daylight is streaming in through the hall door, and from where you are hiding you can see the keep and tower beyond. Your hopes rise when you notice that the keep is deserted and the drawbridge is still lowered, tempting you with a direct escape route out of Mogaruith.

Suddenly another bell tolls, adding to the persistent din of the alarm. It is coming from the tower and it signifies that the portcullis is being lowered.
Do we run for the drawbridge or take our time and look for another exit?

We could also swap our spear for one of those other weapons if we wanted. :shrug:

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Run for the Drawbridge! Probably time for one of those random number checks where you guess wrong and die at the last minute.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Tiggum posted:

It's not like we have any real information to base the decision on.

Do we run for the drawbridge or take our time and look for another exit?

We could also swap our spear for one of those other weapons if we wanted. :shrug:

the portcullis is already on the way down, i'd be looking for another exit

Runcible Cat
May 28, 2007

Ignoring this post

Run for the drawbridge, do a cool roll under the descending portcullis and snatch our hat hood at the last minute.

Are we still full up on arrows? Refill if not.

Maugrim
Feb 16, 2011

I eat your face
Drawbridge sounds like a long shot. Surely we can find a more reliable way out.

nelson
Apr 12, 2009
College Slice

Maugrim posted:

Drawbridge sounds like a long shot. Surely we can find a more reliable way out.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Slavic Crime Yacht posted:

the portcullis is already on the way down, i'd be looking for another exit
Rolling under the gate at the last moment's been done too many times before anyway. It's passé.

The Plague Lords of Ruel posted:

Quietly you contemplate your next move as the portcullis slams down, sealing off the main exit from Mogaruith. Within a few moments your thoughts are disturbed by the sound of a large troop of Vazhag ascending the stairs by which you entered this hall. Their approach prompts you to leave by the main door and look for another hiding place outside in the keep.

From the shadows of a disused store room doorway, you scour the surrounding battlements and walkways, hoping to see an opportunity for escape. However, it does not take too long to discover that the tower offered the only easy route out of this stronghold, one that is now blocked by the portcullis.

Suddenly you hear an angry squeal and turn to see a rat-man’s snout protruding from the window of a turret high up to your left. It has seen you and it is informing its confederates of your hiding place. You are forced to abandon the doorway and run into a nearby alley as a score of Vazhag guards come charging across the keep in hot pursuit. The alley is a dead end, but you find a stone stairway which ascends to the battlements and you take it in order to keep ahead of the bloodthirsty pack.

At the top of the stairs you find yourself sandwiched between two converging Vazhag patrols which are racing along the battlements from both directions. To stand and fight would be futile; you would kill many but you would eventually be overcome by the sheer weight of their numbers.

Now there is only one option left and the very thought of it sends a chill racing down your spine. Steeling yourself for what must be done, you sheathe your weapon, take a deep breath, and then launch yourself over the battlements towards the bubbling moat.

You hit the surface with a mighty splash and sink like a stone. Foul fluids fill your nose and mouth, causing you to cough and retch as you struggle to rise to the surface. You are submerged in a deadly cocktail of acids and toxic wastes from the dungeons of Mogaruith and, were it not for your Magnakai Disciplines of Nexus and Curing, you would have perished within seconds of entering the moat.

The Vazhag on the battlements are squealing in triumph for they are certain that you have jumped to your doom. They leave the wall and return to their duties for, in their experience, no living thing has ever survived a dip in the moat. When you do break the surface and strike out for the bank, you do so unseen. It is not until you are pulling yourself out of the moat that your luck suddenly fails you.

You are spotted by a group of three Vazhag returning from battle. Two are armed with spears and they face you on foot, but the third sits astride a captured Slovian steed. It is wielding a cavalry lance and you can tell by the way the rat-man balances it that it is skilled in its use. The two spear-wielders squeal their battle-cry and attack you simultaneously. However, this cry is quickly transformed into a duet of pain when you strike out and kill them instantly. They drop to the ground and almost immediately the rider is upon you, jabbing at your chest with the tip of its lance. You duck the first thrust, and steady yourself to meet the second as the Vazhag lancer turns and bears down on you once more.

Lone Wolf: COMBAT SKILL 43 ENDURANCE 33
Vazhag lancer: COMBAT SKILL 32 ENDURANCE 20
Combat Ratio: 11+

We roll: 7
Lone Wolf: COMBAT SKILL 43 ENDURANCE 33
Vazhag lancer: COMBAT SKILL 32 ENDURANCE 2

We roll: 3
Lone Wolf: COMBAT SKILL 43 ENDURANCE 31
Vazhag lancer: COMBAT SKILL 32 ENDURANCE 0

The Plague Lords of Ruel posted:

The Vazhag lancer tumbles lifelessly to the ground startling its horse which turns and bolts towards the forest. Instantly you act to prevent its escape by using your Magnakai ability of Animal Control. Your powers soothe the creature and coax it to return.

Quickly you mount the steed and head off along the trail which leads to the River Storn. You are less than five miles from the bridge where you hope to finally make good your escape to the Freeland of Slovia. By keeping to the forest’s edge you avoid the traffic of Vazhag troops moving back and forth along the trail and, by the time you reach the banks of the mighty Storn, your spirits are high. Unfortunately, when you do catch your first sight of the bridge, your hopes of making a crossing here are soon dashed.



Curing: +1 EP (32/33).

A fierce and bloody battle is raging upon the Ghardoz, the formidable stone bridge that joins together the lands of Ruel and Slovia across the River Storn. Its central span is wreathed with smoke and flame, and the approaches are heaped with the dead of both armies.



On the far side of the river, over three hundred yards away, you can see the scarlet battle-banners of Slovia fluttering in the soot-laden air. Regiments of foot soldiers are positioned on the bank, waiting nervously for their orders to assault the bridge. You stare at the fast-flowing waters of the Storn and, after careful thought, you decide to brave the currents and attempt to swim across.

You send your horse away into the forest and then wade into the icy waters. You are only waist-deep in the Storn when the currents catch you and swiftly bear you away downstream, towards the bridge and the battle. You are passing beneath the central span when suddenly a section of the parapet collapses, showering you with rocks and flame.

Curing: +1 EP (33/33).
We roll: 6


Drawing upon your very last reserves of strength, you fight against the powerful current and succeed in avoiding being hit by the deluge of rocks and flames. As your strength subsides, you are swept under the bridge and, minutes later, you find yourself washed up on the west bank of the Storn. A company of Slovian archers drag you from the icy water and, fearing you to be a Cenerese spy, they take you to their captain. Fortunately he recognizes your Kai cloak and tunic, and at once you are afforded the treatment and respect which befits one who holds the title of Kai Grand Master.



The captain sends word of your survival to the Palmyrions at Holona where, the following day, you are reunited with Captain Cearmaine and Guildmaster Banedon. Later that same day, the president of Palmyrion—Elector Manatine—arrives with his entourage and, upon learning of the success of your daring mission, he orders that an official celebration take place throughout the republic. You receive the thanks of a grateful nation and, in recognition of your bravery, the Elector presents you with the ‘Golden Star of Palmyrion’, the highest award his country can bestow upon a warrior.

Congratulations Lone Wolf!—you have won a major victory over the Cenerese and removed a threat which could have devastated all of Magnamund. Yet the struggle against Evil goes on. Within a few months of your triumphant return to Sommerlund a grave situation develops, a situation which threatens the life of your closest friend—Guildmaster Banedon.

The nature of this threat and your quest to overcome it awaits you in Book 14 of the Lone Wolf series, entitled:

The Captives of Kaag

That last die roll is a 10-40% chance of death right before the end of the book and is unavoidable. I'll post our final stats, my thoughts on the book and the vote for the next book in a little while.

Toplowtech
Aug 31, 2004

This book and the first other books of the superomegagreatmaster series have always felt weird to me, like at this point Denver had no idea what to put us against thematically after the darklord defeat. Just the same as before but with more bullshit deaths and bigger CS/END. My favorite part (aka Lone wolf spending one week digging himself out of a loving collapsed underground place) is coming soon anyway.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Final stats for book 13, The Plague Lords of Ruel:

    Rank: Kai Grand Defender
    Combat Skill: 43 (25)
    Endurance Points: 33/33 (32)

    Kai/Magnakai/Grand Master Disciplines
  1. Grand Nexus
  2. Animal Mastery
  3. Telegnosis
  4. Kai-alchemy
  5. Weaponmastery (+4 CS w/ any weapon; no unarmed penalty; +5 to bows; +2 to other missile attacks)
  6. Huntmastery
  7. Invisibility
  8. Pathsmanship
  9. Psi-screen
  10. Curing (Regain 1 EP per section; if EP<7 then regain 20 EP - 100 day cooldown)
    Current cooldown time: 99 days.
  11. Psi-surge (+6 CS & -1 EP/round - can't use if below 5 EP)
    Mindblast (+4 CS)

    Weapons:
  1. The Sommerswerd (+8 CS; x2 damage vs. undead)
  2. Spear
    Belt Pouch (money):
  • 45 Gold Crowns
  • 20 Lune
    Backpack:
  1. Rope
  2. Lantern
  3. Potion of Laumspur (+4 EP / 5 Doses)
  4. Potion of Alether (+2 CS / 4 Doses)
  5. Potion of Sabito (Water Breathing / 2 Doses)
  6. Meal
  7. Potion of Alether (+2 CS)
  8. 5 Gold Crowns
  9. Potion of Oede (+10 EP)
  10. Copper Key
    Special Items:
  1. Quiver (6/6 arrows)
  2. Jewelled Mace

  3. Silver Bracers (+2 CS; +1 EP)



  4. Silver Bow of Duadon (+3 to RN)




  5. Korlinium Scabbard
  6. Map of Mogaruith
    Notable Events:
  • Eliminated a conduit from the Plane of Darkness
  • Destroyed the Cener plague

    Missed Opportunities:
  • Missed out on one potion of alether

    Kills:
  • A stragnah (tentacle-porcupine-wasp-drop-bear)
  • Many zombies
  • A giganite (giant cat-snake)
  • A lot of vazhag (rat people)
  • Cordask the legless receptionist
  • The exterminus
  • A bunch of druids
    Deaths:
    This book: 5
    Total: 21
  1. Killed in combat with three giant snake-cats (book 13).
  2. Fought a degradon and lost (book 13).
  3. Crushed by the exterminus (book 13).
  4. Exterminated by the exterminus (book 13).
  5. Fell into a pool of concentrated acid (book 13).
    Storage:
    Weapons:
  • Dagger
    Special Items:
  • The Dagger of Vashna
    Backpack Items:
  • Potion of Alether (+2 CS)
  • Potion of Alether (+2 CS)
  • Map of Tekaro
  • Lantern
  • Meal
  • Meal
  • Meal
  • Bottle of Wine
  • Iron Key
    Money:
  • 38 Gold Crowns
  • 130 Kika

Tiggum
Oct 24, 2007

Your life and your quest end here.


I think this book is pretty good, to be honest. The random instakills do come back in a big way, but only the most masochistic of players treat those as real deaths anyway, and the big, difficult fights are actually fairly easy to avoid/evade if you want to. The mission and the journey make sense and I like where it all fits into the story, mopping up the remaining bad guys. You've beaten the Darklords and that's great, but there's other stuff out there that just wasn't as much of a priority before. This isn't one of the books I had a child either, so there's no real nostalgia factor there.

I do think that the game rules are pretty much at breaking point by this stage, and if he was going to make you dump most of your Special Items he could have taken the opportunity to get rid of the really game-breaking ones like the Sommerswerd instead of entirely harmless ones like the Firesphere. It's still pretty mean that you get massively penalised for skipping books 2 and 12 and makes game balance all but impossible to achieve. But despite our high death count, I actually think this is one of the fairer and more reasonable books in the series.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Captives of Kaag



The Captives of Kaag posted:

The Story So Far … 

You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

It is the year MS 5075 and twenty-five years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader, Archlord Gnaag, and the seat of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Northern Magnamund. Some factions which were part of this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skilfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

For five years now peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well underway. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possesses latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai Monastery and organized the training of the Second Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines.

During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power that you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take not years but centuries to complete.

In the far west, the Drakkarim had retreated to their homelands and were engaged in a bloody war against the Lencians. Much of Nyras had been reclaimed by the armies of King Sarnac, the Lencian commander, and his flag now flew over territory which, two thousand years ago, had once been part of Lencia.

Following the destruction of the Darklords of Helgedad, the Giaks, the most prolific in number of all of Gnaag’s troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen, and Kaag. Within each of these hellish strongholds fierce fighting broke out as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of Right-handed magic who once aided individual Darklord masters) fought for control. It is widely believed that by the time the Elder Magi and the Herbwardens reach the walls of these strongholds the occupants will have long since brought about their own extinction.

Elsewhere, throughout northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those who wait quietly in the shadows for the chance to do his evil bidding.

Only six months ago the evil Cener Druids of Ruel attempted to enact Naar’s revenge. Secretly, in the laboratories of their foul stronghold of Mogaruith, they had laboured to create a virulent plague virus capable of killing every living creature upon Magnamund, save their own kind. Word of their terrible plan reached Lord Rimoah who immediately urged the rulers of the Freelands to raise armies and invade Ruel. Hurriedly they complied, but the invasion ended in disaster. Seven thousand fighting men entered Ruel intent on storming the fortress of Mogaruith and razing it to the ground. Seven thousand marched into the dark realm; only seventy emerged alive. The Ceners were within days of perfecting their ultimate weapon when you took up the challenge and ventured alone into Mogaruith. Despite overwhelming odds you thwarted their evil plan by destroying the virus and the means by which it was created.

After emerging from Ruel triumphant, your quest fulfilled, you returned home to Sommerlund and the Kai Monastery where you resumed your duties as Grand Master. Three months later, on the day that saw the first fall of winter snow, you were visited by Lord Rimoah. Once again he found himself the reluctant bearer of ill news. Your friend Guildmaster Banedon, whilst helping with the reclamation of wastelands close to the Maakengorge, had been abducted by a war-band of Giaks under the command of Nadziranim sorcerers. A rescue was attempted, but ruthlessly the Nadziranim obliterated those who tried to follow their escape into the Darklands.

‘The Nadziranim have grown bold of late,’ said Lord Rimoah, his words tinged with fear and bitterness. ‘They have a newfound power and are keen to exercise it. It would have taken considerable skill and energy to ensnare one as gifted as Banedon.’

‘But why Banedon?’ you asked, trying at once to comprehend and come to terms with the loss of your trusted friend.

‘I fear that the Nadziranim seek to extract from him the secrets of Left-handed magic, so that they may be able to marry it to their own foul sorcery. Such an outcome would give them extraordinary power. It could herald the rebirth of the Darklands.’

At once you recalled how such an attempt to unite the two paths of magic had resulted in catastrophe for Sommerlund. Vonotar the Traitor, a magician from the same guild as Banedon, had betrayed his homeland in exchange for the promise of Nadziranim power. It was his act of treachery that brought about the invasion of Sommerlund and the destruction of the First Order of the Kai.

‘What can be done?’ you asked of Rimoah, fearful that it may already be too late to save your friend.

‘Banedon is still alive, of that I’m sure. The Nadziranim have taken him to the old Darklord city-fortress of Kaag. His life is in deadly danger but they will not kill him until they have succeeded in extracting the knowledge they crave. We can only pray that he is strong enough to resist them until … ’ Lord Rimoah held you with his eyes, words no longer necessary. It was clear that all hope for Banedon’s survival depended upon his swift rescue from Kaag, and there was only one who could effect such a perilous quest with any hope of success.

‘So be it,’ you said, resolutely, ‘I accept the mission. I alone will go to Kaag and secure his release … or die valiantly in the attempt.’

We need a new Grand Master Discipline! But first, let's hear about the upgrades:

Animal Mastery: Ability to summon forest creatures to your aid (in appropriate environments)

Assimilance: Create fog.
Grand Huntmastery: Faster movement.
Kai-surge: Attack up to three enemies simultaneously - this is one of those upgrades where you read it and think "wait, couldn't I always do that?"
Kai-screen: Shield yourself from psychic detection as well as from attack.
Magi-magic: Two new spells; Splinter (shatter an object) and Flameshaft (make your arrows burn). Neither is usable at-will.

We still have Grand Weaponmastery, Deliverance (Advanced Curing), Assimilance (Advanced Invisibility), Grand Huntmastery, Grand Pathsmanship, Kai-surge, Kai-screen, and Magi-magic to pick from.

If we pick Grand Weaponmastery then we'll also need to pick two weapons to specialise with, and it's worth keeping in mind that Grand Weaponmastery currently offers absolutely no benefit over Weaponmastery when it comes to bows, so it's best to pick two melee weapons. The list of available weapons is: spear; dagger; mace; short sword; warhammer; bow; quarterstaff; broadsword; axe; sword.

Next up is equipment. We get a new map and 27 Gold Crowns, bringing us to a total of 77 Gold Crowns and 20 Lune (5 GC) on us and another 38 Gold Crowns and 150 Kika (15 GC) in storage. We also get to pick up to five items from the following list:
  • Sword
  • Bow
  • Quiver (6 arrows)
  • Axe
  • 4 Meals
  • Rope
  • Potion of Laumspur (+4 EP)
  • Spear
  • Dagger

As usual we can put things into storage or take them out, and in the Grand Master series the Lore Circles are replaced with a steady increase in Combat Skill and Endurance, so regardless of what we pick our base scores go up by 1 and 2 respectively.

So the choices we need are:
  1. Grand Master Discipline
  2. Weaponmastery (potentially)
  3. Items into storage
  4. Items from storage
  5. New equipment

Tiggum fucked around with this message at 11:11 on May 24, 2018

ShadowWraith
Mar 28, 2011
1. Kai-Surge.
2. N/A
3. Copper Key, Potion of Sabito, 5 Gold Crowns
4. Both Potions of Alether
5. Potion of Laumspur

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
1. Kai-Screen.
2. -
3. Copper Key, 5 Gold Crowns, Spear
4. Dagger of Vashna
5. Potion of Laumspur

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I agree that Plague Lords is a forgiving book, but only because several later books are worse when it comes to difficulty of combat and mazes.

Deliverance (plays banjo)
Master Long Sword & Dagger
Swap key for Laumspur

Maugrim
Feb 16, 2011

I eat your face
1. Grand Huntmastery because zooming around sounds useful.
2. N/A
3. Key, 32 crowns, spear
4. Dagger of Vashna
5. Potion of Laumspur; use this as soon as possible after EP drops below 20

nelson
Apr 12, 2009
College Slice

Maugrim posted:

1. Grand Huntmastery because zooming around sounds useful.
2. Sword, Dagger
3. Key, any extra coins, spear
4. Dagger of Vashna
5. Potion of Laumspur; use this as soon as possible after EP drops below 20

Runcible Cat
May 28, 2007

Ignoring this post

Maugrim posted:

1. Grand Huntmastery because zooming around sounds useful.

The Six Million Crowns Kai!

2. N/A
3. Key, Backpack coins, Alether potion (the single-dose one, not the bottle)
4. N/A
5. Fill up on Laumspur and Meals

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Helios Grime posted:

1. Kai-Screen.
2. -
3. Copper Key, 5 Gold Crowns, Spear
4. Dagger of Vashna
5. Potion of Laumspur


Agree.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

Grand Huntmastery

ShadowWraith posted:

Store Copper Key, Potion of Sabito, extra Gold Crowns

nelson posted:

Retrieve Dagger of Vashna

Maugrim posted:

Take Potion of Laumspur
OK, those are our decisions.

The Caprives of Kaag posted:

Preparations for the quest take no more than a day to complete. The following morning, shortly before dawn, you and Lord Rimoah leave the Kai Monastery by a secret route which takes you to a clearing deep in the heart of the Fryelund Forest. There awaits the means by which you will travel swiftly to Kaag.

Your journey to the Darklands will be made aboard Guildmaster Banedon’s airship—the Skyrider. This magical craft has borne you on many quests to distant lands, yet never before without your friend and companion at its helm. Now, in his absence, the stewardship of the Skyrider has passed to its bo’sun—Nolrim of Bor.



‘Welcome aboard, Grand Master,’ says Nolrim, proud to be serving under your command. You clasp his strong hand in friendship and compliment him and the crew for the pristine condition of their craft. There is no doubting that he and his company of dwarves are sorely grieved by the absence of their Captain, yet they have not allowed their anguish to give way to hopelessness or despair. These sturdy warriors are renowned for their formidable fighting spirit and you know they willingly risk their lives to help you rescue Banedon from the minions of darkness.

Soon the frost-laden fir trees are receding beneath the Skyrider’s bow as Nolrim steers a westward course towards the grey, snow-capped peaks of the Durncrag Mountains. You spend the flight inside the captain’s cabin, where you and Lord Rimoah discuss your dangerous mission. The plan is to traverse the Durncrag Range and enter the Darklands under cover of a dust storm which is currently sweeping southwards towards Kaag. A landing will be made ten miles to the northeast of the city-fortress, beyond a ridge of hills that will keep the Skyrider hidden from the eyes of Kaag’s watchful lookouts. From there you are to make your way to the fortress on foot, enter as best you can, locate and rescue Banedon, and then return with him to the Skyrider which will carry you back to the safety of Sommerlund. You will have 48 hours in which to complete your mission. If, after the two days have elapsed, you have not returned, Rimoah will be forced to assume that you and the Guildmaster have perished. The dust storm will not last for more than two days, after which time there is a grave danger that the Skyrider will be spotted and attacked by the Kraan and Zlanbeasts which are known to patrol the skies around Kaag.

In a little under two hours you reach your destination where the weather conditions are atrocious. A fierce, dust-choked wind buffets the craft mercilessly during the final descent and visibility is no more than a dozen yards at best. Yet, despite these terrible conditions, Nolrim brings the Skyrider in for a faultless landing behind the ridge. The moment the keel beds into the soft ground, the crew leap into action with ropes and chains. Nolrim soon enters the cabin to inform you that the craft is secure and, with trepidation, you get ready to set off for Kaag.

‘Godspeed, Lone Wolf,’ says Rimoah, with a smile of encouragement. ‘I shall pray to Kai and Ishir for your safety and success. May their light guide you on your journey into darkness.’

You acknowledge his blessing gratefully before bidding him, and Nolrim, farewell. Then, without looking back, you pull your warm cloak tight about you and set off into the storm.

You lower your head and force yourself to trudge uphill against the storm, your feet sinking ankle-deep into the barren volcanic dust with every laboured step. Keeping your eyes shut tight against the stinging, gritty winds, you trust solely to your Magnakai senses to steer you on the correct course towards the Darkland city. Only when you reach the top of the ridge do you attempt to look around at the bleak domain. The Skyrider is lost from sight, shrouded by the swirling grey clouds. Kaag, too, remains hidden for some minutes until a sudden lull in the storm clears the southern vista. Then, what you see makes your blood run cold.

In your lifetime you have gazed upon many awe-inspiring cities, but few compare with the enormous size and monstrous grandeur of Kaag. A coal-black curtain-wall constructed of massive blocks of smooth, featureless stone, encircles this city, forty miles wide. At its centre there arises a gigantic citadel of black marble, pyramid-shaped and slitted with numerous vents to allow what passes for air to circulate within. Its highest point towers two miles above the desolate plain. Thunder booms and streaks of blue-white lightning earth themselves against its walls, drawn from the rolling storm clouds gathered menacingly overhead.



At first the fortress seems wholly impregnable; then you notice that the outer wall is not entirely intact. Illuminated by the infrequent electrical flashes, you see that a vast section of the battlements, close to the North Gate, have collapsed. Also, away to the east, a mile-long section has fallen outwards to litter the plain with huge black cubes of stone. You are surprised to note that no attempt has been made to repair these breaches and, consequently, access to the city could be effected at either place with relative ease.
Do we try the north wall or the east?

Maugrim posted:

Use laumspur as soon as possible after EP drops below 20
I'd also like to see some votes on this as a new rule going forward.

Toplowtech
Aug 31, 2004

Tiggum posted:

I'd also like to see some votes on this as a new rule going forward.
Voting yeah i favor of the "Laumspur as soon as possible after EP drops below 20" rule.

Also north wall.

Maugrim
Feb 16, 2011

I eat your face
North Wall.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug

Toplowtech posted:

Voting yeah i favor of the "Laumspur as soon as possible after EP drops below 20" rule.

Also north wall.

:same:

Comstar
Apr 20, 2007

Are you happy now?
So, one CAN simply walk into Kaag via the east].

Runcible Cat
May 28, 2007

Ignoring this post

East, further away from the gate.

nelson
Apr 12, 2009
College Slice
East. And yes on the Laumspur vote.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Comstar posted:

So, one CAN simply walk into Kaag via the east.
Or the north. But we're going to the east.

The Captives of Kaag posted:

Drawing on your inner strength to quell your fears of what may lie ahead, you descend the ridge and approach the great, frowning bastions of Kaag. Through the swirling dust you see a pitted road which leads to the East Gate. Its storm-blown surface is littered with corpses, bleached bones, rusted weapons, and armour. Crab-like scavengers scuttle among the debris, fighting for scraps to feed their young which nest in thousands of empty Giak skulls half-buried in the ground.



Shielded from detection by the storm and your Kai skills, you reach the breached east wall unobserved.

Swiftly you climb over the rubble, which is heaped between the huge cubes of marble that were once part of this section of Kaag’s curtain-wall, and find yourself in a street lined with decaying halls and slum dwellings. A dun pall of choking smoke hovers above this quarter, which reeks of iron and sulphur. Moving among the ruins you see a ragged group of Giaks, led by a Gourgaz clad in a shirt of mail. They halt for a few moments, and then the Gourgaz hisses an order and they continue at a lumbering pace, heading south. You notice that their tattered blue-green uniforms all bear the emblem of a broken skull.
Do we follow them or avoid them and go in the opposite direction?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Avoid enemies. Continue Metal Gear Lone Wolf as long as possible.

Maugrim
Feb 16, 2011

I eat your face
Following someone who knows where they are going may help us orient ourselves.

Runcible Cat
May 28, 2007

Ignoring this post

Maugrim posted:

Following someone who knows where they are going may help us orient ourselves.

nelson
Apr 12, 2009
College Slice
Follow them. I’m curious what these guys are up to.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug

achtungnight posted:

Avoid enemies. Continue Metal Gear Lone Wolf as long as possible.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Maugrim posted:

Following someone who knows where they are going may help us orient ourselves.
The Dirk Gently method of navigation.

The Captives of Kaag posted:

Stealthily you tail the group as they wend their way through the alleyways and ruined streets of this quarter. Shortly they arrive at a complex of stable-like buildings, each one devoid of all decoration or embellishment, save for a liberal coating of coal-black grime. Here the party splits into two groups. One section enters the complex; the other, led by the Gourgaz, continues on its way southwards, heading deeper into Kaag towards the sound of a distant street battle.
Shall we continue to follow the gourgaz, investigate the buildings, or ignore both and explore somewhere else.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Check out the buildings, the last thing we need to do right now is being involved in a streetfight. Also they wouldn't hide Banedon at a place where they are fighting each other.

Runcible Cat
May 28, 2007

Ignoring this post

Search the buildings for prisoners! Also for loot and info.

Comstar
Apr 20, 2007

Are you happy now?

Helios Grime posted:

Check out the buildings, the last thing we need to do right now is being involved in a streetfight. Also they wouldn't hide Banedon at a place where they are fighting each other.

Materant
Jul 22, 2010

see, what you don't understand is he now has

THE MANLIEST MUSTACHE

it defies physics


Helios Grime posted:

Check out the buildings, the last thing we need to do right now is being involved in a streetfight. Also they wouldn't hide Banedon at a place where they are fighting each other.

Alternatively, keep in mind that Kaag is in the throes of a civil war, and Banedon represents a rather significant power piece for the Nadziranim. It's not too out there that the Xaghash might want him out of their hands.

Materant fucked around with this message at 16:42 on May 9, 2018

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nelson
Apr 12, 2009
College Slice

Helios Grime posted:

Check out the buildings, the last thing we need to do right now is being involved in a streetfight. Also they wouldn't hide Banedon at a place where they are fighting each other.

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