Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)
We suck at leading rangers.
Stairs

Edit: update last page.

Adbot
ADBOT LOVES YOU

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Tiggum posted:



There are some Kai Discipline checks that also ask if you've reached a particular rank (ie. whether you've completed enough of the previous books in the series). It's blatantly rewarding those who spent more money (or it was when the books weren't available for free) and pretty much the opposite of how I would design a game to work. New players should have the game made easier, not experienced players.

This is why my answer to any of those questions was always "yes".

Take the wagon track.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
I guess it makes sense from a 'you're more experienced' perspective, and they point that out a bunch of times in the rules text so it doesn't really bother me.

Coinflip says wagon.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Having the Sommeswerd is an experience check in it's own right. There really isn't a need to have certain rank checks on top of it really.

Avalerion
Oct 19, 2012

Wagon tracks, we might find a wagon to ride.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Stairs

Tiggum
Oct 24, 2007

Your life and your quest end here.


Avalerion posted:

Wagon tracks, we might find a wagon to ride.
This is the way we'd have ended up going anyway. You can actually only take the other path if you don't get to use Tracking and also don't have Camouflage.

The Chasm of Doom posted:

As you make your way along the torchlit tunnel, you pass several ore wagons bearing the same design branded upon their wooden sides: a cross moline above the initials ‘O.V.’. You recognize the seal of Oren Vanalund, the Baron of Ruanon, and it confirms the fact that you are heading in the right direction. Suddenly, the sound of approaching footsteps begins to echo along the tunnel ahead. They become louder, accompanied now by shouting and the crack of a whip.

Should we hide in an ore wagon or in the shadows at the edge of the tunnel?

Avalerion
Oct 19, 2012

Wagon!

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Hide in the wagon. If it takes off, it will surely carry us somewhere important.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Hide in the ore, we should be able to get at least one stealth instakill.

The_White_Crane
May 10, 2008

achtungnight posted:

Hide in the wagon. If it takes off, it will surely carry us somewhere important.

This.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Chasm of Doom posted:

Raising the hood of your Kai cloak, you crouch in the bottom of an empty ore wagon and wait with bated breath. Through a gap in the wood you can see a haggard procession of men shuffling towards you. An escort of bandit warriors pushes them forward, beating any who falter or slip out of line. You feel a sudden jolt as your wagon is pushed along the tunnel and glance up to see a sweat-streaked face peering down at you. ‘Run left when I say “Go”,’ whispers the face which then disappears over the edge of the wagon.

As the wagon emerges from the tunnel, sunlight suddenly floods over you. Through the crack you can now see your destination; the wagons are being shunted onto a timber gantry where the track ends some fifty feet above a huge mound of ore. Your observations are cut short by a hissed command: ‘Go!’
Shall we run left, run right, or stay in the wagon?

WhiskeyWhiskers
Oct 14, 2013

Always Be Going Left

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
:goleft:

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Can't resist a sweaty face, go left!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Right. You're not the boss of me, horribly mistreated mine slave :colbert:

Avalerion
Oct 19, 2012

Go left.

Comstar
Apr 20, 2007

Are you happy now?
Left! for the right way to go forward.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Good choice.

The Chasm of Doom posted:

You leap over the side of the wagon and sprint towards a line of densely packed trees less than twenty yards from the track. Luck is with you, for the bandit guards fail to notice your daring escape and the wagons continue on their way towards the gantry.

Pausing just long enough to catch your breath, you give silent thanks to the stranger who helped you, before pressing onwards through the trees.

The trees are alive with bandit patrols, but your quick wits and Kai skills prevent you from being seen by them. Eventually you reach the edge of the copse. You find yourself staring out across an expanse of open plain towards Ruanon. The sight that lies before you is very disquieting.

Much of the mining town has been burnt to the ground. The blackened ruins of what were once shops, cottages, and taverns are now little more than smouldering mounds of charcoal. You are beginning to fear the worst, that Ruanon has been totally destroyed, when a gentle breeze clears the haze of wood smoke hanging like a grey curtain over the ruins. Inside the perimeter of ruined buildings, a barricade has been thrown up around a tower of stone. Above the tower, a tattered flag still flies bringing renewed hope; it is the sun-flag of Sommerlund edged with a band of white braid—the cavalry standard of the King’s Guard Regiment.



The sudden crack of a twig makes you freeze. You glance behind to see three bandits creeping through the trees towards you. The wide steel tips of their spears glint. They seem to be coated with a clear, sticky fluid.

You recognize gnadurn sap dripping from their spears. It is a deadly poison. You dare not risk engaging in combat with these bandits, for the merest graze from one of their tainted weapons could be fatal. Leaping to your feet, you race away from the trees and run towards Ruanon.

From all along the forest edge, groups of bandits emerge from the trees, whipped and scolded by their bullying sergeants for allowing you to escape. This spurs you to quicken your pace, and you cover the first hundred yards with ease. Then arrows begin to fall around you. You duck and weave, making yourself a difficult target for the archers, and gradually the falling shafts dwindle in number. You smile at their futile attempts to stop you, but your confidence is soon shaken by a pack of snarling Warhounds breaking out of the woods to your right; they are off the leash and hungry for blood. You are less than five hundred yards from Ruanon, but the Warhounds are closing in.
Keep running or stop and fight?

Had we gone right instead of left we'd have run right off the edge of a cliff and died. Staying put would have worked out fine though. And if we didn't have Hunting and had never completed book two then we wouldn't have recognised the gnadurn sap and would have been given the option to fight those guys. If you do, a single point of damage is enough to kill you (just like the Kalkoth that killed us in Kalte).

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Run!

Avalerion
Oct 19, 2012

WhiskeyWhiskers
Oct 14, 2013

We're a Jedi with a lightsaber, these dogs and bandits are hosed. Stop and fight.

WhiskeyWhiskers fucked around with this message at 15:24 on Oct 18, 2017

The_White_Crane
May 10, 2008
When in doubt slaughter them all.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Run!

Tiggum
Oct 24, 2007

Your life and your quest end here.


The_White_Crane posted:

When in doubt slaughter them all.
Poor doggos. :(

The Chasm of Doom posted:

The Warhounds lope towards you at an unnerving speed. You can see their great red-lipped jaws clearly and hear the clacking of their fangs. You fight to control your breathing, to concentrate all your warrior skills, for you must dispatch the Warhounds quickly and with precision if you are to avoid being torn to pieces. Two dogs, faster than their brothers, break free of the pack and close upon you. They leap simultaneously, their slavering jaws spread wide for attack. You dive forward and roll, striking at their bellies from beneath as they pass above. Both howl with rage and pain and tumble lifeless to the ground. You are back on your feet as the next Warhound attacks.

Vassagonian Warhound: COMBAT SKILL 17 ENDURANCE 25

Lone Wolf: COMBAT SKILL 29 ENDURANCE 32
Vassagonian Warhound: COMBAT SKILL 17 ENDURANCE 25
Combat Ratio: 11+

We roll: 1
Lone Wolf: COMBAT SKILL 29 ENDURANCE 29
Vassagonian Warhound: COMBAT SKILL 17 ENDURANCE 16

We roll: 8
Lone Wolf: COMBAT SKILL 29 ENDURANCE 29
Vassagonian Warhound: COMBAT SKILL 17 ENDURANCE 0

If this fight had taken longer than 3 rounds then we'd have to have fought some more, but at a CR of 11+ that's literally impossible.

The Chasm of Doom posted:

Beyond the approaching Warhound pack, you can see that a dozen bandit archers are closing in. If you were to survive the rending jaws of the Warhounds, the archers would be sure to pick you off with ease. Without wasting a second, you turn towards Ruanon and run as fast as your legs will carry you.

Healing: +1 EP (30/32).

You try to ignore your aching legs and the fear that knots your stomach by forcing your concentration on the sun-flag, a fluttering symbol of hope in the distance. Your face is streaked with sweat, and your lungs feel as though they will burst, but you dare not slacken your pace; the thought of Warhound fangs closing and tugging on your skin is all you need to drive you forward.

At four hundred yards, you can see that the barricade and watchtower are inhabited, but at this distance the faces you can see are only a line of small, pink dots on the walls. At three hundred yards, you run into some gruesome remains, where the corpses of bandits lie twisted on the ground, most killed by arrows. Many have lain in the open for weeks; a flock of startled carrion crows rise shrieking from their feast as you race through the bodies. You turn away in disgust.

Suddenly a new sound drifts across the plain: the sound of cheering. The beleaguered defenders have spotted you and recognized your green Kai cloak. Two hundred yards to go. You have just passed the ruins of a burnt-out cottage when you feel an agonizing pain tear through your left thigh. An arrow has pierced your leg, and you pitch forward into the mud and ash.

Crouched in the ruined cottage, a bandit sniper raises his bow and takes careful aim at your head.

Healing: +1 EP (31/32).

The twang of the sniper’s bow and the hiss of an arrow are the last sounds that you hear in this world. The shaft punctures your skull and you die instantly.

Your life and your mission end here.

That was an unavoidable luck roll. It's a one in ten chance of just dying like that and we got unlucky.

Death Count: 3

Tiggum fucked around with this message at 02:48 on Dec 19, 2017

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
The bandit had a bow and he wished to use it.

Unfortunately for us, he used it very well. :(

Tiggum
Oct 24, 2007

Your life and your quest end here.


But of course that's not what happened.

The Chasm of Doom posted:

Crouched in the ruined cottage, a bandit sniper raises his bow and takes careful aim at your head.

Healing: +1 EP (31/32).

An arrow hisses overhead; a scream of agony fills the air. The bow slips from the archer’s fingers as he sinks to his knees, the arrow lodged deep between his startled eyes. The clack of fangs and the soft swift pad of stealthy feet tell you that the Warhounds are closing in. You look up to see a man running towards you from the barricade. He has a shield in one hand and a longbow in the other; it is Guard Captain D’Val. He reaches you, breathless from his run, and draws an arrow from his quiver. D’Val aims and fires, drawing another arrow from his quiver as soon as the first is loosed. The Warhounds tumble and crash to the ground around you, felled by D’Val’s deadly shafts. Eight lie dead before his quiver is empty.



The captain grabs you by the arm and, swinging you over his shoulder in one swift motion, carries you back towards the barricade. Others run forward to help you, but the bandit archers are now in range and your men are forced back by a hail of arrows. The red shafts of the enemy whistle past on all sides. You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. Captain D’Val is close to exhaustion; he staggers, and his men rush to catch him before he drops to the ground.

Healing: +1 EP (32/32).

A circle of unshaven faces are staring down at you. A soldier cradles your leg as another snaps the shaft buried deeply in your thigh. But before you can even cry out in pain, he has drawn the arrow from your leg with one swift tug. ‘You are very lucky, Kai Lord,’ he says, as he bandages a handful of Laumspur to your aching limb. ‘The wound is clean, and the bleeding is but slight.’

You lose 4 ENDURANCE points, but the soldier’s quick thinking and skill has saved your leg from infection. With great care the soldiers carry both you and Captain D’Val into the stone watchtower.

Endurance: 28/32.

‘I was hoping the King would send a large search party,’ says Captain D’Val wryly, now having fully recovered from his exhaustion. ‘I was beginning to tire of this town.’

You rise from your straw bed and offer your thanks to the captain. His brave and timely action saved you from certain death. ‘’It's nothing to compare with you, Lone Wolf. Your bravery is legend. Your presence here is worth a hundred men.’

He asks you about your mission, and you recount the events that have led you to this meeting; the ride south, the loss of your company, your passage through the Maaken Mines and the bandits.

‘Yes, the bandits—Barraka’s men,’ retorts D’Val, his gruff voice conveying his contempt for them and their leader. ‘It seems we have both suffered at his hand. A month ago, he and his Vassagonian renegades ambushed my troop on the Ruanon Pike. We were sorely outnumbered and the fight was indeed bitter. But we broke free from them and escaped here to Ruanon. We have been beleaguered ever since and praying for help to arrive. We have enough weapons to resist them, but we have barely enough food and water to survive.’

You ask what has become of the people of Ruanon. ‘Most are now slaves. Barraka has taken the mines and he uses the Ruanese as forced labour. Other than yourself, only one man has escaped from the mines and survived the Warhounds and the bandit snipers. That man is Baron Oren Vanalund. Come, I shall take you to him.’

D’Val leads you to the topmost chamber of the watchtower and pushes open an iron-shod door. The sight that greets you fills your heart with sorrow and pity.

Healing: +1 EP (29/32).

Oren Vanalund is the fifteenth baron of Ruanon, a noble warrior of royal lineage, and fifth in succession to the throne of Sommerlund. This once proud and chivalrous warlord now lies upon the cold stone floor of the chamber, red-eyed and whimpering like a frightened dog. ‘He has lost everything,’ says D’Val quietly. ‘Barraka has destroyed his castle, his land, his town, and his family. His sons are dead, and his only daughter has been taken captive by Barraka himself. I fear the ordeal has turned his mind.’



The pathetic man raises his tear-stained face, and with feeble voice mutters a curious rhyme, over and over again.

When a fair royal maid on the altar dies,
The dead of Maakengorge shall rise.


Healing: +1 EP (30/32).

As you unfurl the Scroll and begin to read its ominous contents, the Baron struggles to his feet. Word for word he echoes the prophetic verse.

When the full moon shines o’er the temple deep,
A sacrifice will stir from sleep
The legions of a long forgotten lord.
When a fair royal maid on the altar dies,
The dead of Maakengorge shall rise
To claim their long-awaited reward.


‘You must save her, Lone Wolf. You must prevent the sacrifice.’ The Baron’s voice is choked with emotion.

‘Save who? Who must he save?’ questions Captain D’Val, as he tries to calm the distressed Baron.

‘My daughter, Madelon. Barraka has found the Dagger of Vashna. He plans to sacrifice my daughter upon the altar of Maaken to release the undead of Maakengorge.’

The Baron explains that during the Age of the Black Moon, King Ulnar of Sommerlund killed the mightiest of all the Darklords, Vashna, with the Sommerswerd, the sword of the sun. His body and the bodies of all his soldiers were hurled into the bottomless abyss of Maakengorge. ‘He plans to lead the dead to victory first to conquer Sommerlund and then all of the Lastlands,’ he says in despair.

You stare at the Baron in stunned silence. If Barraka completes the sacrifice, all is lost. What mortal army can stand against a legion of the dead?

Captain D’Val ushers you from the chamber and closes the door. ‘I feared he was insane, but your Scroll confirms my worst nightmare. He speaks the truth!’

As the dreadful significance of the verse begins to sink in, your thoughts are broken by the shrill blast of a war-horn. Captain D’Val strides over to an arrow slit and peers out across the plain. As he turns to speak, you notice that his face is ashen grey. ‘The bandits … they’re launching an attack!’

Healing: +1 EP (31/32).

You follow Captain D’Val as he hurries down the broad watchtower steps and out to the barricade. A rolling sound like distant thunder fills the air. Cavalry are pouring onto the plain from all sides, grouping up into battalions in preparation for the advance. Columns of foot soldiers in bright scarlet armour march through their ranks, herding a frightened wall of people before them.

‘They’re Ruanese!’ cries D’Val, his hand shielding the light from his eyes. ‘That cur Barraka; he’s using them as a shield!’

All around you, the captain’s men have drawn their bowstrings, awaiting his signal to fire. But it is an order he dare not give. Suddenly a hidden catapult hurls a massive black rock through the air, straight towards the barricade. You stare in horror as it bursts into flame and disintegrates, showering a rain of blazing oil on everyone beneath. The soldiers cannot evade the deluge, and many are badly burnt before the flames are smothered. A battle-cry resounds from the enemy ranks: the signal to attack. The Ruanese are pushed aside and trampled by the onrush of scarlet warriors who now race towards the barricade.



The blazing oil has scattered D’Val’s men, and the barricade is poorly defended. You hear D’Val shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

Healing: +1 EP (32/32).

You must rally the defenders or all is lost. You order two soldiers to help the captain and then leap onto an overturned wagon in order to see clearly the enemy advance. They have already reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D’Val’s men to defend the barricade, but the enemy are less than one hundred yards from the wall; you are afraid it might be too late to repel their attack.

The Vassagonian bandits break cover and charge, and you give the order to fire. A cloud of arrows sweeps down upon the armour-clad men, the hardened tips penetrating their scarlet plate. The first wave of assailants tumbles and falls; the second wave falters. Another volley forces them back, and they retreat to the ruins to reorganize themselves.

Here and there, groups of bandit warriors have survived the hail of death and reached the barricade. Most are slain as they try to enter, but a small and determined section of their boldest fighters have broken through close to where you stand. Suddenly, a thick-bodied warrior with oily, black hair tied in a knot at the back of his scarred head leaps onto the wagon and attacks you.

Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 25

Lone Wolf: COMBAT SKILL 29 ENDURANCE 32
Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 25
Combat Ratio: 11+

This looks like another easy fight, but we do have the option of evading. If we don't want to fight him then we could just jump off the wagon. Which will it be? You can also specify specific conditions under which we'll evade mid-fight, if you like (eg. after a number of rounds, if our Endurance falls below a given number, etc.).

If we'd brought D'Val's sword we'd have been able to return it to him here, but you don't get anything for it.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
No retreat, no surrender. FIGHT!!!!

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Stab 'em!

anakha
Sep 16, 2009


:black101:

Tiggum
Oct 24, 2007

Your life and your quest end here.


Lone Wolf: COMBAT SKILL 29 ENDURANCE 32
Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 25
Combat Ratio: 11+

We roll: 4
Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 13

We roll: 9
Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Vassagonian Warrior: COMBAT SKILL 18 ENDURANCE 0

The Chasm of Doom posted:

D’Val runs past the wagon, leading a dozen of his best swordsmen in a countercharge and driving the enemy all the way back to the barricade. None escape alive. Those who survive D’Val’s swordsmen are cut down on the plain by his archers as they run towards the ruins. The shout of victory has barely died away before you are faced by a new threat.

Healing: +1 EP (31/32).

A mantlet, a large shield on wheels, is being pushed slowly across the body-strewn battleground towards the barricade. Arrow shafts soon bristle from its thick wooden planks as D’Val’s men fire their bows time and time again in an attempt to hit the shielded foe.



Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attack—they give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

Healing: +1 EP (32/32).
Shall we stand and fight or run for the watchtower?

That mantlet seems really impractical. Like, forget the bodies, that thing's going to get stuck on stones, branches, bits of rough ground, etc.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Second verse, same as the first... FIGHT!.... I notice there are no enemy stats this time, but I’m sure that doesn’t mean anything.

Edit- Thanks for clarification, GM. I was afraid it meant "standing against the enemy mounted knight means he automatically kills you with no chance to set weapon vs. charge, or some similar BS". I know this book has a notorious BS instadeath, but I can't recall the exact circumstances. I'll probably stumble into it again when we have the chance.

achtungnight fucked around with this message at 14:03 on Oct 19, 2017

Avalerion
Oct 19, 2012

Fight! :chef:

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

I notice there are no enemy stats this time, but I’m sure that doesn’t mean anything.
It means that we're given the option to run away before combat began. Basically, this is an ordinary decision and the last one was "evading combat", which is a choice you get sometimes and comes with certain conditions: the enemy always gets one free attack against you when you choose to evade, and there are often other conditions specified in the text, such as only being able to evade after a certain number of rounds. It's come up a couple of times before but I didn't put it to a vote.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Chasm of Doom posted:

The horseman is charging at you very quickly. You will only be able to fight for one round of combat before the momentum of his attack carries him past you.

Vassagonian Horseman: COMBAT SKILL 20 ENDURANCE 28

Lone Wolf: COMBAT SKILL 29 ENDURANCE 32
Vassagonian Horseman: COMBAT SKILL 20 ENDURANCE 28
Combat Ratio: 9

We roll: 2
Lone Wolf: COMBAT SKILL 29 ENDURANCE 29
Vassagonian Horseman: COMBAT SKILL 20 ENDURANCE 19

The Chasm of Doom posted:

Your blow has unhorsed the bandit. He falls to the ground heavily, shattering his lance beneath him. He staggers to his feet and, raising the hinged eye-shield of his helm, he stares at you and smiles wickedly, exposing a jagged line of blackened teeth. He spits his battle-cry and runs towards you, unsheathing a broadsword as he closes in.

Healing: +1 EP (30/32).
Shall we keep fighting or run away?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Hopefully he’s not as tough on foot. Continue fighting

anakha
Sep 16, 2009


:black101:

WhiskeyWhiskers
Oct 14, 2013

Keep fighting

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
Fight him in the face!

Adbot
ADBOT LOVES YOU

Avalerion
Oct 19, 2012

Keep fighting now.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply