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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Does Kai training include Leap of Faith? I hope so because I’m voting for it. :D

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Bozikek
Jul 22, 2007
Do a flip!

Avalerion
Oct 19, 2012

Attack!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
One jump ahead of the lawmen.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Bozikek posted:

Do a flip!
OK, but first these Drakkarim get a free swing at us:

Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Drakkarim: COMBAT SKILL 17 ENDURANCE 35
Combat Ratio: 11+

We roll: 9
Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Drakkarim: COMBAT SKILL 17 ENDURANCE 35

Had we fought, we'd have killed them in one round.

Shadow on the Sand posted:

All you can hear above the wind that screams past your face are the gleeful howls of the Drakkarim. They are watching you fall to certain doom.

Healing: +1 EP (31/32).

For a moment, your sense of bearing is completely lost as you tumble and spin into the void, unaware of what is happening to your body. You try to cry out, but your cries are lost on the wind as it rushes past. You hit the upper branches of a toa tree. You are stunned by the crash, and your body becomes numb.

By the time your broken body is found by the Drakkarim, you have bled to death.

Your life and the hopes of Sommerlund end here.

Seems like a pretty obvious mistake in hindsight - but actually there was a 50% chance of surviving, believe it or not.

Death Count: 5

Tiggum fucked around with this message at 02:49 on Dec 19, 2017

Tiggum
Oct 24, 2007

Your life and your quest end here.


So instead of that how about we didn't jump, we just stayed and fought the Drakkarim?

Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Drakkarim: COMBAT SKILL 17 ENDURANCE 35
Combat Ratio: 11+

We roll: 5
Lone Wolf: COMBAT SKILL 29 ENDURANCE 29
Drakkarim: COMBAT SKILL 17 ENDURANCE 21

We roll: 2
Lone Wolf: COMBAT SKILL 29 ENDURANCE 27
Drakkarim: COMBAT SKILL 17 ENDURANCE 11

We roll: 6
Lone Wolf: COMBAT SKILL 29 ENDURANCE 26
Drakkarim: COMBAT SKILL 17 ENDURANCE 0

The book doesn't say exactly how many of them there were, but their stats are almost identical to the pair of Drakkarim we fought earlier only in this case the book referred to them as a "band", so I'm going to say it's three for the purposes of tracking our kills here. And yes, I rerolled combat because that other time didn't happen.

Shadow on the Sand posted:

As you step over the lifeless bodies, you notice a Copper Key on a chain around one of their necks. Grabbing the Key, you slip it into your pocket and race down the tower steps. (Mark the Key as a Special Item on your Action Chart). At the entrance, you see a crowd of Drakkarim and palace guards rushing across the bridge—certain death awaits you there. You continue down the spiral stairs towards a dim light below.

A small fire, over which roasts a chicken on a spit, illuminates a guardroom at the base of the tower. On the back of a wrought-iron chair hangs a Canteen of Water and a Broadsword. You may take either or both of these items if you wish, but remember to mark them on your Action Chart. (The Canteen is a Backpack Item.)

You hear the enemy thundering down the stairs; they will soon be upon you. However, a heavy wooden door in the north wall offers you another chance of escape.

Healing: +1 EP (27/32).
  1. Do we want to take the canteen? If so, we'll need to get rid of something - we could use a healing potion/meal if we wanted to.
  2. Do we now go through this door or stay and fight?
Point of interest: We now have three identical copper keys. Must be important.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Drink a potion, grab the water, go through the door.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Through the door

Avalerion
Oct 19, 2012

Mikl posted:

Drink a potion, grab the water, go through the door.

Tiggum
Oct 24, 2007

Your life and your quest end here.


If you vote to drink a potion but don't say which one, I'll assume you mean one of the +4 ones.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
leave potion water and sword, go through door

edit: clarification

Leraika fucked around with this message at 23:17 on Nov 14, 2017

Comstar
Apr 20, 2007

Are you happy now?
Drink +4 potion, grab water, go through door.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Leraika posted:

leave water and sword, go through door
Who needs water? We'll drink a healing potion if we get thirsty.

Shadow on the Sand posted:

Using the Copper Key, you unlock the door and hurry into the garden, not a moment too soon; as the heavy door swings shut you hear crossbow bolts ricocheting from the bands of studded iron.

The enclosed garden is filled with the fragrance of exotic shrubs and trees, which cluster around a sculptured pool of deep blue water. It is a beautiful sight, but you dare not stop to enjoy it. The Drakkarim and the palace guards know where you are, and you must keep moving if you are to escape them.

Beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the trees and shrubs.

Healing: +1 EP (28/32).
Climb the stairs to the door/portal or follow the path/tunnel?

Tracking would give us some extra information here, but not particularly helpful information.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Down the garden path!

Bifauxnen
Aug 12, 2010

Curses! Foiled again!


Tiggum posted:

Point of interest: We now have three identical copper keys. Must be important.

Is there any possible route you could take that wouldn't come across any copper keys? (I mean, you could obviously just choose to never pick one up, but that hardly counts)

let's go through the leafy tunnel, maybe we'll run into a Laumspur bush or something

Materant
Jul 22, 2010

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

THE MANLIEST MUSTACHE

it defies physics


Bifauxnen posted:

Is there any possible route you could take that wouldn't come across any copper keys? (I mean, you could obviously just choose to never pick one up, but that hardly counts)

let's go through the leafy tunnel, maybe we'll run into a Laumspur bush or something

It's possible, but it's largely based on you coming from the Limbdeath path, where you'll only see one key, and that one only if you're not paying attention to obvious cues on where to go. If you come from the Jail path, you have two opportunities before Part II, both of which we saw: the armorer, and the Yas guarding the Jewelled Mace.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Materant posted:

It's possible, but it's largely based on you coming from the Limbdeath path, where you'll only see one key, and that one only if you're not paying attention to obvious cues on where to go. If you come from the Jail path, you have two opportunities before Part II, both of which we saw: the armorer, and the Yas guarding the Jewelled Mace.
Both those fights are optional though, so it's pretty easy to miss the key.

anakha
Sep 16, 2009


Stairs, because the last flight of stairs we climbed ended in a hilarious Wile E. Coyote instadeath.

Tiggum
Oct 24, 2007

Your life and your quest end here.


anakha posted:

Stairs, because the last flight of stairs we climbed ended in a hilarious Wile E. Coyote instadeath.
This time it's actually a shortcut.

Shadow on the Sand posted:

Beyond the portal lies a vaulted corridor leading to a grand stairway. You narrowly avoid confrontation with a dozen Drakkarim, saved by your lightning reactions. As the enemy rush from an archway on the second floor landing, you dive behind a statue of the recently deceased Zakhan Moudalla. They are so intent on their chase that they fail to notice your hiding place and hurry down the stairs, grunting in their heavy armour as they run. Silently, you give thanks that Zakhan Moudalla was a very stout man and that his statue casts a very large shadow in which to hide.

At the top of the stairway you discover a hatch, which gives access to the roof. You climb through it and follow a path of sun-bleached tiles that wind in and out of the domes and turrets, eventually leading to a bell-tower.

You are exhausted and need to rest, your mind still full of the shock of your encounter with Darklord Haakon. The sound of his terrible voice repeating the words ‘Book of the Magnakai’ echoes again and again in your mind.

With desperation sapping your will, you peer out through a grille in the bell-tower. The sight before you renews your flagging hope, for it inspires a daring escape plan.

Healing: +1 EP (28/32).

Below the bell-tower you see a line of Itikar pens, each with its own circular landing platform. Itikar are a breed of huge black birds that nest in eyries high in the peaks of the Dahir and Vakar Mountains. The Vassagonians have long since tamed these giants of the skies, using them as winged mounts for their army leaders, their scouts, couriers, and envoys.

An Itikar and rider swoop down out of the reddening sky and alight upon the platform nearest to the bell-tower. Slaves hurl a rope to the rider, who in turn fixes it to a saddle ring before he jumps to the ground. The Itikar caws and beats its huge wings as it is slowly winched into the pen by a hidden capstan.

The rider and the slaves leave the platform; there is now only one sentry on guard at the pen. If you can overpower him, you can make your escape on the back of the giant bird.

Healing: +1 EP (29/32).

You leave the bell-tower and make your way down towards the sentry. At first, dodging from one turret to the next, it is easy to remain unseen. However, for the final thirty yards to the landing platform you will have no cover, for the platform and the palace roof are linked by an exposed gangplank. If you are to overpower the sentry, you must cross the gangplank undetected.

Healing: +1 EP (30/32).

Focusing your discipline of Mind Over Matter on a money pouch that hangs from the sentry’s belt, you concentrate on untying the leather thong that secures it. Seconds later, the pouch drops to the ground and spills its contents. The guard yelps in horror as he sees his gold rolling over the edge of the platform and drops to his knees to gather what little remains. As he turns his back, you break cover and run across the gangplank. Your speed and stealth carry you across the gangplank undetected. When you strike, the guard is still on his knees, picking up his scattered gold. Your attack is silent and deadly.

Healing: +1 EP (31/32).
Shall we stop to search the guard's body or leave it and just head straight for the Itikar pens?

We could actually have encountered an Itikar (and rider) in the previous book if we'd chosen to climb the watchtower in the battle outside Ruanon.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Search the body. Loot!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Pick up the money.

Avalerion
Oct 19, 2012

Loot!

Comstar
Apr 20, 2007

Are you happy now?
This Liveleak video shows the video of Lone Wolf hiding from the guards.

Stop to search the guard's body.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Shadow on the Sand posted:

You discover little of interest: 8 Gold Crowns and a Brass Whistle on a chain around the guard’s neck. You may take these if you wish, but remember to mark them on your Action Chart. (The Brass Whistle is a Special Item worn on a chain around the neck.) Suddenly, a noise alerts you to unwelcome company; Drakkarim are rushing along the tiled pathway that leads to the pens. Without a moment’s hesitation, you turn and run inside the Itikar’s enclosure.

Healing: +1 EP (32/32).

The great black bird beats its massive wings, cawing hoarsely through the domed pen. Two black eyes, fierce and cold, fix you with a deadly stare as you edge nearer to its perch.

Grabbing the saddle pommel, you haul yourself up, but suddenly there is a flash of razor-sharp talons. Instinctively, you shield your face as a glint of orange sunlight is caught on the Itikar’s curved beak, for it slashes the air barely inches above your head.

It can take many years for a rider to tame an Itikar, for by nature they are wild and malicious creatures. You use your Kai skill of Animal Kinship to communicate with the giant bird, to assure it that you mean no harm. It fixes you with a cold, black stare, but you sense that it is no longer hostile.

As you settle in its wide saddle, you catch sight of the Drakkarim as they stream across the gangplank. Quickly you lean forward, unhook the anchor rope from the saddle ring and grab the thick leather reins.

You are jerked backwards in the saddle as the Itikar leaves its perch. It shrieks and caws, its wings beating as loud as thunder. A handful of Drakkarim are scattered as if they were rag dolls as the great black bird emerges from the pen and takes to the sky. You catch a glimpse of a Drakkar, his death-mask slashed in two by the bird’s razor-sharp talons, as he pitches from the landing platform and tumbles to his death in the palace gardens far below.



The golden domes of the Grand Palace grow smaller as the Itikar gathers speed. Soon, you have passed over the city wall and are heading out towards the shimmering salt-flats of Lake Inrahim. The land below is bathed in beautiful orange twilight, as the sun slowly sinks behind the Dahir Mountains to the west. Elated by your escape, you throw back your head and give voice to a triumphant yell that is carried away on the chill evening wind.

As if in answer to your cry, an echoing chorus of shrieks pierce the sky. Fear returns to your heart as you catch sight of a flock of Kraan, hideous leathery-winged fliers. Each carries a Drakkarim warrior on its back. They are over a mile behind you, but they are quickly closing the gap. Less than an hour of light remains; if you can evade them a little longer, you may be able to lose them when night falls.

You must decide in which direction to fly, for you are now above the centre of Lake Inrahim—consult the map before making your decision.
  1. Do we take the brass whistle?
  2. Do we fly south towards the Dahir Pass or east towards Chula?

I've always found this illustration a little confusing. There's something about it that just doesn't look right and my brain refuses to process it properly. I think it's the cape.

We now have 43 Gold Crowns.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Always take special items, and the way to Chula is completely open, they'll catch up to us in no time - let's go south and try to lose them by dodging between mountain peaks.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Take the whistle and go south. I think our presumed next destination- the Tomb of the Majhan- is south.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Take the whistle and go south.

I second that.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
Fly south past the mountains so we don't have to walk over them!

Tiggum
Oct 24, 2007

Your life and your quest end here.


Shadow on the Sand posted:

A terrible shriek rings out above the rush of the wind, filling your head with pain. You are being attacked by a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, deduct 2 ENDURANCE points from your current total.

The Itikar shudders and frantically twists its head from side to side as the shriek rings out again. You sense that the great bird is in agony, racked by the Mindblast. As you glance over your shoulder, your stomach becomes knotted with fear—a Kraan is swooping down to attack. On its back is your adversary: a Vordak, one of the undead and a hideous lieutenant of the Darklords. As the Kraan streaks towards you, the Vordak spreads its red-robed arms and leaps from the saddle. It lands behind you, astride the Itikar’s back, its skeletal fingers sunk deep into your mount’s feathered flesh. The shock of the impact throws you forward, and the reins slip from your hands.

The giant bird screeches in horror and pain as the Vordak’s grip paralyses its spine. You must act quickly, for the Itikar is now plummeting towards the salt-plain of Lake Inrahim.



As you unsheathe the Sommerswerd, a vivid golden flame shoots along the blade. The Vordak shrieks in terror, its blood-drenched bony fingers clawing at a black iron mace that hangs from its belt. It raises the mace to parry your blow, but the sun-sword shears through the iron, a splash of blue flame erupting in its wake. You strike again, curving the golden blade in a great arc. It bites into the Vordak’s neck, tearing through its unnatural body, and severing it diagonally from collarbone to hip. A sickening acidic smell chokes your throat as a fountain of green slime erupts from beneath the red robe. The Vordak crumples and topples from view, its dissolving corpse hissing as its spirals towards Lake Inrahim.

Sheathing your sword, you grab the reins and fight to control your injured mount. You have slain the Vordak but the battle is not yet won. The Itikar is losing a lot of blood; it could become unconscious at any moment and drop like a stone.

Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.

Emerging from a bank of cloud on the skyline is a flying ship. It is a small craft, no bigger than an Unoram river barge, with two triangular sails swept back either side of its curving prow. In the fading twilight you can make out a long pennant that flutters from its mast. A faint humming reaches your ears. Your first reaction is disbelief; what you are seeing must be a trick of the light or some fiendish illusion created by the Darklords. However, as the ship floats nearer, your senses tell you that it is indeed quite real.

You recognize the flag that flies above a fortified platform in the centre of the strange craft: it is the crescent and crystal star ensign of the Magicians’ Guild of Toran, a city in northern Sommerlund. The skyship is commanded by a Sommlending wizard—one of your own countrymen. He is a blond-haired young man dressed in long, dark blue robes.

You are so stunned by the fateful appearance of the craft that you fail to notice the blood seeping from the Itikar’s mouth: the creature is near to death. Suddenly, the great bird lets out a pitiful and agonizing caw. Its wings stiffen, and its head falls limply forward as the last flicker of life escapes from its torn body. You are pitched forward, and your stomach heaves as you plummet towards Lake Inrahim.

As you tumble earthwards, a blur of colour flashes before your eyes as the Kraan-riders, the skyship, and the distant horizon all melt into a kaleidoscope of shapes and images, which you fear will be the last things you will ever see.

You have prepared yourself for death and are calm and relaxed, when suddenly you feel your body entwined by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. The impossible is happening; you are no longer falling, but rising!

A net of clinging strands has caught you like a fly in a web. You rise up into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. However, there is no time to express your gratitude, for the small skyship is under attack from the Kraan-riders.

At the end of the outrigger, a dwarf is engaged in hand-to-hand combat with a snarling Drakkar. He is obviously losing. As you rush to his aid, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.
Should we go help the dwarf or jump onto the platform to fight the second Drakkar?

The Itikar's death is unavoidable and there's a 10% chance that you don't get rescued. It's completely random and just instantly kills you.

If we'd made different choices in book one we'd already have met this blond-haired wizard and would recognise him here.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Help the dwarf!

Bozikek
Jul 22, 2007
Save our new dwarf buddy!

Comstar
Apr 20, 2007

Are you happy now?
That poor bird didn't deserve that. Yet another brave companion that dies thanks to Lone Wolf.

Save that Dwarf!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
There's three dwarfs right here, they can fight the new enemy. Help the distressed dwarf.

Avalerion
Oct 19, 2012

Help dwarf.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Shadow on the Sand posted:

The Drakkar is strangling the dwarf. As he catches sight of you, he releases his grip and smashes his mailed fist into the dwarf’s face, sending him tumbling into space. You are inflamed by this cold-blooded murder. You draw your weapon and attack.

Drakkar: COMBAT SKILL 18 ENDURANCE 25

Due to the speed of your attack, do not deduct any of your own ENDURANCE points in the first round of combat.

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

We roll: 10
Lone Wolf: COMBAT SKILL 29 ENDURANCE 32
Drakkar: COMBAT SKILL 18 ENDURANCE 0

Shadow on the Sand posted:

The Drakkar falls to his knees and makes a horrible rasping noise as he tries in vain to prise open his shattered death-mask. Your blows have staved in his helm, and the buckled metal has fractured his skull. You lash out with your foot and kick him from the outrigger, sending him spiralling down to Lake Inrahim to join the dwarf he murdered. But the dwarf is neither dead nor hundreds of feet below. He hangs by his foot, unconscious, snagged in the netting below the outrigger boards. You grab the dwarf’s leg and haul him to safety before continuing the fight.

The platform looks empty—no heads are showing above its armoured parapet, but you sense something is wrong. Instinctively, you leap from the outrigger onto the main hull, your weapon poised to strike.

Ducking beneath the boom-sail, you clamber onto the platform in time to witness a desperate struggle. The blond-haired magician is pinned to the deck, his left arm skewered by a spear. With a staff in his right hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar senses your presence; he whirls round and draws a twisted black scimitar from its scabbard.

Drakkar: COMBAT SKILL 18 ENDURANCE 25

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

We roll: 2
Lone Wolf: COMBAT SKILL 29 ENDURANCE 30
Drakkar: COMBAT SKILL 18 ENDURANCE 15

We roll: 3
Lone Wolf: COMBAT SKILL 29 ENDURANCE 28
Drakkar: COMBAT SKILL 18 ENDURANCE 4

We roll: 2
Lone Wolf: COMBAT SKILL 29 ENDURANCE 26
Drakkar: COMBAT SKILL 18 ENDURANCE 0

Shadow on the Sand posted:

The Drakkar curses you with his dying breath, his cry fading as he falls from the platform. You rush to aid your wounded countryman, but the battle is not yet over. A Kraan-rider is swooping towards you, a crossbow levelled at your head; he fires and the bolt shoots towards your face. Then a shrill, metallic whine rings in your ears as the bolt miraculously ricochets away, deflected by an invisible shield.

Healing: +1 EP (27/32).

You see the young magician lower his staff, a trace of a smile on his pain-racked face.

‘Alas, I was too slow to shield myself,’ he says wryly, as you kneel at his side and free the spear that pins him to the floor. The wound is serious, and you hastily staunch the bleeding with strips of cloth from his dark blue robes.

The wizard then introduces himself. ‘I am Banedon, Journeymaster to the Guild of the Crystal Star,’ he says, his voice weak and shaky. ‘However, you need not introduce yourself, Lone Wolf, for only you would attract such company this far from home.’ He glances at the Kraan-riders swooping past the skyship on every side. ‘Help me to my feet—we must escape before they drag us from the sky.’

You support the wizard as he grasps the ship’s helm—a radiant crystal sphere with hundreds of glowing facets set upon a slim silver rod.

No sooner has his hand closed around the crystal than there is a tremendous explosion.

Healing: +1 EP (28/32).

The explosion is followed by a huge cloud of smoke, which engulfs a cabin perched on the rear deck. As the noise rumbles across the desolate salt-plain, you hear the agonizing shriek of a wounded Kraan; it spirals past the platform, a ragged hole rent in its broken wing.



The smoke clears to reveal the grinning face of a dwarf at the cabin window. A smear of soot blackens his rosy cheeks and exaggerates the whiteness of his crooked teeth. He is holding a tube of smoking steel that you assume to be a magic staff, until you notice that each of the dwarf crew carry identical staves. As they point them at the swooping Kraan, gouts of smoke and flame bellow from their tips. Suddenly you recognize the weapons and their wielders—they are dwarves from the mountain kingdom of Bor, armed with one of the inventions for which these ingenious artisans are justly famous throughout Magnamund.

The Kraan are terrified by the noise; they turn their leathery tails and fly away, their Drakkarim riders powerless to stop them. The primitive guns have claimed only one victim, but nevertheless, they have driven off the enemy and saved the skyship from disaster.

Banedon steers the craft about, banking steeply until the ship faces the darkening peaks of the southern mountains and the distinct V-shaped cleft of the Dahir Pass.

Healing: +1 EP (29/32).

The dwarves are clearing the deck of battle debris. A dead Drakkar lies sprawled face down across a pile of chests and sacks roped beneath the boom-sail. As the dwarves grab his legs to cast him over the side he suddenly springs to life, sending the dwarves tumbling in all directions. He screams like a fiend, his black axe cutting a wide arc around his blood-smeared body. A curse, vile and evil, echoes from his death-mask as he draws back the axe to throw. His target is you.

Healing: +1 EP (30/32).

You dive aside, your Kai skill saving you from the axe that is spinning towards the platform. Suddenly, a deafening bang rings out and the Drakkar is flung backwards, his breastplate torn open by dwarf shot. He gives a long, agonizing death-cry as he disappears from sight, tumbling into the darkness that surrounds the speeding skyship.

As if in answer to the shot, a menacing roll of thunder rumbles across the darkening plain from Barrakeesh. It is as if the city itself were cursing your escape.

Banedon appears at your side, his face lined with concern. As he offers a shaky hand to help you to your feet, you notice that the makeshift bandage which binds his wound is soaked with blood. He is pale and weak and close to collapse.

Healing: +1 EP (31/32).

Clasping your hands around Banedon’s injured arm, you concentrate your Kai skill on healing the torn muscle and splintered bone. The warmth of your healing power numbs the pain and repairs the internal damage sufficiently to be able to remove the blood-soaked strips of cloth. The wound is still open, but you have saved the limb.

‘We’ll help him now, Lone Wolf,’ shouts a strange voice. You are surprised by this bold claim and turn around to discover who has made it.

Healing: +1 EP (32/32).

Two dwarves clamber onto the platform and hurry to their young captain’s side. One flicks open a red velvet satchel strapped to his barrel-like chest, and removes a glass vial and a clean linen bandage. They attend to the wound, and, as his strength returns, Banedon listens intently to your account of the terrifying events that have led up to this meeting. As you conclude your woeful tale, Banedon speaks, his voice full of grim determination.

‘The future of Sommerlund rests in our hands, Lone Wolf. We must stop Darklord Haakon from destroying the Book of the Magnakai. I have heard tell of the Tomb of the Majhan from the nomads of the Dry Main. They say it is a terrible place, a place of horror and death—for what little there is left to die there. It lies beyond the Dahir, near the oasis of Bal-loftan. That is all I know, for the Majhan hid their tombs well and what few traces remained have long since disappeared beneath the shifting sands of the Dry Main.’

Your face conveys the disappointment you feel upon hearing these words.

‘However, all is not lost,’ says Banedon, undaunted. ‘There is a man who can guide us there. His name is Tipasa Edarouk—“Tipasa the Wanderer”. It is he who we must seek, for he is the only man who has ever entered the Tomb of the Majhan and lived to tell the tale.’

Banedon takes over the helm as his extraordinary ship, the Skyrider, as the dwarves call it, speeds through the gathering darkness towards the Dahir Pass. Visibility diminishes with each passing minute until, finally, you can see no further than the outriggers. You feel uneasy; if the Skyrider veers but a fraction off course, you will be smashed to pieces against the mountainside.

‘Do not worry, Lone Wolf,’ says Nolrim, the dwarf with the velvet satchel. ‘The captain will see us through.’

Banedon stands with his hand resting lightly on the glowing crystal, relaxed as if in a trance. His eyes are closed and a crackle of energy, like fine white lightning, traces an intricate pattern over his forehead and temples.

The dwarf leads you to the cabin at the rear of the craft where the crew are excitedly recounting their victory over the Kraan-riders. They are seated about a table cluttered with plates of steaming food and jugs of foaming ale. The rich smell of spiced meat and Bor-brew fills your nostrils, reminding you of how ravenously hungry you are.

You make short work of the meat and marrow placed before you. Restore 3 ENDURANCE points. However, you are unsure about accepting a jug of ale; Bor-brew is so strong that in many cities of Magnamund it has been banned for fear of the havoc it can cause.
Shall we have a drink or play it safe?

For a long time I thought that dwarf had a feather stuck through his forehead, but it's actually a hat.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I've always loved that Dwarf picture. My second favorite Lone Wolf illustration. Not sure if we'll see my first.

Drink up, Lone Wolf. We're among friends, so bad effects of alcohol should be no big deal.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Bottoms up!

smug jeebus
Oct 26, 2008
Could be your last meal, should deffo have a drink.

Snorb
Nov 19, 2010
We're among friends, they'll roll us onto our side if we get drunk. So let's liquor up.

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anakha
Sep 16, 2009


We got ambushed at the harbor, had to run and swim for our lives, had to wade through a city's poo poo, still got captured, had to fight our way out and nearly got ourselves killed via dying flying mount during our escape.

After the day we've had, we deserve that goddamn drink.

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