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Runcible Cat
May 28, 2007

Ignoring this post

nelson posted:

When have we ever hidden the bodies before? Although when the books give you a safety-oriented option you should usually take it (duck as you open the door). But time is also a factor sometimes. Meh, let's live dangerously.

Leave them and go.

This.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Comstar posted:

Hide the bodies. Considering the amount of deaths we've caused, pausing to hide the bodies seems quaint.
We've done it before, I think, just never been given the choice.

The Dungeons of Torgar posted:

The smell of their blood makes your stomach heave, but your grim labour does not go unrewarded. Inside the bushes you discover their catch of fish. There are enough speckled trout here for 5 Meals. If you take any of the fish remember to record them on your Action Chart.

Swiftly you cross the rocky causeway, taking care to tread on only those stones that rise above the foaming white torrent, and you enter the Moggador Forest as quickly as the dense trees will allow. The ground rises steeply and it is dusk before your climb ends at the crest of a ridge overlooking the Isle of Ghosts. In less than an hour it will be dark, so you decide to camp here on the ridge and continue at first light (you must now eat a Meal or lose 3 ENDURANCE points).



You are preparing to settle down on a bed of leaf mould when the howl of a timber wolf prompts you to abandon your soft mattress and spend the night in the bough of a tree.

Your journey northwards through the Moggador Forest is a long and tiring trek that is fraught with danger. Roving bands of Krorn and packs of savage timber wolves demand that you remain vigilant at all times, and as you venture deeper into their vast domain, you feel your sense of time gradually slipping away. Your only consolation on this long and lonely trek is that wild game is plentiful and you experience no shortage of food.

On the morning of your ninth day in the forest you notice that the grey pines are beginning to thin out and the ground is becoming dusty and sparsely vegetated. Soon you come upon a road constructed of broken stones which leaves the forest and disappears into a barren landscape of yellow sulphurous soil. You check your map and it confirms your suspicions: you have reached the foothills of the Nadulritzaga Mountains and are now less than twenty miles from the fortress of Torgar.

After a week of trekking across difficult terrain, the firm surface of the hill track feels as smooth as a mirror beneath your aching feet. By noon you have put ten miles behind you and have reached a bridge which crosses a sickly yellow stream flowing down from the surrounding hills. You must now eat a Meal or lose 3 ENDURANCE points.

You are about to continue your journey across the bridge when you hear a rumble of hoofbeats and see a group of horsemen, shrouded in dust, riding along the road towards you.

Using your ability of Huntmastery to intensify your vision you focus on the advancing horsemen. You see that they are all wearing surcoats of scarlet and grey, embroidered with a crest bearing an open hand. The only horsemen who wear this livery are the cavalry of Talestria.
  1. Do we want to take any fishies?
  2. Do we want to wave to the horsemen or hide under the bridge?

Our backpack currently contains a Rope, a Lantern, a Potion of Laumspur (+4 EP), a Potion of Alether (+2 CS) and three Meals, leaving one free space.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Take nothing and wave to the horsemen. Are we back on the mandatory path yet?

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Are we back on the mandatory path yet?
Yep. This is the exact point where the two options from the beginning (Pirsi or Cetza) meet up.

Runcible Cat
May 28, 2007

Ignoring this post

quote:

The only horsemen who wear this livery are the cavalry of Talestria.

The Forces of Evil are noted for their strict uniform policy. Every outfit must include swarthiness, spikes, glowing eyes, mutations, general ugliness and/or Aura of Evil.

Say hi to the nice soldiers; hiding under a bridge will just make us look suspicious.

nelson
Apr 12, 2009
College Slice
Take nothing and wave. They might be cool and if not we can steal one of their horses.

nelson fucked around with this message at 19:15 on Mar 18, 2018

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Leave them and go.

This.
We've lost enough time.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Dungeons of Torgar posted:

The Talestrians bring their horses to a halt and regard you with suspicion. Their officer draws his sword and demands to know your nationality and the name of your regiment. You reply in his native tongue that you are an Eruan Pathfinder, and a smile spreads slowly across his rugged face. He tells you that he and his men are scouts who have been sent to make sure that the hills are free of enemy troops. Your Kai Sixth Sense confirms that he speaks the truth, and when he offers to take you to meet his commander, you accept the invitation gladly.

You share the officer’s horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.



The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city’s great iron gate.

In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkarim fortress.

The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse’s reins. You dismount with the officer and follow as he enters the largest tent.

Inside the tent a group of senior officers are poring over their battle-maps and planning their troop dispositions for an assault across the causeway. Their leader has his back to you, but when he turns to see who has entered his tent, you recognize him at once: he is Adamas, Lord Constable of Garthen. ‘By the gods!’ he exclaims. ‘I thought the Danarg had claimed you, Lone Wolf. How good it is to see you alive.’

He dismisses his captains and bids you tell all that has happened since last you met. ‘So you wish to break into Torgar,’ he says, thoughtfully. ‘How strange it is that our goals should be so similar. Come, follow me, perhaps cooperation will hasten our success.’

A short distance from Lord Adamas’ tent stands a wooden watchtower, constructed by his army engineers, which offers an unobstructed view of the causeway and the great gate of Torgar. As you reach the top of its rickety ladder and step onto the platform beside the Lord Constable, he recounts the events that have led to the siege of this city-fortress.

Following his victory over the Ogians and the destruction of Xanar, Adamas led the allied armies of Bor, Talestria, and Palmyrion along the Blackshroud Trail in pursuit of the shattered enemy. When they reached the Agna-kor-kuzim, the ‘road of slaves’, the army of Bor was detached and sent to assail Blackshroud from the east, while the bulk of the allied forces marched north towards Torgar. When Talestria was overrun in the early days of the war, thousands of her people were taken as slaves and imprisoned here in this fortress. Lord Adamas had sworn that one day he would free them and he was determined to fulfil his pledge.

During the march north, a great battle was fought near the wastelands of Zuttezna, against two Giak armies led by Darklord Kraagenskûl and Darklord Chlanzor. Both were soundly defeated by the allies and sent back to Cragmantle to lick their wounds. Although victorious at Zuttezna, the allies had suffered heavy losses and Adamas feared they would be too weak to storm Torgar. He was too far from his homeland for reinforcements to reach him swiftly, and there was the growing threat that the Darklords would muster their troops in Tanoz and Mozgôar and attack again. Faced with this grave dilemma he decided to risk an assault on Torgar.

‘We have means to breach their iron gate,’ he says, staring purposefully at the great door of Torgar. ‘The Elder Magi have given us a device that will reduce it to twisted scrap, and when we march through that portal and free our people, we shall have all the reinforcements we need.’

The hoarse cries of soldiers and the blare of war trumpets announce preparations for an assault across the causeway. Armoured infantry gather in a spearhead formation and wait for the order to advance towards a wall of logs and earth, which has been thrown up to protect the vanguard troops dug in on the causeway itself. These warriors scuttle about behind their ramparts, holding arched wooden shields over their bent backs to protect them against the arrows raining down from the battlements. The iron gate stands less than fifty yards from their position, and this approach is heaped with the bodies of those who have fallen during previous assaults.

You accompany Lord Adamas as he makes his way through the massed ranks of infantry and enters a trench which zigzags towards the causeway. He stops at a log-lined hollow dug out of the trench wall and speaks with a captain who is lying there nursing a broken arm. The wounded officer hands him his leather satchel, and Adamas continues along the trench until he reaches the centre of the causeway. There you both take cover with the vanguard and peer through a slit in the log wall at the formidable entrance to Torgar.

‘It’s an impressive-looking door,’ says Adamas, studying the wall of black iron, pitted and streaked with age. ‘But every door has its key, and we have the key to this one.’ He flips open the leather satchel and removes what appears to be a mass of triangular crystals fused into one solid lump. ‘This is the device that the Elder Magi prepared for us. It has to be placed at the foot of the door and it is activated by pressing this shard,’ he says, pointing to a sliver of crystal protruding from the side. ‘The thing explodes ten seconds after the shard is pressed.’



Calmly he takes a coin from his pocket and flicks it in the air. ‘One of us must place the device,’ he says, as he catches the coin. ‘We’re the only two left who stand a chance of surviving the run.’ He nods at his clenched fist and invites you to call ‘heads’ or ‘tails’.
Heads or tails?

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

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Whatever happened to the good old "Use my Kai powers to manipulate the flip"?

Tails

nelson
Apr 12, 2009
College Slice
Heads.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Jedit posted:

Whatever happened to the good old "Use my Kai powers to manipulate the flip"?

You need Divination here.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Tails.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Heads

Maugrim
Feb 16, 2011

I eat your face
Tails.

Toplowtech
Aug 31, 2004

Just throw a coin in the air and let chance choose for us.

Materant
Jul 22, 2010

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

THE MANLIEST MUSTACHE

it defies physics


Ah, Adamas, but here I must rebuke you. Where you see two men, I see four.

Heads.

Runcible Cat
May 28, 2007

Ignoring this post

Heads.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.
Tails.

So, at this point I have to ask... without Pathsmanship, is there any point in this book where our cover as an Eruan Pathfinder actually fools anybody? I know the first ranger guy we met in the tower will try to kill you if you don't have Pathsmanship, we already got into a fight with the partisans, and I'm assuming that without the Discipline here we probably would have gotten ganked for being an imposter again.

Tiggum
Oct 24, 2007

Your life and your quest end here.


GimpInBlack posted:

So, at this point I have to ask... without Pathsmanship, is there any point in this book where our cover as an Eruan Pathfinder actually fools anybody? I know the first ranger guy we met in the tower will try to kill you if you don't have Pathsmanship, we already got into a fight with the partisans, and I'm assuming that without the Discipline here we probably would have gotten ganked for being an imposter again.
It's Invisibility in the first instance, no Discipline required when you meet the partisans (you just need to pass their tests), and the Telestrians will just believe you if you say you're a Pathfinder without any checks at all.

I don't know why this is even a choice rather than just being a die roll.

The Dungeons of Torgar posted:

When he opens his fist you see that the coin shows ‘tails’. ‘Fate has chosen you for this heroic task, Kai Lord,’ he says, and hands you the leather satchel containing the crystal explosive. ‘My men will cover you with their crossbows when you make your run. Place the device so that the shard faces the door and remember, you have only ten seconds to get back once it is activated.’

You shoulder the satchel and, as Adamas gives the order to his men to fire, you scramble over the rampart and sprint towards the great iron door.

We roll: 6 +2 (Huntmastery) +2 (Solaris) = 10

The yells of the Drakkarim echo along the battlements as they watch you sprinting towards the city. Then a rain of boulders slams down with terrific force, spraying you with splinters of stone as they disintegrate on impact. Your senses keep you safe as instinctively you dodge the falling rocks and then skid to a halt in front of the door. You plant and prime the crystal explosive, and run back, counting the seconds with every step. You clear the rampart on the count of seven and flatten yourself behind its protective wall.

The crystal explodes with a blinding flash, releasing a bolt of sun-like energy that tears a massive hole in the one-foot-thick iron plate and transforms what little remains into red-hot slag. The shuddering concussion jars the entire causeway and fragments of glowing metal fall all around you. Triumphant cheers rise above the thunderous boom that is rumbling through the ravine, as the spearpoint of Adamas’ army surges across the causeway towards the ruined gate.



You take your place beside Lord Adamas and charge through the smouldering gap, leaping over the charred and broken remains of the Drakkarim who were caught by the blast. The allied soldiers follow your lead and sweep into the startled city, through a gate now guarded only by the slain. Despite their shock, the defenders begin to rally as they receive fresh reinforcements from other parts of the city, and soon a vicious battle rages in the cramped, gloomy streets.



You lead a group of Palmyrion men-at-arms across a courtyard and into a dingy street where you find yourselves confronted by a regiment of Drakkarim garrison troops. They have gathered to make a wall of shields behind a pair of small figures, black-robed and cowled, each holding a yellow globe.

The two robed figures utter a sinister curse and fling their globes into the air. The yellow spheres rise higher and higher until they disappear completely in the smoke-laden air. The Palmyrions are eager to engage the enemy and rush forward with their weapons drawn to strike. But before they fall upon the Drakkarim, the yellow spheres fall upon them—with devastating effect.

You are dazzled by a brilliant flash as the two globes explode, scattering fragments that hiss like a host of fiery snakes into the Palmyrion ranks. The men-at-arms scream with pain and terror as the fragments burn everything they touch. You escape the worst of the blast, but the sleeve of your tunic is splashed with fragments and is now on fire.

Using your mastery of Nexus you extinguish the flames that are scorching your arm, and immediately set about helping those Palmyrions who have survived the devastating attack. Less than half are able to stand, but you manage to pull them into a defensive circle in time to fight the Drakkarim who are charging along the street.
Lone Wolf: COMBAT SKILL 31 ENDURANCE 37
Drakkarim Garrison: COMBAT SKILL 26 ENDURANCE 39
Combat Ratio: 5

We roll: 10
Lone Wolf: COMBAT SKILL 31 ENDURANCE 37
Drakkarim Garrison: COMBAT SKILL 26 ENDURANCE 21

We roll: 7
Lone Wolf: COMBAT SKILL 31 ENDURANCE 37
Drakkarim Garrison: COMBAT SKILL 26 ENDURANCE 9

We roll: 10
Lone Wolf: COMBAT SKILL 31 ENDURANCE 37
Drakkarim Garrison: COMBAT SKILL 26 ENDURANCE 0

The Dungeons of Torgar posted:

The surviving Drakkarim scatter into the surrounding alleys and you are able to advance towards the centre of Torgar unopposed. The Palmyrions meet up with their regiment and you continue alone along the dingy thoroughfare. It leads to an open square where a conical tower of iron points accusingly at the sky. Here the flagstones vibrate to a continuous throbbing that beats like a gigantic pulse somewhere deep in the bowels of the city. The battle has drawn most of the Drakkarim away from this square and you have no difficulty in reaching the tower and entering it via an open archway. A corridor of steel lies beyond, empty save for the constant din that assails your ears. Countless passages lead off from the main corridor, all sloping downwards, and many occupied by Drakkarim warriors. The passages are poorly lit and it is easy to avoid your enemies until you reach a vast stairway bathed in a bright orange glow that radiates from a level below.



We roll: 7 +3 (Solaris) = 10.

You are about to descend when a shadow looms into view and a Drakkarim officer appears at the foot of the stairs. Instantly you press yourself to the wall and use all your Kai skills to mask your presence. He strides up the stairs, passing within a few feet of you, but miraculously he fails to notice you and continues without stopping. After wiping the sweat from your brow you continue down the stairs.

Beyond the staircase lies a circular parapet which overlooks a huge, cavernous crater. It is filled with thousands of human slaves toiling with pick and shovel deep in the sulphurous heart of Torgar. Their bodies are filthy and covered with sweat despite a freezing wind, which howls in the depths like a hungry wolf. Drakkarim overseers urge them to greater effort, and the crack of their whips is answered by the slaves’ anguished cries of pain.

Angered by what you have seen, you leave the parapet and enter a dimly lit passage that descends to a door of black steel. A twist of the handle reveals that it is locked.

You examine the lock and recognize its simple latch mechanism.

You focus your Kai skill of Nexus on the detent, willing it to move aside. It clicks back and the door opens on to a passage lined with torches. Halfway along there is another door—a solid slab of iron broken only by a small, barred window. Silently you approach this door and peer in through the grille.

Beyond the door you see a dank dungeon cell. A prisoner sits cross-legged on the cold stone floor, his head resting on his chest. The dark skin on his hands and arms is covered in tiny scars, and his plaited hair is matted with grime and dried blood. Wearily he raises his head and your pulse races as you recognize the face of Lord Paido, warrior-magician of Dessi.

A key to the cell door hangs on a hook nearby. You grab it, twist it in the lock, and kick the heavy slab of metal. It creaks open and Paido rushes forward to embrace you.

‘Thank the gods you have found me, Lone Wolf,’ he says, his voice filled with emotion. ‘The Drakkarim said you were dead, that your body lay rotting in the Danarg, but I never once believed their lies.’

Paido is overjoyed to hear that the Torgar Gate has fallen and that a battle is raging in the streets above.

And when you inform him of your mission he replies with news that raises your hopes of success.

‘I can help you, Lone Wolf,’ he says, his warrior pride restored by the thought of avenging his cruel imprisonment. ‘I know where the Lorestones are being held and I will take you there.’

Stealthily you follow Paido through the dungeons of Torgar, using the shadows to avoid being seen. Ragged columns of slaves stumble along the passages, dragging their tortured, half-starved bodies to and from the work pits. They are beaten, cursed, and whipped relentlessly by their Drakkarim guards, who seem to delight in their suffering.



You emerge from a corridor into the shadows of a circular chamber, where a staircase ascends to a pair of huge triangular iron doors guarded by a squad of crack Drakkarim Death Knights. A tingling sensation electrifies your skin as your senses detect the presence of the Lorestones somewhere behind these doors. Suddenly an alarm bell fills the chamber with a deafening clangour; the Death Knights begin to descend the stairs and your stomach churns with the fear that you have been detected.

The plate-armoured warriors reach the bottom of the stairs and begin running in your direction, as fast as their heavy equipment will allow. Their ox-like leader urges them on with the words—‘Gaz darg! Gaz aga kuzim! Okim der tagog!
Do we want to fight them with our sword, shoot arrows at them, or keep still and hope we haven't been seen?

  • A roll of 0 or 1 (impossible if you have either Huntmastery or the Lore Circle of Solaris) results in failure and death when attempting to blow up the gate. 2-7 means you take 4 damage. 8+ is unqualified success.
  • A footnote in the Project Aon version of the text helpfully notes that when the bad guys throw their explosives at you "it is unclear whether a Kazan-Oud Platinum Amulet should protect you in this situation in lieu of the Discipline of Nexus." Not relevant to us since we do have Nexus, but since the original text makes no mention of the amulet I don't know why you'd add that in - especially given that it's the advanced Nexus ability to put out fires being used, not merely resistance to heat.
  • We only needed a 7 to avoid the Drakkar officer inside the tower.
  • If you haven't played book eight then you don't recognise Paido and have the option to leave him where he is. If you take that option you die.
Oh, and can I just say that Brian Williams's illustrations are way better than Gary Chalk's. Those Drakkarim actually look the way they're described now and the people aren't hideous mutants.

Tiggum fucked around with this message at 11:28 on Mar 19, 2018

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)
Keep still

Maugrim
Feb 16, 2011

I eat your face
We have invisibility and we wish to use it

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Shoot enemy with arrows.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Any way to translate what they say?

Cause if they are looking for us shoot them with the bow.

And if not, hide.

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Shoot enemy with arrows.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Tiggum posted:

Oh, and can I just say that Brian Williams's illustrations are way better than Gary Chalk's. Those Drakkarim actually look the way they're described now and the people aren't hideous mutants.[/i]

Counterpoint - no ring, 2/10.

Runcible Cat
May 28, 2007

Ignoring this post

quote:

‘Fate has chosen you for this heroic task, Kai Lord,’ he says

Please tell me he says that whichever you pick.

And isn’t LW supposed to speak Darklandish? He should at least be able to tell the difference between “who’s that over there get him” and “the slaves are revolting head for the gates”.

Anyway, duck and cover.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Helios Grime posted:

Any way to translate what they say?

Cause if they are looking for us shoot them with the bow.

And if not, hide.

I think it’s “Enemy attack! Enemy want slaves! I go fast!” roughly. It’s cool that Dever created a fairly large and consistent language for the series, but unfortunate that simplicity initially built for giaks spilled over to all evil creatures including things like drakkarim that seem like they should be capable of more complex speech.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Holy poo poo, Paido did something useful!

Let's hide

Kangra
May 7, 2012

Runcible Cat posted:

Please tell me he says that whichever you pick.

And isn’t LW supposed to speak Darklandish? He should at least be able to tell the difference between “who’s that over there get him” and “the slaves are revolting head for the gates”.


The coin flip can go either way. Divination would have told us which side to pick that Adamas knows Lone Wolf too well, and made sure to magically shield the coin.

Divination also helps you in this situation to know what to do. And also would have let us avoid those fire globes, I think.

Also it's "We go fast", probably, since it has the plural marker with 'I'.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Kangra posted:

Also it's "We go fast", probably, since it has the plural marker with 'I'.

That makes sense.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Ratatozsk posted:

I think it’s “Enemy attack! Enemy want slaves! I go fast!” roughly. It’s cool that Dever created a fairly large and consistent language for the series, but unfortunate that simplicity initially built for giaks spilled over to all evil creatures including things like drakkarim that seem like they should be capable of more complex speech.

Giak is just the common battlefield language of the Darklords (and apparently Drakkarim use an -im suffix where Giaks use -a for plurals, among other possible dialectical differences).

The words and some guides to sentence construction are at pages 70 and then again at page 114.
https://www.projectaon.org/en/pdf/misc/The-Magnamund-Companion.pdf

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Shoot enemy with arrows.
They hadn't seen us. This fight is unnecessary.

The Dungeons of Torgar posted:

At point-blank range your Arrow strikes the Drakkarim leader’s armour with lethal force; it punches through the thick metal plate which protects his chest and skewers his heart. As he crashes to the ground, the other warriors draw their swords and rush forward to avenge his death.
Lone Wolf: COMBAT SKILL 31 ENDURANCE 37
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 45
Combat Ratio: -7


Using ShadowWraith's rule we will now consume our potion of alether.

Lone Wolf: COMBAT SKILL 33 ENDURANCE 37
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 45
Combat Ratio: -5

We roll: 3
Lone Wolf: COMBAT SKILL 33 ENDURANCE 32
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 43

We roll: 10
Lone Wolf: COMBAT SKILL 33 ENDURANCE 32
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 34

We roll: 10
Lone Wolf: COMBAT SKILL 33 ENDURANCE 32
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 25

We roll: 8
Lone Wolf: COMBAT SKILL 33 ENDURANCE 30
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 18

We roll: 2
Lone Wolf: COMBAT SKILL 33 ENDURANCE 24
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 17

We roll: 1
Lone Wolf: COMBAT SKILL 33 ENDURANCE 18
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 17

We roll: 10
Lone Wolf: COMBAT SKILL 33 ENDURANCE 18
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 8

We roll: 4
Lone Wolf: COMBAT SKILL 33 ENDURANCE 13
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 5

We roll: 6
Lone Wolf: COMBAT SKILL 33 ENDURANCE 9
Élite Death Knights: COMBAT SKILL 38 ENDURANCE 0

The Dungeons of Torgar posted:

As the last of the Death Knights falls dead at your feet, you clamber over the corpses and run towards the stairs. Paido arms himself with a Drakkarim sword and follows as you pound up the steps towards the two triangular doors.

Healing: +1 EP (10/37).

You pull a metal bar set into the wall and the huge lead-lined doors rumble open to reveal an incredible sight. Before you stands a domed chamber, its ceiling criss-crossed with gantries of rusted iron. At its centre is a circular black pit around which are gathered groups of ghoulish creatures clad in transparent robes and masks. Angled upwards from the floor are slender crystal rods that glow with green fire. They pour forth a constant stream of pencil-thin light which focuses at a point directly above the centre of the pit. Your eyes are drawn to this point, for here you can see the three remaining Lorestones of Nyxator, the objects of your quest, held suspended in a ball of flickering green flame.



The harsh clang of the alarm bell, and the sudden sight of you silhouetted in the doorway, has startled the creatures. They slink away from the pit and escape through an archway, leaving you and Paido alone in the chamber.

Healing: +1 EP (11/37).

Cautiously you approach the edge of the pit and look down into its midnight depths. No light penetrates the blackness and no sounds can be heard in this seemingly bottomless abyss.

Above you the Lorestones hang suspended in a ball of green flame, beyond reach from the ground but within a hand’s breadth of the gantries which criss-cross above the pit.

Healing: +1 EP (12/37).
Shall we climb up to get the Lorestones, examine the crystal rods, or search for a way to get the Lorestones from down here?

Remember that we have a potion of laumspur, should we wish to use it at any time (outside of combat).

Tiggum fucked around with this message at 20:43 on Mar 19, 2018

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Use the potion and examine the rods.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Look for a way to get the Lorestones down. Save potion for now. That fight may have been unnecessary, but I'm glad we won. :)

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Chug and climb.

nelson
Apr 12, 2009
College Slice
Sorry about almost getting us killed. It was a fun fight though.

Helios Grime posted:

Use the potion and examine the rods.

This.

Runcible Cat
May 28, 2007

Ignoring this post

Messing around with the rods looks worryingly likely to dump the Lorestones down the deep dark pit. So:

Mikl posted:

Chug and climb.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Examine the rods.

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Bifauxnen
Aug 12, 2010

Curses! Foiled again!


Runcible Cat posted:

Messing around with the rods looks worryingly likely to dump the Lorestones down the deep dark pit. So:

what I don't get is, instead of trying so hard to find a way to destroy the lorestones, why don't they just chuck em in the pit?

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