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Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Luckily we picked the Stop Flying Rocks special skill this book. Hide behind the giant boulders.

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Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Materant posted:

This. Every time Lone Wolf has acquired a Lorestone, it has either been at the end of a book and it didn't matter, or when he picked it up it recharged him to full.

Tiggum posted:

When that happens it's mentioned in the text. It didn't say so this time.

There is this textual reference:

Tiggum posted:

As each rod is broken its beam disappears and the fireball grows weaker. The golden light of the Lorestones begins to radiate through the evil green flames, and when Paido has destroyed half the rods, one of them tips and falls into your waiting hands. Immediately, a wave of energy courses through your body, filling you with renewed strength and sharpening your thoughts and perceptions. You shout encouragement to your companion and he raises his head to reply, but his words are drowned by a harsh and terrible voice.
Sadly there aren't incation of END recovery.

And by the way Paido would have been useful if we lacked magical object to fight undeads during the Jungle trip.

Gully.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

Gullies fill up with stuff. Head for the rocks. But keep a weapon handy.like achtungnight said.
Unfortunately "keep a weapon handy" isn't an option here (or most other places either). If Joe wants us to be taken by surprise, we will be.

The Prisoners of Time posted:

With plodding steps you set off towards the rocky cairn. Your feet sink ankle-deep into the hot red sand and you can only maintain your balance by leaning heavily into the wind. Walking soon becomes an ordeal and by the time you reach shelter you are near to exhaustion.

Breathless and weary you crouch beside the mound and pray that the storm will soon subside. Then it occurs to you that the cairn is not a natural structure: the rocks have been stacked symmetrically, one upon the other, by someone or something who wished to leave their mark upon this wilderness. You examine the slabs more closely and discover one that is quite unlike the others. Its rectangular edges are even and its surface is mirror-smooth. Inscribed upon this slab are curious spidery markings.

Healing: +1 EP (20/37).

The markings are letters, although the strange script is unlike any you have seen before. All you can discern with your Pathsmanship ability is that this is an epitaph to a creature named ‘Ztuul’ who lies buried inside the cairn.

Healing: +1 EP (21/37).

Much of the porous rock that surrounds the slab has been eroded by wind and sand. Holes have appeared through which you can see into the cairn. It is hollow. Curiosity and the need for better shelter prompt you to try to dislodge the slab and, after much effort, you pull it free, leaving an opening the size of a trapdoor in the side of the mound.

Inside the gloomy interior you discover a large, metallic statue lying horizontally on a bed of clear, crystalline sand. You try to perceive some detail but the shape is shrouded in near darkness.

Healing: +1 EP (22/37).

By the light of your Firesphere you see that the statue is wrapped in a thin, silvery blanket of metal, its crumpled surface reflecting a glittering mosaic of light upon the rough rock walls. Carefully you peel away the metal sheeting to discover that the statue is no more than a tangle of mouldering bones, the remains of a creature long deceased. Judging by the size of the skeleton, this creature must have stood almost nine feet tall.



What little it once wore has long since crumbled to dust, but lying beside the rib cage you discover a rod of silver that gleams as if it were new. If you wish to take this Silver Rod, mark it on your Action Chart as a Special Item which you carry tucked through your belt.

Healing: +1 EP (23/37).

Outside the wind howls like a horde of demons. It whips the sand into whirling cyclones that perform an erratic dance of destruction upon the plateau. You watch this awesome spectacle until the fatigue of your ordeal finally catches up with you (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift off into a restless sleep.

Two meals remaining.
Healing: +1 EP (24/37).


Slowly you awaken and for a long moment you lie on the hard floor blinking sleepily at the pitted rock ceiling. The storm died down while you slept and all is quiet save for a sound that sets your pulse racing: the distant slap of large wings beating the air. The sound is becoming louder and you gather your equipment quickly and climb out of the cairn to investigate its source.

Silhouetted against the blazing horizon are six black shapes. They resemble dragons with snaky necks and ragged, bat-like wings, and upon their backs they carry golden-skinned creatures, vaguely human in appearance save for their lack of hair and their massive size. From their flight formation you can tell that they are hunting something on the ground, but it is not until you climb to the top of the cairn that you are able to see their prey. A brace of huge, lizard-like creatures are thundering across the plateau, darting this way and that to avoid the shadows cast by their winged pursuers. They reach the top of a rock-strewn ridge and one of the crimson reptilians comes pounding across the sand towards the cairn. The leading flyer sees you. He banks his dragon mount towards the cairn and the others follow closely in his wake. You fear that they are about to attack but at the last moment they veer away and circle the cairn before landing nearby.

Healing: +1 EP (25/37).

With deceptive ease the leader and two of his followers dismount from their massive, winged steeds. They each dwarf you by an arm’s length and, although their heavy, muscular bodies seem incapable of stealth, they approach the cairn with animal grace.

Zeeu klo-ka kilkora dau Ztuul n’ra?’ speaks the leader, his voice deep and resonant. ‘Ryl’aan noorna?’ says the being by his side, his eyes blazing like twin discs of amber flame.

Healing: +1 EP (26/37).

Your advanced Pathsmanship skill enables you to understand what these beings are saying. One demands to know why you are violating the sacred burial tomb of Ztuul, one of their most revered hunters, and the other asks how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.

Healing: +1 EP (27/37).
  1. Do we take the Silver Rod or leave it?
  2. Should we answer their questions or remain silent?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Take the Rod and answer their questions.

nelson
Apr 12, 2009
College Slice
As much as I enjoy grave robbing I don’t like the idea of getting caught red handed. Leave the rod and answer their questions.

Maugrim
Feb 16, 2011

I eat your face

achtungnight posted:

Take the Rod and answer their questions.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





leave, talk

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Ah! What considerate people, to foil-wrap their bones for freshness.

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
Take the Rod and answer their questions.

Runcible Cat
May 28, 2007

Ignoring this post

Take, talk.

Comstar
Apr 20, 2007

Are you happy now?

Tiggum
Oct 24, 2007

Your life and your quest end here.


ulmont posted:

and answer their questions.
Since we have the ability to speak any language, we may as well use it.

The Prisoners of Time posted:

Having listened to your explanation the giants react with scepticism, but, despite their doubts, they are clearly fascinated by your appearance and the sound of your voice. ‘We are the Yoacor,’ says the leader, proudly. ‘We are the Lords of Yanis—the Shining City—and masters of the Abaxial of Czenos. Come, we will take you to our realm where you may tell your strange story to the Beholder. He will divine its worth.’

He beckons you to approach his dragonmount and you step forward. The thought of being left marooned in this wilderness is all you need to persuade you to obey his command.

Healing: +1 EP (28/37).

With a mighty screech, the dragonmounts take to the air in unison, the beat of their great wings filling your ears with a thunderous drumming noise. Your stomach heaves as the leader tugs at the reins, sending the beast labouring steeply into the fire-orange sky. The ground below falls away at an alarming rate and within minutes you are travelling hundreds of feet above the plateau, your vision blurred by the speed of the rushing wind.

Beneath you the trackless waste stretches away to the burning horizon. Without sun or moon or any change in the brightness of the sky you find it impossible to gauge the passage of time. Twice you lapse into sleep, for how long you cannot guess, yet each time you wake the arrow-shaped flight formation of the dragonmounts remains unchanged and the Yoacor themselves show not the slightest sign of fatigue.

At length the featureless wastes give way to thick, violet-coloured grasslands dotted with scab-like patches of marsh and bog. The air becomes humid and the faint smell of rotting vegetation conjures up memories of time spent in the Danarg. Gradually the lowlands rise and you soar above high valleys and rock-strewn meadows, broken hills, and weather-worn crags. As you approach a narrow cleft between two mountainous peaks the leader raises his hand. Upon this signal the others close into single file. An immense crater lies beyond the pass and at its heart stands a city, the most beautiful city you have ever seen.

Healing: +1 EP (29/37).

The shining City of Yanis lies before you, rising in circular levels around a turreted citadel of sparkling crystal which dominates the vast, alien metropolis. Constructed out of sheeted platinum, silver, glass, and mirrored steel, it reflects the light in a thousand colours from its walls, windows, and huge, conical towers, giving it the appearance and splendour of a glowing sun. As the dragonmount glides over the outer walls, you feast your eyes upon a network of broad avenues lined with fragrant, tree-like plants, squares with fountains, and huge, silver, bell-shaped dwellings.



Directly ahead stands the citadel. The leader signals once more and together the Yoacor land their winged steeds upon a glassy platform adjacent to one of the citadel’s five circular watchtowers. There you are met by Yoacor guards, resplendent in armour of burnished silver, who attend to the dragonmounts with dutiful efficiency. The leader helps you dismount before dismissing his company and escorting you to a room in the watchtower.

You will rest here, he says, using only his mind. I shall take word to the Beholder and he shall speak with you. Refresh yourself and sleep if you wish. He motions towards an adjoining room then turns and leaves, the door closing behind him seemingly of its own accord.

Healing: +1 EP (30/37).
Do we want to investigate the adjoining room, try to escape, or just wait here?

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
I'm getting flashbacks (flashforwards?) to Far Cry 4's opening scene.

Look in the other room.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug

Tiggum posted:

Since we have the ability to speak any language, we may as well use it.

Do we want to investigate the adjoining room, try to escape, or just wait here?

investigate the adjoining room

Maybe there's loot!

Comstar
Apr 20, 2007

Are you happy now?

Helios Grime posted:

investigate the adjoining room

Maybe there's loot!

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Investigate surroundings- er, adjoining room.

Runcible Cat
May 28, 2007

Ignoring this post

Helios Grime posted:

investigate the adjoining room

Maybe there's loot!

Maybe there’s a bed, a bath and/or something to eat. Go see

nelson
Apr 12, 2009
College Slice

Runcible Cat posted:

Maybe there’s a bed, a bath and/or something to eat.

Indeed. Investigate adjoining room.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Investigate adjoining room.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Prisoners of Time posted:

Warily you enter the room, noting that in spite of a lack of windows and torches it is bathed in a warm amber light. The opalescent glow pours from the walls themselves, illuminating a table set with colourful food and a huge, cushioned divan standing beside it. The oversize Yoacor furniture makes you feel like a small child exploring a dining chamber for adults, but your hunger soon quells your unease and entices you towards the table. You are very hungry after your long flight to Yanis and must now eat a Meal or lose 3 ENDURANCE points.

Healing: +1 EP (31/37).
Shall we eat the food provided, eat a meal from our backpack, or go hungry?

The book doesn't say so, but I'm assuming that Huntmastery is not useful here as we're stuck inside these two rooms.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Am I remembering wrong, or was Huntmastery not helping us out earlier in this book anyway? I assume it was due to the alien nature of our current environment, so I said nothing before.

Not remembering wrong-

"Outside the wind howls like a horde of demons. It whips the sand into whirling cyclones that perform an erratic dance of destruction upon the plateau. You watch this awesome spectacle until the fatigue of your ordeal finally catches up with you (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift off into a restless sleep.

Two meals remaining.
Healing: +1 EP (24/37)."

Was that correct or a mistake on your part?

Eat the food provided. Fingers crossed it's ok.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Was that correct or a mistake on your part?
That was also my decision, based on the fact that it seemed like we'd have trouble hunting while hiding from the storm and collapsing from exhaustion.

nelson
Apr 12, 2009
College Slice
Eat the colorful food provided. If these guys wanted us dead they would have just dropped us mid-flight while we were napping. Worse case scenario we get a little sick because the food is so alien to us. Best case scenario is the food heals us.

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

Tiggum posted:

That was also my decision, based on the fact that it seemed like we'd have trouble hunting while hiding from the storm and collapsing from exhaustion.

That makes sense too.

And btw, I dig the new Avatar. :)

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug

nelson posted:

Eat the colorful food provided. If these guys wanted us dead they would have just dropped us mid-flight while we were napping. Worse case scenario we get a little sick because the food is so alien to us. Best case scenario is the food heals us.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

nelson posted:

Eat the colorful food provided. If these guys wanted us dead they would have just dropped us mid-flight while we were napping. Worse case scenario we get a little sick because the food is so alien to us. Best case scenario is the food heals us.

Runcible Cat
May 28, 2007

Ignoring this post

Eat the food and snooze on the giant sofa.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

And btw, I dig the new Avatar. :)
Thanks. :)

The Prisoners of Time posted:

The food has a taste and texture completely unlike anything you have tried before, yet it is delicious, and after having eaten your fill you feel thoroughly refreshed and fortified: restore 3 ENDURANCE points.

There is enough food remaining for 1 Meal. If you wish to keep the Meal, note on your Action Chart, ‘Meal: +3 EP’, as the food will restore 3 ENDURANCE points when consumed.

Healing: +1 EP (35/37).

You return to the first room and peer out of a tall window that looks out over the city. Far below you can see the Yoacor crowding an avenue which leads to an outer level of Yanis. They move with such purposefulness that, from this great height, they resemble a vast community of worker ants. For several hours you stare down at this beautiful alien city and its industrious citizens while you try to make sense of your situation. Eventually you resolve to find out all you can from the one the leader called the ‘Beholder’. Perhaps he will be able to help you locate the Lorestones and find a way back to Magnamund. At length you settle down to sleep.

Healing: +1 EP (36/37).

A strong hand on your shoulder shakes you roughly from your sleep. ‘The Beholder requests your company,’ says the Yoacor leader stepping back and motioning you to rise. ‘You must come with me.’

Together with six attendant guards, the leader escorts you from the watchtower, across an open courtyard paved with polished steel, and into the entrance hall of the crystal citadel. There a superb spiral staircase forms the central core of this stronghold, carved from a solid mountainous chunk of a sky-blue mineral unfamiliar to you. The stairs soar upwards towards the turreted roof where the chamber of the Beholder is situated.

With ease the Yoacor ascend and you struggle to keep pace. You count over 300 steps before the staircase opens on to a silent hallway where a massive door of solid ebony inlaid with gold fills an entire wall. A bell is rung and while you catch your breath and wait for the massive door to open you speculate on who the Beholder could be. You imagine him as a Yoacor warrior-king, tall and strong, with wisdom and intelligence beyond mortal reckoning. With this image in mind you feel optimistic that he will aid your quest. However, when the black door finally swings open your hopes are dashed—the sight of him shocks you to the core.

Healing: +1 EP (37/37).

Cradled in the muscular arms of a Yoacor guard lies the loathsome, stunted form of the Beholder. His withered, corpse-green body is no bigger than a human child’s, yet his bulbous head is enormous by comparison, far larger even than that of the giant who is holding him. It wobbles and sways repulsively when he turns to focus his eyes on you. Like polished gemstones these two blank orbs glint in the flickering light of the chamber, their cold sharpness revealing the intelligent being that lies imprisoned within the crippled shell.



‘Be not afraid of me, human,’ he says, using a language similar to your native tongue. ‘I mean you no harm. My shape may not find favour with those of your species, but here in the Daziarn you must be prepared to disregard appearances if you are to discern the truth.’

With a languid blink he dismisses the Yoacor leader and his guards and watches like a doting father as they descend the spiral staircase.

You focus your Kai skill of Divination on the Beholder and try to fathom if his intentions are for good or ill. You sense he possesses immense powers, both physical and psychic, which radiate from his body like the rays of an invisible sun. You concentrate on this power but all you can discern is that he is capable of using it to further both good and evil.

‘Come, let me show you some of the wonders of my realm,’ says the Beholder, as the great black door swings slowly shut. ‘It is so rare that I am able to entertain a guest, I would deem it an honour if you would accept my invitation.’

With the only exit from the chamber now sealed off you have no option but to accept, yet his politeness makes you feel uneasy. You are his prisoner, yet he speaks to you as if you were free to leave at any time.

You walk beside the Beholder along a corridor which leads to a vast, circular gallery. At its centre stands a towering, bell-shaped vessel made out of transparent, glass-like material and filled with a huge, seething ball of fire. Its brilliant light illuminates some strange equipment standing against the walls and cluttering the tables, but little of its heat radiates into the room. You pass on until you come to another gallery which is floored with shining steel like a gigantic mirror. The domed roof is lost in the dim shadows, but at its centre you notice a tiny, disc-shaped portal. The Beholder glances at a row of crystals embedded in the wall and they glow in response to his psychic commands.

‘I am called the Beholder,’ he says, his thin voice echoing loudly in the emptiness of the dome. ‘I observe all that transpires in the Daziarn. I saw your arrival upon the Zhamin Plateau and I know from whence you came. So few of your kind survive transference that I abandoned all hope of meeting you. Indeed had you not met with one of my hunting parties your bones would now lie bleaching upon the sands of that arid plain. It seems that you are by nature a survivor.’

Suddenly a swirling column of light appears, projected from the disc in the centre of the dome. It casts a pool of brilliance in the middle of the gallery and gradually widens until it encompasses the whole floor.

‘Come, observe, and perhaps you will learn the nature of your new world. For you will need to adapt if you are to survive here … for the rest of your life.’

The swirling light draws into focus upon the mirrored floor and you find yourself surrounded by a spectacular cosmic image. At the centre spins a shadow, as dark as deep space, populated with suns and stars and the myriad planets that revolve about them. This microscopic universe is in turn surrounded by a ring of total darkness, and beyond that radiate four beams of differing colour, like the spokes of a gigantic wheel. Between these beams are many areas of light and shade, some running parallel and some in isolation, but all of them connected by a pale, shimmering mist. ‘What you see before you is a tableau of our worlds, a light-painting that depicts the universe of Aon and the Daziarn Plane,’ says the Beholder, as his servant carries him to the dark centre of the floor. ‘Here, among the suns and stars of Aon, is the planet you know as Magnamund, and beyond it lies the Shadow Gate through which you fell into the Daziarn.’ Slowly the Yoacor moves towards you, bearing his master with care as he continues his monologue proudly. ‘And here, balanced between the elemental strongholds of Fire and Water, lies the Abaxial of Czenos. This is my realm. I have chosen to live here, to shape it as I wish and to populate it with beings who embody my ideals.’



Coldly the Beholder stares into your eyes and you feel your body stiffen as he probes deep into your mind.

The unexpected speed and intensity of the Beholder’s psychic intrusion leaves you fumbling for defence. You draw on your psychic reserves and Discipline of Psi-screen and manage to erect a thought-wall to protect your nervous system, but it is too late to prevent the Beholder from scanning your mind: lose 1 ENDURANCE point.

Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.

Endurance: 36/37.

‘I perceive much in your character that pleases me, human. You possess inner strength, honour, and a fiery courage uncommon among the mortals of Aon. Were it not for these traits I would have no hesitation in ridding myself of you, for I will not tolerate the weak and untrustworthy in my realm.’

He pauses for a moment and gazes fixedly at the shapes swirling near the centre of the room. ‘I have looked into your mind and the reasons why you are here in the Daziarn are now known to me. The quests and struggles of Magnamund are of no significance to the Shining City, but there are those of this world who would rejoice to learn that the last of the Kai is here, if only to seek you out and destroy you. For this reason you must leave Yanis. But I shall not send you away without guidance, for you have my respect and I shall help you all I can.’

Healing: +1 EP (37/37).

The Beholder deactivates the light-picture and wills his servant to carry him back to the first gallery. There, bathed in the shadowless glow of the fireball, stands a huge globe of silvery metal. At his approach it radiates an eerie phosphorescent light and symbols appear upon its surface.

‘The Lorestones entered the Shadow Gate some moments before you fell, is that not so?’ asks the Beholder, incisively. You confirm this to be the case and watch with fascination as the symbols shift and change colour. ‘There are many channels within the Shadow Gate that are warped by the vagaries of time and space. Usually it is an impossible task to predict where an object passing through to the Daziarn will materialize, but the coordinates of your arrival are known and this will help my calculations.’

Slowly the symbols begin to disappear until just three remain. ‘Without knowing the precise Aon-time they entered the Shadow Gate I can find only an approximate location,’ he says, scrutinizing the symbols. ‘As reckoned by the time-scale of your planet, the Lorestones arrived on the Daziarn forty-one hours ago. They materialized together and intact in the forest of the Khat Trisect of Vhozada—a realm situated between the elemental strongholds of Earth and Water. This bodes well for you, human. Vhozada is a temperate and stable domain, rich in those elements necessary to sustain mortal life-forms. Also, there is one of great vision who has made this her home. Her name is Serocca. It would be wise to seek her help in finding these stones of power, for she is sure to know their whereabouts.’

Although his words revive your flagging hopes, you are still fearful that the Lorestones are beyond your recovery. The Beholder senses your apprehension and tries to allay your fears by offering you a means of transportation to the realm of Vhozada. He promises that your passage will be swift, but, when you learn what the journey entails, your blood runs cold.

‘This device,’ says the Beholder, pointing with pride at the huge, fiery vessel that dominates the gallery, ‘is a Dimension Door. It will enable you to pass directly into the realm of Vhozada through a rent in the fabric of the Daziarn.’ You stare in awe at the sun-like ball trapped within the vessel and try to comprehend the secret sorceries that enable such a thing to exist.

‘You will come to learn that the laws which govern my world are quite unlike those which shape Aon. Here, time and space can be manipulated by those with power enough to craft them to their needs,’ he says, in answer to your thoughts. He wills his servant to carry him to another globe which stands close by. There he manipulates a bank of crystals and gradually a swirling circular grey shadow forms on the glassy surface of the vessel. It shimmers and you find that you cannot fully focus your eyes on it. ‘Step forward and enter,’ commands the Beholder. ‘The door to Vhozada is open.’



Your skin prickles and your stomach churns, but you fight to control your fear by relying solely on your Kai skills. You sense that the Beholder is speaking the truth: the grey portal does lead to the realm of Vhozada. And so, with great trepidation, you bid him farewell and step into the void.

At the very moment you enter the Dimension Door a sensation of incredible speed assails you. A twirling spiral of light unfolds before your eyes and you hurtle towards its core, borne along in an envelope of grey cloud. You close your eyes but the light penetrates your eyelids, growing ever brighter. It fills your head with a madness of colour and forces a silent scream of anguish from your lips: lose 3 ENDURANCE points.

A sudden lack of air leaves you gasping for breath, but it passes in an instant and when you blink open your eyes you discover that your journey is complete: you have arrived in Vhozada.

Endurance: 34/37.

From the brow of a grassy hill you stare across a strange yet familiar landscape. Before you lies an expanse of verdant grassland, with clumps of woodlands and several winding streams. The warm air smells fresh and clean and the distant sound of bird song is carried to you on the gentle breeze. Were it not for the grey, sunless skies above, it would be easy to believe that you had been returned to your home world.

A sudden wave of homesickness makes you feel heavy-hearted, but you refuse to allow it to weaken your resolve. Instead, you scan the horizon in the hope of discovering some form of habitation.

Healing: +1 EP (35/37).

Using your Kai skill of Huntmastery you focus your telescopic vision on the far horizon and see a group of shapes that resemble small pyramids of stone. However, you are too far away to be able to tell if the structures are inhabited.

A nearby stream meanders in the direction of the distant shapes and you decide to follow its course in the hope that it will lead you to them.

Healing: +1 EP (36/37).

The stream wends its way sluggishly through a mossy glen to a thicket of red-leaved trees which stand in a semicircle around a pale grey, metallic monolith.

Healing: +1 EP (37/37).
Do we investigate the monolith or avoid it?

Joe forgot the "game" part of "gamebook" again.

Comstar
Apr 20, 2007

Are you happy now?
Investigate the monolith. Be sure to touch it.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
e.: ^^^ :argh:

I'm on my phone so I can't, but pretend I posted the 2001 clip with the monkey touching the monolith.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
https://youtu.be/hpJ6anurfuw

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.
Wow, way to be an ableist dick, Lone Wolf.

Investigate the monolith.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
The first time I read this book, I was an avid D&D player who kept expecting LW to meet an entirely different sort of Beholder. In retrospect I’m glad he didn’t- those things are nasty even with a Magic Sword and Kai powers.

Check out the monolith. Why not?

nelson
Apr 12, 2009
College Slice
Investigate.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Eh, check it out. We haven't done anything really interesting apart of getting info dumped hardcore.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

We have a Monolith and wish to discover bows with it

The_White_Crane
May 10, 2008


My God! It's the Mekon of Mekonta!



(Touch the Monolith)

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

Useless Divination posted:

You focus your Kai skill of Divination on the Beholder and try to fathom if his intentions are for good or ill. You sense he possesses immense powers, both physical and psychic, which radiate from his body like the rays of an invisible sun. You concentrate on this power but all you can discern is that he is capable of using it to further both good and evil.

Thanks, Divination.

Touch the Monolith.

Runcible Cat
May 28, 2007

Ignoring this post

Eh, touch it. What's the worst that could happen?

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Tiggum
Oct 24, 2007

Your life and your quest end here.


The Prisoners of Time posted:

The base of the monolith is overgrown with weeds and wild flowers, indicating that it has stood here for some considerable time, yet its metallic surface bears no obvious signs of weathering. It is tipped with a transparent spike, which resembles a short glass spear. You can hear a faint humming sound when you place your ear to its mirror-smooth spire. The sound seems to originate somewhere deep below the ground.

Your Kai skill of Pathsmanship alerts you to the possibility of an ambush. A group of hostile creatures are approaching the thicket, drawn by the sound of an alarm, inaudible to human ears, which you set off by touching the monolith.
Should we wait and confront them or try to avoid them?

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