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nelson
Apr 12, 2009
College Slice
I did think the nuclear submarine was pretty darned cool.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Dawn of the Dragons



Dawn of the Dragons posted:

The Story So Far … 

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

It is the year MS 5077, twenty-seven years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.

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

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

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

With diligence and determination you set about the restoration of the Kai Monastery and the training of the New Order recruits. Your efforts were soon rewarded for, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

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

In the years following your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Already your newfound skills have been tested against Naar’s agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. One such minion, the powerful Deathlord of Ixia, threatened to enslave the free nations of Magnamund with a weapon forged by Naar himself. Bravely you ventured alone into the Deathlord’s icy domain and confronted him in a life-or-death battle in which you were triumphant. However, as you were returning from the Deathlord’s frigid realm you learned that Sommerlund had been attacked. In your absence, Naar had sent forth a host of dragon-creatures to destroy the New Order of the Kai and lay waste to your homeland.

The news came as a terrible shock. In Ixia you had won a great victory over Evil, yet at what cost? You had no doubts that the New Order were worthy Kai warriors, but they were all so young, their mettle as yet untested in the furnace-heat of battle. Secretly you feared that they would be unable to resist Naar’s newest champions, and so you resolved to return as quickly as possible to Sommerlund to take command of the Kai Monastery and orchestrate your country’s defences.

In the court of King Sarnac of Lencia, in the city of Vadera, you received a pledge from the King himself that he would do all in his power to help speed your long journey home to Sommerlund. Accompanied by Lord Ardan, a friend and magician from the land of Dessi, you were put aboard a Lencian clipper, one of the fastest of all sea-going vessels. This ship was bound for Garthen—the principal city of Talestria—which lies more than a thousand miles to the east of Vadera. This was to be the first stage of your journey back to Sommerlund, a destination more than two thousand miles from Lencia. As you set sail from Vadera harbour you knew that you were embarking upon a race against time, a desperate race in which the future of your country and the New Order of the Kai were at stake.

New equipment: 22 Gold Crowns, a map of Northern Magnamund and any four of the following:
  • Quarterstaff
  • Bow
  • Quiver (6 arrows)
  • Dagger
  • Sword
  • 2 Meals
  • Rope
  • Potion of Laumspur (+4 EP)
  • Axe
And apparently we're actually allowed to carry multiple quivers if we want, so if you want more arrows you can vote to either top up our current quiver or take a second one. Not that we've ever run out of arrows before that I recall.

Improved Disciplines:
  • Grand Nexus: Pass without harm through Shadow Gates.
  • Telegnosis: Detect precious metals and gems.

  • Deliverance (Advance Curing): Once a month you can pray to Kai for a sign indicating wat you should do.
  • Assimilance (Advanced Invisibility): Invisiblity in the infra-red and ultraviolet ranges.
  • Kai-surge: Cause objects to explode.
  • Magi-magic: Two new spells, Power Glyph (trap a door, archway, container, etc.) and Hold Enemy (temporarily immobilise an enemy).

And those latter four are the ones we still have available to pick from.

Another book finished means +1 CS and +2 EP, so:
Combat Skill: 49 (30)
Endurance Points: 43/43 (42)

And we need votes for:
  1. Our next Grand Master Discipline
  2. A new weapon type for Grand Weaponmastery (spear, dagger, mace, short sword, warhammer, broadsword or axe)
  3. A rule for Kai-blast (if we choose Kai-surge)
  4. Items to put into storage
  5. Items to take from storage
  6. Any new equipment

nelson
Apr 12, 2009
College Slice
And we need votes for:
  1. Our next Grand Master Discipline - Kai-Surge for obvious reasons. In addition to previous rule, also use it if enemy is immune to other types of psi-damage.
  2. A new weapon type for Grand Weaponmastery - Mace
  3. A rule for Kai-blast - If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead (assuming we have enough EP to not kill ourselves).
  4. Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch.
  5. Items to take from storage - none
  6. Any new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Propose we always top off arrows without asking when given the opportunity.

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

nelson posted:

And we need votes for:
  1. Our next Grand Master Discipline - Kai-Surge for obvious reasons. In addition to previous rule, also use it if enemy is immune to other types of psi-damage.
  2. A new weapon type for Grand Weaponmastery - Mace
  3. A rule for Kai-blast - If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead (assuming we have enough EP to not kill ourselves).
  4. Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch.
  5. Items to take from storage - none
  6. Any new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Propose we always top off arrows without asking when given the opportunity.

Seconding all this.

Materant
Jul 22, 2010

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

THE MANLIEST MUSTACHE

it defies physics


nelson posted:

And we need votes for:
  1. Our next Grand Master Discipline - Kai-Surge for obvious reasons. In addition to previous rule, also use it if enemy is immune to other types of psi-damage.
  2. A new weapon type for Grand Weaponmastery - Mace
  3. A rule for Kai-blast - If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead (assuming we have enough EP to not kill ourselves).
  4. Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch.
  5. Items to take from storage - none
  6. Any new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Propose we always top off arrows without asking when given the opportunity.

:same:

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Seconding all this.

This and dump the Sabito too.

Ixiataaga’s Bond villain lair was cool (hurrr), and I’ve got a soft spot for Shadow Gate shenanigans and Tagazin the Very Bad Boy, but the sheer number and frequency of bullshit Combat Ratio fights in this drags it down badly.

Toplowtech
Aug 31, 2004

Yeah combat ratio is kinda hosed until the next series where you play the Kai Disciple.
Voting for that:

nelson posted:

And we need votes for:
  1. Our next Grand Master Discipline - Kai-Surge for obvious reasons. In addition to previous rule, also use it if enemy is immune to other types of psi-damage.
  2. A new weapon type for Grand Weaponmastery - Mace
  3. A rule for Kai-blast - If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead (assuming we have enough EP to not kill ourselves).
  4. Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch.
  5. Items to take from storage - none
  6. Any new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Propose we always top off arrows without asking when given the opportunity.

anakha
Sep 16, 2009


I think Dever assumed we'd have Kai-Surge by that point, and the book suffers for it.

Mister Perky
Aug 2, 2010

Tiggum posted:

I get the impression that I might be in the minority here but I don't hate this book. Yes, it is basically unwinnable and that is a mark against it, and it's always annoying when you have sections where the Sommerswerd is unavailable, but on the other hand, it's also really cool. Tagazin and Ixiataaga are cool bad guys and you get to fight both of them. It's even cooler if you met Tagazin back in book 10. Playing it properly is a frustrating experience because you do have to cheat, but if you've got this far into thye series then you're used to that by now.

Setting and lore wise it's a lot of fun (obviously I really dig the ghost boat ride into the heart of darkness).

It is that book solely on the strength of that series of unwinnable fights that punish you for being a new player and also for being a veteran.

Fortunately this next book is apparently the community consensus for best book in the series (I never was able to find/buy it).

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

And we need votes for:
  1. Our next Grand Master Discipline - Kai-Surge for obvious reasons. In addition to previous rule, also use it if enemy is immune to other types of psi-damage.
  2. A new weapon type for Grand Weaponmastery - Mace
  3. A rule for Kai-blast - If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead (assuming we have enough EP to not kill ourselves).
  4. Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch.
  5. Items to take from storage - none
  6. Any new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Propose we always top off arrows without asking when given the opportunity.

Good proposal: I agree.

Maugrim
Feb 16, 2011

I eat your face

Runcible Cat posted:

This and dump the Sabito too.

Yeah. Lotta people keen to hang onto a useless potion

Tiggum
Oct 24, 2007

Your life and your quest end here.


Mister Perky posted:

Fortunately this next book is apparently the community consensus for best book in the series (I never was able to find/buy it).
Is that of the whole Lone Wolf series or just the Grand Master ones? Because if it's the whole lot, I'd go with either book one or book six as the best.

Runcible Cat posted:

Items to put into storage - All Lune, all Kikae, stone bowl, coil of oiled rope, all crowns that don't fit into beltpouch and the Sabito.

Materant posted:

Grand Weaponmastery - Mace

Guy Fawkes posted:

from storage - none

nelson posted:

new equipment - Top off arrows, all meals, Potion of Laumspur, Quarterstaff.

Action Chart
    Rank: Grand Crown
    Combat Skill: 49 (30)
    Endurance Points: 43/43 (42)

    Kai/Magnakai/Grand Master Disciplines
  1. Grand Nexus
  2. Animal Mastery
  3. Telegnosis
  4. Kai-alchemy
  5. Grand Huntmastery
  6. Grand Pathsmanship
  7. Grand Weaponmastery (+5 CS w/ swords, quarterstaves & maces; +1 damage per round; +5 to bows)
    Weaponmastery (+4 CS w/ any other weapon; no unarmed penalty; +2 to non-bow missile attacks)
  8. Kai-screen
  9. Kai-surge (+8 CS & -1 EP/round - can't use if below 7 EP)
    Kai-blast (+2d10 damage (0=1) & -4 EP/round)
    Psi-surge (+6 CS & -1 EP/round - can't use if below 5 EP)
    Mindblast (+4 CS)
  10. Invisibility
  11. Curing (Regain 1 EP per section; if EP<7 then regain 20 EP - 100 day cooldown)
    Current cooldown: 85 Days.

    Weapons:
  1. The Sommerswerd (+8 CS; x2 damage vs. undead)
  2. Quarterstaff
    Belt Pouch (money):
  • 50 Gold Crowns
    Backpack:
  1. Rope
  2. Lantern
  3. Meal
  4. Meal
  5. Meal
  6. Potion of Laumspur (+4 EP)



    Special Items:
  1. Quiver (6/6 arrows)
  2. Jewelled Mace
  3. Onyx Key
  4. Silver Bracers (+2 CS; +1 EP)
  5. Signet Ring
  6. Silver Rod
  7. Jadin Amulet (+1 RN to avoid missile attacks)
  8. Silver Bow of Duadon (+3 to RN)




  9. Korlinium Scabbard
  10. Map of Mogaruith
  11. Scroll
  12. Black Amulet
  13. Platinum Amulet

Rules currently in effect:

Tiggum posted:

Use Kai-surge/Psi-surge whenever the Combat Ratio is below 3.

nelson posted:

Use Alether whenever we are at negative CR and the enemy has more EP than us.

ShadowWraith posted:

Automatically use a Potion of Alether for any fight with a Combat Ratio -7 or worse.

Maugrim posted:

Use Laumspur as soon as possible after EP drops below 20

Slavic Crime Yacht posted:

A standing order to always search bodies.

Toplowtech posted:

Use Kai-surge if enemy is immune to other types of psi-damage.

Maugrim posted:

If even using Kai-surge we're at -9 or lower CS, use Kai-Blast instead

nelson posted:

Always top up arrows when given the opportunity.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Dawn of the Dragons posted:

You set sail from Vadera harbour on a bitterly cold, grey, late winter’s day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestria—the first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

Once the Saxin is beyond the sheltering walls of Vadera harbour, its captain charts an easterly course along the Tentarias—the chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ship’s easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.



Every night, as you lie awake on your bunk staring at the tarred beams of your cabin, you wish away the miles that separate you from your beloved homeland. You want, most of all, to be with your young Kai acolytes in this dark hour, but fate has seen fit to place a great distance between you. Fearful of what you may find if you arrive home too late, every night you offer up prayers to the Gods Ishir and Kai to help speed your return to Sommerlund.

Ten days after leaving Vadera, the Saxin drops anchor in Varnos Harbour in Garthen—the crown capital of Talestria. The sleek and elegant lines of the Lencian craft contrast starkly with the drab, functional hulls of the merchant ships and dhows which crowd this city-port’s jetties and wharves. Lencian craft are a rare sight in Garthen, and the Saxin is the rarest of Lencian craft; it is no wonder that its arrival stirs a frenzy of interest and speculation among the citizens of this capital.

Word of your arrival travels quickly to the Royal Citadel and a troop of Queen Evaine’s Court Cavalry are dispatched to the harbour. They are led by a stern-faced man who wears the uniform and gold insignia of the Lord Constable, the highest military rank in the Talestrian army. He brings his column of regal horsemen to a halt at the quayside; then he dismounts and strides forward to welcome you in person as you disembark from the ship.

The smooth dark hair and noble countenance of the Lord Constable are oddly familiar, reminding you of someone whose name momentarily you cannot recall.

‘Welcome, my lord,’ he says, with a respectful salute. ‘I am Nathor, Lord Constable of the Royal Citadel. My troop would be honoured to escort you to an audience with Queen Evaine.’

‘Pray tell me, Lord Constable,’ you reply, ‘have we not met before?’

‘No, sire. I venture you must be thinking of my late brother—Adamas. He held the office of Lord Constable afore me. I understand that you and he once fought together in the war ’gainst the Darklords. He spoke most highly of your courage. Sadly, though, he is no longer with us. He died valiantly during the great siege of Torgar.’

You accept Lord Constable Nathor’s offer of an escort to Queen Evaine’s citadel and call to Lord Ardan, who has been watching from the deck of the Saxin, to come and join you. As Ardan disembarks, Nathor gives a signal to his men who are busy keeping an inquisitive crowd of citizens at bay. Hurriedly they clear a gap in the pressing wall of curious, wide-eyed Garthenians, and moments later the horse-drawn coach comes trundling through towards the quay.

Once you and Ardan are safely aboard, Lord Constable Nathor shouts a terse command to the driver and the coach speeds away from the harbour, escorted by the troop of Court Cavalry. A swervingly swift journey through Garthen’s steeply narrow streets ends when the coachman reins in his horses in the courtyard of the Royal Citadel. Everywhere you look you see soldiers of the Royal Household in uniforms bedecked with glittering braid. A fanfare of trumpets announces your arrival and, with minimal delay, Nathor escorts you personally to the State Hall where Queen Evaine of Talestria, seated upon a throne and surrounded by a dozen of her court advisors, is waiting patiently for you to appear.

‘Welcome, Grand Master,’ she says, graciously. ‘We have been expecting you. King Sarnac sent word of your arrival by message-hawk and we have made arrangements to help speed your passage homewards.’

Respectfully you bow to the queen and voice your thanks for the cooperation she has seen fit to offer you.

‘Not at all, Grand Master, for Talestria is in your debt. Were it not for you, our land would be in the thrall of the Darklords.’

With this, Queen Evaine dismisses her advisors and motions for you, Ardan, and Lord Constable Nathor to approach to the foot of her throne.

‘I understand the urgency of your journey, Grand Master,’ she says, her voice hushed as if she fears being overheard, ‘but I must caution you to be on guard. The Dark God Naar’s agents are abroad with plans to thwart your homecoming. I have received word from my garrisons in the north that Zlanbeast and Kraan riders have been sighted in the night skies. They venture forth from the ruins of the Darklord cities of Nadgazad and Cragmantle, sent by the express command of Naar himself. They know now that you triumphed in Ixia and they are watching expectantly for your coming.’

‘I thank you for this information, your Majesty, but I am sure that I can avoid these night-riders,’ you reply confidently.

‘I have no doubt of this, Grand Master,’ she says, ‘but they are not the only agents in Naar’s employ. Word of your coming has spread like wildfire throughout the shadowy underworld of thieves and assassins. Great rewards of gold and dark magic have been offered for your death.’

‘With respect, your majesty,’ you reply, tactfully masking your scepticism, ‘how do you know this to be true?’

‘Grand Master, it is true. I have heard it from the very lips of an assassin who was plotting your murder, here, in the heart of my capital. He was captured while attempting to recruit others and he is being held prisoner in the dungeons of this citadel. Perhaps you would welcome the chance to question this man yourself?’
Shall we question this man or not?

nelson
Apr 12, 2009
College Slice
Yeah sure, let’s question him.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





First, I've never played this so don't be accusing me of spoilers

Question the guy who is totally not going to turn into a monster and kill us.

nelson
Apr 12, 2009
College Slice

Slavic Crime Yacht posted:

Question the guy who is totally not going to turn into a monster and kill us.

Don’t worry. If I read the new capability of Kai-Surge correctly we can make his monster brain explode.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





:sicknasty:

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Don’t worry. If I read the new capability of Kai-Surge correctly we can make his monster brain explode.
Sure. Just like we can win every fight instantly by casting Lightning Hand.

Maugrim
Feb 16, 2011

I eat your face
Why would you not question the prisoner.

Runcible Cat
May 28, 2007

Ignoring this post

Maugrim posted:

Why would you not question the prisoner.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Question the prisoner! Dibs on Bad Cop!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Maugrim posted:

Why would you not question the prisoner.

Comstar
Apr 20, 2007

Are you happy now?

achtungnight posted:

Question the prisoner! Dibs on Bad Cop!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Question the prisoner! Dibs on Bad Cop!

Yes. We need informations.

Guy Fawkes fucked around with this message at 18:58 on Jul 10, 2018

Toplowtech
Aug 31, 2004

Question the prisoner! Ask him why he abruptly resigned from his job. By hook or by crook we will know...

Tiggum
Oct 24, 2007

Your life and your quest end here.


Dawn of the Dragons posted:

Queen Evaine commands the Lord Constable to take you to the citadel dungeons which are located several levels below the State Hall. Here, shackled to the dank stone wall of a rat-infested cell, is the man who was caught in a Garthen tavern plotting your murder. Limp and unconscious, he hangs by his wrists in chains, his emaciated body showing all too clearly the signs of recent tortures. A pot-bellied gaoler scoops a bucket of foul water from a trough by the cell door and revives the prisoner by pouring it unceremoniously over his head. Coughing and spluttering, the wretch stirs to consciousness. He raises his face and you sense that he recognizes immediately who you are; his eyes blaze with an undisguised hatred.

‘He’s a tough un,’ growls the gaoler. ‘I’ve used all o’ me skills on ’im but ’e won’t say who ’is paymaster be.’

The fat gaoler reaches for a pair of long-handled pincers which are protruding from a brazier of hot coals.

‘Perhaps you’ll be wanting to interrogate ’im yourself, sire?’ he says, offering you the pincers. Wisps of smoke curl from their sharpened tips which are red and glowing.

‘Aye, gaoler, there are questions I’d like this man to answer. But I’ll not be needing those,’ you reply, declining the use of the cruel pincers. ‘I prefer to rely on my own methods of interrogation.’

Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the man’s mind—his memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the man’s magical shield begin to crack and disintegrate.

The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidifies in your mind’s eye—they are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

‘Who is this person?’ you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Cautiously you place your ear close to the trembling man’s mouth and try to identify the name he is struggling hard to utter.

‘L … L … Lutha,’ he breathes. Then he gives a chilling snigger and you feel the hairs on the nape of your neck begin to rise. Your Sixth Sense is screaming a warning: you are in danger. With his tongue, the prisoner dislodges a hollow tooth and bites down hard upon it. It releases a vile greenish gas which he exhales directly into your face.

You recoil from the insidious green cloud and fall back towards the cell door. Your mastery of Grand Nexus protects you from this highly poisonous gas, but the gaoler and Lord Nathor are not so fortunate: both are vulnerable to its deadly effect. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions save them from a painful, suffocating death.

‘Wh … what happened?’ wheezes Nathor, as he slowly recovers from the deadly gas.

You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’

When you sense that the poison gas has dissipated and the air is no longer perilous to breathe, you enter the cell and take one last look at the prisoner’s body. The man’s face and upper body have been horribly disfigured by the effects of the gas, yet the extensive blistering has only partially destroyed a small tattoo on the side of his neck. It is a six-pointed star which you recognize to be the national symbol of Eldenora.

‘He must have died within seconds of biting into the poisoned pellet,’ says Nathor. ‘It chills me to think that whoever sent him here commanded such respect from this man that he chose to die in this way rather than face the consequences of failing his mission.’

‘Aye, and if there are others like him who are out to stop me,’ you reply, uneasily, ‘then my journey home to Sommerlund may prove more difficult than I expected.’

You leave the cell and return to the State Hall where Lord Constable Nathor reports what has happened to the Queen. Concerned for your safety, she suggests that you spend the night at the Royal Citadel as her guest. You accept her gracious invitation and enjoy a fine feast and the hospitality of her court. Then, shortly after dawn of the following day, you bid her Majesty and your companion—Lord Ardan—a fond farewell before beginning the next stage of your long journey home.

Mindful of the dangers, the Queen gives her Lord Constable a Royal Seal and places him, along with a troop of ten Court Cavalrymen, at your disposal. Lord Nathor and his men are to act as your guides and bodyguards on the road to Vanamor, the capital city of neighbouring Palmyrion. This republic is closely allied to Talestria and lies along its eastern border. Palmyrion also has close ties with your homeland and you look forward to the chance of renewing your friendship with its leader, Elector Manatine.

Mounted on fine Talestrian steeds, your party leaves the walled city of Garthen by its East Gate. Here you cross a great stone bridge on the far side of which is a signpost pointing to the east. It reads ‘Vanamor 280 miles’.

The road which crosses the plains to the east of the river is deeply rutted. Fortunately, though, it is dry, there having been little rain in these parts for weeks. Progress is good and by midday you and your troop have covered more than thirty miles. You pass many wagons on this road, mostly driven by farmers who are taking their crops to the markets and wharves of Garthen. These wagon drivers seem an unusually loyal and friendly breed; invariably they wave and cheer the moment they recognize the uniforms of Queen Evaine’s Court Cavalry.

After a brief rest at a village on the road, you continue your ride across the open plains and descend into a wide valley where a shallow stream winds its way through a mass of reed-beds and willow copses. Beyond this valley, the land becomes increasingly hilly. The sun is almost touching the horizon when you come to a small wayside shrine dedicated to the Goddess Ishir. Here a track leads off to the north and, a mile distant, you can make out the walls and tall bell-tower of a chateau high in the hills.

‘That’s the monastery of the Vaderish Brethren,’ says Nathor. ‘They’re a holy order devoted to the worship of the Goddess Ishir. We will find safe shelter with them this night.’

The sun has set and dusk is quickly turning to darkness by the time the troop reaches the gates of the Vaderish Monastery. The brothers of this holy order are led by an elderly monk called Rasbarin whom Nathor has met once before. The old cleric welcomes him warmly, as if he was his son, and then he invites you to stay here overnight.

The monks’ evening meal is simple fare but well-prepared and wholesome nonetheless (restore any ENDURANCE points you may have lost during your adventure so far). Afterwards, Rasbarin invites you and Nathor to his chambers to sample some of the monks’ speciality—a fine liqueur called Aquas. You are raising a glass of this golden liquid to your lips when suddenly the peace is shattered by a loud, cawing shriek which echoes through the surrounding hills.

‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’

A knot of fear tightens in the pit of your stomach. ‘A Kraan,’ you reply, recognizing at once the fell cry of this unwelcome creature.

You hurry to a window and see the large, bat-like Kraan silhouetted against the moon. A man-sized rider clings precariously to the creature’s reptilian back as it swoops and soars among the hills and gullies.

‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’

You take heed of the Lord Constable’s advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

‘It is not the first time it has come,’ says Rasbarin. ‘Every night for the past ten days we’ve heard it circling the hills. Sometimes there is more than one of its kind.’ He suggests that you bunk in the cellar of the monastery where you may be safer from detection, and you accept his offer gladly.

For hours the sound of the Kraan’s incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).



You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

Endurance: 40/43.

Overhead the sun gleams like a jewel in the clear blue sky, and the early morning air bites with a refreshing sharpness which helps to revive your spirits. A layer of thick frost covers the stony trail from the monastery, and it scrunches loudly under the horses’ hooves as you make your careful descent. Soon you rejoin the east road and follow it, through a series of shallow gorges, to a thick pine forest where the ground is covered with mossy rocks. Here the road ascends to a crest where a pall of black smoke stains the cloudless sky. As you approach the crest, you suddenly sense danger ahead and shout a warning to Nathor. He commands the troop to halt while you go ahead to assess the situation.

Beyond the crest you see a broad valley with steeply wooded sides. At its centre there is a village and a large stone building which, when you magnify your vision, you determine to be a church. The roof of this building is ablaze and several bodies lie dotted around its cultivated grounds and gardens. You signal to Nathor to join you and, when he arrives upon the crest, he is able to identify the burning church.

‘That’s Pinepeaks Abbey,’ he says, his voice stilted with anxiety. ‘They are in trouble—we must help them.’

He calls his men to come forward and, before you can caution him, he leads them at the gallop down the steep trail which descends towards the valley floor. Cursing his impetuosity, you spur your steed onward and follow in his wake. You have covered less than half a mile when suddenly your Magnakai sense of Divination screams a warning—the troop is riding directly into an ambush.

Desperately you shout for Nathor to halt but your command goes unheeded. Then, from out of the surrounding pines, there comes a volley of arrows and spears. One spear penetrates deep into your horse’s flank, killing him instantly.

Curing: +1 EP (41/43).
We roll: 4.


Your slain horse crashes to the ground and you are thrown through the air. You land among the boulders and bracken which border the hill road, but your swift Kai reflexes prevent you from sustaining serious injury: lose 2 ENDURANCE points.

Bruised but unshaken, you spring to your feet in time to see a yelling horde of leather-clad men, each brandishing a sword or a spear, come rushing from hiding places among the surrounding trees. As they close in upon you, you draw your weapon and prepare to fight for your life.
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 42
Combat Ratio: 11+

We roll: 10
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Ambushers: COMBAT SKILL 38 ENDURANCE 0

Dawn of the Dragons posted:

As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.

‘Follow me!’ commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.

Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand, and a young woman with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

Curing: +1 EP (40/43).

Using your Discipline of Kai-surge, you launch a concentrated burst of psychic energy at the drunken thug. The bolt penetrates his mind and stuns him, causing him to freeze like a stone statue (reduce your ENDURANCE points score by 1).

Unfortunately, this temporary paralysis also prevents the young woman and her child from breaking free from his grasp. After a few moments the thug emerges from his state of psychic shock in a murderous mood, and you are forced to draw your weapon and rush towards him in an effort to stop him before he can enact his revenge on his innocent captive’s child.

Endurance: 39/43.

Moments before you reach him, he throws the young woman and her child to the ground and spins around to face you, his dagger held poised to slash at your throat. He strikes and you dodge his first clumsy blow with ease. As he is about to strike out for a second time, you raise your weapon and aim a scything blow at his head.
Lone Wolf: COMBAT SKILL 49 ENDURANCE 39
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 30
Combat Ratio: 11+

We roll: 3
Lone Wolf: COMBAT SKILL 49 ENDURANCE 37
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 18

We roll: 9
Lone Wolf: COMBAT SKILL 49 ENDURANCE 37
Eldenoran Thug (drunk): COMBAT SKILL 30 ENDURANCE 0

Dawn of the Dragons posted:

‘Thank you, thank you … ’ cries the young woman, whose child you have just saved from certain death at the hands of the drunken thug. Sobbing with gratitude, she collapses at your feet. Gently you lift her by the arm and assure her with kind words that her ordeal is over. She smiles, reassured, but her expression quickly changes when she spots something moving behind you.

‘There he is, that cur Holkar!’ she spits. ‘He’s the murdering leader of these bandits. This chaos is his doing.’



You turn to look at the object of her hatred, and see a swarthy brigand dodging between the gravestones that line the abbey grounds. He has a sack full of loot slung over his shoulder and he is hurrying towards his horse which stands close by the abbey’s perimeter wall. Determined not to let him escape, you rush across the road and into the grounds of the abbey to give chase.

Curing: +1 EP (38/43).

The brigand leader mounts his horse, but before he can make good his escape, you take a running leap over the abbey wall and drag him out of the saddle. Together you crash to the frost-hardened ground and desperately he kicks and struggles to break free from your steely grip. Out of his boot he snatches a stiletto blade and thrusts it viciously at your throat. You dodge your head aside, avoiding its razor-sharp tip, but in doing so you let the brigand slip out of your hands. He rolls away and begins to rise to his feet, but then he freezes, his eyes wide with fearful recognition, as he stares at your face.

‘L … Lone Wolf!’ he gasps, mortified, as if he is confronting a ghost.

‘Drop the dagger and surrender!’ you order, levelling your weapon at his head to reinforce your command. Swiftly the brigand’s expression changes from one of shock to one of sneering defiance.

‘You’ll never take me alive!’ he spits, and to your shocked surprise he thrusts his dagger deep into his chest.

Curing: +1 EP (39/43).

You rush to the brigand’s side and wrench the dagger from his chest, but it is already too late to save his life. You step away from his lifeless body and look around at the devastation he and his men have brought to the sleepy village of Pinepeaks. Leaderless, the remaining brigands now abandon their loot and flee to the wooded hills to rejoin their confederates, those who attempted to ambush the troop when first you entered this valley. Nathor’s men have secured the village and they are busy helping the villagers to fight small fires which are burning in several of the cottages.

Curing: +1 EP (40/43).

You help Nathor and the villagers to fight the fires which threaten to consume their humble homes, using your Magnakai skill of Nexus to good effect, and when you have saved all you can, you summon the troop together to assess the situation.

Six brigands and two Court Cavalry troopers were killed during the brief fight to secure the village. The villagers themselves have lost eight of their menfolk, with several others wounded and some missing; these are presumed to be hiding in the woods. They have retained most of their possessions but their abbey has been gutted by the fire which Holkar and his thugs started. Nathor conducts a burial for the slain villagers and his two men, during which he pledges that Queen Evaine will be informed of what happened here this day.

‘Her Majesty will see that justice is done,’ he assures the tearful gathering of peasants. ‘The bandit-realm of Eldenora will be made to pay for this crime.’

After the burial, Lord Nathor gives to the village elders a weighty purse of silver Lune and a horse which belonged to one of his slain men. It is a small token for the loss they have suffered, but one that is appreciated by the villagers. The other horse is given to you, to replace the steed that was killed beneath you during the ambush on the road.

Curing: +1 EP (41/43).

It is the mid-afternoon when the troop resumes the long journey east to Vanamor. During the ride, Lord Nathor voices his grave concern that Eldenoran bandits should be operating in the heart of his country: they have rarely dared to venture this far from home before. Although he does not say so, you sense that he knows the reason why they have become so bold of late. They have been sent here to find and kill you.

The road climbs out of the valley and zigzags its way through the forested hills to a high pass. Beyond this pass there stretches a wide expanse of lush grassland where herds of wild deer roam and graze freely. It is late in the afternoon when you catch sight of a procession approaching on the road ahead. Mostly they are men dressed in ragged brown robes, and one is carrying aloft a grimy banner which bears the image of a lightning bolt set upon a full moon.

‘Shoni pilgrims,’ says Nathor, dismissively. ‘They’re wandering beggar-monks who have taken a vow of poverty. Many in Garthen regard them as just a gang of scroungers who pretend to be a holy order so they can fleece the foolish. I suggest we ignore them and press on.’



Curing: +1 EP (42/43).
  1. Do we keep the Flask of Aquas, the Talisman of Ishir, neither or both?
  2. Do we make a donation to the the holy Vaderish Brethren? If so, how much?
  3. Do we ignore the Shoni pilgrims as suggested or stop to talk to them?


    Backpack:
  1. Rope
  2. Lantern
  3. Meal
  4. Meal
  5. Meal
  6. Potion of Laumspur (+4 EP)



Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
keep both, 10 crowns, talk to the pilgrims

nelson
Apr 12, 2009
College Slice
  1. Do we keep the Flask of Aquas, the Talisman of Ishir, neither or both? Both
  2. Do we make a donation to the the holy Vaderish Brethren? If so, how much? 10 crowns
  3. Do we ignore the Shoni pilgrims as suggested or stop to talk to them? Let’s chat

anakha
Sep 16, 2009


Tiggum posted:

six-pointed star

Tiggum posted:

swarthy brigand

Oh, Joe. Never change. :allears:

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Leraika posted:

keep both, 10 crowns, talk to the pilgrims

Runcible Cat
May 28, 2007

Ignoring this post

Leraika posted:

keep both, 10 crowns, talk to the pilgrims

anakha posted:

Oh, Joe. Never change. :allears:

Tiggum
Oct 24, 2007

Your life and your quest end here.


Dawn of the Dragons posted:

Your decision to stop and speak with the pilgrims clearly irritates the Lord Constable, but he bows to your authority and waits patiently for you to finish talking with them.

You learn that this ragged group are on their way to Garthen. Their leader, a bearded wretch called Pospora, also tells you of a strange camp that he and his pilgrims discovered last night, near a place on the road which he calls ‘red rock’. However, this information does not come cheaply—you are pressed by the pilgrims into making a donation to their dubious cause. (Deduct 5 Gold Crowns from you Action Chart. If you possess fewer than 5 Crowns, erase instead one Backpack Item of your choice.)

Having satisfied your curiosity, you return to the troop and continue the ride east.

Curing: +1 EP (43/43).

For an hour you ride across the rich grasslands of eastern Talestria until you come to a range of hills that are carpeted with scented spruce and pine. The road snakes its way through this ruggedly beautiful landscape to a place where a smaller track branches off the main trail, heading south. A huge boulder of red granite marks the start of this adjoining track, yet there is no signpost to indicate where it leads. Using your Kai tracking skills, you determine that the track has been used by men and horses during the last twenty-four hours.
Shall we investigate the track or stick to the main road?



Belt Pouch: 35 Gold Crowns
    Backpack:
  1. Rope
  2. Lantern
  3. Meal
  4. Meal
  5. Meal
  6. Potion of Laumspur (+4 EP)
  7. Flask of Aquas
  8. Talisman of Ishir

Comstar
Apr 20, 2007

Are you happy now?
We've got time to kill apparently. Investigate!

nelson
Apr 12, 2009
College Slice

Comstar posted:

We've got time to kill apparently. Investigate!

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Yeah, those dragons aren't going anywhere. What's a few more eaten villagers compared to the chance of loot? Investigate.

Maugrim
Feb 16, 2011

I eat your face
Sure, let's faff around some more, annoying the captain is fun.

Runcible Cat
May 28, 2007

Ignoring this post

Even Kai Lords have trouble getting away from chuggers!

Maugrim posted:

Sure, let's faff around some more, annoying the captain is fun.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Investigate. It could be useful in order to avoid or anticipate another ambush.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Dawn of the Dragons posted:

You follow the narrow track for half a mile before arriving at a clearing. Here you discover the poorly-concealed remains of an encampment which, on closer examination, you are convinced was used by the Eldenoran bandits who attacked the village at Pinepeaks.

Among the ashes of a campfire you find a small, soot-blackened silver seal which bears the star emblem of Eldenora. (If you wish to keep this Silver Seal, record it on your Action Chart as a Special Item.)

Once satisfied that there is nothing else here of interest or value, you return with the troop to the red rock and continue east along the main trail.

It is near dusk when you emerge from the hills and see the glimmering waters of the River Kinam less than five miles distant. This great river marks the border between Talestria and Palmyrion, Queen Evaine’s neighbouring ally. The road descends to a border toll bridge beyond which you can see the sprawling town of Scade. The troop is challenged by the bridge warden to halt and pay a fee of 100 Silver Lune. This fee is soon forgotten, though, when the Lord Constable shows the pedantic old man his Royal Seal. With a stiff salute he steps aside and bids you all a safe journey.

Scade is a bustling market town which has grown rich and fat in the years following the defeat of the Darklords. Its brightly painted buildings and paved thoroughfares exude affluence, and even its lowly street-beggars look clean and well-fed by comparison to those in other parts of Magnamund. Nathor leads the troop to an inn near the centre of the town, a fine establishment called ‘The Lucky Bucket’. Its owner, a corpulent fellow with a polished bald pate, welcomes him with open arms. After the ordeal at Pinepeaks and the long day’s ride, you are looking forward to a hot bath and a large supper. However, it soon transpires that the inn is almost full and the owner can only provide rooms for five of the troop.

‘Not to worry,’ says Nathor, noticing the look of disappointment on your face. ‘I know Knight Tranius—the lord of this manor. Many’s the time we’ve hunted boar in the hills. His castle is but two miles from here. Five can billet here tonight while the rest of us lodge with Tranius.’

You agree to Nathor’s proposal and set off with him, accompanied by three of the troopers, along a river track which heads north to Castle Tranius.

The river track runs parallel to the Kinam for nearly a mile before bearing east and entering a coppice of tall conifers. On the far side of this cultivated wood you come to a bridge across a wide, fast-flowing tributary of the Kinam. The parapet of the bridge is lined with imposing stone statues, each depicting a past lord of Scade Manor.



In the distance you can now see Castle Tranius. Its curtain wall and fortified barbican are illuminated by torches which were lit, as is the custom here, an hour before sunset. On arriving at the gatehouse, Lord Nathor and the rest of you are welcomed into the castle keep where your horses are attended to. A trio of Knight Tranius’ guards come to escort you to his hall and, as you follow them to the castle’s upper chambers, Nathor asks after Guetor the Boarmaster, the leader of Knight Tranius’ hunt.

‘He’s no longer with us,’ answers one of the guards, tersely. ‘He’s gone away.’

Before Nathor can enquire further as to the whereabouts of his old hunting instructor, you are ushered into the castle’s main hall and asked to wait a few minutes for Knight Tranius to arrive.

The hall is lit by a hundred sputtering candles and the light of a log fire which blazes in the chamber’s imposing stone hearth. Three tall arched windows, each glazed with stained glass panels, are set into the south wall, and an impressive collection of books and fine tapestries line the others. Clearly, Knight Tranius is a refined man whose tastes extend beyond hunting the occasional boar.

After a few minutes, a concealed panel beside the fireplace slides open and a broad-shouldered man clad in a wolfskin coat and a silver helm steps into the hall.

‘Hail, Tranius!’ says Nathor. ‘It’s good to … ’

The Lord Constable’s words of greeting die in his throat and immediately you sense that something is very wrong. You hear a bolt slide shut outside the door to the hall, sealing it closed, and your Kai senses suddenly scream a warning of impending danger.

‘You’re not Tranius,’ shouts Nathor at the shadowy figure at the far end of the hall. ‘By the gods! Who are you?’



The figure beside the fireplace does not reply. Instead, it stretches out a gloved hand and takes up an iron rod which is lying upon the stone mantle. The moment its fingers close around the haft, a crackling blue flame ignites at its tip.



‘Draw steel!’ commands Nathor, and his men respond by unsheathing their swords in readiness for combat. The Sommerswerd hums with power as you release it from its scabbard and hold it before your face. You sense that the figure is not human: it possesses an aura of evil that marks it as a dark disciple, a magician versed in the forbidden black arts of the Nadziranim.

Suddenly there is a low, concussive boom and a spiral of blue flame shoots the length of the hall, fired from the tip of the figure’s iron stave. It connects with the blade of your divine sword and rebounds, shattering one of the tall windows into a thousand glittering shards.

‘Take him!’ shouts Nathor, and his men rush forward, but a second blast from the stave puts an end to their brave advance. All three are cut down by an arc of blue fire that leaves their corpses heaped and smouldering in the middle of the hall.

Nathor curses the sinister figure and it responds by uttering a chilling, inhuman laugh. Now you sense a new danger approaching—the being’s sickly laughter is summoning its minions to the hall.

‘Lord Nathor!’ you cry. ‘We cannot prevail here. We must escape … Follow me!’

And with these words, you race to the window and leap feet-first through the shattered pane.

We roll: 0

For a few moments you hurtle through the cold night air, oblivious to your surroundings. Then you glimpse the flagstones of the keep and the roof of the castle stables, more than a hundred feet below, and your stomach churns with fear.



Steeling yourself for impact, you smash through the thatched roof of the stables and land amidst a tangle of hay and broken timbers. Moments later, Nathor comes crashing through the roof and lands just a few yards from where you are lying. You are badly bruised but you have survived the fall (lose 3 ENDURANCE points). Nathor, too, is alive, but his injuries are more severe. His left ankle is badly broken and his face is a mess of cuts and contusions. Despite his obvious pain he manages a smile, revealing gaps where he is missing two of his teeth.

Endurance: 40/43.
  1. Do we keep the Silver Seal or leave it?
  2. Do we pause and use Curing on Nathor, or just focus on getting away as quickly as possible?


    Special Items:
  1. Quiver (6/6 arrows)
  2. Jewelled Mace
  3. Onyx Key
  4. Silver Bracers (+2 CS; +1 EP)
  5. Signet Ring
  6. Silver Rod
  7. Jadin Amulet (+1 RN to avoid missile attacks)
  8. Silver Bow of Duadon (+3 to RN)




  9. Korlinium Scabbard
  10. Map of Mogaruith
  11. Scroll
  12. Black Amulet
  13. Platinum Amulet

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nelson
Apr 12, 2009
College Slice
Keep it and cure our buddy.

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