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nelson
Apr 12, 2009
College Slice

Leraika posted:

Drop dagger for scarab, grab potion.

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

Tiggum posted:

There's no luck roll, you just fight him if you choose to hide. He's not that tough either, CS 56, EP 60. Immune to Kai-surge (and lesser psychic attacks) but Kai-blast and Kai-ray work on him, and you get +3 CS for having the Blue Diamond and +2 for Skarn-Ska. So for us that would be a Combat Ratio of -2 (due to the additional +4 from using the Sommerswerd on the Plane of Darkness), which is pretty doable. You can't kill him though, he just runs away when his health gets low.

I had forgotten that part. :argh:Dever!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Drop the Black Clasp, grab the potion.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Drop dagger for scarab, grab potion.
OK, we'll put the Jewelled Mace in our second weapon slot then.

Tiggum fucked around with this message at 01:49 on Aug 25, 2018

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Curse of Naar posted:

You take a running leap at the table and grab the phial from the pillow. Then, as your feet return to the ground, you stagger forwards and throw yourself behind Shamath’s great Throne of Power. Crouching here with fear running cold in your veins, you listen to the hiss of the first crossbow bolts and the screams of the approaching horde. Then you notice the waters of the strange pool which lies no more than a dozen yards away from the throne. Beyond this pool you see the pair of huge black gates which dominates the far wall of the chamber and suddenly you recall the text which appeared in the Tome of Darkness. This is the Pool of Sorrows, and beyond it lie the Gates of Darkness, an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully.

With little hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool’s swirling surface.

(On your Action Chart you may record the phial you have taken as Shamath’s Potion. It is a Backpack Item.)

As your blood mingles with the fluids of the pool, the great shiny gates that fill the far wall of this chamber suddenly vanish to reveal an awesome vista. Beyond where these gates once stood now lies an expanse of deep space, an infinite darkness, a void speckled with distant stars and the wispy trails of passing comets. The thought of stepping into the vast perspective of this void fills you with fear, but you choke back your doubts and anxieties for you know that it is the only certain way that you can escape from Shamath’s domain.

With a prayer to Kai and Ishir on your lips you sprint towards the void, but you are forced to dodge and weave as you run in order to avoid being hit by the hail of missiles that come whistling towards your back.

We roll: 5 + 3 (Kai-alchemy) + 1 (G. Huntmastery) = 9.

Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

As you pass into the void, a sensation of unimaginable speed assaults your senses. You fly through the stellar darkness and a universe unfolds before you, like a million gems strewn upon an endless sea of black velvet. Your physical body is sheathed within a casing of pale white light, and you sense that it is a protective shell generated by your Platinum Amulet to protect you from the icy chill and airlessness of this astral starscape.



You surrender yourself to the invisible currents that ebb and flow through the void and, as you glide across this immeasurable no-space, once more you consult the Tome of Darkness. The transparent page that revealed information about Shamath’s realm is now blank, but the one which follows has changed in colour and texture. Lines of glowing text have appeared on a page that is as dark as deep space. Again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of the text and you discover that it tells of ‘Avarvae the Tormentress’. It reveals that this void, which is her domain, is called ‘The Oblivion of the Tortured Souls’. You ignore the list of her cruel and evil deeds, and search out her secret name.

Unfortunately you discover that there is no name to bind her. However, you do learn that no special artefact is required to leave her realm and there are two exits: The Gates of Darkness, by which you entered, and the Bridge of the Damned. Having no desire to return to Shamath’s domain, you put away the Tome and resolve instead to find the Bridge of the Damned. Yet, as you stare across the infinite distances of this void, it is hard to dispel your fears that you may end your days lost here forever.

Your Kai Sixth Sense detects that Shamath’s Potion has properties that can heal your body and restore lost energy.

If you wish to drink all of this potion you can restore all of the ENDURANCE points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your Action Chart. Alternatively, you may drink half of the potion and restore 5 ENDURANCE points. If you drink only half of the potion you need not erase this item from your Action Chart.

After making your choice of action, remember to adjust your Action Chart accordingly.


From the depths of the void seven glowing shapes appear. At first they defy your direct gaze, as if these shadowy semblances can only be observed from a particular angle, but as steadily they draw closer, they solidify and their fearsome shape becomes plain to see. They appear as seven skeletal riders, each cloaked in a glowing robe and mounted upon a hellish, supernatural steed. They wield lances wreathed with white flames and their eyes are pinpoints of red fire.



You recognize these creatures for you have encountered them once before, when your Magnakai quest took you to the fringes of the Neverness in the Daziarn Plane. They are Shadow Reavers, wholly evil spirit-entities. They serve Naar’s champions of darkness as scouts and messengers upon the non-corporeal planes of existence.

The seven riders keep their distance, yet they pass close enough to satisfy their curiosity before they turn and speed away into the void. As you watch them disappear, a deep sense of unease grips you. You are relieved to have avoided a confrontation yet you sense that their departure is but a temporary reprieve; they may yet return in greater numbers.

Shortly after, you witness several objects that appear like comets encircling a cluster of distant stars. As you glide towards these stars the comets break away from their orbit and come soaring to meet you, racing with each other to reach you first. A collision looks imminent, but your mounting fears are soon forgotten when the surfaces of these shooting stars undergo a stunning transformation. Their leading surfaces take on the semblance of human faces.

You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paido, the Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamas, the Lord Constable of Garthen, who led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of a man you only vaguely recognise.



Your Kai senses detect that the souls of these three brave men are trapped upon this domain. Their spirits were captured by Evil at the moment of their deaths and Naar has since condemned them to an eternity in the service of Avarvae the Tormentress. You see them mouthing words: they are pleading for you to release them from their torment, and your heart is torn by their silent, plaintive cries.

Out of a sense of duty and respect for the memories of these three brave men, you recite the secret words of the ceremony of Kai Exorcism. As you intone the hallowed words, you feel an aura of peace and tranquillity descend upon their tormented souls. The twisted and pained faces which adorn the surface of the fiery comets gradually soften and fade until, with an overwhelming sense of release, you detect that they are no more. Through the power of your ceremony their souls have been allowed to escape from this hellish domain and have gone to seek eternal peace upon the Plane of Light.

The comets, now devoid of soul-energy, are drawn back into the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting a creature that sets your pulse racing with fear.

From the depths of the void there speeds forth a colossal chariot, drawn by four supernatural lionesses and driven by an astral being who bears the semblance of a stunningly beautiful woman. Pale green beams of light issue from her eyes and wisps of silvery mist trail from her ebony tresses. She wields a whip that sparkles with magical fire and her magnificent carriage is escorted by one hundred shadowy outriders, each armed with a lance of cold flame.



Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentress, the ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

Hurriedly you retrieve Shamath's Potion from your pack for you recall that Shamath had intended to use this preparation to enact her revenge upon Avarvae. With the memory of the Demoness’s words lingering prophetically in your ears, you pull out the stopper which seals the glass phial and hurl the golden fluid into the sneering face of the Tormentress.

Avarvae’s scream echoes to the furthest corners of her vast domain. With her hands clutched to her face, the wounded Tormentress soars like a meteor into the darkness above and disappears completely, leaving her carriage and her escort of outriders dazed and confused in her wake. The sound of Avarvae’s terrible scream followed by her sudden rout shatters their nerve. Quickly they wheel their steeds about and, with Avarvae’s chariot in tow, they flee across the cosmic starscape in search of their immortal mistress.

The way is now clear for you to reach the Bridge of the Damned. Using your innate Magnakai Discipline of Divination, you will yourself towards the bridge and feel your body moving rapidly through the void towards its rainbow span. (Remember to delete Shamath’s Potion from your Action Chart.)

You soar across the shimmering span of this colossal bridge towards a new and terrifying realm. Ahead, you see a sprawling plateau burning with magical flame. At its centre there is a vast crater of cinder and ash and, rising like a towering spike at the heart of this desolate bowl, you glimpse a titanic fortress.

As you traverse the great Bridge of the Damned, you consult the Tome of Darkness and it confirms your highest hopes and your deepest fears. Ahead lies the realm of Naar and his dread stronghold of Dazganon. The Tome warns those who would voluntarily seek to enter Naar’s fortress that they must possess three magical artefacts: the Nza’pok Amulet, a Künae Ring, and the Scarab of the Wingless Dragon. The final page of the Tome lists the names of Naar’s closest minions who dwell within Dazganon and one who dwells without whose name is ‘Tzor, The Guardian of the Plain of Despair, Keeper of Evil Souls’. The text of the final page states that there is no secret name to bind Naar and, most chillingly, that there is no exit from his dread fortress.



As you close the Tome it suddenly ignites and is consumed by voracious tongues of blue flame. You drop the blazing book and it disappears below, to be swallowed up by the fabric of the bridge. (Erase this Special Item from your Action Chart.)

Beyond the Bridge of the Damned, you enter the vast forest of fire that encircles the perimeter of Naar’s realm. You sense that your Platinum Amulet is keeping you safe from the hellish heat of this region, and your Kai ability to spirit-walk is propelling you on a swift and steady course towards the central crater.

Upon reaching the lip of this crater, the forest of fire comes to an abrupt end and you get your first clear view of the desolation which surrounds the stronghold of Dazganon. Cosmic winds blow across this barren plain, moaning like tortured souls. Now and then you hear cries of pain, bursts of mocking laughter, and haunting alien howls that chill your blood. Then you see swirling gossamer shapes that grow and multiply as your psychic senses become attuned to their presence. Millions of evil souls are swirling around the crater which encompasses Naar’s stronghold, and as you watch their endless passage with a sense of awe and disbelief, you realize that this is the Plain of Despair detailed upon the last page of the Tome of Darkness. You stare at the ceaseless torment of these evil souls and you are deeply shocked by the visage of one spirit which rises out of the howling mass.

You recognize the vengeful visage of Zahda, the evil renegade sorcerer, who was killed by your hand and whose body was incarcerated in the ruins of Kazan-Oud. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

The spirits of Darklords Gnaag, Haakon, and Kraagenskûl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener Druids, Acolytes of Vashna, and Nadziranim and their Liganim minions. But there is one ghostly figure that is more terrifying than any other, and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

Wielding whips of living flame in each of his eight massive hands, the demonic spectre of Tzor lashes the host of doomed souls without let or mercy. Relentlessly he pursues them around the Plain of Despair, revelling in his sport, allowing them neither rest nor respite from this unending chase. Few avoid his watchful eyes and fewer still escape the searing kiss of his terrible whips of fire.



As the towering shape of Tzor looms nearer, you detect a complex web of psychic probes emanating from his being. Clearly he utilizes his prodigious mental powers to monitor the souls of the damned who are trapped here forever upon the Plain of Despair. Then you realize that Tzor’s powerful psychic abilities may also alert him to your presence at the edge of the crater. Tzor is fast approaching now; you must act quickly if you are to minimize the risk of being discovered.

Using your improved Kai-screen, you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar’s stronghold.

The outer gate of Dazganon is open and unguarded and you are able to pass through unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

As you pass through the curtain of black flames, the three magical items vanish from your hands. (Erase the Nza’pok Amulet, the Künae Ring, and the Scarab of the Wingless Dragon from the Special Items section of your Action Chart.) Beyond the flaming curtain lies a hall of grey adamanite which is seemingly devoid of all life. You scour this eerie chamber and your senses detect Alyss’s life-force. Hers is the only goodly presence, save your own, in the whole of this evil stronghold, and although her aura is weak, it is sufficient enough for you to be able to track it.

Guided by your instincts and shielded by your Kai Disciplines, you follow Alyss’s trail as it wends its way deeper into the heart of this citadel of Evil. During your exploration you encounter many of Naar’s newest creations who populate the halls and dungeons of Dazganon. Their repugnant forms and depraved and brutal behaviour provide you with an unsavoury insight into Naar’s seemingly infinite capability to create evil and monstrous life forms. You shudder to imagine these foul beings running loose upon your home world of Magnamund, and the thought strengthens your resolve to fulfil your quest for the Moonstone.

For what seems like an hour, your camouflage and psychic skills make you invisible to the creatures that dwell within Dazganon. It is not until you reach a busy junction at the heart of a maze of tunnels that your skills are truly put to the test. Your senses detect the presence of Alyss at the end of an adjacent tunnel, yet the entrance to this wide passage is virtually blocked by creatures who are bickering with Naar’s armed guards.

We roll: 4 +1 (G. Huntmastery) + 6 (rank) = 11.

You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnel’s end at an antechamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naar’s stronghold—his personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor, and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

You see Alyss sitting cross-legged within a globular force-field, her emaciated face and limbs clearly displaying the price she has paid for her continued resistance to the Dark God. Yet despite her wasted physical appearance, you detect that she is still strong in spirit and the Moonstone of the Shianti is still in her possession.

You focus on this force-field and deduce that Naar, having been unable to defeat Alyss in combat, has chosen instead to imprison her within this seamless cell of energy in order to prevent her from using the powers of the Moonstone to create a Shadow Gate through which she can escape. The Dark God has contented himself with waiting for her to weaken to the point where she can no longer resist his remorseless attacks. As you focus on Alyss you sense that she is dangerously close to reaching that breaking point. Prompted by an urge to help her, and by the sight of the Moonstone which she cradles in her lap, you move quickly towards the entrance to Naar’s inner sanctum.

You are approaching the entrance when Alyss suddenly raises her bowed head and screams a telepathic warning that you are about to enter a trap. Instantly you skid to a halt, but moments later you feel a massive weight hit you between the shoulder blades. You have been struck by a powerful shock wave that propels you head-first through the bloodstained entrance to Naar’s inner sanctum, which closes behind you like a rapidly healing wound.

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch at you.

You do not have long to wait for the threat to materialize. Bursting from out of the smoky wall of the chamber comes Naar’s fearsome champion, Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.



This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind.

You raise the Sommerswerd and a blinding halo of golden light engulfs the blade. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your divine blade is unsheathed, for he fears that your god-forged weapon could destroy him. He is content to allow his mighty champion Kekataag the pleasure of slaying you on his behalf.

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cry—‘For Sommerlund and the Kai!’—and launch yourself at your fell adversary in an attempt to land the first blow.

Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 58

This enemy is an undead warrior. You may double all ENDURANCE point losses which you inflict upon him during this combat.
Lone Wolf (with Sommerswerd & Kai-surge): COMBAT SKILL 59 ENDURANCE 51
Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 58
Combat Ratio: -1

We roll: 6
Lone Wolf (with Sommerswerd): COMBAT SKILL 59 ENDURANCE 48
Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 42

We roll: 5
Lone Wolf (with Sommerswerd): COMBAT SKILL 59 ENDURANCE 44
Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 28

We roll: 6
Lone Wolf (with Sommerswerd): COMBAT SKILL 59 ENDURANCE 41
Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 12

We roll: 6
Lone Wolf (with Sommerswerd): COMBAT SKILL 59 ENDURANCE 38
Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 0

The Curse of Naar posted:

As you strike the fatal blow, Kekataag gives vent to a scream which rocks the foundations of Dazganon. His body falls to the floor and disintegrates into a mound of dust and rusty metal. From the core of this debris there arises a shadowy vapour which is sucked away through the porous chamber walls. You sense that it is the spirit of the defeated warrior and that as punishment for his failure, he has been consigned by Naar to eke out the rest of eternity with the other lost souls upon the Plain of Despair.

You are elated and exhausted after your hard-won victory, but this is not the time for you to rest nor celebrate your triumph. You sense that Naar is enraged that you have destroyed his latest champion, and you can feel his wrath building to a fever pitch.

Curing: +1 EP (39/51).

You run to where Alyss sits imprisoned within her sparkling force-field and, with one precise and powerful blow from your magical blade, you shatter her sorcerous prison. The anguished scream of Naar echoes through the corridors and dungeons of Dazganon. As its terrible timbre begins to rumble and fade, you are horrified to see a host of monstrous creatures burst forth from the smoky walls of the inner sanctum and close in upon you from all sides.

Freed from the constraints of her prison, Alyss is able to use the power of the Moonstone to bring into being a Shadow Gate which materializes in the floor of the chamber.

‘Come, Grand Master,’ she implores as she gets ready to step into the whirling black abyss. ‘Follow me!’

And with these words she is swallowed up by the inky abyss. Seconds later, you take a running leap and dive head-first into the Shadow Gate, escaping in her wake barely moments before a pack of screeching, gnawing, parasitic horrors engulf the place where you last were standing.

Curing: +1 EP (40/51).

As you tumble into the dark vortex of this newly-created Shadow Gate, you see the glow of the Moonstone illuminating the silhouette of Alyss in the middle distance. Behind and above, the mouth of the gate by which you entered the abyss is rapidly shrinking. Alyss is using the power of the Moonstone once more, this time to seal the gate in Naar’s inner sanctum to prevent his fell minions from following you home to Toran.

The deeper you fall into the spiralling darkness so it seems the stronger Alyss becomes. Gripping the precious Moonstone with both hands, she extends her arms and glides easily through the whirling funnel towards you. As she draws level, you hear her speaking softly in your mind:

Thank you, Grand Master. I shall never forget what you have done for me. Had you not returned when you did I would have forfeited my freedom to the Dark God. And freedom, to me, is the most precious of things. For without freedom I would cease to be.

For a moment, the whirling frigid darkness of the Shadow Gate is illuminated brightly by the flaring rays of the Moonstone. Alyss passes the sacred artefact into your safekeeping, kisses you fondly on the cheek, and with the parting words—Farewell, Lone Wolf. Kai and Ishir should be proud. You are indeed their most worthy champion—she flashes you an impudent smile and in the blink of an eye she is gone.

Congratulations, Grand Master, for you have braved the many terrors of the Plane of Darkness and emerged triumphant, your quest fulfilled. By denying the Dark God the power of the Moonstone you have won a great and lasting victory which will help keep your world secure. Your achievement will live forever in the legends of Sommerlund, and the tales that will be told of your valiant deeds will inspire future generations of Sommlending to follow the ways of the Kai.

Your triumph over Naar paves the way for your accedence to the rank of Kai Supreme Master. It also heralds the dawning of a new age, when new challenges will arise to test the courage and bravery of your New Order Kai. Under your paternal stewardship, the first of the New Order adventures is about to begin with the return of the fabled Moonstone to the remote and mysterious Isle of Lorn. If you wish to accept the challenge of the new era, the first exciting quest awaits you in the next Lone Wolf adventure which is entitled:

Voyage of the Moonstone

Curing: +1 EP (41/51).

Tiggum
Oct 24, 2007

Your life and your quest end here.


Final Stats for Lone Wolf
    Rank: Sun Prince
    Combat Skill: 51 (32)
    Endurance Points: 41/51 (46)

    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, daggers & spears; +3 CS when unarmed; +1 damage per round; +5 to bows)
    Weaponmastery (+4 CS w/ any other weapon; +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)
    Kai-ray (15 damage & -4 EP. Use once per combat)
    Psi-surge (+6 CS & -1 EP/round - can't use if below 5 EP)
    Mindblast (+4 CS)
  10. Magi-Magic
  11. Deliverance (If EP<9 then regain 20 EP - 20 day cooldown)
    Curing (Regain 1 EP per section; if EP<7 then regain 20 EP - 100 day cooldown)
  12. Invisibility
    Belt Pouch (money):
    Weapons:
  1. The Sommerswerd (+8 CS; x2 damage vs. undead)
  2. Jewelled Mace
    Backpack:
  1. Rope
  2. Platinum Ingot
  3. Platinum Ingot
  4. Potion of Laumspur (+4 EP)
  5. Potion of Laumspur (+4 EP)
  6. Potion of Laumspur (+4 EP)
  7. Potion of Laumspur (+4 EP)
  8. Potion of Laumspur (+4 EP)
  9. Meal
    Special Items:
  1. Quiver (6/6 arrows)

  2. Ruby Ring
  3. Silver Bracers (+2 CS; +1 EP)
  4. Black Clasp
  5. Blue Diamond
  6. Jadin Amulet (+1 RN to avoid missile attacks)
  7. Silver Bow of Duadon (+3 to RN)


  8. Quiver (6/6 arrows)
  9. Breastplate (+4 EP)
  10. Korlinium Scabbard
  11. Map of Mogaruith
  12. Scroll
  13. Platinum Amulet
    Notable Events:
  • Retrieved the Sommerswerd (the Sword of the Sun) and saved Sommerlund from invasion
  • Captured Vonotar the Traitor
  • Prevented the resurrection of Vashna
  • Found a Jewelled Mace
  • Banished Haakon, Lord of Aarnak, Darklord of Helgedad
  • Completed the Lore Circle of Fire (+1 CS, +2 EP)
  • Won the Silver Bow of Duadon fair and square
  • Recovered the Lorestone of Varetta
  • Destroyed a Doomstone
  • Retrieved the Lorestone of Herdos
  • Completed the Lore Circle of Solaris (+1 CS, +3 EP)
  • Learned a valuable lesson about explosives (-3 CS)
  • Found the Lorestone of Ohrido
  • Found a psychic ring
  • Received the Lorestone of Tahou
  • Made friends with a bear
  • Banished the Demonlord Tagazin
  • Blew up the gates of Torgar
  • Rescued Paido
  • Sort of saved the Lorestone of Luomi
  • Fell into a shadow gate and lost the two remaining Lorestones
  • Met a god two three gods
  • Got the last two Lorestones back
  • Completed the Lore Circle of Light (+3 EP)
  • Completed the Lore Circle of the Spirit (+3 CS, +3 EP)
  • Eliminated a conduit from the Plane of Darkness
  • Destroyed the Cener plague
  • Rescued Banedon
  • Destroyed the Nyras Sceptre
  • Met a terrifying teenage girl
  • Destroyed the Dagger of Vashna
  • Stole the Deathstaff
  • Prevented the arrival of Shamath and the resurrection of Vashna
  • Halted the incursion of the dragons and saved the New Order Kai
  • Retrieved the Moonstone of the Shianti

    Missed Opportunities:
  • Failed to pick up a magic spear
  • Didn't find the Silver Helm
  • Missed out on the Bronin Warhammer
  • Didn't get to use the Ironheart Broadsword
  • Never saw the Kagonite Chainmail
  • Left Helshezag behind
  • Never destroyed Helshezag

    Notable Kills:
  • Barraka the Doomslayer of Vassagonia
  • Arch Druid Cadak
  • The Chaos-master
  • The exterminus
  • Gnaag, Lord of Mozgoar, Darklord of Tyranny
  • Ixiataaga, Deathlord of Ixia
  • Zakhan Kimah
  • Kekataag the Avenger
  • Kraagenskûl, Lord of Argazad, Darklord of the Bladed Seas
  • Roark, Highborn of Amory
  • Demonlord Tagazin
  • Taktaal, Lord of Helgedad, Darklord of Ebon Fist
  • Vaxagore, leader of the dragons
  • Vonotar the Traitor
  • Warlord Magnaarn
  • Wolf's Bane
  • Zagarna, Lord of Kaag, Darklord of Helgedad
  • Lord Zahda of Kazan-Oud

    Deaths:
  1. Torn apart by Doomwolves within sight of Holmgard (book 1).
  2. Killed by a kalkoth outside Ikaya (book 3).
  3. Shot in the head by a bandit sniper while running toward Ruanon (book 4).
  4. Caught by guards in the temple of Maaken (book 4).
  5. Jumped from over 30m without a parachute (and we won't be trying that again in a hurry) (book 5).
  6. Stuffed and mounted in Varetta (book 6).
  7. Executed in Amory (book 6).
  8. Eaten by some boulders (book 7).
  9. Brain sucked by a brainsucker (book 7).
  10. Drowned in a swamp-jungle-quicksand-bog (book 8).
  11. Absolutely destroyed by Zakhan Kimah (book 9).
  12. Slaughtered by the Demonlord Tagazin (book 10).
  13. Squished by the Chaos-master (book 11).
  14. Overwhelmed by the villains of Sommerlund (book 11).
  15. Blasted to pieces by Vonotar the Traitor (book 11).
  16. Unsheathed the Sommerswerd in the Darklands after being specifically told not to (book 12).
  17. Killed in combat with three giant snake-cats (book 13).
  18. Fought a degradon and lost (book 13).
  19. Crushed by the exterminus (book 13).
  20. Exterminated by the exterminus (book 13).
  21. Fell into a pool of concentrated acid (book 13).
  22. Fought the law in Shugkona. The law won (book 15).
  23. Unsheathed the Sommerswerd in Ixia after being specifically told not to (book 17).
  24. Killed by 3 kajarda because we didn't pick Kai-surge (book 17).
  25. Killed by 6 dentaag because we didn't unsheathe the Sommerswerd - because we'd been specifically told not to (book 17).
  26. Killed by the Demonlord Tagazin. Again. (Book 17).
  27. Killed by some Lavas on the Plane of Darkness (book 17).
  28. Killed by the Demonlord Tagazin for a third time (book 17).
  29. Just for a change, killed by the Demonlord Tagazin (book 17).
  30. Killed by Deathlord Ixiataaga (book 17).
  31. Tricked by a mean druid (book 20).
    Storage:
    Weapons:
  • Dagger
    Special Items:
  • Onyx Key
  • Silver Rod
  • Signet Ring
  • Silver Seal
  • Black Amulet
    Backpack Items:
  • Map of Tekaro
  • Lantern
  • Meal
  • Meal
  • Meal
  • Bottle of Wine
  • Iron Key
  • Copper Key
  • Two Brass Keys
  • Black Key
  • Stone Bowl
  • Coil of Oiled Rope
  • Potion of Sabito (Water Breathing / 2 Doses)
  • Naphtha Bomb
    Money:
  • 159 Gold Crowns
  • 20 Lune
  • 130 Kika

Tiggum
Oct 24, 2007

Your life and your quest end here.


This book is certainly not as good as the previous one. It's just too linear, too aimless, and if you've completed all the previous ones, too easy. The idea is cool, travelling through the various realms of the Plane of Darkness, but without any control over where you end up and nothing to do in each one but fight the boss and find the exit it gets a bit boring. Some of the bosses are pretty cool though.

Oh, and in case anyone was wondering, that third face on the comet that we didn't recognise was Sebb Jarel. You may recall that we were trying to find him back in The Dungeons of Torgar and we did find his group but couldn't prove our identity to them so they chased us off. One of the ones we met was actually Sebb himself, but we were never properly introduced. This book assumes that you have met him though, which is odd considering that encountering him at all is entirely optional.

And that's the end of the Grand Master series. On to the New Order.

anakha
Sep 16, 2009


That ending scene shows why this book felt utterly pointless to me.

We got railroaded in the previous book to running away from Naar and axe-dude, then spend an entire book travelling back to where we just ran away from.

I could have forgiven that if Joe had written in some sort of talisman that we needed for that final fight that we didn't have in the previous book, or even any other sort of justification for having to slog through all those stages.

As it turned out, Lone Wolf in Naar's chamber in this book is the exact same character as in the previous book, which just makes him look like a moron for running away.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
So is Lone Wolf a Sun King now? Or is that title reserved for a totally overrated monarch of France?

This has been an epic journey, though I agree the ending was a bit disappointing. Looking forward to the New Order series.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Voyage of the Moonstone



Voyage of the Moonstone posted:

The Story So Far … 

You are a Kai Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.

It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—the legendary warrior Lone Wolf—was the sole survivor of the First Order of the Kai, and as a young initiate he had stood amid the burning wreckage of the old Kai Monastery and had vowed to avenge the massacre of his comrades. In the year MS 5070 he was to keep his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the base of their power—the infernal city of Helgedad.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all of Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly reestablished. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the era of war against the Darklords, and you were sent by your father to the Kai Monastery at the age of seven to develop your martial skills and the latent Kai abilities which lie dormant in some Sommlending. During the years that followed, your skills were nurtured and honed to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it) the Dark God sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your coterie maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.

The defeat of his minions enraged the Dark God and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar’s stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf’s eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.

Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the forces of the Gods of Good, Kai and Ishir, had been held at bay. Only Lone Wolf and the New Order of the Kai had stood in the way of the onslaught of Naar’s agents since the demise of the Darklords.

Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from Naar’s legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God’s domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar’s minions. Retrieval of the Moonstone had denied the Dark God’s champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their fell master.

Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month after birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence ‘the Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone was a great force for Good, but it was also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply concerned at the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon, leader of Sommerlund’s Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the balance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.

Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly sought to enact Naar’s revenge upon the Kai. When one of Naar’s agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that Lone Wolf himself would take responsibility for carrying the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that he had secured the use of Guildmaster Banedon’s famous flying ship—Cloud-dancer.

It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of taking the Moonstone to the Shianti. The elaborate preparation he was undertaking was simply a diversion, a bluff designed to draw attention away from the vital mission that he wished to entrust to you—the most talented and courageous of his Kai Grand Masters.

We have a new illustrator for this book; Trevor Newton. If you don't like his style, don't worry, he only did this one. If you do like his style, sorry, he only did this one.


New character, new stats.

Combat Skill: 25
Endurance: 39


That is the worst possible roll for CS and the best possible roll for EP. Let's see how that works out for us.

And now the most important thing of all: our name. We can either make one up, pick a prefix and suffix from the table or roll for a random one. I'll take votes on this, but I'm hoping for Moon Moon. Or Sword Helm. Or Braveheart.

Then we come to our Disciplines. We are a Grand Master so we have all the Kai and Magnakai disciplines by default, but there are some pretty significant rule changes. The biggest one is that we no longer get to restore an unlimited number of endurance points . Curing still works, but it's limited to 10 uses per adventure. So we'll need a new rule for when to use that - we could still use it indiscriminately until it runs out if you like, but if you'd prefer to save it until our health drops below a certain level that is also an option. Weaponmastery also now does nothing - or rather, its bonus is accounted for in our starting Combat Skill. Mindblast still works though.

As for our Grand Master Disciplines, we get to pick five of them and there are four new ones in the list. So our choices there are:
  • Grand Weaponmastery (+5 CS with one weapon - spear, dagger, mace, short sword, warhammer, bow, quarterstaff, broadsword, axe or sword).
  • Animal Mastery
  • Deliverance (Once every 20 days, if EP < 9, restore 20 EP)
  • Assimilance (Advanced Invisibility)
  • Grand Huntmastery
  • Grand Pathsmanship
  • Kai-surge (+8 CS, -1 EP per round - replaces the +4 CS from Mindblast when used)
  • Kai-screen
  • Grand Nexus
  • Telegnosis
  • Magi-magic (Shield; Power Word; Invisible Fist)
  • Kai-alchemy (Lightning Hand; Levitation; Mind Charm)
  • Astrology ("predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars")
  • Herbmastery (Understand poisons, potions, etc.)
  • Elementalism ("manipulate the four basic elements: Earth, Air, Fire, and Water")
  • Bardsmanship (play instruments, sing, act, etc.)

Equipment is also important this time since we don't have anything to carry over from the previous ones. Lone Wolf's stash back at the monastery is for his own personal use and we need to get our own stuff. To start with we'll have a map and 24 Gold Crowns. We'll also have five of the following:
  • Quarterstaff
  • Bow
  • Quiver (six arrows)
  • Flute
  • Dagger
  • Sword
  • 2 Meals
  • Rope
  • Potion of Laumspur (+4 EP)
  • Axe

But, most exciting, we also get a Kai Weapon.

Voyage of the Moonstone posted:

Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.
The Kai Weapons are listed in a table on the equipment page and we can either pick one, or roll for a random one. If we pick Grand Weaponmastery we'll probably want to match our mastered weapon type to our Kai Weapon, so if you're voting for Grand Weaponmastery you can specify "Kai Weapon" as the type instead of picking a specific thing.

And after that we'll be ready to go. So we just need votes for
  1. Name - make one up, pick from the list, or vote for random
  2. Five Grand Master Disciplines
  3. Five new items of equipment
  4. Our Kai Weapon - specific or random
  5. A new rule for Curing

Tiggum fucked around with this message at 13:54 on Aug 26, 2018

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Name- Braveheart. FREEDOM!!!!!!! :D

Disciplines- Bardsmanship, Astrology, Herbmastery, Kai-surge, Kai-screen.

Kai Weapon- Axe.

Equipment- Bow, Quiver, Flute, Rope, Laumspur.

Curing- Use it when we drop below 12 EP and then use it all at once.

Tiggum
Oct 24, 2007

Your life and your quest end here.


I made a chart:



The thick lines show how the averages change over time, the thin lines just show the current average as of book 20.

nelson
Apr 12, 2009
College Slice
Well, it's a marvelous night for a moondance
With the stars up above in your eyes
A fantabulous night to make romance
'Neath the cover of October skies.


Name: Moondancer
Disciplines: Bardsmanship, Animal Mastery, Astrology, Herbmastery, Weaponmastery (Kai Weapon)
Equipment: Flute, Bow, Quiver, Meals, Rope
Kai weapon: An axe named Alema
Curing: Use it when our health drops below 30, don’t use it when our health is 30 or more.

nelson fucked around with this message at 05:37 on Aug 25, 2018

Comstar
Apr 20, 2007

Are you happy now?
Roll Randomly! This is Lone Wolf, we must roll!
Bardsmanship (cause I want to SING!), Elementalism (because it sounds like we might meet Grey Star the wizard), Grand Weaponmastery (because we get a cool weapon and we should show it), Grand Huntmastery (no meals required), Kai-alchemy (for the cool spells)
Bow, Quiver, Flute, Rope, Laumspur.
Roll Randomly! (and assign Grand Weaponmastery to it's type)

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





I don't really care one way or another about the rest, but we should take All four new skills, and Telegnosis.

Toplowtech
Aug 31, 2004

Tiggum wisely chose not to put the kai weapon list in this thread to dodge a pointless war, so of couse, i need to fix that.
Here is the weapon list:
0 Axe ‘Spawnsmite’ +5 versus reptilian enemies +6
1 Axe ‘Alema’ +5 versus undead enemies +7
2 Axe ‘Magnara’ +5 versus rock or stone +8
3 Sword ‘Sunstrike’ +5 when used in daylight +6
4 Sword ‘Kaistar’ +5 when used at night +7
5 Sword ‘Valiance’ +5 when used against magicians or creatures born of magic +8
6 Sword ‘Ulnarias’ +5 when used underwater +9
7 Broadsword ‘Raumas’ +5 versus winged enemies +6
8 Broadsword ‘Illuminatus’ +5 when used underground +7
9 Broadsword ‘Firefall’ +5 versus fire-emitting enemies +8

I vote for Alema, it's an axe and let's be honest we will probably meet more undeads than we will meet reptilian people and stone creatures.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Toplowtech posted:

Tiggum wisely chose not to put the kai weapon list in this thread to dodge a pointless war, so of couse, i need to fix that.
I just thought it was easier to link it since you can't set things out in tables very easily here.

Side note: Is anyone as disappointed as I am that the weapons are just swords, broadswords and axes? There could so easily have been one of each type!

Toplowtech
Aug 31, 2004

Tiggum posted:

Side note: Is anyone as disappointed as I am that the weapons are just swords, broadswords and axes? There could so easily have been one of each type!
Well, you could allow goons to suggest made up weapons with weird + power condition, i am sure it would produce nothing horrible. :allears:
(Spear "Magicarp slayer" +5 versus water breathing creature +8)
Also still voting for Alema and the new powers.

Toplowtech fucked around with this message at 09:27 on Aug 25, 2018

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Roll randomly for name, but our new character should be a girl if you can swing it (I realize this actually doesn't matter)

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

There's not enough racial diversity in Lone Wolf. Let's fix that.

Runcible Cat
May 28, 2007

Ignoring this post

Random name

Grand Weaponmastery (with Kai weapon)
Deliverance (Once every 20 days, if EP < 9, restore 20 EP)
Assimilance (Advanced Invisibility)
Elementalism ("manipulate the four basic elements: Earth, Air, Fire, and Water")
Bardsmanship (play instruments, sing, act, etc.)

Bow
Quiver (six arrows)
Flute
Rope
Potion of Laumspur (+4 EP)

Random weapon

achtungnight posted:

Curing- Use it when we drop below 12 EP and then use it all at once.[/b]

Tiggum
Oct 24, 2007

Your life and your quest end here.


Leraika posted:

our new character should be a girl if you can swing it
I'm already planning on inserting our chosen name into the text wherever it makes sense, so switching a few pronouns around shouldn't be too difficult. :shrug:

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Hooray!

Comstar
Apr 20, 2007

Are you happy now?

Jedit posted:

There's not enough racial diversity in Lone Wolf. Let's fix that.



I don't think we can play as a horse.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I’m voting for Alema and female gender too, long as our real name ain’t Qunnefer. And I am very disappointed there are no magic Kai spears, maces, daggers, staffs, or bows!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Name: Firefox (I'd like to roll, but there are too many ridicolous combinations).
Disciplines: Animal Mastery, Deliverance, Herbmastery, Kai-Screen, Weaponmastery (Sword).
Equipment: Bow, Quiver (and Arrows), Meals, Rope, Laumspur.
Kai weapon: Sword "Valiance" (HOW MANY magicians or creatures born of magic are we are gonna fight along our path?)
Curing: Use it when our health drops below 15 .

Tiggum posted:

Side note: Is anyone as disappointed as I am that the weapons are just swords, broadswords and axes? There could so easily have been one of each type!

I'd have expecially loved a magic bow!

Tiggum
Oct 24, 2007

Your life and your quest end here.


Slavic Crime Yacht posted:

All four new skills, and Telegnosis.
That's a vote for Astrology.

achtungnight posted:

Name- Braveheart. FREEDOM!!!!!!! :D

Runcible Cat posted:

Grand Weaponmastery (with Kai weapon)

Guy Fawkes posted:

Disciplines: Animal Mastery.

Toplowtech posted:

I vote for Alema

Comstar posted:

Bardsmanship (cause I want to SING!)

Leraika posted:

our new character should be a girl

nelson posted:

Disciplines: Herbmastery

achtungnight posted:

Equipment- Bow

Runcible Cat posted:

Quiver (six arrows)

Guy Fawkes posted:

Equipment: Meals.

nelson posted:

Equipment: Rope

achtungnight posted:

Curing- Use it when we drop below 12 EP and then use it all at once.

    Action Chart

    Name: Braveheart
    Gender: Female
    Rank: Kai Grand Master Superior
    Combat Skill: 39 (25)
    Endurance Points: 39/39
    Kai/Magnakai/Grand Master Disciplines:
  1. Astrology
  2. Grand Weaponmastery (+5 CS with axes)
  3. Animal Mastery
  4. Bardsmanship
  5. Herbmastery
  6. Curing (Restore 1 EP per numbered section, max 10 uses per book)
  7. Invisiblity
  8. Huntmastery
  9. Pathsmanship
  10. Psi-surge
    Mindblast (+4 CS)
  11. Psi-screen
  12. Nexus
  13. Divination


    Weapons:
  1. Alema (axe; +5 CS or +7 CS vs. undead)
  2. Bow
    Belt Pouch (money)
  • 24 Gold Crowns
    Backpack:
  1. Meal
  2. Meal
  3. Flute
  4. Rope





    Special Items:
  1. Quiver (six arrows)










Tiggum
Oct 24, 2007

Your life and your quest end here.


Voyage of the Moonstone posted:

‘Understand that your mission must be conducted with the utmost secrecy to ensure its success,’ says Lone Wolf, fixing you with his steely gaze. You nod your head in acknowledgement and watch with growing anticipation as the Supreme Master of the Kai rises from his throne and moves silently across the polished stone floor of his magnificent vault. From a concealed safe in the granite wall he removes a seemingly plain leather satchel which he unbuckles and holds open, inviting your inspection. Nestled within lies the legendary Moonstone, surrounded by a shimmering halo of golden light.

‘The inner lining of this bag is woven from strands of fine-spun korlinium,’ says Lone Wolf, as he carefully buckles the satchel’s leather flap.

‘The mineral will hide the Moonstone’s powerful energies, especially from those who have no need to rely solely upon their eyesight to detect its power.’

He offers you the satchel and you accept it with trembling hands. Yet the moment you touch the bag you feel all your anxieties suddenly vanish and the natural air of calm confidence, for which you are noted among your Kai brothers and sisters, swiftly returns. (Record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.) Lone Wolf informs you that you are to journey 2,000 miles to Elzian—the principal city of the jungle realm of Dessi. There you are to seek out Lord Rimoah at the Tower of Truth. He will assist your onward passage to the Isle of Lorn. In the interests of secrecy, Rimoah is the only other person who knows about your mission. Lone Wolf has arranged for you to travel aboard a Sommlending trading ship, sailing out of Holmgard for Bisutan by way of Barrakeesh. You will be met in Barrakeesh by Lord-lieutenant Fernant, the Sommlending envoy to Vassagonia, who will join you on the voyage to Bisutan where his rank and reputation will help speed the final leg of your journey to Elzian. To allay suspicion you will travel in the guise of a Kai journeyman. At the same time, as you embark upon your long voyage south, so Lone Wolf will leave the monastery aboard the skyship Cloud-dancer and journey to distant Lencia, in the far west of Magnamund. He shall carry with him a replica of the Moonstone to draw away the attention of any who would seek to thwart your true quest.

Upon concluding your briefing, Lone Wolf orders you to go to your quarters and rest. You are to return to the vault at midnight in full readiness to begin the mission.

Dressed in the plain green tunic, breeches, and cloak of a Kai journeyman, you return to the Vault of the Sun at midnight as ordered. Lone Wolf approves of your appearance and commends you for your determination to succeed. He is confident he has chosen the right Grand Master to fulfil this vital mission. He opens a concealed portal in the wall of the chamber and he motions you to follow him as he steps through into a torchlit tunnel. This secret passage passes under the walls of the monastery and emerges at a clearing in the surrounding Fryelund Forest. Here awaits a party of men and horses—élite troopers from King Ulnar’s Court Cavalry Regiment. Lone Wolf bids you good luck and godspeed as you climb into the saddle of a chestnut mare and, with a proud salute, you bid farewell to your leader before galloping away with the horsemen along a moonlit forest track.

Your bodyguard of King’s troopers have orders to ensure that you reach Holmgard harbour swiftly and safely; they know nothing about your mission. You ride all night and enter the capital shortly after dawn, whereupon you are escorted through the awakening streets to the harbour where The Pride of Sommerlund, an armed caravel, is moored alongside the stone quay. From its mainmast flies a red flag emblazoned with a golden galleon and a five-pointed crown. It is the Holmgard ensign, the flag of this city’s trading fleet. As you rein your mare to a halt, you cast your eyes along the ship’s deck and note that it is equipped with several light swivel cannon mounted upon the gunwales. It is uncommon for traders to be armed, even those that venture regularly into the Kuri Sea which is notorious for its brigands and pirate raiders. Your voyage is destined to traverse these perilous waters and so the unexpected sight of the ship’s guns comes as a welcome surprise.



A bristle-bearded First Mate called Paoll is on dawn watch and he beckons you to come aboard. Your cavalry escort, having delivered you safely to the quay, now bid you a safe voyage and depart from the harbour with your horse in tow. Paoll welcomes you and offers to show you to your cabin. He says that the ship’s master, Captain Raker, is still ashore after having spent last night celebrating at the Good Cheer Inn. He says he was due back at dawn, yet he does not appear to be particularly concerned by his absence. It is not uncommon for Captain Raker to be late back from shore leave, especially when he and his crew are to embark on a long voyage. Paoll tells you not to worry and says that Raker should be back within the hour.
Shall we wait on board, or go look for him at the inn?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Look for the Captain. 5 Gold Crowns says either he’s dead or a Helghast, possibly both.

Toplowtech
Aug 31, 2004

achtungnight posted:

Look for the Captain. 5 Gold Crowns says either he’s dead or a Helghast, possibly both.
Well aren't Helgast undead so yeah? Or do we consider undead not dead?
Look for the Captain. Let's solve that debate.

Comstar
Apr 20, 2007

Are you happy now?

achtungnight posted:

Look for the Captain. 5 Gold Crowns says either he’s dead or a Helghast, possibly both.

Maugrim
Feb 16, 2011

I eat your face
Wait. This early in our journey there's no reason anyone should be onto us, and we could raise suspicion by sticking our noses in.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
It's not unusual, so let's wait for him.

nelson
Apr 12, 2009
College Slice
Look for trouble.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
I cast Detect Plot. Go find the captain.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug

Mikl posted:

It's not unusual, so let's wait for him.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Look for the Captain. 5 Gold Crowns says either he’s dead or a Helghast, possibly both.

This.

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Look for the Captain. 5 Gold Crowns says either he’s dead or a Helghast, possibly both.

Yeah, let's go turf him out the boozer. Or the brothel, whichever he's lurking in.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Toplowtech posted:

Well aren't Helgast undead so yeah? Or do we consider undead not dead?
Look for the Captain. Let's solve that debate.
It's right there in the name undead. Not-dead.

Voyage of the Moonstone posted:

You leave the ship and walk across the quayside to the Good Cheer Inn. It is an old timber-framed tavern which looks deserted at this early hour. A bell tinkles as you push open its heavy door, attracting the attention of a doe-eyed innkeeper who is mopping last night’s spilt ale from the floor. You ask if he has seen Captain Raker.

‘You must be the journeyman who’s sailing south.’ The answer comes from the top of a staircase, Moments later a broad-shouldered man with a golden beard and sharp blue eyes comes striding down the stairs. ‘I’m Raker,’ he says, as he struggles to pull on his leather jerkin and fix the belt of his heavy-bladed cutlass. ‘Hey, Squin. Go rustle me up some grub. I’m so hungry m’stomach thinks m’throat’s been cut.’

As the innkeeper goes away to fetch breakfast for the captain, he asks if you want some food as well. After having ridden all night without once stopping, you answer: ‘I’ll have whatever the captain’s having.’

‘Good!’ booms Raker. ‘I ain’t fond of eating alone. Here, let’s sit ourselves down and fill our bellies before we set sail.’

Captain Raker eagerly devours a hearty breakfast which consists of black bread, cold chicken, and spiced mead. Between mouthfuls he tells you that his orders are to take you to Bisutan after docking at Barrakeesh to pick up Lord-lieutenant Fernant. He believes that you are carrying state documents for Fernant’s eyes only. He has transported Kai journeymen and messengers before and you are satisfied that he does not suspect the true purpose of your journey.

Raker is looking forward to completing the voyage. In addition to the fee he has pocketed for your passage, he is also carrying a cargo of wheat and timber destined for delivery to a rich Vassagonian merchant in Bisutan. For him this voyage promises to be very profitable indeed. Unfortunately the captain is notoriously tight-fisted when it comes to spending his money. He even expects you to pay for the meal! Before you leave the tavern and return with him to the ship, you must pay the innkeeper for both breakfasts (erase 2 Gold Crowns from your Action Chart).

You accompany the captain back to The Pride of Sommerlund where you are welcomed aboard by two men—First Mate Paoll, and a fair-haired young man whose blue surcoat is emblazoned with the scarlet anchor of the Kirlundin Isles.

‘My name’s Dryan—Sergeant Dryan of the 1st Kirlundin Marines,’ says the proud young man. ‘I’ve a dozen marines in my charge and we’ve been assigned a tour of duty aboard this ship for the duration of its voyage south.’

Paoll is eager to show you to your cabin which is situated at the stern, next to the captain’s quarters, but you decline his offer. Instead you speak further with Sergeant Dryan and learn that he and his marines have been ordered aboard the ship by King Ulnar. Dryan’s instructions are to protect the ship’s cargo from the threat of pirate attack. At first you are suspicious; in his briefing Lone Wolf said nothing about an escort of marines. To determine whether Dryan is telling the truth, you probe the sergeant’s mind using your psychic Kai skills and discover at once that he is genuine. He does not know or suspect the true purpose of your journey.

‘Well I’m glad to be sharing this voyage with you and your men,’ you say. ‘It makes me feel much safer knowing we have marines on board.’

You salute the sergeant and he goes off to attend to his men. Then Captain Raker turns to his First Mate and bellows: ‘Alright, Paoll. Set the crew to work. I want us to catch the ebb tide within the hour.’

The deck of The Pride of Sommerlund becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship’s wheel. Yet, once you pass beyond the harbour’s protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour, The Pride of Sommerlund is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.

For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night’s anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.

Using your innate Magnakai skills, you magnify your vision and scan the island. The shoreline appears deserted, but when you cast your eyes towards the east you notice two tiny specks on the horizon. You alert Captain Raker to the threat but he dismisses your warning, saying it is merely heat haze.

Several minutes later the ship’s lookout confirms that there are two ships on the eastern horizon. Raker brings his telescope to bear and after a few moments’ observation he says: ‘You were right, my lady. I should have known better than to doubt the eyes of a Kai.’

Lowering his telescope, he turns and shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we’ve got comp’ny!’

The timbers creak as the ship turns about and forges a new passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make headway. The lighter ships have the advantage and they quickly draw closer. Soon you can see that they are Vassagonian men-o’-war, although they fly no flags of allegiance or origin. Judging by their poor general condition it is clear that they are pirate raiders. Raker orders his men to their battle positions and Sergeant Dryan issues an order to his marines to stand ready at the cannons as the pirate raiders bear down upon the port bow.
Should we stay with Raker on the rear deck or join Dryan on the port bow?


We have 22 Gold Crowns remaining.

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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
[coughs up 5 Gold crowns and sighs] oh well, he may die yet.

Repel pirates from the port bow!

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