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nelson
Apr 12, 2009
College Slice
I’ve never heard of him or the Square of the Dragons.

Between invisibility and huntmastery we should have been able to hide out until our kai led army comrades took this city.

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Synthbuttrange
May 6, 2007

They're sending Regular Banedon, not knockoff Banedon!

Also no we've never heard of this jerk ever?

anakha
Sep 16, 2009


We know nothing

Kangra
May 7, 2012

quote:

Fortunately, neither of them thinks to look in the closet where your clothing and equipment is hidden.

You mean the clothing we were forced to carry all the way into Castle Greyskull despite it being of no possible use to us there? That was taking up space in our backpack? Surely that could not ever be put away in this, what do you call it, 'Cloisette'?

"No, I don't believe we've met, since I don't spend much time around the Square of the Dragons in Luyen, the town I am definitely from. It's a far too crowded place now, that Square of the Dragons. In Luyen."

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
NEVER HEARD OF HIM

Decoy Badger
May 16, 2009
Never heard of him or the dragons. Why can't our Sixth Sense work on the drat guard instead?

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

Everyone knows that the center of Luyen is called the Square of the Durgons, not Dragons! Never heard of him!

Rune War posted:

Your abrupt reply seems to satisfy the sergeant. He knows only too well that there is no ‘Square of the Dragons’ in the centre of Luyen, nor an armourer called Daliem. He is trying to trick you. You tell him that he must be mistaking Luyen for some other city, and he laughs: ‘Of course, of course. I meant Kron. My cousin Daliem lives in Kron, not Luyen.’

The rising gate reaches its full height and creaks to a halt. Delissa says farewell and the sergeant replies by bidding you both a safe journey. Then his guardsmen move aside so that the way is clear for you to leave Duadon.

As you ride along the highway that heads north from Duadon, you see in the distance a pair of grassy hillocks. The highway passes between them before rising to a cultivated plateau which is crisscrossed with irrigation channels. You are drawing closer to the hillocks when you notice two units of armoured riders are stationed here, one unit on either side of the road. These horsemen are clad in fearsome suits of black armour, embellished with skulls and scarlet dragons, and their mounts are similarly protected by plates of burnished steel that shimmer like liquid fire in the light of the setting sun.

‘Sinistrari!’ whispers Delissa. ‘Ishir protect us!’

Coolly you steer your horse along the highway at a steady pace and pass beneath the watchful gaze of Vandyan’s élite troopers. The mounting tension draws beads of cold perspiration from your brow, but these enemy riders offer you no challenge and you are able to continue unhindered. As you emerge from the hillocks, you whisper to Delissa out of the side of your mouth. ‘Just keep riding … and don’t look back!’

It is not until you reach the safety of the plateau that you dare glance back over your shoulder at Vandyan’s horsemen, now five miles distant. Beyond them, silhouetted black against the darkening sky, you see the walls of Duadon and the domed peak of Skull-Tor. Now that you are safely beyond reach, you raise your fist and give voice to a defiant cry of victory.

‘For Sommerlund and the Kai!’

It is nearly dark when you enter the hills and ride with Delissa to your rendezvous at Xaitar’s Rock. Within minutes of arriving at this spire of weathered granite, you see a thin sliver of light in the darkening sky. You magnify your vision and your heart skips a beat when you see that this sliver is the sleek metal hull of Cloud-dancer—Guildmaster Banedon’s wondrous flying ship—fast approaching from the southwest.

Banedon brings his vessel to a halt directly above the spire of rock. Then a landing cage is winched down and a young Toranese crewman beckons you and your companion to step inside. Your stomach flutters as the cage is hoisted up to the deck of the flying ship where the Guildmaster himself is waiting to greet you and congratulate you upon the success of your mission.



Within minutes of your arrival aboard, a new route is charted and Cloud-dancer is set on course for the city of Varetta. The journey by air takes little more than two hours and, although darkness has fallen, Banedon has little difficulty locating the city. Its siege-damaged walls are ringed with beacons of fire that are visible from 50 miles. As you draw closer, you see the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the Freeland Alliance marching proudly towards the city gates. The beacons guide Banedon’s craft towards the centre of the city where it is made to hover above the Halls of Learning. Swiftly you are lowered by cage to the grounds of this magnificent building where the New Order Kai are encamped. You are greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It is a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.

News of your arrival spreads quickly through Varetta and you are fêted by its grateful citizens. By your brave action, the cruel siege of their city was lifted. Following a night of celebration, Lone Wolf orders you to return in triumph to the Kai Monastery aboard Cloud-dancer the next day. He will ride home with the New Order and arrive with them in a week’s time. Gladly you obey your leader’s command, and shortly before noon you wave farewell to your proud brothers and sisters from the deck of Banedon’s magnificent flying ship.

Early the next day, you arrive at the Kai Monastery and deliver the glad news of your victory at Skull-Tor. Warmly the defenders praise your achievement and listen in awe when you recount the details of your perilous mission. You inform them that Lone Wolf and the Kai crusaders are returning from Varetta and will arrive at the monastery one week from today. You are now the highest ranking Kai present at the monastery and so you take charge and oversee preparations for their welcome home.

Five days pass and the preparations are completed ahead of schedule. Everyone is looking forward with eager anticipation to their return. It is late in the afternoon when a Kai scout named Gold Rain arrives unexpectedly at the monastery. His face and clothes are badly travel-stained, and it is clear from his state of near-exhaustion that he has ridden hard without rest. You are hoping that he brings glad tidings, but you soon learn the contrary. Gold Rain has grave and shocking news to impart.

You learn that Lone Wolf has disappeared. During an overnight encampment on the outskirts of Ruanon, your leader was abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.

A cold chill runs down your spine when you listen to Gold Rain’s report. His description of the whirling black shadow is identical to the form adopted by Zorkaan the Soultaker. You are filled with a gnawing sense of doubt, a fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature’s demise. Instead, it has trapped Zorkaan on Magnamund. Immediately you suspect that Lone Wolf’s abduction is an act of revenge. Your Sixth Sense tells you that Lone Wolf is still alive and present somewhere upon Magnamund, but you cannot determine where that place is.

You have achieved a great victory at Duadon, but the shocking news of Lone Wolf’s disappearance casts a shadow of doubt over your triumph there. You fear that the loss of your illustrious leader is too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct is to do everything in your power to find Lone Wolf and release him from his shadowy abductor. But this will be a great and difficult task, one that is sure to test your bravery and skills to the limit. If you have the courage and resolve of a true Grand Master, the challenge of finding and freeing Lone Wolf awaits you in the next exciting adventure, entitled:

Trail of the Wolf

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final stats for book 24

    Name: Braveheart
    Gender: Female
    Rank: Kai Grand Defender
    Combat Skill: 52 (36)
    Endurance Points: 37/39
    Kai/Magnakai/Grand Master Disciplines:
  1. Grand Weaponmastery (+5 CS w/ axes, daggers & spears, +5 RN w/ bows)
  2. Deliverance (Once every 20 days, if EP < 9, restore 20 EP - used over 20 days ago)
    Curing (Restore 1 EP per numbered section, used 0/10 times this book)
  3. Kai-surge (+8 CS, -1 EP/round)
    Mindblast (+4 CS)
  4. Kai-alchemy (Lightning Hand; Levitation; Mind Charm; Sense Evil; Silence)
  5. Grand Huntmastery
  6. Elementalism
  7. Grand Pathsmanship
  8. Grand Nexus
  9. Animal Control
  10. Invisiblity
  11. Psi-screen
  12. Divination



    Weapons:
  1. Bow
  2. Spear
    Belt Pouch (money)
  • 21 Gold Crowns
  • 8 Nobles
    Backpack:


  1. Potion of Alether (+2 CS)





  2. Kai Clothes (1/2)
  3. Kai Clothes (2/2)
    Special Items:
  1. Dungeon Keys
  2. Quiver (five arrows)
  3. Alema (axe; +5 CS or +7 CS vs. undead)
  4. Temujun's Ring
  5. Crystal Prism

  6. Talisman of Defiance (+2 CS)
  7. Eye of Lhaz (control venomous snakes)
  8. Blue Vial
  9. Yellow Vial


  10. Skull-Tor Wristband
  11. Battle-map

    Storage:
  • Potion of Laumspur (+4 EP)
  • Potion of Laumspur (+4 EP)
  • Potion of Laumspur (+4 EP)
  • 12 Gold Crowns
  • Meal
  • Meal
  • Tehda Key
  • Sadanzo’s Scroll

Synthbuttrange
May 6, 2007

lmao lone wolf. he'll be fine right?

Also 'Gold Rain' D:

Tiggum
Oct 24, 2007

Your life and your quest end here.


This book is... fine I guess? It doesn't really stand out at this point from any of the other ones where you go into an enemy base and smash their stuff. What's really disappointing about that is the bait an switch right at the start where you think you're going to get to lead some soldiers into battle but then you get the special mission that's just like every other mission you've ever done. It would have been neat if Dever had mixed it up a bit. It's also disappointingly linear; in the whole book there are basically no meaningful decisions or optional branches.

I actually owned this book as a child, but reading through it this time I had no memory of any of it. Back then I used to always read through every Lone Wolf book I owned in order each time, so if I died part way through or got bored or distracted then I'd never get to the later ones - you might think that the New Order books, being a separate series with a separate protagonist, might be exempt from that, but no. This was also one of the last ones I acquired. So I probably only read this one a couple of times. Can't really say I was missing much.

Flow chart

Tiggum fucked around with this message at 00:20 on Dec 12, 2018

Runcible Cat
May 28, 2007

Ignoring this post

Synthbuttrange posted:

lmao lone wolf. he'll be fine right?

Also 'Gold Rain' D:

At least it wasn't Donkey Punch.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Trail of the Wolf



Trail of the Wolf" posted:

The Story So Far … 

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

It is autumn of the year MS 5083, thirty-three years after the First Order of the Kai was nearly 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. Lone Wolf, the leader of your illustrious fighting order, was the only survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.

With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough 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 has 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 established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen 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 Magnamund and the many ethereal domains which lie beyond it), Naar 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 cohort maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.

During the six years that have elapsed since the defeat of his minions, Naar has endeavoured to enact his vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors—the Vorka—and he used them to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan then carried the war further afield.

By mid-summer of this year his army had overrun much of central Magnamund, including the realm of Lyris—one of Sommerlund’s oldest allies. From war-torn Lyris there arrived at the Kai Monastery an old man called Gwynian the Sage. He was a learned scholar and was revered by the Kai for he had aided Lone Wolf on many occasions in the past. He entreated your leader to help save his country from Vandyan’s horde. Without hesitation, Lone Wolf pledged to mount a Kai crusade to raise the siege of Varetta, its capital city.

The Vorka had been the key to Vandyan’s military successes and he had a seemingly endless supply of these reptilian fighters. In order to defeat Vandyan and save Lyris, Lone Wolf knew that he had to cut off Vandyan’s supply of Vorka reinforcements at their source. Gwynian had agents in Duadon, the capital of Eldenora, who had sent word that thousands of Vorka were being created inside the city. This was the source of the enemy’s horde.

Gwynian’s agents in Duadon had confirmed that Vandyan’s runes were being kept in the city’s stronghold, a daunting fortress called Skull-Tor. Lone Wolf asked you to travel alone to Duadon to make contact with Gwynian’s agents. They knew a secret route into the fortress and would help you to gain entry. Once inside, you were to find and destroy the runes as quickly as possible. Upon completion of the mission, the agents would assist you to evade Vandyan’s troops. The thought of venturing hundreds of miles behind enemy lines to undertake such a dangerous quest filled you with a sense of foreboding. Yet, you also felt greatly honoured to have been chosen for the mission and you did not flinch from your duty.

Your journey to Duadon was fraught with many perils, yet you overcame them all and made contact with Gwynian’s agents. With their help you gained entry to Vandyan’s stronghold of Skull-Tor and destroyed the evil runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan’s army dissolved and the Kai were then able to enter Lyris and raise the siege of Varetta.

During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from his lair upon the Plane of Darkness—the ethereal domain of Naar. Having fought and defeated this creature, you believed that he had perished forever when subsequently you smashed the runes. Sadly, this was not so.

Following your victory at Skull-Tor you were met by Guildmaster Banedon, the leader of Sommerlund’s Guild of Magicians, who spirited you away from Duadon aboard his flying ship Cloud-dancer. Within minutes of your arrival aboard, a route was charted and a course set for the city of Varetta. The journey by air took little more than two hours and, although darkness had fallen, Banedon’s skilled crewmen had little difficulty locating the city. Its siege-damaged walls were ringed with beacons of fire that were visible for fifty miles. As you drew closer, you saw the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the allied armies marching proudly towards its gates. The beacons guided Banedon’s craft towards the centre of the city where it was made to hover above the Halls of Learning, Gwynian’s home. Swiftly you were lowered by cage to the grounds of this magnificent building where the New Order Kai were encamped. There you were greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It was a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.

News of your arrival spread quickly through Varetta and you were fêted by its grateful citizens. By your brave action, the cruel siege of their city had been lifted. Following a night of celebration, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard Cloud-dancer. He chose to ride home with the New Order and was expected to arrive in a week’s time. Gladly you obeyed your leader’s command, and shortly before noon you waved farewell to your proud brethren from the deck of Banedon’s magnificent flying ship.

Early the next day, you arrived at the Kai Monastery and delivered the glad news of your victory at Skull-Tor. Warmly the garrison praised your achievement and listened in awe when you recounted the details of your perilous mission. You informed them that Lone Wolf and the Kai crusaders were returning from Varetta and would arrive at the monastery in seven days’ time. You were the highest ranking Kai present at the monastery and so you took charge and oversaw preparations for their welcome home.

Five days passed and the preparations were completed ahead of schedule. Everyone was looking forward with eager anticipation to their return. It was late that afternoon when a Kai scout called Gold Rain arrived unexpectedly at the monastery. His face and clothes were badly travel-stained, and it was clear from his state of near-exhaustion that he had ridden hard without rest. You were hoping that he had glad tidings, but you soon heard to the contrary; Gold Rain had grave and shocking news to impart.

You learned that Lone Wolf had disappeared. During an overnight encampment on the outskirts of Ruanon, your leader had been abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.

A cold chill ran down your spine as you listened to Gold Rain’s report. His description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. You were filled with a gnawing sense of doubt, a dire fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature’s demise. Instead, it had trapped Zorkaan upon Magnamund. Immediately you suspected that Lone Wolf’s abduction was an act of revenge. Your Kai Sixth Sense told you that Lone Wolf was still alive and present somewhere upon Magnamund, but you could not determine exactly where that place was.

You had achieved a great victory at Duadon, but the shocking news of Lone Wolf’s disappearance cast a deep shadow over your triumph there. You feared that the loss of your illustrious leader was too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct was to do everything in your power to find Lone Wolf and release him from his shadowy abductor, but you knew not where to look.

Hurriedly you dispatched a rider to Toran and summoned Guildmaster Banedon to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf’s oldest friend and advisor.

Rimoah confirmed your suspicions that Zorkaan had been summoned to Magnamund by the power of the runes. When you smashed the runes, this entity could not return to the Plane of Darkness from whence it had come. Inadvertently, your action had trapped Zorkaan upon Magnamund. The arrival upon your world of this powerful creature of evil had not gone unnoticed by the Elder Magi. From afar they had sensed Zorkaan’s presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted his movements. For a short while, following the destruction of the runes, the creature had roamed the planet freely. But his freedom was soon curtailed.

Lord Rimoah then told you of an evil sorcerer called Xaol. He is a necromancer who dwells in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. Xaol is also an agent of Naar who, since the demise of the Darklords, has patiently awaited the chance to serve his fell master. During the days before Lone Wolf’s abduction, Rimoah and the Elder Magi detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.

‘Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could once again be enslaved,’ said Rimoah. ‘We now know that this ritual was enacted successfully by Xaol in the stronghold of Gazad Helkona.’

‘Naar’s insatiable thirst for revenge is a menace that Lone Wolf has had to live with since the day he destroyed the Dark God’s champions,’ said Guildmaster Banedon. ‘He maintains his vigilance against the constant threat of assassination by the agents of Naar, yet it seems he’s been caught off-guard during the long march home to Sommerlund.’

‘Through the ritual enacted by Xaol, Naar has gained control over Zorkaan,’ replied Rimoah. ‘He sent this creature to assassinate Lone Wolf at a Kai encampment near Ruanon, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf … but he was able to subdue and abduct him.’

‘So where is Lone Wolf now?’ you asked, anxiously.

‘He is imprisoned in Gazad Helkona,’ replied Rimoah, ‘and he is in great peril. Only his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, have spared him from death by the hand of Naar’s foul creation. Your leader is brave and resourceful, but I fear that Zorkaan’s frequent attacks will weaken and eventually destroy Lone Wolf unless he is rescued quickly.’

Selflessly you volunteered to attempt such a rescue. Rimoah and Banedon were impressed by your courage and your confidence, and readily they agreed to help you achieve this difficult task. Rimoah informed you that Gazad Helkona is occupied by Xaol and his cohorts, which comprise Hammerland bandits and remnants of the army of Darklord Chlanzor, the former ruler of this city-fortress.

‘The stronghold is located in a remote volcanic region, surrounded by a petrified forest from which it takes its name. It is a difficult place to reach and assault by force,’ said Rimoah.

‘But where an army may fail, a single Kai may triumph,’ interjected Banedon, wisely.

At length you discussed the rescue and agreed upon a plan of action. Banedon will transport you aboard his flying ship Cloud-dancer to a valley in the Shezar Hills, situated fifty miles to the south of Gazad Helkona. Here you will disembark and then approach the fortress on foot. Banedon will remain aboard his flying ship, safely out of sight of Xaol’s lookouts, where he will await a telepathic signal from Lone Wolf to confirm his rescue. Upon receiving this signal, he will bring Cloud-dancer into the centre of Gazad Helkona in order to collect you both. If you are unable to complete your mission to set Lone Wolf free, you must make your own way back to the flying ship.

During your mission, Lord Rimoah and the Elder Magi will use their combined powers to disrupt the channel of communication that exists between Naar and his agent Xaol. Rimoah is confident that this action will serve to prevent Xaol from detecting the arrival of Cloud-dancer, and it will also help to keep secret your approach to his grim stronghold.

+1 CS and +2 EP for finishing Rune War:

Combat Skill: 53 (37)
Endurance Points: 41/41


Discipline upgrades:

Elementalism: Creating a sphere of calm air to protect from strong winds.
Grand Huntmastery: Move faster over all terrain.
Kai-surge: Psychically attack up to three enemies simultaneously.

Assimilance: Summon fog.
Herbmastery: Produce explosives.
Kai-screen: Prevent detection by hostile psychic probes.
Magi-magic: Splinter and Flameshaft.

We still have Animal Mastery, Assimilance (advanced Invisibility), Astrology, Bardsmanship, Herbmastery, Kai-screen, Magi-magic and Telegnosis (Advanced Divination) available to pick from, and we also get another weapon type for Grand Weaponmastery (quarterstaff, mace, broadsword, short sword, warhammer or sword).

We get some more cash (26 Gold crowns, of which five go straight into storage) and a new map, plus up to five of the following:
  • Axe
  • Sword
  • Quiver (six arrows)
  • Flute
  • Dagger
  • Bow
  • 2 Meals
  • Rope
  • Potion of Laumspur (+4 EP)
  • Broadsword

    So we need votes on
  1. A new Discipline
  2. New Weaponmastery
  3. New equipment
  4. What to put into storage
  5. What to take from storage

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
My first thought when I read long ago of the kidnapping of Lone Wolf was to say "Bullshit"; at his ponit he is so powerful that no lesser demon or magician could have done the deed, maybe Naar in "person" ...

Synthbuttrange
May 6, 2007

Herbmastery: Produce explosives. :unsmigghh:
Plain sword
Fill up on arrows and laumspur.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Astrology. the rest I dont care about

Synthbuttrange
May 6, 2007

astrology isnt real!

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Kai-screen, master mace, put dungeon keys in storage, take Laumspur, don’t care about rest. I agree Lone Wolf’s abduction sounds like BS. How come he still has the Sommerswerd? If he dropped it and it won’t respond to anyone else’s touch that might be more believable but no.

Synthbuttrange
May 6, 2007

As you can see by the book cover, Lone Wolf and the Sommerswerd are no match for the powers of vore

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Let's finally get Kai-Screen.

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

Tiggum posted:

    So we need votes on
  1. A new Discipline
  2. New Weaponmastery
  3. New equipment
  4. What to put into storage
  5. What to take from storage

Gonna keep voting for Animal Mastery until we get it. Take the laumspur and take one laumspur from storage. I don't care about the rest.

nelson
Apr 12, 2009
College Slice
Kai-screen
master quarterstaff
take Laumspur, rope, both meals, refill arrows
put dungeon keys in storage
take a Laumspur from storage


Gold Rain :lol:

nelson fucked around with this message at 10:47 on Dec 12, 2018

Synthbuttrange
May 6, 2007

GOLD RAIN

The_White_Crane
May 10, 2008

Synthbuttrange posted:

Herbmastery: Produce explosives. :unsmigghh:
Plain sword
Fill up on arrows and laumspur.

Also put our Kai Clothes in storage burn our loving Kai Clothes for being a useless goddamn waste of space.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The_White_Crane posted:

Also put our Kai Clothes in storage burn our loving Kai Clothes for being a useless goddamn waste of space.
We're wearing them again so they're no longer taking up backpack space.

Decoy Badger
May 16, 2009
Kai-screen.
Sword mastery.
Store dungeon key, Blue Vial, Yellow Vial, Skull-tor Wristband, Battlemap.
Take Laumspur, rope, 2 meals, flute, arrows.

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

Decoy Badger posted:

Kai-screen.
Sword mastery.
Store dungeon key, Blue Vial, Yellow Vial, Skull-tor Wristband, Battlemap.
Take Laumspur, rope, 2 meals, flute, arrows.


Switching vote to this.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Kai-screen, master mace, put dungeon keys in storage, take Laumspur, don’t care about rest. I agree Lone Wolf’s abduction sounds like BS. How come he still has the Sommerswerd? If he dropped it and it won’t respond to anyone else’s touch that might be more believable but no.

Exactly, and in another book it was suggested that with the Sommerswerd, Lone Wolf has enough power to became a physical danger for Naar himself. Go figures.

Agree with the selection.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Are we going to "track" Lone Wolf by following the skyscraper sized piles of bodies he leaves in his wake? I get that he's not the protagonist anymore, but yeah, this is Tuesday for him.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

master quarterstaff

The_White_Crane posted:

Fill up on arrows and laumspur.

achtungnight posted:

Store dungeon key, Blue Vial, Yellow Vial, Skull-tor Wristband, Battlemap.

TooMuchAbstraction posted:

take one laumspur from storage.

Decoy Badger posted:

Take 2 meals, flute.

    Action Chart

    Name: Braveheart
    Gender: Female
    Rank: Sun Knight
    Combat Skill: 53 (37)
    Endurance Points: 41/41
    Kai/Magnakai/Grand Master Disciplines:
  1. Grand Weaponmastery (+5 CS w/ axes, daggers, quarterstaves & spears, +5 RN w/ bows)
  2. Deliverance (Once every 20 days, if EP < 9, restore 20 EP - used over 20 days ago)
    Curing (Restore 1 EP per numbered section, used 0/10 times this book)
  3. Kai-surge (+8 CS, -1 EP/round)
    Mindblast (+4 CS)
  4. Kai-alchemy (Lightning Hand; Levitation; Mind Charm; Sense Evil; Silence)
  5. Grand Huntmastery
  6. Elementalism
  7. Grand Pathsmanship
  8. Grand Nexus
  9. Astrology
  10. Animal Control
  11. Invisiblity
  12. Psi-screen
  13. Divination


    Weapons:
  1. Bow
  2. Spear
    Belt Pouch (money)
  • 42 Gold Crowns
  • 8 Nobles
    Backpack:
  1. Potion of Laumspur (+4 EP)
  2. Potion of Laumspur (+4 EP)
  3. Potion of Alether (+2 CS)
  4. Meal
  5. Meal
  6. Flute



    Special Items:

  1. Quiver (six arrows)
  2. Alema (axe; +5 CS or +7 CS vs. undead)
  3. Temujun's Ring
  4. Crystal Prism

  5. Talisman of Defiance (+2 CS)
  6. Eye of Lhaz (control venomous snakes)



    Deaths:
  1. Killed in combat (book 21).
  2. Killed by a run of bad luck (book 22).
  3. Convicted on some pretty flimsy circumstantial evidence (book 23).

Rules currently in effect:

Maugrim posted:

Use Laumspur as soon as possible after EP drops below 26

achtungnight posted:

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

Slavic Crime Yacht posted:

A standing order to always search bodies.

nelson posted:

Always top up arrows when given the opportunity.

Tiggum posted:

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

Toplowtech posted:

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

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.

    Storage:
  • Potion of Laumspur (+4 EP)
  • Potion of Laumspur (+4 EP)
  • 17 Gold Crowns
  • Meal
  • Meal
  • Tehda Key
  • Sadanzo’s Scroll
  • Dungeon Keys
  • Blue Vial
  • Yellow Vial
  • Skull-Tor Wristband
  • Battle-map

Tiggum
Oct 24, 2007

Your life and your quest end here.


Trail of the Wolf posted:

You decide to begin your air voyage to the Shezar Hills at first light the following day. In the few hours which remain before dawn, both you and Banedon make final preparations for the long journey west. You summon to your chambers Winter Oak, a Kai Archmaster, and tell him of the mission you are about to undertake at daybreak. He is the most senior member of the garrison and you place him in command during your absence. The Kai crusaders are expected to arrive in two days’ time, and it will be his duty to inform them of your whereabouts and to keep the monastery safe until you and Lone Wolf return.

Having completed your preparations, you sleep for a few hours and rise shortly before dawn. Lord Rimoah escorts you to the monastery training park where, hovering above, you see the sleek hull of Cloud-dancer glinting in the moonlight. Rimoah has chosen not to accompany you on the voyage. Instead, he will remain here at the monastery and maintain contact with Banedon by means of a seeing stone. One of the ship’s lookouts sees you crossing the park below and he orders a boarding cage to be lowered from the stern deck. As you wait for it to touch the ground, Rimoah takes from his pocket a sigil of platinum fixed upon a loop of braided twine. He presses the amulet into your hand and insists that you wear it at all times.

‘It is an artefact imbued with Old Kingdom magic,’ he says, sagely. ‘It has protective powers that may help you when you enter Gazad Helkona. Lone Wolf possesses a similar sigil, and I am sure that it has helped him to resist Zorkaan thus far.’

You accept the sigil and slip its braided noose over your head. (Record this Platinum Amulet on your Action Chart as a Special Item which you wear around your neck. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

Lord Rimoah wishes you good luck as you step into the boarding cage in readiness to be winched up to the flying ship. Banedon is waiting on the stern deck to meet you and together you wave farewell to Rimoah as Cloud-dancer gets underway. Rapidly the monastery recedes from view as the ship ascends into the clouds and forges a course across the grey Durncrag Mountains. You retire with Banedon to his quarters where together you study his navigational charts. The Shezar Hills lie a thousand miles away on a southwesterly bearing, and Banedon anticipates your arrival there within twelve hours. During the voyage, Banedon recalls the year MS 5075 when he was abducted by Nadziranim sorcerers and imprisoned in the Darklord fortress of Kaag. Had it not been for Lone Wolf’s brave and determined effort to save him, he would have surely perished there. Although anxious about Lone Wolf’s abduction, Banedon is also grateful to have been given this chance to help you save his friend from a similar predicament. ‘The task you’ve undertaken will be difficult and dangerous,’ he says, ‘but I beseech you, Braveheart, not to forswear your vow to save your master.’ Readily you reassure Banedon of your iron resolve to rescue Lone Wolf, no matter what difficulties lie ahead.

It is shortly before dusk when Cloud-dancer approaches its destination. This is a shallow valley at the northwestern edge of the Shezar Hills, close to its border with the petrified forest of Helkona. You heed the lookout’s cry and go up on deck to observe the sullen landscape from the port rail. Meanwhile, Banedon takes command of the ship’s helm in readiness for a landing. As the craft descends, you survey the surrounding deadlands with trepidation. To the west, beyond the barren hilltops, a dull orangey light glows amidst the dust-choked clouds, proclaiming the hour of sunset. There is a strong sulphurous smell, and the distant hiss and rumble of active volcanoes lend further menace to this bleak, inhospitable landscape.

Banedon brings Cloud-dancer gently to earth where it settles into the smooth, dusty soil. As his crewmen busy themselves securing its anchorage, he helps you to disembark.

‘Godspeed and good fortune, Braveheart,’ he says, as you get ready to descend to the ground by ladder. ‘I shall await Lone Wolf’s signal with optimism. Remember, when you have freed your master, he must speak to me telepathically. Only when I have received his mental command shall I approach Gazad Helkona. I will bring Cloud-dancer into the centre of the city-fortress and look for your signal. May Ishir protect you both.’

You heed Banedon’s words and bid him farewell before descending to the ground. Then, with a final wave, you turn and trek north across the barren valley floor. In the distance there is an undulating ridge of hills which lie between you and the petrified forest of Helkona. In order to reach your final destination, the fortress at the heart of this dead timberland, you must first traverse this range of hills. You stop for a few moments to observe the hills in the failing light and determine two places where you may be able to cross them. The first is a narrow gully that bisects the range, and the second is a winding, windswept trail that ascends to the peak.
Shall we take the gully or the trail?

Synthbuttrange
May 6, 2007

I cant believe we went for fake star reading garbage instead of turning everyday plants into explosives.

GULLY

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Gully!

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Synthbuttrange posted:

I cant believe we went for fake star reading garbage instead of turning everyday plants into explosives.

GULLY

:smugdon:

nelson
Apr 12, 2009
College Slice

Synthbuttrange posted:

I cant believe we went for fake star reading garbage instead of turning everyday plants into explosives.

GULLY

The stars say there is death in our future... but they're not sure who dies or how many die.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Also for posterity is there any way we can find out how many times Astrology would have been useful up to now?

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

Tiggum
Oct 24, 2007

Your life and your quest end here.


TF CURES GENERATOR posted:

Also for posterity is there any way we can find out how many times Astrology would have been useful up to now?
The answer is zero. It's barely ever called for and when it is it just gives you some vague information that you have no way to make use of. It's the worst Discipline in the entire series, no contest.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Tiggum posted:

The answer is zero. It's barely ever called for and when it is it just gives you some vague information that you have no way to make use of. It's the worst Discipline in the entire series, no contest.

loving :lol:

I am proud of my choice

Synthbuttrange
May 6, 2007

exactly as useful as it is in real life.

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Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Feeling contrarian. Trail.

Yeah, let's see the view from the heights.

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