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Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

I forget, do we have Grand Nexus?

Yep.

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moosecow333
Mar 15, 2007

Super-Duper Supermen!

TooMuchAbstraction posted:

I forget, do we have Grand Nexus? If so, go in, otherwise skip it.

Edit: That’s what I get for not refreshing the page...

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Check out the gas tunnel!

Runcible Cat
May 28, 2007

Ignoring this post

nelson posted:

Main tunnel.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
:gas:

A little poison never killed anyone.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Mikl posted:

:gas:

A little poison never killed anyone.
Well I certainly don't know anyone who was killed by poison gas.

The Fall of Blood Mountain posted:

You insert the blade of Alema between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.

Your mastery of Grand Nexus enables you to detect that this chamber is filled with Zaxx—an invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins. Forewarned, you leave the chamber and return quickly to the main tunnel.

You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious korlinium ore. A large group of more than 50 Shom’zaa Agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shom’zaa.

Aided by your Kai camouflage skills, you have little difficulty slipping past these creatures and continuing along a tunnel in the opposite wall. This wide passageway brings you back to ‘The Hub’, but as you approach this familiar cavern, your blood is chilled by the sight of what awaits you there.

The centre of ‘The Hub’ is filled with Shom’zaa Agarashi and many lesser minions. They are being rallied here by their commanders in preparation for a final assault upon the throne chamber of Andarin. By the use of dark magics, the commanders have whipped their troops into a maniacal frenzy. Many claw and bite each other as the sorcery-induced bloodlust eats away their minds.

You know that you must reach the throne chamber and warn Prince Torfan of what awaits him and his brave defenders. Unless they are prepared for the attack, they could be overrun by the sheer suicidal fury of this maniacal horde.

As you watch the manic behaviour of the Shom’zaa Agarashi, you resolve to make an immediate attempt to reach the north tunnel on the far side of ‘The Hub’. The vast numbers of the enemy gathered here will make the task a difficult one, yet their crazed state of mind may yet be to your advantage.

We roll: 8 + 2 (G. Huntmastery) + 1 (Kai-screen) = 11.

You call upon your mastery of Kai camouflage skills to help keep you hidden, and then you enter the chamber and steal around the perimeter of the horde. You reach the north tunnel undetected and hurry along the tunnel towards the distant cavern. To your dismay, your swift progress is brought to a halt when you see that the entrance to the cavern is guarded by a group of spear-wielding Shom’zaa Agarashi.
Shall we try to divert their attention or just attack them?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Your attention please! Please yell if you are paying attention.

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Your attention please! Please yell if you are paying attention.

Runcible Cat
May 28, 2007

Ignoring this post

Diversion time!

Decoy Badger
May 16, 2009
Just kill them. We just killed a Balrog and some nobility, why even bother suffering these pathetic creatures to live?

anakha
Sep 16, 2009


:black101:

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Look behind you, a three-headed Lone Wolf!

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
Kill them!

I'm guessing the gas tunnel was just a "if you decide to go this way and don't have the right disciplines, you die" check?

nelson
Apr 12, 2009
College Slice

TooMuchAbstraction posted:

I'm guessing the gas tunnel was just a "if you decide to go this way and don't have the right disciplines, you die" check?

That’s my guess, although dead bird was probably a clue to give you a chance to back out if you didn’t have any of the required disciplines.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Mikl posted:

Look behind you, a three-headed Lone Wolf!

YES!

Great citation, anyway...

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

I'm guessing the gas tunnel was just a "if you decide to go this way and don't have the right disciplines, you die" check?

Deliverance gets you out with only 2 damage, otherwise it's random chance whether you take two damage, take three damage, or die.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Your attention please!

The Fall of Blood Mountain posted:

You slow to a halt and take cover in the shadows, close to the exit from the tunnel. Carefully you watch the movements of the Shom’zaa Agarashi guards as you consider the most efficient way you can cause a diversion.

You draw upon your Discipline of Kai-surge and launch a blast of psychic energy at the guards in an attempt to disrupt and confuse them. Then you leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of your enemy when you raise Alema and give vent to your battle-cry: ‘For Sommerlund and the Kai!’
Braveheart: COMBAT SKILL 56 ENDURANCE 25
Shom’zaa Agarashi (with spears): COMBAT SKILL 40 ENDURANCE 40
Combat Ratio: 11+

We roll: 3
Braveheart: COMBAT SKILL 56 ENDURANCE 23
Shom’zaa Agarashi (with spears): COMBAT SKILL 40 ENDURANCE 29

We roll: 8
Braveheart: COMBAT SKILL 56 ENDURANCE 23
Shom’zaa Agarashi (with spears): COMBAT SKILL 40 ENDURANCE 0

The Fall of Blood Mountain posted:

As you land the killing blow upon the last of the Shom’zaa Agarashi guards, you leap over its falling body and run towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom’zaa minions who now occupy this hall are those lying dead on the ground around you.

Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.

The Drodarin War-thanes twirl their battle-helms upon the muzzles of their muskets and cheer loudly as you reach the barricade. They are in jubilant mood after six days of siege, for they believe that the retreat of their enemy from around the throne chamber signals the end of their long ordeal. Prince Torfan offers you his hand and helps lift you over the wall, and then he asks after his brother Leomin. You answer with a shake of your bowed head.



Torfan is saddened by the news of the loss of his brother, but as you accompany him into the throne chamber, he is greatly comforted to hear that you owe him your life.

‘Without your brother’s brave sacrifice, Shom’zaa would have slain us both,’ you tell him.

‘He has paid a grave price for his foolishness,’ says Torfan, wistfully, ‘but he has died with honour. He will not be forgotten.’

The healing rays of the Throne of Andarin restore 5 ENDURANCE points. However, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

Endurance: 28/43.

You warn Prince Torfan that, following the destruction of Shom’zaa, the horde besieging the throne chamber did not go into hiding. He and his bodyguard of War-thanes are deeply shocked to learn that they are now in ‘The Hub’, preparing for a final assault upon the Throne of Andarin.

‘It is vital that you hold the throne chamber until your father’s army arrives to raise the siege,’ you tell them, earnestly. ‘Take heart, brave Drodarin. Elsewhere in your kingdom the horde is melting away in chaos. It will not be long before your ordeal is over.’

Suddenly a cry from the barricade warns that the Shom’zaa horde is returning. Torfan orders every War-thane to arms in readiness to meet the enemy. Then he raises his brother’s battle-standard and takes up his position beside the cannon, and the stirring sight inspires Prince Leomin’s bodyguards to give voice to a rousing cheer.

You take up a position close to Prince Torfan, and watch with grim fascination as the enemy come pouring into the cavern. Then, with a hellish shriek, the horde raise their weapons and come thundering like a tidal wave towards the barricade.

We roll: 3.

Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.
Shall we use Kai-alchemy or Elementalism, or just take cover?

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
Give Elementalism a chance to shine. I mean, it always seems to find the least impressive way to accomplish its goals when Kai-Alchemy lets us shoot lightning bolts, fly, and Jedi Mind Trick people, but maybe this will be the time that we get to make poo poo explode or swallow someone in a sudden crevasse or something.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





TooMuchAbstraction posted:

Give Elementalism a chance to shine. I mean, it always seems to find the least impressive way to accomplish its goals when Kai-Alchemy lets us shoot lightning bolts, fly, and Jedi Mind Trick people, but maybe this will be the time that we get to make poo poo explode or swallow someone in a sudden crevasse or something.

elementalism is the best skill of all for the time when braveheart uses fire to overwhelm a river or whatever that insane choice was

so use it, obviously

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Use Elementalism. Are we still going to get to shout “you shall not pass!”?

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Use Elementalism. Are we still going to get to shout “you shall not pass!”?

I'll shout it anyway.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

achtungnight posted:

Use Elementalism. Are we still going to get to shout “you shall not pass!”?

But it shall not pass! Use Elementalism.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Fall of Blood Mountain posted:

You draw upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering before the barricade moments before the deadly blast slams into it.

We roll: 4 + 2 (EP > 25) = 6.

The icy bolt smashes into your shield-spell and explodes in a great cloud of steam. As the vapour clears, you raise Alema in readiness to meet the first wave of the attacking Shom’zaa horde.

The horde hit the barricade and the War-thanes fight them with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the enemy are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

"You cannot pass!" you shout. "I am a servant of Ishir, wielder of Alema. You cannot pass. Go back to the Shadow! For Sommerlund and the Kai!"

Shom’zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 45

This enemy is immune to Mindblast (but not Kai-surge).
Braveheart (with Kai-surge): COMBAT SKILL 60 ENDURANCE 28
Shom’zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 45
Combat Ratio: 11+

We roll: 3
Braveheart (with Kai-surge): COMBAT SKILL 60 ENDURANCE 25
Shom’zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 34

We roll: 10
Braveheart (with Kai-surge): COMBAT SKILL 60 ENDURANCE 24
Shom’zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 0

The Fall of Blood Mountain posted:

A cheer erupts to your left as the Shom’zaa horde falters and falls back in confusion on that flank. Drodarin marksmen hastily reload their muskets and let loose a parting volley to speed them on their way. But as the smoke from their firearms clears, you see that the battle is going against Prince Torfan’s War-thanes on the right flank of the barricade. The cannon, and Leomin’s battle-standard, have both been captured by a dozen Shom’zaa Agarashi. You watch with mounting horror as the enemy turn the captured cannon around and point it at the Throne of Andarin, and your fears are compounded when you sense that the gun is primed, loaded, and set ready to fire.
Shall we use Kai-alchemy, Elementalism, Kai-surge or Alema?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
“You shall not pass!” Whoo!

Now let’s Kai-Surge that cannon!

Runcible Cat
May 28, 2007

Ignoring this post

Elementalism did us good last time, let's see what it does now!

The_White_Crane
May 10, 2008

Runcible Cat posted:

Elementalism did us good last time, let's see what it does now!

Yes, let's use the element of fire! That should work! :imunfunny:

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
Elementalism seems like the best option if we want an explosion. Which we clearly do.

I don't suppose if we'd kept the phosphor bomb from earlier we could have used it here?

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

I don't suppose if we'd kept the phosphor bomb from earlier we could have used it here?
Nope. Like most one-use objects there's exactly one place to use it and if you miss it then you'll never get another opportunity. Although technically you can pick up a Phosphor Bomb in Rune War and use it in place of the one we picked up in this book, but that just means you missed your opportunity to use it in Rune War. There's no danger of using either one too soon and missing a better chance.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Tiggum posted:

"You cannot pass!" you shout. "I am a servant of Ishir, wielder of Alema. You cannot pass. Go back to the Shadow! For Sommerlund and the Kai!"
:cool:

Tiggum posted:

Shall we use Kai-alchemy, Elementalism, Kai-surge or Alema?
Elementalism worked quite well in this adventure: Let's keep using it.

nelson
Apr 12, 2009
College Slice
Kai-Surge! I’m not sure what that will do but I hope it’s interesting.

Tiggum
Oct 24, 2007

Your life and your quest end here.


TooMuchAbstraction posted:

Elementalism seems like the best option if we want an explosion. Which we clearly do.

The Fall of Blood Mountain posted:

You draw upon your Kai powers of Elementalism to cause a gust of air to blow away the priming powder from the cannon’s touch-hole. One of the enemy places a burning taper to the hole, confident that the Throne of Andarin is about to be obliterated, but the cannon fails to fire when the primer does not ignite.

Your speedy action has countered the immediate threat, but the enemy are determined to destroy the fabled throne and the missing priming powder is quickly replaced. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.

You raise Alema and give voice to your proud battle-cry: ‘For Sommerlund and the Kai!’ Your valiant shout inspires the surrounding War-thanes, and they rally to your command as you mount a counterattack to recapture the cannon. Boldly you lead the charge, sweeping aside any Shom’zaa Agarashi that are foolish or unfortunate enough to stand in your way. Upon reaching the cannon, you seize back Prince Leomin’s flag and bear it aloft as you engage the fanatical horde.



Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 42

This enemy is immune to all forms of psychic attack.
Braveheart: COMBAT SKILL 52 ENDURANCE 24
Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 42
Combat Ratio: +4

We roll: 6
Braveheart: COMBAT SKILL 52 ENDURANCE 22
Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 32

We roll: 6
Braveheart: COMBAT SKILL 52 ENDURANCE 20
Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 22

We roll: 6
Braveheart: COMBAT SKILL 52 ENDURANCE 18
Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 12

We roll: 9
Braveheart: COMBAT SKILL 52 ENDURANCE 18
Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 0

The Fall of Blood Mountain posted:

As you sweep the remnants of the Shom’zaa horde from the barricade, the sound of a bronze war-horn echoes around the battle-torn cavern. Prince Torfan and his War-thanes cheer loudly in response, for they recognize immediately the bugle call of King Ryvin’s advance guard.

The War-thanes of King Ryvin’s army capture ‘The Hub’ and smash the Shom’zaa horde as it flees there in chaos from its defeat at the barricade. Then the army arrives, marching in double file through the north tunnel and into the cavern. Prince Torfan orders the barricade to be opened, and a joyful reunion of brother-warriors takes place before the Throne of Andarin.

Lord Rimoah emerges from among the ranks of the Drodarin, and he beams with joy when he sees that you are alive. Warmly he clasps your hand in friendship and respect, and he praises you for the success of your mission.

‘The Kai should be proud to count you among their number,’ he says, reverently. ‘Your victory here has brought great honour upon you, your country, and your noble order.’

A special escort is provided for you and Lord Rimoah. In the company of Prince Torfan, you are taken by carriage to the Grand Hall where a magnificent reception awaits you. Formally you are presented to King Ryvin and you receive his praise and heartfelt thanks for the victory you have secured for his beleaguered kingdom. You return to him the Andarin Bloodstone, and he awards to you the Cross of Boradon—the highest accolade for courage and gallantry in the Kingdom of Bor. During the informal celebrations that take place shortly afterwards, you are further awarded the freedom of Bor and the honorary rank and title of War-thane—a rare privilege for one not born of Drodarin stock. (Erase the Andarin Bloodstone from your Action Chart.)



After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciative cheers of your fellow kinsmen. For your triumph over Shom’zaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.

Congratulations, Grand Master. You have met this testing quest and you have triumphed. Your brave and courageous actions in Bor will long be remembered in the legends of the New Order Kai. Yet the fight against Evil has not yet ended. Soon your courage and Kai skills will be put to the test again, in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf New Order adventure entitled:

Vampirium

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for Book 26

    Name: Braveheart
    Gender: Female
    Rank: Sun Lord
    Combat Skill: 56 (38)
    Endurance Points: 18/43
    Kai/Magnakai/Grand Master Disciplines:
  1. Grand Weaponmastery (+5 CS w/ axes, daggers, quarterstaves, spears & warhammers, +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. Kai-screen
  11. Animal Control
  12. Invisiblity
  13. Divination


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

  2. Shovel
  3. Pick

  4. Flute



  5. Drodarin Bag of Holding (+5 Backpack Spaces)
  6. Candle
  7. Meal
  8. Bottle of Bor Brew
  9. Copper Key
    Special Items:

  1. Quiver (six arrows)
  2. Alema (axe; +5 CS or +7 CS vs. undead)
  3. Temujun's Ring
  4. Crystal Prism
  5. Quiver (four arrows)
  6. Talisman of Defiance (+2 CS)
  7. Eye of Lhaz (control venomous snakes)
  8. Andarin Warhammer (+5 CS)
  9. Korlinium Chainmail Vest (+2 CS)
  10. Sunderer (Drodarin battle-axe; +5 CS)

  11. Platinum Amulet
  12. Bronze Disc (3–2–1)

    Storage:
  • 41 Gold Crowns
    Backpack Items:
  • Potion of Laumspur (+4 EP)
  • Meal
  • Meal
  • Tehda Key
  • Sadanzo’s Scroll
  • Dungeon Keys
  • Copper Key
  • Iron Key
  • Bottle of Wine
    Special Items
  • Blue Vial
  • Yellow Vial
  • Skull-Tor Wristband
  • Battle-map

Tiggum
Oct 24, 2007

Your life and your quest end here.


This book felt shorter than the previous ones. I'm pretty sure it isn't, but maybe it has fewer decisions to make? It certainly seemed like a lot of the decisions were fairly meaningless. I'm getting pretty sick of those "do you want to solve this problem with Kai-alchemy, Magi-magic, or Elementalism?" decisions because it generally makes very little difference, if any - you might lose a couple of EP if you pick wrong - and there's no way to know (other than having read it before) which one's the correct choice.

It really makes me think back to books like The Caverns of Kalte or Castle Death where you actually got to make meaningful decisions that resulted in different encounters. I want to make choices, dammit, not just read a novel while rolling some dice! I don't know if Dever would rather have been writing novels or if he just got burned out on the whole thing and stopped putting in the effort, but something clearly changed and these later books just aren't proper game books any more.

Flow chart.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Vampirium



Vampirium posted:

The Story So Far … 

It is spring in the year MS 5085 and you are a Grand Master of the New Order of the Kai, the warrior élite of Sommerlund.

Thirty-five years ago, the First Order of the Kai was massacred by the Darklords of Helgedad, a host of powerful creatures sent by the evil God Naar to destroy the world of Magnamund. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of their attack upon the Kai. As a young initiate he stood amid the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later 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 destruction 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, allowing 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 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 a New Order was 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. Your skills were nurtured and sharpened to perfection by years of study and rigorous training. Your exceptional talents helped you to master all of the Kai and Magnakai Disciplines, and swiftly you rose 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 that 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), 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 fellow warriors maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.

During the seven years since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the chance to serve their fell master.

You have recently returned to the monastery after successfully completing a dangerous mission in the Kingdom of Bor. The vast underground realm of Bor is home to the Drodarin dwarves, the oldest allies of the Kai. Forbidden excavations in the lowest levels of the kingdom had awoken and released the Shom’zaa—a supernatural creature entombed by Magnamund’s earliest magicians, the Elder Magi, during their ancient war against Naar’s legendary champion: Agarash the Damned.

Lord Rimoah, speaker for the High Council of the Elder Magi, travelled with you to Bor aboard a wondrous flying ship called Cloud-dancer and, with his help, you were able to defeat the Shom’zaa and save your Drodarin allies from destruction.

Three months after you returned from Bor, Lord Rimoah came to the Kai Monastery aboard Cloud-dancer. His visit was unexpected and you sensed at once that something was wrong. Lone Wolf summoned you to his chamber where, with mounting dread, you listened to Lord Rimoah’s account of events in Southern Magnamund that threaten to destroy the fragile peace of that continent.

The Elder Magi had received word from King Karvas of Siyen that Autarch Sejanoz, the evil ruler of Bhanar, had secretly dispatched a squad of his Imperial Guards into the Doomlands of Naaros. At first, neither the King nor the Elders could fathom a reason why the Autarch had done this. The Doomlands are one of the most inhospitable regions in all of Magnamund, a barren wasteland of ash and cinders that once was the domain of Agarash the Damned. At its centre stood his mighty fortress-city of Naaros. Yet, following his defeat by the Elder Magi, all that remains of it now is a titanic chasm of molten lava and heat-fused rock.

Fearing for the security of his southern borderlands, King Karvas sent a group of élite Siyenese rangers into the Doomlands to spy on the Autarch’s men in the hope of discovering their true purpose. When, after six weeks, nothing was heard from the group, the King and his court assumed they had perished. Then a few days later, Karvas received word unexpectedly from his missing men. They had tracked the squad of the Autarch’s Imperial Guard deep into the Doomlands, and they had observed them excavating an unmarked burial mound near to the ruins of Naaros. And it was here that they were to witness a chilling discovery, for buried beneath the mound lay the Claw of Naar.

The Claw of Naar is an ancient wand of power that was crafted by the evil God himself, and used by Agarash the Damned during his conquest of Magnamund. Legend held that it had been lost forever in the molten ruin of Naaros, but now it had resurfaced, and its return boded trouble for the peaceable nations bordering upon the Autocracy of Bhanar.

The rangers reported that the Autarch’s squad were returning to Bhanar with the Claw in their possession. Their chosen route would take them through the Southern Dammerdon Mountains and so the rangers went ahead to hide themselves in Sunderer Pass where they intended to await their arrival. Their plan was to ambush the squad in the narrow confines of the pass and steal away the Claw. However, the ranger leader was fearful that the power of the Claw might overwhelm his small group. He requested of his King that help be sent urgently. Karvas responded to his plea by seeking the aid of the Elder Magi, and upon hearing of the situation, Lord Rimoah readily agreed to assist.

‘In turn, Lone Wolf, I have come this day to ask for the help of the Kai,’ said Rimoah. ‘We of the Elder Magi have the power and the means to destroy the Claw of Naar, but only when we have that accursed object in our possession. To secure the Claw will require skills and courage that only the Kai possess. And so, I come here seeking your aid, Supreme Master.’

‘It will not be an easy task,’ replied Lone Wolf, thoughtfully, ‘but we have the advantage of both speed and surprise. Sunderer Pass is no more than a day’s journey away by skyship.’

‘Aye,’ replied Rimoah, ‘but we must depart this afternoon if we are to be certain of reaching the pass before the arrival of the Autarch’s squad.’

Lone Wolf slowly turned to face you. ‘I am tempted to accept this challenge myself, Braveheart,’ he said, as he held you with his unblinking gaze. ‘But, alas, I must attend a War Council tomorrow at the King’s Court in Holmgard. Will you journey to Bhanar in my stead and help Lord Rimoah to capture the Claw of Naar?’

‘Yes, my lord,’ you replied, without hesitation. ‘For the greater glory of Sommerlund and the Kai, I am proud to accept this task.’

+1 CS, +2 EP for completing The Fall of Blood Mountain:
Combat Skill: 57 (39)
Endurance Points: 45/45


Improved Disciplines:
  • Grand Weaponmastery: We can make metal weapons (such as Alema) burn, dealing one extra damage per round.
  • Grand Huntmastery: Heat-vision.
  • Kai-surge: Kai-blast—Can be used instead of Kai-surge to do 2d10 damage to the enemy at a cost of 4 damage to us (and the lowered Combat Skill that not using Kai-surge for that round will result in).

  • Herbmastery: Cause plants to rapidly grow and entangle enemies.
  • Assimilance: Make yourself blurry.
  • Telegnosis: Walk on water.
  • Magi-magic: Penetrate; Energy Grasp
  • Bardsmanship: Smash objects with sonic waves.
We still have Animal Mastery, Assimilance (advanced Invisibility), Bardsmanship, Herbmastery, Magi-magic and Telegnosis (Advanced Divination) available to pick from, and we also get another weapon type for Grand Weaponmastery (mace, broadsword, short sword or sword).


New book, new map. Also another 27 Gold Crowns to put straight into storage, and up to five of the following:

    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

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Telegnosis. Don't care about the rest.

Vampirium, huh? Are there Vampires in this book? If so, I propose we pick this skin for Alema-

Tiggum
Oct 24, 2007

Your life and your quest end here.



It always annoyed me that they called that "the scythe" when it is clearly an axe. A scythe is a different thing!

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
    So we need votes on
  1. A new Discipline: Animal Mastery. Gonna keep voting for it til we get it!
  2. New Weaponmastery: uhhhh short sword
  3. New equipment: Laumspur, Flute, Rope, and fill up on Meals because as far as I can tell there's no penalty to having a full pack. Keep only nonessentials in the Bag of Holding in case it gets destroyed.
  4. What to put into storage: Bor Brew, Copper Key, Sunderer, Bronze Disc. Alema is a jealous axe.
  5. What to take from storage: Nothing

Getting kind of tired of these "whoops, an unspeakable evil has popped up, go deal with that would you" storylines.

Chronische
Aug 7, 2012

Tiggum posted:

It always annoyed me that they called that "the scythe" when it is clearly an axe. A scythe is a different thing!

At least something more specific, like "Man-scythe" would justify having it in the title.

Really tired of the "looks like Naar has another toy in his toybox to play with!" nonsense, yes. At least the Runestone story had some mortal simply using a remaining tool of evil for personal power rather than to destroy the world or crap like that. The dwarf story would have been better had it not been something of Naar's, but rather some uncaring and neutral but destructive force unleashed that needed resealing rather than destroying.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Chronische posted:

The dwarf story would have been better had it not been something of Naar's, but rather some uncaring and neutral but destructive force unleashed that needed resealing rather than destroying.

The problem with that is, there is no such thing in this universe. Everything is aligned with either good or evil, with Kai and Ishir on one side and Naar on the other. The two sides created the worlds together and everything in them belongs to one or the other.

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anakha
Sep 16, 2009


Chronische posted:

The dwarf story would have been better had it not been something of Naar's, but rather some uncaring and neutral but destructive force unleashed that needed resealing rather than destroying.

Wouldn't that make this book even more of a Tolkien ripoff than it already was?

And to echo the general feedback on the New Order series, you could really see the general drop in quality from the end of the Magnakai series to here. I think Dever wanted to conclude the series already with Masters of Darkness, and it would have felt appropriate as well (instagibbing Gnaag was drat satisfying).

For the New Order series, Dever's big mistake was really making the new character another Grand Master. Keeping our character at a lower level would have allowed for more flexibility in designing story arcs and realistic battles to challenge the character aside from 'Here's a new Big Bad, only you can stop him'. Hell, the Moonstone quest and returning the exiled prince didn't really warrant having a Grand Master in the first place.

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