Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

TooMuchAbstraction posted:

Take the southerly route for being described differently from the others.
Sounds like a death flag, let's head west.

Adbot
ADBOT LOVES YOU

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!

Jackard posted:

Sounds like a death flag, let's head west.

Death flag, shmeath flag.

South.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Jackard posted:

Sounds like a death flag, let's head west.

Grey Star the Wizard posted:

Running west along the empty corridor, you notice that the tunnel begins to slope upwards. As it narrows, you see a group of worker Mantiz ahead, intent on some task. Sunlight streams down through a shaft above their heads. You see that they are boring into the rock in front of them, and suddenly you realize that this passage is unfinished.

A swarm of crawling soldier Mantiz lies behind you, their pace and numbers increasing; you are trapped between them and the wall of the unfinished tunnel. Your only hope is the vertical shaft above the burrowing workers, for you are sure that the surface lies beyond; but first, you must pass the workers.
Should we attack them or try to run past them?

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
They're workers, hopefully they think we're not their job. Run past.

nelson
Apr 12, 2009
College Slice

TooMuchAbstraction posted:

They're workers, hopefully they think we're not their job. Run past.

Where I work you can go almost anywhere you’re not supposed to as long as you act like you belong there and don’t attack anyone.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Run past waving a clipboard and muttering about efficiency. The workers should steer clear.

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Run past waving a clipboard and muttering about efficiency. The workers should steer clear.

Comstar
Apr 20, 2007

Are you happy now?

achtungnight posted:

Run past waving a clipboard and muttering about efficiency. The workers should steer clear.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Grey Star the Wizard posted:

With reckless audacity spurred on by fear, you jump onto the chitinous abdomen of the Cave Mantiz. Before they can react, you have thrown yourself into the shaft, scratching and scrabbling for a handhold in the smooth sides.

Slowly you pull yourself up. A worker Mantiz sends a jet of acid up the shaft, catching your leg. You almost fall as the shock of pain ravages your flesh, burning your calf. (You must lose 2 ENDURANCE points.)

Your leg is numb and hinders your climb, but somehow you reach the top of the shaft without falling. You feel the brush of an insect’s feeler across your leg, and you shudder. A surge of adrenalin rushes through your veins, and you clear the last few feet of the shaft with a tremendous physical effort.

You have made it to the surface at last, and blinking in the sunlight, you view a large clearing surrounded by towering trees and dense, green foliage.

Standing in the centre of the large clearing, hemmed in on all sides by giant Azawood trees and clumps of sprawling undergrowth, you stand and catch your breath. A look around the glade reveals a number of holes in the floor—entrances, no doubt, to similar shafts to the one you have left.



In a relentless tide, hundreds of Cave Mantiz pour out of these holes and stream towards you. Suddenly a pair of waving antennae appears in the entrance of a shaft close to where you stand.
Do we fight or run?

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
Sure, let's fight the unending swarms of insects. :downs:

nelson
Apr 12, 2009
College Slice
Run!

Runcible Cat
May 28, 2007

Ignoring this post

Run like formicating hell!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Tiggum posted:

Do we fight or run?

Fight or flight? I'll go with flight.

Comstar
Apr 20, 2007

Are you happy now?

Tiggum
Oct 24, 2007

Your life and your quest end here.



Grey Star the Wizard posted:

You are forced to a sudden halt, for the way ahead is blocked by a fallen tree. You turn and see a large soldier Mantiz rushing towards you, and you gasp in frenzied desperation. You are trapped! Wounded and bloody, you prepare to deter yet another attack, fear gripping your heart with an icy chill.

You grit your teeth against the pain of your wound as the ferocious Cave Mantiz springs towards you, its barbed claws thirsting for your vulnerable flesh.

Cave Mantiz: COMBAT SKILL 15 ENDURANCE 18
You have the option to evade this fight after one round, and you're actually supposed to do so. If you finish the fight, well...

Grey Star the Wizard posted:

Though you have beaten the Cave Mantiz, the remaining horde of deadly insects overruns you and tears you to pieces where you stand.
    Your life and your quest end here.
So we run away:

Grey Star the Wizard posted:

You vault onto the dead tree, using your Staff for support. Hauling yourself to the top, you reach out and grab the thick branch of a Giant Azawood. Your chest contracts with pain every time you draw breath and the humid, fetid air clings to the sides of your throat. Slowly and painfully, you climb the tall tree while the columns of insects march relentlessly towards you, their pincers gnashing and clacking in crazed fury.

Grimly you ignore the savage pain of your wounded leg. Looking up you gasp with dismay, for a line of Cave Mantiz has somehow gained the branch above your head. Those behind are nearly upon you, and in desperation, you clamber along the nearest branch. The further you crawl along the narrowing tree limb, the greater the swaying of the branch as it bends under your weight.

You turn to see a line of insects scurrying along the branch towards you: there is no escape. With one last effort of will you use all your remaining WILLPOWER points in an attempt to clear the branch of the Cave Mantiz.

A great hooting yell signifies the presence of others in the leaf-green light of the tree tops. Some forty ape­like men with long tails swing bundles of smoking leaves at the end of lengths of vine. The smoke gives off a choking stench that throws the huge insects into confusion. Within a few moments, they have dropped from the branches of the tree or are scurrying back along the trunk, fleeing from the swirling fumes.



Through watering eyes, you watch the strange, stunted men using their tails to swing from tree limb to branch with astonishing agility, flushing out the insect invaders with practised ease. These are the Kundi. You have found the Lost Tribe of Lara.

As you watch the one-sided battle draw to a close, two sets of hairy arms grab you and lift you bodily into the air. Your ape-like abductors carry you through the giddy heights, leaping and swinging from tree to tree, tossing you like a bale of hay. You are being carried through a fine mist of cloud, from which the Azawood tree draws much of its moisture. Up here, in the highest levels of the forest, is a complex of wooden houses and platforms. You are dumped unceremoniously outside the largest of these tree houses: the house of the Kundi king.

The old king regards you with undisguised displeasure. ‘I am Okosa, Kundi king—why you come and who are you?’

Quietly you tell the king of your quest for the Moonstone of the Shianti, your search for the Shadow Gate and your need of the magical Kundi vision to guide you there.

‘You no Shianti … You bring creeping death from below … Kundi guide you nowhere,’ he says, eyeing you suspiciously. No matter how you try, you cannot convince him that you are a Shianti wizard and that you were trying to escape from the terrible Mantiz attack, not leading it. He turns his back on you with a derisive snort.

‘I can make great magic,’ you say hopefully, ‘ancient magic, The Way of the Shianti.’

‘Wytch-king make magic, Shadakine make magic. This prove nothing,’ the king replies with a dismissive wave of the hand.

‘How then, can I prove the truth of my words to you?’ you ask, helplessly.

The Kundi King gives you a sly look over his shoulder, eyebrows raised. ‘Prove?’ he says. ‘Yes, you prove many things, I think, when Urik, wise elder of the Kundi Tribe, has words with you. Then you see some Kundi magic! Not Shadakine spells and whispers.’

Patiently, you wait. Faintly, you can hear the jingling of tiny bells and a hoarse voice chanting a monotonous rhythm, tunelessly. At length, a wizened old Kundi is led into the room. He is covered in bird feathers and numerous small bells, and his mad, bulging eyes roll around their sockets. The Kundi king and the old Kundi’s escorts look to him with reverence, for he is their Shaman and a respected figure in their society. To your eyes, however, he looks faintly ridiculous, shambling around you in a comic, bow­legged dance, waving and rattling a strange, fur-covered talisman in your face and repeating his dissonant litany in an endless monotone. Your own instinctive powers tell you that no magic is being performed here, and you look with interest, curious to see what happens next. Suddenly the mad old Kundi falls silent. He is short of breath, his bony chest wheezing. He bares the blackened stumps of his rotten teeth, and pressing his face close to yours, so close that you can smell the stink of his fetid breath, he speaks to you.



‘You no look like Shianti,’ he says, looking you up and down with a theatrical gesture.

‘Shianti wizard,’ you correct, drawing no response.

‘You no feel like Shianti,’ Urik continues, running his leathery fingertips along the filthy, tattered remains of your robe. He wrinkles his nose. ‘You no smell like Shianti … smell more like swamp!’ he says, exploding into a great fit of hoarse laughter, clapping his hands with glee.

‘You see Shianti, you say?’ he then asks, his eyes narrowing.

You nod your assent.

‘The youngest Kundi child knows the “riddle of the Shianti”. If you have truly looked upon them, then you will know the answer.’

The fate of your quest hangs upon the words of a child’s nursery rhyme, it seems. Okosa, the Kundi king, agrees to grant you a guide to the Shadow Gate, only if you can answer the old Shaman’s rhyme. Anxiously, you listen to his words, burning them into your mind.

‘Answer me this, wizard … ’
    ‘Wise Shianti and Kundi man,
    Look eye to eye in tree,
    Shianti man see Kundi man,
    But what does Kundi see?’
The solution to the rhyme can be found in part two of the Grey Star series:

The Forbidden City

nelson
Apr 12, 2009
College Slice

Tiggum posted:

‘Wise Shianti and Kundi man,
Look eye to eye in tree,
Shianti man see Kundi man,
But what does Kundi see?’

Kundi man sees himself.

Kangra
May 7, 2012

Runcible Cat posted:

Run like formicating hell!

Before we move on I just wanted to highlight this use of the word because there are so few chances in one's life to use it so well.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Now, as promised, here’s how you’re supposed to get through this book. I’ll keep the scores and starting options we rolled the first time just to show it can be done.

Combat Skill: 11 (11)
Endurance: 23/23
Willpower: 26 (24)

Sorcery
Elementalism
Enchantment
Alchemy
Prophecy

Wizard's Staff

Meal
Meal
Meal
Meal

Vial
Vial
Vial of Saltpetre
Vial of Sulphur

Map of the Shadakine Empire
Magic Talisman (+2 WP)

First choice: On the voyage across the Sea of Dreams we were given the option to use Elementalism and we took it. I’ll do the same because I want to lose a Willpower point. With different starting scores it might be better to not use it, in which case you’d eat two Meals and lose 1 EP.
WP:25

Next is the choice to enter by day or by night. Night is better since it gives us the opportunity to sell our boat for 20 Nobles. I’m going to pointlessly use Prophecy here as well to lose another WP.
WP:24
Nobles: 20

You then follow the fisherman’s directions and head straight down the street because hanging around the harbour or taking a detour only leads to trouble. You then have the option to go into the inn or head to the market. There is nothing of value at the inn. In fact, it’s a trap. If you go in there you can waste some money and talk to a Redeemer, one of those helpful healing monks, and he gives you a Vial of Pink Liquid and a Medallion. They are worse than useless, because they’ll actually send you down the wrong path later.

In the market, Alchemy gives us the option to visit an apothecary, which sells a bunch of useful stuff. If we hadn’t sold our boat we wouldn’t be able to buy any of it, but we did so we can. We’ll take 1 Jar of Ezeran Crystals, 2 Vials of Laumspur, 1 Vial of Alether and 3 Tarama Seeds. This costs all of our money.
Nobles: 0

A guy follows you out of the shop and he’s going to get you arrested no matter what, so it’s best to get it over with as quickly as possible. Run away. He’ll alert the guards. Surrender. They’ll take your staff and backpack, and you go to meet Mother Magri. As we’ve used only 2 Willpower so far we get to the option to use Sorcery to resist her, but we’re not going to take it. Just go with pure Willpower.

”Grey Star the Wizard” posted:

The combined WILLPOWER scores of Mother Magri and the Kazim Stone are 50. Add together your current WILLPOWER and COMBAT SKILL scores and subtract this total from 50.
So that’s 50-(24+11)=15, which is 1 point away from beating her. But we don’t want to beat her because it hurts more. That’s why we spent those 2 Willpower points earlier. Basically, if you win then you lose 4WP and 4EP. If you lose you only lose 2 EP. Add that to the 2 WP we spent to ensure we’d lose this contest and we’ve only lost half as much of each.
EP: 21/23

We get thrown in the cell and meet Shan and Tanith. We’re going to use one of our Laumspur Vials on the old man, because that gets us +10 WP.
WP: 34

We then talk to Tanith, because that’s going to happen anyway and if you start the conversation then you gain 1 WP and restore 3 EP for some reason. It really makes no sense since it’s the food you eat that restores you and you eat it either way - it just doesn’t do anything if you didn’t take the initiative to talk to Tanith.
EP: 23/23
WP: 35

You then get the option to sleep, which we’ll take because it gains us a further 1 EP and 1 WP. Our EP is full already, but there’s no cap on WP.
WP: 36

We’ll then use Alchemy to escape the cell. It’s not as cool as Evocation but we don’t have Evocation, and in any case it’s actually the slightly better option. We use our Sulphur, Saltpetre and Ezeran Crystals to make some Ezeran Acid, which we use half of. So we’ve now got some leftover Ezeran Acid and two empty Vials.

You may recall that the rule in this jail any time you use Prophecy is to always go left, but we’re not going to do that because that leads to a fight. We’ll first head right, then left, then left again. We find a locked door, but that’s what the Ezeran Acid is for. So that’s all used up now. Past the door we go left again and come to the room with the two doors, one dark and the other with light visible beyond it. We take the dark one although it makes basically no difference.

This is where Tanith shows up again, and of course we talk to her and get our Backpack and Staff back and make our escape. Eventually we arrive at the bridge, which we destroyed with Elementalism last time, but we’re going to save our willpower and just keep running. You can stand and fight the pursuing Shadakine but there’s absolutely no point. Just run away.

Night falls and we each eat a Meal (1 remaining) and Shan and Tanith offer to take turns keeping watch so you can sleep. Take them up on it and you get another +1 EP and +1 WP. Our Endurance is still at maximum but the extra Willpower is always nice.
WP: 37.

In the morning there’s the debate over whether to visit Jnana the wise or not. You should definitely go see him. This is also the point where the Redeemer’s potion and amulet would send you down the wrong path, ie. away from Jnana. You travel for 3 days, gaining another +6 EP and +3 WP, plus some fresh Laumspur.
WP: 40

Some monsters show up, but Tanith says not to attack them. Don’t attack them. They work for Jnana and you should allow them to lead you to him. He gives you a Silver Charm, 5 Meals, a Broadsword, 2 Potions of Laumspur and a Rope. The Laumspur goes in our Herb Pouch (filling it to capacity) and with the Meals and Rope our Backpack has one empty slot remaining. The Charm is a Special Item.

Because we have Alchemy, Jnana also offers us a Pestle and Mortar, a Packet of Ezeran Crystals, a Jar of Yabari Ointment and 4 Tarama Seeds. We can use the Yabari Ointment immediately and it will keep insects away and disguise our scent for the remainder of the book without taking up any storage space. The Pestle and Mortar go in our Backpack, so we could take them but they’re useless so we won’t, and the Ezeran Crystals can take the place of one of our four empty vials. We’ll also take the Seeds, of course, because they take up no space.

We then leave and continue our journey, during which we “may restore your ENDURANCE and WILLPOWER points to the value of one half your current totals”. Project Aon says to multiply our current scores by 1.5, with the caveat that Endurance cannot exceed its original maximum but Willpower can. So that’s +0 EP and +20 WP for us. I don’t know if that’s what Page originally intended, but his rules text is ridiculously ambiguous and we basically always follow what Project Aon says, so that’s what we’ll do in this instance as well.
WP: 60

Then we run into the battle between the Shadakine and the Knights of the White Mountain. We don’t want to have to fight here, so we have to go to the knights’ aid. Yes, you aim for the exact opposite of what you want to happen. You need Enchantment to follow this path though, and if you don’t have it then you will be fighting no matter what you do. But we do have it so we’ll use it.
WP: 58

We then have to fight the instinct to stay safely on the bridge and charge into the battle. Attack the Shadakine officer and, thanks to what appears to be a massive oversight by Ian Page, the battle is over. Pretty sure there’s meant to be a fight scene in there, because (as Project Aon notes) there is no description of how you kill the officer. But his mistake is our gain.

After the fight you meet Rendalim and he gives you a bunch more stuff. We’ll take 3 more Tarama seeds (10 total now), Rendalim’s Elixir, and the Calacena Mushrooms. We’ll chuck out an empty Vial to make room (2 left now). Then we eat two Meals, bring our total remaining down to 4 and freeing up two spaces in our Backpack.

Next is the Kleasá encounter. We wake up to find Tanith talking to the fire. We investigate and see Mother Magri. We’ll use Sorcery to shield ourself (at a cost of 2 WP) and fight the Kleasá for four rounds. Its Combat Skill is 25, so we’re at a Combat Ratio of -11 no matter what we do, so there is a 20% we just die in the first round. If the fight last for the full four rounds then it’s almost a 60% chance of it instakilling us, plus the risk that it’ll just do enough damage to wear us down. So we want this fight over as quickly as possible, preferably in one round.

The way combat works is, you have to spend the WP before you make your roll, so you can’t see the result and then choose the right amount of WP to kill the enemy in one hit. But we can work out what the likely outcome is and work from there. The average damage we do on a successful hit is 3.5, which means spending 9 WP per round should get the job done.

Grey Star: COMBAT SKILL 11 ENDURANCE 23 WILLPOWER 56
Kleasá: COMBAT SKILL 25 ENDURANCE 30
Combat Ratio: -11

We roll: 4
Grey Star: COMBAT SKILL 11 ENDURANCE 14 WILLPOWER 46
Kleasá: COMBAT SKILL 25 ENDURANCE 30

We roll: 9
Grey Star: COMBAT SKILL 11 ENDURANCE 10 WILLPOWER 36
Kleasá: COMBAT SKILL 25 ENDURANCE 0


Now that was not ideal, but it worked. We do take another 5 damage and lose another 5 WP though.
EP: 5/23
WP: 31

Tanith sacrifices herself and we lose another WP, then we spot the abandoned shack.
WP: 30

We send Shan in just ‘cause it’s funny, pick up 2 Meals (we now have 6) and take shelter from the storm. We eat a Meal (5 remaining) and regain 1 WP and 2 EP.
EP: 7/23
WP: 32

Here’s the part where we fought those tentacle plants, and we’re just going to skip that completely this time. Move away from the river, then head left through a “dense maze of impassive rocks” and arrive at the place where we fought the Quoku. There’s no avoiding them completely, but you can do better than we did. First, just run. Keep running. Run some more. You’ll lose 2 WP but avoid a fight.
WP: 30

Run again. The wounded Quoku chases and is catching up to Shan. Shout a warning. Then we have to choose whether to jump across the ravine or fight the quoku, and this is the first place where the correct choice is not obvious. But jumping is a die roll leading it instadeath, with, at best, a 60% chance of making it. So I say fight. At a Combat Ratio of -3, the Quoku does an average of 2.7 damage per round so we want to end this in two rounds at most. We do an average of 5.5, so we could probably get away with spending 2 WP per round, but I’m going to go for 3 just to be sure.

Grey Star: COMBAT SKILL 11 ENDURANCE 7 WILLPOWER 30
Wounded Quoku: COMBAT SKILL 14 ENDURANCE 18
Combat Ratio: -3

We roll: 8
Grey Star: COMBAT SKILL 11 ENDURANCE 6 WILLPOWER 27
Wounded Quoku: COMBAT SKILL 14 ENDURANCE 0


That worked out almost perfectly. 2 WP would have dragged the fight on for another round and cost us more in total. Anyway, we now leave Shan to his fate and arrive at the lake of death. But first we’re going to eat that fresh Laumspur we picked up earlier to bring our EP up to 10. If your Endurance is lower than 10 here you take one damage, because gently caress you that’s why.
EP: 10/23

At the lake we’ll go through Shan’s stuff and keep the Laumspur, 1 Torch and a Tinderbox. We’ll drop a Meal to make room (4 Remaining). There is nothing of value around the lake, so we’ll go straight for the cliff and lose 1 EP. Then we’ll enter the cave and “inexplicably” lose another EP.
EP: 8/23

Don’t sleep in the cave because you’ll die. You can use the Torch here but it makes no difference. Just don’t use your staff to make a light because it costs you a Willpower point for no reason. We eat a Meal (3 remaining) and regain 1 WP and 2 EP.
EP: 10/23
WP: 28

Then the first giant ant shows up. Fortunately we’ve got that insect repellent from Jnana so it goes away. And we’ll light our torch (in order to not die) and stumble into the Mantiz (giant ant) nest. As usual, go left. We run into a soldier ant, and surprisingly the correct respnse is not to run away or to charge in to fight it. Those both result in combat. In this case it’s actually correct to blast it with our staff from a distance. It costs us 2 WP but there’s no fight.
WP: 26

We then head upward, and then west. We get trapped between the workers ahead and the soldiers behind and jump over them and out to the surface. It costs us 2 EP but that’s getting off lightly.
EP: 8/23

We keep running straight into the last fight of the book. And this is the one that you can’t win. You can evade after one round, and we must or we’ll die. Evasion works the same as in Lone Wolf, so after the first round (which is fought normally) we “fight” one evasion round in which the enemy takes no damage regardless of what we roll. We still have to spend 1 WP though or our staff would be useless and we’d have to drop our CS by 6.

Grey Star: COMBAT SKILL 11 ENDURANCE 8 WILLPOWER 26
Cave Mantiz: COMBAT SKILL 15 ENDURANCE 18
Combat Ratio: -4

We roll: 9
Grey Star: COMBAT SKILL 11 ENDURANCE 8 WILLPOWER 25
Cave Mantiz: COMBAT SKILL 15 ENDURANCE 9

We roll: 5
Grey Star: COMBAT SKILL 11 ENDURANCE 4 WILLPOWER 24
Cave Mantiz: COMBAT SKILL 15 ENDURANCE 9


And then we lose all our remaining Willpower and meet the Kundi. We win!

Tiggum
Oct 24, 2007

Your life and your quest end here.


And the question for today is, how do you want to proceed?
  1. Reroll: Start the next book with a fresh character. All new CS, EP and WP scores, no equipment carries over, etc.
  2. Reset: Just set our WP and EP back to their starting values from this book and keep our equipment.
  3. Rewrite: Pretend that my optimal run is canon and go with what I had at the end of that.
  4. Something else?

Mister Perky
Aug 2, 2010
that combat skill is really bad and I'm sorely tempted to call for a reroll just for that, but then again it is kinda novel to go through some of these books with such a poor score as to affect our strategic approach.

Y'know, I'm gonna go with reset, because I just had this visual of us goons limping through each book like Goofus and then you posting the Gallant walkthrough afterwards with what we should have done, either laughing at us or Page/Dever as is situationally appropriate. And seeing how bad CS11 will continue to hamstring us going forth.

quote:

We’ll then use Alchemy to escape the cell. It’s not as cool as Evocation but we don’t have Evocation, and in any case it’s actually the slightly better option. We use our Sulphur, Saltpetre and Ezeran Crystals to make some Ezeran Acid, which we use half of. So we’ve now got some leftover Ezeran Acid and two empty Vials.

Yeah I'm still bummed we lacked the democratic will for Evocation because it really is the cool version of the jailbreak

Runcible Cat
May 28, 2007

Ignoring this post

Kangra posted:

Before we move on I just wanted to highlight this use of the word because there are so few chances in one's life to use it so well.

Thank you. I always keep an eye out for giant insects in the hope of getting to use it.

I vote for rewrite. The wisdom of the Shianti guided us!

Also I like the pics of the Kundi. They look like cool guys.

Comstar
Apr 20, 2007

Are you happy now?

Tiggum posted:

[*]Reset: Just set our WP and EP back to their starting values from this book and keep our equipment.

We're going to show how much it was a lie you can do it with low stats.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Reset works for me too. For all the reasons stated already. I too enjoy the Goofus/Gallant approach.

nelson
Apr 12, 2009
College Slice
Reset but change the rule for using wp in combat such that we can end the fight in one round if we do average damage.

quote:

But we can work out what the likely outcome is and work from there. The average damage we do on a successful hit is 3.5, which means spending 9 WP per round should get the job done.

nelson fucked around with this message at 14:49 on Apr 11, 2019

Decoy Badger
May 16, 2009

nelson posted:

Reset but change the rule for using wp in combat such that we can end the fight in one round if we do average damage.

Have to agree with this. Thanks for showing off the "right" way, amazing how completely counterintuitive many of the decisions were!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Reset but change the rule for using wp in combat such that we can end the fight in one round if we do average damage.

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK, seems it's unanimous. Resetting our scores back to their starting values and keeping the equipment from this book. Also the new WP rule will go into effect.

The Forbidden City posted:

The Story So Far … 
You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti sent you upon a dangerous quest to save your own people, the race of man, from Shasarak, the tyrannical Wytch-king of Shadaki. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island and come to the aid of man themselves. As a human, no such promise prohibits you from leaving the island and you have been sent to recover the Moonstone and use its power to throw down the Wytch-king.

The Moonstone, an artefact possessing the combined force of all Shianti power, is hidden on the Daziarn plane, which can only be entered by finding one of its portals. You seek the Shadow Gate, but it never remains in one place for longer than a day and is invisible to human sight. For this reason you began to search for the ‘Lost Tribe of Lara,’ a race of magical, but primitive creatures called the Kundi. They possess the gift of Astral Vision, enabling them to see magic portals and gateways to other planes and dimensions. Once, the Kundi inhabited the forests of the Mountains of Lara. When Shasarak’s Shadakine army first invaded the free provinces of the south, they came by way of the Mountains of Lara, through the Morn Pass. The Shadakine armies were constantly ambushed and delayed by the Kundi as they made their way south, and the Kundi always eluded them, disappearing into the dense forest before the Shadakine could retaliate. Finally, in desperation, the Wytch-king burnt down the mountain’s forests and the Kundi were forced to flee from his wrath and disappeared. Only the vision and the guidance of a Kundi man will enable you to enter the Daziarn plane and find the Moonstone, and less than a month ago you began your search.

Voyaging across the Sea of Dreams, you came first to the city of Suhn, the largest port in the Shadakine Empire. There you befriended a cheerful merchant named Shan Li, a widely travelled man with a wry sense of humour. Your questions about the Lost Tribe, enemies of the Shadakine Empire, aroused much suspicion. You were taken to the dungeons of the House of Correction, the Shadakine prison of Suhn and subjected to the truthsay of Mother Magri, Shadakine Wytch and Law-giver. With the power of the Kazim Stone, she attempted to read your mind, but you were able to preserve the secret of your quest.

It was with the help of Tanith, a young, beautiful girl, learning the ways of wytchcraft in the service of Mother Magri, that you made your escape from the House of Correction. Her courage and intelligence were invaluable as you escaped the pursuit of the Shadakine. With Shan as your guide you eventually turned south and headed toward the region known as the Azanam, for it seemed likely that the Lost Tribe might be found there. But the vengeance of Mother Magri was not so easily avoided. Using the power of the Kazim Stone, she summoned a Kleasá, a demon shadow that feeds upon the soul and will of others, since it has no soul of its own. Neither your Magical Powers, nor the might of your Wizard’s Staff seemed able to defeat the Kleasá and it had almost destroyed you when Tanith cast a spell and called the demon against her. She was totally consumed by the Kleasá and both disappeared in flame. Her brave sacrifice saved your life.

With a heavy heart, you and Shan continued south, entering the arid desert of the Azagad Gorge. Here, Shan fell, poisoned and consumed by a Quoku, the flying amphibian indigenous to those parts. After a desperate chase through the tunnels of a Cave Mantiz nest (giant insects that lair within the cliff) you eventually reached the jungles of the Azanam, and there, high in their towering treetop home, you found the Lost Tribe of Lara. But your arrival was met with great suspicion: the Kundi did not believe that you had been sent by the Shianti. In the house of Okosa, the Kundi King, Urik the Wise, their strange, eccentric shaman and elder of their tribe, challenged you to prove you were truly sent by the Shianti by answering a strange riddle:
    ‘Wise Shianti and Kundi man,
    Look eye to eye in tree,
    Shianti man see Kundi man,
    But what does Kundi see?’
To discover the answer to the riddle and to continue your search for the Moonstone and the Shadow Gate that leads there, turn to Section 1.

First we get to add 10 to our Willpower for completing the first book, so that's now 36. We also get to choose another Magical Power. Only Psychomancy (cryptic clues from objects) and Evocation (necromancy) remain, so pick one of those.


Also, look what I got in the mail today:



So we'll move on to that after we're done with Grey Star.

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
Evocation.

Mister Perky
Aug 2, 2010
:ghost: Evocation :ghost:

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Congrats on getting the new Lone Wolf book. Better be worth the price.

Evocation!

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Congrats on getting the new Lone Wolf book. Better be worth the price.

It cost almost $60 (AUD) so it definitely won't be! :haw:

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It
If I remember right this book is where Grey Star gets interesting. The art is good too

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Congrats on getting the new Lone Wolf book!

Evocation!

Runcible Cat
May 28, 2007

Ignoring this post


And yay more Lone Wolf!

A qualified yay considering the last few of those, but I'm still interested in how the playthrough'll go.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Forbidden City posted:

The room is silent. Okosa, the Kundi king, his servants, and Urik, the old Shaman of the Kundi tribe, look on intently as you concentrate on the strange riddle. Suddenly, the solution crystallizes in your mind.
    Wise Shianti and Kundi man,
    Look eye to eye … 
Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see himself reflected there.
    Shianti man see Kundi man
    But what does Kundi see?
The Kundi man would see himself!

You give your answer. At once, the tension in the atmosphere evaporates. The expressions on the faces of the assembled Kundi men change to a mixture of awe and respect, and Urik bows low. ‘Welcome friend,’ he says, simply.

King Okosa steps forward and grips your hand firmly. ‘Forgive us,’ he says. ‘These troubled times … Shadakine wear many disguises. Evil have many faces. We give all help to Shianti child now we know he speak truth.’

You breathe a great sigh of relief, for without the aid of the Kundi your quest is doomed to failure. Only the eyes of a Kundi man are able to see the magical Shadow Gate, the door you must open before entering the realm of the Daziarn Plane where the Moonstone of the Shianti is hidden.

The exhaustion and fatigue of your adventure on your way to the cloud forest floods through you like a great wave that washes through your tired limbs. Before you can speak your thanks, you fall into a faint.

Through the haze of a dream, your senses pass from sleep to waking. Opening your eyes, you see the wrinkled face of Urik, gazing intently into your own. ‘How … how long?’ you falter.

‘Three days. Three nights. Deep sleep have healing ways—is true?’ Urik replies. You sit up in the hammock that has been your resting place these past three days and look around. Bright sunlight streams in through the window of the wooden chamber. The events of the past weeks rush through your mind. With some surprise, you note that your body is unmarked after the horrors of your ordeal. Even the Mantiz bite on your leg has disappeared.

‘Kundi magic,’ Urik explains, mysteriously. Your tattered, grey robes, washed and repaired, are laid out for you, and when you have breakfasted on fresh rainwater and honey cakes, you are led out to meet King Okosa once more. You marvel at the breathtaking beauty of the cloud forest that is the home of the Kundi people. Urik leads, shambling along with his comical, bow-legged walk and toothless smile and you cross the wooden walkways that connect the tree houses of the Kundi. They nestle amongst the highest branches of giant Azawood trees, whose towering heights and leafy peaks draw moisture from the clouds themselves: the wooden turrets of a forest castle surrounded by an ocean of cloud.



You are brought before the Kundi king once more. He and his advisers are gathered in the largest of the tree houses and old Urik ushers you in. ‘You are well?’ the king asks. You nod your head and thank him and his people for treating you with such kindness.

‘Long ago,’ the king continues, ‘before Wytch-king, Shasarak, rose in the north, the Shianti and Kundi tribes—great friends. Shianti need magical sight of Kundi to look into other worlds, see other planes. Only Shianti can go there. Only Kundi can see there … We help each other. Learn many things. But when Shianti leave, Wytch-king lead Shadakine peoples against us, burning the forests of our home in Mountains of Lara. Now, Shianti send great wizard to destroy evil Wytch-king, throw down Shadakine. Kundi men give all their help, in honour of our friendship. How we aid you?’

‘I must travel to the Daziarn plane and reclaim the Moonstone of old,’ you reply. ‘My masters tell me that I must seek out the Shadow Gate, the doorway that is invisible to all but the eyes of the noble Kundi. I ask you for a guide to take me there.’

The king creases his brow. ‘Shadow Gate come and go; never in one place for long,’ says King Okosa. ‘Kundi eyes must see far; make prophecy for next place Shadow Gate appear. Only the keenest eyes among us can help you. I will name your guide.’ You search amongst the faces of those present, wondering which of the brave Kundi men will be chosen. ‘Grey Star, I give you Urik the Wise,’ says the king, with a gesture of the hand.

You look with some surprise at Okosa’s choice. Urik smiles back, a great toothless grin, and bows humbly. The Shaman looks far too old and frail to be able to face the likely dangers ahead, but without the ‘sight’ of the ageing Shaman, your quest is hopeless. Perhaps, you think doubtfully, he has other talents?

‘Waste no time. Start now,’ Urik says. ‘Urik find Shadow Gate. Wizard see some Kundi magic now!’ He flashes you a sly smile. Not for the first time, you get the feeling that Urik is mocking you with his jibes about magic and wizards, as if he knows some great secret that others do not.

‘I work a great spell,’ he announces to everyone, like an actor addressing an audience. ‘Stand back! Give me room! I must find the Shadow Gate.’ A large circle forms and you watch Urik stride to the centre, his tail lashing and eyes glaring. You watch with some curiosity as he turns around and around, slowly at first, gradually increasing speed. He breathes deeply and often, hissing as he expels each breath from his lungs. Rags and feathers flutter and the tiny bells that he is wearing ring furiously. Soon, he is shouting and gibbering like a lunatic, arms waving in the air. You are barely able to suppress a snort of laughter but quickly check yourself, noticing that the Kundi look on with sombre expressions. Suddenly, Urik gives an ear-piercing scream, ceases his crazed, whirling dance, and spins to the floor, where he collapses in a heap. Startled, you go to help him but feel a restraining hand on your arm. ‘No,’ a young Kundi man whispers. ‘It is the trance. The rite is over—the visions come.’

‘You mean there’s more!’ you exclaim. Indeed, the show is not yet over. Urik has been silent for a short time, save for the panting of his protesting lungs. He sits up, straight-backed and stiff-limbed, his eyes wide and staring.

‘I see mountains!’ he moans. ‘Black mountains! And beyond … a wide valley, dead land, ash and dust. Everywhere darkness, darkness and … I … I see it—the Shadow Gate—beneath the light of a full moon.’

After heated discussion, all are agreed that the black mountains of Urik’s vision must be the infamous Mountains of Morn, and the dead lands beyond, Desolation Valley, a wasted plain that lies on the other side of the mountains—the site of an ancient calamity. As Urik saw a full moon shining above the Shadow Gate, the Kundi are sure that it will appear somewhere in Desolation Valley at that time.

‘Already it is the time of the new moon,’ says King Okosa.

‘Two weeks,’ you breathe.

‘Two weeks, Grey Star,’ says the king, ‘and two hundred miles of Shadakine country, difficult mountains, and unknown wilderness, lie ahead. You have little time.’

‘What do you think, Urik?’ you say.

Urik’s ugly old face breaks into a knowing smile. ‘Little time … much to do!’ he says, jovially. ‘Urik have plan—cover many miles in just one day, leave Azanam far behind.’

‘But how?’ you ask. ‘When?’

‘Great wizard must learn much patience,’ he replies. ‘You will see. Be ready to leave tomorrow at first light.’ Urik will say no more and quickly leaves. You turn to the Kundi king. He merely shrugs his shoulders.

‘Ways of the wise are strange,’ he says, ‘and who dare question the path of wisdom?’ he finishes, cryptically. Like many Kundi sayings, it is one that begs no answer. It seems you have no choice other than to wait until tomorrow’s dawn to find out the Shaman’s plan.

It is still dark when you are woken by Urik the following morning. ‘Come, Wizard—no time for sleep now; time for haste.’ Still groggy with sleep, you rise, take up your Backpack and Staff, and make ready to leave.

‘What about food?’ you ask.

‘Food?’ Urik sniffs, derisively. ‘Food grows on the land … water falls from sky … down from mountain river … only foolish man wish to carry the earth and the sky upon his back in little bag. Come now.’

Urik disappears through the door of your room and you have no choice but to follow. You follow Urik in the half light as he clambers along the wooden walkways of the Kundi colony. The air is warm and damp with dew and the clouds hang low above the trees of the Azanam. Already, Urik has nearly disappeared from sight in the thick mist and you struggle to match his pace as he steps nimbly from one platform to another. Soon the Kundi village is far behind and you are travelling along the thick branches of the giant Azawood trees.

The broad, dark leaves of the Azawood tree are much sought after by alchemists and magicians, for the smoke of the burning leaves is said to grant protection against the forces of evil, and when dried and crushed, they can be sprinkled into various potions as a charm to increase magical potency.

You may break off three of these leaves and place them in your Herb Pouch. Remember to mark these items on your Action Chart and don’t forget that your Herb Pouch can hold only a maximum of eight items at any one time.

Automatically took 3 Azawood Leaves.

You soon realize that Urik’s eccentric, shambling gait is not due to senility, but is one that he has adapted to suit his environment: his bow legs, the rolling rhythm of his stride, and his long tail enable him to trot along the narrowest of branches with ease. Meanwhile, you are left tottering along, your back bent in a curious balancing act, and your eyes averted from the ground, far below.

By mid-morning, you have reached the edge of the rain forest of the Azanam and are overlooking the Azagad Gorge. Far below, you can make out the sharp pinnacles of rock known as the ‘Dragon’s Teeth’ which cover the canyon floor. It was through this gorge that you came in search of the Azanam, and the lost Kundi tribe. There it was that your friend and guide, Shan Li the merchant, died so terribly, devoured by poisonous Quoku, the flying amphibians that inhabit the desolate land. Your silent reverie is interrupted by the sound of Urik calling to you from above. ‘Azagad hold sad memories for Grey Star?’ he enquires sympathetically. You nod your head, not thinking to ask how he knew what was on your mind. ‘No time for sorrow now … time fly! Catch.’ He throws you a length of vine cut from the tree on which he stands. You take up the creeper and look at it in puzzlement. ‘Make yourself a harness and tie it on—good and tight,’ he orders. You do as he suggests and before you can question his purpose, he produces a carved flute. He places it to his lips and begins to play a strange melody quite unlike any music you have ever heard before.

The music lasts for some time. Eventually, Urik puts down his pipe and looks expectantly at the sky. ‘What now?’ you ask, a hint of cynicism in your voice.

‘Look … see!’ he replies. Far away you can see a tiny speck on the skyline. ‘Ooslo bird … love Kundi music.’ The dark speck grows larger and soon you are able to make out the awkward, disproportionate shape of an Ooslo bird. Long-necked and small bodied, the bird’s great wings flap without rhythm or grace. It is a strange creature.



As the bird draws nearer, Urik takes up his pipe once more and plays. Eventually, the bird settles on a nearby branch, craning its neck and twisting its head, an expression of rapt fascination in its big, saucer-like eyes. Urik ties the other end of the vine into a lasso. He stops playing and, with amazing accuracy, throws the lasso over the Ooslo’s head. As the loop of the vine falls and tightens around the bird’s neck, it gives a squawk of alarm. Only now does the nature of Urik’s plan to ‘cover many miles in just one day’ dawn on you.

Suddenly, you are dragged up into the air by the Ooslo bird. Urik gives an excited whoop of delight, leaping into the air and grabbing at your legs, dangling there as the bird flies higher. ‘What do we do now?’ you shout, swinging wildly in the air, the old Kundi man clinging to your legs and grinning maniacally.

‘Ooslo bird fly home now … back to Gurlu Marshes. Ooslo—strong flier. Take us far … and good fun, eh?’ The Ooslo bird squawks loudly and Urik hoots back with a howl of wild laughter.

Despite the discomfort of the vine that chafes under your arms and the dizzying heights of your aerial journey away from the Azanam, you finally admit to yourself that Urik’s dangerous and eccentric plan has saved you many miles of walking and perhaps days of wandering. Far below, the landscape rushes by and by late afternoon the scenery has completely changed. Ahead lie the marshy wastes of the Gurlu swamplands, the nesting place of the Ooslo bird.

The Ooslo bird begins to fly lower, its voluminous wings flapping erratically as it checks its speed. You are wondering how you are to land safely when Urik shouts up to you. He is pointing ahead. ‘Big trouble. Hunters,’ he says. Sure enough, you can see a party of men armed with crossbows. With horror, you recognize the party to be comprised of Shadakine warriors, soldier slaves of the Wytch-king, Shasarak. It is evident that you have been spotted, as the warriors are running this way and that, shouting and busily priming their weapons. The ground speeds by over twenty feet below.
Should we untie the vine and fall, shoot at them with our staff, or use Sorcery to create a shield?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Urik the Wise is one of my favorite fantasy characters of all time for good reason.

Shield ourselves with Sorcery!

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
Y'know, it occurs to me that the last book did at a fair number of points make "just shoot them" the right answer. It's not that unreasonable given the setup: there's 7 skills, of which we have at minimum 5, so making "use applicable skill" always a good idea is not the greatest design.

I guess what I'm saying is blast them with our staff!

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Urik the Wise is one of my favorite fantasy characters of all time for good reason.

Shield ourselves with Sorcery!

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Tiggum posted:

OK, seems it's unanimous. Resetting our scores back to their starting values and keeping the equipment from this book. Also the new WP rule will go into effect.


First we get to add 10 to our Willpower for completing the first book, so that's now 36. We also get to choose another Magical Power. Only Psychomancy (cryptic clues from objects) and Evocation (necromancy) remain, so pick one of those.


Also, look what I got in the mail today:



So we'll move on to that after we're done with Grey Star.

oh man he is gonna gently caress that wave up

Adbot
ADBOT LOVES YOU

Runcible Cat
May 28, 2007

Ignoring this post

TooMuchAbstraction posted:

blast them with our staff!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply