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Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

This looks like it may be the obligatory Good Giak. Let it pass.

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Kangra
May 7, 2012

The only good Giak is a dead one that gives me all its loot.

Ambush to be sure.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Beat this nerd up and take his stuff!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Let it pass.

This.

Let's follow the Giak: we need to know what is happening here.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Cry Havoc posted:

must

loot

keys

The Pit of Darkness posted:

You tiptoe up behind the Giak with a hefty chunk of masonry in your hand. ‘Ruins do have some advantages’, you think as you bring the slab of rock down heavily upon the Giak’s bare skull.

The creature never saw you coming, nor could it hear the near-silent sounds of your footfalls above the incessant jangling of its keys. It collapses like a sack of potatoes at your feet, unconscious.



You make a cursory search of its prone body, but the only useful item you can find is the set of keys it possesses. If you wish to take them, record them as Giak’s Keys on your Action Chart. These keys count as a Special Item and can be attached to your belt.

With caution guiding your every move, you drag the unconscious Giak into the alcove behind the statue that was concealing you. When you are sure the coast is clear, you hurry away along the corridor.

The tunnel ends at a T-junction, but as you glance both ways down the intersecting corridor, you see that the ceiling has partially collapsed on one side. It would not be safe to wander that way, nor is there any evidence your enemies have done so previously.

In the other corridor, a single torch is burning in front of a heavy door set into the right-hand wall. The gloomy passage continues straight ahead. You walk up to the door and study it. It is constructed of solid steel and new sophisticated lock secures whatever lies beyond it.
Should we use the Giak's Keys to unlock this door, or continue down the passageway?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
We got the keys, let’s open the door and get the loot!

Comstar
Apr 20, 2007

Are you happy now?

achtungnight posted:

We got the keys, let’s open the door and get the loot!

nelson
Apr 12, 2009
College Slice

achtungnight posted:

We got the keys, let’s open the door and get the loot!

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

We got the keys, let’s open the door and get the loot!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

We got the keys, let’s open the door and get the loot!

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Pit of Darkness posted:

You try a few keys until you find the one that unlocks the steel door. There is a solitary chamber on the other side, and it soon becomes plain why the door was locked; this is an armoury. Numerous weapons are stacked in racks and stored on shelves, many of which have been from Darklands’ black steel. If you are in need of weapons, you may help yourself to any of the following:
  • Broadsword
  • Mace
  • Sword
  • Warhammer
  • Bow
  • Quiver
  • Axe
  • Spear
  • Dagger
  • Shield
The Shield (adding 2 points to your COMBAT SKILL in battle) and Quiver (containing 6 Arrows) are Special Items; everything else is a Weapon. Remember you may only carry 2 Weapons.

Lined up on one of the shelves you discover some small bottles and phials, but the liquids they contain look suspiciously hazardous. Among them you recognize one well-known substance that is not dangerous: the orange Potion of Alether. This potion will increase your COMBAT SKILL by 2 points for the duration of a single combat.

If you wish to take this Potion of Alether it will take up one space in your Backpack.
Having satisfied your curiosity, you decide to leave this armoury.

At the end of the passageway you come to a sharp right turn. Here the corridor opens up into a large underground chamber that resembles a cavern. The walls are rough-hewn and unsheathed with plaster or tiles. You are standing on a narrow steel footbridge, ten feet above the cavern floor. Walkways ring the entire chamber, connecting various side tunnels. Some criss-cross the chilly cavern and meet at a round platform suspended from the ceiling by steel beams. The place appears to be empty.

Below you notice many wagons, shovels, ropes, buckets and picks, as well as heaps of greyish sand. Lamps and torches cast an eerie light about the subterranean chamber. In the centre of the floor there is a large well. It is pitch-black and you cannot gauge its depth.

Its circumference is ringed with rough-cut stone blocks engraved with strange symbols. It forms a ring continuous of magical runes.

All your Kai senses are screaming out in alarm; you are in the presence of a great and ancient evil! In a sudden flash of insight tells you that this chamber holds the reason for your enemies’ presence on Kirlu Island. Short of jumping from the footbridge and risking injury when you hit the hard ground, there appears to be no easy way of descending to the cavern floor.
  1. Do we take anything? If so, what do we drop to make room?
  2. Do we cross the footbridge to the central platform, or walk around the upper level and investigate the side tunnels?


Endurance Points: 17/21
    Weapons:
  1. Dagger
  2. Spear
    Belt Pouch (money)
  • 7 Gold Crowns
    Backpack:
  1. Potion of Mnallia (Mindshield)
  2. Potion of Laumspur (+4 EP)
  3. Potion of Alether (+2 CS)
  4. Potion of Alether (+2 CS)
  5. Tahglo Fungi (1 dose)
  6. Torch
  7. Tinderbox
  8. Coil of Rope

We have plenty of space for the Shield (although we already have a shield and can only use one at a time, we can take it as a spare) and Quiver but will need to make room if we want to take the Alether, Bow, or other weapon.

And is it just me or does 10' seem too small a drop to be of any real concern to a Kai Konor? Especially one with Hunting. And even less of a problem if any of those sand piles are close to the walkway.

Runcible Cat
May 28, 2007

Ignoring this post

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

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

Runcible Cat posted:

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

This.

nelson
Apr 12, 2009
College Slice

Runcible Cat posted:

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

And might as well grab a spare shield too.

nelson fucked around with this message at 00:03 on Mar 2, 2020

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.

Runcible Cat posted:

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

sounds like a plan

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Runcible Cat posted:

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

Make it so.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

We want a Bow and we wish to use it! (Drop the dagger, and take the quiver too obviously.) Check out the side tunnels.

The Pit of Darkness posted:

The nearest exit is one quarter of the way around the chamber. It is positioned fifteen feet directly above another tunnel which leads you to suspect that they could be connected via stairs or ladder. Keeping a watchful eye open for activity in the other entrances, you make your way around the curving walkway to the mouth of the nearest tunnel.

As you approach the tunnel, you cannot resist the urge to look down into the well. From your high vantage point, the circular pit appears bottomless. A gust of fetid air arises from its depths, making you cover your nose and mouth with the hem of your cloak to counter the noisome stench.

Your senses tingle with dread premonition; it is as if the well is exhaling the foul breath of a living evil entity.

Heaps of sandy soil encircles the well. They are the spoil from a recent excavation of the dark pit and it must have taken the Giaks many days to complete their work.

If you are to find out more about the true nature of the excavations, you must find a way to reach the lower chamber. You are considering your options when a searing pain shoots through your head and makes you cry out involuntarily. Your legs weaken and you find yourself struggling to stay on your feet.

You quickly swallow the Potion of Mnallia and muster your strength of will to repel this attack upon your mind. Now you notice that the well’s exhalations have changed. They come quicker and rougher, as though the buried beast were growing excited. Suddenly, a vise clamps down upon your soul and terrifying visions flood into your mind’s eye. Waves of horror and fear make you shudder and retch. Desperately, you call upon your last reserves of psychic strength to counter this potent assault. Dripping with cold sweat and trembling like a leaf in a storm, you scurry and stumble towards the nearby tunnel’s entrance.

Rushing out of the pit chamber, you barrel down the first corridor you find without bothering to check if it harbours Giaks, Drakkarim, or even a dozen Helghast!

The only thing you care about is putting distance between yourself and the demonic well. Every fiber of your being is still trembling from the shock of your close encounter.

Had you remained in that cavernous chamber a minute longer, you would have gone stark raving mad!

Once you are clear of danger, so your innate self-control reasserts itself. The further you get away from the pit, so the world seemingly returns to normal.. You now have the presence of mind to hide behind a large statue when a Drakkar emerges from a side passage, followed by a particularly ugly little Giak.

After the Drakkar and Giak have gone, you pause for a few moments to get your bearings. A deserted passageway lies ahead. No suspicious sounds can be heard. There is no immediate threat but the thought of the evil force lurking at the bottom of the dark pit is enough to send a chill shiver down your spine. Leaving these ruins would be as risky as when you entered them.

Mindful of this peril, you decide to linger a little longer in the hope of discovering more about your enemy’s diabolical plans.

You scan your immediate surroundings and notice something strange about the wall. There is a narrow crack in its rendered surface in the shape of a large rectangle. You trace the line with your fingertips and realise that you have discovered a concealed door. Closer examination reveals a circular depression at shoulder height. This indentation is ringed with reddish stone.

Healing: +2 EP (19/21).

The Red Stone Disc is precisely the correct size to fit into the center of the ring. You press it into the circular cavity and give it a push. There is a soft ‘click’ but the door does not open.

You try giving it a twist and this triggers a concealed system of counterweights. There is a hiss of escaping air and the heavy stone portal recedes into the wall to reveal a dark and dusty passageway beyond. Erase the Red Stone Disc from your Action Chart.

You enter the secret passage, brushing aside the dust and cobwebs that conspire to stick to your face. The grinding of invisible wheels and pulleys is heard again and the door returns to its initial position behind you. Moving forward along the narrow corridor, you try to fathom why you appear to be the first person to have walked down this passageway in over a century. It would seem logical that your enemies, having taken over these ruins and explored them thoroughly, should know of this tunnel’s existence. Many old passageways exist beneath these ancient buildings and the Drakkarim clearly know of the stone discs that open them. But as luck would have it, you have discovered one they overlooked. This realization gives you the confidence needed to explore the tunnel as fully as possible.

After advancing cautiously for several minutes, you enter a large square-shaped chamber. Its low ceiling is supported by stout stone columns. You hear voices nearby and notice a diffuse light that permeates the far side of the chamber.

Driven by curiosity, silently you cross the dusty floor of this gloomy chamber. Beyond a low, featureless wall resembling some ancient balcony’s parapet, the chamber opens downward to reveal a considerably larger chamber below. It is illuminated by torches fixed in brackets around its walls. This is where the voices are coming from. Almost directly beneath your position are two men who are engaged in a sinister conference.

Crouched in the shadows above them, you can see your enemies and the items scattered upon the table around which they stand.

One is a Drakkar in full battle armour. His red and gold insignia identify him as a Ligaoknar – a General of Brigade. The other is a tall Vassagonian with feral black eyes. Both are studying a scroll laid flat before them. From your current position, you cannot discern the symbols and diagrams etched on the parchment, but they are clearly the focus of the men’s conversation.

‘Are you certain that the Book has not been found?’ asks the Vassagonian in a suspicious tone. ‘You know what will happen if you try to deceive Kharam.’

The Drakkar Ligaoknar replies with a sneer in his voice.

‘Kharam also knows what will happen if he crosses the Nadziranim. And for the last time, we’ve found no book! My Giaks have been digging out that accursed pit for over a month. Every day they confront a new buried horror. I’m losing Giaks faster than they can be brought to this accursed isle. And despite all the effort, we’ve found nothing but a Power Prism and this scroll.’



The Vassagonian leans forward to examine the document closer.

‘These arrows and numbers point to V’Ka, in the middle of the Maakenmire swamp. Yet Kharam’s parchment indicated Kirlu. There is no possible doubt. We have discovered the Pit of Darkness and we have excavated it. The Book must be here.’

The Drakkar starts pacing around the room, banging his gauntleted fist against the walls in frustration.

‘Stop speaking of yourself as though you did not stand here, Kharam. It is plain for you to see. Your scroll gives us merely the first step in uncovering the secrets of the ancient Nadziranim. I tell you that The Book of Vashna is not here. Our goal awaits us in the Maakenmire.’

You are frozen by what you hear and dare not make the slightest sound that would draw their unwanted gaze upwards. That man is Kharam the Vassagonian, a notoriously bloodthirsty pirate king who is responsible for myriad raids and murders. He has come into possession of a document showing the location of a book bearing the name of Vashna, once the greatest and most powerful Archlord of the Darklands. This book appears to contain secrets of ancient Nadziranim magic. Kharam is a ruthless and ambitious man. It would seem that in order to get his hands on the tome of which they speak, he has struck an accord with the forces of darkness.

You are trying hard to fathom a way of countering the evil plans of these leaders and neutralizing the threat they present when you hear a third voice echoing in the chamber below.

A vaporous entity has manifested itself in front of the two scoundrels. With a sense of deep dread, you sense that you are in the presence of a Nadziran, one of the evil practitioners of Right-handed magic who once served the Darklords and aided them with their necromantic powers.

The creature assumes the form of a clawed humanoid biped covered with a voluminous midnight-blue robe. It speaks with a sharp hissing tone.

‘Darak Torg, what more have you discovered?’

The Drakkar tries hard to hide his fear and revulsion as he gives his answer.

‘Lord Nharuuz, I believe that the book is hidden in the Maakenmire swamp, and that the Pit of Darkness is nothing but a lure.’

The cloaked Nadziran utters a chilling laugh.

‘No, not a lure. A part of the quest. The Prism is the proof. It is the key we need to move forward. Prepare your men, Darak Torg. We are leaving this insignificant island. My dear Kharam, the throne of Vassagonia will not be yours quite yet. As we agreed, we must first claim our precious inheritance. You will then be assured of our gratitude. The secrets contained in the Book of Vashna will allow us to surpass the power of the Darklords and rule in their stead over the whole of Magnamund.’

The statement reveals the extent of his vile ambition and it makes you shiver. You cannot tell what Kharam is feeling but, like you, he dares not utter a word in the presence of Nadziran Nharuuz.

From what you can gather with the limited information at your disposal, the Book of Vashna appears to be to the Nadziranim what the Book of the Magnakai is to the New Order of the Kai.

It most likely contains evil lore which was lost to the forces of Darkness upon the demise of the first Archlord and his circle of Black Sorcerers.

Lore such as the secret of how the fearsome shape-changing Helghast were created. If the Nadziranim obtain it and use its content to increase their already considerable power, the dawn of a new age of darkness will soon befall Magnamund.

You can do nothing on your own. You must find a way out of here and return to the Kai Monastery with this vital Information.

Shivering with dread, you make your way back along the dusty passageway which brought you here. But upon reaching the closed door, you realize with a surge of despair that it cannot be opened from this side.

Anxiously, you follow the narrow passageway, scanning every surface for an adjoining corridor, a trick stone in the wall or a suspicious looking floor section. Despite your diligence, you discover nothing of the kind. When you return to the disused room at the end of the passage, you walk to the parapet and peer down into the chamber below. Only Darak Torg – the Drakkar charged with excavating the Pit of Darkness – remains in the chamber. If you want to find a way out of these ruins, you will have to descend into that chamber. But how will you rid yourself of this formidable opponent? He shows no intention of leaving the chamber of his own accord.

Healing: +2 EP (21/21).
We have a bow. Do we wish to use it or climb down and attack him with our spear?

anakha
Sep 16, 2009


Snipe him.

nelson
Apr 12, 2009
College Slice

anakha posted:

Snipe him.

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
arrow to the head

Runcible Cat
May 28, 2007

Ignoring this post

We wish to use our shiny new Bow.

Comstar
Apr 20, 2007

Are you happy now?
WHABAWTUI

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
One shot, one Kill.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Pit of Darkness posted:

You rise above the low wall, bowstring fully drawn, and take aim at the Drakkar below. For a few seconds you study his armour, searching for the weakest point. Your angle of attack is unfavourable for your enemy’s helm appears sturdy enough to withstand an arrow strike, and you are wont simply to wound his shoulder. Seeing no other alternative you decide to attempt a risky tactic.

After taking aim at your enemy’s head, deliberately you make a noise by dragging your foot along the base of the stone wall. The moment that Darak Torg raises his eyes, you release your bowstring and let your arrow fly toward his skull-like visor.

We roll: 9.

The arrow shatters the Drakkar’s visor and penetrates his skull through his left eye (deduct one Arrow from your Quiver). It skewers his brain and kills him instantly. Darak Torg’s dead yet twitching hand appears to be trying to unsheathe the sword at his hip as his body collapses to the ground, spasming fitfully. After a few moments he lies still and a pool of blood begins to form around his helmeted head.

You exhale with relief. Had you missed your target, the situation would undoubtedly have taken a turn for the worse. Quickly shouldering your bow, you jump over the parapet and land with feline grace on the floor of the chamber below.

Crouched over your enemy’s body, you listen intently for several seconds and hear no cries or rushing footsteps. Reassured, you explore the room and gather everything which might prove useful. You make sure to include the scroll which still lies unfurled on the table. Rolling it back up, you carefully store it in your tunic’s inside pocket. The information contained in this document will surely shed light on many aspects of this plot once your Kai Masters have had a chance to examine it.

Record the Scroll of the Pit on your Action Chart as a Special Item.

Searching Darak Torg’s body, you find no helpful clues or items, except perhaps his Black Sword, which you may keep if you wish. In the room itself, you discover a crate marked with a flaming crystal. This emblem is associated with the Nadziranim of Kaag. You quickly open the crate and lay eyes upon several rows of black cubes.

You recall the attack upon the Languabarb. These crystals prove once and for all that Kharam’s pirates have allied themselves with the Nadziranim. More importantly, they present you with a way of escaping the enemy lair. You fill your pockets with them and throw a half-dozen around the chamber. As they tinkle on the stone floor, they emit brief flashes, heralding their imminent explosion. You choose the first available exit and hurry out of the room.

You run through the underground maze, strewing black crystals behind you. When a surprised Giak suddenly appears directly ahead, you crack open its skull with a crushing blow and then drop a black cube beside its crumpled corpse.

Moving on swiftly, you come to an ascending staircase. Without hesitation, you race up the dusty steps two at a time.

At the top of the stairs you emerge from the darkness and find yourself outside, surrounded by broken stone walls overgrown with thorny vegetation.

You are among the ancient ruins in the middle of the forest. Tremours can be felt beneath your feet as the first of the Nadziranim crystals explode.

You toss a few more of the crystals down the stairwell behind you before making good your escape into the forest that surrounds the ruins.

You run without stopping until you hear a powerful explosion behind you. Pausing to catch your breath, you look back the way you have come with a grim smile of satisfaction.

You have succeeded in causing huge chaos and confusion in your enemies’ ranks and eliminated the evidence of your devastatingly effective sabotage.

Guided by the light and position of the setting sun, you continue westwards until you are more than two miles from the accursed ruins.

You take pride and comfort from the fact that you have a document in your tunic pocket that will earn you the praise of your Kai Masters.

It may even assure you a rise to the rank of Aspirant.

Your late Kai mentor, Silver Flame, would be very proud of you.

You vow to honour his memory by bringing about the end of the diabolical plans of the Nadziranim.

You now know that your enemies are planning to go to the Maakenmire swamp, located due south of the Wildlands.

If your masters agree, you hope to be a part of a mission to thwart them. But for now, you must return to Misty Bay and secure passage on the first ship bound for Holmgard.

Congratulations Autumn Snow!

You have proven yourself to be an exceptional young Kai and you should feel proud of your achievement.

Despite the many rigours of your ordeal, you have persevered, survived and succeeded.

Victory is rightfully yours this day.

For Sommerlund and the Kai!

A new mission, a new challenge and the opportunity for greater glory await you in the second adventure of the Autumn Snow series, entitled:

SLAVES OF THE MIRE
Do we drop our Spear and keep the Black Sword instead?


Next book starts tomorrow!

anakha
Sep 16, 2009


:laffo: we just highrolled our way out of the boss fight.

Keep the sword, drop the spear.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Keep the sword. No problem with it being an evil weapon so yeah!

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
keep sword

was there anything else we could’ve learned in that pit area or ruins in general that we missed?

nelson
Apr 12, 2009
College Slice
Nice shot!

anakha posted:


Keep the sword, drop the spear.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


drat, Autumn Snow is ice cold.

We ar of course keeping the evil sword which will definitely cause us no problems.

Runcible Cat
May 28, 2007

Ignoring this post

wiegieman posted:

drat, Autumn Snow is ice cold.

We ar of course keeping the evil sword which will definitely cause us no problems.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Not bad: actually a return to the basics seems to be the better option when the power level becames too difficult to manage.

Keep the Sword: often keeping this dangerous and ominous dark blades proved useful.

nelson
Apr 12, 2009
College Slice

Guy Fawkes posted:

Not bad: actually a return to the basics seems to be the better option when the power level becames too difficult to manage.

I thought it was good. The return to basics feels way more interesting to me than artificially limiting powers or arbitrarily increasing the power of enemies just to balance things. I am particularly glad the author was able to impose negative consequences other than death for making bad choices.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I didn’t like that our master Silver Flame just vanished and we assume he’s dead. Is there a way we can be there when he dies?

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for The Pit of Darkness

    Name: Autumn Snow
    Gender: Female
    Rank: Initiate
    Combat Skill: 19 (17)
    Endurance Points: 21/21
    Kai Disciplines:
  1. Tracking
  2. Sixth Sense
  3. Animal Kinship
  4. Hunting
  5. Healing




    Weapons:
  1. Bow
  2. Black Sword
    Belt Pouch (money)
  • 7 Gold Crowns
    Backpack:

  1. Potion of Laumspur (+4 EP)
  2. Potion of Alether (+2 CS)
  3. Potion of Alether (+2 CS)
  4. Tahglo Fungi (1 dose)
  5. Torch
  6. Tinderbox
  7. Coil of Rope
    Special Items:
  1. Iron Key
  2. Golden Earring
  3. Shield (+2 CS)
  4. Scroll of the Pit
  5. Map of Kirlu Island
  6. Giak’s Keys
  7. Quiver (5/6 arrows)




    Deaths:
  1. Killed in battle by a pirate.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Cry Havoc posted:

was there anything else we could’ve learned in that pit area or ruins in general that we missed?

achtungnight posted:

I didn’t like that our master Silver Flame just vanished and we assume he’s dead. Is there a way we can be there when he dies?
I haven't read this book before and I didn't check any alternate paths as we went, so... :iiam:

Guy Fawkes posted:

Not bad: actually a return to the basics seems to be the better option when the power level becames too difficult to manage.

nelson posted:

I thought it was good. The return to basics feels way more interesting to me than artificially limiting powers or arbitrarily increasing the power of enemies just to balance things. I am particularly glad the author was able to impose negative consequences other than death for making bad choices.
Agreed. I actually think that Joe should have done this instead of having the New Order series be about a Grand Master. Even without the 20 previous books worth of magical items and upgrades, the power level of a Grand Master is just too high for the kind of adventures the series was always best at (ie. the first 8-10 books).

I also thought the combat balance was really good in this one. The fights are tough enough that you don't want to charge straight into battle at every opportunity, but you're not so weak that one fight is a major hurdle. Of course, it didn't hurt that we rolled a pretty high CS, and I'd probably not have the player roll for their stats if I were writing it.

The one major criticism I have is that scene where the pirate implies they're going to rape you. Even if the target audience for this book is probably mostly adults who read the Lone Wolf series as children, the tone is still essentially the same as those books and so that threat of sexual violence is completely unnecessary and inappropriate - not to mention just lazy writing; like, "How can we show a character is in peril? Well, I guess they can be captured and put in physical danger and oh wait, this character is a woman? Well then it's got to be rape, obviously."

But that aside I did like this book and it seems a pity they never got to finish the series.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Wildlands Hunt



The Wildlands Hunt posted:

The Story So Far...

In the northern land of Sommerlund, upon the world of Magnamund, it has been the custom for many centuries to send specially-gifted children to the monastery of Kai.

There they are taught the skills and disciplines of their noble fathers so that, one day, when they have finally learnt the secret skills of the Kai, they will return to their homes equipped in mind and body to defend themselves and their countrymen against any threat they may face.

In the year MS 5050, the Kai Monastery was destroyed by the Darklords of Helgedad.

The sole survivor of the Kai’s massacre was a young initiate named Silent Wolf.

Taking the name Lone Wolf, he vowed to avenge the slaughter of his kinsmen – a promise he would keep twenty years later when he single-handedly infiltrated the evil city of Helgedad and vanquished its ruler, Archlord Gnaag, in single combat.



Having ended the reign of the Darklords upon Magnamund and become the first Kai Grand Master of the age, Lone Wolf set out to rebuild the Kai Monastery and train a new generation of Kai Lords. This was the birth of the New Order Kai – a group that you, Autumn Snow, proudly belong.

Recently, you were chosen by your main tutor, Kai Master Silver Flame, to accompany him for a mission into the Kirlundin Isles.

Your initial duty was merely to investigate on Giak sightings on the Isle of Kirlu but the reality of the local situation was considerably grimmer than expected.

Quickly, you were confronted with a dark alliance between the bloody pirates of Kharam the Vassagonian and envoys from the Darklands led by Darak Torg, a Drakkar Ligaoknar – a general of brigade – both answering to a Nadziran named Nharuuz.

They were looking for an ancient tome of power known as the Book of Vashna, which appears to be to the Nadziranim what the Book of the Magnakai is to the New Order of the Kai.

It most likely contains evil lore which was lost to the forces of Darkness upon the demise of the first Archlord and his circle of Black Sorcerers.

If the Nadziranim obtain it and use its content to increase their already considerable power, the dawn of a new age of darkness will soon befall Magnamund.

The tome was not in Kirlu, but your enemy at least discovered its location.

Your mentor vanished when your ship crashed onto the island and only your mastery of your Kai powers, not merely for survival but also to thwart the dark efforts of your enemies and defeat Darak Torg , allowed you to succeed.

After facing these terrible ordeals, you finally emerged from their den hidden in ancient ruins in the heart of the Kirlu forest, holding a map that hinted at their next target: V’ka, in the Maakenmire Swamp, where the Book of Vashna is supposed to be hidden.

Thanks in part to the damage you caused while escaping their base, your enemies were unable to immediately give chase.

Once they could mobilize, they tracked you relentlessly through the forest, forcing you to rely on your stealth skills to avoid detection by the Giaks, Drakkarim and at least one Kraan patrolling the skies.

You wisely chose not to head back towards the hamlet of Misty Bay where you have been accommodated and instead trekked north towards Whitestone Quarry and the adjacent Penal Colony.

Many times, caught between various hunting parties, you felt like your last hour was at hand, but you somehow managed to evade their vigilance.

Near the watchtowers of the penal colony, your pursuers finally had no choice but to fall back and let you go.

Watching you step out of the woods in your windswept tattered and torn Kai uniform, the bewildered wardens of Whitestone Quarry rushed to greet you and then, on your recommendation, took you to the quarry master , a Kirlundin man of strong build named Jharvis Resk.

He first listened to your story, then immediately started handling the details of your return to Silvershore as promptly as could be managed.

Four days have gone by since you left the ancient ruins. Since yesterday, you have been lodged at the residence of the Baron of the Kirlundin Isles, Roberic Medar, son of the illustrious Baron Baleon Medar who sacrificed himself during the invasion of the Kirlundins by the Darklords.

Roberic attained the same prestigious rank of Knight-commander as his father, thanks to his feats during the recapture of the archipelago, and was exceptionally appointed Baron of the Kirlundins by King Ulnar V even though this title is not hereditary.

By sheer coincidence, he returned from his annual journey to Holmgard the same day you arrived in Silvershore.

Once formalities were handled and you could tell him your story, the Baron sincerely congratulated your efforts.

Praising your courage, he arranged for the parchment you tore from the enemy’s grasp to head out to the Kai Monastery post haste, tied to the leg of his best eagle along with a letter to explain it all.

Afterwards, the Knight-commander prepared a feast in your honour and had his people manage all your wounds, allowing you get back to full health.

‘A fishing sailboat starts off for Holmgard today,’ the Baron tells you on the morning of the fifth day. ‘Sorel, its Captain, has agreed to take you with him. You’ll be able to get back to the Monastery.’ You thank the Baron for his helpfulness and hospitality, grateful for the chance to recover.

As morning dawns on this sunny day, the bloody battles of the recent past could be no more than a bad dream, if the disappearance of Silver Flame, your mentor, did not still weigh so heavily in your heart...


We have, of course, to pick a new Kai Disipline. Will it be Camouflage, Weaponskill, Mindblast, Mindshield, or Mind Over Matter? Remember that unlike the Magnakai and Grand Master versions, Weaponskill does not allow us to choose which weapon we've trained with.

We also get to pick some new equipment. We can have up to six of the following:
  • Dagger (Weapons)
  • Spear (Weapons)
  • Axe (Weapons)
  • Sword (Weapons)
  • Bow (Weapons)
  • Quiver with 6 arrows (Special Items)
  • Shield (Special Items; +2 to COMBAT SKILL in combat)
  • Potion of Laumspur (Backpack Items: +4 ENDURANCE when swallowed after a combat )
  • Pouch of gold with 15 Gold Crowns
  • Food for 1 Meal (Backpack Items)
  • Rope (Backpack Items)
We already have a Rope, Quiver (containing 5 arrows) and a Shield (but can take a second as a spare). We have room in our Backpack for one more item but after that will need to discard items to make room if we want to take anything else.

We also had a chance to increase our Combat Skill and Endurance scores, but rolled two zeroes and so got neither.

anakha
Sep 16, 2009


Swap quivers, grab the Laumspur and the gold.

Get Mind Over Matter. Our high CS means Mindblast can be skipped, Mindshield usually only prevents EP loss, and not having Camouflage normally just means getting into fights.

anakha fucked around with this message at 07:09 on Mar 5, 2020

nelson
Apr 12, 2009
College Slice

anakha posted:

Swap quivers, grab the Laumspur and the gold.

Get Mind Over Matter. Our high CS means Mindblast can be skipped, Mindshield usually only prevents EP loss, and not having Camouflage normally just means getting into fights.

This seems reasonable.

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

anakha posted:

Swap quivers, grab the Laumspur and the gold.

Get Mind Over Matter. Our high CS means Mindblast can be skipped, Mindshield usually only prevents EP loss, and not having Camouflage normally just means getting into fights.

This but get Camouflage. We just underwent some serious on the job training for it, so it seems right.

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Comstar
Apr 20, 2007

Are you happy now?

achtungnight posted:

This but get Camouflage. We just underwent some serious on the job training for it, so it seems right.

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