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
ZoninSilver
May 30, 2011

nelson posted:

DAKKA DAKKA DAKKA

(machine pistol)


:orks101:

Adbot
ADBOT LOVES YOU

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

DAKKA DAKKA DAKKA

(machine pistol)

Tiggum
Oct 24, 2007

Your life and your quest end here.


RudeCat posted:

From Hell's heart, I Bowie knife thee!

California Countdown posted:

You leap up and launch a two-footed kick to Mad Dog’s chest that sends him sprawling. He drops the chainsaw and, as it crashes to the floor, the motor stalls and the buzzing stops. The clan leader reaches for a diver’s knife, which is sheathed in a scabbard strapped to his thigh. The mirror-bright blade flashes in the gloom as he draws it and lunges at your chest.

Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 17
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 20
Combat Ratio: 1

We roll: 3
Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 16
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 14

We roll: 1
Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 12
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 11

We roll: 1
Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 8
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 8

We roll: 7
Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 7
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 2

We roll: 1
Cal Phoenix: CLOSE COMBAT SKILL 18 ENDURANCE 3
Mad Dog Michigan: CLOSE COMBAT SKILL 17 ENDURANCE 0

California Countdown posted:

Gasping for breath, you step back from Mad Dog’s lifeless body and turn around to give what help you can to your friends. You are saddened to see that Langdon is beyond help: he took the full force of the blast that blew open the lodge door, and must have died instantly. For a moment you fear that all the others have suffered a similar fate, but your panic soon passes when you check them out one by one. Kate is the first to regain her feet. She has just managed to stand when she sees Mad Dog lying dead on the floor, and almost swoons. You support her and hold on to her until the dizziness passes. ‘At last,’ she says, looking down at the HAVOC leader’s face. ‘The nightmare is finally over.’

‘Not completely,’ says Cutter, wiping away a trickle of blood from his brow.

‘That’s right,’ interjects Rickenbacker. ‘We’ve still got to get to Pine Valley.’

Outside you find a pick-up truck. It was the vehicle Mad Dog used to reach the lodge ahead of his clansmen. Now these Detroit Lions cannot be too far away, and they have been reinforced by an additional contingent of Chargers. Quickly the four of you jump into the truck and head west, driving cross-country until you rejoin the freeway near a small town called Boulevard.

During your escape, Cutter makes radio contact with Pine Valley and tells them that you are on your way. He also warns them that you have a clan army hot on your heels. ‘Don’t worry ’bout them,’ comes the reply. ‘We’ve got a little surprise in store for those guys. You just keep your foot down and don’t stop for nothing, y’hear?’

All of you are puzzled by the message; then, as you reach a high peak called Crestwood Summit, you hear the roar of a jet engine, approaching from out of the western sky. It is a fighter aircraft, and Kate is the first to see it as it skims the top of Long Valley Peak and comes screaming towards you, tracking along the line of Interstate 8.



Captain Ed Hughes makes a mental note of his air speed and altitude, and realigns his F-14 Tomcat ready for a strike. His is the last serviceable fighter of the VF213 Blacklions squadron left at the Miramar Naval Air Station, and he is proud to have been the one called upon to fly this ageing but deadly combat machine on what could be its last mission. The target appears in the distance and, automatically, Hughes arms his sidewinders and locks-on his targeting computer. He is seconds away from contact. A last radio check confirms that the target is valid and, with an almost casual ease, he depresses the twin red fire buttons and sends his missiles screaming towards the line of clan vehicles. By the time they have struck and destroyed the clan column, he has already banked out of his dive and is heading west, above the Sawtooth Mountains, on a bearing that will take him back to his base at NAS Miramar—Fightertown USA.



The sound of the F14’s attack hits you like a clap of thunder behind the ears. There is a massive explosion, followed by a long and heavy rumble that echoes for minutes among the surrounding peaks. The suddenness and awesome power of the strike leaves all four of you stunned into open-mouthed silence, and it is not until you reach Pine Valley, and see your fellow colonists waiting expectantly beyond the fenced checkpoint, that you recover your senses fully and comprehend what has happened. You have survived the journey of a lifetime and, at last, you have reached your goal.

Following your reunion with your fellow colonists, you are escorted by the army to the US Naval Hospital in San Diego, where those who require it receive expert medical attention. News of your daring journey spreads quickly, and many hundreds of San Diegans besiege the hospital for a glimpse of those who have come out of the Omega Zone, a region where no civilized man was thought capable of surviving for more than a few weeks.

It is not long before the full account of the hardships and perils you have faced are coaxed out of your fellow colonists by the news-hungry Californian populace. Within a few days you discover that your personal exploits have made you quite a hero in their eyes, especially when it is revealed that you were born and raised in California. Your reputation is further glorified when the full story of your love for Kate Norton is told, and of how you saved her from the clutches of a despised HAVOC leader against all odds.

The army and the civil leaders stage a special ceremony in honour of the indefatigable spirit that you and your colony displayed during your exodus. News of the ceremony comes as an unexpected surprise, yet there is an even greater surprise awaiting you. At the end of the grand ceremony, you are reunited with your family, all of whom have survived the post-holocaust years. It is a joyous and emotional reunion, the memory of which you will cherish for the rest of your life.

For you, Cal Phoenix, the journey is over. You have triumphed where most would have failed, and by doing so, you have earned yourself a special place in the history of America.

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for Freeway Warrior

    Name: Cal Phoenix
    Close Combat Skill: 18 (15)
    Endurance: 3/27
    Medi-Kit: 0/12
    Water Canteen: 2/4

    Map of Western Texas
    Survival Skills
  • Driving: 6
  • Shooting: 7
  • Field craft: 5
  • Stealth: 5 (7)
  • Perception: 6
    Close Combat Weapons
  1. Bowie Knife (+3 CCS)
    Missile Weapons & Ammo Pouch
  1. Rifle (2/2 7.62mm rounds)
    ↓ -1 Stealth ↓
  2. Machine Pistol (36/36 9mm rounds)
    ↓ -2 Stealth ↓
    Backpack
  1. Combat Viewer
  2. Meal
  3. HE Grenade
    ↓ -1 Stealth ↓
  4. Meal
  5. Meal
  6. Ammo
    2/8 rounds of 7.62mm ammunition
    12/24 rounds of 9mm ammunition
    3/6 rounds of 12-gauge ammunition
    ↓ -2 Stealth ↓



  7. ↓ -3 Stealth ↓
  • Mad Dog Map
    Deaths
  1. Murdered by a guy named "Trans-am" (book 1)
  2. Eaten by rats (book 1)
  3. Shot by a sniper (book 1)
  4. Died of thirst (book 1)
  5. Went down in a hail of gunfire (book 1)
  6. Stabbed to death by a guy called "Electra-glide" (book 1)
  7. Fell down a lift shaft (book 2)
  8. Shot off a ladder (book 2)
  9. Brought a knife to a gun fight (book 2)
  10. Fatigue kills (book 2)
  11. Crashed and exploded (book 2)
  12. Déjà vu (book 2)
  13. Shot while fleeing (book 3)
  14. Headshot! (book 3)
  15. Shot many times (book 4)
  16. Decided to not shoot a bad guy (book 4)
  17. No one wins a knife fight (book 4)

Tiggum
Oct 24, 2007

Your life and your quest end here.


That book really felt to me that it lacked a central focus. There was the fact that Mad Dog was obviously still alive and would show up for a final confrontation hanging over us the entire time, making it feel like everything else was sort of just killing time. Just a series of obstacles to get past before we reached the final confrontation that we all knew was happening. And then when it did happen it was pretty underwhelming. Mad Dog didn't really have the presence to be a series-long villain, for me. Then again, the entire premise is very silly. The bad guys just do bad stuff because they're evil - and unlike in Lone Wolf there's not even an evil god pulling the strings. It would have helped a lot if there was any indication of what motivated HAVOC; any hint that they had any kind of agenda other than to be the bad guys. And if there was a bit more structure to the plot.

Still no sign of that last Lone Wolf book, and I don't have access to any more bonus adventures at this time. So I'll take any suggestions anyone has for what to do while we wait.

Tiggum fucked around with this message at 03:06 on May 18, 2022

moosecow333
Mar 15, 2007

Super-Duper Supermen!
What were those ninja cyoa books, Way of the Tiger?

I just remember the old thread had something about flipping out and killing people.

Black Robe
Sep 12, 2017

Generic Magic User


As dramatic finales go, that kinda sucked. Mad Dog is just another fight, and then all remaining problems are solved by deus ex fighter jet.

I think the setting just doesn't have enough meat to it for this kind of adventure. All the encounters run basically the same way - scout, find a generic deserted small town, sneak around looking for stuff, get in a fight pretty much the same as all the other fights, go back to the group, scout. It's impossible to avoid it feeling very repetitive, and the villains are all super generic 'we're evil because we're evil and because the writers are scared of gangs' - this is the post-apocalypse, at least have a few people who would be friendly if there was enough water to go around and don't actually just want to shoot you for funsies, or something.

At least in the Lone Wolf series there's a variety of enemies, and various different situations involving different magics, and more story decisions beyond which gun to use.

I'm still very much enjoying the thread though, hopefully we can find some more CYOA stuff free online while we wait for more Lone Wolf.

nelson
Apr 12, 2009
College Slice
I agree with the criticisms but I still thought it was pretty fun.

Runcible Cat
May 28, 2007

Ignoring this post

Black Robe posted:

As dramatic finales go, that kinda sucked. Mad Dog is just another fight, and then all remaining problems are solved by deus ex fighter jet.

I think the setting just doesn't have enough meat to it for this kind of adventure. All the encounters run basically the same way - scout, find a generic deserted small town, sneak around looking for stuff, get in a fight pretty much the same as all the other fights, go back to the group, scout. It's impossible to avoid it feeling very repetitive, and the villains are all super generic 'we're evil because we're evil and because the writers are scared of gangs' - this is the post-apocalypse, at least have a few people who would be friendly if there was enough water to go around and don't actually just want to shoot you for funsies, or something.

At least in the Lone Wolf series there's a variety of enemies, and various different situations involving different magics, and more story decisions beyond which gun to use.

I'm still very much enjoying the thread though, hopefully we can find some more CYOA stuff free online while we wait for more Lone Wolf.

More a bad use of setting than a bad setting in itself, I think. If Dever'd made the first one "help get people to sanctuary" and then stayed there he could have varied the later ones with expeditions from that as a base; scouting, raids, finding supplies, defending the base, finding/escorting essential personnel... There's no reason a post-apocalyptic setting couldn't have as much variety as the Magnamund one. Though I suppose when you call a series Freeway Warrior you've kind of boxed yourself in to a lot of driving.

Re next up, I take it Dever's Combat Heroes double-books are impossible to Let's Play? I've never looked at them.

Maybe give the Steve Jackson Sorcery! 4-parter a go? Or the GrailQuest series where you get to wield Excalibur Junior was pretty funny as a kid and seems fairly easy to find online...

If you want to stay in Magnamund there's a fan series I managed to snag all of before it disappeared off the internet - https://gamebooks.org/Series/375/Show - but I've never got around to playing it so can't vouch for the quality or playability. The opening's at https://www.magnamund.org/risingsun/May2000/Birth.html if anyone's curious.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

Re next up, I take it Dever's Combat Heroes double-books are impossible to Let's Play? I've never looked at them.
The two-player deathmatch mode would be awkward to do as you'd need players divided into teams and probably a separate thread for each team. It would also probably be extremely boring due to the slow speed of play. The single player game would be doable, but I'm not sure it would be interesting or worthwhile. There aren't really any interesting decisions to make, you're just wandering around a maze. The game is essentially mapping that maze so that you can eventually, after several attempts, get out of it. The vast majority of the time we'd just be looking at a picture of a corridor and deciding which direction to walk. And the pictures aren't great. Not sure if it's a problem with the pdf versions from Project Aon or if the actual books looked like this, but this is what we'd be looking at:



That's the two-player game on the left and the single-player on the right.

It's a neat concept and I wish I'd had copies of these books when I was a child because I'd absolutely have loved them, but I don't think it works as a let's play.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

If you want to stay in Magnamund there's a fan series I managed to snag all of before it disappeared off the internet - https://gamebooks.org/Series/375/Show - but I've never got around to playing it so can't vouch for the quality or playability. The opening's at https://www.magnamund.org/risingsun/May2000/Birth.html if anyone's curious.
From a quick skim through, the writing isn't great but it could be fun. I'd be happy to run through at least the first one if people are interested. If you've got the MS Word versions those would be handy to have as they're probably a bit easier to work with than the version on magnamund.org. My email is tiggum@gmail.com if you want to send me a copy.

Tiggum fucked around with this message at 06:02 on May 19, 2022

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I'm game for these books if y'all are. Never read them, can't cheat by flipping ahead, definite new experience. :)

Runcible Cat
May 28, 2007

Ignoring this post

Sent!

Here's a link if anyone else wants them: https://www.dropbox.com/s/1sqi4ybi46n4xwz/darkone.zip?dl=0

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Tiggum posted:

And the pictures aren't great. Not sure if it's a problem with the pdf versions from Project Aon or if the actual books looked like this

The actual books looked like that. I had all 4.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Birth of the Dark One by Sean Robert Shaw

It's fan-fiction, but that's not such a departure from what we've been covering already. Autumn Snow, the bonus adventures, and even the last few of the main series are all by authors other than Joe Dever and about characters other than Lone Wolf, so we've essentially been reading fan-fiction for a while now. The biggest difference might be the quality of the writing - but you probably know by now what I think of Ben Dever's output in that regard. And Shaw at least managed to not write an entire novel between every decision. So let's give it a go.

Birth of the Dark One posted:

The Story So Far

Centuries of peace have passed on Magnamund--centuries of peace watched and warded carefully by the ever vigilant Kai Lords of Sommerlund--centuries of their dominance over the continent since the Darklords were destroyed--centuries in which the Dark God Naar could reflect on the defeat and destruction of almost all his servants--centuries in which he brooded on a way to strike back--centuries spent in contemplation of a new evil, a more massive evil, a more powerful evil than anything he has yet conceived--a new weapon to bring the final downfall of the forces of Good. You are that weapon.

Gradually over the years the Darklands, ancient home of the Darklords, have slowly been restored from dead wasteland to vibrant life. All the ancient strongholds of the Darklords have been overgrown except for one: Helgedad. Here, despite the best efforts of the herbwardens to heal the land, the barren wastes have stayed the same.

Helgedad--the heart of evil--in this city the Nadziranim and Lesser Darklords grouped together as an alliance of power and avoided the infighting and power struggles found elsewhere in the Darklands. Using their combined powers they have been able to retain their hold on this great city and the surrounding lands ever since the fall of the Darklords.

Using this council of Nadziranim, Naar has fashioned a way to resurrect the glory of the Darklords. Using many forced Drakkarim volunteers the Nadziranim slowly changed the way their bodies worked, their minds thought, and how their souls reacted. They made improvements making the Drakkar race faster, stronger, smarter, and more evil. Thus were born the skills of the Drakkar. Still, even with all these improvements, they still had failed to achieve their ultimate goal. Then they made you.

As all the NeoDrakkarim are, you were improved by the Nadziranim as a babe. Unlike the rest, the Nadziranim succeeded. Inside your soul a streak of pure darkness resides. A part of the soul of Naar makes up your creation. You are directly connected to the mind of Naar, and by this are able to achieve things no man or being has been able to accomplish before. Now, for the first time, a man is able to become immortal. Through your discoveries you will blaze the path for other Drakkarim to follow, enabling the goal of Naar of not just one, not just twenty, but an army of Darklords readied and prepared to conquer the whole of Magnamund.

Even more sinister was the fact that these new Darklords would have most of the strengths and none of the weaknesses of the old Darklords. There would be no vying for power, but total and complete order based on rank. They could easily exist outside the Darklands, coming from a race that could breathe both the atmosphere of the Darklands and that of the rest of Magnamund. Indeed, if Naar's plan was brought to fruition, it was doubtful that even the Kai could stop him.

It is little surprise that the Kai uncovered this plot. Aware of the grave danger, they have launched a crusade with one objective: to destroy you. Swiftly they came, led by their leader the Supreme Kai Master, Rune Fire, and surrounded the fell city of Helgedad. Rune Fire, wielding the great weapon, the Sommerswerd, presses hard on the defenses of the city.

After waking one night as the guards barely defeat a Kai assassin right outside the doors of your chambers, you realize your danger as do your Nadziranim mentors. They realize they must get you out of the city and also must find some way to break the siege. After hours of deliberation they arrive at their answer.

In all of Magnamund there is only one weapon with enough power to break the siege and turn back the Kai. It lies in the heartland of the Kai, near their very monastery fortress. Kept in a heavily guarded armoury, an evil weapon is kept from polluting their holy abode. It is Helshezag, sword of Darklord Kraagenskull. Discovered by the Kai two centuries ago on an expedition to the plane of Darkness, they brought it back for study, and to prevent evil from utilizing such a diabolical weapon. In it are great powers which only you, with your connection with Naar, are able to unleash.

But for one as inexperienced as you to be able to enter into the heartland of the Kai, you will need a power to protect you. This can be found in a Doomstone. Unlike most mortal men who would succumb to such an evil artefact, your link with Naar makes you immune. This stone was lost years ago in a great battle between Darklord Haakon and the Founder of the New Order of Kai, Lone Wolf. Located deep in the tombs of the Majhan, it has awaited centuries for you to retrieve it. First, before these quests may even take place you must find a way to escape the city. To accomplish this you are given an elite guard of Drakkarim Shock Troopers and a complex route upon which you will depart at dawn tomorrow.

As usual, we'll roll our Combat Skill and Endurance:

Combat Skill: 17
Endurance: 21


Out first decision is to pick five Drakkar Disciplines from the following:
  • Hunting: A Drakkar does not have to eat when told to unless in areas of Wasteland and Desert. It also gives improved Speed and Dexterity.
  • Weaponskill: A Drakkar gains a +2 to their CS when wielding a weapon they have skill in. You may choose which weapon this may be from the following.
    • Dagger
    • Spear
    • Mace
    • Warhammer
    • Shortsword
    • Sword
    • Axe
    • Staff
    • Broadsword
  • Basic Instinct: Every animal is born with the instinct of warning. This is a skill most men have lost over time. In a Drakkar this instinct is restored and heightened to a greater level to where at times, not only do they know of danger, but they know what, where, and why it is.
  • Tracking: Allows a Drakkar to determine the best path as well as able to read prints and signs in the wild.
  • Spying: Developed long ago when the Drakkarim first appeared on Magnamund, it originally was used by Drakkar to make them appear more like other races on spying missions for the Darklords. Now, Drakkar use it once again on forays outside of Helgedad to mimic the voice patterns, the appearance and mannerisms of other countries. They also are trained in hiding and stealth from enemies hunting them down, or those seeking to thwart Helgedad interests.
  • Mindshield: Many creatures use their mind to launch mental assaults, this skill protects your mind from such attacks.
  • Mindblast: This gives you the power to attack enemies using the Force of your mind. When you use this skill in combat you may add 2 to your Combat Skill. Some creatures are immune to this power.
  • Riding: Another Skill passed down from the Drakkarim of old. Drakkar Cavalry is some of the finest in the world, only surpassed by the Kai. Tricks, maneuvers, and a communication with their mounts aid the Drakkarim in an almost unbelievable riding ability. This is not limited to merely horses, but any type of mount, including the dreaded Kraan and Zlanbeast cavalries of Helgedad.
  • Regeneration: This skill takes effect directly after a combat is finished. After a fight is over the NeoDrakkar's body starts to heal the wounds attained in that combat only. Between 1 and 10 Endurance points are regained (choose a number from the Random Number Table to decide this, in this case, 0=10). This is a predecessor to the immortality hinted at in the Darkness of Naar.
  • Immunity: This skill awakens the latent Immunities within a NeoDrakkar's body making the Drakkar immune to any form of poison or disease.

And that's it. We don't receive any equipment at this stage, so just list the five Drakkar Disciplines you want (and a weapon for Weaponskill) in order of preference.

nelson
Apr 12, 2009
College Slice
Basic Instinct, Spying, Regeneration, Mind Shield, Tracking

Sword, if we get Weaponskill.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Sword if we get Weaponskill. I vote we wait though, at least until we find out what kind of sword Helshezag is.

Spying, Riding, Regeneration, Mindshield, Tracking.


Playing a Darklord might be fun. Let’s find out.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Weaponskill in sword, since Helshezag is a sword and you can never have too much CS.
Regeration is gonna be worth at least 25-30 endurance for sure.
Mindshield since we'll probably have to fight a bunch of mindblasting Kai
Spying since we'll be going into Sommerlund.
Riding because it'll probably let us avoid at least one instadeath by falling off a Kraan

Toplowtech
Aug 31, 2004

Spying, Weaponskill(sword), Regeneration, Mindshield, Tracking.

No riding for fun deaths by falling. Also i am right to assume we would be illiterate if we don't take tracking?

Toplowtech fucked around with this message at 11:51 on May 23, 2022

Tiggum
Oct 24, 2007

Your life and your quest end here.


Toplowtech posted:

Also i am right to assume we would be illiterate if we don't take tracking?
I think "signs" refers to indications of humans or animals moving through the area rather than written signs.

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Spying, Riding, Regeneration, Mindshield, Tracking.

I nearly voted for Basic Instinct, but if it's as bullshit as Sixth Sense was...

Black Robe
Sep 12, 2017

Generic Magic User


Hunting, Spying, Mindshield, Mindblast, Regeneration.

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

Runcible Cat posted:

I nearly voted for Basic Instinct, but if it's as bullshit as Sixth Sense was...

Yeah the track record of that ability sucks worse than the movies who share names with these skills.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

So Helgedad got completely rebuilt at some point? I guess that makes sense, given the time period of this story is hundreds of years after LW blew it up. Also wondering how Helshezag ended up in the Plane of Darkness.

Regeneration, Hunting, Riding, Mindshield, Immunity

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Also wondering how Helshezag ended up in the Plane of Darkness.
I'd say there are two possibilities: either Lone Wolf took it and lost it, or Lone Wolf left it alone and it was retrieved by some servant of Naar. Presumably Lone Wolf didn't use it in book 16 though, because in that case it would have been destroyed.

I guess a third possibility is that Lone Wolf took it, left it in the monastery, and someone else later took it from there - either another Kai who lost it, or a servant of Naar who smuggled it out.

Toplowtech
Aug 31, 2004

Tiggum posted:

I guess a third possibility is that Lone Wolf took it, left it in the monastery, and someone else later took it from there - either another Kai who lost it, or a servant of Naar who smuggled it out.
Maybe the Deathstaff wasn't destroying it as much as moving its essence back to the plane of Darkness, only leaving ruined metal behind. Or you know it's just a different sword with the same shape and name. Or you know the author is so interested in making a mirror universe lone wolf book so the somerswerd is just switched to the closest evil sword.

Toplowtech fucked around with this message at 17:03 on May 23, 2022

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Regeneration

achtungnight posted:

Sword if we get Weaponskill


Action Chart
    Combat Skill: 22 (17)
    Endurance Points: 4/27 (21)
    Drakkar Disciplines
  1. Spying
  2. Regeneration (restore 1-10 Endurance after each combat - but not more than were lost in that combat)
  3. Weaponskill (+2 CS with Swords)
  4. Hunting (no need to eat Meals except in deserts and wastelands)
  5. Riding




    Weapons:
  1. Sword
  2. Broadsword
    Backpack:
  1. Healing Potion (+4 EP)
  2. Meal
  3. Meal


  4. Potion of Alethar (+2 CS)
  5. Coil of Rope
  6. Potion of Laumspur (+4 EP)
    Belt Pouch (money):
  • 30/50 Kika
    Special Items:
  • Drakkar Armor (+6 EP)
  • Shield (+2 CS)
  • Death Mask (+1 CS)
  • Crystal Star Pendant
  • Grey Key (x2)
    Deaths:
  1. Shot out of the sky while surrendering.
  2. Assassinated by Supreme Kai Master Rune Fire.
  3. Killed by a Kai Master.

Tiggum fucked around with this message at 04:01 on Jun 3, 2022

Tiggum
Oct 24, 2007

Your life and your quest end here.


Birth of the Dark One posted:

Goragik stands before you. The Nadziranim's long robes brush the floor as she stares at you. One claw-like finger taps the side of a rough reptilian face as milky white eyes send shivers down your spine. 'You will meet me on the east side, near where Aarnak used to be.' she croaks. 'There we will decide what the will of Naar is concerning what we should do with you.'

She turns her back to you as she walks to the other side of the room. Her contempt at this task is evident. She was cast out of the ruling council of the Nadziranim for desiring a more aggressive stance toward the world. She believed that in order to preserve the final city of the Darklands a massive strike against the Kai was needed, as was done long ago wiping out the first order of the Kai. Her peers pointed out that shortly thereafter a massive defeat came upon the Darklords, and only a few short years beyond that the entire destruction of the Darklords. Despite her protests that these were caused by elements beyond known strategy, the council relegated her to a minor position. Since then, her main job is as a messenger of the higher ranking Nadziranim. It is upon her that they have laid the task of getting you to safety and ensuring your rise to power. While it is a little desired or envied position, especially if you are killed, it has the promise of returning to her power and influence beyond what any Nadziranim has possessed in over a millennia--if she is successful.

She twirls quickly to face you again. 'The matters of your travel have been taken care of. You will attempt to escape via an escort of Kraan. If they do not make it through you will be left to your own resourcefulness to arrive at our meeting place.' She cackles softly. 'Do not look so fearful young one, my fate is irrevocably linked to yours. I would not care to have you damaged.' Her eyes flit to an archway to your right. 'I have brought a creature that may possibly provide insurance for your safety if anything goes awry.'

You turn to see what she is looking at, and find yourself facing a massive reptilian creature. This is one of the Xagash, lesser darklords that were only slightly less powerful that their masters. Their one greatest weakness lay in that they were easily destroyed by mortal means, making them only slightly more useful than the battle fodder the giaks were used as. Still, with their great strength the Xagash are considered equal to the Nadziranim councils in Helgedad, and they command great legions of warriors at their very bidding. Where the Nadziranim have taken to the spells and spawning of the creatures of the Darklords, the Xagash are the generals and leaders of the military forces in Helgedad. It is this that has enabled the city to still stand while all others have fallen. The Xagash militarily outmatch any Nadziranim lust for power that was found in such cities as Kaag or other areas fallen. Your quest must be of great importance to these high ranking leaders to let them have one such precious commodity be used as your protector.

'His name is Lakaast.' She says. 'He will guide you through the Sommlending's armies into the arms of safety. Until then...' she makes several signs in the air with her fingers and vanishes. You turn to look at Lakaast.

Lakaast turns, but as he does, he motions to you. 'Come, we must equip you for your journey.' He takes you out of the room and down the hall of the dormitory where you have spent much of your young life. You recognize where he is taking you as he comes to a black steel door. Here he produces several large, black keys with which he unlocks the door. Inside is an armoury and storage room where you may choose from the following.
  • Drakkar Armor (SI) +6 Endurance
  • Shield (SI) +2 Combat Skill
  • Death Mask +1 Combat Skill
  • Sword
  • Dagger
  • Mace
  • Spear
  • Warhammer
  • Broadsword
  • Healing Potion (restore 4 Endurance Points)
  • 4 meals
In addition he hands you a bag with 10 to 100 Kika inside (your Belt Pouch will only carry up to 50 coins, however. Any additional coins will be counted as backpack items taking one space for every 50 coins. Your backpack can hold up to eight items). To determine how many coins are in the bag, pick a number from the Random Number table and multiply the result by 10 (0 counts as 10 in this instance).

We roll: 3.
Automatically took Armor, Shield, Mask, Sword, Potion & Meals.


You follow Lakaast outside to the city where he makes for a tall tower near the outskirts. On the horizon the dawn is just beginning to show. You notice the light begin to rise as you hurry after Lakaast. The buildings on all sides are relatively new compared to the other old cities in Magnamund. Near the end of the Darklands war, Helgedad was almost entirely demolished. The few survivors of the devastation slowly rebuilt the city, unknown to the forces of good at the time. The rest of the world had given up on Helgedad as a destroyed city. Over the millennium since its destruction it has risen from the ashes to become a mighty city once again. With over a million Giaks, and several hundred thousand Drakkar and other inhabitants as well, even the Kai will be hard pressed to take the city in any short span of time. It will likely be a long drawn out war which will hopefully give you enough time complete your quest and return to wreak doom upon the enemies of Helgedad.

Soon you arrive at a tall, black tower. Many different balconies jut out from its sheer, vertical surface. The sign above the tower tells you that this is the rookery, or what can pass for a rookery when keeping Kraan and Zlanbeasts. Once inside, you hurry up the steps to meet the rest of the Drakkarim that will escort you out of the city. Entering the room you notice every warrior outranks you. Most are captains, elite leaders of the Drakkarim shock forces. Even as you enter they turn and salute not you, but Lakaast. He motions for them to mount up on their Kraan.

You look at him with questions abounding on your face. He looks up, his brutal features snarling at your youthful incompetence. 'We dare not use Zlanbeasts, though stronger and much more durable for lengthy flights as ours, they make to large of a target. We must stick with the Kraan for speed and hopefully stealth.' With that he signals for you to take a mount at the far end of the holding area.

Kraan are wild creatures and hard to control. Luckily you have been trained in the art of riding such creatures. As you mount up, you whisper a few calming words to it and allow your minds to connect. Pacifying its own sense of individuality and desire for freedom you quickly bring it under your control.

The Kraan fly into the dawn. The ground passes by at an incredible speed as you quickly approach the outer edges of Helgedad and the beginning of the enemy camp surrounding it. Urging your mount to go faster, you stare down at the encampment with trepidation. Many warriors from many different nations lie in wait there. Occasionally a glimpse of green betrays their Kai leaders walking among the many rows of endless tents. The Kai have raised a huge army of the alliance of all the nations in an effort to destroy the final remnants of the Darklords.

As they look up and see the many Kraan flying overhead, shouts of alarm break out. A distant bell starts to ring and a few archers try to loose their arrows at you. You are too high for anything from the ground to strike you and you snicker at their futile attempts. You have gotten around halfway past the encampment when you hear some of the squad members gasp in alarm. You look up to see what the problem is.

A fleet of flying ships awaits you. The ships rise sharply from their locations near the ground and your meeting seems inevitable. You try to turn your Kraan and, as always, it turns responsively. It is much more agile than the sluggish skyships. As you turn, more gasps of worry rise from your squad. It is a trap. Skyships are rising all around you. At their prows are Magicians of Toran ready to cast the magic that will fell you from the skies.

You bank steeply, trying to evade their ambush, but to no avail. Bolts of fire and flame fly around you smashing into the members of your guard.
  1. Did we take the Dagger, Mace, Spear, Warhammer, or Broadsword?
  2. Do we now fly under the ships, fly over the ships, or surrender?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Take Broadsword, fly under the ships

nelson
Apr 12, 2009
College Slice
Dagger, Over

Runcible Cat
May 28, 2007

Ignoring this post

Take Spear, fly under where the wizards (hopefully) can't aim at us

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Take sword

Surrender, they'll never expect it and we'll catch them off guard, right where we want them!

moosecow333
Mar 15, 2007

Super-Duper Supermen!

RudeCat posted:

Take sword

Surrender, they'll never expect it and we'll catch them off guard, right where we want them!

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

nelson posted:

Dagger, Over

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Christ, that prose

Fly under

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Take Broadsword

Birth of the Dark One posted:

You are too great a threat for them to allow to survive. In addition, your cowardly ways and display of weakness displease the forces of evil causing the wrath of Naar to boil down upon you. As you desperately shout your surrender, the Brotherhood Magicians do not heed your cries. Their bolts of lightning strike you with unerring accuracy and you fall--a flaming fireball from the skies
Death count: 1.

Tiggum
Oct 24, 2007

Your life and your quest end here.



Birth of the Dark One posted:

You rise up trying to get above the rising line of the ships and out of their range of fire. As you do so, many of the Magicians see your Kraan separating from the others and aim towards you.

We roll: 9 - 2 (Riding) = 7.

Your Kraan screams out in pain as it is struck by a lightning bolt. More bolts charge the air around you and, as your mount spirals downwards, you too are hit by a bolt. Its energy tortures you as it outlines your now injured form. Yelling, you pass through it, but not before you have lost 10 Endurance points. Bleeding and dying the Kraan falls--luckily beneath you--breaking most of your fall yet you lose 5 more Endurance points when you strike the ground. Getting off its crumpled form you get off your dead mount, ready to try to continue through enemy lines on foot.

Endurance: 12/27.

You get up and check yourself to make sure that you are still uninjured. You see warriors approaching from all sides and try to determine how you can escape. Before you have a chance to study your surroundings, you are assailed by a vicious warrior.
Ourself: Combat Skill 22 Endurance 12
Durenese Knight of the White Mountain: Combat Skill 18 Endurance 24
Combat Ratio: 4

We roll: 8
Ourself: Combat Skill 22 Endurance 12
Durenese Knight of the White Mountain: Combat Skill 18 Endurance 12

We roll: 8
Ourself: Combat Skill 22 Endurance 12
Durenese Knight of the White Mountain: Combat Skill 18 Endurance 0

Birth of the Dark One posted:

You will soon be overwhelmed by the approaching soldiers and do not have time to search the Knight for any useful items. Looking up you realize you must try to evade capture. Four options lie open to you.
Do we head back towards Helgedad via the area where the siege weapons are kept, turn left towards a field hospital, go towards the camp tents, or try to find the horses?

nelson
Apr 12, 2009
College Slice
Horses (of courses).

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Field Hospital sounds like a good place to war crime for the glory of Naar

Adbot
ADBOT LOVES YOU

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Go for the siege weapons! Maximum damage!

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