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achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Naar says do it!

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nelson
Apr 12, 2009
College Slice

Wafflecopper posted:

war crime for the glory of Naar

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Wafflecopper posted:

war crime for the glory of Naar

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Wafflecopper posted:

war crime for the glory of Naar

Black Robe
Sep 12, 2017

Generic Magic User


Wafflecopper posted:

war crime for the glory of Naar

Runcible Cat
May 28, 2007

Ignoring this post

WAR CRIME WAR CRIME!

Ofecks
May 4, 2009

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

achtungnight posted:

Naar says do it!

Tiggum
Oct 24, 2007

Your life and your quest end here.


Birth of the Dark One posted:

By dislodging the stones you will send them crashing down upon the unfortunates in the hospital, killing many of those unable to run away from the rolling doom. Moving swiftly to the pile you are suddenly stopped by a guardsman who is suspicious of you. He rides swiftly and purposefully toward you, lance held ready to bar your way. Mounted on a dapple charger, he points the lance towards your neck. 'If I didn't know better, I'd say you have the look of a Drakkar, soldier. State your business here immediately or suffer the consequences.' He looks sternly down at you.

Quickly you adopt the mannerisms of a Vassagonian noble and turn to face him. Putting a limp into your gait you make it so that he can clearly think that you are one of the wounded. You speak proudly and arrogantly about how the hospital is not for one of the likes of you. He laughs 'Is that so? So you must be the one giving the hospital wardens so much trouble. I've heard about you. Well, if you are so set on going, here's a key that you'll be probably needing in the near future.' He tosses you a Grey Key (SI) as well as a healing salve that will restore 2 Endurance Points. Then he rides off.

Laughing at the stupidity of the guard you walk over to the pile of boulders. Easily dislodging one, you send the entire pile sliding down. The Cavalier Guard turns in surprise. You don your Drakkar mask and shout a victorious cry sending a vision of shock and rage across his face, right before he is overwhelmed and crushed by the oncoming avalanche of rock. The avalanche slides into the hospital crushing the wounded, and killing many helpless soldiers unable to avoid the destruction rolling upon them.

Shouting with glee you make good your escape.

Automatically took Key and Salve (replacing one Meal).

You wend your way through the horses, easily hiding among the many different creatures. As you travel, unless you possess the skill of Hunting, you must eat a meal or lose 3 Endurance Points. Moving stealthily along, you soon come to a hastily constructed tower in the middle of this holding area. Curious, you silently move closer until you are alongside the building. Inside, you hear the flap of wings. Moving to the unguarded doorway you observe the lock.

You slip the Grey Key into the lock. It is a perfect fit. Suddenly there is a click and a needle pokes out of the handle stabbing your finger. Cursing, you shake you hand but suddenly feel very dizzy. The lock was booby trapped! The poison races through your system causing massive damage. Unless you possess a Healing Potion, a Potion of Laumspur, or a Healing Salve you die right here on the spot coming to an unfortunate end in the enemy stables. If you are so lucky as to possess one of the items listed above, you manage to use it up, but in using it up you stop the poison and survive. Lose 8 Endurance Points.

Used Healing Salve.

Endurance: 4/27.


Success! You are able to enter the Tower. Inside, you find a bloody sight. Guards lie on the ground--headless, bloodless, and blind, staring straight ahead in death. You count at least thirty guards, all dead. Shock comes over you as you see that some terrible creature has devastated the every last soldier in this place. A powerful creature brought a swift death on these unfortunate souls. Only a Kai, or perhaps a Darklord of old could have made such quick work of so many. Most of the soldiers seem to not have seen it coming lying near game boards still in the middle of play, meals uneaten. Some bodies still lie in piles of straw where they were previously resting. Grimly, you grasp your weapon.

A dull laughter fills the air and you look around. Emerging from one of the stables is none other than Lakaast. The Xagash rises, baring his fangs in mirth as he sees your tension. Seeing him you shake your head and relax a little. 'How did you get here without being detected?' You ask. 'You of all creatures should not be able to pass for one of them.' And with that you motion to the armies of the Kai outside.

Swiping his tail at you, he shoves you back a little, and leers, 'Never underestimate the power of a Darklord.'

'You are not a Darklord,' you retort embarrassed at having been caught in your fear. This only makes him laugh harder.

'Oh, perhaps not one of the Great Darklords, but a Lesser one none the less, or would you care to dispute that?' he questions motioning to the remains of the tower guard. Wisely you keep your mouth shut.

'I've been waiting several hours for you, I've found a way to escape this infernal encampment.' With that he gestures to what you previously thought were horse stalls. In each of these holding pens stands an Itikar. These giant, black-feathered creatures are used by many Vassagonian nobles as mounts that ride the skies, much like the Kraan. 'They'll never expect us to fly out again, especially this close to the end of their lines.' Lakaast says. 'Once we get airborne we will be free.'

He leaves for a second and then comes back holding two of the creatures. Handing one to you he says 'I picked the best natured one for you, hoping that even a young whelp like you could ride it.' Ignoring the insult you mount up and prepare to ride off through a distant hole in the roof of the tower.

Shouts come from below you as your Itikar flies upwards and out of the roof's opening. Looking down, you see an interesting sight. Rune Fire, the Supreme Kai Master is staring up at you. He has followed you not only since you landed, but ever since you left your quarters this morning. He is not one to take chances at letting Naar's desires become a reality, and has spent every last iota of his skill in tracking and destroying you. Only by a great deal of luck and the watchful eye of Naar and the power of Lakaast have you escaped his attentions. He has barely missed your departure this morning. His ambush failed and you have barely escaped his clutches. Staring upwards at you, he shakes his fist swearing that he will find and destroy you.

Then as you fly over the remaining portion of the enemy camp, he is gone. They see you unexpectedly, never thinking you would be able to control an Itikar to make your escape. You victoriously ride the wind past the enemy--past their lookouts and onward.

While you fly you must eat a Meal. Hunting will not aid you in mid-flight. If you do not eat a Meal, you lose 3 Endurance points.

The wind feels strange on your face. You have never been outside of Helgedad, and the feel of fresh air and nature's own environment is one you have never experienced. Though uncomfortable, you have no difficulties, but resolve to change this environment as soon as you have the power to do so.

Flying onward, you soon arrive at the ruins of Aarnak and the waiting form of Goragik. Looking down at her waiting form, you know that when you land she will herald a new adventure and a new quest. Eagerly you approach anxious to continue you journey. For you it has just begun. To continue you quest and accept the challenge of the next step of your rise as Naar's ultimate champion--the Dark One, read the next adventure in the Enemies of Lone Wolf saga entitled:
    Ruins of the Ancients

Tiggum
Oct 24, 2007

Your life and your quest end here.


Final stats for Birth of the Dark One
    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
Oct 24, 2007

Your life and your quest end here.


The path through this book is pretty linear and basically comes down to trial and error, although there are some optional paths (such as the artillery area and the hospital). It's fairly punishing if you don't know the right choices to make - particularly what Disciplines to pick at the start as some (Immunity, Basic Instinct and Riding) are the only way to avoid taking some fairly nasty damage. But gameplay-wise the book is actually pretty well-designed. You'd probably play through it two or three times to figure out what to do and then you'd be done with it, but it doesn't force you into any crazy difficult fights or random-chance-of-death scenarios.



The writing, on the other hand, is pretty bad. It would definitely have benefited from having an editor go over it. That said, it's not hard to read and it serves its purpose as far as the game goes, and the actual plot structure is fine. At least so far, the author doesn't seem to have used the excuse of writing from the perspective of the bad guy to go too edgy or indulge in any unpleasant fantasies. Tonally, it pretty much fits with the actual Lone Wolf series. So I think we'll carry on with the series and see where it goes.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Wow, that was quick. Didn't realize these were mini adventures.

nelson
Apr 12, 2009
College Slice

Wafflecopper posted:

Wow, that was quick. Didn't realize these were mini adventures.

Same here. It was pretty fun though. Only one of the deaths seemed completely random.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ruins of the Ancients by Sean Robert Shaw

Ruins of the Ancients 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 had to find a way to escape the city. To accomplish this you and an elite guard of Drakkarim Shock troopers embarked on Kraan to fly above the encircling armies. To your surprise, the Kai were expecting such an attempt and were waiting. Ambushing you in a trap, you were forced to land in the Middle of the vast army.

Utilizing your skills and abilities you managed to evade capture and escape the clutches of their charismatic leader Rune Fire. Finding your way to the overgrown ruins of Aarnak you were reunited with your guide only to find a new adventure awaited.

First choice: Which Drakkar Discipline will we master this time?
  • 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.
  • 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.
  • Immunity: This skill awakens the latent Immunities within a NeoDrakkar's body making the Drakkar immune to any form of poison or disease.

nelson
Apr 12, 2009
College Slice
Tracking

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Basic Instinct

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


An overgrown ruin, eh? Better master Immunity.

Black Robe
Sep 12, 2017

Generic Magic User


Mindshield

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Given a poison nearly killed us at the last minute in the first book, I’m voting Immunity.

Runcible Cat
May 28, 2007

Ignoring this post

RudeCat posted:

An overgrown ruin, eh? Better master

Tracking.

Ofecks
May 4, 2009

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

achtungnight posted:

Given a poison nearly killed us at the last minute in the first book, I’m voting Immunity.

Toplowtech
Aug 31, 2004

Tiggum posted:

Immunity: This skill awakens the latent Immunities within a NeoDrakkar's body making the Drakkar immune to any form of poison or disease.

Tiggum
Oct 24, 2007

Your life and your quest end here.




Action Chart
    Combat Skill: 23 (17)
    Endurance Points: 5/29 (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
  6. Immunity



    Weapons:
  1. Sword
  2. Broadsword
    Backpack:
  1. Healing Potion (+4 EP)
  2. Potion of Laumspur (+4 EP)

  3. Tinderbox
  4. Lantern
  5. Potion of Alethar (+2 CS)
  6. Coil of Rope
  7. Potion of Laumspur (+4 EP)
    Belt Pouch (money):
  • 50/50 Kika
    Special Items:
  • Drakkar Armor (+6 EP)
  • Shield (+2 CS)
  • Death Mask (+1 CS)
  • Crystal Star Pendant
  • Grey Key (x2)
  • Palladium Gauntlet (+1 CS; +2 EP)

Tiggum fucked around with this message at 02:41 on Jun 10, 2022

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ruins of the Ancients posted:

Goragik snarls in anger, hatred and rage standing clear on her face. Her white eyes glare at you with unabashed wrath. Growling savagely she stalks towards you, seeming almost as if she is ready to tear you, your companion Lakaast, and the rest of the world apart at her approach.

Your companion Lakaast, a lesser Darklord race known as a Xagash, muscles in front of you, trying to guard you from any ill fated ideas the obviously disgruntled Nadziranim female may hold. Baring his fangs he hefts a heavy axe in a scaly reptilian hand, and looks at her heavily, warning her to calm down with merely a glance in her direction.

Her features distort in distraught frustration as she waves one clawed finger in his direction, then laughs. Instantly you sense you are not the target of her anger. With this, Goragik turns her back to you and motions for you to follow.

She leads you through what appears to be a deserted field of waist high grass, and wildflowers. If you did not know better you would believe that she had guided you to a coastal plain. A chilly wind blasts through your cloak and you pull your clothes tighter. Pehaps a coastal plain, but a cold one at that. Shivering slightly, you know more lies here than the eye reveals.

Here lies Aarnak, an ancient city of the Darklords. Revitalized and restored to its natural habitat through the efforts of the Herbwardens of Bhatar. Despite their great efforts to change the habitat back, and despite the sight that seems to surround you, you know it is but an illusion.

Underneath the field lies the ruins of the Ancient Darklords. These ruins are allowed to remain by the ever vigilant freeland nations of the North for one reason, the Ghoulag lives there. An undead creature of great power that serves both the needs of the Kai and the city of Helgedad. It is also commonly known as the Traitor.

Once long ago, during the great age of the Darklords, one man betrayed his masters to the Kai Lord Lone Wolf. This man, known simply as the Slavemaster, gave Lone Wolf the means to be able to infiltrate the Darklands and thus accomplish a mission to destroy your ancient predecessors. This man, later known as Khadarian would learn his mistake later in life. Whether the Nadziranim of Aarnak took the actual Khadarian, or his son, or merely another relative is unknown, but whomever it was, an evil fate awaited him.

The Sorcerous powers made this man an undead creature, bound forever in the service of evil. Even now, long after his creators have been vanquished, he survives, bound in an eternity of bondage, unable to release himself from the prison between life and death.

As he was a traitor before, he is still a traitor today. He is a known spy for the Kai Lords, but he also is the eyes and ears for Helgedad into the events of the outside world. Utilizing an underground network, both figuratively and literally, he has his clutches into almost every major event in Magnamund. One of the most powerful men in the shadowy world of thieves and assasins, he is the master of organized crime. He is a resource that every inhabitant in Helgedad would love to do away with, but he is also the one resource they currently cannot do without. He sells to the highest bidder, and gives what ever suits his whims. It is this untrustworthy creature that you have entrusted to secure a voyage across the sea.

Goragik interrupts your thoughts suddenly as she begins to speak. Looking up you finally find what has enraged her to the point of breaking.

“That two timing, scum seeking, Sommlending fawning, son of a Gourgaz, this insubordinate idea of his will surely bring him dire consequences.” Her starting phrase raises your eyebrows and you wait expectantly hoping to hear further explanation of what and where you are going next. “He has pressed his regulations too far this time, and you,” she raises a clawed finger and points toward your chest “yes you, will be our revenge.”

“Get to the point, Sorcerous,” Lakaast growls, “You are beginning to try our patience.” She shuts her mouth momentarily and stares and the Xagash, seeming to weigh her options before continuing. Flicking her eyes from the Xagash to you she smiles as she readies herself to reveal the next step of your quest.

“It seems that The Ghoulag has decided that our payment was not enough to give our young protégé passage.” The sarcasm in her face in her reference to you is filled with envy. Her hard flat voice at the reference to The Traitor is filled with even more hatred. “The creature has decided a test is in order. He wants to see for himself whether or not our young Drakkar could possibly be anything to put his faith in. Thus he has ordered a test. If our young leader here passes, the Ghoulag will not only give the youth a ship to bring him to Vassagonia, but also will provide the exact location for the tombs of Majhan where the Haakon’s Doomstone is hidden.”

She pauses then waves her hand. By her feet the ground suddenly parts to show a wide dark hole leading to an underworld passage. From this hole climbs a swarthy man missing his right hand, and a platinum ring in his left ear. Smiling, he gets up and stands next to her.

“This is Captain Mosk, a Pirate Captain that will be waiting for you.” At this point she looks straight at you, a dark gleam in her eyes. “You must enter this passage,” She says indicating the hole at her feet, “and find the palladium Gauntlet. Once found the captain is to fulfill his duties and secure your way to the Tombs.”

“Is that all?” you ask, “Simply find the Gauntlet and I finish the quest?” Goragik nods affirmatively. “Ha, not such a hard task, you laugh, and ready yourself to enter the hole. Lakaasts hand prevents you from being so hasty.

“You do not know The Traitor as we do.” He says seriously. “There is much more to this then there seems. I am certain that the Traitor has something planned that could foul all our plans. You must be wary, and must equip your self before leaving."
Should we get some equipment or just enter the hole with what we've already got?

nelson
Apr 12, 2009
College Slice
Get some loot, obviously.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


nelson posted:

Get some loot, obviously.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Well this is an interesting dilemma. Not the free loot, that’s obvious, but the swarthy pirate captain. If this was Lone Wolf, we’d obviously know not to trust him, since swarthiness is a clear sign of evil. But we’re also evil, though not, as far as we know, swarthy. Does this mean we should trust him or not?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
If there’s one thing we have in common with the Kai, it’s our need for good loot.

Runcible Cat
May 28, 2007

Ignoring this post

Wafflecopper posted:

Well this is an interesting dilemma. Not the free loot, that’s obvious, but the swarthy pirate captain. If this was Lone Wolf, we’d obviously know not to trust him, since swarthiness is a clear sign of evil. But we’re also evil, though not, as far as we know, swarthy. Does this mean we should trust him or not?

I think evil's just as likely to backstab evil, what with the whole "being evil" thing. Trust no one!

And loot at every opportunity, of course.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ruins of the Ancients posted:

Lakaast turns to Goragik and she snaps her fingers. A bright red tarpaulin suddenly appears in the air, and unrolls dropping several pieces of equipment to the ground. You may take any of the following.
  • Drakkar Armor +6 Endurance (SI)
  • Death Mask +1 Combat Skill (SI)
  • Spear
  • Dagger
  • 3 meals
  • Tinderbox
  • Lantern
  • Healing Potion (restore 4 Endurance)
  • Mace
You may only use One Drakkar Armor, and one Death Mask at a time. Even if you posses two, only one will add to your bonuses of Combat Skill and Endurance.

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: 7 x 10 = 70 Kika.

We'll take the 20 Kika that will fit in our Belt Pouch with the 30 already there, but what else do we take (and what, if anything, do we get rid of)?


    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)

nelson
Apr 12, 2009
College Slice
Take tenderbox and lantern.

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

nelson posted:

Take tenderbox and lantern.

Leave the extra money. Last book didn’t have a shop that I saw. This one may not if it’s as short.

Black Robe
Sep 12, 2017

Generic Magic User


achtungnight posted:

Leave the extra money. Last book didn’t have a shop that I saw. This one may not if it’s as short.

also we're evil, why would we be paying for things

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ruins of the Ancients posted:

Before you are able to jump into the hole Goragik gives you one final bit of information. When you finish, come to the coast and find the ship the “Bleeding Merchant” where we will be waiting for you with Captain Mosk”. With that she turns and leaves. Lakaast looks at you, the comadrie that warriors feel pass between you. Return brave drakkar, I will be waiting. He salutes you and leaves as well. Drawing your breath, you breath deeply and leap into the yawning passage below.

It is dark, overwhelmingly dark down here in the tunnels below. Unless you possess either a torch or lantern, and a tinderbox, you must reduce your Combat Skill by 3 for the duration of this adventure (you may restore the 3 points to your Combat Skill at the end of the adventure). You smile, darkness, though blinding, is your friend. Melding with it, you are at home away from the light that is shed by the sun.

Something in darkness makes you feel at home. Much like Naar, darkness is your fundamental element, or at least it seems like that at times. Waiting for your eyes to adjust to the gloom, you can soon make out shapes and forms and soon figure out what your surroundings look like.

You are in a narrow passage leading northwards and down towards the bowels of the world. The steep slope of the passage makes you slant heavily as you proceed down into its depths. Soon you reach a junction where three other passages lead away.
Left (west), right (east) or centre (north)?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

e:

RudeCat posted:

Left is for good guys, we're bad so we do the opposite!

Right!

Good point, changing my vote to Right!

Wafflecopper fucked around with this message at 07:56 on Jun 7, 2022

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Left is for good guys, we're bad so we do the opposite!

Right!

nelson
Apr 12, 2009
College Slice
:goleft:

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

Black Robe
Sep 12, 2017

Generic Magic User


RudeCat posted:

Left is for good guys, we're bad so we do the opposite!

Right!

Runcible Cat
May 28, 2007

Ignoring this post

RudeCat posted:

Left is for good guys, we're bad so we do the opposite!

Right!

Works for me!

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Ofecks
May 4, 2009

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

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