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
Ofecks
May 4, 2009

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

gently caress 'em up. (Kai-surge)

Use Curing and any consumables ASAP, provided we get the full restore amount.

Adbot
ADBOT LOVES YOU

Tiggum
Oct 24, 2007

Your life and your quest end here.


RudeCat posted:

1. Kai Surge

2 & 3. For this character lets use curing whenever we’re below 30 (and stop at 30). We only get 1 hp per non-combat section so waiting too long probably isn’t worth it and getting too close to max might mean we’ll miss out on some free health.
OK, I've made this decision retroactive, so we have now used Curing 4 times and are back up to 30 Endurance.

The Hunger of Sejanoz posted:

You call upon your mastery of the psychic skills to create a Mindblast which you direct into the core of the prisoner’s brain. The bandit shudders as your mental probe breaks open his defences, and slowly he begins to talk.

The bandit tells you that his name is Xango. He also reveals that he is the brother of the renegade bandit Captain Kronar. He has been observing the caravan encampment while his brother, and the rest of his gang, have been preparing an ambush on the forest road, five miles distant. Kronar plans to attack the caravan when it passes this place tomorrow morning.

‘Treacherous dog!’ spits Yeng. ‘Death would be too good for you!’

‘Hold, sergeant!’ commands Captain Chan. ‘We may have use for this outlaw yet. Let’s hope his brother values his worthless hide more than you do. Chain him up to a carriage wheel until morning.’

As the prisoner is led away, you ask Captain Chan what he intends to do with the man.

‘He’s our hostage now, our guarantee of a trouble-free journey past the forest tomorrow. I’d wager Captain Kronar will stay his hand when he sees that we have his little brother prisoner.’

You sleep well and rise shortly before dawn to help prepare the horses for the road ahead. A mount is assigned to the prisoner, and he rides with you and Captain Chan at the head of the caravan column. The highway skirts the perimeter of the Javai Forest, and within an hour of leaving the ford, you catch sight of something in the distance that makes your senses tingle. To your right you see a wooded rise that runs parallel to the highway. You question the prisoner and he confirms that this is where his brother Kronar has prepared the ambush.

Chan orders the caravan drivers to halt and await his further signal, and then together the three of you ride ahead. Xango’s hands are tied behind his back and a noose is slipped over his head. This is attached to a trailing rope which is fastened to the horn of the captain’s saddle. If Xango should attempt to escape, he will either strangle himself or break his neck when the rope is pulled taut.

Suddenly you see two riders appear on the crest of the rise. They dismount and then disappear among the folds of the woodland. Minutes later they reappear atop a hillock, now no more than 30 yards distant. Instantly Chan recognizes that one of them, a tall man dressed in a padded tunic of scarlet and black silk, is Captain Kronar. You watch with growing trepidation as Kronar unslings a bow from his shoulder, draws an arrow, and takes aim in your direction. Moments later his companion copies his leader’s actions.

‘Let my brother go free, Chan!’ commands Kronar. ‘Free him now, or you and your comrade are dead men.’ A cold shiver runs the length of your spine when your Kai Sixth Sense tells you that this is no idle threat. Kronar is an expert archer.
Should we tell Chan to comply or refuse?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Comply. I'm sure the nice honourable bandit will let us go in peace after we release his brother and have no more leverage at all

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Refuse, let's see if this is like stealing a horse, but in reverse.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Grab the rope so it goes taut if we fall, then say no way.

Black Robe
Sep 12, 2017

Generic Magic User


RudeCat posted:

Refuse, let's see if this is like stealing a horse, but in reverse.

nelson
Apr 12, 2009
College Slice

RudeCat posted:

Refuse, let's see if this is like stealing a horse, but in reverse.

Ofecks
May 4, 2009

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

Wafflecopper posted:

Comply. I'm sure the nice honourable bandit will let us go in peace after we release his brother and have no more leverage at all

Tiggum
Oct 24, 2007

Your life and your quest end here.


Wafflecopper posted:

Comply. I'm sure the nice honourable bandit will let us go in peace after we release his brother and have no more leverage at all

The Hunger of Sejanoz posted:

‘Captain Chan, let the prisoner go … ’ you whisper, ‘and be ready to signal to the caravan.’

Reluctantly, Chan obeys your command. He unwinds the trailing rope from his saddle and Xango digs his heels into his horse’s flanks, making the animal lurch away at the gallop. As soon as his brother is out of the field of fire, Kronar utters a coarse laugh. Then, simultaneously, he and his companion let loose their straining bowstrings.

You flatten yourself against your horse’s neck to avoid the onrushing missile.

We roll: 6 + 1 (Assimilance) = 7.

You gasp aloud as you are struck by one of the speeding missiles. The tip of the barbed arrow rips through the padded upper sleeve of your tunic and scrapes a furrow of flesh from your shoulder blade. The sudden pain makes you feel nauseous, but you quickly recover and use your Kai healing skills to staunch the flow of blood: lose 1 ENDURANCE point.

Curing (5/10): +1 EP (30/38).

You see Xango fall from his horse as it gallops across rough ground at the approach to the wooded rise. Kronar and his companion immediately rush to his aid and, while they are distracted, Chan signals to the caravan to move forward.

The drivers whip their teams and the carriages come trundling along the highway at a speedy pace. You wait patiently until they have passed your position, and then you turn your horses about and follow on behind. By the time Kronar has made sure that his brother is alive and well, the caravan has passed safely out of range of his intended ambush.

Once you are a safe distance from the wooded rise, you glance back over your shoulder to check that Kronar and his bandit gang are not in pursuit of the caravan. Your senses detect that the road behind is clear and you tell Chan of this. He is greatly relieved that the Imperial Caravan has been spared Kronar’s attack. The bandit leader has a notorious reputation for murdering anyone who witnesses his acts of highway robbery.

After the drama of the confrontation with Captain Kronar, you are thankful that the rest of the day passes uneventfully. It is early evening when the caravan arrives at Javai, a fortified Chai trading town positioned on the rim of a fertile plateau. Chan negotiates with the guards at the town’s west gate and the caravan is allowed to enter. You pass along a bustling street, bordered by two-storey wooden dwellings, which leads to the walled chateau of Javai’s mayoress, Madame Omaki. Here the caravan draws to a halt in the middle of a flagstoned courtyard, ringed by plum trees. A plump woman with gleaming coiffured hair emerges from the chateau and greets Captain Chan. You can tell by their jovial exchange that they are old friends. Chan swears her to secrecy about the presence of the Khea-khan, and she dutifully instructs her servants to secure all the entrances and exits to her estate.



Chan posts his troopers to guard these portals, and as soon as it is dark, Xo-lin and his entourage are ushered inside Omaki’s chateau. She attends efficiently to the allocation of rooms and the provision of refreshments for her royal guests. You are allocated a small room above the stables, and you retire there as soon as you are able. It comes as a pleasant surprise to discover that this room contains a comfortable bed and a bath. After bathing, a hot meal and a Bottle of Rice Wine (Backpack Item) is delivered by one of the mayoress’s servants. You are about to enjoy this meal when there is a knock at the door. It is Captain Chan, and he has some worrying news to convey.

Took Wine.

‘Bhanarian horse scouts have been sighted,’ he says, gravely. ‘A trader from Rakholi reported seeing a troop of enemy riders on the plain this afternoon, a few miles southeast of the Javai Forest. They were probably part of the Autarch’s vanguard, out foraging for food, but the fact that they’ve already come this far north bodes ill for us. We’ll leave here soon after daybreak tomorrow—and hopefully we’ll stay ahead of the enemy until we reach the River Tkukoma.’

You acknowledge the captain’s report and bid him goodnight but, as he is leaving, he suddenly remembers a second message he must convey.

‘Princess Mitzu wishes to consult with you. She has heard much about the astrological skills of the New Order Kai, and she wishes for you to conduct a reading for her. Will you indulge Her Highness, my lord Grand Master?’

‘It is true what she has heard of the New Order,’ you reply, ‘but, alas, I do not yet possess mastery of the astrological skills. Please convey my apologies to her majesty, for I must decline her request.’

‘I shall,’ replies Chan. ‘Sleep well, my lord Grand Master, and remember that we shall depart here no later than one hour after daybreak.’

You are awoken shortly before dawn by a shrill cock’s crow. You rise swiftly, gather up your equipment, and then hurry to the courtyard where you meet with Captain Chan outside the stable door. Some of his troopers are busy replenishing the caravan’s stores of food and fresh water, and others are preparing the horse teams for the long road ahead. Madame Omaki’s servants are also in attendance, bearing wooden platters stacked with food. You and Chan help yourselves to this delicious breakfast fare as you discuss the journey that lies ahead. The sky is clear and Chan is confident that you shall make good progress, just so long as you do not run foul of Bhanarian scouts. (There is a surplus of food, enough for 2 Meals. Remember to adjust your Action Chart accordingly if you decide to take any.)

As planned, within an hour of daybreak, the caravan is on the road once more. You depart from Javai by way of its east gate, and begin the four-day journey to your next destination—the tented city of Rakholi.

Took Meals.
We roll: 9


To the east of Javai, the trade road passes through many small settlements where Chai farmers toil contentedly in the heat of the midsummer sun. By noon, these tiny hamlets have all but given way to a vast sea of grassland which extends all the way to the banks of the River Tkukoma, over a hundred miles distant.

It is late in the afternoon when you catch sight of a flock of plains ravens circling above a small copse of trees, south of the highway. Captain Chan becomes suspicious of these ugly black scavengers, and he orders the column to slow to a halt. He has decided to investigate the copse, and he invites you to join him.
Shall we investigate or leave it to Chan?


Somewhat odd, imo, to change the capitalisation of "Her Highness" but not "her majesty". Also, I'm pretty sure "her majesty" is only for a queen, right? "Highness" was the right term for a princess? Should have fixed that if they were going to change anything. Also, odd to convert the bottle of wine from a bit of unimportant fluff into an item you can take with you. Wonder if that means it's actually going to be useful at some point? I doubt it.

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

nelson
Apr 12, 2009
College Slice

achtungnight posted:

Investigate for loot.

Black Robe
Sep 12, 2017

Generic Magic User


achtungnight posted:

Investigate for loot.

Ofecks
May 4, 2009

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

Tiggum posted:

Also, odd to convert the bottle of wine from a bit of unimportant fluff into an item you can take with you. Wonder if that means it's actually going to be useful at some point? I doubt it.

I mean, A Bottle of Wine has had an actual use before. In book 7, you can use one as a substitute for Divination or Psi-screen to reveal the invisible bridge in the maze. Hmmm... actually, it was a Flask of Wine or a Bottle of Water. In any case, this is LW 3.0 where everything is super-linear and the gameplay doesn't matter, so you're probably right.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Investigate for loot.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


achtungnight posted:

Investigate for loot.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Hunger of Sejanoz posted:

Chan details two other men to accompany you, and then he places Sergeant Yeng in charge of the caravan’s escort while you are away scouting the copse. The captain gives the order to move out, and all three of you follow as he turns his stallion about and canters through the tall grasses towards the distant pines. As you approach them, he informs you that it is very unusual for plains ravens to gather in such numbers. Your Kai Sixth Sense tingles, confirming that his suspicions are well founded.

As you draw closer, he signals to his men to split up and circle around the copse in opposing directions. They carry out his command as you and the captain bring your horses to a halt and dismount. From here you cover the final 100 yards to the copse on foot, your stealthy approach concealed by the tall grasses. You have penetrated 20 yards into the parched woods when suddenly you happen upon a shocking scene.

In a clearing in the middle of the copse you discover twenty mutilated carcasses. So badly are they damaged that it takes you several seconds to determine that they were once fanji—a breed of swift-footed ruminants that are native to the plains of Southern Magnamund. These creatures have their predators, but none that would make a mound of their remains the like of which confronts you now.

You are still trying to fathom what has destroyed these fanji when you suddenly hear a noise that makes your blood run cold.

It is the sound of a sharp hiss through clenched teeth, and it makes your Kai senses scream a warning that you are in deadly danger. Hurriedly you spin around on your heel and find yourself confronted by two hulking creatures that have emerged from the trees. Although hunched over, you can tell that they are both several yards tall. They have muscular truncated legs that end in fearsomely twisted claws, and their bony orange heads have slitted eyes that pulse unnervingly. From Between their each creature's alien eyes, a beak-like nose protrudes a beak-like nose, jagged-edged and wickedly sharp.

With a hideous shriek the creatures are upon you, slashing and stabbing with their terrible claws and beaks. Desperately, you and Chan struggle to unsheathe your weapons as you are forced back in the face of their fearsome onslaught.

We roll: 6.

Suddenly you catch sight of Chan’s troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons. Unfortunately, in the heat of the moment, your Kai Weapon slips from your grasp and tumbles into the undergrowth.
    Krakalla:
    COMBAT SKILL 50 ENDURANCE 48
You are unable to retrieve your Kai Weapon until the combat is over, but you may add 1 to your COMBAT SKILL for the duration of the fight for you are being supported by one of Chan’s troopers. He is attacking this creature from behind.
Wise Hawk: COMBAT SKILL 33 ENDURANCE 30
Krakalla: COMBAT SKILL 48 ENDURANCE 48
Combat Ratio: -11

We roll: 7
Wise Hawk: COMBAT SKILL 33 ENDURANCE 25
Krakalla: COMBAT SKILL 48 ENDURANCE 45

We roll: 7
Wise Hawk: COMBAT SKILL 33 ENDURANCE 20
Krakalla: COMBAT SKILL 48 ENDURANCE 42

We roll: 7
Wise Hawk: COMBAT SKILL 33 ENDURANCE 15
Krakalla: COMBAT SKILL 48 ENDURANCE 39

We roll: 10
Wise Hawk: COMBAT SKILL 33 ENDURANCE 15
Krakalla: COMBAT SKILL 48 ENDURANCE 33

We roll: 7
Wise Hawk: COMBAT SKILL 33 ENDURANCE 10
Krakalla: COMBAT SKILL 48 ENDURANCE 30

We roll: 9
Wise Hawk: COMBAT SKILL 33 ENDURANCE 7
Krakalla: COMBAT SKILL 48 ENDURANCE 25

Deliverance +20 EP.

We roll: 2
Wise Hawk: COMBAT SKILL 33 ENDURANCE 0
Krakalla: COMBAT SKILL 48 ENDURANCE 25


Death count: 1.


Shall we reroll to not drop our sword, or go back and not volunteer to join Chan?

Black Robe
Sep 12, 2017

Generic Magic User


Reroll to not drop the sword. We were actively expecting trouble, our Kai senses warned us, and we're a freaking Kai. This ain't our first rodeo.

nelson
Apr 12, 2009
College Slice

Black Robe posted:

This ain't our first rodeo.

This is our first rodeo. Our sister is the one with years of combat experience.

Don’t volunteer.

nelson fucked around with this message at 15:23 on Dec 19, 2022

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

Black Robe posted:

Reroll to not drop the sword. We were actively expecting trouble, our Kai senses warned us, and we're a freaking Kai. This ain't our first rodeo.

Yeah this is nuts.

Black Robe
Sep 12, 2017

Generic Magic User


nelson posted:

This is our first rodeo. Our sister is the one with years of combat experience.

Yeah, but we've still been trained by Kai Masters.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Dang these sweaty hands. Lets not literally fumble the fate of the world this time.

Ofecks
May 4, 2009

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

We'll still be at -5 CS even with our weapon (unless they're immune to Kai-surge, in which case, welp), but that's right on the cusp of feasible, I think.

Don't drop the sword.

e: I don't think our CS of 33 was correct for the previous, ill-fated, combat. 27 + 8 (Kai-surge) + 1 = 36
e2: doesn't matter, it's still a -11 CR. nevermind!

Ofecks fucked around with this message at 21:07 on Dec 19, 2022

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Don't drop the sword.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Don't drop the sword.

e: I don't think our CS of 33 was correct for the previous, ill-fated, combat. 27 + 8 (Kai-surge) + 1 = 36
e2: doesn't matter, it's still a -11 CR. nevermind!
Yeah, I went without Kai Surge because adding it would only have cost us 1 EP per round for no benefit.


The Hunger of Sejanoz posted:

With a hideous shriek the creatures are upon you, slashing and stabbing with their terrible claws and beaks. Desperately, you and Chan struggle to unsheathe your weapons as you are forced back in the face of their fearsome onslaught.

We roll: 6 6 0.

Suddenly you glimpse Chan’s troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons and defend yourselves.


    Krakalla:
    COMBAT SKILL 50 ENDURANCE 48
You may add 1 to your COMBAT SKILL for the duration of this combat, for you are being supported by one of Chan’s troopers who is attacking this creature from behind.
Our Combat Skill is 27 + 5 (Grand Weaponmastery) +8 (Kai-surge) +5 (Valiance) +1 Chan's trooper = 46. The Krakalla gets -2 CS due to our Ang'sei.

Wise Hawk: COMBAT SKILL 46 ENDURANCE 30
Krakalla: COMBAT SKILL 48 ENDURANCE 48
Combat Ratio: -2

We roll: 7
Wise Hawk: COMBAT SKILL 46 ENDURANCE 27
Krakalla: COMBAT SKILL 48 ENDURANCE 40

We roll: 4
Wise Hawk: COMBAT SKILL 46 ENDURANCE 22
Krakalla: COMBAT SKILL 48 ENDURANCE 35

We roll: 8
Wise Hawk: COMBAT SKILL 46 ENDURANCE 20
Krakalla: COMBAT SKILL 48 ENDURANCE 26

We roll: 9
Wise Hawk: COMBAT SKILL 46 ENDURANCE 19
Krakalla: COMBAT SKILL 48 ENDURANCE 16

We roll: 9
Wise Hawk: COMBAT SKILL 46 ENDURANCE 18
Krakalla: COMBAT SKILL 48 ENDURANCE 6

We roll: 5
Wise Hawk: COMBAT SKILL 46 ENDURANCE 14
Krakalla: COMBAT SKILL 48 ENDURANCE 0

The Hunger of Sejanoz posted:

The Krakalla gives vent to an ear-shattering cry as your blade pierces its evil heart. It staggers back and falls across the body of its brother who has been slain by Captain Chan and his men. Your face and tunic are spattered with its sickly orange blood, and you quickly wipe your blade clean with a handful of grass before sheathing it in your scabbard.

Chan and his troopers have each sustained several wounds, but none of them are life-threatening. You draw upon your Kai healing skills to repair their battered bodies (lose 2 ENDURANCE points) before all four of you abandon the copse and go in search of your horses. Chan has never encountered the likes of these creatures before, and when you ask him about them, he is unable to say where they may have come from.

‘O … one thing I … I am sure of, though,’ he says, still shivering from the aftershock of the combat. ‘They … they are not from this part of Chai.’

Used Laumspur: +4 EP
Used Curing (6/10): +1 EP

Endurance: 17/38.


Once you have rounded up your horses, you return to the caravan and report what has happened to the Khea-khan’s advisor, Kau-Doshin. The wise old counsellor tells Chan that the column must continue east along the highway without further delay. Going by the descriptions of the creatures that you encountered in the copse, he determines that they were Krakalla, a powerful breed of Agarashi he thought resided only in the Dammerdon Mountains, north of Bhanar. ‘I fear they may be part of the Autarch’s army,’ he says. ‘If my suspicions prove correct, then we are in far graver danger than I dared imagine.’

Galvanized by his encounter with the fearsome Krakalla, Chan wastes no time in getting the caravan rolling once more. Later, an overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make swift progress on the sun-baked highway.

Shortly before noon of the third day of your journey to Rakholi, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet’s molten core.

The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.

Used Curing (7/10): +1 EP

Endurance: 18/38.

We roll: 0.


You are awoken in the middle of the night by the sound of a fearful scream. You unsheathe your Kai Weapon and leap to your feet, and as your night vision adjusts to the darkness, you see movement out of the corner of your eye. One of the troopers standing guard duty at the edge of the camp is struggling with a large worm-like creature that has emerged from one of the bore holes. His desperate cries have alerted the other guards, and they are picking their way slowly across the treacherous ground to go to his aid. You also respond to his cries, but as you are skirting around the rim of one large fissure, suddenly another of the worm-like monstrosities rears up from this hole and spits at you. Your skin crawls when your Kai senses detect that this creature’s saliva is a highly corrosive alkaline.

Used Curing (8/10): +1 EP

Endurance: 19/38.
We have a Bow. Do we wish to use it?

nelson
Apr 12, 2009
College Slice
We have a Bow. We wish to use it.

moosecow333
Mar 15, 2007

Super-Duper Supermen!
I wish to use my bow!

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


nelson posted:

We have a Bow. We wish to use it.

SatansOnion
Dec 12, 2011

use that bow, as is our stated wish. we didn't bring it all this way just for the Kai Style Points

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

Black Robe
Sep 12, 2017

Generic Magic User


SatansOnion posted:

use that bow, as is our stated wish. we didn't bring it all this way just for the Kai Style Points

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

moosecow333 posted:

I wish to use my bow!

Ofecks
May 4, 2009

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

WHABAWWTUI

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Hunger of Sejanoz posted:

Quickly you draw an Arrow to your Bow and let it fly towards the worm’s purulent belly.

Used Curing (9/10): +1 EP

Endurance: 20/38.

We roll: 2.


Your shaft sinks deeply into the creature’s ghastly hide, yet it does not prevent the loathsome worm from spitting its caustic saliva at you once more.

The corrosive saliva splashes your left arm and, within seconds, this vile fluid eats through the cloth of your tunic and sears your flesh: lose 3 ENDURANCE points.

Aided by your Magnakai Disciplines of Nexus and Curing, you hold back the pain and recover in time to launch another attack upon this burrowing horror.
    Nahba Worm:
    COMBAT SKILL 45 ENDURANCE 40
Wise Hawk (with Kai-surge): COMBAT SKILL 45 ENDURANCE 17
Nahba Worm: COMBAT SKILL 43 ENDURANCE 40
Combat Ratio: 2

We roll: 5
Wise Hawk (with Kai-surge): COMBAT SKILL 45 ENDURANCE 14
Nahba Worm: COMBAT SKILL 43 ENDURANCE 32

We roll: 8
Wise Hawk (with Kai-surge): COMBAT SKILL 45 ENDURANCE 13
Nahba Worm: COMBAT SKILL 43 ENDURANCE 21

We roll: 9
Wise Hawk (with Kai-surge): COMBAT SKILL 45 ENDURANCE 12
Nahba Worm: COMBAT SKILL 43 ENDURANCE 9

We roll: 6
Wise Hawk (with Kai-surge): COMBAT SKILL 45 ENDURANCE 9
Nahba Worm: COMBAT SKILL 43 ENDURANCE 0

The Hunger of Sejanoz posted:

Splashes of the creature’s caustic blood and saliva draw wisps of smoke from the sleeves of your tunic. Quickly you run to a geyser pool and wash this vile fluid away before it eats through to your skin. As you are cleaning your clothes, you notice to your dismay that the caustic fluid has eaten a hole in your Belt Pouch and you have lost half of your coins.

You must reduce your current total of coins by half rounded up (eg. if you possess 11 Gold Crowns, half of this sum would be 5.5, rounded up = 6). Remember to make the necessary adjustment in the Belt Pouch section of your Action Chart before continuing.

Used Curing (10/10): +1 EP

Endurance: 10/38.
Belt Pouch: 12 Gold Crowns.


Captain Chan orders that lighted torches be dropped into the bore holes. His troopers comply, and soon you feel the tremors of explosions that occur when these burning brands ignite other Nahba Worms hidden deep in their underground burrows.

Chan details every trooper to stand watch for the remainder of this night in case any worms have escaped the destruction. Fortunately for them it is a short watch; the sun breaks the eastern horizon within the hour, and soon afterwards the caravan is ready to leave this treacherous valley.

The mood among the troopers and entourage is subdued after the harrowing events that befell you in the Vale of Nahba. It is not until you reach the River Tkukoma, and see the famous Vulkin Bridge that spans this mighty waterway, that their spirits begin to rise. Chan informs you that the bridge was named after an ancient Khea-khan of Chai, one of Xo-lin’s illustrious ancestors. The caravan halts on the bridge and the Khea-khan makes a rare appearance. Briefly, he leaves the confines of his carriage to pay tribute at a shrine dedicated to his famous ancestor.

The shrine rises from the bridge's wide central pier, framed by four grand towers, each depicting one of the sovereigns of the New Kingdoms—the Khea-khan of Chai, the Grand Prince of Mhytan, the King of Veduzhan, and the King of Lissan. Everyone in the caravan remains silent as Xo-lin offers a prayer.

Your Magnakai senses suddenly warn you that the Khea-khan is in immediate danger!

You scan the pier until you notice the intruder. A humanoid reptilian with tough scales and black eyes has climbed southwestern tower, aiming at the Khea-khan from the top with a rudimentary bow. A similar creature is perched on the opposite tower, ready to cut down the ruler of Chai in a cruel crossfire.
:siren: New content alert! :siren:

Should we use our body to shield the Khea-khan, or attack one of the reptilians?

If we had Kai-alchemy, we could use that instead. If we had also reached the rank of Sun Lord, we could use it more effectively. If we'd reached the rank of Kai Grand Guardian, we could use Assimilance.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Body blocking doesn't seem like a great idea with only 9 EP left but I'll bet we get punished if we take the other option

nelson
Apr 12, 2009
College Slice

Wafflecopper posted:

Body blocking doesn't seem like a great idea with only 9 EP left but I'll bet we get punished if we take the other option

moosecow333
Mar 15, 2007

Super-Duper Supermen!
GET DOWN MR. KHEA-KHAN

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

moosecow333 posted:

GET DOWN MR. KHEA-KHAN

This.

Black Robe
Sep 12, 2017

Generic Magic User


Obviously if we attack one, the other will kill him. Shield it is.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Black Robe posted:

Obviously if we attack one, the other will kill him. Shield it is.

Seems like so.

Adbot
ADBOT LOVES YOU

Toplowtech
Aug 31, 2004

Clearly it's SHIELDING time!

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