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Runcible Cat
May 28, 2007

Ignoring this post

charm snek

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Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

anakha posted:

Be a snake charmer.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Lost in the Kelderwastes posted:

At the cost of 2 WILLPOWER points you cause this Protosnake, probably a denizen of Kelderwood, which has recently made its lair in this dark, watery, space, to regard you as a friendly and inedible fellow creature. Now disinterested, the predator plunges into the river and does not return.

As your skiff enters the tunnel leading outside, a steam-gun projectile whizzes by your ear. Sergeant Kanoz curses as he busies himself with reloading, but the tunnel keeps him from getting another clear shot, and you have no means to control your own elemental barque in order to close in.

Daylight shines down as you emerge from the underground river, which springs to the surface at the foot of the plateau that the Temple of Ghazam stands upon. Your unaccustomed eyes squint against the sun - it is already mid-afternoon, and the river, swollen from the rain, is flowing quickly into the Great Forest of Kelderwood. You see Kanoz and his own skiff bobbing in the rushing water ahead of you.

The flow begins to accelerate, and it becomes harder and harder for you to keep your balance. To your dismay, you realise the barque is shrinking! You start to sink into its hull and you clutch the translucent railing, hoping against hope that it will last long enough for you to reach the riverbank.

Soon the river bends southwest, taking you even further from your captive companions. The banks rise, slowly becoming steep cliffs as the river plunges again into the rock of the Kelderwastes. If Kanoz expected to land and flee through the forest, his plans have gone awry, yet you find the distance grows even more between you as the cliffs grow such that they scarce allow daylight to reach you.

Your elemental barque dissolves away completely when the river reaches a vast, steep-sided lake located a hundred yards or more below the forest floor. Very little daylight reaches this concealed place, and the cliffs curve upwards around you as if they had once joined together to constitute a colossal ceiling which has since collapsed into the lake. Even more unexpected is the sight of many great sculpted arches at the base of the rocky walls, framing many hallways that run through the lake like a flooded ant's nest.

You hear a waterfall in the distance and have come to a landing at a quay jutting forth from one of these archways. You turn to look at your pursuer and watch his own barque liquefy entirely, dropping him in the lake. He struggles, waving and shouting as he sinks, and you cannot help a wry smirk at the irony of it. Perhaps his Zhakka master should have taught him to swim, rather than stealing his soul for lessons in Right-handed magic. You scan the lake, waiting tor him to surface, but he never does. In the meantime, you note the size of the nearby columns and you wonder to yourself what sort of creatures could have excavated such a massive quantity of rock in such an inaccessible place.

You can still feel the incredible energy contained within the Power Crystal, crafted by the Elder Magi in a time when they still knew how to harness the sun's boundless strength, yet you find yourself even more impressed with the Illusion Crystal. This sophisticated device is far more than a simple generator of illusions. As you stare into its depths, you feel as though it plays host to some magical consciousness. Suddenly, a bright flicker of energy briefly connects the two gems and the Illusion Crystal begins to pulsate, glowing a deep shade of red, as if it were a heart that beat with light rather than blood.

To your astonishment, the crimson rays coalesce into a new vision - an animated image of the same old man depicted in the great statue in the temple.

"I am the spirit of Ghazam," it intones. "Who are you that has come?"

Floundering for a moment, you respond. "I.. I am Acraban, a Brother of the Crystal Star."

"Ah, human. You seem different from the others I remember from the War. Your fellows did not hold the fire of goodly Magic as you do. Most surprising. You have mastered a form of the Left-Handed path I do not know."

You swallow, your throat suddenly dry. "My people have learnt much since you... since your time."

Ah, you mean my passing? Do not concern yourself Acraban. You do not speak to my ghost or some shade brought back by necromantic ritual. We among the Elder Magi rejected this kind of power centuries ago. Know this, child of man: I am the mark of the spirit of an Elder Magi named Ghazam, imbued into this crystal during his lifetime. I am the sum of his wisdom, his intellect and his perceptions, and I can speak with you much as he once would have done. Now, tell me, why have you summoned me? Do the Creatures of Darkness rise once more?"

You explain to the Spirit of Ghazam that it must be nearly 9,000 years since his passing. He seems to show neither surprise nor dismay when you tell of the incomplete victory of the Elder Magi over Agarash, which had left many of the spawn of Agarash behind, especially those which settled themselves in the Kelderwastes after the fall of Naaros. You then reveal how Agarash's current worshippers plan to enslave the descendants of his children in a bid to conquer Southern Magnamund.

"I and the entirety of the Temple of Ghazam was formed with the sole purpose of advising the defenders of Good in how they may defeat the schemes of Naar's worshippers." The spirit says, "I will help you, young human. I think you will find this Illusion Crystal may deceive even the greatest of dark sorcerers with its power, while the Power Crystal will grant you great strength. I will teach you how to use these instruments."

For hours, slipping beyond midnight, you and the Spirit of Ghazam discuss how you might use these artefacts to deliver your companions to safety and thwart the plans of the Bhanarians. How to harness the energy of the Power Crystal to enhance and reproduce your Brotherhood spells and psychic powers. He teaches you about the Illusion Crystal - not only can this potent device create illusions, but with mental impulses, it may disrupt the functioning of other magical artefacts. The Spirit teaches you how to modify its appearance and aura to conceal itself, or even to pose as the Power Crystal.

"Both gems are linked, Acraban," the apparition explains. "The Illusion Crystal cannot function without the power of its mate, nor is the Power Crystal's energy boundless. After nine millennia, its capacity is surely considerably drained. One day its power too will fade entirely, and the Illusion Crystal will cease to be anything more than a pretty stone."

You thank the Spirit of Ghazam for its tutorship and use your newly amplified psychic power to call for Bo'sun Gora. Despite the vast distance, Gora hears, and his immense relief is apparent. He responds, telling you that he was almost ready to look for you himself. Pleased to learn the Starstrider is now airworthy, you order Gora to come and collect you as quickly as possible. Evoking the image of a river flowing to the south-east from a small hill range, approximately a hundred miles southwest of the crash site, you show his mind a bend, where the river enters a deep gorge. You assure him that you will Be able to guide him when he arrives in the vicinity. Your Bo'sun promises to join you at dawn, and you wish him Godspeed.

Your stomach growls from your exertions and you must now eat a Meal or lose 3 ENDURANCE.

Endurance: 17/26.

Before settling into sleep, you decide to explore the vast subterranean ruin that has made you its unwilling guest. A few natural crystals wink at you, embedded in the massive columns. They are similar to the gemstones mined in the distant nation of Caron which have rightfully earned your guild's praise. Spectacular vaulted ceilings loom over you with ancient carvings spider-webbed across their surfaces that you recognise as Drodarin in origin. This place must have once been the home of Drodarin Giants before their people were devastated by the Great Plague of 2514 MS. You decide to make camp in the smallest hall you can find, where despite yourself you manage a few hours of sleep (recover 5 WILLPOWER points, be sure to modify your Action Chart accordingly).

We roll: 7.

Your eyes snap awake. Sergeant Kanoz is reaching down to cut your throat! With a curse, the Arisen issues a cold wave of necromantic power to freeze you in place but you have awoken in time to dodge Kanoz's magical assault and now must fight him. It is far past time to settle accounts with this vicious man.

Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 30

Kanoz will be able to drain life force from you during this battle using his necromantic powers. If at any time you pick 1 or 2 during the fight, he will gain the number of ENDURANCE points you lose; thankfully he can only use this vampiric power twice during this battle. Kanoz is immune to your psychic powers.

Willpower: 9.
Acraban: COMBAT SKILL 17 ENDURANCE 17
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 30
Combat Ratio: -4


    Do we want to use any spells, potions, etc. for this fight?
  • Vigour (+3 CS for one fight. Costs 3 WP or 4 EP)
  • Potion of Laumspur (+4 EP)
  • Concentrated Potion of Volko (+6 WP)
  • Laumspur Herb (+3 EP)
  • 2 Tarama Seeds (cast one spell per seed without spending WP)
  • None of the above, just fight him


If we'd rolled a 0 or 1 we'd just be dead. There's no modifier for that roll, it's just a straight 20% chance of death. And a 30% chance of losing 2 EP and 3 CS.

Tiggum fucked around with this message at 12:36 on Jun 26, 2020

anakha
Sep 16, 2009


Sounds like a boss fight to me. Take all the healing stuff, the WP potion, cast Vigour using the seed, then kick the poo poo out of him.

Cry Havoc
May 10, 2004

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

anakha posted:

Sounds like a boss fight to me. Take all the healing stuff, the WP potion, cast Vigour using the seed, then kick the poo poo out of him.

do this then :blastu:

Ofecks
May 4, 2009

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

anakha posted:

Sounds like a boss fight to me. Take all the healing stuff, the WP potion, cast Vigour using the seed, then kick the poo poo out of him.

:hellyeah: Also some appropriate boss music.

https://www.youtube.com/watch?v=NOTI8j1egZg

Can you post the insta-death section please? If we had a rolled a 0 or 1. I'm weird and I like reading those.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Ofecks posted:

Can you post the insta-death section please? If we had a rolled a 0 or 1. I'm weird and I like reading those.

quote:

You never awaken - a nocturnal visitor without a need for breath emerges from the lake and slits your throat as you sleep. Your life and your quest end here.

Xarn
Jun 26, 2015

anakha posted:

I always knew Lowtax was swarthy on the inside.

:drat:

nelson
Apr 12, 2009
College Slice

anakha posted:

Sounds like a boss fight to me. Take all the healing stuff, the WP potion, cast Vigour using the seed, then kick the poo poo out of him.

Runcible Cat
May 28, 2007

Ignoring this post

Cry Havoc posted:

do this then :blastu:

Tiggum
Oct 24, 2007

Your life and your quest end here.


Acraban: COMBAT SKILL 20 ENDURANCE 24
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 30
Combat Ratio: -1

We roll: 9
Acraban: COMBAT SKILL 20 ENDURANCE 24
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 20

We roll: 5
Acraban: COMBAT SKILL 20 ENDURANCE 21
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 14

We roll: 6
Acraban: COMBAT SKILL 20 ENDURANCE 19
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 7

We roll: 8
Acraban: COMBAT SKILL 20 ENDURANCE 18
Sergeant Kanoz (Bakhasian Arisen): COMBAT SKILL 21 ENDURANCE 0

Lost in the Kelderwastes posted:

As you deliver the killing blow Kanoz's body crumbles to dust, and you hear a distant cry as if, only now, his soul apprehends its damnation to an eternity of torment - at the hands of the very same blood-thirsting divinities he dedicated himself to in his quest for power.

Exhausted by this unexpected and arduous battle you collapse into a deep sleep. You wake in the dark hours before dawn. Using Kanozs elemental barque, you push up the river, the Power Crystal aiding your small ship through the rapids. Far above, you catch a glimpse of the Starstrider as you speed into a broader section of the gorge. The crew wave down to you in the early half-light, happy to see you alive. Drawing strength from the Power Crystal, you take this opportunity to cast a spell of Mend upon yourself, recovering 5 ENDURANCE points.

Dawn breaches the horizon as you hear the rising hum of your beloved skyship's magical engines. Gora and the others have done an excellent job, and Starstrider seems little worse from her terrible crash. The ship descends into the gorge, coming to a halt between the massive cliffs, hovering more than a hundred feet above your head. A large iron cage, fixed to a cable and held taut by a winch, lowers into view. A few moments later you find yourself lifted to the ship's rear deck and the crew raises a cheer at the sight of you.

"It is good to see you again Wizard," says Gora. "But... where are Aberel and Gardan? Did you find the others?"

You hold up a hand to cease further questions.

"I'll explain everything Gora, but we need to depart immediately! Our friends are in great danger, though we still may be able to save them if we make haste. Please, to the north! And quickly!"

Endurance: 23/26.

You lead the Starstrider northwards, until you reach the forbidding hills of the Bakhasa Badlands to the north of the Great Forest. The view of this remote, barren, region, still rumoured to be home to an infamous horde of feral Agarashi, is nearly a relief after the trials of Kelderwood. You make Starstrider descend and fly very low eastwards, following the contours of the badlands until you arrive at the longitude of the Keldrathe village. During the flight Gora gives you his personal phial of Rendalim's Elixir which restores 6 of your ENDURANCE points. You land in a rocky gully where you anticipate the enemy will never find your skyship. According to your calculations you must be now around twenty miles north of the village. The Zhakka and his troops are waiting for your return and you promise yourself that you will not disappoint them, they will get their comeuppance if the plan you hatched with the Spirit of Ghazam in the Drodarin ruins works.

As you leave, you see that Bo'sun Gora is not happy with letting you go alone. You explain you must convince the Zhakka that you have survived and returned from the Temple of Ghazam with the artefact he covets without help. But you have another reason. If you fail, you do not want more magicians to be captured or killed. You order Gora to lead the ship to Toran in four days' time if no one has returned by then.

Gora goes back on board and will keep Starstrider ready to fiy away as soon as you return with Aberel, Gardan and the others. Resolutely you leave the gully, for staying any longer would mire you in too much fear and doubt. Whatever your previous achievements, you know you may not survive this confrontation.

Endurance: 26/26.

You trek for four hours through the stifling heat of the Bakhasa Badlands and come to understand why few things grow in this remote stretch of Southern Magnamund. As you approach the Keldrathe village, you mentally rehearse your daring plan several times, barely noticing as you come to the edge of the Great Kelderwood. Having no desire to return to the terrible forest, you skirt around the swamp surrounding the village's western side and arrive from the same direction from which you left several days prior.

The oil ponds left by the Bhanarians' weapons of war still burn, filling the swamp with a thick, acrid smoke which serves to conceal your arrival. As you come to the village's edge, several battalions of armed Keldrathe stand obediently at attention in the square, supervised by Bakhasian soldiers. You feel a chill run up your spine. All the villagers have now become victims of the dark powers of Autarch Sejanoz and his Tiger-idol. They are little better than automatons; servants to the Empire of Bhanar. A sinister red flame now burns in the eyes of some of the Keldrathe, as if Sejanoz's power had awakened the evil of their Agarashi ancestry. The havoc caused by an entire army of these creatures, driven to bloodlust by Sejanoz would be incredible! With a heavy heart, you conclude that saving your men must come second, lest the New Kingdoms that form Bhanar's neighbours be obliterated. The Zhakka must be stopped from enslaving the entire Keldrathe people at any cost.

The enslaved Keldrathe warriors turn as you enter the village, your scent on the air enough for them to sense you. Fortunately, their Bakhasian officers recognise you, and their orders prevent them from tearing you apart. Two Imperial Guards march up to escort you to the centre of the village where the bone altar of the entranced Keldrathe Shaman awaits. The sorcerous tiger-head shrine, a pure extension of Autarch Sejanoz's evil power now dominates the bone altar with the unconscious form of the Keldrathe shaman laid out in its fanged maw. You feel disgusted as you realise the poor creature has been impaled on the shrine's fangs. He should be dead, but some evil power of the terrible idol maintains his life-force so that it can reach into the Keldrathe's Psychic Plexus to enforce the will of the Bhanarians. This wicked figurine now waits only for a source of additional magical power so that its reach might expand enough to snare the whole Keldrathe race. A power that Kia-Tzing, who stands waiting beside the altar, is expecting you to bring to him.

"I'm surprised you dared to return alone Northlander," the towering warrior-mage jeers from within his armour. "Why didn't you flee? I suppose you must have completed the task I gave you alone? Have you brought back a Power-Crystal?"

He pauses, and adds in a low hiss,

"It's the only way to save your friends."

Your Imperial escorts can hardly contain their amusement when their commander alludes to saving your friends. You are sure that, if you fail, you will all die. There is no way these worshippers of Darkness can be trusted to keep their word.

"What are you waiting for, Magician? Surely you don't dare to tell me you've come back empty-handed?"

You shake your head submissively while you retrieve the Illusion Crystal of Ghazam from your Backpack. Thankfully the real Power Crystal remains within easy reach, hidden inside your robes should you need to call upon its energy .The Zhakka should be able to feel its power, but guided by the Spirit of Ghazam, you came prepared - laying a powerful Mind Charm upon it before leaving Starstrider. As far as Kia-Tzing's senses are concerned, the only magical artefact in his presence is the llusion Crystal. Again, you give thanks for the Spirit's guidance. The false crystal thrums with such energy that the Zhakka cannot discern it from the Power Crystal he so Covets.

He gives a wicked smile. Everything rests now upon your ability to bluff. As powerful as he is, your foe will know if you cast the Brotherhood spell of Mind Charm, and so your lie hinges upon your calmness and composure.

We roll: 8.

The Zhakka hesitates when you give him the crystal. He examines the artefact, before nodding:

'Very well Northlander, it seems you're not here to make a fool out of me, even if you are behind the death of my men. A shabby little revenge of yours, perhaps?'

You stiffen and the evil warrior-mage starts to laugh.

'Don't worry magician, I care not. Not if this crystal really is what you claim it to be. But I suppose you won't be offended if I do not trust your words alone? The Elder Magi are infamous for the crystalline bombs they craft and still use nowadays. What one of those devices did during the Great Siege of Torgar is notorious! How can I be sure this artefact is not such a device? I want you to install it yourself on the Tiger-idol. If it is a trap, perhaps you would free some of these Keldrathe here, but not your own men... nor yourself. You would all be torn to shreds!

You try hard not reveal relief at his misplaced suspicions.

'I am only here for my men, you retort. You can make these Agarashi abominations dance like Lissanian troubadours for all I care. This is a fair deal, Bakhasian. Now show me what I must do.'

Kia-Tzing laughs and explains that you just have to replace one of the jewelled eyes of the tiger-head idol with the Power Crystal. The evil shrine will feed on the energy of the artefact and be able to take over the Keldrathe Psychic Plexus via the spirit of the Keldrathe shaman. The Zhakka now goes down to face the battalions of enslaved Keldrathe, but he leaves two Imperial Guards with you to ensure that you do not try to sabotage the Tiger-idol. As you climb the bone altar to reach the idol, you hear the Zhakka haranguing his new troops. He speaks of the grandeur of the Agarashi Empire, of the limitless power of Sejanoz and you feel momentary anger at his boastful foolishness. You have learnt how Agarashi treat mortal creatures. Do these Bhanarians truly believe they will be spared if the Agarashi Empire resurrects? That they will be considered equals by the Creatures of Darkness and will share in the spoils of their conquest?

Resolutely you remove the right jewelled eye of the Tiger-idol. You can feel the evil power contained in this jewel and you resist the urge to destroy it, for the Imperial Guards brandish their razor-tipped polearms menacingly. You place the Illusion Crystal in the tiger-head shrine. At first nothing happens and you withdraw under the suspicious eye of the Imperial Guards. Then the new eye of the Tiger-idol starts to glow with a powerful light. At the same time Kia-Tzing raises his arms, proclaiming loudly that Southern Magnamund will kneel again before the power of Agarash.

But you know better. At first you see the armed Keldrathe shaking their heads as if emerging from a long sleep. You cannot hide your satisfaction as they turn the tables on their Bhanarian slavers! With merciless savagery they throw themselves at the Bhanarians, using the new metal weapons given to them to wreak havoc upon Southern Magnamund with devastating effect. You see several Keldrathe pouncing on the Zhakka, but you have no time to lose: the Imperial Guards have realized you must be responsible for this chaos and you must flee before they impale you with their polearms!

You touch the real Power Crystal under your robes and cast an advanced form of Levitation to soar away, quickly escaping the wrath of the Imperial Guard. You send thanks to Kai and Ishir that the Bavazanurs are away from the village at that moment, and you fly with incredible speed toward the hut where your men are imprisoned, zooming over the battle taking place in the central square. The hut seems unguarded, and with the aid of the Power Crystal, your Lightning Hand blasts the door off its hinges. Aberel, Gardan and the rest of your missing men are still inside, just where you last saw them. Recalling how they too were ensnared by the power of the Tiger-idol, you hope your strategy has disrupted its influence over them. You touch their spirits psychically and are relieved as they begin to emerge from their trance.

"A-Acraban?" Gardan slurs, his mind still foggy, "Where?"

You tell them you have no time to waste and must leave as quickly as possible. They rush to comply, albeit with difficulty, weakened and dehydrated after long days of unconscious captivity. To worsen the situation, as you leave the hut, you come face to face with a squad of Bhanarian Steam-Gunners, their weapons levelled at all of you, ordering you to surrender.

Normally, even the sophisticated weapons of the Bhanarians should be unable to harm you when you are able to focus, particularly now that you command the Power Crystal - for you can erect an impenetrable Invisible Shield at will. Unfortunately, generating an immense shield to protect your whole group is beyond you and you are forced to cast several smaller shields in order to protect your friends individually. The effort proves taxing, costing you 2 WILLPOWER despite the help of the Power Crystal. However, you are satisfied to watch each projectile fired by the Bhanarians smash harmlessly into your magical barriers while the enemy gawp incredulously at this grand spectacle of magic. You seize the opportunity granted by their surprise to flee across the ruins of the village.

Willpower: 13.

You reach your fellow Brothers, worried for the state of their health after their long captivity. Lacking better options, and needing them to move quickly, you draw upon the Power Crystal, casting an enhanced form of Vigour. They straighten as one, enlivened by the sudden strength coursing through their bodies, and begin to run with superhuman speed. You all rush across the Great Forest and the Bakhasa Badlands in mere hours, seemingly undiminished by the marathon pace, trying to keep ahead of the Bhanarians that you fear may even now pursue you. Waves of relief and tiredness wash over you when you see the Starstrider, still in the gully where you left it. But nothing compares to the joy that rises in your chest when you hear the clamour of your crewmates, cheering your successful return. Gora and the crewmen exult in your incredible victory as you climb aboard, prepared to leave this hellish place once and for all. As you make ready for flight, you take a mental roll of the crew and smile to see everyone present, except poor Kuo, killed in the crash that left you here.

Celebration will have to wait however you have no time to lose! You shout for Gora and the others to return to their posts, but as you stand at the skyship's helm, a furious voice booms, echoing through the gully.

"Northlanders! Naar eat your souls! Are you treacherous curs too cowardly to face my wrath?"

Framed by the gully's entrance is the silhouette of Kia-Tzing. He has escaped the attack at the Keldrathe village, and now intends to take his vengeance! Rather than face this terrible foe, you urge Starstrider to rise.

"Fools!" The Zhakka roars, "Pitiful mewling cowards!"

He spits each word as he raises his arms.

"I summon you, oh Children of Agarash, dread masters of the skies! Unleash upon then the vengeance of Naar! Tear from the air these maddening northern worms and their cursed contraption!"

At that moment, a column of Bavazanur bursts into the gulley, a thick swarm pouring down upon Starstrider with a terrifying shriek. Your men rush to defend themselves, the air crackling with the sounds of spell-fire, though you have no time to help them; if you do not escape this narrow valley all of you will be doomed by their superior numbers. The Zhakka rushes forward, raising his powerstaff above his head. It extends in his hand, stretching into a pole three times his height, which he uses to vault onto the Starstrider's deck in a surprising display of athleticism from an armoured man. Stunned for a moment, you barely have time to twist and meet his advance with a bolt of lightning, but his staff flexes in his fingers, becoming a shield that deflects your surge of power.

"You miscomprehend, cur," he growls as his powerstaff contorts into a serrated black polearm. "You owe me a duel." His voice is a low hiss of hatred, the eyes behind his dark helm meeting yours. "Because of your trickery, the Keldrathe are free, and my master's plans hindered. I already know my fate; for me, there shall be no forgiveness - I must pay dearly. But I will have the pleasure of watching you die first!"



Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 40

Thanks to the Power Crystal, you may increase your COMBAT SKILL and ENDURANCE both by 6 for the duration of this fight by casting enhanced versions of the spells Vigour and Invisible Shield. These replace the typical bonuses of these spells.

Additionally, if you possess the Bone Chain, you feel a surge of psychic support clearing your mind and sharpening your focus! Sz'annhiz has convinced her people to send you psychic aid via the Keldrathe Psychic Plexus to help you in this battle, adding an additional 4 to your COMBAT SKILL. Kia-Tzing is immune to your psychic powers.
Acraban: COMBAT SKILL 23 ENDURANCE 32
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 40
Combat Ratio: -4

We roll: 3
Acraban: COMBAT SKILL 23 ENDURANCE 27
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 37

We roll: 10
Acraban: COMBAT SKILL 23 ENDURANCE 27
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 27

We roll: 5
Acraban: COMBAT SKILL 23 ENDURANCE 23
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 22

We roll: 9
Acraban: COMBAT SKILL 23 ENDURANCE 23
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 13

We roll: 6
Acraban: COMBAT SKILL 23 ENDURANCE 20
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 7

We roll: 4
Acraban: COMBAT SKILL 23 ENDURANCE 16
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 3

We roll: 7
Acraban: COMBAT SKILL 23 ENDURANCE 14
Zhakka Kia-Tzing (Bhanarian Warrior-Mage): COMBAT SKILL 27 ENDURANCE 0

Endurance: 8/26.

Lost in the Kelderwastes posted:

Kia-Tzing collapses, a curse whistling through the grille of his black helmet. You have no time to savour your victory - these evil, winged, creatures seem undeterred by the Zhakka's death. You see them cutting two of your young crewmen to pieces. You are left facing the chilling reality that your crew may be unable to overcome their multitude.

Despair chokes you before the words of the Spirit of Ghazam return: The Power Crystals were the instruments by which the Elder Magi achieved victory over the Agarashi of the Kelderwastes! Sacrificing all of your remaining WILLPOWER (or 4 ENDURANCE points from your body's agonising pain if your WILLPOWER has been reduced to 0), you concentrate on the Power Crystal, willing it to release its true power. You raise the artefact high above your head as light, blinding as the sun itself, erupts from the crystal. You hear screams of pain as the vengeful power of the God Kai consumes the Bavazanur. Somehow you and your men are spared any harm from this glorious phenomenon. You blink the spots from your vision to see a sky free of clouds, and of Bavazanurs! No creature of darkness within perhaps two-hundred meters was spared the brilliant light of the Sun-God.

You let out a victorious yell that the crew reciprocates as one of them points down toward your hands with a gasp. You watch, dumbfounded, as the Power Crystal crumbles in your fingers, turning into a crystalline dust that the wind whips away. The power of this millennia-old artefact has finally run dry, consumed in a final blast against the forces of Darkness.

Leaning heavily on the rail, weary and satisfied, you take one last look at the Great Forest of Kelderwood as Starstrider sails north upon the wind.

Willpower: 0.

As you fly towards Sommerlund, you cannot help but blame yourself for the loss of several of your crewmen during the Bavazanurs' assault. But your spirits are lifted by the sight of Aberel, Gardan, and all the others your daring actions have saved. You faced terrible threats in the Kelderwastes, but prevented the evil Empire of Bhanar from gathering an army of Agarashi warriors, an effort perhaps as significant as helping Prince Karvas to recover the throne of Siyen. Now you have only one thing on your mind; your brother, Melchar. You cannot wait to tell him about your adventures once you have returned to Toran - they are just as good as his escapades at the races of Caeno!

Congratulations, Wizard Acraban, against all the odds you have managed to repair the Starstrider and return with most of your crew alive from one of the most dangerous regions in Magnamund, thwarting the terrible schemes of the Autarch of Bhanar in the bargain.

During your flight to Sommerlund, you are delighted to learn Prince Karvas has been crowned King of Siyen, and the wicked Baron Sadanzo of Cavalia has met his doom. Starstrider did not fail in her mission after all, and you feel relieved of a terrible burden. Eager now to make your report to Guildmaster Banedon, you know you will have many things to discuss with him - including his own tribulations in Bhanar and the Kelderwastes six years before! Why did he search for the Temple of Ghazam? Was it he that caused the Keldrathe to become a more peaceful people? Could he even have been responsible for the creation of their Psychic Plexus? What plots of Autarch Sejanoz did he thwart, and how did he lose such crucial information to the Bhanarians?

The answers must wait. Despite the stresses of your trial, despite the danger, the horrors and the hardship; it has awoken a curiosity and respect for this region and its many wonders. The forces of Bhanar are a formidable threat to Southern Magnamund's security. You suppose your Guildmaster will surely draw upon your experience, and task you with new missions within this deadly region in the future.

Tiggum
Oct 24, 2007

Your life and your quest end here.


    Final Stats for Acraban

    Name: Acraban
    Gender: Male
    Rank: Wizard
    Combat Skill: 17
    Endurance Points: 8/26
    Willpower: 0
    Brotherhood Spells:
  • Lightning Hand (3 WP or 4 EP)
  • Mind Charm (2 WP or 4 EP)
  • Invisible Shield (2 WP or 4 EP)
  • Net (1 WP or 2 EP)
  • Vigour (+3 CS for one fight. Costs 3 WP or 4 EP)
  • Counterspell (Costs a minimum of 2 WP or 4 EP, but the cost may be higher for more powerful spells.)
  • Levitation (2 WP or 3 EP)
  • Sense Evil (1 WP or 2 EP)
  • Mend (Restores 5 EP. Can only be cast in running water. 1 WP or 2 EP)
  • Silence (2 WP or 4 EP)
  • Psychic Powers (Enemy gets -2 CS for one round. 1 WP)
    Advanced Brotherhood Spells:
  1. Bridge (2 WP or 4 EP)
  2. Slow Fall (1 WP or 2 EP)
  3. Breathe Water (1 WP or 2 EP)
  4. See Illusion (1 WP or 2 EP)
  5. Spatial Vision (5 WP or 10 EP)




    Weapons:
  1. Dagger
  2. Quarterstaff
    Belt Pouch (money)
  • 16 Gold Crowns
    Backpack:

  1. Pile of Golta Pads (10) (maybe? the book never said to erase them)







    Special Items:
  • Crystal Star Pendant
  • Brotherhood Ring
  • 1 Tarama Seed (cast one spell per seed without spending WP)
  • Chitinous Necklace
  • Illusion Crystal
  • Power Crystal

Tiggum
Oct 24, 2007

Your life and your quest end here.


This bonus adventure was fine, I guess, but pretty bland and forgettable. Even before you get to the ridiculous bit at the end where it just goes on and on and on without giving you any opportunities to make decisions, Acraban doesn't have much agency in the story - which is a bit of a handicap in a gamebook protagonist. The authors seemed to think their villain was really cool (judging by the ridiculous monologuing they had him do), but I wasn't impressed. And setting the player character's stats rather than rolling for them seems like a good idea on paper, but I think actually just made the flaws in the combat system more obvious.

Anyway, next up will be the book 2 bonus adventure The Crown of King Alin IV, but I'm probably not going to start that until the situation with the forums has been resolved. If the deal Jeffrey of YOSPOS has sorted out falls through then the next book will either appear on LP Beach or my blog (or somewhere else) depending on which option works out best, but I'll make a post on my blog (and Twitter) to announce it either way. If the ownership transfer goes ahead then I'll just carry on here. That's the preferred option, but it's obviously out of my hands.

Cry Havoc
May 10, 2004

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

Tiggum posted:

That's the preferred option, but it's obviously out of my hands.

we gotta roll for it

+2 for telegnosis

also was it possible to save that keldrathe at the ruins?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Cry Havoc posted:

also was it possible to save that keldrathe at the ruins?

Yes. That's what the bit I crossed out with the bone chain was about - she gives it to you in exchange for your Crystal Star Pendant as tokens of goodwill. It also comes up a couple of other times.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Yeah, we skipped a bunch of plot when we let the obvious native in distress die.

Runcible Cat
May 28, 2007

Ignoring this post

Tiggum posted:

This bonus adventure was fine, I guess, but pretty bland and forgettable. Even before you get to the ridiculous bit at the end where it just goes on and on and on without giving you any opportunities to make decisions, Acraban doesn't have much agency in the story - which is a bit of a handicap in a gamebook protagonist.

Plus the whole "yeah sure I'll just wander along with the Chaotic Evil dudes why not" thing isn't particularly endearing. OK, how much choice a protagonist can have is naturally limited by the format and length, but drat, give him an exploding collar or have Kanoz call his evil boss once a day or your friends get it or something to make him that passive.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
At least we got to kill the villain like you wanted, Tiggum. I also gotta say I enjoyed his whole “I know I’m going down for my failure but at least I’ll have the joy of killing you first” bit. And he was tough enough to pull it off too if the dice went bad!

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Crown of King Alin IV by Vincent N Darlage. Edited by Joe Dever. Illustrated by Nathan Furman.

The Crown of King Alin IV posted:

In this adventure, you play the part of Lord-lieutenant Rhygar, a Knight of the White Mountain who aided Lone Wolf on his second adventure, Fire on the Water. In that adventure, Rhygar sacrifices his life in a battle he knows he cannot win. This adventure is set in the year MS5048, two years before his courageous sacrifice.

First, as usual, we'll be rolling for Combat Skill and Endurance.
CS: 12
EP: 29


That's a low Combat Skill roll, so we could be in trouble before we've even begun, but I guess we'll see. Next we need to pick five Knight of the White Mountain abilities. Higher tier abilities require lower tiers to be chosen first and higher-tier effects replace the lower; they don't stack. Now, here are our options:
  • Strength of Arms (I): -1 to all combat damage received.
  • Strength of Arms (II): -2 to all combat damage received.
  • Strength of Arms (III): -3 to all combat damage received.
  • Sundering Blow (I): Double damage to inanimate objects.
  • Sundering Blow (II): Triple damage to inanimate objects.
  • Sundering Blow (III): Quadruple damage to inanimate objects and the ability to destroy magical objects.
  • Storm of Blows (I): +1 CS vs. "animate enemies".
  • Storm of Blows (II): +2 CS vs. "animate enemies".
  • Storm of Blows (III): +3 CS vs. "animate enemies".

To vote for these, list your preferences in order as usual, but specify the maximum tier you'd like to prioritise at that level. I'm not sure I've explained that very well so I'll give an example of what I mean:

Let's say I definitely want Strength of Arms (I), and after that I want at least two tiers of Storm of Blows, and then if there are more picks remaining I want tiers 2 and 3 of Strength of Arms; I'd write:

quote:

Strength of Arms (I)
Storm of Blows (I)
Storm of Blows (II)
Strength of Arms (II)
Strength of Arms (III)
Or, if you prefer, you could also write it out as:

quote:

Strength of Arms (I)
Storm of Blows (II)
Strength of Arms (III)
Because writing a tier 2 choice implies the tier 1 if it hasn't already been chosen.

In any case, that's our only decision at this point, so tell me which five Knight of the White Mountain abilities you want and we'll get started.

inflatablefish
Oct 24, 2010
Sundering Blow III, because of all of them that's bound to unlock a special option. Once. In a path we will end up not taking.
Storm of Blows II to try to mitigate our low CS.

Runcible Cat
May 28, 2007

Ignoring this post

Huzzah! The vile Lowtax is defeated and the thread rises again!

Storm of Blows (III)
Strength of Arms (II)

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

inflatablefish posted:

Sundering Blow III, because of all of them that's bound to unlock a special option. Once. In a path we will end up not taking.
Storm of Blows II to try to mitigate our low CS.

This.

Ofecks
May 4, 2009

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

inflatablefish posted:

Sundering Blow III, because of all of them that's bound to unlock a special option. Once. In a path we will end up not taking.
Storm of Blows II to try to mitigate our low CS.

Thirding.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
  • Strength of Arms (II): -2 to all combat damage received.

  • Sundering Blow (I): Double damage to inanimate objects.

  • Storm of Blows (II): +2 CS vs. "animate enemies".

nelson
Apr 12, 2009
College Slice

inflatablefish posted:

Sundering Blow III, because of all of them that's bound to unlock a special option. Once. In a path we will end up not taking.
Storm of Blows II to try to mitigate our low CS.

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

inflatablefish posted:

Sundering Blow III, because of all of them that's bound to unlock a special option. Once. In a path we will end up not taking.
Storm of Blows II to try to mitigate our low CS.

It won't mitigate our low CS but I think we're obligated to try it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Sundering Blow (I)

Runcible Cat posted:

Storm of Blows (I)

inflatablefish posted:

Sundering Blow (II)

Ofecks posted:

Sundering Blow (III)

ulmont posted:

Storm of Blows (II)

    Action Chart

    Name: Rhygar
    Gender: Male
    Rank: Lord-lieutenant
    Combat Skill: 14 (12)
    Endurance: 2/29
    Knight of the White Mountain abilities:
  1. Sundering Blow (III): Quadruple damage to inanimate objects and the ability to destroy magical objects.
  2. Storm of Blows (II): +2 CS vs. "animate enemies"

Tiggum fucked around with this message at 09:13 on Oct 28, 2020

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Crown of King Alin IV posted:

You are Lord-lieutenant Rhygar, a Sommlending envoy to the Kingdom of Durenor. You are stationed in the Durenese city of Port Bax. A nobleman by birth, you have fiefs and lordly obligations in the Southlund Marches of Sommerlund. Your many acts of bravery in Durenor have also won for you land and property in this ally kingdom. Clad in fine chainmail, you walk into your richly-appointed chambers. Here you find two urgent reports waiting for you. One was flown to you by means of an eagle sent directly from the King's court in Hammerdal; the other is a report from the Durenese Coast Guard.

Should we read the report from the king's court, or the one from the coast guard?

Runcible Cat
May 28, 2007

Ignoring this post

Check the e(agle)mail first.

nelson
Apr 12, 2009
College Slice
Coast Guard

Ofecks
May 4, 2009

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

Runcible Cat posted:

Check the e(agle)mail first.

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

inflatablefish
Oct 24, 2010
Better see what the boss wants. King.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

inflatablefish posted:

Better see what the boss wants. King.

Right. Rank has its own privileges...

inflatablefish
Oct 24, 2010

Guy Fawkes posted:

Right. Rank has its own privileges...

...and the privileged tend to be pretty rank.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Coast Guard

The Crown of King Alin IV posted:

You pick up the report from the Durenese Coast Guard. The handwritten scroll details the sighting of a foreign galleon anchored in an out-of-the-way cove just a few miles downstream of the coastal estuary town of Durenon Bridge. The Coast Guard suspects that the galleon is a Lakuri pirate ship. Having now digested the contents of this report, you put it down and pick up the other report, the one that has arrived by eagle from the King’s Court in Hammerdal.

You pick up the report from the King's Court. Ba For it to have been delivered by eagle, it must contain a message of some importance. An eagle, with the handwritten report folded into a pouch strapped to its chest, can fly the 200 miles from Hammerdal to Port Bax in less than a day; on horseback it would take a court courier at least 4 days to make the journey.

The message is important indeed. It states that the Crown of King Alin IV of Durenor has been stolen. The theft was detected by your own men, the Chancery Guard, and they launched an immediate search for the thieves throughout Hammerdal. The message also cautions that the theft was not discovered immediately, and that it may have taken place at any time up to three days prior to its discovery.

Your men believe that the most likely culprits have already made their escape through the Tarnalin Tunnel, which leads directly to Port Bax. They feel that it is too late to seal off the tunnel entrances, so this report has been despatched to you in the hope that you can intercept the criminals en route to their suspected destination: Durenon Bridge.

As you are personally responsible for the security of King Alin’s treasures, it is your duty to find and return the stolen crown to its rightful place in the Throne Room of Hammerdal.
Should we head for Tarnalin Tunnel or Durenon Bridge?

nelson
Apr 12, 2009
College Slice
Bridge

nelson fucked around with this message at 14:38 on Oct 13, 2020

inflatablefish
Oct 24, 2010
Best go to the Bridge so we can smash it with our Hulk powers grab them before they reach their getaway ship.

kw0134
Apr 19, 2003

I buy feet pics🍆

What was even the point of that "decision" if we're still reading both? Don't tell me this choice affects something two pages from the end.

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Tiggum
Oct 24, 2007

Your life and your quest end here.


kw0134 posted:

What was even the point of that "decision" if we're still reading both? Don't tell me this choice affects something two pages from the end.

If we'd read the king's message first we wouldn't have read the coast guard message at all. Whether that will have any impact on the story remains to be seen.

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