[LP] DestinyQuest: The Legion of Shadow

Stories about games that you run and/or have played in.

Moderator: Moderators

Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

That set of loot is impressively shit for a mage. Half a vote to trade circle of thorns for magpie ring, and that mostly for the 20 gp.

Revisit the unwholesome crater, maybe the thing there has better loot.
Last edited by Omegonthesane on Mon Mar 27, 2017 7:20 pm, edited 1 time in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Ikeren
Knight-Baron
Posts: 849
Joined: Sat Jan 08, 2011 8:07 pm

Post by Ikeren »

I'll vote entirely against taking the items, since I think they're worse.

I'll agree with visit the crater.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Legendary monster: Barkrot

On the edge of the withered glade, a single rotting tree stands alone, surrounded by a blackened patch of blighted earth. As you approach, the tree springs into life, its immense black branches forming themselves into gnarly fists.

The creature's mouth falls open, belching clouds of green noxious gas. 'Back! Go back!' chokes the tree. 'I have suffered enough! I will not suffer anymore!' Before you have a chance to act, the tree's roots wrap themselves around your legs, their barbed thorns puncturing your armor and digging painfully into your skin.

Rooted to the spot, you have little choice but to defend yourself against the corrupted tree's flailing branches:
SpeedBrawnArmorHealth
Barkrot10101030

Special Abilities
- Tangled roots: At the start of every combat round, roll a die; on a 1 or 2 you automatically lose 5 health from the deadly thorns, ignoring armor.
- Air of corruption: You cannot use any special abilities in this fight. You may still use potions and other backpack items.
It's not entirely clear how comprehensive Air of Corruption is supposed to be. I can see an argument that Life Spark or Thorns (which auto-trigger and aren't 'used') might still be active. But I'm going to assume it's total since we own this thing on stats anyway.
Round 1: 6, no thorns. Us 9+13+2, It 3+10; 4+13-10 damage, it's at 23.
Round 2: 2, we're at 35. Us 4+13, It 12+10; 5+10-4 damage, we're at 24.
Round 3: 3, no thorns. Us 9+13, It 11+10; 2+13-10 damage, it's at 18.
Round 4: 6, no thorns. Us 5+13, It 6+10; 5+13-10 damage, it's at 10.
Round 5: 3, no thorns. Us 9+13, It 8+10; 6+13-10 damage, it's at 1.
Round 6: 1, we're at 19. Us 11+13, It 3+10; 5+13-10 damage, Barkrot defeated!
You cleave through the tree's rotten trunk, releasing more of the noxious green smoke. With a final gasp, the tree creaks and shudders - then becomes still, its branches drooping by its sides. The pitiful creature is dead. You may now take one of the following as a reward:
Dryad's band (ring) +1 brawn, Ability: thorn armor (1/combat, +3 armor for 1 round, all enemies take d6 armor-ignoring damage.)
Barkskin greaves (feet) +1 speed, +2 armor, Ability: steadfast (immune to knockdown)
Sprig of corruption (left hand: wand) +2 speed, +3 magic, Ability: corruption (1/combat, after you damage an enemy with an ordinary damage roll, lower their damage stat by 2 for the rest of the combat.)
You also find a pouch of 30 gold crowns nestled within the creature's decaying wood. Return to the quest map to continue your adventure.
Pick a loot, then:
• Camp monster?
• Volcano monster?
• Coast monster?
• Hardest quest?
• Other?
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +13, Brawn: +1, Magic: +13, Armor: +4
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandBlood Harvest+2+1Leech
Left HandTome of Deep Thought+2+3
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2
3Spider's Leg
4Ghoul Hair
5

Rune Key
Plain Gold Ring
Money Pouch: 646 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:11 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Sprig of Corruption is a strict upgrade to Tome of Deep Thought and the other two are vendor trash. So take Sprig of Corruption.

Volcano monster because IIRC it's nearest to the glade monster.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Ikeren
Knight-Baron
Posts: 849
Joined: Sat Jan 08, 2011 8:07 pm

Post by Ikeren »

Sprig of Corruption is legit good.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Legendary Monster: Vesuvius

The column of flame moves quickly across the scorched earth, leaving a blazing trail of smoke and embers in its wake. The creature is headed straight towards you, gaining momentum as it blasts through the withered trees and shriveled ferns that litter the crater basin.

Two angry molten eyes form within the column, narrowing to slits of rage as it closes in. 'All will burn by my hand,' hisses the elemental, spitting sparks and flame. 'I am Vesuvius – and nothing stands in my way!'

You brace yourself as the infernal monster slams into you, plunging your surroundings into a searing maelstrom of fire and sulphur:
SpeedMagicArmorHealth
Vesuvius1013945

Special Abilities
- Molten armor: At the end of every combat round, your hero automatically takes 4 health damage from Vesuvius; this ability ignores armor.
- Body of flame: Your opponent is immune to sear, fire aura, and bleed.
Big DOTs.
Round 1: Us 10+13+2, It 4+10; 2+13-9 damage, it's at 39 (CORRUPT'D). *DOTs* We're at 36, it's at 38.
Round 2: Us 11+13, It 7+10; 2+13-9 damage, it's at 32 (leech'd, we're at 38). *DOTs* We're at 34, it's at 31.
Round 3: Us 7+13, It 8+10; 5+13-9 damage, it's at 22 (leech'd, we're at 36). *DOTs* We're at 32, it's at 21.
Round 4: Us 6+13, It 7+10; 2+13-9 damage, it's at 15 (leech'd, we're at 34). *DOTs* We're at 30, it's at 14.
Round 5: Us 5+13, It 11+10; parry'd. *DOTs* We're at 26, it's at 13.
Round 6: Us 11+13, It 4+10; 3+13-9 damage, it's at 6 (leech'd, we're at 28). *DOTs* We're at 24, it's at 5.
Round 7: Us 7+13 (charm'd) 9+13, It 11+10; 4+13-9 damage, Vesuvius defeated! *Molten'd* We're at 22.
The fire elemental is finally extinguished, its blazing form reduced to a pile of smouldering ash. You may now take one of the following items as a reward:
Flame mantle (cloak) +2 speed, +1 armor, Ability: fire aura (all opponents take 1 armor-ignoring damage at the end of each round)
Molten gauntlets (gloves) +2 brawn, +1 armor, Ability: fire aura, Requirement: warrior.
Firebrand (main hand: wand) +2 speed, +2 magic, Ability: fire aura, Requirement: mage
• If you are a mage...
Otherwise, return to the quest map to continue your adventure.
As a mage you may also take the following item:

Core of flame (talisman) +1 magic, Ability: pyromancer career

You must have the core of flame talisman equipped if you wish to learn the pyromancer career. As soon as this item is unequipped or you learn a new career, you lose the abilities associated with this career. The pyromancer has the following abilities:
Ignite (co): If you win a combat round, instead of rolling for a damage score you can cast ignite. This automatically inflicts 2 damage dice to all opponents, ignoring armor. It also causes them to burn (see below). Ignite can only be used once per combat. (Note: you cannot use modifier abilities to increase this damage.)
Burn (pa): All opponents who have suffered damage from ignite automatically lose 1 health at the end of every combat round. This ability ignores armor.

Once you have made your decision, return to the quest map to continue your journey.
Pick a loot, decide whether to become a fire-o-mancer, then:
• Camp monster?
• Coast monster?
• Hardest quest?
• Other?
Name: Trellis
Path: Mage
Career: Alchemist
Speed: +13, Brawn: +1, Magic: +13, Armor: +4
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandBlood Harvest+2+1Leech
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanSap-filled Gland+1Heal
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2
3Spider's Leg
4Ghoul Hair
5

Rune Key
Plain Gold Ring
Money Pouch: 676 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:12 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Half a vote to take Firebrand, but leave the pyromancer class alone, it's garbage.

Full vote to camp monster.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

I agree that the Fire-o-mancer class seems underwhelming, especially since it eats a gear slot, but I think it's worth considering for three reasons.

1) Burn is another point of damage-over-time, which we're in a position to stack pretty high right now.
2) Ignite is the best AOE we've seen all game. Yes, there's only been like two fights where that would have been relevant, but the book could just be easing us in to multi-target combats.
3) If you try it and don't like it, you can revert back to alchemist at essentially any time between quests, at least until we head off towards the Act Boss.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

rereads

Holy fucking shit I thought it was 2 damage not 2 damage dice. Given how often things will have armour that's actually a lot more likely to be a net increase in our damage. Become a pyromancer after all.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Become pyromancer, take Firebrand. As far as I can tell we still get to alchemize the Sap-Filled Gland (as we lose it before our class changes), and we definitely get to do so to Blood Harvest.

Then go visit camp monster.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Trellis is now dual-wielding wands like some sort of sorcelator.
Legendary monster: Snapjaw

A wet mist rolls in across the forest, coating the tangled trees in a sheen of glistening dew. As you stumble blindly through the haze, you suddenly become aware of a creaking, scraping sound coming from behind you. In a flash you are thrown forwards as something whips across your back. Rolling onto your front, you turn to see a great vine thrashing through the air. Another is slithering out of the undergrowth and begins to wrap itself around your feet. Within moments you are being lifted up and carried through the air, towards a hungry pair of snapping jaws.

Frantically, you bash and tear at the vine, severing it in two. You fall to the ground, landing heavily on your side. Looking up, you see a gigantic plant towering above you, its bulbous head splitting open to reveal two sets of spine-like teeth. All around you, more vines are sliding across the boggy earth, seeking to entrap you in their deadly embrace. You must now fight for your life against this fearsome carnivorous plant:
SpeedBrawnArmorHealth
Snapjaw12121060

Special Abilities
- Strangle vines: The strangling vines deal 2 armor-ignoring damage at the end of the first combat round. As the combat continues, they increase their damage by 2 each round, dealing 4 on the second round, 6 on the third, and so on.
Geez, a nasty DOT and Speed 12? This might be close.
Round 1: Us 9+12+2, It 10+12; *ignite* 9 damage, it's at 51. *DOTs* We're at 38, it's at 48.
Round 2: Us 11+12, It 9+12; 2+16-10 damage, it's at 40 (corrupt'd). *DOTs* We're at 34, it's at 37.
Round 3: Us 8+12, It 8+12; draw. *DOTs* We're at 28, it's at 34.
Round 4: Us 10+12, It 7+12; 5+16-10 damage, it's at 23. *DOTs* We're at 20, it's at 20.
Round 5: Us 4+12 (charm'd) 8+12, It 6+12; 6+16-10 damage, it's at 8. *DOTs* We're at 10, it's at 5.
Round 6: Us 7+12, It 4+12; 6+16-10 damage, snapjaw defeated!
Yeah, the margins on that were pretty tight.
You sever the stem in two, sending the plant's snapping head flying across the clearing, to squish against a nearby tree. The creeping vines give a shudder and suddenly start to recoil, winding their way back into the marshy ground. You have defeated the deadly snapjaw plant. You may now take one of the following as your reward:
Spine tooth (left hand: dagger) +2 speed, +2 brawn, Ability: critical strike, Requirement: rogue
Wreath of woe (head) +1 speed, +3 magic, Ability: barbs (as thorns)
Barbed bracers (gloves) +1 speed, +2 armor, Ability: barbs
If you are an alchemist, you may also take a corrupted seed pod from the base of the plant. Make a note of this item on your hero sheet (it doesn't take up backpack space). When you have made your choices, return to the quest map to continue your adventure.
D'oh? Anyway, pick a loot, and then if there isn't a burning need to do something else first, I'll run you at the coast monster.

Name: Trellis
Path: Mage
Career: Pyromancer
Speed: +12, Brawn: +1, Magic: +15, Armor: +4
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadHorns of the Bull+1+2Charge
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandFirebrand+2+2Fire Aura
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanCore of Flame+1Pyromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2
3Spider's Leg
4Ghoul Hair
5

Rune Key
Plain Gold Ring
Money Pouch: 736 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:12 pm, edited 3 times in total.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Take the wreath of woe and then go fight the coast monster.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Ikeren
Knight-Baron
Posts: 849
Joined: Sat Jan 08, 2011 8:07 pm

Post by Ikeren »

Agreed.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Apparently the coastal cliff is purely decorative, we're actually going into the frogfolk's marsh again.
Legendary monster: Hydra

Having lost your way in the murky fog, you find yourself wading through a treacherous quagmire of mud. Every step you take becomes an effort of will as you struggle to lift your feet out of the clinging boggy earth. With your attention focused solely on your predicament, you don't see the huge swamp monster until it is too late. Three snapping heads lunge out of the pale mist, each attached to a long scaly neck. In horror you realize you have waded into the den of a hydra. You must now fight for your life against its many many snapping jaws:
SpeedBrawnArmorHealth
Hydra12151060

Special Abilities
- Many heads: If the hydra is still alive at the end of three combat rounds, it automatically heals back to full health at the start of the fourth round.
- Venom: Once you have taken damage from the hydra, at the end of every combat round you must automatically lose 2 health.
There's an achievement if you beat this thing before it heals, but I think the only way to even semi-reliably do that is to be an alchemist and stack the two-round damage buff mushrooms. As it stands, it's not possible for us to do, and even if we aborted to stock up on damage boosts, winning any combat round is basically a coinflip so hoping for three in a row is folly. Fortunately, the loot differential is minimal.
Round 1: Us 6+12, It 9+12; parry'd. *DOTs* It's at 57.
Round 2: Us 8+12, It 3+12; ignite: 10 damage, it's at 47. *DOTs* It's at 43.
Round 3: Us 6+12, It 9+12; 2+15-2 damage, we're at 25. *DOTs* We're at 23, it's at 39.
Round 4: Many head'd, it's at 60. Us 9+12, It 4+12; 2+19-10 damage, it's at 49. *DOTs* We're at 21, it's at 45.
Round 5: Us 7+12, It 8+12; 1+15-2 damage, we're at 7. *DOTs* We're at 5, it's at 41.
Round 6: Us 12+12 (life spark, we're at 9), It 6+12; 6+19-10 damage, it's at 26. *DOTs* We're at 7, it's at 22.
Round 7: Us 12+12 (life spark, we're at 11), It 10+12; 5+19-10 damage, it's at 8. *DOTs* We're at 9, it's at 4.
Round 8: Us 5+12, It 3+12; 5+19-10 damage, hydra defeated!
Too close. We still had a charm left because the times it beat us had odds too bad for the re-roll, but that was all that stood between us and one fickle speed roll ending it. We also had a heal left, but at its damage margin that was basically irrelevant.
You hack and slash burn and barb your way through the beast's many heads. At last, after an exhausting battle, the beast finally lies dead, its immense body slowly sinking into the mire. You may now take one of the following rewards:
Hydra-scaled gloves (gloves) +2 magic, +2 armor, Ability: regrowth (restore 6 health at any time during combat), Requirement: mage
Hydra's wing (left hand: shield)+2 speed, +2 armor, Ability: deflect (1/combat after enemy wins a round, prevent their damage, deal 2d6 armor-ignoring damage to them), Requirement: warrior
Marsh striders (feet) +2 speed, +2 brawn, Ability: sideswipe (1/combat, after enemy wins a round, prevent their damage), Requirement: rogue
You also find the decayed bodies of several other unfortunate travelers, lying in the bog. From their remains, you are able to loot 30 gold crowns. Return to the quest map to continue your adventure.
Let me know if you want to take the gloves, then unless there's anything else you want to do first (like stock up on backpack buffs), we're off to hardest quest, near what looks like some kind of sunken monument.
Name: Trellis
Path: Mage
Career: Pyromancer
Speed: +12, Brawn: +1, Magic: +18, Armor: +2
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadWreath of Woe+1+3Barbs
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandFirebrand+2+2Fire Aura
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanCore of Flame+1Pyromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2
3Spider's Leg
4Ghoul Hair
5

Rune Key
Plain Gold Ring
Money Pouch: 766 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:13 pm, edited 2 times in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Leave the gloves to rot, our Speed is unacceptably low already (and we can't alchemise it anymore).

Full vote to buy combat buffs. Half a vote for the bought combat buffs to be invisibility potions on the assumption that that will cause more effective healing than the actual healing judging by how the hydra hit like a 13 ton truck. Then it's off to the hardest quest.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Agreed with Omegon. We're actually starting to come across some really nasty creatures now.

What does the achievement do?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Darth Rabbitt wrote:What does the achievement do?
The loots are different, by which I mean they are the same except for +1 to the damage stat.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

angelfromanotherpin wrote:Interlude: Msu. Trellis, the many looks of:
ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
Now up-to-date, including the peak of her goth phase.
I know I didn't comment on this before, but nice.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

A trip to the Botany Society camp later and we've got two invisibility juice in our pack. Then...
Quest: The sunken city

You come to the shores of a vast blue lake, where a camp has been set up within the shadows of the mountains. There are over a dozen rich pavilion tents, arranged in a rough circle, with armed guards patrolling the perimeter. Each guard is wearing a blue tabard over their chain mail, with a circle and a white rose emblazoned at the center. On seeing you approach, several of the guards head over in your direction, drawing swords from their sheaths. Behind them, you see inside an open tent, where a woman in similar getup is leaning over a table, scrutinizing a map.

'What are you sniffing around 'ere for?' growls one of the guards, his scarred face visible beneath his helm.

'Perhaps we got another deader,' grins one of his companions. 'Coming 'ere thinking they gonna get some treasure.'

The scar-faced guard raises the point of his sword. 'Shall we see if this one's got anything to show?'

'Gentlemen, please.' The woman from the tent strides over. She has long brown hair, tied back in a ponytail. From her trappings and the way she moves, you can tell she is an accomplished warrior. 'Stand down, Merik,' she snaps, addressing the scar-faced guard. 'Back to your duties. All of you.'

The guards oblige, leaving the two of you alone. The woman folds her arms, her eyes fondly appraising your gear and weapons. 'Well, well. You don't look like the ordinary kind of treasure seeker we get down here. I'm Sahna.' She tilts her head back, gesturing towards the ring of tents. 'I work for Raolin. So, let me guess – did old Marcus at the Pisa's Rest send you down here?' She arches an eyebrow. 'We are kind of desperate for volunteers, if the truth be told.'

• Ask if she has heard of Jenlar Cornelius?
• Ask why the guard referred to you as a 'deader'?
• Ask about Raolin?
• Ask why she needs volunteers?
Name: Trellis
Path: Mage
Career: Pyromancer
Speed: +12, Brawn: +1, Magic: +18, Armor: +2
Health: 40
SlotItemSpeedBrawnMagicArmorAbility
HeadWreath of Woe+1+3Barbs
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandFirebrand+2+2Fire Aura
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanCore of Flame+1Pyromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1The Compendium of Dwarven Lore
2Elixir of Invisibility
3Spider's Leg
4Ghoul Hair
5Elixir of Invisibility

Rune Key
Plain Gold Ring
Money Pouch: 686 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:15 pm, edited 1 time in total.
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Why you need volunteer?
What's a Raolin?
What's a Cornelius?
(We can guess from context why people are called deaders here so skip that one)
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

The general trend of the book has been that we usually get to ask all the questions, so it shouldn't hurt to try them all.

In case any of the options does close off the others, I suggest asking about Cornelius first, since asking about the quest itself is the most likely to lead straight "do you accept or not" immediately and lose off the other choices.
User avatar
Darth Rabbitt
Overlord
Posts: 8869
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Post by Darth Rabbitt »

Agreed with SGamerz.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Sahna turns to face the lake. 'You've heard of the dwarves and their big war, right? Happened thousands of years ago according to Raolin. Well, one group of them built a big city – one of many – here by the mountains, long before this place became a rotting marsh.

The dwarves were at war with each other. Don't know the ins and outs, but what I do know is that one faction, the Illumanti I think, used sappers to tunnel underneath the cities and then use explosives to create vast cave-ins. That's how they sunk the city. All you see now is a big lake, but it's under there. And all its treasures are there too.'

Sahna kicks at the briny salt, which forms a thick white tide along the shore. 'Raolin is looking for something. A crown that once belonged to one of the great Dour kings. He believes it is still down there.' She looks at you, a weight of expectation in her eyes. 'It would be dangerous – very dangerous. But you would be well-rewarded.'

• Agree to help find the crown?
• Ask Sahna another question?
The question option sends us back to the previous hub, so...
'Raolin Storm?' Sahna wrinkles her nose derisively. 'Humph! He's a powerful mage and a rich one. My chapter have been in his employ for several months now, though I never thought this was going to be on the cards. I've lost two good men to that lake already and I'm starting to wonder if this so-called expedition of his is really worth the gold.' She glances over at one of the guards, who is doing his routine march around the camp. 'I can't blame the guys for getting a little testy. It's been no fun stuck here with only marsh flies for company. Unless we see some results soon,' she whistles. 'Oh boy, might even have a mutiny on my hands. Wouldn't that be fun?'
Sahna furrows her brow. 'No, I don't think I can place the name. A prophet, you say? Well, we've had quite a few crazies down here, it has to be said. Mention the words treasure and gold, and you got to expect them. People just want to make a fast penny. But when there's real danger involved,' she smirks. 'That soon sorts the wheat from the chaff.'
And the last one, why not?
'Deaders.' Sahna grins, nodding her head. 'They're what the guards call our volunteers. Treasure seekers, mercenaries, adventurers... call them what you will, but the truth is – so far, hardly any of them have returned from that lake. The few that have, well... perhaps death was the better option. Raving and mad for the most part. There really hasn't been much of a success rate. So far.'
Only the 'ask about volunteers' actually lets you progress, so we technically bother her about that twice to get back to the 'advance quest' dialogue option.
You offer to help find the crown. Sahna lifts her eyebrows, nodding appreciatively. 'So, you like a challenge, huh? Good. Follow me and I'll brief you.'

The warrior leads you into a nearby tent. Inside, a single table dominates the space, covered in numerous maps and charts. Sahna points to one of the larger maps, which looks as though it has undergone numerous corrections and revisions. Between all the markings and crossings-out, you can see a pattern of squares and rectangles, arranged along a grid of lines.

'This is the city,' she explains. 'It took a while for us to get this accurate. Some of the earlier scouts gave us conflicting reports, so I used one of my own men, who I trust.' Her finger travels across the map, stopping at one of the larger squares on the western side. 'The few treasure hunters who did make it back,' she glances up at you, grimacing. 'There wasn't a huge amount to get out of them. They raved about sea monsters and ghosts, and refused to set a foot in the lake ever again. However, Raolin has talents. He used magic to... well, not sure what he did exactly, but it was like he was drawing out their memories – seeing what they saw.' She shudders at the thought. 'Anyway, we've pieced together the reports, sketchy as they are, and we have established where the king's treasure house is. It is here.' She taps the square building with her finger. 'I sent two of my best men in there, hoping to find the crown so we can pack up and leave. But they never came back. Then some mercenaries offered their skills. They looked the business and all, but not seen hide or hair of them since.'

The crunch of dirt and gravel announces a visitor. You both turn to see a dark-haired dark-eyed man with a waxen beard standing at the entrance to the tent. Sahna bows respectfully. 'Master Raolin,' she says. The man glares at you stubbornly, until you follow suit.

'Do we have a fresh volunteer for the lake?' he asks in a greasy-sounding voice. 'I am getting tired of waiting for results.'

Sahna nods quickly. 'Yes. This adventurer has agreed to the mission.'

The mage pulls an unimpressed sneer. 'Hmm, a weak-looking specimen, but then we are getting desperate. OK, fetch the worms.'

Your eyes widen in surprise. Sahna gives you an apologetic look as she hurries out of the tent. Moments later, she returns with two guards flanking her and a big jar held in her hands. Sloshing around in the briny water are two black flat-bodied worms, the size of your hand.

'Hold them down,' orders Sahna. 'Let's make this quick.'
The guards close in quickly on both sides. One backhands you, knocking you to the floor, while the second drags you back to your feet, wrenching one of your arms behind your back. Roughly, you are pushed down on the table, while your head is pulled backwards.

'Oh, I do wish they wouldn't struggle,' says Raolin. 'It just makes it so much more difficult.'

Sahna steps forward and lifts up your chin. There is genuine remorse in her eyes as she fishes out one of the black, wriggling worms. 'I promise, this will be real quick,' she says. 'Now open your mouth.'

You breathe out a curse. One of the guards, you don't see which, punches you in the side of the gut. You cry out in pain – and as you do so, Sahna stuffs her fingers in your mouth, holding it open. With her other hand, she pushes the black squirming worm into your mouth. You try and bite down, gagging – but the thing is already slipping down your throat, moving with such speed that Sahna can barely maintain a grip on it.

You kick and thrash to free yourself, knocking maps from the table. Then a white-hot shooting pain explodes behind your eyes. Your head is released and you slump forward onto the table, spitting and coughing.

'Oh, not the maps,' tuts the mage. 'Help him up, will you?'

You feel yourself being lifted again, your legs dragging uselessly along the ground. Raolin moves to stand in front of you, stroking his beard. 'Now, that was just a precaution,' he explains. 'That is a lamprey worm, native to the rivers of the Terrall jungle. They allow you to breathe underwater – a rather crucial ability for your upcoming task, wouldn't you say?' He gives a smug and self-satisfied smile. 'There is a drawback, however. In twenty-four hours it will bein to react to the digestive juices in your stomach. That is when it will try and eat its way out. Nasty, but there you go.'

Rage swells in you like a mountainous wave. You wrestle and bucj against the guards that are holding you, but there is no longer any strength left in you. The movement leaves you feeling sick and nauseous.

'Let's call this a bond of trust,' smiles Raolin, folding his arms across his flabby chest. 'You bring me the crown and I'll remove your little guest. If you find the crown, but decide to keep it for yourself... Well, then in twenty-four hours you will be in a lot of pain. And I do mean that, most fervently.' The mage gives a greasy-sounding laugh before turning and leaving the tent.

'I'm sorry,' says Sahna, once the mage is out of earshot. 'He made them all swallow one of those things. They're his way of making sure you keep to the bargain. He wants that crown – I mean, really wants in. So, just do your job and then we all go home, OK?'

You nod your head weakly and then black out.
Ugh, this book needed a lot more more attention paid to its fluff. It's really bad narrative if our character who solo'd a dragon a few gear upgrades ago is casually overpowered by a couple of random mooks. Again, this feels like content appropriate to an Act 1 story. It's worse because the overpowering is narratively unnecessary – they could just say 'swallow this worm of water-breathing' and you'd do it voluntarily because it's an underwater mission, and Raolin could still do his post-swallow reveal that it's also a coercive measure to establish that he's a jerk.

The part where where it reads disturbingly like an oral rape scene isn't great either.
When you awake, you find yourself on a pallet bed inside a smaller tent. Sahna is sat by your side, a basin of water and a cloth resting on her knees. 'How do you feel?' she asks tersely.

'Like I just swallowed a lamprey worm,' you scowl, sitting up on your elbows.

'I know,' she says, putting the basin and cloth aside. 'I hope you forgive me. The truth is, without that thing inside you, you would never make it down to the city.'

'Wait a moment.' You slide your legs off the bed, suddenly alarmed. 'How long was I out?'

Sahna grins. 'Don't worry. Only half an hour. You still have plenty of time to make it there and back. Are you ready?'

You nod and agree to get going. The more time wasted, the less time you will have to find the crown and get back before the worm... you wince, not wanting to think about that.

Sahna escorts you to the shoreline. 'The lake is deeper than it looks. We think there might be channels that lead out into the western ocean – it's the only explanation for some of the things reported down there. Big sea monsters' She shivers. 'Good luck. I hope, for all our sakes, that you're the one to finally make it.'

You strap on your pack and then wade out into the chill water. 'Yeah, me too,' you mutter under your breath.
You dive down into the turquoise-blue waters of the lake. With powerful strokes, you are soon passing over the dead city, lying at the bottom of the basin. Most of the ruined buildings are covered in coral and kelp, making them look almost indistinguishable from their surroundings. Others, like wedge-shaped pyramids, still retain their magnificent grandeur, looking other-worldly in the dappled rippling light.

The size of the city is almost overwhelming. As you turn in the water, looking down at the sprawling expanse, you marvel at the scouts and adventurers who have helped map this place for Sahna. Your thoughts also wander to those who didn't make it back – for those who gave their lives for Raolin's cause. The twitch in your stomach reminds you that the next 'deader' could be you.

Regaining your focus, you swim down towards the building that was marked on Sahna's map – the treasure house of the king. On the map it was a small square; one amongst hundreds of other small squares. But here, in reality, it is a huge triangular building, not dissimilar to a shark's fin. Its sloping side is covered in plates of black metal, which shimmer in rainbow hues beneath the ever-shifting light.

You make several circuits of the building, looking for an obvious door or entrance. All you find instead are two irregular holes with scorched blast marks around the edges. You assume that your predecessors used some kind of magic or explosive to blow their way inside. One hole is near the base of the buidling and the other is nearer the top, just below the pointed tip.

• Swim into the hole at the top?
• Swim into the hole at the bottom?
Omegonthesane
Prince
Posts: 3680
Joined: Sat Sep 26, 2009 3:55 pm

Post by Omegonthesane »

Hole at the top, it's probably nearer.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
SGamerz
King
Posts: 6293
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Top
Post Reply