[LP] DestinyQuest: The Legion of Shadow

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

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Ikeren
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Post by Ikeren »

Yeah, that was painful. Top
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Darth Rabbitt
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Post by Darth Rabbitt »

That was quite some bullshit. Agreed on going to the top.
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angelfromanotherpin
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Post by angelfromanotherpin »

You swim through the blasted hole, emerging in a square chamber with a vertical shaft in the middle of its floor. As you make your way towards the shaft, you see something move at the corner of your vision. Treading water, you twist around to see an immense sea creature with a body of writhing tentacles detach itself from the wall. It propels itself towards you, using its tentacles to push through the water. When it is almost upon you, it swings around, extending its suckered limbs to grab hold of you. You furiously bat them away, aware that they are trying to pull you in closer to the creature's parrot-like beak. In a swirl of air bubbles and squirming tentacles, you quickly draw your weapon and prepare to fight:
SpeedBrawnArmorHealth
Kalimari1110960

Special Abilities
- Ink bombs: If your hero rolls any 1s when rolling for attack speed, they are hit by an ink bomb. This temporarily blinds your hero, causing them to lose the round. You cannot use any abilities other than passive abilities until the start of the next combat round. You may re-roll dice if you have an ability that lets you do so.
Ouch, just a flat ~30% chance to lose any given round.
Us 11+12, It 11+11; ignite – 9 damage, it's at 51. *DOTs* It's at 47.
Us 7+12, It 5+11; 6+19-9 damage, it's at 31. *DOTs* It's at 27.
Us 4+12 (charm'd) 6+12, It 5+11; 3+19+9 damage, it's at 14. *DOTs* It's at 10.
Us 11+12, It 9+11; 2+19-9 damage, seafood defeated!
The creature writhes and twists, its tentacles slamming against the stone floor and ceiling as it enters its death throes. You duck beneath its flailing limbs, pushing yourself back through the water to avoid getting knocked unconscious. Finally, the tentacles stop moving, hanging lifeless in the water amidst a black cloud of ink and blood.

After scanning the room for any further signs of danger, you proceed to the edge of the shaft. Manoeuvering yourself around, you take hold of the sides and push yourself down into the murky darkness. As you head deeper into the structure, your eyes start to adjust to the dim light. Among the reeds and algae that have attached themselves to the walls, you see a number of floating objects. You may help yourself to one of the following:
Ink-stained vest (chest) +2 speed +1 brawn
Pirate bandana (head) +1 speed +2 brawn
Captain's boots (feet) +2 speed +1 armor
After several hundred meters, the shaft angles to the right, depositing you in a large round chamber.
Hm, the loot also seems like Act 1 content.
In the middle of the chamber, a huge stone pillar rises up to the ceiling. On each of its faces is carved the figure of a dwarf, dressed in various attire, from rune-covered robes to plated armor. Each of the four incarnations is wearing a jewel-studded crown. You assume that this must be the Dour king and the carved crown is a replica of the one that you are seeking.

There is little else in the room, save for clumps of fluorescent anemones and some swaying fronds of seaweed. You swim over to a passageway in the north wall and follow it through into a small flooded room.
In the wall facing you are a number of plain square tiles forming a grid. As you touch one, it slides into the wall, then slides back out again. You wonder if this is some form of puzzle. Above you, there is another blast hole in the ceiling. It leads through into a narrow tunnel that winds away into the innards of the building.

• If you have a Dwarven stone tablet on you...
• Otherwise, unable to decode the puzzle, you have no option but to leave the room via the blast hole.
Oops, looks like our tardy Dwarfopedia acquisition is costing us.
Whoever came before you has used magic or some powerful explosive to blast through the foundations of the building. The narrow tunnel you are following twists and turns past jutting stones and bent metal bars to finally bring you out into a wide pool. Above you, light is playing across itse surface like liquid gold. You push yourself upwards, finally surfacing in a small stone chamber. This part of the building has not been flooded – magical torches splutter along three of the walls, casting a golden sheen over the two giant statues facing you. Each one depicts a giant bearded warrior armed with a two-headed axe. Between them, in an alcove in the wall is a pedestal. And resting on it is a golden crown.

You pull yourself up out of the pool, relieved to be finally breathing air once again. As you approach the pedestal, you suddenly pause mid-step, your eyes coming to rest on the stone statues either side of you. Something tells you that this might be a trap. You back up, scanning your surroundings. At the other side of the room, beneath the carved face of a leering dwarf, you notice a stone door, standing slightly ajar.

• Try and take the crown?
• Leave the chamber via the open door?
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

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Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:16 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Image
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.

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angelfromanotherpin
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Post by angelfromanotherpin »

At this point I'd proceed with just the one vote, but I actually can't tell what option Omegon's gif is advocating for.
Ikeren
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Post by Ikeren »

Try and take the crown
Omegonthesane
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Post by Omegonthesane »

I was intending to convey the option of triggering the obvious trap, but I can see how it wasn't clear with the opening frames of caution expressed.
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.

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angelfromanotherpin
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Post by angelfromanotherpin »

When you try and grab the crown, you curse angrily as your hand passes straight through the clever illusion. It was a trap – just as you had suspected! You hear a creaking sound and immediately turn, fully expecting the stone statues to have come alive, ready to attack. Instead, the floor gives way beneath you, dropping you ten meters into a murky-smelling pit.

There is a rattling hiss from the darkness. As you quickly clamber to your feet, you notice a large pair of snake-like eyes circling around you. There is another hissing snarl... then a reptilian beast leaps out of the shadows, landing on its bowed legs only inches from you. You reel back, tugging your weapons loose, as the tall lizard makes a number of clicking sounds at the back of its throat. An answering call comes from behind you. Spinning around, you see another of the creatures baring its gleaming fangs. You sprint to the nearest wall, putting your back against it as the two predators stalk towards you, their clawed feet clicking against the stone:
SpeedBrawnArmorHealth
Raptors126860

Special Abilities
- Piercing: The raptors' attacks ignore your armor.
These seem really overstatted for just some animals. Dude had the perfect opportunity to instead give us a speed penalty with a trap effect, but no.
Round 1: Us 10+12, Them 5+12; ignite - 3 damage, they're at 57. *DOTs* They're at 53.
Round 2: Us 10+12, Them 8+12; 4+19-8 damage, they're at 38 (corrupt'd). *DOTs* They're at 34.
Round 3: Us 5+12, Them 9+12; parry'd. *DOTs* They're at 30.
Round 4: Us 7+12, Them 8+12; 2+4 damage, we're at 34. *DOTs* They're at 26.
Round 5: Us 10+12 (life spark'd, we're at 38), Them 8+12; 6+19-8 damage, they're at 9. *DOTs* They're at 5.
Round 6: Us 8+12, Them 9+12; 4+4 damage, we're at 30. *DOTs* They're at 1.
Round 7: Us 8+12, Them 10+12; 4+4 damage, we're at 22. *DOTs* Dinos defeated!
With a rattling shriek, one of the raptors is sent sprawling across the pit in a spray of dark blood. The remaining predator fights with vigor, snarling and hissing as it attempts to bite at your shoulder. In your effort to back away, you stumble over the skeleton of a previous adventurer. As you crash to the ground, the raptor pounces, but you are ready for its attack, delivering a perfect killing blow to its exposed scaly stomach. The beast teeters on its clawed feet, then crashes down, its legs kicking feebly in the air.

You breathe a sigh of relief as you pull yourself back onto your feet. The pit raptors have been defeated – one problem solved at least, but now a second one presents itself. How do you get out of here?

Although it isn't deep, the sides of the pit are sheer stone. There is no chance that you will be able to climb out. Besides, the false floor panel is already starting to swing back into place, sealing you inside. Determined not to panic, you turn your attention to the base of the pit. All around you, the floor is covered in gnawed bones and tattered clothing. It would appear that you were not the only adventurer to be lured here by the illusory trap.

• If you are a rogue...
• If you are a mage...
• If you are a warrior...
You find the body of a dead mage, lying among the refuse at the bottom of the pit. Some of the man's items and clothing are still salvageable. You may take up to two of the following:
Channeler's robes (chest) +3 magic, +2 armor, Ability: focus (1/combat, +3 magic for 1 round)
Quicksilver boots (feet) +2 speed, +1 magic, Ability: quicksilver (1/combat, +2 speed for 1 round)
Ebenezer's spell book (left hand: spell book) +2 speed, +2 magic, Ability: sear (+1 damage, doesn't stack)
You also find a purse of gold. (You have gained 50 gold crowns.) As you scan the rest of the pit, lookingfor any other chance treasures, you discover a small circular grill in one of the walls. A quick examination reveals that it is protecting a pipe outlet. Relieved that you have finally found a way out, you tug the grill free and then enter the tight crawl-space.
Pick/reject loot(s) before we proceed.
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: 736 Crowns

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Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:17 pm, edited 2 times in total.
Ikeren
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Post by Ikeren »

Pass on loot ---> I could see someone making an argument for the boots, but I think +1 magic permenently >>> +2 speed 1/round/combat.

Tug on grill and enter tight crawlspace.
Omegonthesane
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Post by Omegonthesane »

Take the boots. I don't expect doing (18 - armour) DPR instead of (17 - armour) is going to win us fights faster than turning one miss into a hit given that we explicitly get to add the +2 speed after seeing the attack rolls for the round. Although there is a legitimate possibility of slippery slope there.
Last edited by Omegonthesane on Sat Apr 15, 2017 7:07 am, 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
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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Take the boots. I don't expect doing (18 - armour) DPR instead of (17 - armour) is going to win us fights faster than turning one miss into a hit given that we explicitly get to add the +2 speed after seeing the attack rolls for the round.
We actually don't. Sorry, I stopped putting the ability types on them, but Quicksilver is (Sp), and used before combat dice are rolled.
Omegonthesane
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Post by Omegonthesane »

With that correction in mind - ignore the boots, it was only worth the +2 speed 1/combat if it was actually "situationally flip a combat round"
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.

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angelfromanotherpin
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Post by angelfromanotherpin »

You wriggle along the circular pipe on your elbows, the sound of your breathing amplified in the narrow space. After passing several vertical openings, you come at last to another grill plate. This one is tougher than the last, but with much pulling and tugging, it finally comes loose. You slide out of the pipe to find yourself in another black-stone chamber.
The high walls of the chamber are covered in shelves and racks, containing a dazzling array of armor and weapons. A statue of the Dour king dominates the center of the room, its cold eyes and cruel smile making the hairs on the back of your neck prickle. You almost feel as though this ancient warden is watching you, his expression one of scornful amusement at your efforts to steal his prized treasures.

Wrenching your gaze from the statue, you turn instead to the king's impressive armory. You notice that some of the weapons have started to glow with a dull reddish light. As you watch, they suddenly lift themselves off their racks and begin to float towards you. In alarm, you realize that these must be the magical guardians of this place. The weapons slice and cut through the air, forming a deadly maelstrom of pointed steel:
SpeedBrawnArmorHealth
Animated weapons1212940

Special Abilities
- Whirling blades: At the end of every combat round, the fast-moving blades inflict 2 damage, ignoring armor.
- Sinister steel: The weapons are immune to barbs, bleed, thorns, impale, piercing, and venom.
See, an armory full of dancing weapons is an enemy worthy of us.
Round 1: Us 3+12, Them 7+12; Parry'd. *DOTs* We're at 38, they're at 39.
Round 2: Us 5+12, Them 10+12; 3+12-2 damage, we're at 25. *DOTs* We're at 23, they're at 38.
Round 3: Us 8+12, Then 5+12; ignite 8, they're at 30. *DOTs* We're at 21, they're at 28.
Round 4: Us 12+12 (life spark, we're at 25), Them 8+12; 2+19-9 damage, they're at 16. *DOTs* We're at 23, they're at 14.
Round 5: Us 10+12, Them 8+12; 2+19-9 damage, they're at 2. *DOTs* We're at 21, they're defeated!
There is the noisy clatter of steel as the swords fall to the ground, their dark magic finally extinguished. With the guardians of the chamber defeated, you can now help yourself to the best that the king's armory has to offer.

• If you are a rogue...
• If you are a mage...
• If you are a warrior...
Bracing for disappointment...
The weapons and armor are some of the finest you have ever seen. If you wish, you may now take one of the following:
Swordbreaker (main hand: mace) +2 speed, +3 magic, Ability: retaliation (1/combat, after you take damage from losing a combat round, deal 1d armor-ignoring damage to the enemy)
Spellplate (chest) +1 speed, +3 armor, Ability: focus (1/combat, +3 magic for 1 round)
Warder's collar (necklace) +1 magic, +2 armor, Ability: might of stone (1/combat, +3 armor for 1 round)
After casting a final wary glance at the Dour king's statue, you exit the chamber, taking a wide staircase down into a flooded annex.
Disappointment confirmed.
The vaulted chamber is waist-deep in water, which spills from cracks in the walls and ceiling. Opposite you is a doorway leading through into a flooded passageway. To your right, a ladder of woven kelp hangs down from a rock shelf jutting out of the wall.

• Enter the flooded passageway?
• Climb the kelp ladder?
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: 736 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:17 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Flooded passageway on the basis of sweet fuck-all because that's all the basis we have.
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
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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

I think it's possible that those options could be set up to be more cluey than they look. Like 'mages like pages, which are more likely to be found where it's dry,' or 'we came in through the top, so it's more likely what we're looking for is downwards.' I'm not saying that's the case, but any contextual distinction is better than the classic FF left/right coinflips.
The passage turns sharply to the left, before ending in a row od wide stairs. They lead up, out of the water, into a vast stone chamber. Braziers along the walls flicker with magical blue fire, which cast an eerie sheen against the cold black walls. At the center of the triangular room, there is a circle of glowing runes hovering several inches from the ground. In the middle of this circle you can see a stone pedestal and resting on top of it is a magnificent crown of black obsidian.

There is no doubting that this must be the real crown that you have come all this way for. However, your eyes are drawn from the crown to the huge ten-meter high statue of the Dour king, seated on a throne of black stone. The blue light from the braziers makes the scowling face look even more malign and evil.

You have a sneaking suspicion that the moment you break the circle of runes to get the crown, some form of trap will be triggered. And looking up at the immense statue of the king, you have some inkling as to what it will be.

• Grab the crown and run?
• Use something from your backpack? √
No reason not to see our options...
• If you have a borehole charge in your backpack, then now might be the time to use it. You can choose to plant it on the statue, the throne, or one of the walls of the chamber. Make a note of which option you have chosen before going to grab the crown.
• If you don't have a borehole charge then you will have to grab the crown and run. √
As you pass through the runes they suddenly start to glow red. You snatch the crown from the pedestal and begin running back towards the stairs. However, to your dismay, you see a stone slab sliding down to seal off the exit. There is no way you will be able to get through in time.

A thunderous cracking sound forces you to turn. The statue of the king is now rising up off its throne, its crowned head almost touching the ceiling of the vast chamber. Behind it, the throne begins to break up into spinning stone shards, which quickly rearrange themselves into humanoid shapes. With ground-trembling steps, the stone giant advances towards you, with its golem army marching at its heels. Trapped and with nowhere to run, you must now make a final stand:
SpeedBrawnArmorHealth
Stone giant10101250
Stone golem--615
Stone golem--615
Stone golem--615
Stone golem--615

Special Abilities
- Knockdown: If you take health damage from the giant, you must lower your speed by 1 for the next round.
- Body of rock: Your opponents are immune to piercing, impale, bleed, venom, thorns, barbs, and lightning.
- Stone golems: At the end of every combat round, you automatically take 1 point of damage, ignoring armor, from each golem that is still alive. If you win a combat round against the stone giant, you can choose to direct your damage towards the giant or one of the stone golems. If you defeat the giant, all remaining stone golems immediately crumble into dust.
Aw yeah, AOE for the win.
Round 1: Us 7+12, Them 7+10; ignite 11 damage, they're at 39/4/4/4/4. *DOTs* We're at 36, they're at 37/2/2/2/2.
Round 2: Us 6+12 (life spark, we're at 40), Them 9+10: parry'd. *DOTs* We're at 36, they're at 35/x/x/x/x.
Round 3: Us 10+12, It 7+10; 6+19-12 damage, it's at 22. *DOTs* It's at 20.
Round 4: Us 7+12 (charm'd) 10+12 (life spark, we're at 40), It 10+10; 4+19-12 damage, it's at 9. *DOTs* It's at 7.
Round 5: Us 4+12, It 8+10; 2+10-2 damage, we're at 30. *DOTs* It's at 5.
Round 6: Us 8+12, It 6+10; 2+19-12 damage, colossal foe defeated!
Sweet sweet mass burnination.
After a grueling battle, the giant finally staggers and then topples backwards. Its immense body smashes into the side of the chamber, sending cracks branching through the stone. As they begin to widen, water starts to gush into the chamber. You put the crown safely into your pack, before approaching the body of the downed giant. Amongst the rubble there are a number of treasures, which must have been hidden within its stone form. You may now take one of the following:
Stone crescent (left hand: shield) +2 speed, +2 armor, Ability: slam, Requirement: warrior.
Avatar's circle (ring) +1 magic, Ability: overload (1/combat, roll an extra die for your damage score), Requirement: mage.
Kaggadour's cloak (cloak) +2 speed, +2 brawn, Ability: savagery (1/combat, gain +2 brawn or magic for one round)
The cracks in the wall continue to expand, until there is a white torrent of water pouring through from the lake beyond. You battle against the surging flood, forcing yourself through one of the larger cracks. At last, kicking off from the jagged walls, you propel yourself out into the lake. At last, you are free of the building with the precious crown of kings in your possession!
You emerge from the lake, shivering in the cold evening light.As you pull yourself up onto the banks of the lake, you feel another painful twinge in your stomach. It must be the lamprey worm, you grimace with disgust.

• If you have the jar of night creeps...
• Otherwise... √
As you approach the camp, two guards hurry over with the intention of stopping and questioning you. However, they swallow their swift retorts when recognition dawns on them.

'It can't be,' gawps one, his eyes bulging like boiled eggs.

You continue past them into the camp, where more guards catch sight of you and drop what they are doing. Within moments there is an excited crowd following you through the camp, where more guards catch sight of you and drop what they are doing. Within moments there is an excited crowd following you through the camp, towards Raolin's tent. Inside, the burly mage is slouched on a gaudy throne of gold, sipping greedily from a goblet of wine. As you enter, he coughs and splutters, wiping his mouth with the back of his sleeve.

'I don't believe it.'

The voice is Sahna's. The warrior is leaning against a table, covered in tattered scrolls and charts. She stands abruptly and moves closer, her eyes gleaming as she looks upon the crown. 'You found it.'

You walk up to the throne and hold out the precious treasure with a self-assured smile. 'I believe you wanted this?'

'Give it to me!' Raolin snatches the ceown from out of your hands, inspecting it closely. After several minutes he appears satisfied that you have presented him with the real thing. 'Well, well. You really did find the Dour king's crown. You have succeeded where so many others have failed.' He makes a quick flicking motion with his wrist.

Sahna responds by moving over to a wooden cabinet, where she retrieves a small box. She walks over to you and opens the box, presenting you with three jeweled rings.

'Take one of those and be gone with you,' snaps the mage, not removing his greedy gaze from the crown. You may now take one of the following items:
Lupine lapis (ring) +1 brawn, Ability: bleed
Cutter's cornelian (ring) +1 armor, Ability: pierce
Mender's marcasite (ring) +1 magic, Ability: regrowth
• If you still have the lamprey worm inside you... √
• Otherwise...
You bring up the small matter of the lamprey worm, which you can still feel wriggling around inside your stomach. The mage frowns impatiently, as if such matters are now beneath him. 'Oh, Sahna, take this vagabond from my tent now. I will not have my valuable time wasted.'

You start forward angrily, your fists clenched. After all that you have gone through, the least you expected was to be treated with some respect. Sahna intercepts you, grabbing your arm and gripping it tightly. She leans in close to you, speaking between clenched teeth.

'Don't do it,' she says. 'Just come with me.'

You relax your muscles, glowering at the mage who has already turned his attention back to the crown. Sahna leads you out of the tent and across the camp. 'It's best you don't cross him,' she explains quickly. 'Raolin is a powerful mage with powerful friends. Trust me, you can't afford to get on the wrong side of that one. Come on, in here.'
You are led inside a small tent, filled with crates and boxes. The warrior walks over to one of the smaller boxes and pulls out a jar of wriggling maggots. You take a step back in surprise.

'These are night creeps. Harmless, but the lamprey worms hate them. Swallow a couple of these and your problems are over.'

You take the jar and remove the lid. Then, holding your breath, you tilt your head back and deposit the squirming maggots into your mouth. Trying to ignore the slimy sea-salt taste, you swallow them as quickly as you can. After several seconds you feel a queasy churning sensation in your stomach, then a hot flush of burning pain as something shoots up htrough your chest, forcing its way into the back of your throat. Your eyes bulge as you begin to choke, gasping for air. Then, suddenly you feel the pressure in your throat ease as your mouth is filled with something wet and slimy.

Bending over, you watch in horrified revulsion as the lamprey worm drops out of your mouth onto the muddy soil. The creature is writhing from side-to-side, its skin blistered and raw. Sahna hands you a canteen. You grab it from her and take a long drink of water, your hands shaking from the ordeal.

'See, that wasn't too bad, was it?' she grins wryly, grinding the worm beneath her boot heel.

• If you delivered the crown to Raolin... √
• Otherwise...
Sahna escorts you to the edge of the camp. 'You saved us,' she says, her eyes flicking back towards Raolin's tent. 'At last, we can all bid farewell to this forsaken swamp.' She reaches into her pocket and pulls out a purse of gold. 'Here, take tis. You deserve it.' (Inside the purse is 100 gold crowns.) You thank Sahna for her generosity.

'Good luck with your adventures,' she smiles. 'I have a feeling we will meet again, one day.' The warrior salutes you, before turning and heading back into camp. Return to the quest map to continue your journey.
Pick loots, mourn missing the chance to take the Crown for ourselves, and let me know if there's anything you'd like to do before we hit the Act Boss.
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: 836 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:18 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Half a vote to trash Ring of Thorns for Avatar's Circle, largely because our first multi-target fight since going pyromancer was immune to thorns anyway so the +1 magic alone would've been an improvement.
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Darth Rabbitt
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Post by Darth Rabbitt »

If anything I'd actually go the other way and ditch our Charm ring for the Bleed ring. We lose 1 point of Magic and a Charm but our damage is already really good and we get another DoT that stacks with our others.

EDIT: though I actually think we should just stick with what we have, since the Charm is really useful with all the high enemy Speeds we're coming across.
Last edited by Darth Rabbitt on Tue Apr 25, 2017 6:09 pm, edited 1 time in total.
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angelfromanotherpin
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Post by angelfromanotherpin »

Okay, I think that's a win for the equipment status quo. On to the Act 2 Boss!
Boss: Shadowstalker

You find the trail at dawn: a series of scorched craters blasted deep into the boggy earth. Many are still smoking, the air reeking of brimstone and magic.
A little further on, pockmarked impressions in the mud suggest a scuffle and someone falling into the mire, wounded. Blood still stains a rock.

You continue southwards, into the foothills of the mountains. Somewhere up ahead you can hear the thunderous boom and crackle of magic. You pick up the pace, convinced that you are getting closer to the mysterious Jenlar Cornelius.

The tracks take you higher into the mountains, where the air is cold and the wind howls through the gullies and across the weather-beaten slopes. They eventually bring you to a set of stairs, carved into a pillar of rock. Without hesitation, you start up them, taking the stairs two at a time.

You wind your way around the pillar, following the stairs to its lofty summit:
a plateau of smooth rock, bordered by flecks of white cloud. Here, resting atop a tiered dais, is an archway of stone. At the foot of the dais, an old man in mud-spattered robes is lying on his side, his hands clasped to his chest in a vain effort to stem the flow of blood. Standing over him is a hooded figure,
dressed in black and grey cloth. As you approach, the figure turns to face you, their gloved hands tightening around a pair of swords.

'Well, well, you finally made it.' The figure hooks a thumb under their hood and pulls it back. Your blood runs cold when you look upon the assassin's features, staring back at you with a cruel smile. It is your face – identical in every aspect.

'What... how?' You take a step backwards, shaking your head in dismay.
'Is this some trick?'

The assassin twitches an eyebrow. 'Oh, so much has been forgotten, hasn't it, my shadowkin.'
'You don't remember anything, do you?' sneers the assassin, circling around you like a predatory wolf. 'I thought you would have worked it out by now.' The assassin's face begins to ripple and change, shifting into the pale features of a young man. Then they shift again, becoming a woman's face,
with angular cheeks and almond-shaped eyes. The body follows suit,
narrowing around the waist and broadening at the chest. 'There,' says the now-female assassin, admiring her new slender form. 'Always did prefer this one. It was one of your favorites too, once upon a time.'

The assassin sheathes her weapons, before pulling back the sleeve of her left arm to reveal a branded mark identical to your own. 'We are the Nevarin,' she says, spitting out the words with gusto. 'The shadowborn generals who led the legion into this world, a thousand years ago.'

'That's impossible,' you snap angrily. 'A thousand years...?'

The assassin's expression sours. 'We are immortal. We do not age like the humans on this primitive planet. Have you never stopped to wonder why you cannot die? Why your body heals faster than any normal human's? Why others fear you?'

'But..." You shake your head, not wanting to hear the truth.

'When the gate was closed, we were cut off from our kin. Since then we Nevarin have searched for the Nexus. It has been a mission that has spanned a thousand years, but at last the keystone has been remade.
No thanks to you!' she gives a snort of derision. 'A shame that a little blow to the head gave you a conscience all of a sudden. If the master hadn't stepped in and taken control of you at Avian's castle, all would have been lost.' The assassin raises a finger in the air and extends it out towards you.
'You know, I can remove that little memory blockage if you want me to.'

'No!' you growl between clenched teeth. 'I don't want to remember. I don't want to know what I am... what I was.'

'So be it.' The assassin draws her twin swords with a ring of steel. 'Please tell me you haven't forgotten how to fight as well.' In a blur of grey and black, the woman dives past you. You can barely keep up with her speed as she rolls and then somersaults back onto her feet, landing in a battle-ready stance.
I think it's a mistake of the author to remove the choice of regaining memories from the player, because that seems like an importantly character-defining decision. The book totally has enough room left to support a KOTOR-style dual ending, but even if it was a 'false' choice where getting the memories back just confirmed that you think of your previous self as a jerk, that would be better.
'What can you possibly hope to gain by this?' you scowl, drawing your weapons. 'Power, destruction. For what? To turn these lands to ash and ruin?'

The assassin throws back her head, laughing. 'Oh, Nevarin. To think that you were once such a devout follower of the shadow. You were one of the best – I looked up to you. I wanted to be you. And now,' her smile fades,
replaced by a cold mask of loathing. 'I will take your life and absorb your power, Nevarin. At last, you will finally taste death!'

The assassin leaps into the air, spinning and twisting gracefully as her swords perform a deadly dance of flashing steel. With an answering flurry of deft moves, you press your own attack:
SpeedBrawnArmorHealth
Shadowstalker12121275

Special Abilities
- Deadly venom: Once you have taken health damage from the shadowstalker, at the end of each combat round you must automatically lose 3 health.
Hm, generally tough, and also a DOT user.
Round 1: Us 12+12, Her 6+12; ignite 6 damage, she's at 69. *DOTs*
She's at 65.
Round 2: Us 4+12, Her 4+12; draw. *DOTs* She's at 61.
Round 3: Us 7+12, Her 9+12; (Parry'd). *DOTs* She's at 57.
Round 4: Us 8+12, Her 12+12; (Invisible'd) *DOTs* She's at 53.
Round 5: Us 5+12, Her 11+12; 2+12-2 damage, we're at 28. *DOTs*
We're at 25, she's at 49.
Round 6: Us 8+12, Her 6+12; 4+19-12 damage (corrupt'd), she's at 38. *DOTs*
We're at 22, she's at 34.
Round 7: Us 8+12 (charm'd) 12+12 (life spark, we're at 26), Her 9+12;
2+19-12 damage, she's at 25. *DOTs* We're at 23, she's at 21.
Round 8: Us 11+12, Her 5+12; 6+19-12 damage; she's at 8. *DOTs*
We're at 20, she's at 4.
Round 9: Us 7+12, Her 11+12; 5+10-2 damage, we're at 7. *DOTs*
We're at 4, she's defeated!
A very close thing.
The shadowstalker may be fast, but she proves no match for your powers and abilities. As she staggers and falls, you feel a sudden tingling sensation in your arm. You draw back your sleeve to reveal the mark,
its three entwined snakes writhing and twisting beneath your skin.

'No! Spare me!' The shadowstalker gives a startled cry as her body begins to slowly unravel, becoming ribbons of shadow magic that curl through the air.


Without thinking, you raise your arm. Almost immediately, the swirling tendrils of magic flow towards it. As each one comes into contact with the mark, there is a crackling flash of purple light as they are absorbed into the skin. You feel a cold rushing sensation as the magic surges through your body, filling you with a newfound strength and vigor. (Increase your maximum health by 10.)

Once the last of the shadow magic has been absorbed, the snakes cease their agitated motion and the tingling sensation stops. You lower your arm,
bewildered and amazed at what you have just experienced.

• If you are a Rogue, you can now learn the shadowstalker career.
• Otherwise... √
The shadowstalker has a passive that turns the 1s you roll for combat speed into 3s, and also a 1/combat damage bonus. I don't think it's great.
With the shadowstalker defeated, you may now help yourself to one of the following rewards:
Shadowblade (left hand: sword) +2 speed, +3 magic, Ability: retaliation (1/combat, after you take damage for losing a round of combat, deal 1 die armor-ignoring damage to the opponent.)
Velocifero (main hand: sword) +3 speed, +3 brawn, Ability: riposte (as retaliation)
Eye of shadow (necklace) +1 speed, Ability: haste (1/combat, roll +1 die for combat speed)
Pick a loot.
Name: Trellis
Path: Mage
Career: Pyromancer
Speed: +12, Brawn: +1, Magic: +18, Armor: +2
Health: 50
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
5

Rune Key
Plain Gold Ring
Money Pouch: 836 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:19 pm, edited 2 times in total.
Omegonthesane
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Post by Omegonthesane »

Yeah, half a vote for one thing and a full vote for the other thing adds upt to a win for the other thing is standard.

Pretty sure corruption saved our asses and the only thing worth looking twice at in that particular loot pile was the Shadowblade, so full vote for status quo from me.
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Post by Ikeren »

Loot is bad. why is loot bad?
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Post by Darth Rabbitt »

I'd totally have suggested asking for our memories back if that was an option.

Ignore the loot drops; of them, only Shadowblade is even decent for us and our Sprig of Corruption is better.
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angelfromanotherpin
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Post by angelfromanotherpin »

The wounded man has started to drag hmself up the stairs of the dais, leaving a trail of blood smeared across the stone. You hurry to his side, kneeling to offer your support.

'Jenlar? Jenlar Cornelius?' you ask tentatively.

The old man turns towards you, his pale eyes roving with fever. For a moment he struggles to focus, then he gives a strangled gasp, pulling away from you. 'No! Why do you still hound my steps, shadow spawn?'

'But I'm not here to harm you,' you protest. 'I was sent to find you.'

As the old man continues to cower away, you suddenly realize why he is acting in such a manner. He must be assuming that you are the body-shifting assassin that was sent to kill him. After all, the stalker had the exact same appearance as you when you first arrived.

• If you have the plain gold ring from Jenlar's cabin... √
• Otherwise...
You quickly show the gold ring to the old man. His eyes widen with surprise and then recognition. 'My ring... you are the one!' he gasps. 'Help me up. There isn't much time. You must warn them... they are all in great danger!'
You slide an arm underneath the man's shoulder, helping him to his feet. He gives a cry of pain, his hands moving to his side where blood soaks through his blue robes. When he catches your worried expression, he gives a ragged gasp. 'I saw this end for me. The assassin's blade was coated with poison. It is just a matter of time, now...'

You start to ask a question but the man waves you to silence, his concentration focused on the stone archway. Muttering under his breath, the old man makes a series of motions with his fingers. There is an answering glow from the runes that have now appeared in the white stone. The old man nods with satisfaction, before making another series of gestures. You can see that each one brings pain to the wounded man, but he is clearly determined to finish his ritual.

Finally, he slumps into your arms, exhausted, as a sparkling golden light appears beneath the archway, spreading out to form a glowing golden doorway. 'It is done,' he gasps. 'You must go through the portal. It will take you to the bone fields outside of Talanost. There you will find Captain Redguard.' He takes a deep shuddering breath before continuing. 'I have seen it all – the fall of Avian Dale, the march of the legion, the destruction... I have seen a most dark future. But it can be changed. Yes, now it makes sense... you are the one who has been chosen...' He breaks off into a fit of coughing.

You lower him gently to the steps of the dais. 'What must I do?' you ask intently.

The man closes his eyes, and when next he speaks his voice is little more than a whisper. You lean in close, hanging on his every word.
'All eyes are on Talanost,' whispers Jenlar, blood now coating his lips. 'The legion is contained there, for now. But... the resistance is not seeing the real danger, the real threat. They are weak... exposed. Their true enemy will strike from the rear. They will be crushed. I have seen it.'

The man starts shaking, his hands grasping like claws. 'A necromancer, a powerful mage with power over the dead, is amassing an army. His name is Zul Ator. He was the traitor who opened the gate.'

You find yourself picturing the hooded man who you met in your strange dream – the one who took the last piece of the Nexus from you. 'I know him,' you mutter under your breath.

Jenlar is now gripping you tightly, his fingers digging ito your skin – into your mark that now buzzes and tingles with its own unearthly energies. 'Zul is creating an army that will march south and crush the last remnants of Talanost's resistance. The king's army won't get there in time... the city will fall and then...' The old man becomes silent. For a moment you fear he has already passed away, then his eyes flick open, focusing intently on you.

'You must stop this army. You must warn the resistance, warn them that Zul is the real threat.' Again he waves away your attempt to ask questions. 'Listen! Listen to me and don't speak. Avian is in grave danger. He thinks he can close the gate. But he can't...' Jenlar breaks off into a fit of coughing. It is several minutes before he is able to speak again, his voice hoarse and almost inaudible. 'In the last war, the mages closed the shadow gate by removing its heart, the Nexus. Avian thinks he can do the same agin. But if he does... he will die.'

'Then how can we close it?' you ask, your own grip on the frail man tightening. 'I must know how we can close it!'
'The legion has learned from the past,' explains Jenlar weakly. 'The keystone is now warded with shadow magic – it will ensnare anyone who attempts to tamper with it. Avian will not see the danger. He will try and remove the stone and when that happens he will become a prisoner of the legion... enslaved forever.'

'Then I have to stop Avian!'

The old man nods, his breathing becoming shallower by the second. 'Avian yes... warn them of Zul... the attack is coming.'

You can barely hear Jenlar as his eyes flutter closed and his arms go limp by his side. Leaning in close, you beg him to reveal more – to explain what you must do.

'You are the chosen one... the one who will betray the legion... find Redguard... warn him... tell him the angels must awaken.'

'What do you mean?' you ask between clenched teeth, gripping the old man as if willing him to stay alive.

But Jenlar lies still, his eyes closed and his chest unmoving. The assassin's poison has finally run its course and taken the prophet's life. You gently lay his body to the ground, before turning your attention to the glowing portal. Already it is beginning to fade. You have only seconds to make your decision.

You are the chosen one.

The old man's words ring in your ears. You rise and approach the glowing portal – the doorway that will take you a step closer to discovering your destiny.

'So be it.' Steeling yourself, you step into the light, uncertain as to what it is you will find on the other side.
More later, this sequence goes on really long.
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angelfromanotherpin
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Post by angelfromanotherpin »

Okay, the cutscene is really, really long, so rather than type out the whole thing I'm just going to summarize.

On the other side of the light is an ash-coated square, the buildings around it in ruins. You see a white-robed woman using a staff and white fire to fight dark shapes. She mistakes you for an enemy and blasts you, burning you badly, but your mark stifles the pain.

The woman is joined by two companions, one tall, pale, and wielding two glowing swords; the other a broad-shouldered warrior with a shield and dragging a heavy sack. They are set on by a swarm of ghouls, pinned down, and in real trouble. You go to their assistance.

Up close, the woman looks older and wears heraldry of a gold dragon on green. When all the ghouls are dead, the tall swordsman calls you shadow spawn and, over the protests of his less ungrateful friends, pommel-whips you unconscious.

You wake up, tied up. The tall asshole wants to give you to 'the inquisitor.' The woman wants to let you explain yourself. The broad guy thinks you're a spy his sack turns out to be full of metal rods and books. The swordsman, apparently named 'Nyms,' asks you to explain, with a sword to your neck.

You tell them your entire story, and they calm down a bit although it's not clear if they believe you. They take you with them.

You are in a place called the bone fields, which is mile after mile of bone-strewn ash. The woman, whose name is Lansbury, explains that this is where the last battle against the legion happened, a thousand years ago. The mage-heroes of Talanost who turned the tide were given the gate to take back to Talanost and keep safe.

Their headquarters is an old mage tower, pulled out of the ground back in the war. The ground here is red sand instead of ash. The tower is falling apart, but the loose stones just hang in the air. The broad man, whose name is Caeleb, says it is well-made... for mages.

The tower is protected by what look like rookie guards wearing the same livery as Lansbury. You are taken into the tower to meet Redguard, who also hears your story and seems to buy it.

Redguard says there have been skirmishes with undead, but no sign of Zul Ator or any army. If those come, he's fucked, because all the real troops have been pulled back to the capital.

Redguard says he's cool with you, but the inquisitor probably won't be. Apparently when they asked for reinforcements, they got the inquisitor, and he's probably there to find reasons to disband the garrison here altogether.

New Map:
Image

Possible Destinations:
• Town (the tower)
• Town (right next to the tower)
• Easy Quest (the cliff doorways)
• Average Quest (angel statue)
• Average Quest (cracked-roof tomb)
• Hard Quest (other angel statue)
• Harder Quest (canyon?)
• 5x Legendary Monsters (ice lake, deep canyon, stone gazebo, stone cubes, red whirlwind.
• End Boss
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Post by Judging__Eagle »

Head to to the Not-Tower town for a start? Maybe see what we can scrounge up plot-couponwise, perhaps get some info on plot points; while avoiding the Inquisitor (who is almost assuredly in the Tower itself).

Then go after increasingly difficult quests. I have a feeling that an "Easy" quest in this region are on par with the hard/impossible ones from the previous two regions.
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