[LP] DestinyQuest: The Legion of Shadow

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

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angelfromanotherpin
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Post by angelfromanotherpin »

'Did they send you? Are you here to finish what you started?' The robber hisses like a cornered serpent, making a tentative lunge for you woth the knife. You dodge away, watching him intently.

'Finish what?' you ask, frowning.

'Oh, games – yes, your kind like games.' The robber taps the side of his head with the hilt of his dagger. 'Get inside my head... head, yes!'

'I'm not here to play games.' You raise your hands as a sign of submission. 'I am here to help you. Perhpas that is why I was brought here – to this place.' You speak slowly, emphasizing each word in the hope that you can calm this crazed vagabond.

'Help?' he sneers. 'Why would you help me?'

You glance around at the dark chamber. 'I sense you are trapped here... or perhaps you are looking for something that you can't find. Am I right?'

The robber steps back, looking momentarily disarmed. 'I just want what was mine.' You notice him tug his coat over his chest, trying to obscure a silver chain. Dangling on the end of it is a crucifix.

'And I'll help you, I promise.'

'Promises?' The robber snickers. 'It is already too late for me! I will not play these games! He takes the dagger he is holding and, with a cry of defiant rage, he plunges the blade into his chest.

'No! You rush forward, grabbing the robber by the lapels of his dirty coat.

Blood flecks his lips as he looks up at you between his matted hair. 'I cannot die,' he rasps. 'I cannot die. What harm can you do to me?' He laughs, crimson spit bubbling down his dirt-stained chin. 'You cannot harm me, demon!' Then, with a cry of anguish, his body begins to unravel, spinning into dark coils of shadow.

Your eyes widen in shock. 'No! It can't be!'

The robber is a Nevarin, like yourself. There is a sharp tingling from your shadow mark. You tug back your sleeve to reveal the diamond-bodied serpents branded into your skin. As you look back to the writhing mass of magic, you feel the familiar desire welling up inside of you – the overwhelming need to absorb the magic into your mark.

• Resist the urge?
• Absorb the magic?
SGamerz
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Post by SGamerz »

Resist
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maglag
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Post by maglag »

Capture it before it gets away!
FrankTrollman wrote: Actually, our blood banking system is set up exactly the way you'd want it to be if you were a secret vampire conspiracy.
Omegonthesane
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Post by Omegonthesane »

Collect thing.
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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Darth Rabbitt
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Post by Darth Rabbitt »

I suggest we absorb, if not just to avoid a tie.
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Post by Ikeren »

I vote absorb as well. In for a penny, in for a pound!
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angelfromanotherpin
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Post by angelfromanotherpin »

You absorb the tomb robber's essence, delighting in the wave of ecstacy that washes over you. (You may raise your brawn or magic score by 2 in your next combat.) Kneeling beside the robber's empty clothes, you search through his meagre belongings. You find 50 gold crowns and the following items, which you may take:
Shallow grave (left hand: dagger)+2 speed, +3 brawn, Ability: savagery (1/combat, +2 damage for 1 round)
Oil flask (backpack) 2 uses, instead of rolling damage deal 2d6 armor-ignoring damage.
As you straighten, your eyes catch on the magic anomaly lurking across the other side of the room. Somehow, the creature must have brought you back in time. Looking over to the room's exit, you see the mold-covered anomaly covering the other side of the doorway exactly as it had before. The robber had obviously been trapped here, unable to escape – his skeleton was the one that you found in the room.

Up above, the storm vents its fury, the rainwater bouncing and spraying from the walls of the rough-hewn shaft. Pulling your hood down low over your face, you step through the curtain of water and approach the time-shifting anomaly. As before, the magical creature suddenly springs to life, its silken threads snapping around you. You cry out in pain, as the air is crushed from your lungs, the powerful tendrils gripping you tightly as they drag you forwards, towards a brightening white light.
You are thrown against a stone wall, hitting it with force. There is the taste of blood and something wet against your face as you crumple to the ground, moaning with pain.

'Look!'

You hear a cry from your left and the sound of booted feet. Dizzily, you open your eyes, feeling nauseous as the stone chamber spins around you in a blur of color.

'They're bleeding. It looks bad.' The voice belongs to Nyms.

You feel strong arms about your shoulders, helping to support you as you mumble groggily. 'Where am I?' You feel a cold palm against your forehead. Struggling to focus, you can make out a white shape. Then there is a flash of white light. You flinch away from it, fearful that you are being transported once again. But instead you feel a comforting warmth flow through your body, taking away the pain and restoring your vision.

Lansbury straightens, looking down at you with a petulant expression. 'What happened?' she asks briskly. 'One minute you were there and then...' the medic snaps her fingers.

With Nyms' help, you struggle back to your feet. Caeleb is watching you from the other side of the room, his helm removed and held under his arm. His eyes are narrowed, his expression one of distrust. 'We deserve an explanation,' he adds sternly. 'We were about to leave you here.'

You glance over, to see that the anomaly has drifted away to the other side of the room, its sparkling sheen barely visible in the pale light from Lansbury's staff.

'I think I moved back in time... to the past... Wait!' Your attention immediately shifts to the skeleton of the tomb robber, still lying sprawled among the dust and cobwebs. 'I don't understand.' You frown, walking over and kneeling beside the skeleton. 'Why hasn't this changed?' You look up at Lansbury, begging for an explanation. 'I absorbed the magic. He was a Nevarin.'

The medic shrugs her shoulders. 'Time is a complex weave – it is not a single thread, but many. If your story is true, your meddling may have changed one aspect, altered a single thread, maybe others, but the weave will still follow its course.'

Nyms blows out his cheeks. 'I think I preferred it when I was just hitting things. Can we do that again, please?' Spinning his blades, he follows Caeleb out of the chamber.

You get back to your feet, still frowning. 'I wonder why he was here – what he was looking for.'

'We rarely get the answers we seek,' sighs the medic, prodding the skeleton with the end of her staff. 'Even less so from the dead.'

Nodding, you give the skeleton a final cursory glance before leaving the room.
Stupid multiverse theory.
You find yourself back in the paved stone room – opposite you are the stairs that lead back up to the surface. Caeleb and Nyms have already passed beneath the archway in the west wall, their footfalls echoing back from the passageway beyond.
You follow the corridor through into a wide circular chamber. It is nondescript save for a pattern of runes carved into the floor. Each one is surrounded by intricate lettering, the characters flowing in a spiraling array of designs. The effect would be almost hypnotic if it wasn't for the dust and rubble that is strewn over most of the engraving. As you pass through, you see that someone or something has smashed many of the flagstones, disrupting the detailed scripture.

'The work of a fine inscriber,' comments Lansbury. 'Such a shame that its power has been broken.'

Caeleb has not halted, showing little interest in the runed tiles. Instead, he is intent on heading deeper into the tomb. As you follow him into a side passage, you hear a strangled cry from up ahead, accompanied by the ringing boom of a voice raised in anger.

'Looks like we've caught up with the necros,' mutters Nyms.

Caeleb doesn't slow, advancing down the corridor into the next chamber.
I need loot-related decisions before proceeding.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +14, Brawn: +4, Magic: +16, Armor: +3
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadHood of Night+2+3Deceive
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandLasher+3+3Bleed
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
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: 966 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:28 pm, edited 1 time in total.
Ikeren
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Post by Ikeren »

Oil, Magic score +2 for next combat.
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maglag
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Post by maglag »

What ikeren said. No reason to try to start focusing on Str suddenly.
FrankTrollman wrote: Actually, our blood banking system is set up exactly the way you'd want it to be if you were a secret vampire conspiracy.
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Darth Rabbitt
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Post by Darth Rabbitt »

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

Fouth'd.
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 »

As you hurtle into the room, you glimpse a stone tomb at its centre – and its carved lid, pushed to one side. A black-robed body goes flying through the air, to crack against the nearest wall. Your attention swings back to the center of the room, where a broad-shouldered man dressed in a glowing white shroud is stalking towards another necromancer. They are cowering in fear, fumbling for the dagger at their waist.

'Squire! Squire!' bellows the man in the shroud. 'Where is my squire?' He looks around angrily, then starts back towards the mage. Before the necromancer can free their weapon or cast a spell, the man has grabbed them around the throat. He lifts them up off the ground with ease. 'One God punish thee!' With a growl of anger, the man hurls the body across the room. You wince when you hear the mage's bones shatter on impact.

Nyms gives you a sideways glance. 'OK, this is new.'

The man fixes his attention on your group, his brow furrowed. 'Squire! bring me my broadsword.' He looks around distractedly. 'There are shadow spawn here and I must defend my home. Squire!'

'They have raised another Tor Knight,' hisses Caeleb. 'He still thinks he is in the past...'

Around the room are a series of alcoves, surrounded by shimmering white runes. Within each alcove there is a weapon or a piece of armor. The man throws out his hand, his fingertips curling. There is a flash of magic from the nearest alcove and suddenly the sword that was resting within it flies out and lands in his outstretched palm.

'If you need something doing,' he growls, 'do it yourself!' The knight raises his sword and charges towards you. 'For Valeron! For glory!'

You must now fight this crazed undead knight:
SpeedBrawnArmorHealth
Jorvic121310100

Special Abilities
- To arms!: At the end of each combat round, Jorvic equips himself with another item from his armory, boosting his attributes for the remainder of the combat. He equips these items in the following order: Breastplate (+2 armor), Cloak (+1 speed), Shield (+2 armor), Helm (+2 armor), Leg guards (+1 armor).
- 'Heal me!': Once in this battle, at any time, you can call upon Lansbury to heal you for 15 health.
- Team effort: Nyms' sweeping strikes add 2 to your damage score. Caeleb uses his shield to defend you from harm, raising your armor by 2 for this battle.
Guy's a beast.
Round 1: Us 8+14, Him 5+12; 1+23-10 damage (corrupt'd), he's at 86. *DOTs* He's at 84. He puts on his breastplate.
Round 2: Us 7+14, Him 10+12 (deceiv'd: Us 9+14, Him 8+12); 1+23-12 damage, he's at 72. *DOTs* He's at 69. He puts on his cloak.
Round 3: Us 8+14, Him 5+13; 1+23-12 damage, he's at 57. *DOTs* He's at 53. He puts on his shield.
Round 4: Us 7+14 (charm'd, 9+14), Him 9+13; 1+23-14 damage, he's at 43. *DOTs* He's at 38. He puts on his helmet.
Round 5: Us 7+14, Him 10+13; 6+11-5 damage, we're at 38. *DOTs* He's at 33. He puts on his greaves and is fully geared.
Round 6: Us 9+14, Him 8+13; 3+23-17 damage, he's at 24. *DOTs* He's at 18.
Round 7: Us 7+14, Him 5+13; 5+23-17 damage, he's at 7. *DOTs* He's defeated!
I had to recalculate chunks of this fight twice because I forgot all our sources of bonus damage.
Up close, it is apparent that this is no earthly knight. The man's face is pale – almost transparent – the eyes burning with a dull red light. As you deliver the final blow, you watch as the knight falls to his knees, his sword rattling to the ground. He looks up at you, eyes widening as if with a sudden recognition...

Then the body diffuses into motes of light, which flicker and then are gone. The empty shroud and the knight's armor drop to the stone tiles. You may now take one of the following rewards:
Stalwart shoulders (cloak) +2 speed, +2 armor, Ability: might of stone (mo; 1/combat, +3 armor for 1 round)
Ever-sharp (main hand: sword) +3 speed, +4 brawn, Ability: deep wound (co; 1/combat roll +1 die for damage), Requirement: warrior
Funeral gown (chest) +1 speed, +3 magic, Ability: charm
'This was Jorvic,' states Caeleb grimly, brushing the dust from the tomb's inscription. 'He was Arthurian's standard bearer.'

'Nut job if you ask me,' says Nyms., out of the corner of his mouth. At the other end of the chamber is an arch, leading through into a dark passageway. Lansbury raises her glowing staff and leads the way.

• If you have the word vault written on your hero sheet...
• Otherwise...
At the end of the corridor, another passageway branches to the left, ending in a statue of a knight, his head bowed. In the wall facing you is an immense door, fashioned from ivory and gold. Each of its panels has been intricately decorated, depicting a number of embossed scenes. As you edge closer, you see that they all feature a knight on horseback, battling a nightmarish menagerie of fearsome monsters. In the center of the door is a gold circle and inset within it is an ivory chalice.

'Where does this lead to?' you ask in wonderment.

Lansbury moves her light closer to the door. 'These panels depict scenes from Arthurian legend. This could be the entrance to his tomb – or a treasure vault perhaps.'

Nyms places a hand against the center of the door and pushes against it. Nothing happens. He looks back at the group with a meekish smile. 'OK, it was worth a try.'

'How does this open?' snaps Caeleb impatiently, glancing at Lansbury. 'Some magic?'

Lansbury steps back, her eyes quickly roving across the door's surface. 'I sense magic here – very old magic. But clearly Zul's followers couldn't open it... or they never made it this far.'

'Then this is a dead end,' growls Caeleb, gesturing to the statue at the end of the passageway. 'We'll have to go back.'

'Hmm...' Lansbury raises her staff and walks towards the knight. Her white light picks out its detailed features – a young man, with a fringe of hair curling out from beneath a chainmail coif. His eyes are closed, his hands resting on the pommel of his sword. Lansbury leans closer, then reaches forward with a finger, pushing the stone at the center of the sword's guard. There is a click followed by a deep rumbling, as the statue slides back into a hidden recess, revealing a secret archway in the wall.

'Good find,' grins Nyms, nodding with approval.

Caeleb shoulders through the group. 'Let's finish this,' he murmurs.
Pick a loot to proceed.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +14, Brawn: +4, Magic: +16, Armor: +3
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadHood of Night+2+3Deceive
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandLasher+3+3Bleed
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

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

Rune Key
Plain Gold Ring
Money Pouch: 1026 Crowns

Image
note: I also noticed that I missed recording one of the money drops, so that's up-to-date now.
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:29 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

That loot is all trash. Proceed without it.
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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Ikeren
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Post by Ikeren »

Agreed
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angelfromanotherpin
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Post by angelfromanotherpin »

Mm, I think the funeral gown might have been worthwhile. Charm's probably better than Sear, plus it goes with the necromancy thing. Oh well.
Warily, you step through the archway to find yourself in a circular chamber with a high-domed ceiling. At the center of the room is a stepped dais leading up to a stone tomb. The lid has been smashed to pieces, its shattered stonework lying in jagged pieces around the base of the dais.

'Oh, this doesn't look good,' mutters Nyms, his swords spinning nervously in his hands.

Hovering above the open tomb is a man in rune-plate armor. He hangs suspended in the air, his head tilted back and his arms outstretched to either side, palms turned upwards. Stood around him are four black-robed necromancers. They are chanting arcane words as streams of magic arc from their fingers, pouring into the warrior who basks in its purple glow.

'More... give me more!' he snarls, his head snapping forwards. One of the necromancers falls to his knees, clearly with exhaustion. The dark warrior turns to face him, his scowl deepening. 'Is this the best that Zul could send me?' He raises his left hand, tightening it into a fist. The mage begins to choke, gripping his throat.

'Something wrong with this picture?' asks Nyms worriedly, shooting Caeleb a hurried glance. 'Thought Arthurian was on our side?'

Caeleb looks equally confused. He starts forward into the room, his hand resting on the pommel of his sword. 'Great Arthurian, we seek youraid.' He drops to one knee, his head bowed. 'My lord. My protector – these are dark times. We ask that you help us to conquer this evil.'

The dark warrior looks down with derision, as the lifeless body of the necromancer slumps forward. 'Fools! Arthurian is not here.' The man's voice booms in the chamber, shaking its very foundations.

'But this... this is his tomb,' implores Caeleb, stumbling to his feet.

The warrior shakes his head, his long mane of dark hair shifting across his purple-glowing eyes. 'This is his body,' snarls the knight. 'But I'm afraid that Arthurian is no longer home.' he throws back his head, a cold and chilling laughter echoing back from the high stone walls.

Caeleb draws his sword with a flourish. 'Demon! I will send you back to the shroud!'

As he charges forward, the dark warrior drops to the floor of the tomb,
splintering the stone beneath his plated feet.

'Ah yes, I have waited a long time for this!' Purple magic blazes from the warrior's runed gauntlets, forming two mighty axes – sparkling with magic:
SpeedMagicArmorHealth
Dark Arthurian13121380
Necromancer620
Necromancer620
Necromancer620

Special Abilities
- Dark mending: At the end of every combat round, Dark Arthurian is able to restore 2 health for each necromancer that is still alive.
- 'Heal me!': Once in this battle, at any time, you can call upon Lansbury to heal you for 15 health.
- Team effort: Nyms' sweeping strikes add 2 to your damage score. Caeleb uses his shield to defend you from harm, raising your armor by 2 for this battle.
Missing the AOE right now. Well, let's get rid of the adds first;one swing on each and let the bleed/thorns finish them off.
Round 1: Us 8+14, Him 6+13; 2+21-6 damage to Necro1, they're at 3. *DOTs* Necro1's at 1, Necro2's at 19, Necro3's at 19.
Round 2: Us 10+14, Him 9+13; 3+21-6 damage to Necro2, he's at 1.
*DOTs* Necro1 defeated! Necro2 defeated! Necro3's at 18.
Round 3: Us 5+14, Him 12+13 (deceiv'd! Us 10+14, Him 7+13); 2+21-6 damage to Necro3, he's at 1. *DOTs* Necro3 defeated!
Round 4: Us 8+14, Him 7+13; 6+21-13 damage (corrupt'd!), he's at 66. *DOTs* He's at 64.
Round 5: Us 10+14, Him 7+13; 6+21-13 damage, he's at 50. *DOTs* He's at 47.
Round 6: Us 11+14, Him 6+13; 3+21-13 damage, he's at 36. *DOTs* He's at 32.
Round 7: Us 5+14 (charm'd, fails to improve), Him 6+13; 6+10-5 damage, we're at 39. *DOTs* He's at 28.
Round 8: Us 5+14, Him 8+13; parry'd! *DOTs* He's at 24.
Round 9: Us 8+14, Him 9+13; draw. *DOTs* He's at 20.
Round 10: Us 5+14, Him 10+13; 2+10-5 damage, we're at 32. *DOTs* He's at 16.
Round 11: Us 11+14, Him 3+13; 4+21-13 damage, he's at 4. *DOTs* He's defeated!
The dark warrior is a powerful opponent, bolstered by the healing of his necromantic minions. The deadly black axes slice through the dusty air, leaving streaks of crackling magic in their wake. But you are a Nevarin, fast and agile, your own powers heightened by the shadow mark that burns bright against your skin. While your allies are forced back by the warrior's unstoppable fury, you see an opening and spring forward, catching the flat of one of his sweeping blades and leaping again to somersault behind him. Before the warrior has a chance to turn and defend himself, you strike with the full power of your strength and magic.

The warrior falls to his knees, his axes sparkling and then winking out of existence. With a final pained gasp, the dark warrior vanishes, the armor clattering to the floor, empty.

Caeleb walks over and prods the runed armor with his foot, pushing the breastplate over to reveal an engraved insignia – a chalice, surrounded by a circle of seven stars. 'Arthurian's coat of arms...' He shakes his head grimly. 'We were too late.'

Lansbury wrinkles her nose as she examines the armor. 'I don't thinkwhat we fought today was Arthurian. It was something else... something that was using his body.'

Celeb's expression hardens, his eyes coming to rest on the shattered remains of Arthurian's tomb. 'Zul will pay for this sacrilege.'

Lowering your weapons, you step over the rubble to search the bodies of Zul's followers. You find 50 gold crowns and may help yourself to one of the following rewards:
Twilight claw (left hand: fist weapon) +2 speed, +3 brawn, Ability: rake (1/combat, instead of normal damage, deal 3 dice of armor-ignoring damage.)
Black widow (head) +2 speed, +2 brawn, Ability: webbed (1/combat, your opponent rolls 1 fewer die for attack speed.)
Stolen hope (necklace) +1 brawn, +1 magic, Ability: deceive
With little else of interest in the chamber,
you leave Arthurian's tomb and head back into the bone fields. Return to the Act 3 map.
Pick a loot, then unless I hear different it's off to the next Orange quest at the angel statue.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +14, Brawn: +4, Magic: +16, Armor: +3
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadHood of Night+2+3Deceive
NecklaceSilver Cross+1+1Heal
CloakSparkcraft Mantle+2+2Life Spark
Main HandLasher+3+3Bleed
Left HandSprig of Corruption+2+3Corruption
GlovesVambraces+1+2Parry
ChestCinder's Gown+1+3Sear
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

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

Rune Key
Plain Gold Ring
Money Pouch: 1076 Crowns

Image
Last edited by angelfromanotherpin on Mon Sep 04, 2017 7:29 pm, edited 1 time in total.
Ikeren
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Post by Ikeren »

Bleh, physical gear.
Omegonthesane
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Post by Omegonthesane »

If Stolen Hope had been +1 Speed then I might have looked up what Deceive does to see if it'd be a good one to switch to. But it doesn't so I won't bother. Next orange.

Might be worth reminding us what abilities do, if they aren't already all being gathered in the first post somewhere. Would save me searching the forums every time we find loot.
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 »

Deceive is exactly like Trickster, it swaps one of our attack speed dice for one of the other guy's. Yeah, the posts are long enough that there's really no good reason to not define the abilities.
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Darth Rabbitt
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Post by Darth Rabbitt »

I would've gone with funeral gown for the previous loot choices, but this load is all trash. Leave it and go to the angel statue.
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 »

Quest: Winter's hill

The bang of a door wakes you from your slumber. Still befuddled by sleep, your hand reaches out to the table beside your bed, fumbling for yoru weapon. You notice that the rest of the barracks is empty. Apale morning light filters through the shutters over the window.

Lansbury is marching down the aisle between the palletbeds. She stops at the foot of yours, her face red with rage. Under one arm is a collection of books, and in the other is a sack. 'Of all the pig-headed, stubborn...' She drops onto the end of the bed, looking about to cry. She takes a moment to compose herself, then glances over at you.

'I'm sorry,' she apologizes. 'It is rather indecent of me to just barge in here, but I need your help.'

You run a hand through your disheveled hair. 'What happened?' you ask.

'Inquisitor Mathis, that is what happened,' she snaps, her rage rising again. 'He won't listen to a word I say. And now he has Redguard running rings around him – I can't get a straight answer out of either!' She opens one of her books and turns it to face you. 'Look, see that?' You lean forward, examining the page. It appears to be a journal, and sketched on the page is a picture of an angel, with its arms and wings outstretched.

'It's an angel,' you state, scratching your head.

Lansbury rolls her eyes. 'Yes. Since you mentioned to Redguard about the message that Jenlar gave you – that the angels must awaken – I've been researching through the books I found in those ruins. Those statues are referred to several times in that text as guardians. And here,' she fumbles for another book, opening it out to a marked page. 'Here they are also referred to as the arcs of light.'

'Arcs of light?' you repeat, handing the journal back. 'Jenlar never mentioned that.'

Lansbury gets to her feet, stuffing the books back under her arm. 'I'll explain on the way. You will come with me, won't you?'

'Come where?' you ask, already sliding off the bed.

'We're going out into the bone fields. I want to examine one of those statues.'
Holy crap, the PC comes off as dim in that exchange. I understand that having someone ask leading questions is a lazy way to get exposition out, but even if the author wasn't willing to think of a better way, couldn't the idiot ball have been held by Nyms or something?
You find Lansbury waiting for you at the edge of the camp. Together, you head out into the grey expanse of the bone fields. You glance her way, waiting for her to explain the reason for this impromptu expedition – but the woman has her eyes fixed on the horizon, the sack trailing in the dust behind her.

'Do you want me to take that?' you offer, indicating the sack.

Lansburyooks at you confused, her thoughts clearly on something else. 'Oh... this? Yes.'

As you take it from her, you can't help but take a peek inside. 'What are these?' you ask, inspecting the three metallic-looking rods. 'You found them in the ruins, didn't you?'

Lansbury nods. 'They're for protection – in case we run into anything... hostile.'

You hoist the sack over your shoulder, then hurry to catch up. 'So, you going to fill me in on what this is all about?'

Lansbury gives you a sidelong stare. 'I think those angels, those statues, are weapons.'

'Weapons?' you ask incredulously.

She nods quickly. 'Reading between the lines, it's what the records seem to be suggesting. They were weapons built by the mages, to help them win the shadow war.'

You blow out your cheeks in wonderment. 'I would never have thought... so what do we do? Press a switch or something?'

Lansbury shakes her head. 'I think I will need to repair the magic weaves.' Noticing your look of confusion, she attempts to explain. 'Magic is like a tapestry – the threads and cords all interweave to make a whole. Sometimes the magic gets broken or frayed, and needs to be repaired so that it works again. Do you understand?'

You shrug your shoulders, not entirely convinced. 'So, you repair the angel and I watch?' You grin. 'Sounds good enough to me.'

'You may need to do more than that,' replies Lansbury, coming to a halt. She points to several specks, hovering in the grey sky. You squint, trying to discern what type of creature they are. Then you hear a devilish shriek carrying on the air.

'Bone wyverns,' you declare with a grimace.

'Lucky for us, they aren't attacking,' she says. 'They're heading north.'

As the flying creatures speed away, you pick up the pace again, hurrying through the silent wasteland.
The air grows colder as you travel eastwards,untilyou find yourself huddling into your cloak, your breath steaming in front of you.

'Why is it so cold?' you ask, shivering.

'A magic anomaly,' explains Lansbury, seemingly unaffected by the freezing conditions. 'In the war, a lot of magic was discharged over the bone fields. Some of it remains... sort of like a magical echo. Winter's Hill is just one such place.'

'Winter's Hill?' you ask – then you see it for yourself as you pass over the next rise. The hill is a peaked mound of grey earth, surrounded by a winding maze of jagged stones, similar in size and shape to those that surround Redguard's camp. Thick snow coats most of the hilltop, including the statues of the angel. She towers high into the sky, her head crowned with ice and her giant wings glistening with rime frost.

'That's... impossible,' you gasp, rubbing your eyes as if to clear them of some illusion.

'Magic makes all things possible,' grins Lansbury.

Suddenly, you can hear a baying horn in the distance. Lansbury stiffens, her eyes scanning the northern horizon. 'I think those wyverns were scouts. We've been found. Come on!' She starts sprinting towards the hill. You follow, drawing your weapons.
Together you race between the fingers of rock, which form a winding pathway up the side of the snow-drenched hill. Several times you lose your footing and fall, slipping in the wet snow, but the baying horn in the distance drives you quickly back to your feet.

At the top of the hill, Lansbury points to the sack you are carrying. For several seconds she is too out of breath to speak. 'Rods... get the rods. Quick!'

You drop the sack to the ground and pull out the three metallic rods. Each one has a different set of gems embedded along its length. 'OK, what do they do?' you ask hurriedly.

Each rod has a different power,' explains Lansbury. 'Look, if they attack, they can only reach us by these three pathways.'Her hand points to the winding formations of stone that lead up to the summit. 'Place a rod at the mouth of each of these pathways,' she says. 'They will help you fend off any attacks.'

'What about you?' you ask, glancing up at the huge statue.

'I'm going to have to work out how to fix this,' she says, sounding less sure of herself than before. 'Otherwise, we could be done for.'

The baying horn has got louder. In the distance you can now see plumes of ash as a huge force advances across the wasteland. You spot several bone giants leading the way, their mismatched armor glinting in the pale light. Around them, a pack of ghouls are scampering through the dust, with men armed with whips driving them forwards.

'We can't hope to win this,' you gasp.

Turning, you see that Lansbury has already started some spell or incantation, as her arms are outstretchedand her concentration is focused solely on the angel. It looks like it is now up to you to defend the hill from the advancing horde.
Lansbury has given you three rods. Each rod has a different magical effect. These are:
Type:Effect:
Rod of enfeeblementreduces all opponents' brawn and magic by 2.
Rod of slowingreduces all opponents' speed by 1.
Rod of rendingreduces all opponents' armor by 4.

The army can only reach you by taking one of the three winding pathways up to the top of the hill. There is one to the north, east, and west of these pathways, you can use them to help defend each one.

Make a note of which rod you are placing at which pathway. You must have one positioned at each. Once you have made your decisions, you wait tensely for the assault to begin.
Omegonthesane
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Post by Omegonthesane »

We don't appear to have any intelligence regarding which pathway gets which bunch of the oncoming horde, and we can't make a stupid-in-character gamble by assigning two rods to one pathway and leaving a third un-rodded.

Enfeeblement north, slowing east, rending west.
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angelfromanotherpin
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Post by angelfromanotherpin »

At first glance I thought the ability to assign rods was completely pointless, but on second thought, I think it's a thing where if you fail the mission and have to re-try, you can use your foreknowledge for better matching and a sleight difficulty decrease.

But the first time through you might as well let an RNG decide.
Ikeren
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Post by Ikeren »

This feels ridiculously MMORPG-y.

Enfeeble North
Slow East
Rend west.
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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed on everything said by Ikeren and Omegonthesane.
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SGamerz
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Post by SGamerz »

Since there's no prior hint on which is better, there's no reason to vote against what is already the majority. Enfeeblement north, slowing east, rending west sounds as good as any other.
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