[LP] DestinyQuest: The Legion of Shadow

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Omegonthesane
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Post by Omegonthesane »

Tomb ravine.
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 »

Agreed, but first take Tempest's Fury for another point of Magic.
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Omegonthesane
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Post by Omegonthesane »

+1 magic and a more generally useful ability, agreed
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 »

I'm really torn about transcribing the opening to this quest, because while it's really long and pointless, it does play up the PC's bad-assery in a way that's too often missing in this book. I guess I'll go for it.
Legendary monster: Gorgis Iron-mane

The crypt has become your hunting ground. Stepping over the bodies of the black-robed necromancers, you plunge onwards – the cold fire from your shadow mark illuminating the narrow claustrophobic passageways. Ahead you can hear chanting, echoing from the dark. More of Zul's followers.

Your hands clench around your weapons, sending magic sparking along the runes that writhe and twist along your arm. Your senses are heightened, your body pulses with shadow energy. All fear has gone – replaced now bya hungry insatiable need to find more victims. You are not disappointed.

As the next chamber opens up, you see seven necromancers gathered in a tight circle around an open tomb. Black magic pours from their fingers into the exposed body of a knight, seeking to put life back into its rust-spattered armor. Then your attention shifts.

From the edge of the room, four black figures detach themselves from the shadows and start towards you. They appear to be assassins, their faces hidden behind black masks. There is the ring of steel as curved blades are drawn, catching the eerie purple light flickering along your branded flesh. The nearest assassin slows, as if uncertain. You glance down at the shadow mark and then look up smiling.

'You wonder if I am a friend or a foe?' You nod wryly.

The four masked assassins share a sideways glance.

'Or perhaps it is fear that stays your attack?' You raise your weapons, the cold fury of the mark coursing through your body, thumping in your ears, crying out for release. 'And so you should fear me!'

You spring forward, meeting the leader head on. Your weapons clash, teeth gritted, as you both strain against each other's murderous intent. You can hear his ragged breathing from behind the polished mask... then you are moving, twisting and turning in a dreadful dance.

Steel sparks. Magic crackles.

There are cries and screams – a body flies back through the air, crumpling to the ground. You jerk backwards, as a poisoned blade slices the air next to your face. Leaning to the side, you meet the next attack with the guard of your weapon. Then your magic flares once again, your weapons sneaking around in a deadly arc.

It is over in seconds. The assassins' smoking bodies lie around you, broken and lifeless. The chanting stops and a heavy silence settles over the chamber.

As one, the necromancers turn to face you. 'Betrayer! The legion will not be stopped!'

Your eyes settle on the speaker – possibly the leader. His hand is already pulling a dagger from his belt. The others form up around him, readying spells. There is a quiet calmness to their movements, almost an overconfidence. They have strength in numbers, but they should never underestimate a Nevarin.

Magic is thrown towards you–sizzling through the air–but you are already moving, dizzyingly fast, leaving their futile barrage to smash harmlessly into the stone flagstones. Then you are cutting, slicing, burning, stabbing... you have lost yourself to whatever nightmarish fury lies in that branded mark, that part of yourself that connects you to a past now long forgotten.

There are snarls from the dark. As the last necromancer falls before you, your eyes settle on the archway at the far side of the chamber. Ragged shapes are now pouring out of the darkness–running on all fours like hounds. You glimpse knife-like claws and shaggy black manes of fur. Ghouls.

The baying creatures surge towards you, snapping and biting. You somersault over the first wave of attackers, landing agilely behind them. Surrounded on all sides by the undead host, you fall into a spin of whirling steel and magic, your movements flowing from one form to the next.

Bodies press against your own, the air humming with snapping jaws and clawing talons. Steadily you force them back, your weapons sweeping into a familiar rhythym–rising and falling, blocking and parrying. Within minutes you stand alone. Your arms are slick with ghoul blood... and maybe some of your own. You look down to see a knife sticking out of your thigh. You wonder how it got there... and why it doesn't cause you pain.

A rumbling growl snaps you back to attention. From beneath the archway, a gigantic ghoul is shuffling towards you. Its mane is thick and grey, spreading out across its massive shoulders and tightly-knotted arms. Your eyes meet and in that quiet moment something is shared. Then the beast's face twists into a snarl. You answer in kind, emitting an animal-like roar, then you pounce:
SpeedMagicArmorHealth
Gorgis14813100

Special Abilities
- Fatigue: You are exhausted from your previous battles. You must reduce your brawn and magic each by 2 in this combat.
- Piercing: This creature's powerful claws ignore your armor.
- Iron-mane: You cannot use piercing or impale in this combat.
Us 10+16, It 9+14; 5+18-13 damage, it's at 90 (corrupt'd). *Thorns* It's at 89.
Round 1: Us 7+16, It 5+14; 4+18-13 damage, it's at 80. *Thorns* It's at 79.
Round 2: Us 5+16, It 8+14; parry'd. *Thorns* It's at 78.
Round 3: Us 5+16, It 10+14; 5+6 damage, we're at 39. *Thorns* It's at 77.
Round 4: Us 4+16, It 8+14; 5+6 damage, we're at 28. *Thorns* It's at 76.
Round 5: Us 7+16, It 5+14; 6+18-13 damage, it's at 65 (leech'd, we're at 30). *Thorns* It's at 64.
Round 6: Us 3+16, It 5+14; draw. *Thorns* It's at 63.
Round 7: Us 8+16, It 12+14; 2+6 damage, we're at 22. *Thorns* It's at 62.
Round 8: Us 5+16, It 6+14; 4+18-13 damage, it's at 53 (leech'd, we're at 24). *Thorns* It's at 52.
Round 9: Us 10+16, It 5+14; 6+18-13 damage, it's at 41 (leech'd, we're at 26). *Thorns* It's at 40.
Round 10: Us 7+16, It 4+14; 4+18-13 damage, it's at 31 (leech'd, we're at 28). *Thorns* It's at 30.
Round 11: Us 7+16, It 6+14; 4+18-13 damage, it's at 21 (leech'd, we're at 30). *Thorns* It's at 20.
Round 12: Us 6+16, It 8+14; draw. *Thorns* It's at 19.
Round 13: Us 9+16, It 12+14; 4+6 damage, we're at 20. *Thorns* It's at 18.
Round 14: Us 10+16, It 11+14; 3+18-13 damage, it's at 10 (leech'd, we're at 22). *Thorns* It's at 9.
Round 15: Us 5+16, It 4+14; 5+18-13 damage, savage foe defeated!
The giant ghoul lies dead at your feet. You may now help yourself to one of the following special rewards:
Iron-mane (cloak) +2 speed, +3 armor, Ability: second skin (immunity to piercing)
Silverghast (main hand: dagger) +2 speed, +4 magic, Ability: quicksilver (sp; 1/combat, +2 speed for 1 round)
Gorgis grip (left hand: fist weapon) +2 speed, +4 brawn, Ability: rake (1/combat, instead of normal damage deal 2d6 armor-ignoring damage)

There's actually a denouement which is almost as long and pointless as the intro, but without any of that text's redeeming features, so I'll just summarize: Lansbury wants you to be careful about being so awesome because it's sourced in your ebil shadow mark.

• End boss?
• Base camp?
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +18, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
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
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1016 Crowns

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Last edited by angelfromanotherpin on Mon Sep 04, 2017 9:02 pm, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

That set of loot is impressively useless.

Base camp.
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 »

Agreed.
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angelfromanotherpin
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Post by angelfromanotherpin »

The camp is deserted. Redguard and his soldiers are now stationed at Ravenwing's camp, under the command of Inquisitor Bovis. You check the infirmary tent for any supplies that may have been left behind in the army's haste to leave. Most are locked away in magically-sealed boxes, but you do find a few potions left on the shelves. You may take any of the following, however, once these items are taken, you cannot return here again.
Pot of mending (backpack) 1 use, use any time in combat to restore 12 health.
Elixir of swiftness (backpack) 1 use, increase your speed by 4 for 1 combat round.
When you have updated your hero sheet, return to the quest map.
Let me know if you want either or both of those, and what you want to ditch for 'em. Otherwise, barring another trip to the vendor or something, there's nothing left but the Act 3 End Boss.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +18, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
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
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1016 Crowns

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Darth Rabbitt
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Post by Darth Rabbitt »

Toss Dwarfopedia for more healing.
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Omegonthesane
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Post by Omegonthesane »

Agreed.

Then end of chapter boss.
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 »

Boss: The Legion of Shadow

You make your way through Ravenwing's camp, your eyes scanning the endless rows of white tents. Soldiers scamper out of your way, muttering under their breath as you march past. You pay them no heed, having grown tired of their whispered comments and distrustful glares.

Lansbury appears at your side, struggling to keep pace. 'What do you think you are doing?' she asks breathlessly, her tone carrying a hint of annoyance. 'I thought that we had decided it was best for—'

'You decided,' you cut in, changing course down another avenue of tents. 'You and all the others decided it was best I stay hidden.' Your eyes catch the stares of the surrounding soldiers. All are looking at your arm where your mark is vividly on display.

'But some of the men... Ravenwing's... they don't understand,' protests Lansbury. 'I think that you should stay with Nyms, at least until—'

You come to a halt, your fists clenched at your side. 'Where is Avian Dale? Have you seen him?'

Lansbury shakes her head. 'No... I haven't, but I—'

You continue walking, forcing the medic to hurry to catch up. 'I need to find him,' you insist. 'It's important.' For a moment you turn your gaze to the immense green shield surrounding the ruined city of Talanost. 'I have a message for him.'

'Perhaps the command tent,' sighs Lansbury. She takes your arm, drawing your attention to a circle of pavilion tents at the center of the camp. 'Although, I should warn you that—'

You are already making for the circle, both hands going to your weapons as you approach the largest tent, surrounded by armed guards.
Not sure when Trellis got her 'asshole' turned up to 11...
The guards move to intercept you, but your angry stare is enough to force them to reconsider. They edge back warily, letting you pass straight through and into the large pavilion tent. Inside, a number of men and women are gathered around a table of charts. The largest has a number of wooden markers placed on top of it, showing troop movements.

Ravenwing is speaking at the head of the table, with Mathis at his side. 'The king's army is only a day's march away. Once they arrive we will have a force of nearly thousand strong. At least then we will have a better chance of taking back the city.'

'Take it back?' protests one of the female officers. 'But there is nothing left to take. Some ruins? The surviving civilians are already evacuated and headed for Merino.'

'An assault will be futile,' interrupts Mathis, his deep voice carrying the length of the table. 'As long as the shadow gate remains open then...
you!' He stops mid sentence, his hand going straight for his sword. 'How did you get in here?'

You step up to the table, ignoring the astonished gasps and glares. 'Where is Avian Dale?' you demand, making no attempt at formality.

'Shadow spawn!' hisses Mathis. He starts towards you, but Ravenwing places a hand on his arm, restraining him.

'Avian isn't here, as you can see,' states Ravenwing guardedly. 'This is a private meeting—if there was anything else?'

'Anything else?' You glower. 'As a matter of fact, there is. I have a message for him. Avian himself sent me on a mission, as well you know. I completed that mission—and I have an important message for him from Jenlar Cornelius.'

There are agitated mutterings from around the table.

'Jenlar, who is now dead, I understand,' snaps Mathis darkly.'

'And you think that I—?'

'Avian has gone,' interjects Captain Redguard, stepping around the table to stand by your side. 'He left before the battle against Zul.'

'Gone! Gone where?' You look around furiously at the assembled soldiers, your eyes coming to rest on Ravenwing.

'I tried to stop him,' states the grey-bearded warrior with a heavy sigh. 'But he insisted. The mages were able to drop the shield, for just a moment—enough for him to slip inside and...'

'He has gone into the city?' you balk in surprise. 'Jenlar said that he would try and close the gate... but it will fail! I should have got to him sooner!'

'To stop him, I suspect,' growls Mathis, his voice raised. 'It would not be in your best interests, would it—for Avian to prevent more of your precious legion coming through the gate?'

You draw your weapons, fury washing through you. The mark along your arm flares into purple life, flickering and pulsing with dark energies. 'I told you I am not—'

From outside the tent you hear a commotion—voices raised and the sound of a horn blowing three times in quick succession. Then a guard races into the tent, his whole body trembling with fear. 'It's the legion! The... the shield is down... they've broken through!'
You hurry outside accompanied by Redguard and the other leaders. To your horror, you see that a section of the magic shield has gone and spilling out of it is a howling mass of shadowy creatures.

'How the hell did that breach happen?' shouts Ravenwing, grabbing the nearest passing soldier.

'One of the m-mages collapsed, sir. Fr-from exhaustion,' he stutters.

All around you, the camp is mobilizing as guards stumble out of tents, strapping on armor. Already you can see that a mob of the shadow creatures have piled into the camp—their savage cries mingling with those of the frantic defenders.

'We have to get that shield restored, as soon as possible!' commands Ravenwing, hurrying towards the breach.
As you race through the camp, you see a dense black cloud moving across the sky. It is only when you get nearer the battle that you see it is made up of thousands of black locusts. Columns of them are streaking down into the camp, engulfing soldiers in a whirling swarm of black bodies. One soldier races past you, his armor reduced to a few rusted fragmentsas the strange locusts nip and bite at his exposed skin.

Following the swarm are a pack of purple-scaled monsters running on splayed legs. Their beak-like faces are a mass of writhing suckered tentacles. They bowl into the soldiers, knocking them to the ground—their stinging tentacles crackling with magic as they latch onto their stunned victims.

As you hurtle into their ranks, you realize that the tentacled creartures are not attacking you. Instead, they are concentrating their attacks on the soldiers. You glance down at your shadow mark and quickly realize the reason; these creatures must think you are an ally and not an enemy.

Turning this to your advantage, you move behind the packs of creatures, cutting and swiping at their exposed flanks. Soon, your weapons are slick with their slimy ichor, the ground around you littered with bodies.

Then darkness clouds your vision as you are hit by the swarm. Evidently the beasts have some rudimentary intelligence and have realized you are now a threat. You swing out with your weapons, trying to bat away the buzzing locusts, but they are everywhere, chewing and biting into your armor. Several of the tentacled monsters are now headed in your direction, evieently looking to join the fight. You must now fend off both of these deadly adversaries at once:
SpeedBrawnArmorHealth
Horrors141210100
Locusts--840

Special Abilities
- Sucker punch: Once you take health damage from the horrors, you must lose a further 2 health at the end of every combat round.
- Nasty nibblers: The swarm of locusts are chewing through your armor. At the end of each combat round, roll a die; on a result of 1 or 2 you must lower your armor by 1.

If you win a round against the horrors, you can choose to direct your damage against the horrors or the locusts. Once the horrors have been killed, the locusts will immediately swarm away to find an easier opponent.

If you win the combat, you must continue this quest with the health and armor you have remaining.
We don't rely much on our armor, but I'm going to try to preserve what we have in case there's another King Louis-type enemy where it suddenly becomes relevant. We have a lot of bottled health.
Round 1: (windblast'd) Us 7+16, Them 6+14; 3+20-8 damage, locusts at 25. *Thorns* Horrors at 99, Locusts at 24. 5, no armor loss.
Round 2: Us 8+16, Them 7+14; 6+20-8 damage, locusts at 7. *Thorns* Horrors at 98, Locusts at 6. 3, no armor loss.
Round 3: Us 8+16, Them 5+14; 1+20-8 damage, locusts defeated! *Thorns* Horrors at 97.
Round 4: Us 7+16, Them 8+14; 3+20-10 damage (corrupt'd), they're at 84. *Thorns* Horrors at 83.
Round 5: Us 7+16, Them 7+14; 4+20-10 damage, they're at 69. *Thorns* They're at 68.
Round 6: Us 4+16, Them 7+14; parry'd. *Thorns* They're at 67.
Round 7: Us 8+16, Them 8+14; 5+20-10 damage, they're at 52. *Thorns* They're at 51.
Round 8: Us 10+16, Them 7+14; 4+20-10 damage, they're at 37. *Thorns* They're at 36.
Round 9: Us 5+16, Them 8+14; 6+12-6 damage, we're at 38 (heal'd, we're at 42). *DOTs* We're at 40, they're at 35.
Round 10: Us 6+16 (charm'd, 9+16), Them 8+14; 6+20-10 damage, they're at 19 (leech'd, we're at 42). *DOTs* We're at 40, they're at 18.
Round 11: Us 7+16, Them 11+14; 3+12-6 damage, we're at 31. *DOTs* We're at 29, they're at 17.
Round 12: Us 7+16, Them 7+14; 4+20-10 damage, they're at 3 (leech'd, we're at 31). *DOTs* We're at 29, they're at 2.
Round 13: Us 7+16, Them 7+14; 1+20-10 damage, they're defeated!
The remaining swarm wheels away to attack another area of the camp. You hurry onwards, relieved to see that the magic shield is now intact once again. Nevertheless, the camp is still being overrun by the elements of the legion that made it through.

Explosions are ringing out to either side of you as the defending mages let loose barrage after barrage at the legion. You catch up with Ravenwing, who is barking orders to his men as a wave of black-clothed assassins charge through the camp, swords glowing with shadowy magic.

'Stalkers!' shouts Ravenwing. 'Fight them with a mage!' He catches sight of you and for a moment a grim smile plays across his lips. 'They heal.'

Then the forces clash, swords and magic forming a whirlwind of ringing steel and flaring energy. Ravenwing dispatches one of the stalkers, its body turning into wisps of purple light. A second later and the shadowy energy ignites in a ball of bright flame. A red-robed mage runs past you, his hands flickering with fiery light. 'Don't let them heal!' he cries. 'Destroy their energy. Focus, mages!'

You are drawn to the left flank, where some of Redguard's men are fighting a small band of shadowstalkers. Nearby, one of the asassins has a hand raised to the air, his long fingers covered in black markings. He is attemptinf to absorb the energy from one of his defeated comrades to heal his wounds.
You pull back your sleeve, revealing your own mark, burning with magical energy. The shadowstalker gives a gasp when he sees you, then his face lengthens into a cruel sneer. Between you, the shadow energy twists and coils, caught in an invisible tug-of-war as each of you attempts to absorb the energy.

You must take a challenge test using either your speed or magic, whichever is highest.

Tug of War: Speed/Magic 20

If you are successful, then you absorb the magic and may restore up to 12 health and 2 armor. If you fail, the stalker absorbs the energy instead.
Oh, look who can't fail. Back to 41.
The shadowstalker charges towards you, a magical sword in one hand and a curved dagger in the other. From the black markings along his fingers you see a set of black claws quickly distend, forming a third deadly weapon.

You must now battle this powerful assassin:
SpeedBrawnArmorHealth
Snaide14121280

Special Abilities
- Shadow infusion: If Snaide absorbed the shadow magic, he has +2 brawn for this combat.
- Dark claw: If Snaide rolled a double (before or after any re-roll) then he claws you for 4 armor-ignoring damage.
Round 1: (windblast'd) Us 8+16, Him 6+14; 5+20-12 damage, he's at 67 (leech'd, we're at 43). *Thorns* He's at 66.
Round 2: Us 10+16, Him 5+14; 3+20-12 damage, he's at 55 (leech'd, we're at 45). *Thorns* He's at 54.
Round 3: Us 3+16 (charm'd 6+16), Him 6+14; 3+20-12 damage, he's at 43 (leech'd, we're at 47). *Thorns* He's at 42.
Round 4: Us 12+16, Him 4+14; 6+20-12 damage, he's at 28 (leech'd, we're at 49). *Thorns* He's at 27.
Round 5: Us 10+16, Him 9+14; 2+20-12 damage, he's at 17 (leech'd, we're at 50). *Thorns* He's at 16.
Round 6: Us 7+16, Him 12+14 (claw'd, we're at 46); parry'd. *Thorns* He's at 15.
Round 7: Us 4+16, Him 4+14; 5+20-12 damage, he's at 2 (leech'd, we're at 48). *Thorns* He's at 1.
Round 8: Us 4+16, Him 9+14; 1+12-6 damage, we're at 43. *Thorns* He's defeated!
You absorb the defeated warrior's shadow essence, feeling the wave of energy healing your wounds and knitting together your damaged armor. You may restore your health and armor to their starting values. You may also help yourself to one of the following rewards:
Duellist's blade (main hand: sword) +3 speed, +5 brawn, Ability: hamstring, Requirement: warrior
Duellist's shiv (left hand: dagger) +2 speed, +4 brawn, Ability: expertise

Duellist's band (ring) +2 magic, Ability: ensnare (1/combat, cancel an opponent's dodge ability, inc. evade/sidestep/vanish), Requirement: Mage
Let me know if you want the band, and if so which ring you want to ditch for it.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +18, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Circle of ThornsThorns

BackpackItem
1Pot of Mending (+12 health)
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1016 Crowns

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Omegonthesane
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Post by Omegonthesane »

Half a vote to lose circle of thorns at last for duelist's band.
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 »

+2 to our damage stat is pretty good even if I can't think of an enemy that has had a dodge ability (monsters in this book tend to have static immunities, while dodge abilities seem to be 1/combat hero abilities). But Thorns is a lot to give up, so it probably more or less is an even trade. No vote either for or against taking the band.
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 »

You reach the front line of the battle, weaving and dodging between the claws and snapping jaws of the shadowy monsters. There are hundreds of them, each one a different creation of vile sorcery.

Nyms appears alongside you, his twin blades making short work of the enemies in his way. 'To the shield!' he shouts, nodding towards the dome of magic. 'They have a mage hunter!'

You look around in confusion, then a momentary gap in the legion's ranks reveals a monstrous giant of a man, armed with two crescent-bladed swords. From his ridged back, four spine-like appendages arch over his shoulders, each ending in an unsettling array of claws and talons.

Nyms' warning suddenly hits home. The monster is moving along the ranks of mages, lined up around the shield. Already several have fallen to the monster's attacks and areas of the shield are starting to flicker and fade. You look back to Nyms, but the tide of battle has carried the swordsman away from you, his blades rising and falling angrily as he attempts to break through the surging mass and help the mages.

Taking matters into your own hands, you throw yourself forwards, towards a tentacled creature with a ridged black carapace covering its back. You land on its shoulders, then leap again—agilely springing from one tentacle to another, your movements now fueled by the magic flaring and spitting from your shadow mark. Within moments you are on the other side of the Legion's frontlines. Breaking into a sprint, you head for the mage hunter, intending to bring its savagery to a swift end.
The monstrous beast turns to face you, its half-human half-demonic visage contorted with rage. 'Nevarin!' it snarls. 'Destroy the mages—now!'

You do not slow as you charge forwards, your grim expression a clear indicator of your intent.

'What is this?' hisses the hunter. 'Stand down, now!' With the nearby mages now forgotten, the beast moves to meet you, its blades forming a deadly blur of steel as they spin expertly in its hands. 'Traitor!' it growls. 'Your betrayal is a sign of weakness!' From the hunter's back, its taloned appendages claw hungrily at the air, their serrated lengths dripping with black poison. 'Prepare to die, traitor!':
SpeedBrawnArmorHealth
Mage hunter14141490

Special Abilities
- Whirling blades: You cannot use sidestep, evade, or vanish in this combat.
- Black poison: Once you have taken health damage from the mage hunter, at the end of every combat round you must automatically lose 2 health.
Round 1: (windblast'd) Us 11+16, It 1+14; 2+22-14 damage (corrupt'd), it's at 80.
Round 2: Us 9+16, It 8+14; 2+22-14 damage, it's at 70.
Round 3: Us 7+16, It 3+14; 3+22-14 damage, it's at 59.
Round 4: Us 9+16, It 4+14; 6+22-14 damage, it's at 45.
Round 5: Us 9+16, It 9+14; 2+22-14 damage, it's at 35.
Round 6: Us 12+16, It 11+14; 5+22+14 damage, it's at 22.
Round 7: Us 6+16, It 7+14; 6+22-14 damage, it's at 8.
Round 8: Us 7+16, It 8+14; 5+22-14 damage, it's defeated!
If you win the combat, you must continue this quest with the health that you have remaining.
The monstrous creation collapses to the ground, its clawed appendages making a last effort to grab you. With skilled ease you sidestep the raking talons and sever them with your weapons. Black poison oozes onto the ground in a rictus snarl. You may now help yourself to one of the following rewards:
Blood crescent (main hand: sword) +3 speed, +5 brawn, Ability: cleave, Requirement: warrior
Mages' tears +1 armor, Ability: disrupt (1/combat, if your damage score harms an opponent, reduce their magic score by 3 until end of combat)
Shadow bindings (chest) +2 speed, +3 brawn, Ability: evade, Requirement: rogue
Checking the line, you see that fresh mages have arrived to replace their fallen comrades. With arms outstretched, they each stand in a magical trance as they work fast to repair the faltering shield. Behind you, the defenders have now broken through the ranks of shadow spawn and are starting to outflank them. As your hopes of victory begin to rise, you feel the ground tremble beneath your feet.
The tremors are the result of a giant creature, which is stomping through the tight press of soldiers, snarling with rage. It stands on two enormous hoofed feet, its scaled body shimmering with purple light. In one hand it carries a spiked black mace and in the other a whip.

'A Lord of Pain,' you hear one of the men shout. 'Stand firm! Stand firm!'

You start towards the beast, intending to help Ravenwing's men, but then you skid to a halt as an immense black shadow passes overhead. Looking up, you gasp in horror as an orb-like monster floats towards the battlefield. It has the appearance of a giant eyeball, surrounded by tentacles. From its single eye, a beam of black light lances through the air, slamming into the defenders and sending bodies hurtling in all directions. You must now decide which boss monster you will fight.

• Attack the Lord of Pain?
• Attack the Death Orb?
I assume nobody will want the tears, but let me know if I'm wrong.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1Pot of Mending (+12 health)
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

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SGamerz
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Post by SGamerz »

Kill the Orb for not having the decency to adopt a humanoid form.
Omegonthesane
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Post by Omegonthesane »

I have no idea which equipment slot the tears fall into but none of our equipment is as bad as "+1 armour, situational damage drop against enemies" so ignore the tears.

Also kill the orb since it's shooty and thus can kill more of the battlefield.
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 »

Death orb is more likely to have mage-friendly loot drops.
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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:I have no idea which equipment slot the tears fall into
Oops, my bad, it's a necklace.
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angelfromanotherpin
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Post by angelfromanotherpin »

Suddenly, the sky is lit up by a bright series of explosions. A small squadron of mages are sweeping across the camp, mounted on flying carpets. They twist and weave arounf the floating monster, firing off a dazzling array of spells. However, the beast's giant tentacles simply bat their efforts away with ease.

As one of the mages hurtles past, you call out—beckoning him over. He veers away from his companions, his carpet spitting a trail of black smoke. 'Think I took a hit,' he shouts, screeching to a halt beside you.

You hop onto the carpet next to him. 'As long as it still flies... now, get me in close. We need to get past those tentacles!'

The mage's carpet lurches forward, taking you up into the midst of an aerial dogfight. Several of the mages have already been hit by the orb's deadly ray and are now plummeting to the ground, their carpets spewing flames and smoke.

'Steady, steady!' you order, as the mage guides the carpet closer to the orb, dodging its whirling tentacles. At last you find yourself whizzing past the beast's exposed back. 'That's it! Here goes!' Balancing on the edge of the carpet, you skilfully launch your own flurry of attacks against the giant orb:
SpeedMagicArmorHealth
Death orb151211100

Special Abilities
- Eye beam: At the end of every combat round, the death orb rakes the sky with a beam of scorching magical energy; if you roll 10 or less on 3 dice, you have avoided it, otherwise you have been hit and must take 2 armor-ignoring damage.
Since the eye beam test is a 50/50 shot, I don't know why the author makes it a 3d6 test instead of a 1d6 test. Also, that ability is a lot like 1 damage/round, it's kind of insultingly low-impact.
Round 1: (windblast'd)Us 7+16, It 5+15; 4+22-11 damage, it's at 85 (corupt'd). Beam dodged.
Round 2: Us 9+16, It 2+15; 6+22-11 damage, it's at 68. Beam hits, we're at 48.
Round 3: Us 7+16, It 8+15; draw. Beam hits, we're at 46.
Round 4: Us 6+16, It 7+15; draw. Beam dodged.
Round 5: Us 6+16, It 4+15; 4+22-11 damage, it's at 53 (leech'd, we're at 48). Beam dodged.
Round 6: Us 11+16, It 10+15; 5+22-11 damage, it's at 37 (leech'd, we're at 50). Beam dodged.
Round 7: Us 6+16, It 11+15; parry'd. Beam hits, we're at 48.
Round 8: Us 4+16, It 4+15; 3+22-11 damage, it's at 23 (leech'd, we're at 50). Beam hits, we're at 48.
Round 9: Us 11+16, It 11+15; 2+22-11 damage, it's at 10 (leech'd, we're at 50). Beam dodged.
Round 10: Us 8+16, It 12+15; 5+10-6 damage, we're at 41. Beam hits, we're at 39.
Round 11: Us 8+16, It 8+15; 1+22-11 damage, underwhelming midboss defeated!
If you win, restore your health.
There are cheers from the surviving fighters as the orb smashes into the ground, spraying gooey black slime in a wide radius.

'Nice work,' grins the mage, lowering his carpet to the ground. 'We'll make an airborne regular out of you yet.'

You hop off the carpet, thanking the mage for his help. Surveying the gooey wreckage, you notice a few salvageable rewards. You may now help yourself to one of the following items:
Cerebral helm (head) +2 speed, +3 magic, Ability: overload (1/combat, roll +1 die for damage), Requirement: mage
Lens of blasting (left hand: shield) +2 speed, +3 armor, Ability: lightning, Requirement: warrior
Orb stinger (main hand: dagger) +3 speed, +4 brawn, Ability: shock!, Requirement: rogue
Elsewhere on the battlefield, Ravenwing and his soldiers have brought down the other monstrous creation. The remaining ranks of shadow spawn collapse into a full-scale rout, outnumbered and outfought by the defenders. The pursuing soldiers make short work of the fleeing remnants, and soon cries of victory are echoing around the camp.
The next stretch is very long, so I'm going to take this opportunity to offer you a metagame choice.

• Type out the whole thing, it's the finale.
• Abbreviate/paraphrase it, the writing's not that good anyway.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetRune-Forged Greaves+2+2
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1Pot of Mending (+12 health)
2Elixir of Invisibility
3Pot of Mending (+12 health)
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority

Money Pouch: 1016 Crowns

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Omegonthesane
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Post by Omegonthesane »

Underwhelming midboss with underwhelming loot. Ignore it.

Followed by underwhelming text by the sound of it. Paraphrase it.

When this began I remember looking for the post you made in "Moments when entertainment lost you" about it and failing to find it. Is it easily searchable or did I confabulate its very existence?
Last edited by Omegonthesane on Sun Sep 10, 2017 8:06 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.

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angelfromanotherpin
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Post by angelfromanotherpin »

Omegonthesane wrote:Is it easily searchable or did I confabulate its very existence?
Not the easiest to find, but not that hard.
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Post by angelfromanotherpin »

You approach Ravenwing, who thanks you for your valor. You explain how Cornelius told you that the gate's been trapped against closing, and that you need to get through the shield to stop Avian. He is dubious until you tell him that your shadow mark will let you pass through the enemy unmolested.

'It could work,' he says, 'and with Mathis as he is, it might be best for everyone if you aren't here for the aftermath. It's been a privilege fighting alongside you. Let's make this happen.'
Ravenwing secures two horses and the two of you ride around the perimeter of the shield, passing the maintaining mages, until you reach an area where there is little enemy activity. Ravenwing confers with the nearest mage.

'You'll have one second,' the mage says, 'be ready.'

When the shield ripples open, you are ready, and step through to see the devastated city, all smoke and rubble, the very streets torn up and shattered. The shield seals up behind you, and you become the latest inmate in a dire prison.
You move through the city swift and unchallenged. With your mark exposed, neither the monsters, the mages, nor the shadowstalkers show you any interest. In the center of the city, the ruin of the University of Magic half-stands. One of the last mostly-whole buildings seems to have been damaged by a below-ground explosion, exposing an underground chamber that emits an incessant rumble.

You clamber into the blast hole, finding the remnants of a grand hall. The rumbling has grown thunderous enough to shake the ground, and you draw your weapons as you approach the source.
You had imagined the shadow gate to be like the other magical portals seen throughout Valeron, but it is no glowing door or archway, it is a machine—a vast misshapen mass of cogs and wheels, moving and spinning in a frenzied dance. In the middle is a set of upright rods, sparks leaping from their tips to meet at a black rip in the fabric of space.

You cross a gantry to see, on a higher scaffold, a figure in white armor and a feathered cloak hanging in scorched tatters. You call to Avian Dale.

'Don't try to stop me, Nevarin,' he says.

'It's me—your apprentice,' you call. 'I have word from Jenlar.'

Avian limps towards a single large rough stone wheel set incongruously among a wall of whirling cogs. 'I've come too far... I have to remove the Nexus before I'm too weak.'

'It's a trap!' you shout, leaping from the gantry to jump from cog to cog,
trying to reach Avian in time. One cog, another, and then the impossible rotating footing throws you, and you fall... onto another gear, the breath knocked from you by the landing. High above, you see Avian reach for the Nexus.
Tentacles of darkness stream from the shadow gate, seize Avian, and draw him through the rip.

As soon as you can breathe again, you climb the machinery with all speed, approaching the abyssal tear. You pause before it: on the other side is your own forgotten home-world. 'Home,' you say, and then you are passing through.
The passage is so rapid that you slam into the ground on the other side, cold black sand, with stunning force. Standing up, you see a vast army stretching away as far as you can see, humanoid forms beside a boggling variety of monstrous shapes. They make no hostile move, standing still as if under a spell.

A pained cry draws your attention to Avian, bound by circles of black light before something like a giant grotesque snail. Pallid flesh bulges out of its black shell that shines with purple light.

'I see you remember the way home, Nevarin,' says the snail, dribbling black slime.

'Run,' Avian whimpers.

'Don't be hasty,' says the snail, leaning its eye-stalks forward. 'I am Sharroth, third of the seventh brood of Borellin-var. I have the honor to lead the legion. When their pitiful shield fails, we will march through the shadow gate and lay claim to a new world.'

You raise your weapons. 'You will not take my world.'

'But this is your world,' says Sharroth. Its bulbous sides shake with laughter. 'At least, it was.'

• Attack Sharroth?
• Ask about the Nevarin?
• Ask Sharroth about your mark?
Man, that still ain't short.
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Post by Omegonthesane »

I actually think the in-character choice is to straight up attack Sharroth, we've no reason to trust its exposition and no loyalty to the old country. I mean it means missing out on exposition but whether that's a big deal or not is highly dependent on how good you think the writing is.

Half a vote to ask for the villains' sales pitch about Nevarin.
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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Post by SGamerz »

Ask abut the Nevarin.
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Post by Darth Rabbitt »

Talk to the evil snail like a civilized person.
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angelfromanotherpin
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Post by angelfromanotherpin »

(The short version is that the Nevarin are the original inhabitants of this second world, they used dark magic to make the Legion as slaves, who rebelled and conquered their creators, and also wiped out every last trace of the original civilization. Even their original name is lost–'Nevarin' just means 'enslaved.')
There's a chance here to ask the other question before attacking, so I'm gonna.
(Again, the short version: The shadow mark is a sign of enslavement.)
On to the attack.
'Enough talk!' You run at the monster, looking to drive your weapons into its saggy grey flesh. However, the moment you begin your charge, the mark on your arm flares angrily, sending hot pain lancing through your body. You stagger, almost falling to the ground as you grit your teeth againstthe waves of agony.

Sharroth's mouth curls into a garish smile. 'Have you learnt nothing, Nevarin? Your people are slaves to the legion–you surrendered so that you could join us... so that you could become immortal and save yourselves from death. That mark is a reminder of your weakness, your submission.'

The magical bonds that surround Avian suddenly fade and disappear, dropping the mage to the sandy ground. He looks weak and exhausted, his face twisted with pain.

'I will show you what you are capable of,' hisses Sharroth.

The mark flares again, jolting your body into motion. With slow faltering steps you advance on Avian, your weapons raised. Despite your efforts to stop yourself, you find that you can no longer control your own body–Sharroth is directing your actions as if you were a puppet.

'No!' you cry out. 'Stop this! Stop!'

Avian looks up at you, his eyes widening as he realizes what is happening.

'Kill him!' orders Sharroth. 'Kill him, slave!'

As you go to strike the mage, Avian raises his hand and sends a bolt of white light into your arm. It hits the glowing snakes, forcing them to hiss and sizzle. Fresh pain wracks your body, driving you to the ground.

'No!' The cry comes from Sharroth who is rocking back and forth in rage. When you open your eyes, you see your mark is now surrounded by a halo of white light. A coolness slowly washes over you, taking away the pain.

'That will... protect you,' gasps Avian, the effort clearly having taken most of his remaining strength. 'The charm of submission will no longer work.'

You rise up off the ground, realizing that your movements–your actions–are now your own again.
'Fool!' snarls Sharroth, fresh ooze billowing from its mouth. 'I promise you power. Why do you fight for their cause? What have you got waiting for you through that portal? They distrust you–they despise you. You are, and always will be, one of us.'

'Do not listen,' gasps Avian, struggling to stand. 'It isn't true.'

'Look at you,' hisses Sharroth. 'Look at what you have become, Nevarin. You thirst for power and reward. I can give you those things. I can give you whatever you desire. Here, with the shadow legion, you will not be judged. You will only stand proud, at the head of your very own army.'

Your eyes flick between Avian and Sharroth.

'Prove yourself to the legion; strike down this mortal fool and take your rightful place at my side!'

'No, don't listen.' Avian summons flames into his hands. 'Come, apprentice. If we die here, we die as heroes–with honor.'

You look around at the regiments of shadow spawn, line after line of them, trailing back as far as they eye can see. What force could ever hope to overcome such a vast monstrous army?

'Make your decision, Nevarin,' hisses Sharroth. 'Death or power, it is your choice.'

• Join with Avian and attack Sharroth?
• Choose power and the path of shadow?
Oh shit, a light side/dark side choice.
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