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Let's Play: Challenge of the Magi: Mage2
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Thaluikhain
Knight


Joined: 29 Sep 2016
Posts: 303

PostPosted: Tue Jan 17, 2017 3:51 pm    Post subject: Reply with quote Add User to Ignore List

From my reading of the rules, you'll be able to use lesser magics like heal at any time, so you'd be able to use them just before the other mage arrives if you were followed.

14
You appear in a rich, dark forest. All around stretches row upon row of trees, shrouded in gloomy darkness. The air is resonant with a sharp smell of pine and the sounds of many woodland animals. The forest seems wholesome enough, but you feel claustrophobic in the close confines of the thickly carpeted trees. From the moment you arrive you know that this place it utterly devoid of magic.

A thin forest trail leads away ahead of you and a densely-wooded hill rises to the left. At the base of the hill is a cave mouth. You may follow the trail, climb the hill, plunge into the wood to your right or enter the cave. Before you decide, you must WAIT.
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Darth Rabbitt
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Joined: 05 Feb 2009
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PostPosted: Fri Jan 20, 2017 3:04 am    Post subject: Reply with quote Add User to Ignore List

I'll start by entering the cave.
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Thaluikhain
Knight


Joined: 29 Sep 2016
Posts: 303

PostPosted: Fri Jan 20, 2017 11:58 am    Post subject: Reply with quote Add User to Ignore List

336
The cavemouth becomes a tunnel. On closer inspection you notice some rails heading inwards. Further on an old abandoned carriage lies empty and unused. The tunnel has been excavated into the hill and old beams support it. After a time the tunnels split, forking away in all directions. From what you can gather it seems you have come across an old gold mine. You may dig for gold nuggets. Every time you WAIT here, you may roll one dice. If you score 5 or 6, you have found a nugget, worth as much as a bag of gold. If you roll 1, then you have been found by a wandering dwarf, one of those who look after the mine. Naturally, he thinks of you as a thief and attacks. Any dwarves you meet have 9 LPs and roll 1 dice in combat without any additions. You can flee from combat at any time by Invoking the Portals, but you will suffer one hit as you leave.

In any case, when you are ready, you Invoke the Portals and go to the Tower of Immutable Paradox or the Caverns of Perdition. WAIT first.
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Thaluikhain
Knight


Joined: 29 Sep 2016
Posts: 303

PostPosted: Fri Jan 20, 2017 2:15 pm    Post subject: Reply with quote Add User to Ignore List

But, before you can do anything:

Your opponent is slain. you are the surviving Duelmaster and the people of the Rainbow Land salute you. When you return to the Council of Wizards you will take your place on the Excellent Seat of All-Seeing Glory and be hailed as the greatest mage of your time. There is little you cannot do. People will travel to seek your advice from all the lands, both near and far, many bearing exotic and sumptuous gifts in exchange for the few crumbs of knowledge that you let fall from your table. You may travel wherever you wish in the Rainbow Land and no one dare gainsay you. Rather everybody seeks to befriend you. Your name will go down in the annals of history and the bards will echo your exploits through the centuries.

But beware, you cannot halt you quest for knowledge and power, for the time will come when another, younger mage will dare to challenge you for your position on the throne and undertake the ritual duel in the Rainbow Land.

...

There are rules for a rematch, where the victor uses the same character, but goes up a level. OTOH, their class and some (though not all) of their spells will already been known and they will face an unknown challenger. I'll post those in the combined thread, so don't read the other mage's thread if you are interested.


Last edited by Thaluikhain on Fri Jan 20, 2017 2:15 pm; edited 1 time in total
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