[Let's Play] Rider of the Black Sun

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Darth Rabbitt
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Wow that’s a lot of bullshit. Anyhow, we specifically have the soul jar to avoid needing his body so go back now.
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Didn't our vitality drop to -1 when we jumped to the roof? I don't recall if that's fatal, but it seems dangerous.

Any rate, fortune favors the bold: let's steal that corpse!
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Never mind, Darth makes a good point. Let's not steal that corpse!
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

pragma wrote:
Tue Sep 14, 2021 10:30 pm
Didn't our vitality drop to -1 when we jumped to the roof? I don't recall if that's fatal, but it seems dangerous.
I forgot to explicitly take the Star Stone for its health bump, but that's a thing that happened.
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

1000     You are glad to be back on Kyrna's back, glad to be leaving the rugged valley of the Red Rhenus behind. With the uncertain feeling of perhaps not having done all that was in their power to accomplish, you release the tension of the temporal bond, which at once hurls you back into the present. Relieved, you fly to the Ningal Tower together. Even for Kyrna, it is a long flight to the bastion of the Shadow Master, but now you can hardly wait for your encounter. With loud cries, you drive the dragon forward. Whatever comes now, it is time to end this once and for all



Have you found the FATE POINT (#13) in this chapter? If not, then you should consider helping a soul to help yourself...



There was another RIDER RANK hidden in this chapter. If you could not find it, then you should change your timing during your trip to the past.

AN IMPORTANT NOTE!
Have you attained the RIDER RANK Dragon Friend meanwhile?
Then you can read the following EXTRA CHAPTER
"ANGEL OF VENGEANCE"
before the final battle begins!

If you have not reached the second-highest RIDER RANK, skip the next
pages and go to the FINALE "POWERS OF THE BLACK SUN".



By the way, if you had to leave your equipment behind in the last chapter, you discover with relief that you has been stowed it away in Kyrna's Saddlebag. Remove the cross in Save Point next to the Moon Sickle.
I've cleaned up minor grammar issues here and there, but I had to leave 'that you has been stowed it away' intact. Next chapter coming soon.

Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Hurt (2/5)
KARMA: 3, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

FINALE
POWERS OF THE BLACK SUN



The repitiion of Kathum's dying day was a far-reaching experience, and you receive 2 KARMA points.
Update the Save Points on your adventure sheet.

"Once the hunter, he now becomes the hunted since he was not able to slay his prey when it was still young and helpless."
— THE ORACLE OF KABETH

F1     The endless expanse of the sea and the darkness of this starry night tire you. Trusting Kyrna's wise instincts to strike the right path, you fall asleep resting on the smooth scales of her neck. When you open your eyes, the sun is high in the sky. Kyrna's heart is beating excitedly.
Your VITALITY rises by two levels, even to fit.
Kyrna's VITALITY rises to normal!
If you have the Sabalith Idol, turn to F74.
If not, turn to F56.

F56     Although the Ningal Tower is still many miles away, you already feel the powerful ego of the Shadow Master. It has grown so strong meanwhile that you have the feeling that Calderal is waiting even behind the next cloud. You look up into the sky, in the belief that your father will stand by you in this decisive battle. But your search for the moon is in vain — so much does the mist cloud your sight. Then you remember that you have the power to influence Ugar's course.
Do you want to use KARMA points to change the moon phase with the divine power of the Keșra?
If yes, turn to F91.
If not, turn to F112.

The moon is currently Full, placing our sickle at its maximum attack bonus of +6. In the previous few chapters, the moon advanced one phase in the intro, but that didn't happen this time.
Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Normal (4/5)
KARMA: 5, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Normal (4/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

We missed a whole ass chapter? Wow.

Keep the current moon phase instead of using Kesra magic to change 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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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Keep current moon phase.
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Keep the moon at its current phase since it’s free and gives us the best bonuses.
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

F112     It takes a while for you to find Ugar in the night sky. You trust in your current strength to assist you in the final battle.
To determine the current phase of the moon, correct the MOON CALENDAR in section 600 by moving one phase clockwise.
Turn to F15.

Surprise! They delayed the start-of-chapter moon phase advancement until after you made this decision. What scamps. On the bright side, we haven't yet had trouble hitting anyone, so +5 instead of +6 shouldn't mean much.
F15     Dense, magnificent, white clouds drift over the rough sea far below you. You enjoy a fleeting glimpse of pure beauty until a scrawny cautionary finger of black rock breaks through the clouds in the distance. Cold shivers run up and down your spine — you have reached your destination, the end of your long journey! Before you lies the bastion of the Shadow Master, the fearsome Ningal Tower!

> Calderal knows we are coming. He feels me — as I feel him. <

Circling the top of the Tower are some small black specks. They are Dragon Riders, alerted to act as a last line of air defense. Kyrna glides down lower and into the protective clouds.
If you have the Eye of the Assassin, turn to F130.
If you do not, but you have the ability of Premonition, turn to F164.

If not, turn to F59.

F59     Even though you are expecting an attack, you still flinch when a winged lizard breaks through the mist directly in front of you. Sitting on the mount is a Halret, a Rider from the underworld, whose dark aura disperses the clouds. Protected by a seamless armor of black steel, which allows him to withstand the light of the sun, he drives his brawny flying beast forward. The feral reptile screeches aggressively, lowering its mighty horns to ram you.

Suddenly you are seized by darkness, the darkness surrounding all envoys of the underworld. An icy cold spreads throughout your mind and into your limbs. Lost in thought, you stare at the tip of the rider's lance, hurtling towards you in a lethal trajectory. It is only the scorching heat blazing up in front of you that frees you from the mental embrace of the Halret. Kyrna's independent use of her fiery breath has prevented the Shadow Rider from skewering you like a roasting ox! You thank your dragon for saving your life, take up your weapon, and prepare for the counter attack.

HALRET,
ENVOY OF THE UNDERWORLD
ATTACK 26
DEFENSE 24
RESISTANCE (1) (2) (3) (4) (5) (6)
COMBAT ROUND (1) (2) (3) (4) (5) ...

After the first successful ATTACK, but before you remove RESISTANCE
points from the Halret, turn to F161 at once.
At the start of the fifth COMBAT ROUND, turn to F3 at once.
If you win the fight, turn to F142.

Okay, our attack is (12 str +5 weapon +2 ability)=19, so we hit on 5+, but our defense is only (9 dex +4 clothing)=13, which means we defend only on Full Moon or if we blow KARMA. Since the enemy has effectively 1 hp more than we do on top of that, this is going to be rough. Any plans on KARMA expenditure or such before we get stuck in?
Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Normal (4/5)
KARMA: 5, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Normal (4/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

In the absence of input, using my best judgement.
Round 1: A[6]/[2]/D[2]; hit and get hit. Let's see what surprise this guy has for us.
F161     You and the Halret thunder towards one another like two knights at a tournament. Just before his long weapon can pierce you, you nimbly duck under it and slash the Halret's breast plate with your blade. Sparks fly, and a surprised hiss mingles with the clashing of steel.
You can only wound the Halret with the Moon Sickle, the Moon Thorn, or weapons with a Hit Bonus +5. If you have used a different weapon for your first ATTACK, your hit has not had any effect, and you must now choose another weapon.
Return to F59 and go on with your combat.

Okay, we're at 3 Health and the enemy's at 5 Resistance.

Round 2: A[4]/[1]/D[2]; hit and get hit. Us 2, Them 4.
Round 3: A[4]/[1]/D[1]; hit and get hit. Us 1, Them 3.
While we can survive at 0 Health, I don't want to be there when the start-of-round-5 surprise hits, so I'm double-spending Karma to auto-defend and also heal 1. Us 2.
Round 4: A[5]/[3]/D[3]; hit and auto-defend. Us 2, Them 1.
O F3     After some minutes of wild pursuit through the clouds, you realize that the Halret is trying primarily to keep you from continuing your flight. This fight will simply hold you up unnecessarily. Angrily, you drive Kyrna forward in its direction.
Return to F59 and go on with your combat.
Please cross off the sun next to F3 to show that
you have read this section.

Round 5: A[6]/[4]/D[5]; hit and get hit. Us 1, them defeated!
F142     Fatally wounded, the Shadow Rider goes into a tailspin, disappearing in the cloud cover far below you. At the same time he leaves a trail of black smoke that does not disperse but within a few seconds compresses into a dark ball rushing towards you. You try to dodge, but the underworld missile mirrors your movement, striking you with the force of a hammer blow. Perplexed, but strengthened by the powers of the underworld, you drive Kyrna on to continue her flight to the Ningal Tower.
You suffer no damage, but instead receive 1 KARMA point.
Turn to F113.

F113     In contrast to the sun-drenched haze of clouds, the blackness of the Ningal Tower looks even more threatening. Despite still being one or two miles away, you can see that there is a bustle of activity on the top of the tower. Apparently warned by scouts, more Dragon Riders rise. Six suits of armor glitter in the midday sun.

> Why are so many stationed here? On the mainland, they would be of much greater use to the Empire. <

Although you trust in Kyrna and her excellent combat skills, to survive against six Dragon Riders would seem even for her an impossibility. With an uneasy feeling, you fly forward to meet their superior numbers. You may have no hope of survival, but you have come too far to turn back now.
If you have the RIDER RANK of Dragon Master, turn to F90.
If not, turn to F43.

F43     The experienced hunters form their routine attack formation. One of them you recognize by his long red mane. Mirek, your Menokian school friend, has evidently not followed the example of his people and turned his back on the Empire. You remember your many lessons spent together with your teacher Tarus and the long hours spent in the study rooms.

> Oh please, Mirek, do not get in my way! <

Obviously, the interceptors were expecting your arrival and have a precise plan.

"Kyrna, can't you persuade them to break off their attacks?"

"For the last time, Keșra – they are what they are! I will not stop another dragon from fulfilling its duties!"


The only thing left is to try to reach the platform of the Ningal Tower with a daring flying maneuver.
If you want to pull the left wing and lean forward, turn to F4.
If you want to pull the reins alternately and sway your upper body, turn to F119.
If you want to release both reins and draw back your upper body, turn to F17.
Use the flying maneuver card at C20 before you decide.

Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Critical (1/5)
KARMA: 4, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Normal (4/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
Omegonthesane
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

That last one doesn't appear to describe any available moves, since the barrel roll involves leaning back while holding both reins.

The other two options appear to be "evasive maneuvers" or a nosedive. The nosedive sounds more daring out of those options.

On that basis - pull the left wing and lean forward.
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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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Pull left and lean forward. I like the zig zag move, but diving puts distance between us and pursuers
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

OO F4     With reins held tight, you order Kyrna to gain altitude before commanding her to dive. "Pagot, pagot!" you shout, feeling her respond instantly. Kyrna thunders down, almost touching the sheer, seemingly endless side of the Ningal Tower. The ocean waves breaking at the base come ever closer and are more and more distinct. Sea foam sprays your face as, in free fall, your dragon then spreads her wings and turns, flying into the big harbor cave.

The loud shouts of startled sailors fill the cave as Kyrna lands on the stone blocks of the docking wall. In the general confusion you jump from the saddle, pushing some sailors into the water, and hurry up the steps to the entrance of the Tower. Before barricading the door behind you, you look back, only to see Kyrna being attacked by a first group of Dragon Riders as she tries to get off the ground.
Kyrna's VITALITY is lowered by a level!

> Kyrna, fly away! <


Heavy-hearted, you gaze up the huge spiral staircase. There is a long way to go before you reach the upper floors where the Shadow Master usually resides. Barely have you climbed the first steps when you experience a violent quake that causes the whole tower to tremble.
Turn to F134.
Please cross off the two suns next to F4 to show that you have read this section.

The tremors can be felt even more strongly inside the Tower. Some of the booty collected over time, as well as many of the delicate works of art that once graced its walls, now lie on the ground, strewn and broken.

> What primal force is it that can make this powerful building quake? <

As you enter the last corridor before the large portal to Calderal's chambers, you see two Netani slave girls sweeping clay shards from the ground, sternly monitored by an Ugarith. One of the scrawny girls recognizes you and screams. Probably, like most inhabitants of the Ningal Tower, she was present at the consecration of the Shadow Child. In panic, she grabs for her fellow sufferer's arm until, comprehending, she also runs away. The warrior, however, draws his saber and positions himself in front of the portal.
If you want to slowly approach the soldier, turn to F30.
If you want to eliminate him in short order, turn to F151.

Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Critical (1/5)
KARMA: 4, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Normal (4/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
pragma
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Slowly approach, I think the book is offering a person/redemption scene.
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Yeah, slowly approach.
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Slowly approach. The Kesra doesn't need to get all murder-y about potential threats.
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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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

F30     Fingering the hilt of the Moon Sickle, still in its scabbard, you stride towards the Shadow Warrior with firm steps. With every step you can feel his afitation turning into pure terror. He stares at you, wide-eyed. His arms and legs are trembling; the blade drops from his numb fingers.

Your own shape is mirrored in his tear-filled eyes. Upon your head shines the golden sun mas. A blazing aura surrounds it, in a single breath revealing to the warrior all his blasphemies and vile deeds.

> How many innocents have you tormented? How many had to die because of you? <

The Shadow Warrior gurgles something incomprehensible, as if wanting to answer your probing questions, but out of his mouth wells only black blood. Then he drops to the ground. The air stinks of urine and death.
Turn to F107.

That was pretty boss, but there's actually some dicketry going on here. The previous choice offers either 'slowly approach' or 'eliminate in short order,' which sets some pretty obvious expectations. Then the slow approach kills the guy, and the eliminate approach shows mercy. The choice has no lingering consequences and seems to be solely a moment where you get the opposite of what you asked for, no apparent reason. There are reasons to subvert a player's expectations, but this just feels like I'm being fucked with.
F107     You kick the heavy door to Calderal's chambers from its hinges. There is absolute chaos here as well. Paintings and tapestries have fallen from the walls, while books and other valuables lie strewn before the overturned shelves. But there is no trace of the Shadow Master.

Your Warrior instinct leads you to the excellent two-handed sword that you were once already allowed to hold in your hand. It is lying atop a pile of smashed works of art.

If you want to take the two-handed sword, note Benthos (weapon, Hit Bonus +5, Special: Cannot be combined with a second weapon).[F...]

Driven by a hunting instinct, you search the rooms, finally stumbling over the corpse of a Netani in the bed chamber. The slave girl's body and face have been monstrously mutilated, as if she was bashed with a heavy object. You swallow your rage and focus on your search. Calderal must be here somewhere — his dark presence, growing ever stronger, causes you to shudder.
If you have the Map of the Night Tower and want to take a look at it, turn to F73.
If not, turn to F5.


Secret 2 of 4

While the general rule is that no weapon can be combined with a second weapon, there's at least one weapon we missed that has the special power of being off-handable.
OO F5     You can do nothing but wait for the Shadow Master to show himself. You hide and remain on the lookout. Finally, you hear footsteps, and three grimy Gartaks appear, wielding whips and spears as they drive nine gaunt prisoners towards the rooms of the Shadow Master. One after another, the prisoners are forced into an alcove and seem to vanish in thin air. Two of the guards follow them, and the other Gartak remains to guard the magical portal. You smile.

> The waiting has paid off. <

Silently, you sneak forward through the shadows, until you are next to the smelly creature, who is still staring ahead blankly. Amused, you tap him on the shoulder-plate of his armor. As expected, he spins around, but you instantly knock him down with a rock-hard head butt. With a spirited step, you follow the prisoners into the uncertainty of the Shadow Portal.
Turn to F93.
Please cross off the two suns next to F5 to show that you have read this section.

F93     Your ride through the portals ends abruptly in a dark corridor illuminated only by two bowls of oil. The damp air smells salty at first, but then there is an underling ixture of fear, blood, and flesh. You pray to the gods that your fears may not prove true.

> Calderal is here! And his power is growing... <

Driven by curiosity and disgust, you hasten on into the uncertainty until you finally reach a large cave immersed in the fearsome trembling light and shadow of countless ritual candles. Your path ends at the rough edge of a cliff, and as you look down, your stomach turns. Before you extends a wide round depression in the rock, along whose sharp-edged flanks hundreds of dead people lie! Gaping wounds, protruding bones, and slimy entrails disfigure their naked bodies. Blood, flowing sluggishly between the flickering candles to a platform in the center of the hollow, stains the rock all round in a diabolical red.

> The madman! This is where he had all his victims and prisoners brought! <

Shocked, your gaze wanders down towards the center of the depression. There, out of the darkness of the Blood Lake, rise five unshapely stone columns, gradually curving toward one another at the top and forming a dome.

> The Black Gate! <

It reminds you of the portals you saw at the Lengal Tower when meeting Seren and the other god children. Its aura, profoundly evil, creeps under your skin.
If you have the abilities of History Knowledge and Magical Lore, turn to F21.
If not, turn to F38.

F21     You are sure that it is not the first time that you, the Keșra, have stood before the Black Gate. And the feelings you connect with the portal are ambivalent. Once, the divine essence of Ugar came into the world here, as did that of Kar through the white stone portal in the Lengal Tower.

But the dominion over death given to him caused this holy site to become a place of pain and suffering with time. Lost souls and bitter spirits shook and gnawed at the foundatio of the gate for eons, until it finally collapsed and lost its original task of granting the dead safe conduct to the underworld. Between the underworld and the mortal realm, a void grew, quickly filled with power-hungry light-fearing creatures, all with their own ambitions. Meanwhile, their influence has grown so great that not even the gods can banish them.

This hell separating the mortal world from the resting places of the underworld has become a forever chaotic element within the Cosmos.
Turn to F38.

F38     There you see something moving among the corpses! A misshapen ant-like creature, perfectly camouflaged by its black body, is crawling around among the dead. In its hands, it wields a flail as large as a man as it beats on the dismembered remains of a humanoid woman. Apparently, the monster means to obtain every last drop of blood out of the body.

If you still have your Rider's Bow and want to use it, turn to F105.
If you want to attack the spider monster with the Moon Sickle, turn to F75⚡️.
If you want to ignore it and continue climbing down to the portal, turn to F49.
Also let me know if you want to have swapped in Benthos for one of our other weapons.
Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Critical (1/5)
KARMA: 4, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
Omegonthesane
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Replace epee with Benthos.

Then go ham with the Moon Sickle using its full power.
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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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Agreed with Omegon.
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

F95     Sure of your victory, you trust in the power of your holy weapon and leap towards the hellish beast. But this time, you do not feel the tingling of the Moon Sickle in your hands, which usually lends you confidence. Suddenly uncertain, you stumble, fall, and roll over the pile of faceless corpses towards the Deadslaughterer. The monster exploits your fumbling, raising the blood-smeared flail to bash it down over your skull.
Turn to F87.

F87     "Valoth! Leave him be!" Calderal commands his demonic servant. "Back to your tasks!"

Whereupon the Deadslaughterer withdraws to the darkness under the rocks, accompanied by inhuman growls. The muffled beating of the flail begins again.
If you have the Amulet of Kar and want to take a look at it, turn to F79.
If not, turn to F12.

This is technically a good outcome, as it avoids a difficult fight. But the feel sucks. We survive here because our enemy spares us because we seem so inept that we're not worth the time of his minion. Ugh.
F12     Calderal is more powerful than ever before. Nevertheless, he appears unfocused. Obviously, the ritual is costing him a great deal of his attention. In view of his present vulnerability, the Shadow Master withdraws. With only a brief gesture, he disappears through the Black Gate. Without hesitating, you jump after him.
Turn to F100.

F100     Actually, you know well the feeling of transition to the Shadow World, but this time, you are overpowered by the icy cold of death. The spirits of countless souls whose blood Calderal sacrificed for his ritual wander here as grey bodiless shades.

> This is not the Shadow Realm! <

You find yourself between the worlds, caught in a dark sphere without gravity. It takes soe time for you to orient yourself, but then you see Calderal wallowing in a tangled ball of fog. As you drift closer, you realize that it is the ghostly souls of the dead that he is ecstatically consuming, those whose physical remains are rotting at the foot of the Black Gate.

> Calderal's ritual is not over yet! <

Maybe it is your last chance to stop him.
If you have Kathum's Soul and want to free it, turn to F44.
If not, turn to F140.

Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Critical (1/5)
KARMA: 4, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Benthos +5 (special: uncombinable)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
pragma
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Release Kathum's soul.
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Blue option. We collected Kathum’s soul for a reason and this appears to be the climax.
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

F44     No sooner have you taken out the soul urn than the spirit of the sun priest rises from the artefact as a glowing fog, joining the other spirits surrounding Calderal and mingling with them. The Shadow Master notices none of this and continues to suck in the essence of his victims. As the shining body of kathum flows into his mouth, however, Calderal grabs his throat, struggling for breath. Panicked, and striking out wildly, he drifts to another exit from this nameless sphere.
Remove Kathum's Soul from your adventure sheet!
You have to prevent Calderal's escape and fly after him.
If you still have the Moon Sickle, turn to F20.
If not, turn to F32.

F20     Calderal has vanished. Disoriented, you drift through the unreal spheres of the underworld. You cannot even trust your instincts. Here rule different laws of nature and much more powerful beings. And you know what they crave; should they find you, they will desire to kill you — no matter what this would mean for the world of mortals.

From the distance comes a deep gurgling and rasping. Then a whisper of wails. The icy breath of death sends shivers down your spine. Lost souls brush past you! They struggle for your attention. They feel, rightly or wrongly, that you have the power to end their eternal martyrdom. Aimlessly, you drift through the twilight of the underworld, searching for the Shadow Master...
Turn to F83.

F83     Suddenly the Shadow Master attacks! Dripping from his long claws is the blood of countless victims.
CALDERAL
IN THE
SHADOW
WORLD
ATTACK 27 26 25
DEFENSE 24
RESISTANCE (3) (5) (7)
ROUND (2) (4) (6) (8)

Because you were surprised in the first COMBAT ROUND, you cannot attack before the second round!
When you mark off Calderal's third and fifth RESISTANCE, his attack is reduced by 1 as well.
When you reach an even-numbered combat round (not exceeding eight), turn to F26 at once.
If you die, turn to F14 at once.
If you manage to cross off Calderal's seventh point of RESISTANCE, turn to F121.

Looks like an epic throwdown that's going to eat all our Karma. We hit on 5+ and defend on Full Moon. I'll resolve it in the next post.
Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Critical (1/5)
KARMA: 4, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Benthos +5 (special: uncombinable)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

Round 1: We can't attack in the surprise round! A[2]/[1]/D[3] is a really bad roll, but also a Full Moon, so we actually don't get hit. An auspicious beginning.

At the start of round 2, we're sent to F26, which is the hub for Calderal's four once-per-battle special attacks. We pick one based on a moon flip and mark it off never to be seen again. The first flip is Crescent, which has him animate our own shadow to grapple us. TN 18 Strength test, or -3 to our Attack and Defense this round. [4][4]+12=20, no penalties.

Round 2: A[3]/[6]/D[2], hit and get hit. He's taken 1/7, we're technically dead.
Round 3: Spend 2 Karma for autodefend+heal; A[5]/[2]/D[6], hit. He's taken 2/7, we're back to 1.

At the start of round 4, we catch his new/full special: He animates his own shadow, which hurtles at us like a missile. TN 17 Dexterity test, or we take 1 damage and round 4 ends before there are any swings. [5][4]+9=18, no damage, we fight as normal.

Round 4: A[5]/[3]/D[2], hit and get hit. He's taken 3/7, we're technically dead. Again.
Round 5: Spend last 2 Karma for autodefend+heal; A[5]/[4]/D[3], hit. He's taken 4/7, we're back to 1.

At the start of round 6, we catch his gibbous special: Calling the underworld shadows, which is a mistake because a lot of the newly dead hate him. If we can harness that hate, we can exploit it. TN 20 Strength+Rage test for +3 Attack/Defense this round. [2][4]+12+2 is just enough! We'll autohit and have a nonzero chance (10+) of defending honestly.

Round 6: A[2]/[5]/D[6] hit and not hit! He's taken 5/7, we're still at 1. Also his attack is now low enough that we defend on a 12.
Round 7: A[2]/[4]/[3] hit and get hit. He's taken 6/7, we're technically dead. Again-again.

Because our hits land first, we can still finish this guy before he knocks us to double-dead. But what lands before our hit is his fourth and final special, the half-moon: Calderal attacks twice this round, and man, it's good for us that he saved it for last, because we would have been done for. As it is, no number of attacks that are resolved too late will defeat us.
Spoilered for great suspense
Round 8: A[5]/[4]/D[1], hit and that's all that counts.
F121Calderal's grin looks artificial. You have already landed too many blows. He struggles for composure, mustering the last of his strength to save himself from your final blow. He transforms himself into a fog-like shadow that immediately gives brth to three more similar shapes. Four identical doppelgangers of the Shadow master now surround you. They mock you, four voices from one throat, as they fly around erratic paths until you are not sure anymore which image conceals the true Calderal. When they pause again, they have you encircled.

Image

Which Calderal do you want to attack? (Base your decision on the illustration.)
The one behind you, turn to F109.
The one in front of you, turn to F68.
The one to the right of you, turn to F61.
The one to the left of you, turn to F19.

Character Sheet
Stats:
STRENGTH: 12, DEXTERITY: 9, VITALITY: Dead* (0/5)
KARMA: 0, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Benthos +5 (special: uncombinable)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband
6: Kathum's Soul

Utensils (max 6):
1:
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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