View Full Version : Fox Fire the New Order Series
Abe Sargent
04-15-2020, 08:38 AM
Alright, let's do the sequel series! I've never read any of these before, and I only own a few here and there. The series was published back in the 90s, and then was ended a few books too early as the sales dropped past the point of no return.
Recently, as the series gained new momentum from the free online website Project Aon, new versions were planned of the final four books. One was published in 2016 by Joe Dever, original author of the series. It's free on Aon.
Joe died recently, and the 2nd book was published by his son in 2019. It's not for free online anywhere, although I do have a copy so if we got that far and I was loving it, I could read it off line and share the story with y'all.
Now I am not sure how far we'll go! The books in this series turned into longer "readers" where you did less gaming and fighting and choosing and more reading. That's not bad but it's different. That trend began with The Darke Crusade and grew in reading from there. Wolf's Bane, Dawn of the Dragons were really bad at that, although The Legacy of Vashna and Darke Crusade did it well. It's possible we may only do one book or two and then I set it aside because of the "Reader" heavy nature of the book.
But let's do it!
We'll begin with Voyage of the Moonstone.
https://www.projectaon.org/
Abe Sargent
04-15-2020, 08:48 AM
The Story So Far …
You are a Kai Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—the legendary warrior Lone Wolf—was the sole survivor of the First Order of the Kai, and as a young initiate he had stood amid the burning wreckage of the old Kai Monastery and had vowed to avenge the massacre of his comrades. In the year MS 5070 he was to keep his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the base of their power—the infernal city of Helgedad.
With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all of Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly reestablished. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the era of war against the Darklords, and you were sent by your father to the Kai Monastery at the age of seven to develop your martial skills and the latent Kai abilities which lie dormant in some Sommlending. During the years that followed, your skills were nurtured and honed to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it) the Dark God sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.
The defeat of his minions enraged the Dark God and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar’s stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf’s eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.
Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the forces of the Gods of Good, Kai and Ishir, had been held at bay. Only Lone Wolf and the New Order of the Kai had stood in the way of the onslaught of Naar’s agents since the demise of the Darklords.
Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from Naar’s legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God’s domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar’s minions. Retrieval of the Moonstone had denied the Dark God’s champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their fell master.
Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month after birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence ‘the Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone was a great force for Good, but it was also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply concerned at the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon, leader of Sommerlund’s Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the balance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.
Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly sought to enact Naar’s revenge upon the Kai. When one of Naar’s agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that Lone Wolf himself would take responsibility for carrying the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that he had secured the use of Guildmaster Banedon’s famous flying ship—Cloud-dancer.
It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of taking the Moonstone to the Shianti. The elaborate preparation he was undertaking was simply a diversion, a bluff designed to draw attention away from the vital mission that he wished to entrust to you—the most talented and courageous of his Kai Grand Masters.
Abe Sargent
04-15-2020, 08:50 AM
The Game Rules
You keep a record of your adventure on the Action Chart.
During the years you have spent in training at the Kai Monastery, you have devoted yourself to further developing your fighting prowess (COMBAT SKILL) and physical stamina (ENDURANCE). Before you begin this New Order adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 7 in the Random Number Table you would write in a COMBAT SKILL of 32). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 8 on the Random Number Table you would have 38 ENDURANCE points).
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points cannot rise above the number you have when you start an adventure.
Playing Tip: You may use a 10-sided die instead of the Random Number Table if you find it more convenient.
(I roll dice! I toss my first and get a 8 for CS, but just the 3rd lowest possible for EP, a 2. My CS is 32, and my EP is also 32.)
Abe Sargent
04-15-2020, 08:52 AM
Your Kai Name
It has long been the tradition of your élite warrior caste to bestow a new name upon each young novice when they complete their first year’s training at the Kai Monastery. Kai names are chosen by senior Kai Masters with the aim of reflecting the individual strengths and qualities of each novice.
You may create your own Kai name for yourself, or you can generate a Kai name at random using the name tables below. To generate a Kai name, pick a number from the Random Number Table and consult Table A. The name which corresponds to the number you have picked is the first part, or prefix, of your Kai name. Now pick a second number from the Random Number Table and consult Table B. The name which corresponds to the number you have picked is the second part, or suffix, of your Kai name. Put the prefix and the suffix together and you have your own personal Kai name.
Table A
Table B
(Kai name prefix)
(Kai name suffix)
0 =
Swift
0 =
Blade
1 =
Sun
1 =
Fire
2 =
True
2 =
Hawk
3 =
Bold
3 =
Heart
4 =
Moon
4 =
Friend
5 =
Sword
5 =
Star
6 =
Wise
6 =
Dancer
7 =
Storm
7 =
Helm
8 =
Rune
8 =
Strider
9 =
Brave
9 =
Shield
(I choose the name Fox Fire as it seems very Kai).
Abe Sargent
04-15-2020, 08:57 AM
New Order Kai Grand Master Disciplines
Kai and Magnakai Disciplines
During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:
Weaponmastery
You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.
Animal Control
You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature’s sense of taste and smell.
Curing
You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.
Invisibility
You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.
Huntmastery
You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.
Pathsmanship
You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.
Psi-surge
You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.
Psi-screen
You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.
Nexus
You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.
Divination
Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.
New Order Kai Grand Master Disciplines
After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor—Kai Supreme Master Lone Wolf—you have achieved the noble rank of Kai Grand Master Senior.
Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.
Your present rank of Kai Grand Master Senior means that you have mastered five of the New Order Grand Master Disciplines listed below. It is for you to decide which five Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these five skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life. When you have chosen your five Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.
Grand Weaponmastery
This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed below.
For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.
If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 points to any number you pick from the Random Number Table, when using the Bow.
Animal Mastery
New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.
Deliverance (Advanced Curing)
Nw Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.
Assimilance (Advanced Invisibility)
New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.
Grand Huntmastery
New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.
Grand Pathsmanship
New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.
Kai-surge
When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.
Kai-screen
During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.
Grand Nexus
New Order Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a New Order Grand Master advances in rank.
Telegnosis (Advanced Divination)
This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.
Magi-magic (Old Kingdom Magic)
Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.
Kai-alchemy (Brotherhood Magic)
Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund’s Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.
Astrology
The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.
Herbmastery
Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance’s medicinal and/or magical properties.
Elementalism
This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.
Bardsmanship
Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.
If you successfully complete the mission as set in Book 21 of the Lone Wolf New Order series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 22. For every Grand Master Discipline you possess, in excess of the original five Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline, your original five Grand Master Disciplines, your Kai Weapon,2 and any other Special Items and Backpack Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure, which is called: The Buccaneers of Shadaki.
Abe Sargent
04-15-2020, 09:01 AM
What are my new disciplines going to be?
Two are ones I have to take as a new character:
Kai-Surge for that bonus to my CS
Grand Weaponmastery, ditto
I am choosing the Axe and see the next section for why.
This gives me a +13 boost to my CS when needed, which should get me there.
Now you can see we have four new disciplines. That's cool! I always like to take something new. I'll grab Elementalism.
In the last series, Animal Mastery was heavily used. Here I am going to take Grand Huntmastery and Grand Pathsmanship so I can get not-needed meals and the boost to my stuff. I may take Animal Mastery early if it's used a lot.
And there we go!
Not that in this case you have the one heal per section rule for a new char you did not inherit from Plague Lords of Ruel if you began that series there.
Abe Sargent
04-15-2020, 09:03 AM
Kai Weapons
Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.
In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.
Example
Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword ‘Illuminatus’.
When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL (these bonuses are not cumulative).
Example
If you were to use ‘Illuminatus’ in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.
Kai Weapon Table
RN
Weapon Type
Weapon Name
CS
Unique Properties
CS
0
Axe
‘Spawnsmite’
+5
versus reptilian enemies
+6
1
Axe
‘Alema’
+5
versus undead enemies
+7
2
Axe
‘Magnara’
+5
versus rock or stone
+8
3
Sword
‘Sunstrike’
+5
when used in daylight
+6
4
Sword
‘Kaistar’
+5
when used at night
+7
5
Sword
‘Valiance’
+5
when used against magicians or creatures born of magic
+8
6
Sword
‘Ulnarias’
+5
when used underwater
+9
7
Broadsword
‘Raumas’
+5
versus winged enemies
+6
8
Broadsword
‘Illuminatus’
+5
when used underground
+7
9
Broadsword
‘Firefall’
+5
versus fire-emitting enemies
+8
RN = Random Number
CS = COMBAT SKILL
(I am using the Kai Weapon Axe Alema, +5 normally and +7 vs undead)
Abe Sargent
04-15-2020, 09:04 AM
I begin with:
Potion of Laumpsur, +4 EP
Rope
2 Meals
Bow
6 arrows
22 Crowns
Abe Sargent
04-15-2020, 09:11 AM
https://www.projectaon.org/en/xhtml/lw/21votm/map.png
Abe Sargent
04-15-2020, 09:12 AM
Rules for Combat
There will be occasions during your adventure when you will have to fight an enemy. The enemy’s COMBAT SKILL and ENDURANCE points are given in the text. Your aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible yourself.
At the start of a combat, enter your own and the enemy’s ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.
The sequence for combat is as follows:
Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.
Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.
Example
You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon ‘Ulnarias’, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.
You now subtract the Wild Dogs’ COMBAT SKILL from your own, giving a Combat Ratio of +14 (45−31=+14). +14 is noted on your Action Chart as the Combat Ratio.
When you have your Combat Ratio, pick a number from the Random Number Table.
Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourself—Grand Master.)
Example
The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:
You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
Wild Dogs lose 9 ENDURANCE points.
On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.
Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
Repeat the sequence from Stage 3.
This process of combat continues until the ENDURANCE points of either your enemy or yourself are reduced to zero or below, at which point that combatant is declared dead. If you are declared dead, the adventure is over. If the enemy is dead, you can proceed but with your ENDURANCE points possibly reduced.
A summary of Combat Rules appears in the back of this book.
Evasion of Combat
During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only you may lose ENDURANCE points during that round (such is the risk of turning tail and running away during combat!). You may only evade if the text of the particular section allows you to do so.
Abe Sargent
04-15-2020, 09:13 AM
Levels of New Order Kai Grand Mastership
The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the New Order series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection—to become a Kai Supreme Master.
Kai Grand Master Senior—(You begin the New Order adventures at this level of Kai Grand Mastery)
Kai Grand Master Superior
Kai Grand Sentinel
Kai Grand Defender
Kai Grand Guardian
Sun Knight
Sun Lord
Sun Thane
Grand Thane
Grand Crown
Sun Prince
Kai Supreme Master
Improved Grand Master Disciplines
As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve. The nature of these additional improvements and how they affect your existing Disciplines will be noted in the Improved Disciplines section of future Lone Wolf New Order series books.
Abe Sargent
04-15-2020, 09:14 AM
New Order Wisdom
You are about to embark upon the first stage of an essential mission to return the fabled Moonstone of the Shianti to its creators.
Some of the material items that you will encounter during your quest will be of use to you, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.
Pick your five Disciplines with care for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures (Books 1–20) is not essential for the completion of this New Order adventure.
May the light of the Gods Kai and Ishir guide you during your vital quest.
For Sommerlund and the Kai!
Abe Sargent
04-15-2020, 09:15 AM
I reposted all of hate rules from the guidebook so you can see them here up front,
Abe Sargent
04-15-2020, 09:17 AM
Fox Fire, Kai Grand Master Senior
CS - 42/46/50
EP - 32
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Moonstone
Backpack Items:
1. Laumspur
2. Rope
3. Meal
4. Meal
5.
6.
7.
8.
Meals:
2
Weapons:
Bow
Arrows:
6
Abe Sargent
04-15-2020, 09:37 AM
‘Understand that your mission must be conducted with the utmost secrecy to ensure its success,’ says Lone Wolf, fixing you with his steely gaze. You nod your head in acknowledgement and watch with growing anticipation as the Supreme Master of the Kai rises from his throne and moves silently across the polished stone floor of his magnificent vault. From a concealed safe in the granite wall he removes a seemingly plain leather satchel which he unbuckles and holds open, inviting your inspection. Nestled within lies the legendary Moonstone, surrounded by a shimmering halo of golden light.
‘The inner lining of this bag is woven from strands of fine-spun korlinium,’ says Lone Wolf, as he carefully buckles the satchel’s leather flap.
‘The mineral will hide the Moonstone’s powerful energies, especially from those who have no need to rely solely upon their eyesight to detect its power.’
He offers you the satchel and you accept it with trembling hands. Yet the moment you touch the bag you feel all your anxieties suddenly vanish and the natural air of calm confidence, for which you are noted among your brother Kai, swiftly returns. (Record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.) Lone Wolf informs you that you are to journey 2,000 miles to Elzian—the principal city of the jungle realm of Dessi. There you are to seek out Lord Rimoah at the Tower of Truth. He will assist your onward passage to the Isle of Lorn. In the interests of secrecy, Rimoah is the only other person who knows about your mission. Lone Wolf has arranged for you to travel aboard a Sommlending trading ship, sailing out of Holmgard for Bisutan by way of Barrakeesh. You will be met in Barrakeesh by Lord-lieutenant Fernant, the Sommlending envoy to Vassagonia, who will join you on the voyage to Bisutan where his rank and reputation will help speed the final leg of your journey to Elzian. To allay suspicion you will travel in the guise of a Kai journeyman. At the same time, as you embark upon your long voyage south, so Lone Wolf will leave the monastery aboard the skyship Cloud-dancer and journey to distant Lencia, in the far west of Magnamund. He shall carry with him a replica of the Moonstone to draw away the attention of any who would seek to thwart your true quest.
Upon concluding your briefing, Lone Wolf orders you to go to your quarters and rest. You are to return to the vault at midnight in full readiness to begin the mission.
Dressed in the plain green tunic, breeches, and cloak of a Kai journeyman, you return to the Vault of the Sun at midnight as ordered. Lone Wolf approves of your appearance and commends you for your determination to succeed. He is confident he has chosen the right Grand Master to fulfil this vital mission. He opens a concealed portal in the wall of the chamber and he motions you to follow him as he steps through into a torchlit tunnel. This secret passage passes under the walls of the monastery and emerges at a clearing in the surrounding Fryelund Forest. Here awaits a party of men and horses—élite troopers from King Ulnar’s Court Cavalry Regiment. Lone Wolf bids you good luck and godspeed as you climb into the saddle of a chestnut mare and, with a proud salute, you bid farewell to your leader before galloping away with the horsemen along a moonlit forest track.
Your bodyguard of King’s troopers have orders to ensure that you reach Holmgard harbour swiftly and safely; they know nothing about your mission. You ride all night and enter the capital shortly after dawn, whereupon you are escorted through the awakening streets to the harbour where The Pride of Sommerlund, an armed caravel, is moored alongside the stone quay. From its mainmast flies a red flag emblazoned with a golden galleon and a five-pointed crown. It is the Holmgard ensign, the flag of this city’s trading fleet. As you rein your mare to a halt, you cast your eyes along the ship’s deck and note that it is equipped with several light swivel cannon mounted upon the gunwales. It is uncommon for traders to be armed, even those that venture regularly into the Kuri Sea which is notorious for its brigands and pirate raiders. Your voyage is destined to traverse these perilous waters and so the unexpected sight of the ship’s guns comes as a welcome surprise.
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A bristle-bearded First Mate called Paoll is on dawn watch and he beckons you to come aboard. Your cavalry escort, having delivered you safely to the quay, now bid you a safe voyage and depart from the harbour with your horse in tow. Paoll welcomes you and offers to show you to your cabin. He says that the ship’s master, Captain Raker, is still ashore after having spent last night celebrating at the Good Cheer Inn. He says he was due back at dawn, yet he does not appear to be particularly concerned by his absence. It is not uncommon for Captain Raker to be late back from shore leave, especially when he and his crew are to embark on a long voyage. Paoll tells you not to worry and says that Raker should be back within the hour.
Abe Sargent
04-15-2020, 09:43 AM
Paoll shows you to your cabin which is situated at the stern, next to the captain’s quarters. He suggests you rest here and offers to call you when the captain returns, but you are keen to familiarize yourself with the layout of the ship and you decide instead to accompany him as he goes about the task of rousing the sleeping crew.
The forward hold of this sailing ship has been converted into a dormitory for the ship’s complement of eighteen men. Yet as Paoll’s bellowing voice stirs them reluctantly from their hammocks, you count thirty-one men berthed here.
‘Welcome aboard,’ says a fair-haired young man whose blue surcoat is emblazoned with the scarlet anchor of the Kirlundin Isles. ‘My name’s Dryan—Sergeant Dryan of the 1st Kirlundin Marines. My men and I have been assigned a tour of duty aboard The Pride of Sommerlund for the duration of the voyage.’
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You speak with Sergeant Dryan for a few minutes and learn that he and his marines have been ordered aboard the ship by King Ulnar. Dryan’s instructions are to protect the ship’s cargo from the threat of pirate attack for, in addition to yourself, The Pride of Sommerlund is carrying a valuable consignment of wheat and timber bound for Bisutan. At first you are suspicious; in his briefing Lone Wolf said nothing about an escort of marines. To determine whether Dryan is telling the truth, you probe the sergeant’s mind using your psychic skills and discover at once that he is genuine. He does not know or suspect the true purpose of your journey.
‘Well I’m glad to be sharing this voyage with you and your men,’ you say. ‘It makes me feel much safer knowing we have marines on board.’
You salute the sergeant and allow him to attend to his men. As you turn to leave, Paoll appears at the exit to the hold.
‘Capt’n Raker’s comin’ aboard, sir!’ he shouts.
You return on deck in time to see a broad-shouldered man with a golden beard and sharp blue eyes come striding up the gangplank.
‘I’m Raker,’ he says gruffly, ‘and you must be the Kai journeyman we’ve been expecting. Good, now we can be getting on our way.’ He turns to the First Mate and bellows: ‘Alright, Paoll. Set your crew to work. I want us to catch the ebb tide in one hour.’
The deck of The Pride of Sommerlund becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship’s wheel. Yet, once you pass beyond the harbour’s protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour, The Pride of Sommerlund is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.
For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night’s anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.
(I do have Grand Hunt)
You scan the distant island, using your Grand Master Discipline to enhance your innate visual skills. The shoreline appears deserted, but when you cast your gaze towards the east you notice several dots on the horizon. You alert Captain Raker and he brings his telescope to bear. After a few moments’ observation he shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we’ve got comp’ny!’
The timbers creak as the ship turns about and forges a passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make progress. The distant ships are now visible and it is clear to all aboard that they are pirate raiders. Soon another two islands rise into view and the captain orders his First Mate to steer a course towards a narrow channel which separates them.
‘That’s the Bukimi Channel,’ says Raker. ‘If we can pass through afore those sea dogs, we’ll pick up southerly winds on the far side. Then they’ll never catch us!’
(I toss a 6)
Through a combination of skilful helmsmanship and crewmanship, The Pride of Sommerlund enters the Bukimi Channel and picks up a prevailing wind that propels you away from the pirate raiders. Soon they have disappeared beyond the distant horizon and, when Raker is sure that they have abandoned their pursuit, he warmly praises his First Mate and crew for their seamanship.
As the ship navigates the narrow strait dividing these two Lakuri islands, you pass by the fire-blackened ruins of a beach settlement which nestles in a bay overshadowed by cliffs. This is Kita Cove, formerly a secret base from where Captain Khadro launched his pirate fleet. As you stare at the charred remnants of the pirate settlement, you try to imagine what it must have looked like before the encampment was consumed by the tremendous fireball that sealed its doom. Suddenly your daydreaming is interrupted when, to your shocked surprise, you see something moving among the ruins.
(I do not have Kai-Alchemy)
You observe a number of shadowy creatures lurking among the ruins of Kita Cove, near to the charred wreckage of a wooden jetty. At once you inform Captain Raker and your discovery excites his curiosity. After observing the ruins for himself using his telescope, he toys with the idea of sending ashore a landing party to investigate these creatures.
Abe Sargent
04-15-2020, 12:31 PM
(Let's investigate)
Together with Paoll and a party of five armed marines, you row ashore in the ship’s longboat. With weapons drawn, you and your search party sift through the ruins of Khadro’s encampment but find few items of any practical value. There are several tracks which have been made by the creatures you glimpsed earlier, but they all lead away into the surrounding jungle and you can no longer detect their presence.
Mindful of the risk you are taking simply by being here on the island, away from the ship, you signal to the men to return to the longboat. As you are descending the beach, you trip accidentally upon something half-buried in the black sand. Closer inspection reveals it to be a fist-sized ball of iron that has been crafted into the shape of a human skull. (If you wish to keep this Iron Skull, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)
(I take it)
On returning to the ship, you and your party clamber aboard and the longboat is quickly hoisted back onto the main deck. Captain Raker is keen to get the ship underway and he commands his crew to unfurl every square inch of canvas to catch the prevailing winds. Within minutes of your return, The Pride of Sommerlund is once again back on course, forging a swift passage south through the Bukimi Channel.
Upon emerging from the Bukimi Channel, The Pride of Sommerlund is caught by a strong northeasterly wind which propels her swiftly towards the Vassagonian coast. For two days and nights she rides the scudding waves, her speedy passage more than making up for any time lost in the Lakuri Isles. Then, late on the third day, the lookout catches his first glimpse of Barrakeesh. Excitedly the crew gather on deck to stare at the golden domes and towers of the city which glimmer like orbs of burnished gold in the glow of the setting sun. In fading light, Paoll brings the ship silently into the great curve of Barrakeesh harbour and moors her at the end of a vacant quay. Few eyes notice another trade ship, but one pair takes a special interest. They belong to Lord-lieutenant Fernant, the Sommlending envoy to this rich, desert realm. When finally the ship is docked and the gangplank is lowered to the quayside, he is waiting there to greet your arrival.
Fernant is a tall man in his mid-forties, clean-shaven, and of slim and athletic build. His face has characteristics which are unmistakably Sommlending, yet his skin is richly tanned from the many years he has spent in this sun-drenched land. After a brief talk with Captain Raker to confirm that the ship will be ready to sail tomorrow at noon, he offers you the hospitality of his house in the city. After nearly a month at sea, you gladly welcome the chance to bathe in a proper bath and sleep in a proper bed.
Fernant’s house is only a short distance from the harbour. It is a large, two-storey dwelling with a flat roof and a walled garden that smells sweetly of picanda and larnuma fruit. After a luxurious bath and a feast fit for a king, Fernant tells you something about the changes which have occurred in Vassagonia since the demise of its hated ruler—Zakhan Kimah—who, during the Darklands War, allied himself and his reluctant nation to the Darklords of Helgedad.
‘Shoualli is the new Zakhan now,’ says Fernant, as he peels the skin from a ripe larnuma and slices it neatly in two with a pearl-handled dagger. ‘He is an honourable and intelligent man. He has brought peace back to this land through trade. Its enemies, who once swore to destroy Vassagonia, now come and barter their wares in the rich markets of Barrakeesh and Bisutan.’ Later during the evening, talk turns to the details of your mission. Fernant is unaware of its true purpose; all he knows is that he is to offer you every assistance to ensure your swift and safe passage to Elzian. When you tell him that you are not at liberty to discuss your mission fully, he nods sympathetically and vows he will refrain from ever mentioning the subject again.
Shortly before midnight there is a knock at the front door of Fernant’s house. He signals to one of his servants to go and answer it and you comment that it is an uncommonly late hour for someone to be paying him a visit. ‘Quite so,’ he says, ‘but this is a visitor I’ve been expecting. It’s someone I’d especially like you to meet.’
Fernant’s servant returns to the room with a beautiful young woman by his side. She is dressed in the simple brown robes of a peasant girl, yet her long black tresses and smooth olive complexion indicate that she is of high-born ancestry. For a moment she holds you with her deep brown eyes and you sense at once that she is as intelligent as she is beautiful.
‘This is Oriah,’ says Fernant, rising from his seat. ‘Welcome, my dear. You are among friends here.’ The young woman offers him her elegant hand and he kisses it lightly before turning to face you. ‘I have promised her safe passage to Bisutan aboard The Pride of Sommerlund. I trust you do not object?’ he says.
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At first you are wary of permitting a stranger to join the ship. She is a very attractive young woman, and her company would certainly be appreciated during the long voyage south, but the agents of Naar have been known to adopt many guises to further their evil aims. Fernant, sensing your reticence, attempts to persuade you by explaining the predicament in which Oriah has been placed through no fault of her own.
You learn that Oriah is the daughter of Khazullo—the Funtal of Fio Fadali—a rich, powerful, and very ruthless man. He has pledged his daughter’s hand in marriage to Sesketera, the ruler of the city-state of Ghol-Tabras in northern Shadaki. Sesketera is a cruel and brutal suitor, and Oriah will be sure to spend the rest of her life as little more than his slave if the marriage takes place as her father has planned. Her father is deaf to her wishes; his only concern is for the political union of the two cities. His daughter’s happiness means nothing to him when compared to the riches and power he will gain from a marriage to the House of Sesketera.
Oriah has run away from her father’s palace in Fio Fadali and she has sought refuge in Barrakeesh. But agents in the employ of her father and Sesketera have traced her to the capital and now she must flee once more. Fernant, moved by the plight of this brave young woman, has pledged to help her reach Bisutan where trusted friends will smuggle her to safety in neighbouring Kakush.
Having heard her story and satisfied yourself that she poses no threat to your mission, you agree to allow her to travel with you to Bisutan aboard The Pride of Sommerlund. Oriah and Fernant thank you for your compassion, and the Lord-lieutenant suggests that perhaps it is time to retire for the night. He has his servant take Oriah to an adjoining chamber, and he offers you the use of a room upstairs. It is a very warm and humid night and you decide that perhaps it would be more comfortable if you were to sleep outside on the roof. Fernant has his servant bring you a mattress upon which you settle down to sleep under the desert stars.
( I do not know Astrology)
Abe Sargent
04-15-2020, 12:39 PM
You are awoken shortly after dawn by the sound of a plaintive voice echoing across the rooftops of the city. It is the cry of a Vassa Elder and he is calling the faithful of Barrakeesh to early morning prayer. You gather together your equipment and Fernant’s servant brings you a bowl and a pitcher of water so that you may refresh yourself before sharing breakfast with Oriah and the Lord-lieutenant.
After breakfast, Fernant oversees the loading of bags and other personal items aboard his mule-drawn carriage. Then an hour before noon the three of you leave for the quay and go aboard The Pride of Sommerlund. At first Captain Raker is unhappy about transporting Oriah, arguing that the presence of a beautiful young woman aboard his ship will distract his crew from their duties. However his objections quickly evaporate when Fernant offers to pay him 20 Gold Crowns for her passage to Bisutan.
The ship leaves Barrakeesh on the noon tide and makes swift progress ahead of a favourable southerly wind. But by dusk the wind has dropped, and Raker decides to spend the first night at anchor in a protected cove a few miles to the east of Chula. The night passes peacefully and you wake at dawn to a spectacular sight
(Given that Joe Dever was good enough to include female Kai lords in his stories, and there is a splinter series (Autumn Wind) where you can play a female Kai, I find this oddly sexist for him.)
Abe Sargent
04-15-2020, 12:45 PM
You are aware that something unusual is happening the moment you open your eyes, for you can hear the excited chattering of crewmen and marines who are pacing about the deck directly above your cabin. Quickly you rise from your bunk and go aloft to investigate the commotion and, to your surprise, you discover that the waters around the ship are stained blood red. The transformation has been caused by millions of tiny fish, a vast shoal of scarlet Trarta who, like The Pride of Sommerlund, have sought shelter here overnight in this secluded cove.
Captain Raker permits his men to spend an hour or two fishing for Trarta. They are a delicacy, and they will serve to supplement the crew’s basic provisions of salted meat and biscuits. By noon the Trarta shoal have left in search of deeper reaches and clarity returns to the turquoise waters of the cove, revealing a new and interesting discovery. Resting on the sandy floor of the cove, twenty feet below the ship’s keel, lie the remains of a Bautarian galleon. Oriah is fascinated by the wreck and she asks Captain Raker if she may be permitted to dive down and search its shattered hold. The captain has no objections, so long as she is back on board within the hour. Oriah is clearly excited by the prospect of what she may discover aboard the wreck and, as she gets ready for her dive, she asks if you would like to accompany her.
(I accept the sunken galleon invitation)
After having stripped to your undergarments and locked your tunic and equipment safely away in your cabin, you join Oriah at the bow of the ship where you prepare to enter the sea together. Fernant and Raker watch from the forward deck as the two of you leap into the warm waters of the cove and make your first dive upon the wreck. Oriah is a strong swimmer, and you can tell by the effortless way she descends through the water that she is a skilled diver.
The galleon is broken at its centre and lies with its fore and aft sections separated by an expanse of debris-strewn sand. As you view the halves of the wreck, two areas of particular interest catch your eye: a gaping hole in the hull of the forward section, and a cabin located on the rear poop deck.
(Hole in the ship investigated)
You follow a shoal of yellow-tailed fish into the gaping hole in the hull and discover scores of boxes, bales, and casks lying scattered within. Most of the cargo sealed inside these containers is no longer of any use or value, yet inside one rotten casket you discover an item that gleams like new. It is a golden crown, embellished with rural scenes of a distant land that you recognize to be Siyen. (If you wish to keep this Siyen Crown, record it on your Action Chart as a Special Item.)
(Cabin)
There is no door to the cabin and you are able to swim through the opening with ease. Inside you discover very little that has survived since this galleon fell prey to a violent storm a year ago. With the tip of your weapon you sift through the mire of decomposing wood, rust, and rotten fabric that lies like a thick muddy blanket on the floor of this cabin. It is a laborious process and in return for your efforts you discover 9 Gold Crowns and a Dagger. (If you wish to keep these items, adjust your Action Chart accordingly.)
Through the hole in the roof of the cabin you glimpse Oriah ascending to the surface for air. Satisfied that there is nothing else of value aboard this wreck, you leave the cabin and return to The Pride of Sommerlund.
(I take the cash and the Shipwreck Dagger)
Once you are both aboard, Captain Raker gives the order to weigh anchor and soon The Pride of Sommerlund is forging a course once more through open seas. With all sails unfurled, the ship cuts a swift course through the foam-flecked ocean. During the afternoon your southerly passage is joined by a school of dolphins who entertain you by leaping and plunging into the azure waves. The wind is strong and the voyage continues without incident until, early the following morning, the isles off Cape Kabar appear in a line upon the southern horizon.
You meet with Fernant and Oriah on the rear deck and share a breakfast of bread and grilled Trarta. As you eat, you talk about yesterday’s dive and the items that you found in the sunken wreck. You are enjoying the company of your travelling companions when suddenly the relaxed and easy mood is shattered by the lookout’s frantic shout: ‘Pirate raider off the starboard bow!’
Abe Sargent
04-15-2020, 01:25 PM
From the cover of the distant isles there emerges a fearsome warship. You magnify your vision and focus upon the oncoming vessel to see that it is rigged with a scarlet mainsail emblazoned with a strange design—a serpent entwined about the blade of a silver curved sword. You relay these details to Fernant, and Oriah gasps with fright.
‘It’s the symbol of Ghol-Tabras,’ Fernant says, ‘the city-state ruled by Sesketera.’ The merest mention of her evil suitor’s name is enough to make Oriah faint with shock. You catch her as she falls, and then Fernant lifts her into his arms and carries her below to her cabin. Once they have left the deck, you turn your full attention to the oncoming vessel for now it is clear by its course that it intends to ram The Pride of Sommerlund.
Captain Raker sounds the battle alarm and his crew attempts desperately to bring the ship out of the enemy’s path. Sergeant Dryan’s marines hastily load their cannons and get ready to fire upon his command. The enemy vessel alters course to maintain its attacking line and, as it closes to within two hundred yards, you see that it is a formidable fighting craft. Plates of iron protect its prow and lines of warriors, clad in scarlet and silver armour, man its decks and forecastle. Then you notice a dark shape perched upon the ship’s ram which protrudes from below its bowsprit. You focus upon this strange shape, but before you can determine its nature your senses are assailed by a wave of powerful psychic energy.
(I do not have Kai-Screen)
You are knocked backwards by the searing pain of this unexpected psychic attack. Your innate mental defences knit together to protect the fabric of your mind, but before this protective shell is fully erected, you experience the chilling effects of psychic shock: lose 4 ENDURANCE points.
As the pain in your head recedes, you open your eyes and see a sinister new threat loom into view.
The enemy ship is less than a hundred yards off the port beam when you see the dark shape at its prow begin to twitch and shudder. At first it resembles the body of some grotesque gigantic tick; then eight rubbery legs spring from its black underbelly and suddenly the shape takes on a far more sinister aspect.
A gasp of terror arises from the crew when this spider-like monstrosity opens its scarlet maw and emits a high-pitched chittering shriek. As the enemy vessel speeds nearer you watch with mounting dread as this hideous spider-creature raises its forelegs, as if in readiness to pounce. Furiously it rubs its forelimbs together and a mass of blue-white sparks appear at their tips. Then suddenly there is a deafening crackle of electrical power. A bolt of blazing energy shoots from the creature’s maw and snakes across the water towards the crew and marines aboard your ship. The creature’s attack hits its mark and the effect is swift and devastating. The crackling bolt ignites timber and sail, and leaves a dozen men sprawled dead or unconscious across the decks. Through the smoke of the burning sailcloth you see the enemy vessel bearing down to ram The Pride of Sommerlund. Impact is but seconds away.
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(I use a bow)
Quickly you unshoulder your Bow and snatch an Arrow from your Quiver. Bracing yourself against the ship’s rail, you draw back your bowstring and scan the decks of the attacking ship for a suitable target. Two immediately loom into view. The first is the ghastly maw of the giant spider; the second is the head of a warrior who is standing inside the forecastle. From the way he is shouting at those around him, you suspect that he must be the commander of the enemy vessel.
( I choose the warrior as my target)
You take aim at the warrior’s head and release your bowstring, sending your Arrow arcing across the water towards its target.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked.
(I toss a 4)
Your Arrow narrowly misses its intended mark. It passes within inches of the warrior’s helmet and sinks into the throat of another standing behind him in the forecastle.
You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The Pride of Sommerlund lurches violently and you are thrown backwards across the deck.
You scramble to your feet and pause to unsheathe a hand weapon before you struggle across the heaving deck and regain your position at the ship’s rail. The enemy vessel has rammed The Pride of Sommerlund and now a host of screaming warriors is swarming aboard your stricken ship. A shadow passes overhead and when you look up you see the giant spider scurrying towards the crow’s nest. The Sommlending lookout shrieks hysterically and, in blind panic, throws himself into the sea to avoid being consumed by this hideous monster. Through the smoke which shrouds the deck below you can see Sergeant Dryan and his men fighting bravely to repel the raiders. Those of Raker’s crew who have survived the collision hurriedly arm themselves and rush to support the outnumbered marines, but they are not trained fighters and they are clearly no match for this ruthless enemy.
(I choose to head after the spider)
Skilfully you ascend the rigging and approach the giant spider from behind and below. It is busily tearing at the mast and topsail with its fanged maw, and at first it fails to notice you. When you pause for a few moments to unsheathe your weapon, suddenly the creature swivels its head and fixes you with a pair of ghastly green eyes. Chittering excitedly, it rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the rigging just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift reflexes save you, but as the momentum of your swing carries you back towards the rigging, you see that the creature is preparing a new form of attack.
It waits until you come to rest upon the criss-cross of ropes and then it ejects a stream of sickly grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and is transformed into several long and sticky strands which threaten to engulf you.
(I use Elementalism)
Drawing upon your mastery of the elements, you summon a gust of wind to deflect the gout of sticky fluid. Your swift and timely action saves you from becoming entangled in the gluey strands of this creature’s web, and you are able to climb the remaining few feet towards the creature’s perch. Frantically it lashes out at you with its rubbery legs as you attempt to plunge your weapon into its vulnerable belly.
Otokh: COMBAT SKILL 40 ENDURANCE 40
This creature is immune to all forms of psychic attack except Kai-surge.
(I have a +10 CS. I toss a 4 and 2 an 9. It dies. I lose 8 EP)
Abe Sargent
04-15-2020, 01:30 PM
You strike your killing blow and the Otokh emits a loud and terrible shriek. Its great body convulses, and hissing sparks cascade from its limbs and maw as slowly it relinquishes its grip upon the masthead. You watch with awe as the creature plummets through the rigging and crashes down upon the deck rail with terrific force. Five enemy raiders are crushed to death and several more are consigned to a watery grave when they become entangled in the creature’s legs. They are dragged screaming to their doom as the Otokh rolls through the shattered ship’s rail and disappears beneath the foaming waves.
The death of the Otokh sends a wave of panic coursing through the enemy’s ranks and soon they begin to falter and fall back to their own vessel. The enemy leader curses and screams as his men swarm aboard, and you hear him threaten personally to tear the throat from any warrior who refuses to fight on. This threat appears to work for the raiders cease their retreat and begin instead to regroup in preparation for another attack. You watch as the leader leaves the protection of his ship’s forecastle and takes his place at the head of his troops, ready to lead this second assault.
(I use a bow)
You draw an Arrow to your Bow and take aim at the leader’s chest as he leaps aboard The Pride of Sommerlund. The moment his feet touch the deck, you release your bowstring and send your arrow speeding towards his heart.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked
(I toss a 6)
Your Arrow punctures the leader’s breastplate and brings him tumbling to his knees. Desperately his fingers scrabble to wrench the shaft free, but it has penetrated too deeply and he is soon overwhelmed by the pain of the mortal wound he has sustained. With one final gasp he keels over and falls face-down upon the deck.
(Nice!)
For a few moments the raiders stand transfixed with shock, as if they are unable to comprehend that their leader is truly dead. Then the reality of their loss crashes in upon them and they become overwhelmed by their worst fears. Without their leader, they panic and hurriedly cut the grappling lines which hold the two vessels together. When the last rope is severed there is a great rending of iron and timber as the ram of the pirate ship wrenches itself free from The Pride of Sommerlund’s port side. Then a cheer resounds from the mouths of those Sommlending who have survived the battle when they see the enemy ship turn about and flee for the safety of the isles off Cape Kabar.
You accompany Captain Raker as he conducts a hasty tour of his ravaged ship to assess the extent of the battle damage, and you are both shocked when you discover that half his complement of crew have been killed or badly wounded. The few who can still stand count themselves lucky to have survived. Raker sets Paoll and some of the survivors to work repairing the gaping hole in the ship’s port beam that was made by the enemy’s ram, while the remainder tend to their wounded companions and clear away the debris that lies smouldering in heaps upon the bloodstained deck. Among the enemy dead you are saddened to discover the bodies of young Sergeant Dryan and nine of his men. Only three marines have survived the battle and stoically they set about wrapping the bodies of their fallen comrades in canvas and consigning them to the waves.
Having done what you can to help on deck, you decide to go below and make sure that Fernant and Oriah are safe. At the foot of the steps you discover a dead raider lying sprawled across the body of another man. You turn the corpse over with the toe of your boot and gasp when you see that the man lying beneath is Lord-lieutenant Fernant. The hilt of a Shadakine dagger protrudes from his chest and a smear of blood stains his lips. He is dead. Fearing the worst, you rush along the narrow corridor and throw open the door to Oriah’s cabin. You find her huddled below her bunk, sobbing quietly. You comfort her as best you can but she is overcome with grief; Fernant died whilst protecting her and she blames herself for his death and for the calamity which has befallen The Pride of Sommerlund. She tells you that the raiders came from Ghol-Tabras, the city ruled by her evil suitor. She is convinced that the reason they attacked the ship was to capture her.
At length you persuade Oriah to accompany you onto the rear deck for some fresh air. Here you are met by Captain Raker who informs you that the ship is listing and taking in water. The voyage to Bisutan cannot proceed until proper repairs have been carried out, and so he has set a course for the nearby port of Cape Kabar where he knows a trustworthy shipwright who can fix the damaged hull. While you talk with the captain, Oriah watches the surviving crewmen disposing of the enemy dead. You hear her gasp, and when you hurry to her side you see that she is pointing at the body of the warrior leader.
‘Did you know this man? Have you seen him somewhere before?’ you ask.
‘Yes,’ she replies tearfully. ‘He’s Dar-Isun. He was the brother of Sesketera, the man my father wishes me to marry.’
Oriah returns to her cabin to rest whilst you stay on deck and help tend the wounded crewmen. Using your Kai curing skills, you do what you can to ease their pain and repair their battle-wounds. To your great surprise, many of the injured men’s wounds heal at a remarkable speed. In fact some recover so quickly that you acquire something of a reputation among them as a miracle worker. Secretly, though, you suspect that it is the presence of the Moonstone that is the real reason for their miraculous return to good health.
It is shortly before dusk when Captain Raker brings his damaged ship limping into the harbour of Cape Kabar, and moors her alongside its red-stoned quay. Leaving Paoll in charge, he goes ashore to seek out his shipwright friend, Kimpil, at the harbour shipyard. Soon he returns with a wizened old man and together they inspect the damaged hull.
‘It’s goin’ to take a month to fix ’er right,’ says the captain on his return. ‘Kimpil says her keel’s damaged and she’ll have to go into dry-dock. It’s goin’ to be a long job.’
After talking with Raker and the others, you decide that you cannot stay here for a month while the ship is being repaired. Oriah, too, is anxious to leave for she fears that Cape Kabar is the first place Sesketera will look for her when he hears of his brother’s death. Oriah has friends in Bisutan whom she trusts and she suggests that you travel there together. She is confident that her friends can help you to reach Elzian quickly and safely.
In addition to Oriah, you also agree to take with you the three surviving marines—Ernan, Sligh, and Oswin. Ernan has visited Cape Kabar once before and he knows the route south to Bisutan. He also knows of some stables on the far side of the town where the five of you could acquire some horses. You agree that it would be worth a visit.
Before you bid farewell to Raker and his crew, you share one last meal with them. (Unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.)
Abe Sargent
04-15-2020, 01:51 PM
It is dark when you finally bid farewell to Captain Raker and the crew of The Pride of Sommerlund. Ernan leads your party through the warm, lantern-lit streets of this fragrant coastal town and soon you arrive at the Barczak Stables. This grand establishment comprises a large single-storey building with arched windows and a clay-tiled roof, surrounded by numerous orchards, paddocks, and porticoes. The estate is shrouded in darkness and appears to be deserted, although your keen Kai senses detect that there are people asleep somewhere inside the main building.
Next to the main gate stands a wooden notice board displaying a dozen sun-yellowed parchments. A closer inspection reveals them to be a handwritten roster of all the horses that are for sale. You cannot help but notice just how expensive they are. If the five of you were all to pool every Gold Crown you possess, you would still not have enough to buy even the cheapest horse on this list.
In a paddock behind the main building you can see a dozen horses quietly enjoying the warm night air. Sligh points out that there is nobody around and he suggests that it would be easy for you to help yourselves to five of these fine steeds.
‘I’m not a horse thief,’ you retort, ‘and I’ve no wish to rob these stables.’
‘I respect your honesty, my lord,’ says Sligh, ‘but surely you don’t want to have to walk all the way to Bisutan? I’m not saying we steal five horses, I’m saying we just borrow them for a while. We can hire a rider to bring them back just as soon as we reach Bisutan.’
You are not entirely convinced that Sligh is sincere, yet you agree reluctantly to go along with his plan.
(I do not have animal mastery)
You tell the others to wait for you outside the stables and then you approach the paddock alone. The horses become restless as you draw closer, yet you are able to subdue them by using your natural Kai powers of Animal Control. Silently you open the paddock gate and command the nearest five horses to leave the enclosure. Obediently they obey your mental commands, following meekly as you lead them in single file to your waiting companions.
You mount your borrowed steeds and Ernan leads the way along a broad avenue that ends at the town’s southern gatehouse. Two sleepy-eyed guards watch with indifference as you pass through the open gate and depart from Cape Kabar along its dusty coast road.
Pick a number from the Random Number Table.
(I toss a 2)
You ride all night along the empty coast road and make good progress. Shortly after dawn you pass a stone signpost pointing to the south. Carved into its surface is the following message written in ancient Vassagonian script: ‘Bir Rabalou—160 miles’.
Beyond this sign the coast road ascends into an expanse of arid hill country which is populated by herds of wild goats. To the east you occasionally glimpse the ocean beyond the barren hills, while to the west you can see a range of distant mountains, their snowy peaks glistening stark-white beneath the fierce desert sun. Shortly before noon you happen upon the town of Kilij which lies in a narrow pass between two steep hillsides. Oriah and the marines are tired and sore after the long night’s ride and they urge you to stop here so that they might eat and rest awhile. Together you ride into the town’s busy market square and dismount at a stone water trough where you allow your horses to drink their fill. Around you the mood of the townspeople is friendly as they barter and trade their wares. A young boy offers to look after your horses while you visit the market. Initially you are suspicious of his motives until your Sixth Sense confirms that he is an honest lad, and one worthy of your trust. Oriah gives him a Gold Crown and his face beams with joy—he’ll be able to eat well this week!
The marines want to explore the market’s bazaar in the hope of finding some blankets and rope with which they can improvise saddles and reins for the horses. Oriah is intrigued by the sheer number of people who fill Kilij’s market square and she wants to find out what has drawn such a large crowd to this remote town. You too are curious and you agree to accompany her. After arranging to meet the marines at the horse trough in one hour’s time, you follow Oriah as she pushes her way through the teeming crowd. When finally you reach the centre of the marketplace you are confronted by an unexpected and shocking sight.
A large wooden platform has been erected at the centre of the marketplace upon which twenty men and women are standing side by side with their heads bowed. These poor wretches wear heavy iron manacles which encase their wrists and ankles. Standing behind them are eight hard-faced guards, each with a loop of knotted rope that dangles menacingly from their wrists. The scorching desert sun beats down without mercy upon those in the line, yet if any of them should dare to move but an inch they immediately feel the stinging lash of a rope across their backs.
Over the years you have heard many tales about the slave auctions of Vassagonia, but you had never anticipated that one day you would witness one. This cruel auction fills you with feelings of anger and revulsion as, one by one, the slaves are dragged from the line and sold to the highest bidder. The owner of the slaves is a stout Vassagonian with small piggy eyes and a wart which sits like a ripe brown cherry on the end of his nose. Every time a slave is sold he cackles like a witch when the new owner steps forward to pay the auction price.
You are about to suggest to Oriah that you should leave the square and go back to the horses, when suddenly your Kai senses alert you to danger. Within the crowd there are many pairs of eyes that have been staring avariciously at your beautiful companion. The slave trader has become aware of this and you see him signal to his henchmen. Immediately they enter the crowd and move to encircle you and Oriah. You unsheathe your weapon and command the slaver to call off his men, but he ignores your order. Suddenly the crowd melts away to reveal his six muscular thugs. They are no longer holding knotted ropes; now they hold scimitars and axes with which they slash the air as they advance slowly towards you.
‘Slay him!’ shouts the slaver. ‘Slay the Northlander and bring me the girl!’ You must fight them.
https://www.projectaon.org/en/xhtml/lw/21votm/ill2.png
Slave trader’s henchmen: COMBAT SKILL 33 ENDURANCE 36
(Without Kai Surge, I have a 13 bonus with Mindblast. I toss an 8 and get an auto kill)
The crowd scream with excitement the moment you overcome the last of the evil slaver’s henchmen. At first you think they are expressing their appreciation of your superb Kai fighting skills, but then you notice a large shadow is moving across the market square and when you look up you discover the real cause of the crowd’s excitation.
Swooping down out of the cloudless sky come two gigantic birds with razor-sharp beaks and talons that glint like mirrored steel. They are Itikars and seated astride their feathered backs are warriors armed with spears and shields. Frantically the slaver signals to the riders and one of them responds by hurling his weapon at your head. You dive to avoid being skewered to the ground by this deadly missile and it thuds harmlessly into the beaten earth, but as you are pulling yourself to your feet, you see the second Itikar come swooping down towards Oriah. You scream a warning yet she is frozen with fear and does not respond. The great bird sweeps past her and its rider casts a lasso which falls over her head. As the bird soars into the sky the rope tightens about her waist and she is hoisted screaming into the air. You spring to your feet and race after her as she is carried away over the rooftops of Kilij, and as you sprint across the square you see a dozen armed men emerge from the crowd to block your path. The Itikar and its precious cargo are rapidly disappearing towards the northern hills and you know in your heart that it is now too late to save Oriah. Then you hear the sound of cruel laughter echoing across the square and it brings you skidding to a halt. It is the laugh of the slaver: he can barely contain his delight at having captured such a beautiful young woman, and he is relishing the thought of watching as the remainder of his henchmen make you pay for the deaths of their comrades.
https://www.projectaon.org/en/xhtml/lw/21votm/ill16.png
Swiftly you assess your perilous situation and determine two ways in which you may save yourself from the slaver’s gang of bloodthirsty thugs.
(I head back to the slaver)
The slaver sees you running towards him and the sight immediately wipes the sneer from his face. With a squeal of fright he grabs hold of a young female slave and cowers behind her, using her body as a shield to protect himself from you. Repeatedly he screams the name ‘Svolta!’ until, in answer to his frantic cry, a short man in a close-fitting grey robe suddenly appears from behind the row of slaves. He is carrying a Vassagonian cavalry bow with an arrow already fixed to the bowstring. The slaver commands him to fire at you and the man obeys with breathtaking speed.
(I use Elementalism)
Hastily you use your mastery of the elements to summon a gust of air to deflect the arrow that is now speeding towards your chest.
Pick a number from the Random Number Table. If your current ENDURANCE total is 20 or lower, deduct 2 from the number you have picked.
If your total score is now 4 or lower, turn to 44.
If it is 5 or higher, turn to 261.
(I toss a 4 for an 6 total)
Your action to avoid being struck by the arrow is a success. The slaver and his archer cannot believe what they have seen and for a few vital seconds they stand frozen in stunned disbelief. You seize this advantage and rush towards the platform with the hope of catching them before they regain their senses, yet as you make your leap you see the archer drop his bow and reach for his sword. His blade clears its scabbard barely a second before you make your attack, yet he is able to turn aside your first blow. The skill with which he handles his blade leaves you in no doubt that you are facing an expert swordsman. Frightened slaves throw themselves off the platform as you and Svolta begin a desperate fight to the death.
Svolta: COMBAT SKILL 37 ENDURANCE 36
You may add 2 to your COMBAT SKILL in the first round of this fight, due to the momentum of your attack.
(I have a +11 or more without KS. I toss a 1, and a 4 and a 7. He's dead and I took 5 damage)
Abe Sargent
04-15-2020, 02:00 PM
Svolta screams as your killing blow pierces his chest. He drops his sword, staggers drunkenly backwards, and then falls off the edge of the slave platform to land in an undignified heap on the dusty ground. His master—the slaver—has disappeared into the crowd, but by using your Sixth Sense and tracking skills you discover that he has slipped away to hide in the adjoining bazaar.
You leap from the platform and set off across the square towards the market bazaar. The slaver’s henchmen, fearing that you may escape, immediately move in from all sides to block your path. The crowd scream and scatter as you approach them for they are terrified at the prospect of being dragged into a bloody mêlée when the slaver’s thugs catch up with you. Then suddenly, in the midst of this chaotic tangle of running and screaming people, appear Ernan, Sligh, and Oswin mounted upon their steeds, and yours and Oriah’s horses in tow. News of what has happened here at the slave market has spread like wildfire through the rest of Kilij. On hearing these reports, the marines have rushed here as quickly as they could.
‘Come, Grand Master!’ shouts Oswin, and he throws you the rope that is now attached to your steed’s head. ‘We must flee this town at once!’
You leap onto the blanket-saddle which is tied to your horse’s back, take hold of the rope reins in both hands, and dig your heels into his flanks to urge him to the gallop. Two of the slaver’s henchmen rush to block your escape but they are trampled into the dirt when your horse bolts away. You race towards a tree-lined avenue on the south side of the square with your three companions galloping close behind. As you enter this thoroughfare, you see one of the slaver’s men come rushing out of a doorway. He is armed with a bow, and as you gallop past him, he draws an arrow to his lips and takes careful aim at your head.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If your current ENDURANCE score is 20 or lower, deduct 2 from the number you have picked.
(I toss a 0.)
You press yourself flat against your horse’s neck and listen with dread as the archer’s arrow buzzes towards you like an angry hornet. Then you feel an agonizing pain in your side as its razor-sharp tip penetrates your rib cage: lose 5 ENDURANCE points.
A wave of nausea and dizziness washes over you, making you relinquish your grip on the rope reins. You fight against the mounting pain to stay conscious but this is one battle you do not win. Darkness engulfs your vision and, as you lose consciousness, you slip and fall from your horse to crash upon the dusty avenue.
You regain consciousness almost immediately and manage to drag yourself into a kneeling position. The marines race past on their horses, but they have seen you fall and they rein their steeds to a halt just as quickly as they are able. Gritting your teeth against the expected pain, you jerk the arrow from your side and hurl it away. Your natural Kai curing skills help to deaden the agony of your wound and slow the bleeding, but they cannot prevent the archer who fired the arrow from placing a second shaft to his bow. Your Sixth Sense screams a warning and you look up to see him standing less than twenty yards away. Coolly he raises his bow and smiles as he gets ready to finish you off once and for all.
(I use a bow, this will leave me with 3 arrows)
You unshoulder your Bow and pull an Arrow from your Quiver as fast as you are able. Hastily you take aim and fire at your would-be assassin as, simultaneously, he releases his arrow and sends it whistling towards your head.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked. If your ENDURANCE score is currently 15 or lower, deduct 1.
(I toss a 5)
As you duck to avoid the onrushing missile, you glimpse your Arrow strike the archer in the chest and knock him backwards to the ground. His arrow grazes your cheek (lose 1 ENDURANCE point) as it whistles past your head and then embeds itself in the dried mud wall of a nearby building.
For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you get to your feet and come running towards them. Sligh helps you to retrieve your horse and quickly you remount him and gallop along the avenue which leads out of this unfriendly town.
For an hour you ride without daring to stop in case the slaver has dispatched his henchmen to pursue you. The hills keep the interior of this country hidden from view until you reach a broad-based canyon bisected by a meandering stream. The threat of pursuit has now passed and so you halt here to slake your thirst before continuing your long ride south.
Beyond the canyon, the road crosses a rolling coastal plain which lies at the eastern edge of the Dry Main—Vassagonia’s vast desert. The undulations of its windswept sands give this great sun-bleached emptiness the appearance of a vast yellow sea that seems to stretch away into infinity. You feel a disturbing unease as you stare across this wilderness for there is nothing to break the view, and nothing that could offer you a place to hide should the need arise.
As dusk approaches you are pleased to see that the road bears to the east and passes within sight of the ocean. The heat of the day has now surrendered to a biting night wind that makes your horse and your companions shiver. Mindful of their need for shelter, you leave the road and scout the rugged coastline in search of a cave in which to spend the night. Your tracking skills lead you to a dry cave that is ideal and you camp here and build a fire from driftwood. Over a meal of roasted crabmeat the conversation turns to Oriah and your fears for her safety. Later this night, as you sit the first watch, you offer a prayer to the Goddess Ishir to protect her and keep her safe. You have a strong feeling that the young woman is still alive and that one day, sometime in the future, your paths are destined to cross once more.
After a few hours, Sligh wakes from his slumber to take his turn keeping watch at the mouth of the cave. Gladly you hand over the duty to him and settle down for some much needed sleep (you may restore 3 ENDURANCE points).
You awake with the dawn feeling refreshed and eager to begin the day’s ride south towards the city of Bir Rabalou. During the morning, you and your travelling companions pass several traders and caravans that are heading north to sell their wares in Cape Kabar. Your fair complexions and Sommlending clothes draw many suspicious glances from the caravan drivers, prompting you to stop when you come to a village shortly after midday. Here the marines go looking for some mhaktis—the flowing grey and white robes traditionally worn by the desert dwellers of Vassagonia. While they busy themselves in the hunt for new clothes, you water and feed the horses at the village stables. You are tending to the horses when you are approached by an elderly street vendor. He is pushing a handcart on which he has displayed the following items for sale:
Dagger
Scented Oil
3 Candles
Slippers
Copper Cup
Rope
Lantern
Lyre (musical instrument)
Ball of Chalk
3 Arrows
The vendor’s items cost 1 Gold Crown each (3 Candles or 3 Arrows are respectively considered as 1 item). If you wish to purchase one or more of them, remember to adjust your Action Chart accordingly.
After a while the three marines return to the stables. They are now dressed in mhaktis and, when they pull up their hoods, you feel sure that they could pass for native Vassagonians. They bundle and tie their marine uniforms to the saddle blankets of their horses, and then the four of you mount up and leave this village. The sun is sinking below the desert horizon when you come to the next village on the road to Bir Rabalou. It is located on the fringe of a wide beach and it can only be reached by a sandy track which branches away from the main coast road. As you reach this junction you notice a group of local people have gathered around something that has washed up on the beach.
(I spend 5 gold for these: 3 arrows, lantern, Lyre, Oil, Candles. I expect some of these to be wasted, (normally Dever includes a few random red herrings in each story, and Lyre, Oil, and Candles feel like it, but I have the backpack space, and I found 9 crowns earlier, so I might as well)
Abe Sargent
04-15-2020, 02:15 PM
(Head to the beech to check it out)
As you ride across the firm sandy beach towards the excited crowd you see that they are gathered around the carcass of a whale. These poor villagers are celebrating their unexpected good fortune for this whale will provide them with food for a month, and enough oil to fuel their lamps until winter. A cheerful-looking old man hails you with his walking stick and you slow your horse to a halt.
‘You be bound for Bir Rabalou, good sirs?’ he asks. ‘ ’Cause if you is, then you’d do well to heed my advice.’
‘And what advice would that be?’ replies Ernan. The old man gives him a thin smile and then hobbles nearer to your horse. He does not say anything; he simply holds out his hand in the hope that you will pay him something for his advice.
(I give him a crown)
You take a single Gold Crown from your money pouch and toss it to the old man who catches it with surprising dexterity (erase 1 Gold Crown from your Action Chart). He tests its worth by biting down on its edge with his blackened teeth before tucking it safely away in the folds of his tattered mhaktis.
‘There’s a mutiny taking place in the city of Bir Rabalou,’ he says, his creaky old voice barely audible above the crash of the surf. ‘The Funtal of the city has imposed heavy taxes on the city’s merchants, and we’ve heard from travellers that the Trader’s Guild have paid foreign assassins to come and do away with ’im.’ Suddenly the old man’s face drops and his myopic eyes narrow with suspicion when he notices that you and your companions are not natives of this land.
‘Don’t be alarmed,’ says Oswin, ‘we’re not assassins. We’re … traders.’
He smiles uneasily. Clearly he is not convinced and, without saying another word, he turns around and hobbles away across the beach.
‘Silly old fool!’ says Sligh. ‘We’re wastin’ our time ’ere, Grand Master. Let’s be getting on.’
You nod in agreement and signal to the others to follow as you turn your horse back towards the coast road. It is a clear night and the brilliant moon is nearly full. With luck you could be in Bir Rabalou well before midnight.
You ride the moonlit coast road, covering the remaining 25 miles to Bir Rabalou in little more than three hours. Your first glimpse of the great trading port comes when the road crests a ridge of hills within a mile of its perimeter wall. From here you can see that the city is built in a semicircle between two great jutting spurs of land which protrude into the ocean like the horns of a huge bull. Within the city wall are hundreds of lavish buildings, yet the grandest of all is a castle which stands upon a steep hill at its centre. This one towering stronghold dominates all the other splendid structures of this rich metropolis.
Your arrival at the north gate at such a late hour is greeted with suspicion from a pair of surly guards. Eventually you are allowed to enter, but only after Oswin bribes them with the horse that Oriah once rode. Beyond the gate you ride along a torchlit avenue which leads down to the harbour; this is filled with trading ships of all nationalities. The quayside and its taverns are alive with activity as the captains and crews of these vessels drink themselves senseless with the money their cargoes have earned.
You select one of the quieter taverns and stable your horses at the rear before making your entrance. The tavern’s taproom is crowded with sailors and traders, most of whom are listening to an uncommonly fine musical performance being given by three Cloeasian minstrels. Your companions are hungry and tired and so you make your way to the counter and ask the tavern-keeper his price for food and a night’s lodging. He tells you that 10 Gold Crowns will fill all your bellies and buy you each the use of a comfortable room. You agree to his price (deduct 10 Gold Crowns from your Action Chart) and he hands each of you a numbered key. The marines are not impressed with the minstrels’ classical recital and they decide to eat their meals in their rooms. Before they retire for the night you arrange to meet with them here in the taproom, first thing in the morning.
You seat yourself at the counter and listen to the recital as you enjoy a meal of grilled meat and sugared desert fruits. As you wipe your mouth and push away your empty plate, your eye is caught by a rotund little man who is seated alone in an alcove. ‘Ho, journeyman!’ he calls, beckoning you with a plump hand that is laden with gold and ruby rings. ‘Please, will you join me at my table?’
(I do not have Telegnosis)
By using your basic Kai skills you are able to determine that this man is a rich trader from Casiorn—the city of merchants. He seems harmless enough, his only fault perhaps is that he has consumed too much ale. Yet you are suspicious of the fact that he has identified you as a journeyman, which leads you to suspect that perhaps he has met other Kai in the past. You are about to ignore him and retire to your room when he repeats his request that you join him at his table. Out of curiosity you decide to find out what he wants.
‘Welcome, Master Journeyman,’ says the smiling trader, ‘I’m most pleased to make your acquaintance. My name is Kolastemi Ayusidihara but people know me better as Kol. I see by the cloak clasp you are wearing that you are a Kai journeyman of Sommerlund, yes?’
You nod to affirm this and the excited little man proceeds to tell you about himself and his business. You hear that he is a merchant who was born in Casiorn but who now lives in the city of Kuchek. When he was a young man he traded silk for wheat in Holmgard where he first encountered the Kai. Once, when his caravan was attacked by a Giak war party on the Ruanon Pike, it was the timely intervention of a Kai journeyman that saved his life and his cargo. Since that day he has revered your warrior order. Barely pausing for breath, he tells you proudly that he has a ship moored in the harbour which is filled with timber that he intends to trade for spices in Bisutan. He plans to set sail tomorrow at noon. When at last he pauses to take a sip of ale from his tankard, you inform him that you and your three companions are travelling overland to Elzian.
‘By horse? Such a tiring way to travel and such a difficult road too,’ he says. ‘I would gladly offer you passage aboard my ship but, alas, I carry such a heavy cargo that I could only accommodate one extra passenger. You would be most welcome to sail with me to Bisutan, but sadly I am unable to offer such a favour to your friends.’
You thank Kol for his offer but decline it, preferring to stay with the marines. You are tired now, and so you rise from your seat and bid the friendly trader goodnight and a safe voyage. As you turn to go to your room he calls out: ‘If you should change your mind, remember I sail at noon. My ship is moored at the end of the east quay. She’s called Desert Jewel.’
(My guess is that something will happen now and I'll be on the Desert Jewel tomorrow)
Abe Sargent
04-15-2020, 02:22 PM
You find your room at the end of a corridor on the first floor and you are pleased to discover that it is clean and well furnished. You fall asleep within minutes of lying down upon the feather-mattressed bed, yet it seems as if you have barely closed your eyes when, two hours later, you are rudely awoken by noises in the taproom below. The clomp of iron-shod boots and the hubbub of angry voices make you leap from your bed and reach for your weapon. Quickly you gather your equipment and cloak and ease open the door to your room. Outside in the corridor you see your companions; like you they have been awoken by the commotion downstairs.
‘It’s the City Guard,’ whispers Oswin, who is peering down the stairwell. Then the tavern-keeper appears and he comes rushing up the stairs. His face is red as a beetroot and he is shaking with fright. ‘The … the Funtal of Bir Rabalou’s men are here,’ he says, his voice wavering. ‘They’ve had word that there are assassins abroad in the harbour and they’re checking all foreigners. You’re to go down to the taproom at once
(I head down)
Reluctantly the marines follow as you descend the stairs. The moment you set foot in the taproom you are surrounded by armed guards and made to hand over your Weapons (delete all normal Weapons from your Action Chart; you need not delete your Kai Weapon which you keep hidden beneath your cloak). Once you and your companions have been disarmed, you are herded towards the counter to join more than two dozen others who are of foreign nationality. The officer in charge of the armed guards then strides to the middle of the taproom floor and proceeds to inform you in an imperious tone that you are to be taken to the Funtal’s castle where your trading papers and travel documents will be scrutinized. The others, who all appear to be traders and merchants, are outraged when they hear this decree. They protest loudly and many refuse to leave the tavern. They say that it is all just a cynical ploy by the Funtal to confiscate their cargoes.
Kol appears by your side and he whispers to you to follow him. As the Funtal’s guards move in and grapple with the angry merchants, you and the marines slip away with Kol and hide in the cellar below the tavern’s kitchen. An hour later, as dawn is breaking, the tavern falls silent and you emerge from your hiding place to discover that it is now completely empty.
(I lost my bow)
‘The Funtal’s a madman!’ splutters Kol. ‘All those poor fools who got took away last night are goin’ to lose their cargoes, or their gold, or their ships. You mark my words. I’d not be surprised if some o’ them lose their lives into the bargain. It’s not safe here no more. Not like the old days.’
Kol then proceeds to wash down his hearty breakfast with a tankard of ale. He pauses to emit a long loud belch, and then he repeats his offer of a place aboard his ship which sails for Bisutan at noon. The marines do not object to you leaving them if you so wish. Should you decide to continue your journey to Elzian without them, they will attempt to sell your horse and use the money to buy passage aboard the next ship heading north.
(I choose to head with Kol)
Abe Sargent
04-15-2020, 02:26 PM
You say farewell to the three marines and wish them a swift and safe journey home to Sommerlund. Then you leave the tavern with Kol and make your way quickly to his ship which is moored at the end of the quay. Two of the Funtal’s guards are patrolling the quayside but they do not challenge you as you board Kol’s vessel. They only seem interested in foreign traders who are entering the harbour rather than those making a hasty departure. The Vassagonians who man the Desert Jewel seem a friendly crew, and they welcome Kol’s return with cheerful humour. He in turn treats them like sons and it is clear from the way they converse that he is a very popular owner.
The ship sets sail at noon and sails swiftly southwards with a benevolent wind filling its triangular sail. Kol expects the Desert Jewel to take a day and a half to navigate the two hundred and sixty miles of coastal water between Bir Rabalou and Bisutan. He suggests that you relax and enjoy the voyage, yet despite the fair weather and jovial company you are disturbed by a growing sense of unease. You spend your time on deck for the holds and cabins are filled to the brim with cargo. The only shelter from the sun which scorches the open deck is a makeshift spread of canvas near the stern. You are lying here in the shade when, late in the afternoon, you sense a storm brewing on the horizon.
( I do have Grand Paths)
You stare across the ocean at the banks of angry clouds which are growing larger and darker with every passing minute. You sense that within them are tremendous natural forces that are building up at a dangerous rate. You feel certain that the presence of the Moonstone is partially responsible for this, although these waters are notorious for sudden and violent sea-storms.
You warn Kol of the distant storm and the disastrous effect that it could have if it were to break upon his cargo-heavy ship. You urge him to turn back to Bir Rabalou but he dismisses your request out of hand. He says that the storm is many miles away, and even if it were to move nearer he is confident that the Desert Jewel is still swift enough to outrun it. You believe that he is wrong and you are angered by his complacency, but there is nothing you can say that will make him, or his crew, turn this ship about. He is the master of this vessel and his loyal crew will only obey his command.
(I do not have Kai-Alchemy, nor do I want to force him. He knows sailing this area better than I do)
Gradually the temperature drops and the gentle undulation of the waves grows fiercer. The wind becomes a gale and the azure sky grows darker and darker until the sun is lost from view and the ship is shrouded by a deep grey twilight. Now Kol realizes that he should have heeded your advice and he commands his anxious crew to run for the coast in the hope of finding a safe haven. Soon lightning is the only source of illumination. It tears the roiling clouds and transforms the sea into an angry beast that lashes and batters the ship with a supernatural fury. Then the darkness is obliterated by a great curtain of white fire. Tongues of flame lance down; they boil the sea where they strike the surface and send up great clouds of steam in their wake. Miraculously these terrifying bolts of power miss the ship, but soon they are rivalled in their ferocity by another terrifying force that is battling to escape from the hellish skies.
A hundred balls of dancing fire fall from the clouds like a shower of blazing meteors. One such meteor strikes the helmsman who is struggling with the ship’s wheel, and it engulfs him. For a few dreadful moments his head and chest are contained within a roaring yellow orb; then the burning ball is caught by the wind and it spins away into the darkness. The crew scream with terror when they look upon their comrade, for his upper body has been transformed into a blackened and fleshless skull that perches precariously upon his hollow, smoking rib cage.
Panic grips the Vassagonian sailors. They abandon their posts and rush to seek shelter below deck in the crowded cargo hold. You are trying to rally them when suddenly a ball of flame drops from the raging skies and comes hurtling down towards your head.
(I do have Elementalism)
You summon your elemental Kai powers to deflect this terrifying meteor before it consumes you and burns you to a cinder. A superhuman effort will be required if you are to accomplish this desperate action successfully.
Pick a number from the Random Number Table. You may add 1 to the number you have picked for every 1 ENDURANCE point you are prepared to deduct from your current total.
(I toss a 6 and spend nothing)
The meteor is deflected by a plume of water that you are able to summon from the towering waves of the sea. The power of this plume is sufficient to repel the fireball and send it hurtling back into the raging sky with a tail of steam hissing in its wake
You struggle across the heaving deck and grab hold of the ship’s spinning helm. Upon gaining control of the wheel you are able to turn the heavy vessel away from the pounding waves. Cold sea and hot flames lash at your body as you fight bravely to steer the Desert Jewel towards a sliver of sunlight that glows like a beacon of hope beyond this supernatural storm.
After what seems like an eternity, the ship emerges from the grim darkness and sails into a calm sea that is bathed in warm sunlight. Behind you the storm abates as quickly as it arrived and, one by one, the crewmen begin to appear out of the hold. Their tanned faces are pale and they are speechless with shock, yet you can tell by the look in their eyes that they are deeply grateful to have you aboard. Kol appears, shaking and dishevelled, yet he finds the words to express how he and his men feel. He praises your skill and bravery and says that everyone aboard owes you their lives. As a small token of his gratitude he offers you his Sword, his Dagger, and a pouch containing 20 Gold Crowns. (If you wish to keep any of these items, be sure to amend your Action Chart accordingly.)
All night the Desert Jewel plies the warm southern sea, and at dawn you awake on the rear deck and witness a beautiful sight. A shoal of flying fish are running alongside the ship. As they leap and dive into the blue-green waves, their glistening bodies reflect a rainbow of colour when they are struck by the rays of the early morning sun. You breakfast with the crew who, out of respect, insist that you have only the best food that is on board (you may restore 3 ENDURANCE points. There is also sufficient food left over for 2 Meals).
(I take the gold, not the meals)
Abe Sargent
04-15-2020, 02:33 PM
The Desert Jewel approaches Bisutan harbour late in the afternoon. The city itself is located upon an island in the estuary of the River Khorda and is linked to the mainland by two great stone bridges. You admire these wondrous spans from afar as the ship takes its place in a line of vessels that are waiting to dock at the crowded quayside. The magnificent harbour is full of people who have come here from the four corners of Magnamund to trade their wares. Travellers, merchants, farmers, priests, and slaves are just a few of the people you observe when finally the Desert Jewel is allowed to dock at the harbour wall.
Kol’s trading partners are already waiting on the quayside to meet the ship. They are anxious to do business with him, but the battered state of the ship following yesterday’s storm does little to inspire their confidence. The moment the gangplank is lowered, they come rushing aboard to inspect the timber in the hold. Kol bids you a hurried farewell as he and his crew thank you once more for saving their lives and their livelihoods. You disembark and push your way through the busy harbour square and enter a broad avenue which leads to the heart of this teeming city. At a place called Dhanamet Square you happen upon an evening bazaar. You are mindful of your need to find lodging for the night and some means by which you will be able to continue your journey to Elzian. As you stop to look at the market and the façades of the shops and taverns which border upon it, your eye is caught by the gaily-decorated merchant’s stalls and the exotic wares displayed upon them.
( I look at the stalls)
You tour the market and one stall in particular holds your attention. It is run by a small and timid-looking man and he offers you herbs and potions which he has gathered from all over Magnamund. As you examine the hundreds of phials, philtres, and flasks that are laid out upon his stall, you notice there are many types of herbs that you have encountered before, and some you have not. Of all his selection, the following four interest you the most:
Potion of Laumspur: restores 4 ENDURANCE points when swallowed after combat.
Potion of Alether: increases COMBAT SKILL by 2 when swallowed before combat (one use only).
Potion of Mustow: creates a foul choking gas when released into the air.
Potion of Sebaris: purifies contaminated water (one use only).
Each of these potions costs 3 Gold Crowns.
(I purchase a Potion of Mustow and Sebaris.)
You slip your purchase inside your Backpack and then bid farewell to the smiling herbalist before returning to the middle of the square. Here you stop for a few minutes to watch a juggler. As you watch him perform with clubs and daggers, you are continually jostled and bumped by the crowd. You are about to move off when suddenly you feel something tugging at your back. Glancing over your shoulder, you see a suspicious young man running away through the milling crowd. He is clutching something to his chest that you feel sure he has just filched from your Backpack
(I chase him)
The man snakes his way through the crowd with surprising speed. He is fast and agile, but he is no match for a Kai Grand Master and you quickly catch him. Your suspicions were correct: he is clasping to his chest an item from your Backpack (the first item on your list). Having been caught red-handed, this wily thief now tries to turn the tables on you. He screams at the top of his voice that you are robbing him. His wailing cries attract the crowd’s attention and soon you find yourself surrounded by a score of scowling faces, all looking accusingly at you.
You take hold of the thief roughly by the throat and, using your Kai Mastery to mimic his nasal accent, you say: ‘Accuse your own brother of theft, would you? I’ll teach you to go filching m’things when m’back is turned.’ And with this, you slap him across the top of the head with the back of your hand and snatch back the item he has stolen from you.
The crowd immediately loses interest in what they now believe is just an everyday squabble between two brothers, and they continue about their own business.
The thief is struck dumb by the sheer audacity of your ploy. When you release your grip of his throat, he scurries away into the crowd like a frightened rat.
You walk to the south side of the market where it is less populated. Here, sandwiched between a warehouse and a storage shed, you discover a small lodging house. A sign in the window says that there are clean rooms available and so you enter to enquire about the price. You are greeted by a woman whose almond-shaped eyelids tell you that she is from Chai, a land far away in Southern Magnamund. She tells you that a room here for the night will cost you 3 Gold Crowns, a price which also includes a morning meal.
(I pay)
You pay the woman (deduct 3 Gold Crowns) and she hands you a key on which is stamped the number 4. Then she points to a corridor on the ground floor which leads to your room at the rear of the building. As you are about to insert the key into the lock, you hear a suspicious noise coming from inside your room. Silently you unsheathe your weapon, unlock the door, and then fling it wide open.
Abe Sargent
04-15-2020, 02:39 PM
The door bangs open against the wall and a loud screech echoes from your room. This painfully sharp noise makes you raise your weapon defensively but, as you prepare to strike a blow, you suddenly see a startled cat come hurtling through the doorway. You smile to yourself and sheathe your weapon as you watch the terrified cat scurry along the corridor amidst a cloud of dust and loose fur.
The room itself is shabby but clean. You take off your cloak and equipment, wash from a cracked porcelain bowl, and then sit down on the threadbare mattress which serves as a bed. Now your thoughts return to your mission, and while you are pondering what may yet lie in store for you on the road to Elzian, you open the satchel containing the Moonstone and bathe in the warm glow which radiates from this wondrous artefact.
Suddenly there is a knock on your door. The sound gives you a start and quickly you buckle the satchel and stow it under the mattress.
( i do have grand huntmastery)
Your Kai Mastery reveals to you that there is only one person standing outside your room. You sense that this person is neither evil nor hostile, yet the fact that someone is there at all makes you feel a little uneasy. You reach for your weapon belt and put it on before you move cautiously to open the door.
You inch open the door and see a tall, lean, grey-haired old man standing outside in the corridor. He wears the silvery grey robes of a magician and his broad facial features are unmistakably Kakushian.
‘Forgive me for disturbing you at this hour,’ he says, politely, ‘but I felt compelled to make your acquaintance. My name is Rhous. I am journeyman to the Magicians’ Guild of Nikesa. I sensed a power within this room and I thought, perhaps, that you might be a fellow student of sorcery. Am I correct?’
Your Sixth Sense tells you that this old magician is genuine—he is who he claims to be. Your common sense tells you that he is also incredibly nosey!
(I talk further)
You decline to answer his question directly for you do not wish to give him the impression that you are familiar with the ways of magic. Rather than reveal your true identity, or the reasons why you now find yourself in Bisutan, you simply say that you are a traveller who is on his way south.
‘Mmmm … ’ mutters the old man, clearly bemused, ‘perhaps, you have acquired something … magical… whilst on your travels? I am a collector of magical artefacts. In fact that is why I’ve come to Bisutan. If you have anything of an arcane nature I would be most keen to make you an offer of purchase.’
You invite the magician to enter your room and, after checking that the corridor is empty, you close the door. You can sense his excitement as you place the item(s) that you would like him to purchase on a small table which stands beside the mattress.'
(Iron Skull)
Rhous picks up the skull and weighs it in his hand before examining its pitted surface. You can tell by his sour expression that he is disappointed: he had hoped for something more exceptional than this. After a few moments he offers you 8 Gold Crowns. You haggle with him and finally you settle on a sum of 10 Gold Crowns.
(If, in addition to the Iron Skull, you also possess any of the other items, Rhous would be willing to pay you 20 Gold Crowns for the Siyen Crown, and 30 Gold Crowns for the Kutyan Emerald. Be sure to amend the details on your Action Chart before continuing your adventure.)
(I could move one or the other. I don;t have the Emerald though. Given they are magical and I have a good amount of gold, I'll keep them.)
Having concluded your business, Rhous gets ready to leave your room. But when he reaches the door he suddenly turns around and glances down at the mattress. The strap of your satchel can just be seen.
‘Are you sure you have nothing else you wish to sell me?’ he asks ruefully.
Firmly but politely you say no and bid him goodnight. The old magician leaves and, as you close and lock your door, you hear his footfalls gradually fading as he walks off along the corridor.
Before you settle down to sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points
You wake shortly after daybreak to the appetizing smell of boiled eggs and cured meat. This shortly turns out to be your breakfast which the landlady delivers personally to your room on a tray. Before she goes, you take the opportunity to ask her if she knows of any means of transport departing for Elzian today. She says that there is no regular transport to the Dessian capital, but she says that there is a merchant’s caravan leaving today for Hikas.
‘It takes paying passengers,’ she says, ‘but you’d better hurry if you want to catch it. It leaves from Zakhan’s Mount in less than an hour.’
Quickly you finish your food and prepare to leave. Before you go, the landlady gives you directions to the Zakhan’s Mount written on a scrap of parchment.
Following the landlady’s written directions, you make your way through the streets of the city to a wide concourse which ascends to a knoll called Zakhan’s Mount that overlooks the south gatehouse. Through the open gates you can see the mighty bridge which spans the lower fork of the River Khorda. Beyond lie the Bavari Hills shimmering in a heat haze, and towards the horizon are the Great Masourn Mountains which appear like a jagged purple frieze joined to the sky.
Standing in line before the south gates is a caravan of wagons drawn by sturdy douggas, the sand horses of the Dry Main. Many wagons are piled high with merchants’ goods destined for Bavari—a rich cargo watched over by a dozen armed outriders in the pay of the caravan’s owners. You approach a line of trestle tables set up near the leading wagons where passengers may purchase a seat aboard the caravan for the three-day journey to Bavari. Chalked upon a slate is the price of the fare: 7 Gold Crowns.
(I pay)
You hand over 7 Gold Crowns (erase these from your Action Chart) to a young ticket seller and she paints a dot of indelible crimson ink upon the back of your right hand to indicate that you have paid your fare. Displayed upon adjoining tables are dried foodstuffs and other provisions for the journey. You may buy some of this food if you wish, at a cost of 2 Gold Crowns per Meal.
A few minutes later an outrider comes cantering down the line of parked wagons announcing to everyone that the caravan will depart in five minutes’ time. With mixed feelings of trepidation and excitement, you take a seat aboard one of the spacious passenger wagons and make yourself as comfortable as you can for the long journey ahead.
Abe Sargent
04-15-2020, 03:01 PM
Young city children wave and cheer as the caravan trundles out of Bisutan. Soon you cross the great southern bridge, and when you look down at the sparkling blue waters of the Khorda, you see there a flotilla of tiny fishing craft plying their trade. For the first hour of the journey you content yourself with the view and watch the lush scenery and picturesque villages of the river basin pass before your eyes. However, when the caravan enters the Bavari Hills this pleasant landscape soon gives way to a more mundane vista—a seemingly endless sea of barren mounds and arid rocky outcrops.
After a while your attention turns to the other passengers. They are a cheerful group of Vassagonians who are returning to their homes in Bavari after family visits and business in Bisutan. You pass the time exchanging stories and playing cards. You learn that this caravan is regularly used by the merchants of Bavari and Hikas. They prefer to transport their wares by road rather than risk the sea voyage through the Bay of Sharks. Contrary to its name, you hear that there are no longer any sharks in this bay; they migrated to southern waters many centuries ago. One of the passengers jokingly suggests that the reason they left was because of the pirates. The bay is a notorious haunt of buccaneer fleets and renegade privateers.
The surrounding country may be bleak and barren to the eye, but the road is good and the territory is safe. The merchants have established armed outposts every 20 miles which help to deter bandits from raiding the caravans en route. The first night is spent at an outpost and the second night a camp is struck at an oasis where the road is joined by a track. This neglected track traverses the mountains and leads to the Great Masourn Trail, an ancient trade route. Many of your fellow travellers have been looking forward to arriving at the oasis, for it allows them the chance to visit Temujun the Sage—the famous soothsayer of the Dry Main, and when the caravan arrives there, they hurriedly disembark. You watch with fascination as half of your wagon’s passengers scurry towards Temujun’s tent, which is pitched at the edge of a shimmering pool, whilst the other half gather about a blazing campfire and share their food while they enjoy a performance given by a troupe of actors.
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(I visit the Sage)
From the reverent way the passengers spoke about Temujun during the journey, you are expecting him to be either a very wise old cleric or a gifted charlatan. You take your place in line with the others who are queueing to enter his tent and idly you listen to their excited chatter. While you wait, a young boy clad in a mhaktis of striped silk walks along the line collecting Temujun’s fee. For five minutes’ consultation with the learned sage, the charge is 2 Gold Crowns.
(I pay)
An hour passes before your turn comes to enter Temujun’s tent. Awaiting you inside is an old man swathed in a silk robe. He wears a jewel-encrusted collar and a large blue turban that is wrapped impeccably around his frail head. He is seated cross-legged on a mound of pillows and he cradles a sphere of rose-coloured crystal in his lap.
Without once looking up from his crystal sphere he tells you to sit opposite him and place any weapons you may be carrying on the floor beside you. When you comply with his wishes he closes his eyes and begins to concentrate. A few moments later he opens them and stares at your satchel with a look of shocked surprise; you sense at once that he has detected the presence of the Moonstone. The frail old man begins to shake and beads of sweat trickle down his wrinkled face. For a moment his eyes widen and then he faints and falls backwards among his pillows.
( I try and revive him)
You use your Kai healing skills to revive the old man and calm his trembling limbs. Then you help him to sit up and, when he has regained his composure, he looks into your eyes and says:
‘You are one of the Kai, yes?’ You nod your head and a smile deepens the wrinkles around his mouth. ‘You possess a stone of power … a legendary stone?’ This time you hesitate, but you sense that it is a rhetorical question: the old man already knows the answer. Briefly he searches among his pillows and retrieves a leather-bound tube. He flips open one end of the tube and tips a plain-looking ring into the palm of his hand. It seems to be crafted from petrified wood.
‘Take this, Kai Lord,’ he says, and proffers you the ring. ‘It will keep you safe on your long journey. That which you seek to return must be delivered.’
You take the ring and place it in the pocket of your tunic (record Temujun’s Ring as a Special Item on your Action Chart). The old man smiles once more and, although no words are exchanged, you sense that he is deeply satisfied to be able to assist your vital mission.
You thank him and leave his tent. Once outside, you walk down to the edge of the oasis to bathe your face and drink the warm, fresh water. The yellow flames of the campfire are glimmering on its surface and you pause to consider joining the travellers who are seated around it, enjoying the show.
You seat yourself near the crackling campfire and one of your fellow passengers offers you a piece of fruit which you gratefully accept. The troupe are gifted acrobats and jugglers and the performances they give are very entertaining. During their act the leader of the troupe climbs upon a large barrel and challenges the audience to answer a riddle:
‘An old, one-legged farmer, his wife, his dog, his horse, and his cows, have 103 legs between them. How many cows does the old farmer have?’
The leader is sure that nobody will answer his riddle correctly. He is so sure that he offers 10 Gold Crowns to anyone who can give him the correct answer in less than thirty seconds.
(23 in 16 seconds)
The leader of the troupe says nothing, yet the crestfallen look on his face is enough to tell you that you have answered his riddle correctly.3 Your fellow passengers cheer and applaud your display of mental dexterity as you walk to the barrel to collect your prize of 10 Gold Crowns. (If you already possess the maximum number of Gold Crowns permissible, you share the coins out generously among those passengers who are travelling in your carriage.)
The show continues, but you are feeling tired and so you return to the empty passenger wagon. Before you pull your cloak around yourself and settle down to sleep, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
You are woken early the following morning by the motion of the carriage. As you rub your eyes and stretch your aching limbs, your fellow passengers tell you that the caravan has been on the move for more than an hour. They are eating a breakfast of bread and fruit which they generously offer to share with you.
It is almost noon when the stone town of Bavari looms into view. Most of its sun-bleached shops and houses are contained within a wall of uncemented stone blocks which rise to twice the height of a horse. The road approaches a heavy wooden gate, banded and studded with iron, which is flanked by circular guard towers. Perforating the walls are slits for archers and openings for larger machines of war.
The procession of wagons passes through the gate and comes to a halt in the middle of Bavari. As you disembark you sense an air of excitement pervading this town. You overhear the other passengers talking and you learn that today is the third day of the Bavarian gladiatorial circus—an annual event which attracts the finest warriors of Vassagonia to come here and compete with each other in armed combat. Great wealth and status are the rewards for those who triumph; disgrace and sometimes death await those who fail.
You are curious to see this great event and so you follow a group of passengers to Bavari’s arena where the gladiatorial circus is being staged. Entrance to the arena is free and you take a seat on one of the many stone tiers that encircle its oval-shaped fighting area. Throughout the afternoon several combats are staged between warriors on foot and on horseback. The heat of the desert sun is unrelenting, and by late afternoon you are feeling parched. During a lull in the contests, you hear the tinkling sound of running water and you decide to seek out its source. You descend to the edge of the fighting area and enter a tunnel which passes beneath the tiers of seats. Halfway along this cool tunnel is an open door set into the whitewashed wall. Through the doorway you see a bronze fountain standing in the middle of an empty room. It is richly embellished with engravings which depict ancient gladiatorial contests, and a stream of sparkling water issues upwards from a nozzle at its centre, inviting you to drink.
You are desperate to slake your thirst and so you enter the room and stoop over the fountain. You are swallowing the deliciously cool water when suddenly you sense someone rushing at you from behind.
The moment you turn around you find yourself staring into the face of a tall and powerfully built Vassagonian warrior. His eyes glow with a maniacal anger and, without warning, he closes his hands around your throat and crushes your windpipe in a vice-tight grip. Blood pounds at your temples and your vision blurs as he lifts you bodily from the floor. To break his grip you slam your boot into his stomach and he doubles up, releasing you as he falls gasping to his knees.
You stagger backwards and grab the fountain for support as gingerly you clasp your bruised throat. With croaking voice you demand the warrior explain the reason for his unprovoked attack. He answers you with a growl; then he draws his sword and strikes out at your legs. You leap over his scything blade and kick out in mid-air to catch him squarely between the eyes with the hardened toe of your boot. The warrior is flung backwards and you hear a loud Crack! as his head strikes the tiled floor.
Suddenly six burly gladiators come rushing into the room with their swords drawn.
‘How dare you enter the Chamber of the Font!’ screams one scar-faced fighter.
‘It is forbidden!’ shouts another. ‘Only gladiators of Vassa lineage may enter here and drink the holy waters!’
There is further outrage when they see your attacker lying on the floor. The scar-faced fighter kneels and places a hand to the man’s neck, and then he glares at you and screams: ‘He’s dead! You’ve killed Malduz!’
‘We’ll see you pay for this,’ shouts another, and slowly the angry men advance into the room with murder blazing in their eyes.
Desperately you look around for a means to escape, but the doorway offers the only way of leaving the room. You are about to rush at the advancing gladiators and fight your way through them, when suddenly you see something that stops you dead in your tracks.
Abe Sargent
04-15-2020, 03:09 PM
A dozen arena guards rush into the room and elbow their way through the gladiators’ advancing ranks. They are armed with Bor muskets which they level at your head and chest. These primitive firearms are wildly inaccurate at ranges where a bow can be precise and deadly, but they are devastating when used at close quarters. Reluctantly you sheathe your weapon and raise your hands in surrender for to attempt an escape now is futile.
The gladiators surround you swiftly and drag you out of the room. You are manhandled roughly along the tunnel and brought before a distinguished-looking man who is clad in fine white linen and jewel-encrusted armour. He is Torvax, the owner of the dead warrior-slave Malduz. The news that his finest gladiator is dead sends him into a blind fury. Malduz was to fight at dusk in the final combat of the circus. Now Torvax stands to lose the winner’s purse of 1,000 Gold Crowns. In his rage he orders that you be executed at dusk before the entire arena. The situation is looking hopeless until, as you are being dragged away, you offer to fight for Torvax in Malduz’s place
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Torvax commands the guardsmen to wait. Then he swaggers over to where you lie and he looks down at you with a thoughtful expression fixed upon his lordly face. His eyes glitter darkly.
‘You lack weight … I like my fighters to have weight of muscle,’ he sneers, ‘but you have strength of spirit. I have seen gladiators who could lift an ox with their bare hands defeated in the arena by puny men with fire in their souls. Perhaps you have fire in your soul, Northlander? Fire enough to win for me the victor’s purse?’
Torvax signals to the guardsmen and they pull you to your feet. ‘Very well, you fight for me at dusk. You will fight Dromodon the Invincible and you will win.’
‘And if I lose?’ you say, barely daring to ask the question.
‘Then you die, Northlander. The final combat of the circus is always to the death!’
The guardsmen take you away to a dingy cell below the arena where you are kept until the time comes for you to meet your opponent. You are allowed to keep your Weapons, including your Kai Weapon, but you are warned that the use of sorcery within the gladiatorial arena is strictly forbidden. Torvax despises magic and any breach of this rule will result in immediate execution. (The contest is restricted to hand weapons only; if you possess a Bow it is now confiscated and you must delete it from your Action Chart.)
Within the hour the guardsmen return: it is time for you to meet your adversary. As you are led from your cell and escorted along the tunnel, you can hear the crowd above roaring with excitement. Then, as you step into the fading sunlight, you hear gasps of astonishment from some quarters. They come from your fellow travellers who cannot believe that it is you, the friendly Northlander, who is to fight Dromodon the Invincible to the death. The guardsmen march you to the centre of the arena and leave you standing there alone under the watchful gaze of the expectant crowd. Minutes later, the crowd erupts when Dromodon emerges from the tunnel.
romodon strides into the arena with his arms flung wide to receive the frenzied adulation of the crowd. He is a magnificent lion of a man, with broad shoulders and a mighty chest that ripples with bronzed muscle. His grim face is stern and majestic beneath a mane of wild black hair, and he moves with the confidence and grace of a huge, predatory animal. At first he appears to be the very embodiment of gladiatorial perfection, and you regret that you should have to fight this heroic warrior to the death. But your regrets soon evaporate when you look into his eyes, for you see revealed there his true nature. Beneath the façade of his heroic exterior lurks a soul filled with evil. Your senses tell you that he is a secret worshipper of Naar. The Dark God has given him many rewards—his strength and his status—and in return Dromodon has consigned hundreds of noble souls to an eternity of slavery in the thrall of Naar. Now you see him for what he really is—a ruthless murderer, a heartless killing machine—and all empathy with him as a fellow warrior is lost. This will be a fight to the death and you must fight to win!
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Dromodon: COMBAT SKILL 44 ENDURANCE 39
This enemy is immune to all forms of psychic attack.
(I have a -2 CS. I toss a 0 and 4, and he took 16 to my 4. I toss a 6, 4, and 4. He has taken 33 to my 16. I toss a 8 and he dies, and i finish with 18 damage.)
Abe Sargent
04-15-2020, 03:19 PM
The crowd roars with excitement the moment you strike your killing blow. Dromodon staggers back, blood trickling freely from his mouth, and he spits a curse with his dying breath before crashing to the sand. The crowd erupts with wild elation and the guardsmen are hard pressed to keep them from rushing headlong into the arena. Dromodon’s corpse is dragged unceremoniously away and, amidst the screams and cheers, you are ushered before Torvax. He praises you for your fighting skill and bravery and he offers you the post of principal of his gladiator school in Ferufezan. Politely you decline. It is customary for the winner of the final combat of the circus to be granted one request, and you ask that you may be allowed to go free. Torvax nods in agreement. He is grieved by the loss of his warrior-slave Malduz, but he does not hold you responsible for his death.
Before he instructs his men to escort you to the gates of the arena and let you go free, he hands you a silk pouch containing 20 Gold Crowns. (If you had a Bow confiscated before the combat with Dromodon, this is returned to you on your way out of the arena.)
The moment you set foot into the streets outside the arena you are mobbed by a crowd of excited citizens. To avoid them you are forced to flee into a maze of alleys and eventually you lose them in the town’s east quarter. Night is fast approaching and you sense that it will be completely dark within the hour. As you walk along a cobbled street towards the town’s east gate, you glance into the front windows of shops and emporia that are still open for business here despite the lateness of the hour.
(I go shopping with my 49 gold, Herbalist's Shop)
As you step into this dusty little shop you are hit by a cocktail of aromas that literally take your breath away. You cough to clear your throat of the sickly taste left by these pungent smells, and suddenly the owner of this shop appears in a doorway behind the back counter. He thinks that you are trying to attract his attention.
A quick scan of the shelves tells your experienced eye that there are no herbs of great value or interest here. Most of the potions on display are placebos and quack remedies. However, as you turn to leave, the herbalist produces a black box which he opens for your inspection. Inside are the following potions:
Potion of Laumspur: restores 4 ENDURANCE points when consumed after combat.
Potion of Gallowbrush: induces sleep for one to two hours.
Potion of Alether: increases COMBAT SKILL by 2. One use only.
All of the above potions cost 3 Gold Crowns. If you wish to purchase one or more of them, adjust your Action Chart accordingly.
(Silversmith)
As you step into this shop you are hit by a heady cocktail of powerful smells: metal polish, corrosive acid, and rust. You cough to clear your throat of the sickly taste left by these evil-smelling aromas, and suddenly the owner appears in a doorway at the back of the shop. He thinks that you are trying to attract his attention.
He notes that you are a warrior and he lifts the lid on a large display counter so that you may inspect his weaponry. Each one is inlaid with finest silver and bears a neatly written price tag:
Broadsword—8 Gold Crowns
Warhammer—7 Gold Crowns
Dagger—3 Gold Crowns
Axe—8 Gold Crowns
Short Sword—4 Gold Crowns
Arrows—1 Gold Crown (each)
If you wish to purchase one or more of the above Weapons, adjust your Action Chart accordingly.
(Agemo's Emporium)
You enter this musty emporium and cast your experienced eye across its shelves and glass-fronted cabinets. A toothless old crone is standing behind a toa wood counter and she bids you welcome. As you walk around the shop she watches you like a hawk.
Most of her wares appear to be second-hand items of little value or practical use. Of all the thousands of things that are crammed into this shop, only the following catch your eye:
Rope—3 Gold Crowns
Blanket—2 Gold Crowns
Hourglass—3 Gold Crowns
Tinderbox—2 Gold Crowns
Spyglass—2 Gold Crowns
If you wish to purchase one or more of the above Backpack Items, remember to adjust your Action Chart accordingly.
(I remove my meals and purchase the Potion of Alether and the Siliver-Inland Warhammer)
At the end of the street you discover a tavern which adjoins the town’s east gatehouse. It has a stables and a small blacksmithy, and the first floor has been given over to a rooming hostel. It is a popular place and you see several people entering and leaving by its main door.
Beyond this door you discover a warm taproom with great padded chairs and tables of yellow Siyenese elm. You approach the tavern-keeper’s wife who is serving ale to customers in tankards made of hardened leather. You enquire if she has a room for the night and she nods and smiles. ‘Three Gold Crowns,’ she says, ‘and for that you can have as much ale as you can stomach!’
You pay her 3 Gold Crowns (erase these from your Action Chart. If you have fewer than 3 Gold Crowns, you give all of your remaining Crowns to the tavern-keeper’s wife) but you decline a tankard of her ale. It has a peculiar smell that makes you think of greasy animal hides.
(I have the cash)
You are climbing the stairs to your room on the first floor when an old man bumps into you on the landing. He is wearing thick spectacles and he is scrutinizing a strange box-like device made from cubes and tubes of iron, quartz, and brass. Part of this device snags your cloak and rips it. He apologizes profusely and offers to mend the tear in your cloak. As you look into his bespectacled eyes your Magnakai senses detect a faint aura of magic.
(I accept his offer)
The old man places his hand over the torn cloth, mumbles a few words, and when he removes it you see that the fibres have knitted together and your cloak is now as good as new. At once your Magnakai senses tell you that he has used the Brotherhood Spell Mend to repair your garment.
‘Just a little trick I learned in Toran,’ he says jocularly. Then he raises his box-like contraption and sighs: ‘Alas, ’tis a pity I can’t use the same trick to fix this convexor. I was never much good with machines.’
He looks at the box and then at you and a flicker of recognition passes across his wizened face. ‘You’re Sommlending, aren’t you?’ he says, and then he moves a little closer and inspects your tunic and cloak. ‘By the bells of Teph! You’re a Kai! Well, well, bless my soul!’ And with this the old man begins to reminisce about the part he played in the Darklands War, how the peoples of Northern Magnamund owe their lives to your illustrious leader—Lone Wolf—and how appreciative he is of the Kai’s tireless fight against the forces of Naar. It is clear by his enthusiasm that he is honoured to have made your acquaintance. When finally he finishes his gushing eulogy he offers to buy you an evening meal.
(I accept his offer)
Over a delicious supper of fish roe and steamed vegetables (restore 2 ENDURANCE points), you learn that the old man’s name is Yranai and that he is a native of Hikas. He was on his way home from Bisutan aboard his flying craft when it developed a mechanical problem, and he was forced to make an unscheduled landing in the hills just a few miles to the south of this town. He is staying overnight at the tavern while the blacksmith repairs the convexor, the device that accidentally snagged your cloak. When you tell Yranai that you are bound for Elzian, he offers to transport you there aboard Simoom—his flying craft. To travel the last leg of your journey to Elzian by air would save you many days, especially as you have yet to cross the Great Masourn Mountain Range. Gladly you accept Yranai’s offer, and you agree to meet him in the taproom at dawn so that he can take you to the place in the hills where his craft Simoom is grounded.
Abe Sargent
04-15-2020, 03:32 PM
You wake early and take time to clean your Weapons and equipment before going downstairs to the taproom at dawn to meet with Yranai. Together you leave the tavern and pass through the town’s east gate as a bell in a nearby tower clangs five times. For a mile you walk along the caravan route to Hikas until you come to a place where a fallen toa tree lies across a ditch beside the road. Yranai stops here and points to a gentle hill little more than half a mile distant. ‘I’m sure she’s behind that hummock,’ he muses, and he sets off with you following patiently behind.
As you reach the top of the hill you see his flying craft resting in a gully below. It is a huge balloon which is attached by steel cables to a basket that lies on its side. A tangle of metal pipes and brass cylinders hangs suspended in a cradle under the balloon, and several parts of this strange engine are dented and scraped, indicating that Yranai must have had a bumpy landing. On reaching the balloon, you struggle to set the basket upright while Yranai fits the repaired convexor. Minutes later, he turns a valve and the engine splutters into life. After a few bangs and wheezes it settles into a chugging rhythm, and you both scramble to climb aboard as the balloon rises and hoists the basket off the ground.
Simoom ascends rapidly into the cloudless sky. Soon you can see the town of Bavari spread out below you like a detailed map, the southern Vassagonian coastline with its inlets and villages, and to the south the snowy peaks of the Great Masourn Mountains. Yranai tinkers with the engine and you feel the balloon beginning to drift southwards, towards a gap in the peaks of the great mountain range.
( I do have Grand Hunt.)
ou magnify your vision and detect that there are violent thermal air currents swirling between the mountain peaks. You detect that these are the result of the dry air currents from the Bavari Hills meeting with the humid jungle air of the southern reaches. You warn Yranai but he seems unconcerned.
‘It may get a little rough but Simoom is built to take it,’ he says with bravado, and he bangs his fist on the handrail that runs around the rim of the basket, as if to demonstrate his craft’s sturdy workmanship. When a section of the handrail immediately falls away and is lost in the mountains below, it does not readily inspire your confidence in this craft or its pilot. Sheepishly, Yranai plays with the valves of the engine and the balloon drifts to the east, towards some more distant but lesser peaks where the air is calmer. He gives you a wry grin and you give thanks to Kai and Ishir that he has heeded your warning.
(I like him he has character. I laughed while eating a chip.)
You ride the benign thermal currents that swirl between these lower mountain peaks and enjoy a spectacular aerial view of the Great Masourn Range. Within the hour you emerge from the peaks and drift towards columns of rock that rise up from the lower slopes of the timbered mountainside. Circling above one of these columns are six large, black winged birds. You magnify your vision and your pulse quickens when instantly you recognize them to be Itikars—giant Vassagonian eagles.
The leader of this predatory group has golden markings on his wing tips that glint in the sun, giving them a metallic appearance, and when he sees the balloon approaching he veers away from the column. The others follow his lead and all six come flying towards you in a wedge-shaped formation.
They fly past overhead and stare down at the balloon with their cold black eyes. Then the leader turns about and you sense that he intends to attack you on his next pass. His companions form up behind him in a line and he leads them in a steep dive.
https://www.projectaon.org/en/xhtml/lw/21votm/ill4.png
(I have none of the options, no bow, no Kai-Alchemy, no Animal Control.)
You watch aghast as the Itikars swoop past the balloon and rake their talons across its canopy. The sudden loss of gas from the canopy shakes the basket and you are knocked off your feet. Yranai falls on top of you and, for a few nerve-racking seconds, you lie entangled at the bottom of the basket as the balloon rapidly loses altitude. When you pull yourself up and peer over the rim, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai looks up to see shreds of cloth trailing from the punctured canopy above and the sight proves too much for him: he faints. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the tops of the mountain pines rise into view.
With the old magician draped over your shoulder, you leap from the basket and plummet headlong towards the ground. You see the balloon smash into the timberland barely moments before you hit the upper branches of this pine forest. The old man is torn from your grasp and you lose consciousness as you crash through the branches of the trees.
Consciousness returns through a kaleidoscopic swirl of colour and pain (lose 8 ENDURANCE points). Bruised and aching, you pull yourself into a sitting position and see the wreckage of the balloon hanging among the trees and scattered across the rocks nearby. A few feet away lies Yranai; he is still unconscious and you see at once that his left leg is badly broken. Gingerly you pull yourself over to his side and you are about to examine his injured leg when you hear voices calling you from among the trees. Three Vakeros natives appear from out of the pines and come hurrying over the rocks towards you. You examine the old magician and discover that he has stopped breathing: he is near to death. It is only through the use of your Kai curing skills that you are able to make him breathe again and bring him back from the edge of the abyss. You set his fractured leg but, despite your best efforts, you cannot return him to consciousness.
The three Vakeros tell you that they know Yranai and they offer to take care of him. They construct a makeshift stretcher from their coats and carry him to their settlement which is less than a mile distant. You stay here this night and use your healing skills to save the old man’s leg before you eventually settle down to a few hours’ sleep. At dawn you awake to find him still unconscious. You are anxious to continue your journey, and yet you feel compelled to help Yranai regain his health. You talk with the Vakeros and tell them that you must leave and they assure you that Yranai is safe with them. They promise to take good care of him. They also offer to give you one of their sturdy mountain horses, an old mare called Jhani, to help speed your journey southwards. Gratefully you accept their generous offer and then you bid them farewell before you leave their settlement by way of a mountain track.
It is around noon of the following day when the track finally emerges from the foothills of the Great Masourn Mountains and joins the coast road some 30 miles from Hikas. In the distance you see a village and you ride towards it. At first the villagers seem as friendly and as peaceable as the mountain dwellers who gave you your horse, but the moment they see you approaching they immediately freeze in their tracks. Some drop the items they are carrying and others begin to tremble with fear.
Abe Sargent
04-15-2020, 03:40 PM
(I try to talk to them)
You call out a friendly greeting to the nearest villager and you see his face blanch. He throws up his hands in alarm and runs headlong into the nearest undergrowth. This begins a chain-reaction among the other villagers who shriek with panic and flee in all directions. Within a matter of minutes this village has been transformed into a ghost town.
Bemused and a little unnerved by their inexplicable reaction, you pass through this cluster of empty bamboo huts and continue on along the road towards Hikas.
You approach the gates of Hikas just as the last rays of sunlight are dipping below the western horizon. Bathed in the sun’s afterglow this ancient city-port looks warmly inviting, and you cast your eye appraisingly across the stone geometry of its protective wall, its conical towers, and its pyramidal dwellings. Every surface is embellished with runic symbols, yet few remain legible, for thousands of years have elapsed since they were carved.
The Vakeros at the east gate recognize your Kai tunic and offer you a guarded welcome. They warn you that a curfew is in force and tell you to be off the streets by dark. You pass through the gate and follow a long shadowy street that descends towards the wharves and taverns that line the banks of the Carcos River—a murky, silt-rich channel which divides the city in two. Mindful of the imminent curfew, you tether your horse to a rail and enter the nearest tavern in search of a room for the night. Inside the air is hot and stale. A small number of men and women of mixed nationality stand at the counter and sit at small tables. Their low-voiced conversations break off as you let the tavern door shut behind you with a bang.
(I head to the counter)
The men standing at the counter move away at your approach, and one of them, a bilious rogue with close-set eyes and a cleft chin, casts you a murderous glance. You ignore him and ask the innkeeper for a room and stabling for the night. He says the tavern is full and he suggests that you look elsewhere. Chalked on a board above the counter is the message ‘Rooms—2 Gold Crowns nightly’, and hanging on a line of brass hooks behind the innkeeper’s back are seven room keys. The man is lying: every boarding room in this tavern is unoccupied.
(Why are you lying?)
The innkeeper says nothing, he just narrows his eyes and his jaw sets rock-hard. Then the rogue and his shadowy companions sidle their way back to the counter and move to surround you.
‘You heard him,’ says one of the men. ‘There ain’t no rooms.’
‘Yeah! That’s right,’ sneers the rogue. ‘So why don’t you be gettin’ on your way, friend.’ And with this, he whips a dagger from his belt and stabs it into the counter. He glances at his companions and instantly they reach for the hilts of their swords.
(I protest)
Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls his dagger free and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2 ENDURANCE points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.
The incident at the tavern and the loss of your horse leave you feeling angry and confused. For more than an hour you walk the dark, deserted streets of Hikas as you struggle to make sense of what has happened. You are passing a junction where the cobblestoned street joins with a larger avenue, when suddenly you hear the approaching tramp of booted feet. A stern but anxious voice calls out, commanding you to halt, and when you peer into the darkness you see a dozen Vakeros militiamen. They are armed with spears and throwing nets, and they are standing in a line abreast to seal off the avenue.
(I obey)
Warily the Vakeros move forward to surround you, their spears held out at arm’s length as if they are afraid to come too close. Their officer, a young lieutenant, steps a pace nearer and you can see that he is sweating profusely. It is a warm night but this is not the reason he is perspiring: he is terrified. Then he recognizes the style of your tunic, and when he looks carefully at your face you see the whipcord tension in his body begin to ease.
‘You’re a Kai?’
‘Yes,’ you reply. ‘I’m a journeyman bound for Elzian.’
The Vakeros signals to his men and expertly they couch their spears and form up into a column in readiness to march.
‘Well, Master Kai,’ says the lieutenant, ‘you’re going to have to come with us.’
The militia have orders to impose the curfew and arrest anyone caught on the streets after dark. As you march alongside the young lieutenant on your way to the city’s guardhouse, you ask him why such stern measures have been imposed, especially in Hikas which is considered to be one of the most peaceful and civilized cities of Magnamund.
‘The people of Hikas are living in fear of their lives,’ says the lieutenant. ‘For the past month there’s been a creature stalking our streets at night. It’s killed more than fifty poor souls, and in terrible fashion. Ripped ’em to pieces. There isn’t anyone who’s lived to tell what it looks like but everyone’s got their own ideas. Some say it’s a shape-changer that goes about at day in the guise of a man and changes into a beast at night. Others say it’s come from Gorgoron, seeking revenge on the Old Kingdom for the death of its master—Agarash the Damned. I don’t know what to think. All I know is that it walks these streets, and every night someone dies a ghastly death by its hand.’
Suddenly a terrible shriek echoes through the empty streets. A woman standing on the balcony of a tall building nearby leans over the parapet and calls out to the lieutenant. ‘Down by the river,’ she shouts, and she points over the rooftops to where the shriek was heard. ‘The fiend … it’s struck again!’
‘Quick, men!’ yells the lieutenant. ‘Follow me! If we’re swift we may catch the beast this night.’
(I head with them)
You run with the militia along the narrow twisting streets towards the south quarter of Hikas, where the town houses of wealthy merchants command expensive views of the River Carcos. Again a shriek pierces the darkness, but this time it is echoed by a terrible inhuman howl. ‘The beast!’ gasps the lieutenant, and he turns to rally his men onwards. Soon the street ahead meets a towpath which runs along the river bank, and you slow your pace so you can turn the corner. As you do so, you see a man dressed in his nightclothes leaning from the open window of a house close by. He appears to be in shock for he is sobbing and clutching fitfully at his dishevelled hair. You stop and call to him and slowly he responds. He sees you through his tears and points frantically to several small bundles lying on the towpath beside the gangplank to a barge. The lieutenant rushes past you and hurries to the first bundle. You see him drop to his knees and shake his head in disbelief, and then he turns away and retches. You magnify your vision and see, to your horror, what the bundles really are. They are the shredded remains of two men, two traders who have been dragged from their beds aboard their barge and torn limb from limb by some nameless creature of the night.
Desperately you scan the towpath and the buildings which stand all along the river bank. Then you see something and your heart skips a beat. In the darkness of a narrow alleyway two amber eyes glint in the moonlight. You sharpen your focus and catch the faintest glimpse of a dark shape loping away.
‘There!’ you shout, and you give chase, with the city militiamen and the lieutenant following after. The passageway twists and turns like an angry snake before it ends abruptly at a junction where a wider alley crosses it from left to right. Quickly you drop to your knees and summon your tracking skills in an effort to determine which way the creature went.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Pathsmanship, add 3 to the number you have picked. If you possess Telegnosis, add 1.
(i toss a 3)
You enter the right alley and the militia, who are following closely, split into two groups. Roughly half their number searches the other alley whilst the remainder stays with you.
As you are running along this narrow thoroughfare, suddenly you hear the sound of splintering timbers somewhere in the distance. A hundred yards later the alley opens out into a tree-lined plaza which is bordered by shops selling rare artefacts of the Old Kingdom, and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.
Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently ascending the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.
https://www.projectaon.org/en/xhtml/lw/21votm/ill15.png
(I do not have Kai Alchemy)
Abe Sargent
04-15-2020, 03:49 PM
As the great statue tumbles down the steps, you try to anticipate where it will fall so that you can attempt to leap aside and save yourself from being crushed beneath it.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, you may add 2 to the number you have picked. If your current ENDURANCE score is 20 or higher, you may add 2. If your current ENDURANCE score is 10 or lower, you must deduct 2.
(I auto succeed)
You wait until the last moment before you leap over the falling statue. It shears the surface from the steps on which, just seconds ago, you were standing but you escape unscathed. You see the statue finally reach the bottom of the stairwell where it smashes into several large segments which block the narrow doorway and fill the base of the stairwell with thick dust. Steeling yourself for what may lie ahead, you hurry up the stairs in pursuit of your prey—the scourge of Hikas.
You reach an empty landing where a new circular stairway ascends to the top of the bell-tower. There are two sets of fresh tracks in the dust here; one set are human prints, but the other set are unlike anything you have ever seen before.
With your Kai senses alert to every sight, sound, and smell, you ascend the spiral stairs. You are halfway to the top of the tower when you hear a man’s voice whimpering for help. It sounds as if he is trapped somewhere near the top of the stairs. You raise your weapon and quicken your pace until you arrive inside the bell chamber. Here a great bronze bell hangs suspended by chains from the apex of the tower. Something moves in the shadows away to your left and you raise your weapon in readiness to strike out, but you stay your hand when you see that it is a bearded man. He is dressed in the robes of a cleric of the temple and he is cowering with fright. He sees you and points to the bell.
‘It’s … it’s there. Behind the bell. For Ishir’s sake, help me … help me.’
(Yes I have Grand Hunt)
You look to the bell and use your Kai Mastery in an attempt to locate the creature, but you can sense nothing unusual. Then a knot of fear tightens in your throat when suddenly you detect a powerful aura of evil. You turn to look at the cowering cleric and your fear becomes an icy terror when you realize that he is the source of the evil. Slowly you move backwards towards the stairs and he pleads with you not to go. Then he abandons his pretence. The pupils of his eyes shimmer and become spheres that glow darkly amber, and in a terrifying instant his body transforms. One moment he is a bearded holy man and, in a split-second blur, he becomes a snarling hulk of black-furred death. With breathtaking speed it leaps at you and slashes at your throat with its razor-sharp talons.
(I do not have a bow)
You barely have time to raise your weapon before the creature is upon you. The vile stench of its breath fills your nostrils and you are slammed against the wall by the sheer momentum of its attack: lose 2 ENDURANCE points. You duck to evade its slashing claws and they rake deep grooves in the wall above your head. Then you twist your body sideways and manage to pull away, creating the vital space you need in order to wield your weapon against this terrible foe.
Deathstalker: COMBAT SKILL 40 ENDURANCE 40
This creature is immune to Mindblast (but not Kai-surge)
(I have a +10 with KS. I toss 1 and then 9. I take 5 and auto killed him.)
The creature emits a desperate howl as your last mighty blow seals its doom. It lurches at you, its eyes white in their red-rimmed sockets, its great clawed arms swinging blindly. And then this supernatural horror surrenders to death and is brought crashing to the floor. For a few moments its great body convulses and then lies still. Wisps of evil-smelling gas arise from beneath the fur and you are forced to snatch your cloak to your face to deaden the sickly sweet stench of decay. You turn and hurry down the stairs in time to see the lieutenant and his militia breaking through the rubble which blocks the exit from the bell-tower. His men ascend the stairs and remove the vile, rotting remains of the Deathstalker which are placed upon a pyre outside in the tree-lined plaza. Soon the carcass of this murderous creature is ablaze and word of its death spreads swiftly across the city. The curfew is lifted and a large crowd comes and gathers around the dying embers of the pyre to cheer and rejoice in the destruction of the creature which, for the past month, has murdered their kinfolk and terrorized their peaceful city.
Abe Sargent
04-15-2020, 03:56 PM
Upon hearing the news that you have slain the Deathstalker, the mayor of Hikas summons you to his Grand Hall in the city’s north quarter. Proudly the Vakeros lieutenant and his militia escort you across the city and during your march you receive the adulation of the grateful populace. The mayor hails you as the saviour of Hikas and he bestows upon you the freedom of the city. He decrees that the plaza, where the remains of the Deathstalker were destroyed, shall from this day forward be named after you in perpetual honour of your brave and gallant deed.
You are invited to stay at the Grand Hall and feast with the mayor and the other dignitaries of the city. You accept the invitation and enjoy a sumptuous meal (restore 3 ENDURANCE points). Early the next morning, the Mayor presents you with a fine white stallion to help speed your journey to Elzian. You thank him for his generosity and, shortly before noon, you ride out through the gates of the Grand Hall, go south along the Avenue of the Sun, and cross the Bridge of Lanterns which spans the city’s river. Citizens cheer as you pass through the southern quarter and they alert the guards at the busy south gatehouse so that by the time you arrive there you are able to ride through without delay.
A mile beyond the south gate, the road ascends to a ridge where you stop to look back at Hikas for the last time. It is a warm and windy morning and, as you cast your gaze across the rooftops and towers of the ancient city, the sultry breeze howls like a wild animal. For a few moments you feel a chill in your blood, for the sound reminds you of the Deathstalker’s ghastly cry. But then you shake your head and dismiss it. The creature is dead and there are still many miles left for you to travel before your quest is done. You salute the city farewell and set off at a brisk pace along the weatherbeaten road that leads to Gologo.
The road from Hikas to Gologo is an ancient trail which crosses rich plantations of tropical crops that are cultivated by the Vakeros, and then meanders through wild expanses of jungle that have for centuries defied all attempts at cultivation. As you ride this lush road, you are reminded of your history lessons at the Kai Monastery and you recall some of the things you were taught about this ancient realm.
Dessi is ruled by the Elder Magi who are all that remain of a race of great magicians who once ruled central Magnamund thousands of years ago. They were the first practitioners of magic upon this world, and they were wise and powerful leaders until their numbers were decimated by a Great Plague that was released by their enemies—the Cener Druids of Ruel. Those who survived sought refuge here in fertile Dessi and have lived here ever since.
At noon you reach a place where the road passes beside a majestic waterfall, and you stop here to rest your horse and enjoy the beautiful scenery. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.) Then you continue your ride and your strong horse makes excellent progress, carrying you all the way to the coastal town of Gologo to arrive there shortly before sunset.
You are in good spirits when you reach the ancient gates of Gologo. Your day’s ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days’ ride away from that wondrous city.
The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.
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(I head to the carnival)
You tie your horse’s reins to a post driven into the ground at the edge of the beach, and then you walk across the fine white sand and pass among the throng of dancing, singing people. A pulsating rhythm of native drums provides the music to which they move and play. You are caught up in a procession of gaily-dressed Vakeros who are each carrying baskets piled high with exotic fruits, works of art, and intricate wood carvings inlaid with semi-precious stones. To the rhythm of the drums they carry you with them towards a wooden platform constructed near the middle of the beach. There they place their offerings to the Goddess Ishir. When you find yourself standing at this platform, at the head of the procession, suddenly the drumming stops. Everyone who has approached the platform before you has made an offering and yet your hands are empty. Suddenly it is as if the eyes of the entire town are watching you in expectation, and you feel compelled to make an offering.7
(I offer Crowns)
As you place your offering upon the platform, you are gripped by a surge of vitality and an unexpected sense of well-being.
You may restore 1 lost ENDURANCE point for each Gold Crown that you place upon the offerings platform.
You spend an hour enjoying the carnival spirit of the beach festival before you return to your horse and go in search of a place to stay for the night. You ride along a street running parallel to the beach, and enter the courtyard of a large two-storey hostel with stables. A young boy takes your horse’s reins and leads him away to an enclosure at the side of this brightly-painted building, and you enter the hostel’s front door to find it is empty. It seems that everyone is down at the beach this evening. Then you hear a noise from beyond an open doorway and a balding man appears. He rubs his bloodshot eyes and yawns, revealing a mouthful of gold teeth. You ask if he has a room for the night and lazily he nods his head.
‘I’ve two types of room and service,’ he says. ‘There’s Standard and there’s Best. Standard costs 2 Gold Crowns a night and you don’t get no food. Best costs 4 Gold Crowns and you get lots of food in the morning.’ (If you do not have enough Gold Crowns, you may choose to barter a normal Weapon, Backpack Item, or Special Item at your discretion to buy a Standard room.)
(Standard)
The hostel-keeper pockets your Crowns (erase these from your Action Chart) and leads you up a flight of rickety bamboo stairs to a corridor which is hung with gaudy tapestries. He points to the first door on the left and then bids you goodnight.
‘What about my key?’ you say. He looks at you and shrugs. ‘No key,’ he says, and then he turns away and shuffles back down the stairs. You push open the door to find a small clean room with a bed and bamboo table.
You enjoy a restful sleep at the hostel and you wake at daybreak to the sound of voices and the crashing of iron pots and pans. Your room is located above the kitchens and through the cracks in the bamboo floor you can see the owner and his wife preparing food for breakfast. You put on your cloak and gather up your equipment before going down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and canter away across the courtyard.
The early morning streets of Gologo are empty as you ride towards its southern gate. Most of the inhabitants are sleeping off last night’s celebrations and nobody sees you leave the town and set off along the jungle trail to Elzian.
For most of the morning your view of the surrounding land is restricted by the dense walls of verdant foliage that border upon this ancient trail. It is not until noon, when you crest a ridge of high ground, that you catch sight of what lies beyond the seemingly endless jungle. Less than a mile to the north is the titanic chasm of Gorgoron. It is a dark and forbidding sight, like a deep festering wound in the land that time has been unable to heal. Its sheer walls and immeasurable depth call to mind images of the Maakengorge, a dread chasm which lies to the south of your homeland province of Ruanon. Legend says that these vast canyons are scars inflicted upon the flesh of Magnamund by the vengeful hand of Naar.
Beyond the ridge the trail descends to the ruins of an ancient town. Here you stop to rest your horse and drink from a pool of clear water that bubbles freely from the loamy soil. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE point
Abe Sargent
04-15-2020, 04:02 PM
You continue your ride along the jungle trail and make good progress, although you are haunted all the while by a profound sense of unease. You attribute these feelings to the sight of Gorgoron. You have heard many dark tales about this chasm which, until now, you had dismissed as nothing more than fanciful ghost stories. Having seen the chasm with your own eyes you are no longer so ready to disbelieve them.
At sundown you reach the palmy fringes of an ancient settlement that surrendered to the jungle centuries ago. The moon rises like a silver shield in the cloudless night sky and you make camp at the side of the trail, sheltered beneath a canopy of mosses and vines. The jungle is alive with the tiny noises of its nocturnal creatures. They seem to make your horse unusually nervous, until you soothe him with your Magnakai skills of Animal Control. You are tired after your long ride through this humid rainforest and soon you drift off to sleep. It seems as if you have only just closed your eyes when you are stirred to instant wakefulness by the sound of a ghastly howl.
You sit up with a start and reach instinctively for your weapon. Your horse is neighing wildly. He rears up repeatedly on his hind legs and fights to break the reins which hold him fixed to a tree. He is clearly terrified of something from which he cannot escape. You wipe the sleep from your bleary eyes and scan the darkness. And then you see the object of his terror and your blood freezes in your veins.
Creeping slowly from the shadowy undergrowth is the Deathstalker, his amber eyes blazing like two evil gems. At first you cannot believe what you are seeing. The beast is dead. You saw the flames consume his carcass. Then the realization strikes you that this is not the beast you slew in Hikas. This is his mate. She has hunted you and now she comes for you in the dead of night … and she is ravenous for revenge.
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She howls and the jungle falls silent. Now her amber eyes blaze with evil fire as she bounds out of the undergrowth and launches her vengeful attack.
(Yes I have Elementalism)
You use the elemental power of your Discipline to whip up the damp earth and bombard the creature with a shower of rock and soil. She shrieks as the sharp shards of granite cut her face and paws, and for a few moments she falters. But she does not abandon her attack. Quickly you raise your weapon in readiness to defend yourself as she presses home her assault
Snarling and spitting, the savage beast comes hurtling through the darkness to rake you with her terrible claws. Bravely you stand your ground and prepare to strike your first blow in this desperate fight to the death.
Deathstalker (mate): COMBAT SKILL 42 ENDURANCE 40
This creature is immune to Mindblast (but not Kai-surge).
(I have a +8 with KS. I toss a 7 and a 3. 23 and 4. 1 and 4. 40 and 12, she dies)
The Deathstalker’s mate howls with pain and terror as your fatal blow pierces her evil heart. She stumbles backwards, slashing at her own chest with her razor-sharp claws in a frenzied madness of anger and frustration. Then, with a final gurgling cry, death claims her and she crashes down into the dense foliage and is still. Slowly the noises of the jungle return as the nocturnal animals of this Old Kingdom sense that the terrible threat of her presence has passed.
The sun rises over the jungle and lights this steamy, humid morning. By the growing light you dig a grave in the soft earth and lay the remains of the Deathstalker’s mate to rest here, among the ruins of this ancient settlement. Then you offer up a prayer to the God Kai for having bestowed upon you strength and courage enough to triumph over this creature of evil, before you mount your horse and set off along the jungle trail to Elzian.
It is dusk when at last you reach the wondrous city of Elzian. It is a magical metropolis that sparkles like a fiery crimson jewel in the last rays of the setting sun. You pass through its broad outer wall and cross the canal which encircles its tallest edifice—the Tower of Truth. As you approach a vast gatehouse, the portcullis rises and a troop of Vakeros guards rush forward to greet you. They have been keeping watch for your arrival for many days and had all but given up hope that you would appear. They escort you swiftly into the tower’s vaulted council chamber where you are received by Lord Rimoah and the illustrious members of the High Council of the Elder Magi. The grand chamber is cleared of all but the most senior council members and a gasp of reverence fills its echoing reaches when, at Lord Rimoah’s request, you open your satchel and reveal the Moonstone to their learned eyes. Rimoah requests that you recount the details of your journey here and, when you have finished, he and his kinsmen praise you warmly for the greatness of your achievement.
Congratulations, Grand Master. You have proved your courage and resourcefulness. Lone Wolf was right to entrust the task of returning the Moonstone to you. You are a credit to your homeland and your noble order. You have completed the task set by your Supreme Master and you have triumphed in the face of great adversity.
However, your mission is not yet fully completed. The second and most challenging part of your journey awaits, a journey that will take you deep into the wild and lawless reaches of Southern Magnamund where no Kai has ever ventured before. If you truly possess the courage to return the Moonstone to the Isle of Lorn, then your quest continues in the next exciting Lone Wolf New Order adventure entitled:
The Buccaneers of Shadaki
Abe Sargent
04-15-2020, 06:28 PM
My review:
6 battles! A whole game book, 6 battles. That was it. This was another reader! It had similarities to Dawn of the Dragons where you are moving far, and then doing a little at various locations. Or Fire on the Water, book 2, moving from one nation to another to grab the Sommerswerd. That had water transportation that ends in battle and storms.
It also kind of felt like Flight from the Dark, book 1, where you are heading to a place, and there are no key battles there before the place, as in many later books where the final battle ends the book.
Overall, I enjoyed it! I liked many of the new disciplines, although I was asked about Astrology and bardsmanship each once.
I enjoyed it more than I was expecting, and I want to go ahead and move to the next book here in an hour or so. Let's get her done!
Abe Sargent
04-15-2020, 06:52 PM
Begin The Buccaneers of Shadaki
The Story So Far …
You are a Kai Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—Lone Wolf—was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it) the Dark God Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste of all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.
The defeat of his minions enraged Naar and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar’s stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf’s eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.
Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world while the force of the Gods of Good, Kai and Ishir, had been held at bay. Lone Wolf and the New Order Kai were all that stood against the onslaught of Naar’s agents following the demise of the Darklords.
Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realised that he would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from an invasion by Naar’s legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God’s domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar’s minions. Retrieval of the Moonstone had denied the Dark God’s champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their fell master.
Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month beyond birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence the ‘Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone is a great force for Good, but it is also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply concerned at the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon, leader of Sommerlund’s Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the imbalance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.
Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly desire to enact Naar’s revenge upon the Kai. When one of Naar’s agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that your leader would personally take responsibility for returning the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that Lone Wolf had secured the use of Guildmaster Banedon’s famous flying ship—Cloud-dancer.
It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of returning the Moonstone to the Shianti. His elaborate preparations were simply a diversion, a bluff designed to draw attention away from the vital mission that he wished you—the most talented and courageous of his five Kai Grand Masters—to undertake. It was with great pride and apprehension that you accepted the quest.
Lone Wolf gave you the precious Moonstone in a seemingly ordinary satchel, yet the lining of this plain leather bag was woven from korlinium, a special mineral that would hide the Moonstone’s powerful energies from the agents of Naar. In the guise of a Kai journeyman, you set sail from the Sommlending capital of Holmgard aboard a caravel that was to carry you south on the first leg of your journey, a voyage of 2,000 miles to Elzian, the capital of Dessi. This legendary city is home to Lord Rimoah and the Elder Magi. They are the last surviving members of Magnamund’s oldest race of magicians and they had promised Lone Wolf that they would help you reach your final destination. You had hoped and expected the voyage would be swift and uneventful; however fate and ill fortune decreed otherwise. Your ship was attacked by pirates off the coast of Vassagonia and badly damaged. It limped to the port of Cape Kabar where you were forced to continue the long journey by overland routes to Elzian. This trek was fraught with danger, yet you overcame the many perils ranged against you and eventually arrived at the Dessian capital, to the relief of Lord Rimoah and his anxious brother magicians who had feared the worst.
Now the final and most challenging part of your voyage to the Isle of Lorn lies ahead. And it is a journey that may prove more difficult than any you have undertaken so far, for it will lead you deep into the wild and lawless reaches of Southern Magnamund.
Abe Sargent
04-15-2020, 06:54 PM
I am told that this journey can feel like the Grey Star four book spin off series in reverse! Let's see.
Abe Sargent
04-15-2020, 06:59 PM
Improved Disciplines:
Kai Grand Master Superior
If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.
Assimilance
Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy’s attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.
Astrology
Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.
Herbmastery
Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.
Elementalism
Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.
Bardsmanship
Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.
The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.
What new discipline am I taking?
Here are the ones I am leaning into:
Kai-Alchemy
Telegnosis
Animal Mastery
All three were used a lot in the previous series, and were used at least three times in the last book. I choose KA, because I enjoy the idea of being a magic user with Elementalism and KA.
Abe Sargent
04-15-2020, 07:03 PM
Fox Fire, Kai Grand Master Superior
CS - 43/47/51
EP - 34
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Moonstone
Korlinium Sack
Temujan's Ring
Backpack:
Rope
Lantern
Mealx2
Laumspurx2
Meals:
2
Weapons:
Crowns:
35
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Alether
Potion of Sedares
Silver-Inland Warhammer
12 Gold Crowns
Abe Sargent
04-15-2020, 07:23 PM
For three days you are treated to the lavish hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you meet with Lord Rimoah in the Tower of Truth to discuss the final stage of your quest—the voyage to the Isle of Lorn. He informs you that passage has been arranged for you aboard a Suhnese trading ship called The Azan which sails tomorrow at dawn. The ship’s master, Captain Jenkshi, has been paid generously to carry you to his home port of Suhn, and you can expect to be well treated by him and his crew. It will be a long voyage, some 2,500 miles in all, but not all of it will be spent at sea. The Azan will put in at several ports along the way, both to trade and to take on fresh supplies of food and water. Rimoah reminds you of the need for secrecy—nobody must know the real purpose of your journey. Jenkshi and his men have been told that you are simply a courier who is carrying official papers for the attention of Lord Zinair, the Dessian ambassador to Suhn. On arriving at Suhn you are to contact Lord Zinair who will arrange for your passage across the Sea of Dreams to the Isle of Lorn. Before you leave the Tower of Truth and return to your chambers, Lord Rimoah examines the satchel in which you carry the Moonstone. Its special korlinium lining meets with his approval.
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‘Lone Wolf has prepared you well for your mission,’ he says, as he secures the buckle. ‘I’m sure I have no need to remind you to keep this bag closed at all times. You are about to venture through dangerous territory, and there are many who would give anything to possess the contents of this satchel. You would be wise to trust only yourself, Grand Master.’ (If you have not already done so, record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.)
Rimoah escorts you to your room and tells you that he will call for you at an hour before dawn to take you to the quay. As he bids you goodnight, a doleful bell rings out in some distant part of the city. Rimoah’s eyes fill with sadness.
‘What does the bell mean, my lord?’ you ask.
‘It signifies the passing of Lord Casis. He, too, is about to begin a journey. Alas, it will be his last. I must go now—I am being summoned to witness his departure.’
As he leaves, Rimoah pauses for a moment and then glances back over his shoulder. ‘You are welcome to accompany me if you wish, Grand Master. The passing of an Elder is a rare and special occasion. You may learn much from what you see.’
(I join him)
You hurry with Lord Rimoah through the corridors of the Tower of Truth towards the sound of the tolling bell, until at last you arrive at a chamber located below its vaulted presidium. Gathered here are the members of the High Council. They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals. A cocoon of light encases his frail form, its pale luminescence shedding an uncanny glow upon the faces of the surrounding elders. Rimoah joins them and, as you observe this eerie scene, you recall Lone Wolf’s teachings at the Kai Monastery.
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The Elder Magi are all that remain of the race of beings from whom all goodly magic stems. They were sent to Magnamund almost 10,000 years ago by the Gods Kai and Ishir to defeat Agarash the Damned, Naar’s first champion, and they triumphed in their task. Yet, in a later age their numbers were decimated by a plague and the few thousands who survived this tragedy sought refuge here in Dessi. The Elder Magi have always aided Sommerlund and have been loyal and invaluable allies to the Kai. But now their ancient power is waning, and the few thousands who survived the Great Plague now number less than a hundred.
Suddenly the bell ceases to toll and you watch in awe as the fragile remains of Lord Casis gradually fade from sight. He has ended his time here upon Magnamund and has passed over into the Plane of Light, the ethereal domain of the Gods Kai and Ishir. Silently the remaining elders file out of the chamber. As Lord Rimoah passes, he beckons you to follow him.
‘You are the first Kai who has ever witnessed the ascension of an Elder,’ he says, as he takes you back to your room. ‘Alas, our power ebbs with each passing year, for this is the twilight of our existence here on Magnamund. Yet, we embrace our fate, for even as we weaken and fade so the power of the New Order Kai grows stronger. This is the dawning of your Age, Grand Master. You and your brothers shall carry forward the fight against Naar, and you shall be victorious.’
Upon reaching your room, Lord Rimoah bids you goodnight and reminds you that he shall call for you an hour before dawn. You retire to bed but remain awake for more than an hour as you contemplate the quest that lies ahead. You are apprehensive of the dangers you may encounter, but you are also greatly inspired by what you have witnessed this night and by Rimoah’s prophetic words of wisdom.
No sooner have you fallen asleep, it seems, than you are awoken by Rimoah’s knock on the door. You gather your Weapons and belongings and walk with him through a procession of torchlit corridors that lead to the entrance to the Tower. As you approach the main doors, Rimoah points to a chamber close by.
‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’
The walls of the armoury are lined with oaken racks containing many skilfully-crafted weapons. They are all of ancient design and many centuries old. Their gleaming blades have been kept in pristine condition, yet it strikes you that this chamber is more like a museum than an armoury. Clearly the Elder Magi have little need for conventional weapons.
Among the racks you note the following weapons that are of exceptional quality:
Spear
Short Sword
Mace
Warhammer
Bow
Broadsword
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If you wish to take any of these Weapons, make the appropriate adjustment to your Action Chart. (The maximum number of normal Weapons that you can carry is two.)
(I take a Dessi Bow.)
ou leave the Tower of Truth and pass along a wide stone ramp that gently descends to the great canal that encircles the city of Elzian. Few of the city’s Vakeros natives are abroad at this early hour and the streets and avenues are empty and quiet. A warm mist wreathes the barges and ships that are moored along the canal bank and, in the pre-dawn twilight, these vessels take on a ghostly appearance.
By the time you find The Azan, the sun has broken through the mist and the city is beginning to stir. Captain Jenkshi and the crew of the Suhnese trader are busily preparing their ship to sail, yet they immediately stop their work to welcome you and Lord Rimoah aboard. Jenkshi is a lean, yellow-skinned man with wide almond eyes and a small blunt nose. His slick black hair is tied in a knot atop his head in the Suhnese style, a fashion that is also favoured by all his crewmen. He orders one of his men to show you to your cabin at the prow, but before you go you bid Lord Rimoah farewell and thank him for all that he and the Elder Magi have done to aid your quest.
By the time The Azan is ready to sail, the mist has vanished. Having inspected your cabin you return to the foredeck where you settle yourself in the sun and enjoy the ever-changing views of the lush farmlands and Vakeros settlements which border upon the canal. For 90 miles this waterway cuts a wide furrow through the southern jungle of Dessi. To the east the horizon is dominated by a solitary mountain, and you marvel at its snowy peak which is the steepest you have ever seen.
‘That’s Kas-kalahmout,’ says one of the friendly Suhnese crewmen. ‘In your language, I think it has the meaning: Chair of the Heavens.’
By midday you come to the estuary of the canal and The Azan heads out into the open waters of the Gulf of Tentarium. Captain Jenkshi joins you on deck and offers to share some of his food. While you eat you learn from him that the voyage will take little more than three weeks to complete, including visits to ports of call along the way. You ask him about the notorious Shadakine pirates who plague these waters and he answers you with a shrug of his muscular shoulders.
‘Relax and enjoy the journey as best you can, my friend,’ he says, jovially, as he finishes his food and wipes his mouth on his silken shirt sleeve. ‘You’re in safe hands. I and my crew have sailed these waters all our lives and we’ve yet to meet a buccaneer we can’t outwit or outrun. Breathe easy. You’ve nothing to fear from those mangy curs.’
Abe Sargent
04-15-2020, 07:26 PM
Map of the Voyage
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Abe Sargent
04-15-2020, 07:41 PM
Jenkshi tells you that it will take three days to cross the Gulf of Tentarium to the Shadakine city of Zharloum. There The Azan will dock overnight and collect its cargo of metal ingots, which are to be traded when the ship reaches its home port of Suhn.
Your first day in the Gulf passes pleasantly, yet on the second day the weather closes in and a squall keeps you confined to your cabin for most of the morning. By mid-afternoon the rain abates and you go up on deck to take some exercise. You are looking out across the ocean towards the east when suddenly you notice something bobbing in the water. You magnify your vision and see that it is a man clinging to a piece of wreckage. Quickly you inform Captain Jenkshi, yet, to your surprise, he is very reluctant to change course in order to rescue this man.
(I influence the captain...)
The captain complies with your powerful psychic suggestions and, without really knowing why, he orders his helmsman to steer towards the distant speck in the sea. As you draw closer, you see that the man is lying unconscious upon a raft made of coiled ropes and smashed timbers. A crewman brings him aboard and together you carry him to your cabin where you wrap him in a blanket and use your Kai healing skills to bring him back to consciousness.
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As slowly the man recovers his senses, you learn that his name is Gregor Luggs. He is a Lourdenian sailor and sole survivor of a pirate attack which destroyed his ship and killed all of his fellow crewmen three days ago.
‘It was the Shadakine who done it,’ he says, trembling with anger. ‘They came upon us at night. Out o’the dark with not a deck light showin’. After they’d took all o’the cargo, they turned their cannons on us. We didn’t stand a chance.’
Gregor thanks you repeatedly for saving his life. Another few hours and he would have died of exposure. As a mark of his gratitude he gives you an ornate Silver Clasp (record this on your Action Chart as a Special Item which you keep in your tunic pocket) and he insists that he pay you for allowing him to share your cabin and food. He takes 10 Gold Crowns from his belt pouch and offers them to you (if you decide to accept them, remember to adjust your Action Chart accordingly).
(I take both)
Fair weather returns and The Azan makes good speed as it crosses the jade-green waters of the Gulf of Tentarium. It is shortly before noon of the following day when the first glimpse of Zharloum is sighted by the lookout, and less than an hour later you find yourself sailing into the harbour of this grand city. Emerald pennants flutter from its towers and the roofs of its sun-bleached houses, and crowds of industrious citizens throng its paved avenues and alleyways. This old Shadakine port has a long history of free and fair trading. It is many miles from the cities of Shadakine political power which lie to the south, and due to this fortunate fact it has been spared much of the damage inflicted upon this troubled land by a succession of ruthless and tyrannical rulers.
The ship enters and docks at the harbour wall, close to the jetty of a warehouse which contains the iron and copper ingots that it will carry to Suhn. As the crew begin the task of loading the cargo aboard, you agree to help Gregor find the Lourdenian Consulate so that he may report the attack upon his ship, and seek their help in returning home.
Together you disembark from The Azan and follow a cobblestoned road which leads out of the harbour and into the heart of the city. When asked for directions, a helpful trader tells Gregor that the Lourdenian Consulate building lies at the far end of this busy main street. He gives the smiling man a Gold Crown and then you continue your way along this crowded thoroughfare. Gregor wishes to reach his Consulate but he is in no great hurry. He suggests that perhaps you and he could first pay a visit to one of the many colourful inns or famous emporia which line this teeming main street.
(I go shopping at the Herb Emporium)
You enter this imposing herbalist’s shop and stare in awe at the thousands of stoppered jars that line its wooden shelves and counters. They contain all manner of rare liquids, powders, roots, and tinctures, most with foreign names that are unfamiliar. You scour the jars and find only two that contain herbs from Sommerlund with which you are very familiar.
Potion of Laumspur: restores 4 ENDURANCE points when swallowed after combat.
Potion of Alether: increases COMBAT SKILL by 2 when swallowed before combat.
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Each of these potions costs 3 Nobles (1 Noble = 1 Gold Crown). If you wish to purchase one or both of them, adjust your Action Chart accordingly.
(I buy Alether)
At length you arrive at the Lourdenian Consulate where a guard at the gate allows you both to enter and wait in its cool, tree-shaded courtyard. A few minutes later you are met by the consul’s assistant, a rotund little official called Cheary. He is shocked to hear of the pirate attack, and he urges Gregor to accompany him inside the consulate to make a full written report. He says that it could take several hours, possibly even a day or two, and so you decide that now is a good time to say farewell to your companion. Before you go, Gregor offers you his heartfelt thanks for all you have done for him, and he hopes that one day soon your paths will cross again.
‘If you should ever visit Pforodon,’ he says, ‘stop by the Singing Lamb Tavern on Spike Street. If I’m not there, the landlord will know where you can find me.’
You wish Gregor a safe journey home, and then you leave the consulate and make your way back along the main street to the harbour. The heat and dust of the afternoon are making you thirsty and so you stop to drink from a freshwater fountain set into the wall of a crumbling old temple. The hustle and noise of the street crowd is becoming oppressive and you yearn to find somewhere quiet where you can rest before you return to the ship. Looking around, you notice two places which promise some respite. The first is a public park which stands upon a cliff that looms above the city to the east of the harbour wall. The second is a narrow, deserted alley that wends its way into the city’s Old Quarter.
(i head to the Old Quarter)
You follow the shadowy alleyway until you arrive at a small square which is flanked on all sides by dingy hovels and derelict shops. Only one of these shops is open for business. A sign nailed above its worm-eaten door says: ‘Dulgh’s Curios’.
A bell tinkles as you push open the creaking door and a gust of stale, musty air makes you cough as you step into the gloomy interior. Despite its decrepit appearance, you quickly discover that this shop is full of strange and fascinating artefacts. One in particular catches your eye. It is a porcelain figurine of a small child which has uncannily lifelike eyes.
‘Ah, you’re a Sommlending, and you’re a connoisseur too I see,’ says a reedy voice. From behind a stand of rusty armour there suddenly appears a little old man. He squints at you through his thick spectacles and wrinkles his face into the semblance of a smile.
‘It is a genuine Nhang Doll, one of the original one hundred that were made for Emperor Hyunstai. Very rare indeed. I’m loath to sell but, well, times are hard. It can be yours for a mere 10 Gold Crowns.’
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(I barter)
At first the old man is reluctant to lower his price, but when you shake your head and step towards the door as if to leave, he changes his mind and agrees to sell the doll for 7 Gold Crowns. You nod in agreement and carefully the old man wraps the doll in a square of linen while you count out 7 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives you the package which you place into your Backpack.
Record the Nhang Doll on your Action Chart as a Backpack Item, and remember to subtract 7 Gold Crowns from your current total.
You retrace your steps along the winding alleyways of the Old Quarter and make your way back through the crowds to the harbour. Dusk is drawing its grey cloak across the cloudless sky by the time you reach The Azan, and when you go aboard you discover that the cargo has been fully loaded.
Captain Jenkshi is pleased with his crew and feels they deserve a reward for all their hard work. Half of his men would like to spend the night ashore at the Three Capstans Inn, one of their favourite taverns. The tavern-keeper delivered some fresh food to the ship during the afternoon, and he promised a free flagon of ale to any crew member who paid him a visit this evening. The captain gives his permission, but on one condition—all those who wish to go ashore this evening must be back on board before dawn breaks tomorrow.
‘We sail on the dawn tide,’ he bellows, ‘so don’t expect to find us still here if y’roll up late.’
Abe Sargent
04-15-2020, 07:51 PM
( I head to the Inn)
The crew are in good spirits by the time you arrive at the Three Capstans Inn. The owner, a pot-bellied man with an oddly childlike face, welcomes the Suhnese with open arms and he orders his son to be generous with the ale. The tavern has three taprooms which are all busy, but not overcrowded, and in each area there is a minstrel and a juggler to entertain the patrons. During the course of the evening you learn that these raucous performers are all members of the owner’s family.
The entertainments continue for most of the evening until the joyful mood is unexpectedly soured by the arrival of an Eldenoran crew, led by their boorish captain. These coarse, loud-mouthed thugs seem to delight in hurling cheap insults at the Suhnese. Stoically the crew ignore the abuse, quietly hoping that the Eldenorans will soon tire of goading them and leave, but then one of Jenkshi’s men rails against a racial slur and in a moment of anger he yells at them to shut their foul mouths. For a few moments the tavern is filled with a deathly hush; then the Eldenoran captain lunges at him, grabs him by the neck, and lifts him one-handedly off his feet.
‘I’ve a better idea, y’bilge rat. Why don’t I shut your mouth up instead, eh?’ he growls, as slowly he tightens his vice-like grip on the helpless crewman’s throat.
(I get involved)
You rise from your seat and take a step towards the Eldenoran captain, but his crew are quick to react to your move. They reach to the hilts of their swords and several hurry to block your path to their leader. You sense that this ugly incident could easily get out of hand and lead to a murderously uneven combat between the heavily armed Eldenorans and Jenkshi’s crewmen, none of whom are carrying weapons. A brawl between the two crews would jeopardize the success of your quest and it could also cost many innocent men their lives. Mindful of these facts, you know you must try to avoid a fight breaking out at all costs.
( I do not having barding, but I do have KS)
You halt and very slowly lift your hands away from your sides to demonstrate to the Eldenorans that you are not reaching for a weapon. Then you focus on the Eldenoran captain and launch a sharp pulse of psychic Kai energy at his head. He gasps, and then he lets the crewman fall to the taproom floor as the power of your psychic probe burns through his mind like a red-hot dagger.
Fearing that their captain is having some kind of fit, the drunken Eldenorans begin to panic. Some throw their ale into his face to revive him, while others struggle to lift his heavy body onto a cluttered table. When one man slices open the captain’s close-fitting leather jerkin with his dagger, so as to help him breathe, another thinks that he is attacking his master. He punches him unconscious and suddenly a fist-fight erupts. During the commotion, you indicate to the Suhnese that now would be a good time to leave. Without a word they rise from their tables and move towards the door, pausing only to pick up their injured comrade as they make a hasty exit from the tavern. Once outside, the Suhnese can afford to laugh at the incredible stupidity of the Eldenorans. It is hollow laughter, but at least it helps them to relieve the frustration of having to return early to The Azan.
Once everyone is safely back aboard The Azan, you inform Captain Jenkshi of what happened at the Three Capstans Inn. With a resigned expression on his weather-beaten face, he listens to your report and then thanks you for the part you played in saving his crew from further injury or death. He tells you that similar incidents have happened many times before, in ports all over Magnamund, and he is resigned to the fact that they will happen again sometime in the future. Eldenorans are infamous for their bigotry and intolerance; Jenkshi is just glad that this time his crew had the good fortune to have you looking after their interests.
Before you and the crew retire to your cabins to sleep, the captain takes the precaution of posting extra watchmen on deck, just in case the Eldenorans should come looking for trouble during the night.
You awake early the following morning, just as the pre-dawn light is brightening the night sky. Captain Jenkshi and his crew have also risen early to ensure that The Azan is the first ship to leave Zharloum this morning. Shortly before dawn they weigh anchor and turn the ship about, and by the time the sun crests the horizon, you are already more than a mile away from Zharloum harbour, riding the morning tide ahead of a bracing westerly wind. Jenkshi tells you that the next port of call will be the city-state of Ghol-Tabras where you will dock in four days’ time to take on supplies of fresh water.
The first day out of Zharloum passes without incident. Then, around noon of the second day, the ship heads south as it leaves the Tentarium and enters the Gulf of Ralzuha. You are sitting on the foredeck, enjoying the sun and the splendid views of the rugged isles and coastline, when suddenly you notice something in the distance that makes your pulse race. You magnify your vision and see that it is a plume of smoke. It is rising from the hull of a burning ship located close to a cluster of rocky islets. As The Azan draws closer, you are able to see that a flag is hanging from a broken masthead which lies draped over the vessel’s smouldering stern. It is a green flag with scarlet edging, surmounted by a large silver fish. The sight of this flag makes you swallow hard for it is identical to the flag that flies from the mast of The Azan. It is the flag of a Suhnese trader.
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When Captain Jenkshi and his men first see this flag for themselves, they become very anxious about what may have happened to the crew of this stricken vessel. Many of them have fathers, sons, and brothers who work Suhnese ships in these waters. They urge the captain to search for survivors and he grants his consent readily.
‘Steer towards the wreck, Tolshi,’ he says, ordering his helmsman to change course, ‘and I want all other hands on deck immediately. Everyone is on lookout duty.’
(I do NOT have Telegnosis)
Your Kai senses scream a warning that you are in great danger as you draw steadily closer to the burning wreck. You tell Jenkshi, but he is greatly sceptical of your seamanship and he ignores your advice. He is more concerned about finding survivors than listening to your vague warnings of danger. Unfortunately, he soon has cause to regret his decision when suddenly a Shadakine man o’war breaks cover from between two rocky islets and comes surging towards The Azan. Jenkshi immediately orders his crew to unfurl every last inch of canvas and take evasive action, but the wind is now beginning to change and this greatly hampers them as they struggle to carry out his orders.
You magnify your vision and scour the prow and foredecks of the approaching ship. It is dressed with the scarlet sails of a Shadaki buccaneer vessel and it is sitting very low in the water. You hazard a guess that it must be fully laden with booty stolen from the hold of the burning trader. With the wind going against him, Jenkshi takes a calculated gamble. He orders his helmsman to steer towards a narrow channel between two nearby islets. He is hoping that his lighter craft will be able to pass through the shallows here and gain precious time while the heavier enemy ship will be forced to go around the isles to avoid running aground. It is a bold manoeuvre, and one that is made all the more dangerous when the enemy captain suddenly turns his vessel and runs it parallel to The Azan. To your horror you see that the Shadakine man o’war is armed with deck cannons. As it gains on your ship you see clouds of white smoke and flame erupt all along its hull. Then, seconds later, you hear the rumbling roar of its cannons, followed closely by the terrifying shriek of its deadly ball and chain shot as it comes hurtling through the air towards your vulnerable ship
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(I roll a 1)
You throw yourself to the deck and take cover behind the wooden parapet of the prow as the enemy’s shot rips into the sails and rigging. Shredded canvas and splintered timbers fall about your ears, yet you survive this ferocious bombardment without sustaining the slightest injury. Bravely Captain Jenkshi takes over the helm and steers his battered ship relentlessly towards the channel. You see him cursing the enemy captain and shaking his fist defiantly at the villainous Shadakine gunners as their cannonballs whistle across the decks of The Azan. Then a gust of wind fills the torn mainsail and the ship begins to pull away from the lumbering man o’war. A second broadside falls wide of its mark, and Jenkshi’s bold plan finally pays off when the enemy ship is forced to veer away for fear of beaching her hull in the shallows. The crew cheer loudly when they see her red sails falling away to the stern, and The Azan is left alone to make a swift passage through the islet channel.
You pull yourself unsteadily to your feet and make your way along the debris-strewn deck to congratulate Jenkshi for his masterful display of seamanship. He accepts your praise and the cheers of his crew with a rueful smile, even though his skill and his coolness under enemy fire have undoubtedly saved the ship and the lives of all aboard. However, as the ship emerges on the far side of the islets, you soon discover that more than just Jenkshi’s bravery will be needed if everyone aboard The Azan is to live to tell the tale of their deadly encounter with the buccaneers of Shadaki
Abe Sargent
04-15-2020, 07:56 PM
olshi the helmsman climbs out of the hatchway to the stern hold and he hurries over to the captain’s side. He reports that the ship is holed below the waterline, close to the rudder, and that she is fast taking in water. Jenkshi inspects the damage for himself and immediately sets his crew to work at patching up the damage. They do their best with the materials available but still The Azan continues to take on water. Jenkshi estimates that the ship will stay afloat no more than three hours unless proper repairs are carried out, and he orders Tolshi to set a course for Dlash-da Ralzuha—the nearest port.
You voice your fear that Shadakine pirates may already occupy this port, but Jenkshi laughs when he hears this.
‘If you knew Dlash-da Ralzuha like I do, you’d know we have no cause to worry about running foul of any buccaneers there. It’s a slum port. A rubbish dump. Its name means “Junkyard of the Ralzuha” and it certainly lives up to its name.’
Your first glimpse of Dlash-da Ralzuha confirms everything Jenkshi has said about it. Its rust-red hovels and stinking shacks are grouped haphazardly around the rim of a natural stone harbour formed by a semicircle of black volcanic rocks. Flocks of vultures hover in the skies, swooping to feed occasionally on rafts of rotting debris which litter the shoreline.
It is late in the afternoon and The Azan is listing alarmingly to starboard when at last she enters the stench-filled harbour of Dlash-da Ralzuha. It seems that the whole population of this derelict little port turns out to greet your arrival. For the natives it is something of a special occasion, for so rarely do ships ever visit their squalid harbour.
Despite their wretched living conditions, the poverty-stricken tribal natives of Dlash-da Ralzuha give The Azan a warm welcome, and they seem genuinely eager to help Jenkshi and his crew with the repair of the ship’s hull. Grooja, the port’s oldest man and tribal leader, provides Jenkshi with fifty native men to help with the unloading of the cargo in order that the damaged section of the hull can be raised above the waterline. The captain sets them to work and he estimates that adequate repairs could be made overnight to enable the ship to sail on the first high tide tomorrow. The crew are pleased to hear this news. None of them want to stay in Dlash-da Ralzuha a minute longer than is absolutely necessary.
While Jenkshi and the crew are busy repairing the ship’s hull, you are approached by Grooja, the town elder. He is able to speak a little Sommlending and he asks if you would care to stay the night as a guest in his humble home. He says that he would be greatly honoured if you accepted his invitation and, rather than risk hurting his feelings, you agree to go.
Grooja lives in the best hut in all of Dlash-da Ralzuha. It is the best hut because it possesses a door and a roof which does not leak when it rains. Grooja’s family prepare for you a meal of roasted vulture meat and boiled snakes. After this unusual feast, his wife invites their twenty grandchildren to come and entertain you with an ancient tribal dance in which they each spin around and around for as long as they can before they are violently sick. Whenever this happens the other members of Grooja’s noisome clan scream and cheer them excitedly. When at last this display of quaint tribal culture comes to a natural end, Grooja’s toothless wife sidles up to you and suggests that you should pay a visit to the ‘Shrine of the Oracle’. She assures you that this wondrous shrine is famous throughout this region for it dispenses infallible words of wisdom to all those who would seek its counsel.
(I do visit the shrine)
You follow Grooja out of his hut and along a vermin-infested path which wends a tortuous route through a maze of slum dwellings and festering rubbish dumps. After a mile or so, this rough track ascends into a wooded hillside and then ends upon a plateau which overlooks the harbour. From here you can see Jenkshi and his crew working on The Azan by the light of a hundred oily torches. With undisguised pride, Grooja points to the Shrine of the Oracle and invites you to avail yourself of its wisdom. The shrine consists of a man-sized statue constructed from rusting metal and chunks of driftwood held together with nails, strips of animal skin, and twisted steel wire. You decide to humour Grooja and so you ask the statue to tell you if there is anyone you should trust or distrust during your long journey to Suhn. As expected, you get no response. But then a wind arises and it makes a faint whistling sound as it passes through the holes in the statue. For a fleeting moment you think you hear the words: ‘Bad … dragon … is good,’ but then the wind dies and there is nothing but silence. Grooja smiles. He seems to think that the oracle has spoken a great truth.
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Come, we go now. The Oracle speaks but once a day. It has given you good wisdom. You are blessed.’
On returning to Grooja’s hut, you find Tolshi waiting there for you. He asks you to accompany him to the ship at once for the captain needs you to help with the repairs. It is as if your silent prayers for rescue have been answered. You thank the elder for the visit to the oracle, and his wife for her hospitality, and then you leave quickly with the helmsman.
‘The captain doesn’t really need your help,’ confides a grinning Tolshi, as you make your way hurriedly through the hovels of Dlash-da Ralzuha towards its torchlit harbour. ‘He just thought you’d welcome an excuse for not having to stay all night at Grooja’s flea-ridden shack!’
On your return to the ship you thank the captain for sending Tolshi to rescue you, and to show your appreciation, you help the crew to patch the damaged hull. By first light the repairs have been completed and the cargo is then reloaded into the hold. Jenkshi gives Grooja and the natives some copper ingots as payment for their help, and then the crew cast off and catch the morning tide.
For two days The Azan hugs the coastline as it sails a southerly course to Ghol-Tabras. The weather is kind and the ship makes good progress, enabling you to enter port shortly before dusk.
(I laughed at Grooja's stuff. He's funny. I hear you. Bad dragon IS good)
Abe Sargent
04-15-2020, 08:11 PM
In case you care:
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Abe Sargent
04-15-2020, 08:34 PM
A sinister quiet enshrouds the great city of Ghol-Tabras as The Azan sails beneath the arch of its harbour bridge and docks alongside its grand stone quay. The only citizens to be seen abroad are the guards of the Harbour Watch who quickly approach once the ship is safely moored. A sly-faced sergeant informs Captain Jenkshi that a night curfew is in force, and that a mooring fee of 100 Nobles a day must be paid by all ships arriving after sunset. This is a huge charge and Jenkshi complains bitterly, but the sergeant merely laughs as his protests. ‘Pay the fee or forfeit your ship, captain,’ he sneers. Jenkshi asks that he be allowed to pay tomorrow, so that he may sell some of his cargo to offset the exorbitant fee, but the sergeant shakes his head and refuses his request out of hand. ‘The fee must be paid now,’ he growls, ‘and in coinage—not cargo.’
Reluctantly the captain pays the sergeant using every last Noble that he possesses, leaving him with no money to pay his crew or purchase fresh supplies of food and water in the morning. He tells the crew that he must sell some of the cargo to raise the money he needs. A sale must be arranged quickly for he cannot afford to stay in this harbour for more than a day. Jenkshi picks a handful of his best crew members and tells them to accompany him ashore to help him find someone who will be willing to buy his copper ingots. You offer to help him and he suggests that you take half his men and meet back at the ship at dawn. He tells you to accept no less than 8 Nobles per ingot. He also tells you of two places he knows where a buyer for copper may be found: the Flying Fish Tavern and Coppersmiths’ Hall
(I go to the hall)
Following directions given by the men in your charge, you make your way through the quiet streets of Ghol-Tabras until you arrive at the grand double doors of its Coppersmiths’ Hall. You push open one of these mighty portals and enter an imposing chamber that is decorated with the portraits of wealthy Shadakine merchants and past coppermasters. The warden of the hall comes hurrying towards you from the door to an antechamber. He is grumbling and waving his hands frantically as if he is trying to shoo away a cloud of invisible insects. It is clear from his sour expression that he has an intense dislike of the Suhnese.
‘Out! Out! Leave here at once!’ he blusters. You are about to be ejected from the hall when suddenly a guildsman intervenes. He orders the warden to stop shouting and calm himself down before his blood boils over. Seething with fury, the warden bites his lower lip as he tries with difficulty to obey this man’s command.
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‘My name is Noliq,’ says the guildsman. ‘How may I be of service?’
You tell the man that you wish to sell some copper ingots. He smiles and says that he may be able to help you. The warden warns him that to do so after sunset is illegal, but the guildsman dismisses his comment with a disparaging flick of his hand.
‘Come to my chambers and we’ll discuss this matter further,’ he says, smiling. You motion to the crew to follow you but the man raises his hand once more, this time in protest. ‘I will discuss the matter only with you,’ he says. And then with a disdainful tone in his voice he adds, ‘These men will have to leave the hall and wait for you outside in the street.’
(I agree)
You apologize to your companions and ask them to wait for you outside the hall’s double doors. Meekly the Suhnese agree, and as they file out of the hall you assure them that they will not have to wait too long. You then accompany the guildsman to his chambers where he attempts to drive a hard bargain for the copper. He offers you 6 Nobles for each ingot and says that it is his best and final price. It is not a very good price and you tell him that you will have to speak with Jenkshi before you can agree to his offer.
‘Very well,’ he says. ‘I’m sure your captain is a reasonable man. I feel confident we’ll do business.’
From an ornate cabinet he removes a decanter and two long-stemmed glasses. He then pours two glasses of liqueur and offers one of them to you.
(I do have Grand Path.)
You suddenly recall that it is the custom of the guildsmen of Shadaki to offer a glass of liqueur to their prospective business clients. To refuse this offer is considered a grave insult. You do not wish to upset the guildsman, yet also you do not wish to leave the Suhnese waiting too long for you in the street outside the hall. There is a curfew in force and night is fast approaching.
(I accept)
You take the glass and sip the cherry-coloured liqueur. It has a delicious flavour and you commend the guildsman for his good taste. The man is greatly flattered, so much so that he offers you a bottle of this fine Scava liqueur. (If you wish to accept his offer, record this Bottle of Scava on your Action Chart as a Backpack Item.)
You then bid the guildsman good evening and promise that you will return tomorrow morning to conclude your business. On leaving the hall you rejoin the Suhnese and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.
(Surrender)
The city watch round you up and guard you at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver’s seat. (On your Action Chart mark each of these items with an asterisk to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)
At the officer’s command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known for either his kindness or for his mercy.
The gaol of Ghol-Tabras was once the southern wing of a grand citadel built by Jublazh Khyr, the first emperor of Shadaki. Its cells are reputed to be among the most escape-proof of any in Southern Magnamund, especially those which are located below ground level in the dungeons of the old citadel. Upon arriving at the gaol, you and your companions are thrown into a communal cell on the second floor. However, as soon as the gaolers examine the Kai Weapon and equipment that they confiscated from you, they begin to think that perhaps you are something more than just a hapless curfew-breaker.
An hour after you arrive, the door of the communal cell bangs open and six armed citadel guards burst in. They have come to take you away from the Suhnese and transfer you to a separate cell below ground level. Your destination turns out to be a damp, windowless chamber. It opens onto a torchlit corridor that is lined with rusting stands of armour. At the end of the corridor is a guardroom and, when you pass by this room on your way to the cell, you catch a glimpse of the wooden crate which contains your Weapons and equipment. It is being stored here. You are pushed into your dingy cell, and then the iron door is slammed shut and bolted. As you listen to the footsteps of the guards receding down the corridor, you vow that you will escape from this gaol before the night is over.
(I use Elementalism)
Calling upon your Grand Mastery, you focus upon the section of stone door jamb into which the bolt is secured, and you cause it to vibrate. It is a slow and tiring process (lose 3 ENDURANCE points) but eventually the stonework cracks under this persistent pressure. When the strength of the stone has been sufficiently undermined, you are then able to wrench open the cell door.
You leave your cell and make your way silently along towards the guardroom. You are determined to retrieve your Kai Weapon and equipment, but you are also aware that you must avoid alerting the guards if you are to preserve your hopes of escaping from this gaol alive.
Peering around the door to the guardroom you discover that it is occupied by three gaolers. They are playing cards, and they are using the crate which contains your equipment as a makeshift table. In order to get at your equipment you must first lure the gaolers out of the room.
(I do not have Assilimance)
Abe Sargent
04-15-2020, 08:58 PM
You take a torch from its bracket in the wall and hurl it down the corridor. Then, using your Kai camouflage skills, you press yourself into a shadowy recess in the wall and remain completely still. The guards hear something clatter along the floor outside their room and they react immediately. They grab fresh torches and rush to investigate both the noise and the sudden dimness that has enveloped the corridor. The moment they step through the doorway, your hiding place is illuminated by the glare of their torches.
(I toss a 5)
Your Kai camouflage skills keep you hidden despite the glare of the gaolers’ torches. As soon as they have passed by, you slip inside the guardroom and retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).
As you are sheathing your Kai Weapon into your belt, you hear the guards returning along the corridor. Looking around, you see that there is one other exit from this room—a heavy oak door which is banded with strips of black iron.
You run to the door, pausing only to pick up a nail that you see lying on the floor. Using this nail you attempt to pick the lock and open the door before the approaching gaolers reach the guardroom.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Nexus, add 3 to the number you have picked.
(Another 5)
After only a few seconds of manipulation the lock clicks open. You discard the nail and then reach for the handle and twist it. To your relief, the heavy door creaks open to reveal a flight of spiral stairs which ascend into darkness above.
Hurriedly you climb these stone steps and come to a landing where several corridors converge. Some are occupied by gaolers and other officials of Sesketera’s citadel who are going about their duties. Then you hear the sound of footsteps ascending the spiral stairs behind you, and this sound reminds you of the pressing need to keep moving. You draw upon your Magnakai Disciplines of Huntmastery and Pathsmanship to help you choose the best route and, to your surprise, in so doing you discover a secret panel in the wall at the head of the spiral staircase. You reach out and press a raised stud and the concealed panel slides open to reveal a narrow passageway beyond. Quickly you enter this passage and the panel automatically clicks shut behind you.
The secret passage is festooned with cobwebs and shows little sign of having been used for many decades. It twists and turns for several hundred yards before ending at a blank wall of crumbling plaster. Closer inspection reveals another panel, one that is controlled by a lever set into the web-strewn ceiling.
You pull this lever and the panel squeaks open to reveal a sumptuous chamber hung with rich and colourful tapestries. Incense smoulders in silver bowls and the perfumed air is filled with the chirping sounds of exotic caged birds.
https://www.projectaon.org/en/xhtml/lw/22tbos/small9.png
Cautiously you enter this luxurious room and see that it is one of several antechambers which adjoin a larger hall. Seated upon a padded chair in the middle of this hall is a young dark-haired woman who is dressed in flowing white silks. Her head is bowed and she appears to be upset. She is sobbing quietly.
(Yes I;ve been to Barrakeesh)
Your heart misses a beat the instant you recognize the face of this unhappy young woman. It is Oriah, the highborn daughter of the Funtal of Fio Fadali, the runaway who travelled with you aboard The Pride of Sommerlund on its ill-fated voyage out of Barrakeesh. Ever since she was abducted in the mountain town of Kilij you thought it unlikely that you would ever see her again. Yet here she sits, alone and dejected in a hall that is overflowing with an abundance of riches.
‘Oriah?’ you whisper hesitantly, hardly daring to believe that it is really her. She raises her head and her eyes widen with shocked surprise when she sees you. Then a smile, filled with hope and joy, lights up her tear-streaked face. She leaps from her chair and comes running to you to throw herself into your arms.
‘Oh, Grand Master,’ she sobs, ‘I never thought that I’d see you again. How did you know that I was here?’
You tell Oriah of what has happened since you arrived in Ghol-Tabras, and that you had no idea that she was here at all. She explains that after she was abducted by slavers in Kilij, she was sold to Sesketera who brought her here to his citadel. She is to be kept imprisoned in this hall until their wedding day, one month from now.
‘Let us escape from this place together,’ you say, but she shakes her head.
‘No, it cannot be. Sesketera is holding my friends. They are his hostages. If I leave the citadel before our wedding day he will put them to the sword. I cannot leave. But I know how I may help you to escape. Come, Grand Master, follow me.’
Oriah takes you to another antechamber where she opens a door concealed behind a hanging tapestry. A narrow torchlit passage lies beyond this door and together you follow it until you arrive at a domed alcove. Here Oriah touches the head of a marble statue and the alcove swivels open to reveal a balcony encircling a large hall. Peering over the parapet you see that it is the main entrance hall to Sesketera’s citadel. Its polished stone floor lies some twenty feet below the balcony, and its doors are guarded by two impressive warriors. They are attired in gold armour which glimmers in the weak rays of sunlight that are now filtering into the hall through its stained glass roof.
‘Wait a few moments,’ whispers Oriah. ‘They are the night guards. Dawn is breaking and soon their watch will be over. There is always a lapse before the morning guards come on duty. The doors will then be unmanned and you will be able to escape from the citadel without being seen.’
Minutes later, just as she predicted, the warriors march away and leave the doors to the citadel unguarded. Oriah wishes you good luck, but as she leans forward to kiss you fondly on the cheek, a stern voice suddenly shatters the silence of the hall.
‘Oriah! What deceit is this!’
You spin around and see a tall, broad-shouldered man clad in a high-necked robe of purple silk. He has emerged from an archway and he is standing near the parapet rail at the far side of the balcony.
‘Sesketera … ’ gasps Oriah. She snatches her hands to her mouth and then she swoons and faints. You catch her as she falls and you lay her carefully down upon the floor. Sesketera shouts for his guards until he notices that the hall below is empty. He curses their absence, and then he begins to move around the balcony towards you. He is unarmed—but not for long. He grabs a ceremonial weapon from a stand of armour and quickens his pace. As he levels this deadly spear at your chest you see that his eyes are filled with a blind, jealous rage
As he stalks closer, Sesketera suddenly realises that you are not a native Shadakine. Your fair skin and Kai clothing reveal to him that you are a Northlander.
‘By the ghost of Agarash,’ he hisses, through his gritted teeth, ‘you’re the cur who slew my brother, Dar-Isun. And now you come here, to my citadel, to steal my bride! By the gods, you’ll pay for this with your life!’
Sesketera lifts the spear in his right hand and spins it by the haft. It is an impressive display of control which leaves you in no doubt that he is a formidable fighter.
‘Vengeance will be mine!’ he screams.
Abe Sargent
04-15-2020, 09:07 PM
(Bow)
You draw an Arrow to your Bow and take aim at Sesketera’s head. His dark eyes widen with shock when he sees you release the bowstring, but as the Arrow comes speeding towards his face, he recovers his composure and attempts to bat the missile aside with the blade of his spear.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.
(I toss a 2)
Your Arrow glances off the blade of Sesketera’s spear and gashes his face. It is not a serious wound but it makes him drop his weapon and stagger backwards. He is clutching at his injured cheek with both hands and you can see blood is beginning to trickle freely through his fingers. Then you hear a noise over on the far side of the balcony and moments later three citadel guards come rushing through the open archway.
‘Kill him!’ shouts Sesketera, and he presses himself flat to the wall so that they are able to get to you. Looking down into the hall you note that the main doors are still unguarded despite the incessant ringing of the alarm bell. Fearing that your only route of escape may soon be sealed off, you shoulder your Bow and leap boldly over the parapet.
(I use KA)
As you leap over the parapet, you utter the words of the Brotherhood Spell Levitation. By using this spell you are able to control the speed of your fall. Immediately your feet touch down on the floor of the hall below, you are able to rush to the main doors and escape from the citadel at a run.
Once outside the main doors, you hurry across a wide stone bridge that spans the dry moat encircling Sesketera’s citadel. Ahead you can see a cobblestoned plaza which is flanked on three sides by municipal buildings and shops, and on its fourth side by barracks and stables. The sound of the alarm bell is beginning to awaken interest in the plaza. Faces peer from windows and you can see men running to and fro inside the barracks compound. Then the gate to the stables swings open and suddenly there appears a man on horseback. He is one of Sesketera’s guards and he comes galloping towards you with a lance levelled at your chest.
You skid to a halt and quickly focus on the rider’s horse. Using your Magnakai Discipline of Animal Control, you command the horse to jump in the air. This has the effect of startling the horse and, in its confusion, it begins to buck and twist. The rider is thrown from his saddle and left sprawled unconscious on the ground. Now you use your Kai skills to calm the startled horse. As he settles down, you leap into his saddle and escape from the plaza at a gallop.
The incessant sound of the alarm bell follows you through the early-morning streets of Ghol-Tabras. Even as you reach the entrance to the harbour, more than a mile from the citadel, you can still hear it echoing over the rooftops. You look back over your shoulder and see that you are being followed by a dozen riders. They are citadel guards and they have been ordered to stop you at all costs. As you gallop along the harbour wall, your heart sinks when you see that The Azan is surrounded by soldiers. You race past them before they have a chance to load and fire their bows, but you soon come to the end of the harbour wall where you are forced to a halt. The bridge which spans the harbour entrance is too narrow to cross on horseback and so you abandon your mount and hurry across it on foot. You are nearing its centre when you see a trading ship passing directly below. It is leaving the harbour. Suddenly an arrow pierces your cloak and makes you freeze in your tracks. The soldiers are firing at you and, to your dismay, you see that they have sealed off both exits from the bridge. As they begin to move towards you from each side, firing as they advance, you climb onto the parapet of the bridge and attempt to leap onto the deck of the passing trader.
(Use Kai-Alchemy)
As you leap from the parapet of the harbour bridge, you utter the words of the Brotherhood Spell Invisible Shield to help protect yourself from the arrows that are now whistling past on all sides. It is a precaution that saves you from sustaining a serious wound. As you fall, you see an arrow deflected away from your chest by this invisible barrier.
You hit the moving deck and your legs crumple beneath you. Badly winded by the fall, you have difficulty in standing and are barely able to rise to your knees. Instinctively, you reach for your weapon. You are feeling vulnerable and are fearful that the crew of this trader may attempt to throw you overboard before you fully recover your senses. Yet to your surprise you hear that they are cheering. Your daring escape from Sesketera’s guards has impressed them immensely.
A tall man with wavy grey hair takes you by the arm and helps you to your feet. He hands you some coins that fell from your Belt Pouch when you hit the deck, and you thank him for his kind assistance. You notice that he is wearing the five stripes of a merchant captain of Siyen on the sleeve of his blue jacket.
‘You must o’ ruffled Sesketera’s feathers good and proper for him to ’ave turned ’is guards on you like that,’ he says, with a wry grin. Then he faces his crew and says: ‘Anyone who can achieve that can’t be all bad, eh, lads!’
The crew cheer again. It is plain by their reactions that they are glad to be leaving Ghol-Tabras and its tyrannical ruler. The captain hands over the running of his ship to his bo’sun and then he helps you to his cabin where he pours you a reviving draught of Siyenese ale. This brew has a peculiar grey-green colour but it tastes delicious. You soon learn that you have jumped aboard the Seasprite, a Siyenese merchantman under the able command of Captain Radyard. It is carrying a cargo of fine wool and linen and is bound for the port of Masama on a voyage that should take eight days. Radyard had expected to sell half of his cargo in the Ghol-Tabras market, but the heavy mooring charges and the unfriendly mood of the natives there had prompted him to make an early departure. His native homeland—Siyen—has traded with Sommerlund for centuries. Radyard much admires your land and its people and he is happy to allow you to stay on board his ship. You are thankful for his hospitality, but you feel you should offer him some form of payment for your passage to Masama.
(I offer cash)
You take a handful of coins from your Belt Pouch and offer them to Radyard as payment for your passage to Masama, but the jovial captain declines to accept them. There is plenty of room on his ship and he is happy to allow you to stay aboard for free. He refills your glass with ale and then he proposes a toast. It is one that you readily applaud:
‘To the long and continuing friendship of our peoples—to Sommerlund and Siyen!’
Abe Sargent
04-15-2020, 09:24 PM
When you and the captain return to the main deck of the Seasprite, Ghol-Tabras is little more than a tiny speck shimmering on the far horizon. Your daring leap from the harbour bridge is still the talk of the crew and they are eager to shake your hand when Radyard proudly shows you around his ship. The Siyenese are a friendly crew with a keen sense of humour that they readily share. You enjoy being in their company and the next three days at sea pass effortlessly. On the evening of the fourth day, Radyard drops anchor off the coast at a place called Kastrow’s Door. It is a narrow strait that runs between the jungle mainland and the Isle of Kobra. The night is calm and clear, and the stirrings of a warm southerly breeze promise fine sailing for the following day. Yet despite these good omens you awaken next morning feeling ill at ease. As you are leaving your cabin to go on deck, suddenly you hear the lookout in the crow’s nest shout a warning that chills your blood: ‘Man o’war off the starboard bow!’
You climb the stairs to the foredeck and scan the horizon for signs of a pirate raider. Less than a mile away you can see a huge vessel with a purple mainsail sailing towards the strait. Captain Radyard appears at your side and he views the approaching craft through his telescope.
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‘Weigh anchor!’ he orders. ‘Unfurl all canvas. I want every ounce of speed she’ll give us, lads.’ The captain’s urgent orders stir the crew into a frenzy of activity. As they set about their duties, you ask Radyard what is wrong. Without taking his eye from his telescope he says:
‘That’s Sesketera’s flagship—The Triasus. I’d recognize her sails anywhere. That scoundrel must want you badly to have sent the pride of his battle fleet after the likes of us.’
With all canvas lowered, the Seasprite cuts a rapid course through the glassy blue waters of Kastrow’s Door. Yet The Triasus has the advantage and relentlessly she closes the gap until no more than 30 yards of water separate her from the Seasprite’s starboard beam. The Siyenese cajole and curse and wave their fists at their pursuers, but their bravado soon crumbles when they find themselves staring into the muzzles of a double row of wide-bored naval cannon. A warning shot from a swivel gun whistles through the Seasprite’s rigging, and then you hear the voice of Sesketera himself.
‘Surrender the Northlander to me, captain,’ he shouts, through a loudhailer, ‘or I’ll have my gunners blow your ship out of the water!’
Radyard glances at you with fear in his eyes. He knows that he cannot outrun The Triasus, and he also knows that Sesketera is not a man who is given to making idle threats.
Radyard is clearly impressed by your act of selflessness and he thanks you. He orders his crew to hoist the sails, and he tells his bo’sun to wave a white flag from the stern deck to signal to Sesketera that he is complying with his command. A longboat is launched from The Triasus to collect you. It is carrying an officer and six marines, each armed with a half-pike and a Bor pistol. You present yourself to the officer and he ties your hands with cord before placing you aboard the boat. Radyard and his crew watch grim-faced as the longboat pushes off and begins its return run. Four of the marines are rowing whilst the officer and the other two watch you closely, the tips of their shortened naval pikes never wandering far from the vicinity of your heart. You turn to look to the jungle shore, less than half a mile distant, and suddenly a bold plan springs into your mind.
(I use KS)
You muster your psychic power and launch a Mindblast at the officer. The man begins to shake. Then he drops his pistol and clutches his head with both hands. His sudden shriek of agony alarms the marines and, in the confusion, you are able to take a deep breath and throw yourself over the side.
Your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera’s flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera’s crew begin to laugh and jeer.
You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.
Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.
(Even, 5 damage)
The shock of the unexpected blow knocks the air from your lungs and somersaults you down into the water. You draw upon your Kai skills to numb your pain and gather your senses and, as your vision clears, you discover that you are still in one piece. However, the satchel containing the Moonstone is no longer slung around your shoulder. The strap has broken and you glimpse the bag sinking towards a coral reef, five fathoms below. Suddenly you sense movement in the water and you twist around. Speeding towards you comes a marine monster; it is returning after having rammed you in the back. It resembles a gigantic crocodile, but one with a blunt-muzzled head and scales of dull grey horn. As it closes for the kill its great jaw swings open revealing a ghastly red maw lined with dozens of dagger-like fangs.
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(I fight here)
You steel yourself to attack the creature as it spreads its massive jaws and gets ready to devour you whole.
Nigumu-sa: COMBAT SKILL 40 ENDURANCE 50
This creature is immune to all forms of psychic attack. Unless you possess Grand Nexus, reduce your COMBAT SKILL by 4 due to your desperate lack of oxygen. You are unable to consume any potions prior to the combat. If the Kai Weapon you wield is ‘Ulnarias’ or ‘Spawnsmite’, you will benefit from the bonus gained due to its unique properties.
(My CS with KS is 51-4 for a +7. I toss a 1, another 1, and then a 7. I take 12 and he has 25 damage. Then i toss another 1. 32 and 17. I follow with a non-1 at 8. 44 and 19. I slay it after tossing a mighty barely not-a-one TWO. I finish a +7 battle with a massive 24 damage. I am down to 10/34. EDIT - I Think that's the worst I;ve ever rolled in battle! Three 1s and one 2! )
Abe Sargent
04-15-2020, 09:34 PM
The monster writhes in its death throes, spreading its blood like a huge crimson cloud through the warm tropical sea. For a fleeting moment you surface to take a breath; then you dive through the cloud of blood and retrieve your lost satchel from the coral reef. Having regained your precious charge, you stay submerged and swim towards the shore.
Aching and close to exhaustion, you crawl from the sea and work your way slowly up the beach to the cover of a fallen toa tree. Here you lie upon the wet sand and look out at the two ships standing half a mile off the coast. The longboat from The Triasus is circling the bloodstained water and its crew appear to be searching for your remains.
While you are observing the longboat, you repair the broken satchel strap and check the condition of your Backpack and Weapons. Whilst doing this you discover that you lost one Backpack Item during your underwater battle.
Erase from your Action Chart the third item which you have recorded on your list of Backpack Items.
(I lost a meal).
Soon the longboat abandons its search and returns to The Triasus. You watch as both ships unfurl their sails and depart from the coast, The Triasus heading north and the Seasprite sailing south. Sesketera must be satisfied that you perished during your encounter with the terrible Nigumu-sa. Your only regret is that Captain Radyard and his crew probably believe this to be true as well.
When you can no longer see the two ships, you take out your map and unfold it on the sand. Aided by your Kai tracking skills, you determine that you have come ashore at the tip of a mainland peninsula, at a point close to the Isle of Kobra. The nearest city is Masama. It lies over 300 miles away to the southwest, beyond a wide expanse of dense jungle and hills. The thought of traversing this uncharted territory, alone and on foot, is one that fills you with dread. But you take comfort in the knowledge that you survived your battle in the sea and that you still possess the Moonstone
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You are tired and hungry after your ordeal. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
You set off along the shore, keeping the waters of the Gulf of Serpents in sight to help you gauge your progress. The jungle bordering this coast is teeming with wildlife yet you detect no sign of tribal inhabitants. After your encounter with the natives of Dlash-da Ralzuha, you decide that perhaps this is a blessing. You spend the first night encamped on the beach, and then you begin your trek early the following day.
Fine weather, wild game, and an abundance of freshwater streams make your trek far easier than expected. On the fourth day you happen upon an ancient track that climbs into the hills and joins a newer trail. Your tracking skills reveal human footprints but your excitement wanes when you determine that they are more than six months old. Steadily the trail climbs higher into the hills until you lose sight of the gulf waters. As darkness approaches it begins to rain. Within an hour it has become a torrential downpour that turns the trail into a fast-flowing stream. It becomes impossible to continue and so you search for somewhere dry to spend the night. Your tracking skills lead you to a cave, but when you enter you realize at once that you are not the only creature seeking shelter here tonight. You see the glint of amber eyes at the rear of the cave and you detect growling, loud enough to be heard above the noise of the pounding rain. Your instincts tell you that there are two creatures lurking here in the recesses of the cave, and that they are both hungry, scared, and potentially dangerous.
( I do not have Bard or AM, but I do use KS)
You summon a Mindblast and project it into the depths of the cave. The creatures lurking there are susceptible to your powerful psychic charge and it makes them howl in pain and frustration. In a state of blind panic, two wolf-like animals suddenly rush past you to disappear into the rain-swept jungle. Confident that they will not return, you settle yourself down upon a bed of soft mosses and drift off to sleep.
You wake the following morning to find that the torrential rain has ceased. Lying in the mud at the mouth of the cave are several orange-shaped fruits which have been dislodged from the surrounding trees by the deluge. You soon discover they are edible and you enjoy some for breakfast before continuing your trek. (There are sufficient fruits for another 3 Meals.)
The heavy overnight rains have transformed the hill track into a muddy ditch which makes the going difficult. Yet it is still the quickest way through this jungle territory and you stay with the track until it comes to the bank of the swollen River Ocka. There was once a bridge at this point, but your tracking skills tell you that it has been washed away during the night. You are about to set off along the bank in search of somewhere to cross when suddenly you hear a desperate cry for help. You turn and see a man being swept downstream by the river. His head is barely above the surface and you can see at once that he is near to drowning.
(I replace my lost meal, I like to keep spares for just the reason you saw above. I use Elementalism)
You direct your Kai powers at the river in an attempt to divert its current and send the drowning man towards the safety of the bank. However, the current proves too strong to be altered using your Discipline of Elementalism alone, and you are physically and mentally weakened by the exertion of your attempt: lose 3 ENDURANCE points.
Having discovered that you cannot help the drowning man using your Grand Mastery alone, you are forced to resort to more direct and conventional methods. As he goes under for the last time, you dive into the muddy water and swim across the surging current. Guided by your Sixth Sense, you locate his body and then pull him to the surface. You fight to maintain your grip as the powerful current sweeps you downstream, and you are propelled along for more than a mile before it finally deposits you on the opposite bank. As you drag the man from the water, you notice a group of huts in the distance. You are about to haul the unconscious man over your shoulder and set off towards them, when suddenly you detect that he has no pulse. Using your Magnakai Discipline of Curing you are able to restart his heart and empty the water from his lungs, yet you are unable to restore him to full consciousness. The sudden sound of voices makes you look towards the huts where you see a group of natives pointing excitedly in your direction. They are all wearing jerkins and loincloths made from animal hide, clothing that is identical to that worn by the man you have saved from the river. You call to them and wave your arms to attract their attention and they quickly respond. You are expecting them to be pleased that you have saved one of their kinfolk, but as they come closer you are shocked by their unexpected response
Abe Sargent
04-15-2020, 09:48 PM
The natives are angry. They come running towards the river bank, screaming and slashing the air with their primitive weapons. Their leader shouts at you and, although his dialect is unfamiliar, you are able to understand enough to hear that the man you have saved from the river is a thief and a murderer. He escaped from the settlement last night during the rainstorm, and the leader is accusing you of being his accomplice and of helping him to escape. He says that the river gods have brought you back to their village to pay for your crimes. You attempt to protest your innocence but the leader refuses to listen. He confiscates all of your equipment, including your Kai Weapon, your Belt Pouch, your Backpack, and the satchel containing the Moonstone, and then he has his men march you away to their village where you are locked in a hut. Shouting through the closed door, he tells you that the village elders will meet tomorrow at noon to decide your fate.
A few hours later you overhear two guards outside the hut and you are shocked to learn that the man you saved from the river has since been executed. They say that the elders of the village decreed that he should be weighted with rocks and thrown back into the water. You have no wish to suffer a similar fate and so you quickly set about finding a way to escape from this hut.
(I use KA)
You utter the words of the Brotherhood Spell Lightning Hand and point at the wall of the hut, at a place directly opposite the guarded door. A tingle runs down your arm and a bolt of blue-white fire arcs from your outstretched hand to blow a ragged hole through the bamboo timbers. You run at this hole and charge the weakened wall with your shoulder. It splinters and splits open, enabling you to force yourself through the gap and escape
( I am getting captured too often in this series.)
Night has fallen since you were first imprisoned in the hut and you are able to use the cover of darkness to avoid being seen. You are anxious to escape from this place but you are not prepared to leave without first retrieving the Moonstone, your Weapons, and your confiscated equipment.
You allow your Kai Sixth Sense to guide you to where your Kai Weapon is being stored. It is a large wooden shack at the centre of the settlement, and it is occupied by the village elders. Soon the news of your disappearance prompts the leader to order a search. You stay hidden until the shack is empty and the coast is clear, and then you enter it by means of an open window. Inside you discover all of your confiscated equipment, as well as several other items which could prove useful during your quest:
Bow
6 Arrows
Spear
Rope
3 Fish Hooks
Bottle of Rice Wine
Soap
Short Sword
Lantern
Crystal Prism (Special Item)
Having restored your equipment, you leave the shack and make your way into the jungle. Your Kai skills enable you to avoid the villagers and make a swift escape westwards into the hills
(I take the Prism, and swap a meal for the Rice Wine)
Three miles from the village you discover a jungle trail. You keep to this trail and stay on the move all night, foregoing rest in order to distance yourself from the hostile natives. Shortly before dawn, you crest a wooded ridge and see the port of Masama in the distance. It lies astride a wide river that is dotted with many trading ships and fishing boats.
As you approach the port, your muddy and dishevelled appearance attracts jibes from the children of Masama. Stung by their rude remarks, you decide that you are in desperate need of a bath and so you go down to the river bank to wash away the worst of the grime. While you are here you notice that the two halves of the town are connected by a series of wooden bridges. The opposite side of the river is home to the business district. Here are wharves and warehouses and a quay that is filled to overflowing with trading ships and barges. The Seasprite was bound for this port, and although you cannot see her moored among the scores of ships at the quay, you decide to go there and check if Radyard and his crew are still in port.
You cross the river by bridge and enter a market square bordered by warehouses, taverns, and busy trade emporia that are crowded with foreign crews. As your keen eye wanders around this bustling scene, you try to decide where first to look for Radyard and his men.
(I head to the Emporium)
You enter the crowded emporium and marvel at the sheer variety of goods that are for sale—Lencian silverware, spices from Mhytan, animal hides from southern Karnali, to name but a few. There is even pottery and ironware from your homeland, all stacked side by side upon the shelves and counters that fill this busy store.
You make your way to a counter and ask a moon-faced youth in a leather apron if he knows the whereabouts of Radyard, the master of the Seasprite. He has never heard of the captain, but he is eager to help and he does not want to lose your custom. He invites you to look around the emporium while he goes and asks his employer.
You browse along the shelves and, although you find many of the items fascinating, there are only six that you would consider purchasing: a hammer, a coil of rope, a silver-backed mirror, a blanket, a steel flask, and a pewter goblet.
The youth returns shortly and you see him shaking his head. He is unable to help you find Radyard and his crew.
The youth takes a list from his apron pocket and reels off the prices of the items as you point to them on the shelves:
Hammer 1 Noble
Rope 2 Nobles
Silver Mirror 2 Nobles
Blanket 1 Noble
Steel Flask 1 Noble
Pewter Goblet 1 Noble
All items must be paid for in Nobles (Gold Crowns are not accepted here). If you wish to purchase any of the above, do so and adjust your Action Chart accordingly.
The youth thanks you for your custom and as you turn to leave he suggests that you ask after Captain Radyard at the Warehouse. You thank him and you take his advice.
(I swap a meal for the Mirror, I head to the Warehouse)
‘Sir, before you go, maybe you have something you’d like to sell?’ pipes the youth. ‘We’re always interested in exotic items of special value.’
The young trader will pay the prices that are indicated for the following items:
Nhang Doll 12 Nobles
Crystal Prism 8 Nobles
Scava Liqueur 4 Nobles
(I could sell, but I have 33 crowns right now, I'm good!)
Inside you discover that the building is filled with vast quantities of raw and basic commodities such as metals, grain, cloth, timber, and leather. As you inspect these basic materials you come across several crates of linen that are branded with a crown and star, the mark of Siyen. Your Kai senses tell you that it could be part of Radyard’s cargo.
The owner of the warehouse approaches and asks the nature of your business. He has an oily smile that you could find easy to dislike. You ask if he knows Captain Radyard and his slippery smile turns into a scowl:
‘I charge for information,’ he snaps. ‘Hand over 3 Nobles or be on your way.’
(I give him 3 crowns, I have 30 left)
The owner pockets the coins and then he gives you a sly smile.
‘Radyard upped anchor and sailed two days ago. He’s gone back north to Siyen. It looks like you got here too late, friend.’
‘Thanks … for nothing,’ you say, as you walk out of the warehouse and return to the square. As you are looking around and wondering where next to go, you suddenly notice that there is something happening at the end of a street that leads away from the quayside. You decide to investigate and you soon discover that the street leads to a large courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia at the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them is insisting that the whole city has been placed under a curse. You are about to turn back and ask her more about this city when suddenly you are approached by a tall woman who is swathed from head to toe in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone
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Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled, and when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her, and although you deny that you are a healer, you feel compelled to answer her desperate plea for help.
The woman leads you through the shabby streets of Masama to her house on the boundary of the town’s wealthy quarter. It is a two-storey dwelling, modest in comparison to others nearby yet richly appointed, with servants, a stable, and a fragrant orchard of guyan trees. You are ushered upstairs to where a young girl lies in a darkened room. She has a fever and a sickly grey pallor that makes her look more than twice her age. You recognize at once that she is suffering from Mysua. It is a disease that is spread by swamp flies and is not uncommon among the jungle-dwellers of Shadaki.
Using your Magnakai Curing skills, and aided by the presence of the Moonstone, you are able to neutralise the infection that has ravaged this young girl’s body. Within a few hours her fever has disappeared and a healthy colour returns to her face. She shows every sign they she will make a complete recovery. Her mother is overjoyed and she thanks you repeatedly. She insists that you stay here as her guest and she provides you with your own room overlooking the river.
Over a delicious evening meal prepared by her servants, you learn that her name is Tiosanna. She is the widow of a wealthy trader who was killed at sea when his ship was attacked and plundered by buccaneers. When her only daughter recently fell ill with fever, she feared she was going to lose her as well. She rarely goes to the market, yet a strange compulsion made her go today. She cannot explain, but the moment she saw you she knew that it was within your power to save her daughter’s life.
You retire early to bed and sleep soundly (you may restore 6 ENDURANCE points). When you rise at dawn, you are feeling fresh and eager to continue your journey to the Isle of Lorn. In appreciation for saving her daughter’s life, Tiosanna gives you a horse. Gladly you accept her generous gift and you bid them both a fond farewell before you set off along ‘The Dragon’s Tail’—the name given by the natives of this region to the overland route from Masama to the city of Kitaezi.
After consulting your map you estimate that it should take you no more than two days to reach Kitaezi. The weather has settled and the overland trail proves far smoother than its given name implies. By mid-afternoon you have covered more than 50 miles and you are pleased with your progress
You are passing through a range of forested hills and gullies when you come to an unexpected fork in the trail. A signpost says that both branches of this fork lead to Kitaezi, yet it does not give any indication which is the shorter or the safer route to take.
Abe Sargent
04-15-2020, 10:11 PM
( I head left. Always go left and up!)
A little way past the fork, the trail passes around a rocky escarpment and ascends through dense jungle to a forested ridge. Beyond the ridge lies a deep gorge, spanned by a sturdy rope bridge. The floor of the bridge is laid with shorn timbers that are wide enough to allow a wagon to pass. You ride onto the bridge and you are halfway across when its timber floor begins to sway violently. Quickly you dismount and use your Kai Discipline of Animal Control to calm your startled horse. There seems to be no reason for the bridge to be pitching back and forth, but when you look over the side you catch sight of a rope that is attached to its underside. This line descends to a crevice in the wall of the gorge and it is being repeatedly pulled taut and then released. From out of the crevice there issues a commanding voice: ‘Throw your money and possessions into the gorge!’ When you hesitate to obey, the voice says: ‘Do it now, or you’ll never get off the bridge alive!’
(I use Elementalism)
You focus your powers at some loose rocks that overhang the crevice, and you see them shudder under the force of your will. Suddenly they collapse and come crashing down, severing the rope as they tumble past the crevice to disappear into the gorge below. As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing from the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge
You ride the trail for more than an hour before you come to a shallow ford across a fast-flowing stream. After resting here to let your horse drink his fill, you press on and enter a region of jungle highlands. Night draws in and you halt to make camp among a cluster of wind-worn boulders, close to the trail. The area is carpeted with thick grasses that make ideal fodder for your horse. After making sure that his reins are securely fixed to a rock, you settle yourself down to rest.
Unless you possess the Discipline of Grand Huntmastery, before you go to sleep you must eat a Meal or lose 3 ENDURANCE points.
You are awoken in the middle of the night by a hideous cry. Your horse is startled and terrified by this gruesome sound and he tugs frantically against his reins. Seconds later you are up on your feet, your keen eyes scouring your surroundings for some sign of the threat. Your Kai skills are alerting you to an imminent and deadly danger, a hidden enemy who possesses a strong magical aura.
You unsheathe your Kai Weapon and crouch behind a boulder. Suddenly the air before you shimmers and takes form, causing you to gasp in disbelief. Something is growing out of the very darkness itself! You glimpse its misshapen head and hunched body; then its outline seems to waver. It flickers and sparkles, as if it is caught between two planes of existence. Suddenly there is a brilliant flash and a sparkling arc of energy leaps from the shimmering mirage to come speeding towards your face.
(I do not have Grand Nexus)
The bolt hits you and a brilliant flash of white light obliterates your senses: lose 8 ENDURANCE points. For a few moments you lose consciousness; then your senses return and you struggle to your feet. Stunned and disoriented, you shake your head in an effort to clear your blurred vision. Images swirl before your eyes, weaving and coalescing to create a fearful sight. The flickering night-creature has fixed itself to the neck of your horse like some nightmarish vampire. Tethered by his reins, your mount is unable to escape from the leech-like maw of this supernatural creature.
(I use KA)
Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.
Tzoog: COMBAT SKILL 45 ENDURANCE 30
This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).
(My CS is 51 with KS. I use it. I have lost 14 EP from the blast just now and i had 6 left from earlier, i toss a 0 and a 2. I take 5 and he 25. a 4 finishes and I finish with 22 total damage.)
As you deal the creature the killing blow, its body crackles and disintegrates into a million motes of light that dissolve into the darkness like a swarm of fleeing fireflies. You rush to aid your horse who is lying motionless among the boulders, but sadly you discover that it is already too late to save him.
Fear and uncertainty haunt you as patiently you await the dawn. The being that attacked and slew your mount was not of this world; it was a creature born wholly of evil magic. With a gnawing sense of dread, you leave at first light and follow the jungle trail to the west. The forest and vegetation are teeming with life, yet as you go deeper into the jungle so the sounds become fewer and more distant. By midday you have covered 20 miles and arrived at a place where there are no sounds at all. The eerie silence surrounds you for several miles further until your Kai hunting skills detect a faint noise. It drifts towards you from among the towering trees to the right of the jungle path. Cautiously you leave the trail and make your way towards the source of this solitary sound.
(I do not have Assimilance)
Using your camouflage skills and the natural cover afforded by the jungle ferns, you stalk ever closer to the source of the strange sound. You sense that the source is evil, yet still you feel compelled to discover what it is that lurks at the heart of this eerie forest.
(I do have Grand Path)
You have cause to be thankful for your Grand Mastery when you detect the outline of a man’s body high in the boughs of a nearby tree. His limbs and torso are painted with forest colours that help keep him hidden, and you hazard a guess that he is a lookout for a remote jungle tribe.
You sense that he has failed to detect your presence. Rather than run the risk of being seen, you make a wide detour around his tree before continuing deeper into the jungle.
Abe Sargent
04-15-2020, 10:18 PM
As you draw closer to the sound, you detect that it is a strange vocal chant, a low ululation that sends shivers coursing down your back. You feel that you are very close to the source when suddenly, through the trees ahead, you see a clearing where a large crowd of tribal natives are gathered.
From the cover of the bordering undergrowth you watch a crow-faced man in tattered black robes standing at the centre of this crowd. He is uttering the chilling chant. Before him, on a stone altar, there lies the decaying remains of a body encased in rotting swathings. Your Kai senses reveal to you that the robed man is a Kitaezi Shaman, an evil necromancer who has enslaved these natives with his power. You sense also that it is the same power that was used to create the creature that attacked and slew your horse last night.
Suddenly the terrible sound of the chant ceases and the Shaman shrieks with rage. He points to where you are hiding and your heart sinks. He has detected your presence. He pounds the altar with his fist and to your horror, you see the decaying remains begin to shift and stir into life. The Shaman intones a dark spell and the grisly corpse leaves the altar and comes stalking towards you, its fleshless arms outstretched. Waves of psychic energy buffet your mind. They paralyse you and keep you from escaping. You summon your psychic Kai defences and break this powerful spell, yet it is now too late to turn and run from the Shaman’s horror—it is almost upon you. Instinctively you reach to your satchel for you sense that the Moonstone is all that can save you from this creature’s ghastly embrace. You pull open the flap to reveal the magical stone and the effect is devastating.
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he corpse-creature implodes the very instant that it is struck by the radiant light of the Moonstone. Air and loose earth rush past you to be sucked into the vacuum formed by its sudden destruction, and you are forced to cling to the ground for fear of being dragged into this crushing vortex. Then, with stunning abruptness, the swirling vacuum shoots skywards and vanishes among the clouds.
The Shaman howls with mortal terror and flees into the jungle, his power destroyed. The natives stagger drunkenly, as if suddenly they have awoken from a trance. They fall to their knees and begin to worship you, for they recognize that you have broken the Shaman’s spell and they are in awe of your power.
You allow the natives to escort you to Kitaezi, their coastal city, where you are treated like a hero by the impoverished populace. You learn that Kitaezi was once a thriving port before the arrival of Ulonga the Shaman. He used his power to overthrow the tribal chieftain, enslave the people, and drive away the traders. For a year he has been the bane of this port and its poor citizens, but now he is gone and the people are eager to celebrate his demise. They smash the many statues and likenesses of Ulonga that stand in every public square and they sing and dance through the streets.
At a ceremony held in the city’s main square, you are bedecked with garlands of flowers and presented with three special items:
Pouch of Seota Dust (Restores 10 ENDURANCE points. One use only.)
Talisman of Defiance (Adds +2 to COMBAT SKILL.)
Eye of Lhaz (Enables user to exert control over poisonous snakes.)
All of the above are Special Items which you keep in the pockets of your tunic. Record them on your Action Chart and note their special properties.
(I take all three!)
Abe Sargent
04-15-2020, 10:32 PM
The celebrations go on throughout the night, but you are able to find a quiet place to sleep for a few hours before dawn breaks over this happy city. When you tell the people that you must leave and continue your journey south, they are saddened by the news. They want you to stay as their new chieftain, but you persuade them that they must choose a new leader from among their own tribe. Before you leave they provide you with a mule and some food (enough for up to 3 Meals).
By mule you expect the overland journey from Kitaezi to Caeno to take no more than three days. It is a rough, potholed trail and yet your mule never once misses his footing or causes you to fall. During the afternoon of the second day you enter the foothills of the Hulhuk Mountains and see a plume of black smoke rising into the sky. It comes from behind a treeless ridge, less than half a mile from the trail. The sound of anguished voices can be heard on the wind and these cries prompt you to leave the trail and investigate. As you crest the ridge you see a small native village. Several of the huts are on fire and its people are trying desperately to save their livestock and quell the raging flames.
(I use Elementalism)
You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you use your Kai skill to best effect. You suppress the flames, shrinking them and containing them so that the villagers are able to approach with buckets of water and put out the blaze.
When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.
‘It is the bane of our humble village,’ he says, shaking his head sadly. ‘We fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.
(I help!)
The elder spreads the news to his people that you have agreed to help them and they cheer you loudly. The women of the village bring you food and wine (restore 3 ENDURANCE points), and the children make it their duty to see that your mule is watered and fed.
At sunset, you follow the elder and a dozen of the village men to a rocky outcrop which overlooks the settlement. They have prepared several hiding places among the rocks where they can lie in wait for the dragon. They are armed with spears and bows, and you note that they have a plentiful supply of arrows. You take cover with the elder and wait patiently for the dragon to arrive. You do not have to wait very long. In the fading light of dusk you see the creature come gliding down from the mountains. The elder tells his men to ready their bows and, as they carry out his order, you see him smile. He seems to be relishing the thought of avenging the damage this creature has caused. The dragon circles above the village and then comes swooping over the outcrop. It is now within arrow range
(I use KA)
The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature’s scaly hide. You utter the words of the Brotherhood Spell Lightning Hand and direct your bolt of energy at the creature’s belly as it soars directly overhead. It hits the creature and makes it shudder, but it does not deflect it from its chosen course.
The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins
You magnify your vision and focus on the tangle of burnt timber and ash that lies heaped inside the ruined hut. You are unable to see anything clearly, but you sense that there is something lying buried there. You tell the elder of your discovery and you see a flicker of fear in his old eyes. He says that there is nothing in the hut that could be of interest to the dragon, but your senses tell you otherwise. They also tell you that he is lying.
A group of villagers armed with long spears rush to the hut and attempt to stab the dragon. The creature roars at them and then flaps its leathery wings and begins to circle around the settlement once more. You slip away from your hiding place and hurry down to the ruins for you are determined to discover what it is that the dragon is seeking. Guided by your Sixth Sense, you uncover a bronze statuette from beneath the ashes. Then the dragon returns. It lashes out at the villagers with its clawed forelimbs and smashes their spears to matchwood. The men retreat in confusion and the dragon lands and settles itself beside the hut. You move to unsheathe your weapon but you freeze when suddenly the dragon speaks to you. The creature has the voice of a man.
The dragon pleads with you for the return of the statuette, for he says that it will remove the curse that has changed his shape. Your Kai senses detect that the creature speaks the truth, and that he is not the evil bane that the elder and the villagers have led you to believe. You notice that the elder and his men have left their hiding places and are now running towards the hut. You focus on the elder and see that a strange transformation has taken place. He is no longer the frail old man that he was; his face has become younger and it is contorted with a savage rage. Your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman and you sense that he, too, is a necromancer. He orders his men to take aim at you with their bows and blindly they obey his command. The dragon urges you to escape with him while you are able, and hurriedly you rush forward to climb upon his back as the first volley of arrows comes whistling through the hut.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.
(I toss a 3)
Your speed and Kai reflexes keep you safe from the deadly hail of arrows that follow in your wake as you escape from the village astride the back of the winged dragon.
The dragon lands at his lair in the mountains and folds his wings to allow you to climb down easily from his scaly back. Carefully you place the bronze statuette into his clawed hand and witness a wondrous transformation take place. Slowly the dragon shrinks and its body changes into that of a tall man with a proud and noble countenance. He introduces himself to you as Cresosa, the leader of the Rivorzha tribe who dwell on the eastern slopes of the Hulhuk Mountains. Unlike the villagers, Cresosa’s people have resisted Ulonga’s evil rule, even though their resistance has forced them out of their coastal villages to seek refuge in the mountains. The statuette has broken a curse placed upon Cresosa by Ulonga the Shaman, and now he is able to return to his people and lead them back to their abandoned homes.
Before you say farewell, Cresosa offers you two Potions of Laumspur (each of these Backpack Items will restore 4 ENDURANCE points when swallowed after combat). He then gives you directions which take you back to the trail, to a place where a bridge crosses a steep-banked river. Your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest until dawn before continuing your trek to Caeno on foot.
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Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
(I quaff the pots immediately and drop my current damage to 4)
Abe Sargent
04-15-2020, 10:43 PM
You reach Caeno in the early evening. For all its great size and former splendour, this city has the appearance of a half-deserted ruin. The famous grand mansions of its northern quarter are now little more than dilapidated shells, and its paved avenues are broken and overgrown with weeds. Yet despite its state of neglect and decay, Caeno is a crowded city, especially at this time of the year.
You discover why as you make your way through its twisting, soot-blackened streets. On every other wall there hangs a gaudy yellow poster announcing the Caeno Derby, an annual race that attracts visitors from all over Magnamund. The race is to be run tomorrow and the inns and boarding houses are overflowing with customers. After a long search, you finally discover a shabby inn called The Song of the Silver Star that has a vacant room. The fat innkeeper informs you with glee that bed and board will cost you 6 Nobles, an exorbitant sum for such a run-down establishment.
‘It’s the derby,’ he says, without a hint of an apology. ‘Beds is at a premium with so many visitors around.’
(I pay and am at 24)
Begrudgingly you pay the innkeeper 6 Nobles and then you ask that he bring you some of the food you have paid for. He points to a table and tells you to go and wait. The food will be brought to you shortly.
As you take your seat, you are approached by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tells you that he is a member of a guild from your homeland. He is holding a plate of steaming vegetables.
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‘Well met, Master Kai,’ he says, wiping and offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths’ Guild of Toran. I’m honoured to make with your acquaintance. May I join you? The food here is indescribable … but it fills an empty belly.’ You welcome the young man to sit down and the innkeeper appears with your food. As you share your meal, you learn more about him and this region of Shadaki.
Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star—the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak’s rule.
Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.
Melchar excuses himself and then goes to another table where he talks with a bearded man wearing a three-cornered hat. When he returns he is smiling.
‘Old Captain Leonghi owes me a favour or two,’ he says, cocking his thumb towards the man. ‘He can’t take you to Suhn but he’ll take you as far as Nhang, and he’s agreed to free passage. It’s a good offer. You’d be mad to try to go south from here on foot—the Koltains are full of bandits. You’d never make it there alive, or at least not completely in one piece.’
You thank Melchar for his help and accept the captain’s offer. He tells you that Leonghi will sail for Nhang in two days’ time. As you have a day free in the city, Melchar invites you to go with him to the Caeno Derby tomorrow. He won two tickets in a dice game last night and he would be pleased to give one of them to you. You accept and agree to meet him here in the taproom for breakfast before leaving for the racetrack.
You meet with Melchar as planned, and after a meagre breakfast at the inn, you follow the crowds who are making their way through the streets to the Caeno racetrack. This magnificent establishment dominates the city’s eastern quarter and it has provided the venue for this spectacular derby for more than a century. Unlike the famous horse races held in Slovia and Lourden, the Caeno Derby is run by guanza—large bipedal lizards that are bred and trained throughout the Southlands. Huge sums are bet on the big race and the owner of the winning guanza stands to collect a purse of 100,000 Nobles
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On entering the racetrack you and your companion make your way through the crowds to the parade enclosures. Melchar is keen to bet on the favourite—Forlu-zhan—but he wants to view the other runners before placing his wager with Wrok the Bookmaker. Having satisfied himself that the favourite will win, he goes off to the betting ring while you stay at the enclosure and watch the guanza lope past. As Forlu-zhan passes by, your Magnakai Discipline of Animal Control tells you that something is wrong. You sense that the favourite has been drugged with a mild tincture of graveweed and that he will be incapable of winning the race. Quickly you hurry to the betting ring to stop Melchar placing his wager. He is about to hand over his money when you catch up with him and tell him what you know. Melchar cancels his bet and Wrok the Bookmaker glares at you with undisguised hatred. He signals to a group of his henchmen and swiftly they surround you both. The moment the race begins you and Melchar are grabbed from behind and manhandled out of the betting ring. Wrok’s henchmen bundle you into a tack room below the public stands, but before they can lock the door, you draw your weapon and attack them
Wrok’s Henchmen (6): COMBAT SKILL 38 ENDURANCE 36
(I have a 49 with Mindbblast, so +11. I toss a 3 and then 8 and out kill them. I took 2 damage)
You make a quick search of the dead henchmen and discover the following items:
3 Swords
3 Daggers
8 Nobles
Melchar helps you to hide their bodies before you leave the tackroom. Outside, you discover that the race has ended and that the favourite, Forlu-zhan, came in last. The crowds are bitterly disappointed with the result, but Wrok the Bookmaker is beaming with joy, for he and his conspirators have made a fortune by sabotaging the favourite guanza. He begins to wonder why his henchmen have not returned and, when he looks to the tackroom door, he catches sight of you and Melchar leaving. Frantically he signals to his conspirators to stop you getting away. You see them closing in and you grab Melchar by the arm for fear of losing him among the crowds that are heading for the exit gates.
(I take the cash and have 31 crowns)
(We run out the main gate)
The crowd gets denser as you approach the main exit and the increased numbers slow down the speed of your escape. Wrok communicates by means of hand signals with two of his henchmen who occupy a platform beside the main gate. As you pass below this platform they leap into the crowd and attempt to block your escape.
(I use Elementalism)
You use the power of your Grand Mastery to whip up a cloud of dust from the ground. The sudden whirlwind causes the crowd to panic and a clear space forms around you and your elemental summation as they fight to get away. You direct the whirling dust cloud at Wrok’s henchmen, and as they are engulfed and blinded by it, you and Melchar seize the chance to make good your escape from the racetrack.
Melchar leads you back through the streets of Caeno to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok’s henchmen when finally you enter the sanctuary of its crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.
‘Wrok’s not a man to cross,’ he warns. ‘He’s ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok’s sure to send his lackeys out a-huntin’ for you.’
You heed the innkeeper’s warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.
‘Captain Leonghi’s ship is moored down at the docks,’ he says. ‘It’s called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I’ll always remember our little adventure at the Caeno Derby and I hope we’ll meet again one day when you return to Sommerlund.
Abe Sargent
04-15-2020, 11:07 PM
You find your way to the docks and discover Captain Leonghi’s ship moored at the end of the quay. It is a battered old trader that is in desperate need of a lick of paint, but it looks seaworthy enough. The crewman on watch is expecting you and he invites you aboard. The captain greets you with a wry smile. He has heard stories about the incident at the Caeno Derby yesterday and he insists that you remain in your cabin until the Embassage is safely out at sea. You agree to his request and descend the prow-deck ladder to your cabin below.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
The two-day voyage to Nhang passes swiftly and without incident and you arrive at the port early on the morning of the third day. The entrance to Nhang harbour is noted for its eighty fearsome stone statues, known as ‘The Warriors of Nhang’, which stand in two lines and form a double colonnade out into the sea. Their ferocious granite faces glare down at you unmercifully as the Embassage sails between them and docks at the quay.
Before you disembark, Captain Leonghi warns you to be on your guard while you are in the city. The natives still harbour loyalties to the memory of Shasarak, and recent uprisings have led to the imposition of a dusk-to-dawn curfew. He advises you to go directly to the city of Tiklu and seek out his cousin Gemulkin. He, too, is a merchant captain and he regularly plies a trader between Tiklu and the Port of Suhn. Leonghi gives you a scroll (record this Special Item on your Action Chart as Leonghi’s Scroll; you keep it in a pocket of your tunic). It is a letter of introduction which bears his seal, and in it he asks his cousin to take you to Suhn.
You thank the captain for all his help and then disembark onto Nhang quay. You leave the port area and follow The Street of the Full Moon—the main thoroughfare which bisects the city and ends at its West Gate. Your first impressions of Nhang are mixed. The striking design and construction of its buildings amaze you, but the dismal mood of its natives and the large number of street beggars leave you with the feeling that the city could erupt at any time.
You pass many hundreds of shops and they all appear dingy and uninteresting until you happen upon a triangular building, created by a fork in the road. It has no sign stating its business, but by the nature of the various goods displayed in its window you judge it to be an emporium.
(I shop)
As you enter you are greeted by the shop’s owner. He is a bony man, with a streaked grey beard and moustache which he habitually tugs as he speaks. His skin is pale and wrinkled, and he appears to be older than his years.
Among the items that he has on display are the following which catch your eye:
Sword—2 Nobles
Whip—2 Nobles
Axe—2 Nobles
Bow—3 Nobles
6 Arrows—2 Nobles
Spyglass—3 Nobles
Quill Pen—1 Noble
Pot of Ink—2 Nobles
The owner asks if you have anything you wish to sell. He says that he is particularly interested in Kitaezi artefacts and he will pay the following prices for these items:
Pouch of Seota Dust 10 Nobles
Talisman of Defiance 15 Nobles
Eye of Lhaz 20 Nobles
(If you wish to purchase or sell any of the above items, make the appropriate adjustments to your Action Chart.)
(I don't buy anything. I have a full backpack. I don;t have Deliverance)
You leave the shop and depart from the city of Nhang through its West Gate, following the main trade road that leads to the city of Jazer, 40 miles to the west. There are many fellow travellers on this road. Some, like you, travel alone and on foot. Others journey in convoys of ox-drawn wagons heavily laden with wares. You try to hitch a ride aboard these convoys but without success, and so you resign yourself to the fact that you have a long day’s walk ahead.
At noon you come to a village where the road enters some hilly timberland. A sprawling taverna dominates the village, providing meals for travellers. There are more than a dozen wagons parked outside its doors and many sullen-faced natives are sitting on nearby benches eating their midday meals.
(Tavern yes)
The inside of the taverna is crowded with travellers eating their meals, and serving girls rushing to and fro clutching trays piled high with food and ale. All of the tables are occupied and there are no spare places.
‘We’re full up—can’t you see that!’ bellows a surly waitress. She slams her tray down on a nearby table, startling the meek-faced group of pilgrims who are seated there.
‘If you want food it’ll cost you 4 Nobles … and you’ll have to eat it outside!’
The meals here are very expensive, but your rumbling stomach reminds you that you are very hungry and the city of Jazer is still half a day’s walk away.
(I head back out)
You leave the taverna and follow the road into dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy. During your trek to Jazer, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose a further 3 ENDURANCE points.
As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.
It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.
(I choose lodging)
Following the city’s signposts, you make your way to the ferry station. Nearby you find an inexpensive tavern which overlooks the waterfront. A rusting sign bolted to its door states that a room and meal here cost 2 Nobles a night.
(I pay and have 27 cash)
You push open the tavern’s creaky door and step into a low-ceilinged room that is poorly lit and furnished. The air is thick with the smell of burning tallow, and customers sit hunched and unspeaking over their glasses of warm rice wine. The one-armed tavern keeper flashes a toothless grin. ‘Wanna room?’ he mutters. You nod and place two coins on the counter and he tosses you a key engraved with the numeral ‘1’.
Your room is located at the rear of the tavern, next to the communal lavatory. You draw upon your Kai skills to suppress your sense of smell and prop a solitary chair beneath the door handle to keep it shut. Apart from the chair, a bare mattress of straw is the only other item of furniture. It is a warm night and you have no need of a blanket and so you lie on the mattress and use your satchel and Backpack for pillows. Soon you have fallen into a deep sleep.
You wake within the hour and from then on you spend an uncomfortable night during which you are bitten constantly by the fleas which infest your mattress. Your Kai Curing skills protect you from contracting any illness or infection from the bites, but you lose 3 ENDURANCE points due to your lack of rest.
When the sun rises you decide to abandon your attempts at sleeping. You check your equipment and then you leave the tavern and walk to the nearby ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than 100 people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.
( I pay, 25 crowns)
You hand over your money to the ferryman and take a place at the bow. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant’s small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.
https://www.projectaon.org/en/xhtml/lw/22tbos/small10.png
During the journey to Tiklu you learn much from Tzai—your talkative companion. He tells you tales about the local history of this region, its ancient legends and heroes, and about the dark days not so long ago when it was ruled by Shasarak, the infamous Wytch-king of Shadaki.
The journey passes swiftly in his good company and you arrive at Tiklu during the afternoon. It is a bustling port which stands at the edge of the Sea of Winds, and is second only in size and importance to the City of Shadaki itself. Tzai is welcomed by the guards on watch at the gate who wave as you pass beneath its mighty arch. It is clear from their reaction that your companion is a popular man. As you travel along a paved avenue towards the heart of Tiklu, Tzai asks where you are going to stay during your visit. When you cannot readily answer his question, he invites you to stay at his house tonight. Gratefully you accept his generous invitation.
Tzai’s house is located in the centre of the city, opposite the main market square and its municipal buildings. It is a large dwelling and much of it is a warehouse given over to the storage of his goods. You are greeted by his family and he takes great delight in introducing them to you. You meet his brother Chinn, his wife Tuvei, his two teenage daughters Leadu and Leiga, and his young son Undai. His wife and children seem very pleased to have you staying as a guest, but his brother Chinn views you with suspicion. You can tell from his cold reaction that he does not think very highly of foreigners.
Later you share supper with the family and you tell Tzai that tomorrow you will look for Captain Leonghi’s cousin, Gemulkin. You hand him the scroll that the captain gave you and he passes it to his brother. He says that Chinn has many friends at the dock and he asks his brother if he recognizes the name. Chinn shakes his head tersely and barely glances at the scroll before handing it back. He then leaves the table and goes to his room. As you watch him leave, your Sixth Sense tells you that he knows Gemulkin very well.
After supper, Tzai invites you on a tour of his warehouse. While you are looking at the hundreds of fascinating items that he sells, you suddenly hear shouting coming from outside in the main market square. A noisy mob has gathered to denounce Dhanchai, the city’s mayor. They are demanding that Koogha, a former Shadakine warlord, be returned to power. The city militia arrive to disperse this unruly crowd, but a struggle breaks out and soon the two sides are fighting openly in the square. Suddenly the warehouse door bursts open and a dozen men armed with knives and clubs begin to loot the shelves. Then Chinn comes running through from the house, alerted by the noise. He is armed with a stave with which he attacks the looters. One of them knocks it from his hand and another grabs him from behind and pins his arms to his side. Tzai screams as a third looter advances towards his helpless brother with a knife in his hand.
(I use a bow)
You aim and fire your Arrow at the looter as he raises his knife, and your shaft buries itself in his chest. As he spins to the ground, the other men push Chinn aside and come rushing at you to avenge their fallen comrade. You shoulder your Bow and draw your Kai Weapon in readiness to meet their attack.
Looters: COMBAT SKILL 34 ENDURANCE 29
(I toss a 4, 6 and 5. They take 39 and I took 4)
The remaining looters flee from Tzai’s warehouse, pausing only to pick up and carry with them the bodies of their confederates who fell to your deadly blows. You help Tzai and his brother to secure the warehouse doors by barricading them with crates and barrels. Once this has been achieved, the three of you return to the house to check that Tuvei and the children are safe.
Soon the militia gain control of the main square and the mob disperses. Chinn thanks you for saving his life, and he apologizes for the way he has behaved since your arrival. He tells you that Gemulkin is an old friend of his and he offers to take you to see him first thing in the morning.
Next morning you bid farewell to Tzai and his family before accompanying Chinn to the docks. Moored at a jetty by the old harbour wall is a sleek-prowed merchant trader called the Vargas that flies a Suhnese flag. Chinn takes you aboard this vessel and you meet with Gemulkin in his cabin at the stern. He is a wiry man with a hooked nose and close-set eyes that gives him an expression of sly cunning. Yet his voice is deep and resonant and you can tell that he is someone who is used to commanding respect. By way of introduction you present him with the scroll that his cousin gave you, and he smiles as he reads it.
‘If I had a Noble for every favour I’ve done him over the years, I’d be a rich man,’ he says, jokingly.
‘Welcome aboard, Journeyman. Pay no attention to my jest. I owe my cousin more favours than I care to remember. You’re welcome to sail with us to Suhn on the noon tide. All I ask is that you work your passage.’
You agree to Gemulkin’s terms and shake his hand to seal the deal. He calls for one of his crew to come and show you to your bunk, but before you go with him you bid farewell to Chinn. He thanks you again, not only for saving his life but also for curing him of his distrust of foreigners.
The Vargas sets sail on the noon tide. It is carrying a valuable cargo of silk, and Gemulkin is anxious that it should arrive safely in Suhn. He expects the voyage to last four days. During your first day aboard you help the crew with their duties and listen to their tales about the Sea of Winds. Gemulkin has ordered the crew to be especially vigilant on this voyage, for pirate raiders from northern waters have become more daring of late. The ships of the Freedom Guild patrol the Sea of Winds to deter buccaneers, yet they cannot guarantee safe passage to any ship once it passes beyond Shuri Point.
On the morning of the third day the lookout sights Shuri Point in the distance. As the Vargas swings around this rocky cape, you see a storm brewing on the horizon. A cluster of black clouds hovers menacingly over the sea, discharging bolts of lightning that arc back and forth between the shore and the surface of the ocean.
( I use Elementalism)
Abe Sargent
04-15-2020, 11:15 PM
Your Grand Mastery of Elementalism tells you that this is no ordinary storm—it is the result of powerful elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind
Sailing towards you across the Sea of Winds come three pirate ships. They are long and low and rakish, with sleek black hulls and armoured decking. Their scarlet sails are filled by a gusting wind and they move through the water with a silent, ominous speed.
Trapped between storm and buccaneers, Gemulkin faces a difficult decision. He can either confront the approaching raiders or brave the dangers of the storm. He chooses the latter, and as the Vargas swings back once more towards Shuri Point, the buccaneers hold off and wait expectantly for the storm to lay claim to your vulnerable ship.
Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck and slammed against the wheelhouse: lose 3 ENDURANCE points.
Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship’s wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin’s courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship’s survival.
From out of the dark clouds there descends a winged horror that freezes the blood of all who gaze upon it. Heavily muscled and sheathed in a glistening green skin, this nightmarish creature lands upon the main deck and glares at the terrified crewmen through slitted eyes. Its wings shrink and melt into its shoulders and from its fang-filled mouth there issues a chilling hiss. In the next instant, it springs among the stunned crew to wreak carnage with its razor-tipped claws. In their terror, many men throw themselves into the sea to avoid the beast’s deadly talons. Relentlessly it forges its way towards the stern and climbs the steps to the rear deck where it stares at Gemulkin hungrily. The captain fumbles to release himself from the wheel as the creature looms closer. Clearly it intends to slay him and you know you must act quickly if you are to save Gemulkin from a terrible fate.
(I use KA)
You speak the words of the Brotherhood Spell Net and point your right hand at the creature’s head. A sticky gout of liquid emerges from your fingertips and shoots towards the creature, yet it reacts with incredible swiftness and leaps aside in time to avoid being caught up in the gluey fluid.
Having evaded your attack it now continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and unsheathe your Kai Weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound across its chest, making it shriek loudly. But it recovers in an instant and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.
You land on your back with a severe jolt that leaves you gasping for breath: lose 3 ENDURANCE points. You have crashed down upon the floor of a cargo hold that is stacked with bales of silk. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll away as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes at the floor where, only moments before, you were lying.
Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.
( I attack it)
You raise your Kai Weapon and launch a swipe at the creature’s neck. With stunning speed, the beast grabs your forearm with its free claw and stops you landing your blow. Its talons bite into your flesh and its crushing strength makes it hard for you to keep hold of your weapon: lose 3 ENDURANCE points.
The deck lurches as the ship is hit by a wave and the sudden movement throws the creature off-balance. As its grip slackens momentarily, you are able to twist yourself free from its claws and escape into an adjacent cargo hold.
ou run through an open bulkhead door into an adjacent cargo area that is stacked with crates of food and barrels of water. On the far side of this hold you see a wooden ladder that ascends to a hatch in the foredeck. Your Kai senses detect that there is also a concealed trapdoor in the floor of the hold, close to the base of the ladder.
Suddenly you hear the cracking of timbers and you sense that the creature has freed its claws from the wall of the cargo hold behind you. You hear the snake-like hiss of its breath and you know that you have but a few seconds before it will come rushing through open bulkhead door.
(Trapdoor)
You prise open the trapdoor and discover a secret compartment, built for the smuggling of contraband. The compartment is empty but it is of no use—it is too small a space in which to hide. You glance at the doorway and see the creature rushing towards the hold. You cannot hope to hide from it now. Your Sixth Sense tells you that it wants the Moonstone and that it will stop at nothing to take it from you
(stand and fight)
The creature stalks towards you like a hungry cat with a cornered mouse. Slowly it flexes its talons and bares its ghastly teeth—playful preliminaries to be indulged in before it moves in for the kill. It emits a deafening hiss and comes lunging towards you with shocking swiftness.
Zhürc: COMBAT SKILL 52 ENDURANCE 40
If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.
(My bonus is +1 with KS. Alright let's do it to it. I toss a 3 and a 5. he took 14 to my 7. 9 and 5. He takes 34 to my 12 total damage. i toss a 4 and kill him. I finish with 16 damage)
Abe Sargent
04-15-2020, 11:22 PM
The moment you strike the killing blow, the creature’s body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone. You are pondering who could be responsible for the creature’s creation and presence here when suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.
(I use KA)
You go to the foot of the hatch ladder and recite the words of the Brotherhood Spell Levitation. As you rise, you guide yourself through the hatch and emerge on the foredeck. Quickly you cancel the spell for fear of becoming entangled in the rigging and ruined sails that lie strewn across the decks of this doomed trader. Every mast has fallen and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.
You fight your way to the surface of the churning sea and gulp a lungful of air. All about you are flailing lumps of debris, foaming bubbles, and treacherous strands of rope and canvas that threaten to entangle your limbs and drag you to your doom. Breathing hard, you fill your lungs and feed oxygen to your blood before diving deep below the flotsam of the dying ship. You surface beyond the debris and swim for the shore, now less than a mile distant.
The waves bring you ashore upon a rocky beach where you crawl for shelter among boulders at the base of a chalk cliff. From here you see the wreck of the Vargas come drifting towards the shoreline to be smashed to pieces on the rocks. Gangs of men are pacing the beach, salvaging cargo and slaying any crewman who is washed ashore alive. They are wreckers, and your Kai senses tell you that they are led by an evil magician who possesses great power. You can feel the aura of his presence nearby, high upon the cliffs, and you know that he has been responsible for the wicked destruction of the Vargas and its crew.
Using your Kai camouflage skills to keep yourself hidden from the wreckers, you hurry away along the rocky coast. During your escape, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
For two days you follow this shoreline which borders upon the Sea of Dreams. You feed upon the plentiful supply of marine life that you find at low tide in rockpools and caves, and you avoid the natives of the coastal villages through which you take care to pass only at night.
During the morning of the third day you catch your first sighting of the Port of Suhn and your spirits rise. It sits upon an islet at the mouth of the River Azan, and it is a most welcoming sight. There have been many times during your long voyage south that you feared you might not live to ever see this city.
You continue your trek and enter Suhn by means of a grand wooden bridge. It spans the Azan and leads directly to the harbour. You stop to admire the great harbour gate of Suhn. It is a magnificent arch that is decorated with likenesses of the heads of every ruler this city has known. You count 120 heads in all, the last in the line being that of the city’s present ruler—Grey Star. The harbour is filled with low, wide boats, many with makeshift shelters, that rock gently on the tide. Native families crowd these vessels, their menfolk working long hours at the busy quayside and trading wharves nearby. Passing through the harbour you see several patrols of City Guardsmen who are heavily armed and quick to stop anyone they consider to be suspicious. There is an underlying sense of unease about the place, a tension that reminds you of Nhang. You decide it would be wise to avoid the City Guards and so you leave the harbour and go in search of Lord Zinair, the Dessian ambassador. Beyond the harbour gate you see that there are only two thoroughfares. One leads directly to Suhn’s Market Square and the other, the Avenue of the Southern Seas, wends its way into the city’s trade quarter.
(Trade Quarter)
As soon as you walk into the busy market square you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)
(Do you know?)
The vendor has never heard of Lord Zinair, but he suggests that you visit the Soothsayer’s Shop near the exit from the square. You thank the man and as you leave you decide to follow his advice.
On entering the shop you are greeted by a tall woman with pale skin and long black hair. She wears plain robes of brown cloth and a miniature crystal ball that dangles from a chain around her neck.
‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’
You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador.
She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’
(I pay)
You count out five coins into her hand and in return she tells you that Lord Zinair resides in the city’s North Quarter, at the Dessian Consulate. She writes the directions to the consulate on a scrap of parchment and gives this to you. Upon leaving her shop, you follow her written directions and arrive there within the hour. With mounting anticipation, you climb the front steps of the consulate building and knock on its stout oak door.
Slowly the door opens to reveal a grey-haired man clad in the robes of a High Council Elder of Dessi. At first his sea-blue eyes and lordly countenance are fixed in seriousness, but then he recognizes the insignia of your Kai tunic and his stern face breaks into a warm and welcoming smile.
‘Praise the gods! You have arrived, Grand Master. I feared that you and your precious cargo had been lost at Ghol-Tabras. I am Zinair. Please, please, come inside.’
Lord Zinair ushers you into the consulate and asks you to wait in his private chambers. After he has taken the precaution of dismissing his staff, he joins you there. He had expected your arrival weeks ago and had almost abandoned hope that he would ever see you alive, fearing that you had fallen foul of Sesketera. When you recount all the perils of your journey from Elzian, Zinair is doubly amazed that you are with him now. You reassure him that you still have the Moonstone and you offer to show him the precious artefact, but he declines your offer saying that it would be safer for you both if it were to remain within its korlinium satchel.
Zinair suggests that you bathe and eat and avail yourself of the many luxuries that the consulate has to offer. He suggests that after you are rested you meet again later so that you may discuss the final and most vital part of your mission.
Abe Sargent
04-15-2020, 11:31 PM
Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.
‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’
You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.
‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Grand Master. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’
It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my lord. I am ready.’
Zinair smiles. ‘So be it, Grand Master. But now you must sleep, for you sail at dawn.
You are awoken shortly before dawn by Lord Zinair who helps you prepare your Weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.
Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.
When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary—a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You can feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.
You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.
The eerie voice laughs and you steel yourself to meet its mental challenge.
How great in number are the Warriors of Nhang?
(80)
The moment you voice the answer to the challenge,3 the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn—the mystical realm of the exiled Shianti.
The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant’s heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.
Through the blinding glare of the sun’s rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.
Welcome, Grand Master, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.
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The Shianti escort you from the beach to a wondrous edifice—the sacred Temple of Amida—which stands upon a high spur of rock commanding a spectacular view of the four corners of their magical isle. Here in a formal ceremony you receive the thanks and praise of Acarya—the leader of the Shianti exiles. Solemnly he vows to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again will its powers disrupt Magnamund’s delicate balance of nature, nor be misused by the forces of Evil.
After the ceremony, the Shianti show you some of the magical wonders of their island that have never before been seen by Man. You marvel at flowing rivers of jewels, fabulous flora, and species of exotic fauna that defy description. After your tour of this paradise isle you are allowed to rest awhile before you are escorted to your boat to begin your journey back to the Port of Suhn.
Your return voyage across the Sea of Dreams is swift and eerily smooth. You sense that your direction and speed are being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appears from out of the swirling sea mist. A stiff breeze catches your sail and propels you towards the quayside where, to your astonishment, Lord Zinair is waiting to greet your valiant return.
Congratulations, Grand Master. Once more you have proved your courage and resourcefulness. You have completed the quest entrusted to you by Lone Wolf and you have triumphed magnificently. The safe return of the Moonstone to the Shianti is a major victory in the war against Evil, but it is a war that is still yet to be won. Upon your return to the Port of Suhn you learn from Lord Zinair of a new and sinister threat to the fragile peace of your world. If you wish to confront this deadly threat and prove that you are truly a champion of the New Order Kai, then the nature of the challenge can be found in the next exciting Lone Wolf New Order adventure, entitled:
Mydnight’s Hero
Abe Sargent
04-15-2020, 11:31 PM
Review - That was looooooooooong. Like Darke Crusade four hours long. I did enjoy it but is a big giant reader, with a smaller number of fights than the first novel. Both took a while to read/play through. I enjoyed it, although there were a few plot points that didn't work with the first book (the characterization of the female from book 1 to 2 changes, as at the end you believe you'll see her again but then when you do you think it was crazy). It shared the same story telling as the previous long form with a smaller story in each city lasting only a few minutes.
Overall, it was fine! Book 3?
Abe Sargent
04-16-2020, 08:16 AM
Mydnight's Hero
The Story So Far …
You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—Lone Wolf—was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of the new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it) the Dark God Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.
The defeat of his minions enraged Naar and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar’s stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf’s eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.
Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world while the force of the Gods of Good—Kai and Ishir—had been held at bay. Lone Wolf and the New Order Kai were all that stood against the onslaught of Naar’s agents following the demise of the Darklords.
Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness to retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from an invasion by Naar’s legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God’s domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar’s minions. Retrieval of the Moonstone had denied the Dark God’s champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their foul master.
Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month beyond birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence the ‘Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone is a great force for Good, but it is also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply troubled by the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon—leader of Sommerlund’s Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the imbalance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.
Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly desire to enact Naar’s revenge upon the Kai. When one of Naar’s agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that your leader would personally take responsibility for returning the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that Lone Wolf had secured the use of Guildmaster Banedon’s famous flying ship—Cloud-dancer.
It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of returning the Moonstone. His elaborate preparations were simply a diversion, a bluff designed to draw attention away from the vital mission that he wished you—the most talented and courageous of his five Kai Grand Masters—to undertake. It was with great pride and apprehension that you accepted the quest.
Lone Wolf gave you the precious Moonstone in a seemingly ordinary satchel, yet the lining of this plain leather bag was woven from korlinium, a special mineral that would hide the Moonstone’s powerful energies from the agents of Naar. In the guise of a Kai journeyman, you set sail from the Sommlending capital of Holmgard aboard a sailing ship that was to carry you south on the first leg of your journey, a voyage of 2,000 miles to Elzian, the capital of Dessi. This legendary city is home to Lord Rimoah and the Elder Magi. They are the last surviving members of Magnamund’s oldest race of magicians and they had promised Lone Wolf that they would help you reach your final destination. You had hoped and expected the voyage to be swift and uneventful; however fate and ill fortune decreed otherwise. Your voyage was fraught with danger, yet you overcame the many perils ranged against you and eventually arrived at the Dessian capital, to the relief of Lord Rimoah and his anxious brother magicians who had feared the worst.
For three days you were treated to the hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you set out upon the final stage of your quest—the voyage to the Isle of Lorn. Passage had been arranged for you aboard a Suhnese trading ship called The Azan. The ship’s master, Captain Jenkshi, had been paid handsomely to carry you to his home port of Suhn and you had been promised a swift and comfortable voyage. However, this was not to be. In the Shadakine city-port of Ghol-Tabras you fell foul of Sesketera, the city’s ruthless ruler, and you were forced to abandon The Azan during your daring escape from his murderous bodyguards. After a perilous journey south by way of land and sea, you finally reached the Port of Suhn. There you made contact with Lord Zinair, the Dessian ambassador. He provided you with a small sailboat for your passage to the Isle of Lorn. This tiny island home of the Shianti lies no more than 200 miles east of the busy Port of Suhn, across the Sea of Dreams, yet no sailor has ever set eyes upon it for the Shianti have encircled their refuge with a web of enchantments, magical mists, and winds. Aided by the power of the Moonstone, you were able to navigate these mysterious waters and land upon the shores of Lorn.
The Shianti had sensed the approach of the Moonstone and were waiting to greet your arrival. In a formal ceremony in the sacred Temple of Amida you received the thanks and praise of Acarya, the leader of the Shianti exiles. Solemnly, he vowed to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again would its power disrupt Magnamund’s delicate balance of nature, nor be misused by the forces of Evil.
After the ceremony, the Shianti revealed to you some of the magical wonders of their island that have never before been seen by Man. You marvelled at flowing rivers of jewels, fabulous flora, and species of exotic fauna. After your tour of this paradise isle you were allowed to rest before being escorted to your sailboat to begin your journey back to the Port of Suhn.
Your return voyage across the Sea of Dreams was swift and eerily smooth. You sensed that your direction and speed were being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appeared from out of the swirling sea mist. A stiff breeze caught your sail and propelled you towards the quayside where Lord Zinair was waiting to greet your valiant return.
Your journey from Suhn to the Isle of Lorn and back again seemed to have lasted no more than a few days. Yet, to your surprise, you discovered that two whole months had elapsed since the day you first sailed upon the Sea of Dreams. Lord Zinair praised you for the success of your quest. He also informed you that during the time you spent on Lorn a new and sinister threat to the fragile peace of Magnamund had arisen. The precise nature of this threat was revealed when you returned with Lord Zinair to his consulate.
In a secret chamber of the Dessian consulate, you were able to communicate the success of your mission to Supreme Master Lone Wolf by means of a magical seeing stone. Warmly he praised the skill and courage you had displayed, and he commended you for upholding the highest traditions of the Kai. He told you that he and the New Order were justly proud of your accomplishment and they welcomed the day when you would return to the monastery. Lone Wolf also had some grave news to impart, news that would delay a swift return home.
‘King Oridon of Siyen has been assassinated,’ he said, sadly. ‘His only son, Prince Karvas, is the sole heir to the throne of Siyen, but he has lived in exile on the Isle of Sheasu for the past decade. The Kingdom of Siyen is one of our oldest allies. Lord Xavial, the Siyenese High Chancellor, has journeyed here to the monastery to warn that, in the Prince’s absence, the throne is to be claimed by Baron Sadanzo. The Baron is an evil man and he possesses a sorcerous power that has turned the minds of the Siyenese Court. He has won the favour of those who, until the King’s murder, openly denounced him as a heartless warmonger. Lord Xavial fears that the Baron draws his newfound power from the Dark God himself, for never before has Sadanzo possessed such sinister influence. If Sadanzo becomes King, the consequence of his rule will be disastrous for us all. Siyen is one of the richest and most powerful realms in all the southern reaches of Magnamund. If it should fall into the hands of Naar, then war and widespread destruction will surely follow. This is grim news, but all is not yet lost … not if we act swiftly. The Constitution of Siyen decrees that Prince Karvas has, upon the death of his father, 60 days in which to lay claim to his rightful heritage. If he should fail to return in time then Sadanzo will be elected as the new ruler. I have vowed to Lord Xavial that the Kai will not stand idly by and let Siyen become enslaved by an agent of Naar. But time is against us—we must act immediately if we are to thwart Sadanzo’s scheme. Ten days have already passed since King Oridon was murdered. Now only 50 days remain before Harvestmas Day—the day of royal ascendance.’
You asked Lone Wolf how you could assist in keeping his pledge to Lord Xavial. His reply sent a shiver tingling down your spine.
‘Prince Karvas must be found. He must also be persuaded to return to Seroa, his homeland capital, to claim his throne before time runs out. You, Grand Master, are closer to the Isle of Sheasu than any other Kai. I must command you to go there and seek him out. Lord Zinair has already made provision for your journey by ship. He will accompany you and assist your mission. The Magicians’ Guild of Toran has also pledged its help. The Guildmaster has dispatched one of his brotherhood—Wizard Acraban—to Sheasu. He travels by skyship and should arrive there in twenty days’ time. You are to rendezvous with Wizard Acraban at the city of Mydnight—the island’s only port. Acraban will help you find the Prince and transport him aboard his flying craft directly to Seroa.’
With mixed feelings of pride and trepidation, you accepted the mission and vowed to Lone Wolf that you would do everything in your power to ensure its success. Your resolute promise met with his approval.
‘I have faith in you, Grand Master,’ he replied. ‘The quest you are to undertake upholds the noblest traditions of the Kai. I am confident you will prevail. May Kai and Ishir guide you swiftly to victory over Sadanzo—an agent of Naar.’
Abe Sargent
04-16-2020, 08:21 AM
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Abe Sargent
04-16-2020, 08:25 AM
Improved Grand Master Disciplines
As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.
Kai Grand Master Superior
If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.
Assimilance
Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy’s attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.
Astrology
Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.
Herbmastery
Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.
Elementalism
Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.
Bardsmanship
Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.
Kai Grand Sentinel
If you are a New Order Kai who has attained the rank of Kai Grand Sentinel, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Kai Grand Master Sentinels who possess this Discipline are, when physically parted from their Kai Weapon, able to detect its location. This power of detection will pass through solid objects, with the notable exception of lead. Accuracy and range of detection steadily increase as a Grand Master rises in rank.
Grand Pathsmanship
Kai Grand Sentinels who possess this skill are able to predict the weather accurately for the forthcoming 3 hours. The range of this ability is an area ten square miles around the Kai Grand Sentinel. Duration and range steadily increase as a Kai Grand Master rises in rank.
Astrology
Kai Grand Sentinels who possess this Discipline are able to detect psychic residues left on an object by its owner. The more valuable the object is to its owner, the stronger will be the lingering psychic attachment. The majority of everyday or shared objects do not retain such residues.
Herbmastery
Through their knowledge and use of common plants, Kai Grand Sentinels who have this Discipline are able to make contaminated or rotten food fit for human consumption.
Elementalism
Kai Grand Master Sentinels who possess this skill are able to charge particles of air electrically around any man-sized or smaller object. The particles will automatically discharge and cause damage should the affected object be touched or opened. Kai Grand Master Sentinels are able to handle a charged object without discharging it.
Bardsmanship
Kai Grand Master Sentinels who possess this Discipline are able to use their singing or playing to counter a hostile sonic attack. The effective use and range of this sonic defence steadily increase as a Grand Master rises in rank.
Abe Sargent
04-16-2020, 08:26 AM
I get 28 crowns, and can load up on stuff.
Which new discipline am I taking? AM? Telegnosis? Hmm...
AM
Abe Sargent
04-16-2020, 08:33 AM
Fox Fire, Kai Grand Sentinel
CS - 46/50/54
EP - 36
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Backpack:
Rope
Lantern
Mealx2
Laumspurx2
Meals: 2
Weapons:
Bow
Crowns:
35
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx2
Potion of Sedares
Silver-Inland Warhammer
29 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Abe Sargent
04-16-2020, 02:38 PM
After a restless night spent contemplating the mission you have vowed to complete, you rise shortly before dawn and meet with Lord Zinair in the courtyard of the stables that adjoin the Dessian consulate. A horse-drawn carriage is waiting to take you both to the harbour where a sleek Suhnese clipper called The Azaktana is ready to set sail. This magnificent ship is one of the fastest vessels ever to have plied the southern seas, and Lord Zinair has commissioned it for your voyage to Sheasu. He and you will be the only passengers aboard.
The Azaktana is stocked with sufficient fresh water and provisions to enable her to complete the voyage without unnecessary delays. The weather is Zinair’s main concern for the southern seas are notorious for the occurrence of sudden storms and squalls. Yet, despite his fears, the weather proves to be uncommonly mild. Aided by a strong easterly trade wind, the long voyage across the Mythenian and Vaduz seas is completed in record time.
Shortly after sunset on the twentieth day of your voyage, the twinkling harbour lights of Mydnight are sighted by the lookout. The captain shouts an order and hurriedly his crew lower the sails to allow The Azaktana to glide silently into the harbour of Sheasu’s solitary port. As the crewmen secure the ship to the quayside, the scudding clouds part and the decks are bathed by the ashen light of a full moon.
‘In thirty days’ time the moon will be full once more,’ says Lord Zinair, thoughtfully. ‘It will then be the moon of Harvestmas. I pray that you and Prince Karvas shall be in Seroa to see that.’
The parting clouds have also revealed a smaller globe of light in the night sky, above the port’s eastern quarter. At first you assume it to be just a star, but when you magnify your vision you see it is the stern lantern of a flying ship which is hovering 100 feet above the rooftops.
‘See, there, my lord,’ you say, and point to the orb of light.
‘Ah, yes,’ replies Zinair, smiling. ‘It would appear that Wizard Acraban has arrived before us.’
Lord Zinair’s pronouncement is proved to be correct when a young man, attired in the blue and silver robes of a Brotherhood magician, comes striding along the quayside towards your ship. He has a neatly trimmed beard and long, flowing ginger hair, and his chiselled features are distinctly Sommlending.
( I have visited Caeno)
‘Well met, my lords,’ calls the ginger-haired magician as he waits on the quayside for you and Lord Zinair to disembark. As you descend the gangplank, you are struck by the young man’s resemblance to Melchar, the journeyman whom you met in Caeno during your long voyage south to the Isle of Lorn. As you step ashore, the magician greets you with a broad smile and a firm handshake.
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‘I am Acraban, of the Brotherhood of the Crystal Star. I had not expected we would rendezvous so soon. I arrived here myself only this morning aboard my skyship Starstrider,’ he says, earnestly. His facial similarity to Melchar is so striking that you feel compelled to ask if he knows of the journeyman. ‘Why, yes, Grand Master. Melchar is my brother. On his return from Caeno he told me all about your escapades at the races there. I have looked forward to meeting you in person.’
Then the young magician excuses himself before turning away to face his flying ship. He raises his right hand and a shimmering blue flame suddenly engulfs his open palm. From the rear deck of the hovering skyship you see a flashing pinpoint of light. It is an acknowledgement of Acraban’s signal to his watching crew that you have arrived.
‘Come, my lords, let us return to the Starstrider. We have much to discuss and time is precious."
Lord Zinair tells the captain of The Azaktana to await his return. Then he accompanies you and Acraban along an avenue that leads away from the quayside and climbs steeply into the heart of the eastern quarter. Your first impressions of the port of Mydnight are less than favourable. In the stark glare of the full moon it seems to be little more than a brooding shamble of slate-roofed houses and reeking tenements built around a haphazard maze of narrow, rat-infested alleyways. At this late hour, few of the port’s inhabitants are abroad. The only people you see are the few who dare to peek at your passing through the mullioned glass of their wretched hovels.
The avenue leads eventually to a deserted market square which commands a view over the harbour below. Here you see a large iron cage with a thick cable attached to a ring at the centre of its roof. The cable is held taut by a winch fixed to the stern of the Starstrider which hovers 100 feet overhead. The faint hum of its magical engine can be heard wavering on the warm sea breeze. Acraban ushers you into the cage and clicks shut its iron door. He tugs a cord and immediately the cage is lifted off the ground and hoisted up to the rear deck of the skyship. Here you are welcomed aboard by the skyship’s crew, all of whom are young acolytes of the Magicians’ Guild of Toran. Acraban takes you to his quarters located below the forward deck where he offers you and Lord Zinair some food and wine. After many months away from home it is good to taste Sommlending fare once more
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Since his arrival in Mydnight earlier in the day, Acraban has learned that Prince Karvas does not reside here in the city. To search for him now would be futile and so you resolve to get some sleep and commence your hunt for the Prince at first light. Shortly after dawn, the three of you meet again on the main deck. Acraban suggests that you each spend the day scouting the city for information that may lead you to Karvas. He tells of three places where this information is most likely to be found. The first is a large trading post, known as Grosta’s Warehouse, located on the south side of the harbour. The second is the Hall of the Judicars, a base for the officers who are elected by the citizens of Mydnight to maintain law and order in their city. And the third is The Smitheries, the artisans’ and tradesmen’s district of Mydnight that is situated west of the quayside.
(I take the Warehouse. Maybe I can buy stiff there)
Having decided the places where each of you will search for the whereabouts of Price Karvas, you follow Acraban to the rear deck and enter the skyship’s boarding cage. Swiftly it is winched down to the market square where you are met unexpectedly by a pressing crowd of grimy-faced street urchins. They have been gathering here since dawn to stare in wonderment at the Starstrider hovering motionless in the cloudless sky above. Acraban scatters a handful of copper coins across the cobblestones and the children scramble to retrieve them. This creates enough space to allow Zinair to open the cage door and the three of you to step out. After agreeing to return to the skyship no later than sunset, you split up and go in search of your chosen destinations.
Unlike the urchins, the adult population of Mydnight appears less than fascinated by the imposing sight of the Starstrider hovering above their city. Few give it a second glance. This seeming lack of interest does not surprise you. For centuries this port has been a refuge for exiles from the many nations of Magnamund who, for their own individual reasons, have chosen to forsake their native lands. They are, by nature, a secretive community. Any overt interest in the affairs of another is often viewed with suspicion and distrust. You retrace the route you took last night and soon find yourself at the harbour. The Azaktana is still moored at the quayside and you give the crew a friendly wave as you stride along the harbour wall towards the city’s south quarter.
You have no difficulty finding Grosta’s Warehouse; this weather-beaten emporium occupies most of the waterfront. Its main entrance is guarded by two muscular, sallow-faced Mythenians who wear long, silky black moustaches. Reluctantly they move aside to allow you into the warehouse. Inside you are greeted by a bald, pot-bellied man with a thin smile. He wipes his hands on his striped apron and enquires how he may be of service. When you ask if he knows where you can find Prince Karvas of Siyen his smile quickly transforms into a scowl of suspicion and he takes a few shuffling steps backwards. Your Kai Sixth Sense tells you that he suspects you to be an assassin who has come here to Mydnight to find and murder the Prince. Nervously he glances at the two Mythenians guarding the door. You realize you must act quickly if you wish to allay his fears and avoid a confrontation with his men.
(I have KA)
You fix the trader with a piercing stare and quietly breathe the words of the Brotherhood Spell Mind Charm. As the spell takes hold, you command him mentally to signal to his men that all is well between you. Your magical charm instils a sense of calm well-being into the man and he begins to relax and smile. He complies with your command and the two Mythenians turn away. When you are sure that they are out of earshot, you ask the trader if he knows the whereabouts of Prince Karvas of Siyen. He tells you that the Prince does not reside in the city. There is a rumour that he lives somewhere on the remote northern coast of Sheasu. He also tells you that Karvas is not alone. Shortly after he came here, almost a decade ago, he was joined by a young woman. They were married by a sea captain in Mydnight harbour, on board the deck of his trading ship, and ever since their wedding day they have rarely been seen again.
You thank the trader for his help and leave the warehouse before the effects of the spell wear off. On returning to the quayside you set out to explore the tangle of alleyways that make up the city’s eastern quarter in the hope of discovering more about the Prince and his wife. Unfortunately, your efforts garner no new information. As the sun begins to settle on the horizon, you abandon your search and hurry back through the darkening passageways towards the market square
Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. Both are anxious to hear your news of Prince Karvas’ whereabouts for their own enquiries have yielded little useful information. You inform them of what you have learned—that the Prince has a wife and they are living somewhere on the island’s northern coastline. Lord Zinair has discovered that Amarelda is the name of Karvas’ wife, and Acraban has learned that they last visited Mydnight a year ago.
‘You have done well, Grand Master,’ says Lord Zinair. ‘The citizens of this city are a secretive breed, yet you may have prised enough from them to help us find our reclusive Siyenese Prince.’ Turning to Acraban, he says: ‘I propose we travel north at first light and commence a search of the northern shoreline. It will be easier to espy his retreat from the air than to attempt a search by land.’
Acraban nods in agreement and passes word to his young crew to prepare the Starstrider for a voyage north at first light.
Abe Sargent
04-16-2020, 02:54 PM
You spend the evening aboard the Starstrider in the company of your two companions. In the comfort of Acraban’s quarters, you study charts and maps of the Isle of Sheasu in preparation for tomorrow’s voyage. The northern coastline stretches for more than 200 miles and it is indented with hundreds of bays and tiny inlets. Searching this territory for Prince Karvas’ home will be a difficult task, yet, thanks to the Starstrider, not an impossible one.
Lord Zinair gives Acraban a small seeing-stone, one of a pair that he possesses. It will enable him to stay in contact with the elder magician and inform him when the Prince has been found. Lord Zinair has decided it is best that he go back to Suhn aboard The Azaktana. He has fulfilled his promise to Lone Wolf that he would escort you swiftly and safely here to Mydnight, and the time has now come for him to return to his ambassadorial duties. Before he leaves for his ship moored in the harbour, he wishes you both a swift, sure, and successful voyage.
‘I look forward to the day we shall meet again, my lords,’ he says. ‘Though I shall not be with you in body, my spirit will travel with you all the way to Seroa. Good luck and godspeed.’
You rise before daybreak and as the first rays of the morning sun creep over the horizon, you hear Acraban giving the order to commence the voyage north. From the forward deck rail you watch in fascination as the hovels and harbour of Mydnight slide gently away beneath the keel. The hum of the skyship’s engine increases in pitch as it steadily gains speed and altitude, until soon all you can see are the hills and valleys of Sheasu whirling past far below.
The flight to the north coast takes a day to complete. Upon arriving in this remote region you soon realize that the shoreline will prove more challenging to explore than had been expected. Much of the coast is forested, and there are countless miles of undercut cliffs and steep ravines that could keep entire villages hidden from the air. For two days the Starstrider follows the coastline with all hands on lookout duty, yet no human habitation is sighted. It is not until the afternoon of the fourth day of your voyage that your luck changes for the better. An eagle-eyed crewman on the forward deck spots a tiny clearing on a wooded peak overlooking a crescent-shaped bay. You magnify your vision and see, in the centre of this clearing, a single-storey house with a split log roof, surrounded by animal pens and shelters. You feel sure that you have found the Prince’s retreat and you ask Acraban to bring the skyship down within a mile of the settlement so as to avoid the risk of frightening him away. He complies, and within a matter of minutes the Starstrider is hovering above the tree-line less than a mile from the clearing. Acraban hands over command of the skyship to Gora, his bo’sun, and then you and he are lowered to the ground in the boarding cage.
After landing, you quickly discover a narrow trail that wends its way through this thickly-wooded headland. You volunteer to take the lead and you follow this track as it meanders towards the clearing. Wind whistles through the surrounding pines but the timberland itself is strangely silent; you can hear no sound from the beasts and birds that dwell herein.
(I do have Grand Path)
Your advanced tracking skills alert you to the presence of a concealed pit which bisects the trail ahead. It has been covered with pine branches and camouflaged with a thin layer of earth and stones, so as to make it indistinguishable from the rest of the trail. Cautiously you approach this trap and, using your Kai Weapon, you lift away some of the branches. Beneath you discover a deep pit lined with sharpened stakes.
Carefully you and Acraban skirt around the edge of this trap and then continue along the track towards the clearing.
As you near the clearing, you leave the trail and take cover among some bushes that fringe the tree-line. For a few minutes you wait here and observe the settlement for signs of life. You can see a log cabin with a veranda, three small sheds, and a picket-fenced enclosure containing goats and chickens. When your senses detect no human presence, you enter the clearing and signal to Acraban to follow as you make your approach towards the cabin.
From the veranda you can see a second track which descends steeply towards a sandy cove. You intensify your vision and catch sight of a man on the beach who is kneeling beside a stone-covered mound. He has blond shoulder-length hair and he is dressed in breeches and a jerkin made from tanned goat hides. From the descriptions given to you by Lord Zinair, you feel sure that he must be Prince Karvas.
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Elated by your discovery, you motion Acraban to follow as you leave the cabin and hurry down the steep path towards the beach. You are within 100 feet of the kneeling man when he hears you approaching. He turns to face you and, in an instant, he grabs a loaded crossbow that is lying beside him on the sand and he aims it at your chest.
(I throw up my hands)
‘Hail, Prince Karvas,’ you call, trying hard to make your voice sound as unthreatening as you can. ‘You have no need to fear us—we come as friends. We have journeyed far to find you and we bring important news from Siyen. Please, sire, put down your bow and let us talk.’
The blond-haired man hesitates, and then he lowers his crossbow just enough for you to be able to see his face clearly. Now you are sure that he is the man you seek.
‘Who are you?’ he shouts. ‘And what do you want from me?’
Slowly you step away from the boulder and motion Acraban to follow as you descend the steep trail to the beach. Prince Karvas walks towards you, his right hand resting purposefully on the hilt of a short sword sheathed by his side. Despite his dishevelled appearance, he moves with a proud aristocratic gait that reveals his noble ancestry.
With a polite formality usually reserved for the King’s court and council chambers, Acraban bows to the Prince and makes his introductions. In sober tones he informs him of the unhappy events which have transpired in Siyen, events which have brought you both to Sheasu in search of him. Prince Karvas is saddened to hear of the death of his father. He glances at the mound of sand close to the base of the trail and you notice a tear in his eye. Lying alongside this mound is a plank of driftwood carved with the name Amarelda. It marks the last resting place of the Prince’s young wife.
‘This is bitter news you bring, my lords,’ says Karvas, his sonorous voice wavering with emotion, ‘for my grief is doubled. I have now lost my wife and my father—the only two people I have ever truly loved.’
You and your companion offer the Prince your deepest condolences, and Acraban suggests that perhaps it would be best if you all left the beach. Karvas nods his consent and together you climb the trail back to his house atop the cliffs.
Over a cup of berry wine, Prince Karvas tells you the story of how he came to Sheasu to live the life of an outcast. A decade earlier, during a chance encounter in a foreign court, he had met and fallen helplessly in love with Princess Amarelda—the daughter of the King of Lunarlia. She, too, had fallen for him, and had accepted his offer of marriage. For centuries the neighbouring lands of Lunarlia and Siyen have been enemies, yet the sudden prospect of a marriage between Prince Karvas and Princess Amarelda promised to put an end to many years of rivalry and bloodshed. At first his father, the King of Siyen, approved of their union. But later he changed his mind and forbade his son to marry her on pain of exile. Karvas defied his father and was forced to leave his homeland. He travelled to Sheasu where he was later joined by his beloved Amarelda. She, too, had disobeyed her father’s command and had been cast out for her act of defiance. Karvas talks fondly of the years they spent here alone together. Then, with sadness, he tells you that she recently fell ill with a fever from which she never recovered. For more than a month she fought the illness until, only three days ago, she passed away quietly in her sleep.
The news that Baron Sadanzo plans to steal his birthright enrages the Prince. For years he has blamed the Baron for his exile, for he alone openly opposed the marriage that would have healed the rift between Lunarlia and Siyen. Karvas is convinced that the Baron turned his father’s mind with sorcery, and he agrees readily to leave Sheasu and journey with you aboard the Starstrider to Seroa to thwart Sadanzo’s plan. The Prince’s willing acceptance to return to his homeland raises your spirits. Acraban proposes a toast to the future King of Siyen and Karvas accepts the gesture in good humour. Then Acraban imparts the glad news to Lord Zinair by means of the seeing stone given to him by the elder magician. Zinair, who is sailing back to Suhn, congratulates you both for successfully finding the exiled Prince and he wishes you all a safe and speedy air voyage to Siyen.
(Something bad is going to happen. My guess? He'll be assassinated on the way over or something similar.)
The voyage to Siyen begins early the next day, an hour after first light. After saying a final farewell at Amarelda’s graveside, Karvas gathers together a few of his meagre belongings, frees his livestock, and then allows himself to be winched aboard the deck of the waiting Starstrider. There are now twenty-five days remaining before Harvestmas Day and the crowning ceremony in Seroa. Acraban calculates that the voyage by air should take no longer than twelve days to complete. This news fosters a cheerful mood of optimism for it means that the Prince should arrive in good time to be able to thwart Baron Sadanzo’s plan.
As the waters of the Sheasu Channel speed past the hull, and the crew of ten young Brotherhood initiates go about their airborne duties, you accompany Karvas to Acraban’s quarters where the Prince is given new clothing to replace his goatskin hides. Acraban offers him the pick of several fine costumes that befit his highborn status, but the Prince chooses instead to dress in the simple, functional grey tunic, cloak, and breeches of a Sommlending journeyman.
‘I vowed to Amarelda that I would one day return to Siyen,’ says Karvas, fixing the clasp of his cloak. ‘Yet never would I have expected to arrive thus—dressed as a Northlander aboard a flying ship!’
For three days and nights the Starstrider sails eastwards across the vast uncharted forests of the Kelderwastes, a region where few men have ever set foot. Your natural curiosity fills you with a desire to learn more about this strange unexplored territory, yet you are prevented from observing its passing by an unending blanket of raincloud which keeps the timberland hidden from view. It is not until the afternoon of the fourth day that you observe gaps in the cloud cover through which you see swathes of dense forest and tracts of dark, volcanic rock. In the far distance you can hear a sound like thunder, and your keen Kai senses detect that the pressure of the surrounding air is beginning to rise and fall erratically.
(I do have GP and the right rank)
At first your senses lead you to believe that a tempest is brewing, that the fluctuating air pressure is merely the prelude to a violent electrical storm. You magnify your vision and scan the horizon in sure expectation, but, to your surprise, you see neither lightning bolts nor storm clouds in the far distance. Then your Kai senses detect the source of the shifting pressure: it is coming up from the ground.
Rapidly the blanket of cloud below the keel dissipates to reveal a stark landscape of black volcanic rock. It is scarred by deep chasms and fissures, some of which emit jets of steam that roar skywards to buffet the hub of the Starstrider as it passes by. These colossal jets condense to form strange green-grey clouds which slowly drift and tumble back to the ground. One such cloud forms in the air and begins to fall on a collision course with the ship. Acraban sees the threat and he orders Kuo, his helmsman, to descend 300 feet in order to evade the falling cloud mass. As he obeys the wizard’s command, you sense suddenly that this manoeuvre could place the ship in greater danger, from the roaring jets of steam.
(I tell him to go up instead of down)
With respect, Grand Master, I’ve more experience of sky-sailing than you,’ retorts Acraban, ‘and my experience tells me that it is better to avoid rogue storm clouds, such as this one, by cutting below them rather than—’
Acraban’s words are suddenly drowned out by a crackling explosion that stuns you with its raw ferocity. From his nest atop the mainmast, the lookout shouts out a warning and frantically he points towards the ground. You rush to the rail and peer over the side, your stomach churning with fearful anticipation of what you will see. Deep within the fathomless reaches of the fissures and chasms passing below, you glimpse flashes of blue-white energy. These bolts are growing brighter and louder as they streak towards the surface. One bolt escapes from a vent in the middle distance and rips open the sky. It skewers a cluster of steam clouds and blows them apart in a spectacular explosion of gas and flame. Once again you urge Acraban to order his helmsman to ascend, this time to avoid the new and deadly danger that is striking from below.
(I toss a 9)
This time Acraban does not argue. He bellows the order to Kuo the helmsman to reverse the descent and change course, thirty degrees to port. The bow of the Starstrider rises up and the deck banks gently over to the left. But then a deafening Crack! explodes from somewhere below the stern, and you are thrown onto your hands and knees when a violent shock wave ripples along the decking. Acraban calls for a damage report and each crewman shouts his response in turn. The Starstrider has sustained a glancing blow from an energy bolt. It has torn away part of the hull plating and damaged one of the ship’s two internal stabilizers, upon which it relies for level flight. The craft ceases to gain height and begins drifting to starboard. This change of course is accompanied by a jarring vibration that runs through the deck and superstructure.
The surrounding sky is now a seething mass of billowing black clouds lit up by lethal blue-white bolts of lightning. The ship passes through a dark cloud and the metallic stench of ozone fills your nostrils. This harsh-smelling gas does you no harm, protected as you are by your innate Magnakai skill of Nexus. Likewise, Acraban suffers no ill effects from the gas for his magic is sufficient to counter it. But for Prince Karvas and the crew its effects are immediate and devastating. Clutching at their throats they lose their balance and fall to the deck, choking and spluttering as they fight for breath. Acraban instructs you to take the helm while he goes below to work on the damaged stabilizer. You follow his command and take control of the wheel from a barely-conscious Kuo. As the cloud passes the crew slowly recover, but you glimpse a fresh danger ahead. The Starstrider is drifting towards two large active fissures running parallel to each other, and a little over 100 feet apart. Sweat streaks your face as you struggle to steer a straight course between these fissures and so avoid the crackling bolts of energy that are hurtling out of their fiery depths.
Pick a number from the Random Number Table. If you possess Grand Huntmastery or Elementalism, add 2 to the number you have picked.
(I toss a 2 and net a 4)
It is a struggle to keep the skyship on a straight and level course for she is veering continually towards starboard. To counter this persistent drift you pull the wheel hard over to port, but the effects of her damaged stabilizer are unpredictable, making it almost impossible for you to maintain sure control of the helm. You over-compensate for the drift and quickly find yourself directly above the left-hand fissure, gliding helplessly into the path of a cluster of soaring energy bolts. Desperately you pull the wheel hard over to the right to avoid a collision but it is already too late. One of the powerful bolts strikes the hull and a stunning flash of white light obliterates your senses.
The searing flash of the lightning strike burns the skin on your face and hands (lose 4 ENDURANCE points), and leaves you blinded for a few fearful minutes. When your vision returns, you muster all of your Kai senses and focus them on the narrow strip of land which separates the fissures. Bolts of searing energy leap out of these chasms and soar past the skyship on either side to explode with thunderous cacophony among the roiling clouds. The crew cower with terror, but you maintain your nerve and let your Kai skills take full control of the wheel. After several nerve-racking miles the fissures eventually taper off and then disappear completely.
As the Starstrider emerges from the gauntlet of deadly white fire, the crew gives a loud cheer in appreciation of your skillful helmsmanship. Gladly you acknowledge their praise, but you keep a grip on the helm for your Kai senses are screaming a warning that the danger is not yet over.
Abe Sargent
04-16-2020, 03:13 PM
You are three miles clear of the fissures when the steering becomes dangerously erratic. The Starstrider is losing altitude and her deck is beginning to tilt alarmingly to starboard. Soon it becomes almost impossible to stand upright. Acraban appears from below and struggles valiantly across the sloping deck to join you at the helm. The young sorcerer is gaunt and exhausted, and his ginger hair is matted with grime and sweat. Clearly his efforts to repair the ailing skyship have severely drained his magical energies.
‘We have lost one stabilizer and the other is badly damaged,’ he says, grimly. ‘I have done all I can to repair it but I fear it may fail at any moment. Without stabilizers we will not stay airborne.’
Acraban takes the helm and orders his crew to prepare for a crash landing. Some of the men tie themselves to the ship’s superstructure, whilst others stand free of the rails and pray for the protection of Goddess Ishir. Prince Karvas has found refuge in a rope locker bolted to the main deck. He lifts the lid and urges you to join him. There is sufficient room for two
(N o thanks)
You brace yourself against the ship’s rail and watch with trepidation as Acraban fights to maintain control over his ailing skyship. Your stomach churns as the deck heaves from side to side, and your heart misses a beat when there is a sudden jolt and a fearful sound of screeching metal.
‘We’ve lost the second stabilizer!’ shouts Acraban in alarm. The wheel is suddenly wrenched from his grasp and it begins to spin out of control. The Starstrider has been losing height for several minutes, but now its angle of descent becomes far steeper. The skyship dives through a bank of low cloud and a great sea of trees comes rushing up to meet the bow. You grip the rail as tightly as you can and await the dreadful moment of impact. There is a splintering crack of timber when the hull collides with the treetops, and then, moments later, there is a terrific jolt as the craft’s bow slams into the rocky soil and comes to an abrupt halt.
The impact of the crash wrenches your hands from the rail and sends you tumbling across the stern deck.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 1 to the number you have picked.
(I was hoping i could help out. Nevermind. I toss a 3)
As you tumble across the decking, you rely on your advanced Kai agility and Sixth Sense to avoid hitting the many obstacles that are strewn in your path. Unfortunately, you are unable to avoid them all and you come to a sudden halt when you collide with a crewman on the middle deck: lose 3 ENDURANCE points.
You stagger painfully to your feet and try to focus on your surroundings. Through a pall of smoke you hear the groans of wounded crewmen and the crackling buzz of electrical arcing. Steam rises from a gaping hole in the stern deck and a fire rages around the base of the mainmast. Prince Karvas emerges unscathed from the rope locker and quickly he helps you to smother this fire. Then he gives first aid to a crewman who is lying nearby, nursing a broken knee. Acraban comes staggering out of the smoke. His robes are torn and a trickle of blood runs from a cut above his right ear. You use your Magnakai Curing skills to heal the wizard’s wound and then together you help evacuate the injured crewmen from the crippled skyship. Acraban orders Bo’sun Gora to go and assess the state of the crew. He returns shortly and reports that from the ship’s original complement of ten men, three are now missing, three are wounded, and one is dead. The remaining three crewmen, himself included, have survived the crash with only minor injuries.
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Using your Magnakai Curing skills, you ease the pain of the badly-injured crewmen before helping Karvas and Gora to bury the dead man—Kuo the helmsman. The area surrounding the crashed skyship is thickly wooded and, with night fast approaching and a sky heavy with clouds, it is impossible for you to determine your exact location. Acraban proposes to contact Lord Zinair to inform him of the disaster by means of his seeing stone. But, to his dismay, he soon discovers that the magical artefact has been lost in the crash.
As the darkness of night envelops the smouldering wreck of the Starstrider, you find it hard to suppress a growing sense of despair. It is a mood shared by the other survivors, and few words are exchanged as you work together to erect a makeshift shelter for the wounded beside the ship’s battered keel. When the shelter is finished, you each look for a place nearby where you can lie down and attempt to recover from the fatigue of your terrible ordeal.
Before you try to get some sleep, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
You pass the hours before daybreak in a restless, semi-conscious state. You cannot sleep properly for your mind is tormented by the gnawing fear that your mission has come to an early and tragic end. You rise before dawn and try to overcome your melancholic mood by tending to the three wounded crew members. Through the use of your Magnakai Curing skills you are able to accelerate their own natural healing processes so that, when daybreak finally arrives, they are no longer incapacitated by the injuries they received in the crash.
As the grey morning light filters down through the canopy of the forest, it reveals a corridor of smashed and flattened trees lying in the wake of the crippled Starstrider. Acraban and his bo’sun make a lengthy inspection of the craft and then report their findings.
‘The glad news is that she’s repairable,’ pipes Bo’sun Gora, confidently. ‘She looks bad but her engine’s as sound as a bell. We’ve the materials and tools aboard to fix ’er stabilizers, and there’s mor’n enough timber ’round here to patch up the decks and hull.’ Acraban nods his agreement yet, unlike his bo’sun, his face remains dour.
‘Aye, she’ll fly again,’ confirms Acraban, ‘but it’ll take us close to a month to craft the parts we need to repair the stabilizers.’ He turns to Prince Karvas and says: ‘Alas, my lord, by then it will be too late to reach Seroa in time for your crowning.’
‘What if we were to seek aid from the craftsmen of Bakhasa?’ you say, knowing by instinct and a brief study of your map that this city can be no further than 100 miles away to the east. ‘Could the repairs be made any sooner with their help?’
‘Expect no help from that quarter,’ replies Karvas, coolly. ‘During my time in Mydnight I heard many stories about Bakhasa and its ruler—the Imperial Autarch Sejanoz. They were all chilling tales. They say it’s a cruel and evil place—a city without a soul where human life counts for little. If you wish to live to see your homeland again, Master Acraban, you should not seek the help of the Bakhasians. Better by far to keep your work hidden from their eyes.’
‘But, my lord,’ replies Acraban, ‘what of your kingdom? Are you prepared to surrender your birthright to Baron Sadanzo?’
‘No, never!’ retorts Karvas, suddenly angered by the wizard’s suggestion. ‘There are twenty-one days yet before the feast of Harvestmas. With the blessing of the gods, I vow I shall be in Seroa on that day to claim my ascendance.’
The Prince proposes to set off for Seroa on foot. He says that he will go alone and that you should stay here to help Acraban restore the Starstrider, returning with him to Sommerlund once the repairs are complete. Politely you refuse his proposal. You have vowed to Lone Wolf that you will carry out your mission and, despite adversity, you will not abandon your duty. It is a matter of Kai honour that you should escort him to Seroa
The Prince smiles when you refuse to let him attempt the long journey to Seroa alone.
‘Very well, Grand Master,’ he says. ‘So be it. In truth, I could not hope for a more worthy companion on the road ahead. Come, let us plan our way as best we can.’
Acraban has one of his men fetch his compass and charts from the skyship to help you to determine the swiftest route overland to Seroa. You quickly establish your present location and suddenly you realize how difficult the journey ahead will be. Seroa lies over 1,200 miles to the east, beyond mountains, plains, and uncharted wilderness. You calculate that in order to reach the city in time you must cover no less than 60 miles every day.
‘On foot, across such harsh terrain … it is impossible,’ says Acraban, shaking his head.
‘Perhaps so,’ replies Karvas, ‘but if we had horses then it could be done.’
You scan the surrounding forest and let your Kai senses wander afar. ‘There are no horses in this timberland, my lord,’ you say, certain in the knowledge that your judgement is correct. Karvas acknowledges your skill with a wry smile.
‘I take great pride in my magical powers,’ interjects Acraban, jovially, ‘but even I, my lord, cannot summon horses from out of the air. Where, pray tell, do you hope to find mounts with strength enough to carry you all the way home?’
Karvas turns his eyes to the east and says: ‘Why, in Bakhasa, of course. Mark you, the citizens of that foul city will not help us out of the goodness of their hearts, of that we can be sure. But they have horses—strong Bhanarian stallions. Perhaps, Grand Master, we shall be able to borrow a pair?’
You laugh with Prince Karvas at the audacity of his plan and you feel your spirits rise. A long and dangerous journey lies ahead, yet you are impressed by the Prince’s courage and determination, and you feel confident once more that your mission can succeed. Acraban also approves. He and his men will stay and restore the Starstrider and then fly back to Toran as soon as they are able.
Mindful that time is not your ally, you gather your Weapons and equipment together in readiness to leave. After bidding farewell to Acraban and his crewmen, you set off with Prince Karvas into the Great Forest, heading east. The vast timberland is rich with game, roots, and berries, and you are able to hunt and gather food on the move (you gather enough for 2 Meals). By noon you have made good progress and have reached the eastern fringe of the forest. Beyond lies an undulating plain that gradually descends towards a wide river. To the northeast, sitting astride this river, you glimpse the dark outline of a city.
‘That’s Bakhasa,’ says Karvas, confidently. You magnify your vision and estimate it to be no more than 30 miles distant. ‘With luck, we should make it there by midnight
Abe Sargent
04-16-2020, 06:24 PM
(Great another Mover...)
The rolling plain to the west of Bakhasa is a bleak and barren steppe that is studded with countless thousands of sawn-off tree stumps. Once this region was part of the Great Forest of Kelderwood, yet in recent times the ruler of Bhanar, Autarch Sejanoz, has commanded the Bakhasians to harvest the forest’s valuable hardwood and dispatch it downstream to feed the insatiable imperial shipyards of Otavai. Travelling on foot, the stumps are no obstruction to your progress and you are able to press on without stopping until late in the afternoon. As you crest a ridge of high ground, you spot a troop of horsemen escorting a line of wagons laden with timber. They are less than a mile distant and they appear to be heading towards a settlement on the banks of the River Tehda. You wait and watch them until they are dots on the horizon before continuing your trek towards the city of Bakhasa.
You are within 20 miles of Bakhasa when dusk begins to darken the gloomy sky. Karvas requests that you stop and rest awhile before making a final push for the city. You are feeling hungry after your long day’s march and you readily agree. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.)
Night falls within an hour of you resuming your trek, yet the distant lights of Bakhasa and its surrounding settlements enable you to stay on course and maintain an impressive pace. The city is lit by hundreds of fiery beacons which mark the outline of its ancient perimeter wall and angular watchtowers. These fires also illuminate the surface of the River Tehda which passes through the centre of Bakhasa. To the south of the city, lines of tethered barges stacked high with logs lie moored along both of its paved banks. Under cover of the night, you are able to move through the outlying settlements without being seen. When at last you hear a bell in the city tolling the midnight hour, you find yourself upon a knoll overlooking a rutted road which approaches Bakhasa’s west gate. Using your night vision, you scan the high perimeter wall and note the positions of guards posted around its tiled parapet. They are greatest in number above a wide stone archway where the glimmering river flows out of the city. Prince Karvas is eager to enter the city before dawn and he asks you to choose the way. Aware that it may prove easier to find and take some horses while most of Bakhasa’s inhabitants are still asleep, you scan the perimeter wall once more and consider how best you can pass beyond it.
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(I choose the west gate, more control than the river)
You approach to within 100 feet of the west gate by means of a drainage ditch that runs parallel to the rutted road. The heavy iron gate is open but the way through to the city beyond is blocked by four soldiers, each clad in a suit of shiny armour made from lacquered steel scales and hardened leather. They are armed with spears and maces, and their shields display the head of a tiger-like creature with ferocious fangs. It is the emblem of Autarch Sejanoz—the ruler of Bhanar.
Two of the soldiers stand rigidly to attention in the middle of the road with the hafts of their spears crossed to bar entry. Their comrades are seated beside them on benches set into alcoves on either side of the open gateway. A ragged white line appears to have been drawn along the threshold of the gate, but when you magnify your vision you realize that this line is nothing more than a trail of bird droppings. On a tiled ledge above the arch of the gateway you can see a long line of roosting crows. They appear almost invisible against the jet-black stonework of the parapet.
After watching the guards for several minutes you are sure that they are all alert and observant. It would be difficult to get past these men without their knowledge. If you are to gain entry to the city by this route, first you will have to create a diversion to draw away these vigilant guards.
(I use Elementalism)
While observing the soldier who is seated in the alcove to the right of the city gate, your keen eyes notice that beneath his bench there rests a small pot of ink, a feathered quill pen, and a large leather-bound book for the recording of tolls and charges. Using your power of Elementalism, you focus on the quill pen and cause its feathers to ignite spontaneously. Within a matter of seconds the flames spread to the vellum pages of the book and the hem of the soldier’s woollen cloak. With a scream of shocked surprise, the guard leaps to his feet and fumbles to unfasten the clasp of his burning cloak. As the other guards desert their posts and rush to his aid, you motion to Prince Karvas to follow your lead. Swiftly you climb out of the ditch and hurry towards the now unguarded entrance.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
(I auto succeed)
You hurry past the gate guards and through the open archway into a flagstoned concourse. By keeping low and hiding in the shadows, you and Karvas are able to cross this open plaza undetected and make your way along an empty avenue which bisects the city’s west quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters.
The avenue leads to a stone bridge that traverses the River Tehda and then continues into the heart of the east quarter. Here you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You study the ten-strong patrol as it marches past. These men are clad in black quilted tunics and wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the bridge but, as they do so, another patrol comes marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk being seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours sleep before dawn.
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Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
You are woken at daybreak by the rattling sound of heavy chains and the mechanical thumping and buzzing of a steam-driven sawmill. The fearful noise is almost deafening, yet it fails to awaken Karvas who is sleeping deeply after yesterday’s tiring trek. You let him sleep on for another hour before you are forced to awaken him. A trio of rugged timber workers have arrived in an ox-drawn wagon to collect logs for transportation to the river barges. Unfortunately, they have decided to take the logs behind which you are hiding. As they busy themselves fixing hooks and chains, you and Karvas slip aboard their wagon and cover yourselves with a tarpaulin. Once the loading is complete, the men take their seats at the front of the wagon and set off for the river.
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Through a rent in the oily canvas sheet you watch the drab houses and streets of Bakhasa filing past. The wagon slows as it approaches the city’s main bridge, and then it comes to an unexpected halt. A black-clad guardsman appears and you hear him say to the driver that he wants to inspect his cargo. The driver argues with the guard, insisting that he be allowed to continue on his way. Fearing that you may be detected if the guard prevails, you and Karvas slip away from the wagon and hurry into the ruins of a warehouse close by.
From the cover of this derelict warehouse you watch the soldiers and citizens of Bakhasa going about their daily business. Only twenty days remain before Harvestmas, and as the hours tick by, you become uncomfortably aware that time is running out. With 1,200 miles yet to cover, you know that the success or failure of your mission now hinges on your being able to find some sturdy horses. Throughout the long day you observe the traffic of people who are using the surrounding streets, yet rarely do you see any on horseback.
On the north side of the warehouse there stands a domed building with an adjoining bell-tower. As dusk approaches, you propose to Karvas that you should try to reach the top of this tower. Using your keen sight you will get a better view of the city from there and, with luck, you may be able to locate the nearest stables. The Prince agrees to your plan. He will remain here in the warehouse while you attempt to gain access to the bell-tower. Night is closing and, as you wait for the streets to empty, you study the building opposite and determine two ways by which you may enter its tower: by a side door at street level, or by an open window in the second storey of the tower.
You are getting ready to cross the street to the building’s side door when suddenly the tower bell starts to toll. A few minutes later you see a long line of black-clad figures, mostly soldiers, come walking in single file towards the building. Two great doors swing open to receive this procession and you catch sight of the building’s cavernous interior. It is richly appointed with tapestries and golden ornaments, yet, despite its beautifully crafted opulence, you feel nothing but revulsion. Your Kai senses inform you that this place is a temple wholly devoted to the worship of an evil deity.
As soon as the procession has entered, the doors are slammed shut and the bell ceases to toll. Shaken but undeterred by what you have witnessed, you leave the warehouse and hurry across the street. The side door is unlocked and you open it and slip inside the small circular antechamber which lies beyond. Here you discover two further doors. You sense that one of them leads directly to the hall of the temple, for you can hear a dull chant arising from the congregation that has gathered there. The other door leads to the stairs of the bell-tower, but you quickly discover that this portal is securely locked.
(I do not have G. Nexus)
You rely upon your Magnakai skill of Nexus to assist you to open the door. But it quickly proves to be a more difficult task than you expected, for this door is secured by an elaborate and complex locking mechanism.
Pick a number from the Random Number Table. If you possess a Dagger, you may add 2 to the number you have picked.
( I toss a 7)
Your skill and persistence finally pay off when the lock clicks open. You twist the iron door handle and push it open to reveal a circular stone staircase which leads all the way to the bell chamber at the top of the tower. On reaching the top you are treated to a spectacular view of the city. As you scan the rooftops and towers using your night vision, you are able to locate stables less than a mile away, to the north of the tower. You commit their location to memory and then hurriedly you descend the stairs to the antechamber below.
As you close the tower door, your Kai senses alert you to a concealed panel in the wall opposite. You press this panel and it slides aside to reveal a secret cache of valuable items:
100 Ren (equivalent to 10 Gold Crowns)
Jewelled Knife
Silver Signet Ring
If you wish to keep any of the above, record them on your Action Chart as Backpack Items. (Ren is local currency which you may carry in your Belt Pouch.)
On your return to the warehouse, Prince Karvas is delighted to hear that there are stables in Bakhasa and he insists that you set off for them at once. He is leading the way out of the ruins when suddenly the tower bell begins to toll once more. Moments later, the temple doors swing open and the procession of black-clad figures file out into the street. Instinctively you take hold of Karvas by the arm and pull him back into the ruins to avoid being seen by the emerging soldiers. As they pass by, you peer around the edge of the crumbling warehouse doorway to watch them. A strange feeling of unease makes the skin on the back of your neck prickle, and immediately you sense that all is not what it seems. When you magnify your vision to take a closer look at the passing figures, you gasp with shock at what you see.
( I take all three - I now have 45 crowns)
Abe Sargent
04-16-2020, 06:35 PM
The Bakhasian soldiers have undergone a dramatic transformation. Before they entered the temple their skin had the yellowy hue of tallow and their hair was silky black. Now their faces and hands are ghostly white, their hair has turned steely grey, and the pupils of their red-rimmed eyes have changed to a pale translucent amber. The sight of their gaunt faces chills your heart; they look more like animated corpses than living men.
The procession leaves the temple at a funereal pace. At the rear of the column you can see four Bakhasians carrying a platform on their shoulders on which rests an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger’s head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire. You notice that the tiger-like shrine resembles the emblem of Sejanoz which is embroidered upon the sleeves of the soldiers’ padded black tunics. As the platform-bearers draw level with the warehouse doorway, the head of the tiger shrine slowly rotates in your direction and two pencil-thin beams of red light shoot from its eyes. You duck back behind the doorway but you know that it is too late—the shrine has detected your presence and it is alerting the cadaverous soldiers to your hiding place. Your Sixth Sense informs you that it is the goodly aura of your Kai Weapon that has activated the shrine and betrayed your position.
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When you hear one of the platform-bearers shouting an order, you tell Karvas to get ready to run. You chance a glance around the doorway and your worst fears are confirmed when you see three Bakhasians advancing swiftly towards the warehouse. They are carrying what appear to be hollow, stubby spears that are connected by metallic piping to cylindrical backpacks. One of the advancing soldiers sees you and a puff of bubbling steam gushes from the tip of his spear. In the next instant, a solid projectile smashes through the warehouse wall, leaving a ragged hole in the brickwork less than a hand’s breadth from your head.
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Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 2. If your current ENDURANCE score is 20 or higher, add 1.
( I toss a 2 and get a 6)
You are leaving through the portal when the missile strikes Karvas a glancing blow on his left shoulder and sends him tumbling past you into an alleyway outside the warehouse. You rush to his side and hurriedly you staunch the flow of blood from his injured shoulder by the use of your Magnakai Discipline of Curing. (Use of this skill to aid the Prince costs you 2 ENDURANCE points.)
With the Bakhasians close on your heels, you help the Prince to his feet and support him as you make a hurried escape along the dark alleyway towards an adjoining torchlit street.
When you reach the end of the passageway, you stop for a few moments to recover and take stock of your perilous situation. Your pursuers have entered the alleyway behind you and you can hear them running towards the street. You see another alley, sandwiched between two tall buildings on the opposite side, and you tell Karvas to follow as you hurry towards it. You are halfway across the street when suddenly a second group of Bakhasians appears. They have circled around the warehouse in an attempt to cut off your escape. Moments later, the four shrine-bearers arrive with their tiger-head idol still hoisted upon their shoulders. Your Sixth Sense tells you that this idol is helping them to follow your trail. If you are to make a successful escape from these ghoulish soldiers, you must do something to disrupt the idol’s power.
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( I use Elementalism)
Using your mastery of Elementalism, you stir up the dirt around the feet of the nearest shrine-bearer and project this cloud of grit at his face. Instinctively he releases his hold of the platform and cups his hands to his stinging eyes. Without his support the platform tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, shatters in two, and releases a whirling cone of red flame from its hollow core that engulfs the bearers. In the blink of an eye the four men are transformed into smouldering heaps of ash.
Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond
Word of the shrine’s destruction spreads quickly. Within minutes of your escape, the sleeping city is rudely awakened by a cacophony of alarm bells and discordant horns. Search parties are mustered and soon the major avenues of the city echo to a new sound—the tramp of vengeful patrols dispatched to track you down. By using your advanced Kai tracking skills and taking care to avoid the main thoroughfares, at length you are able to reach the stables that you saw from the top of the temple bell-tower. From the cover of a cart parked across a square from its double-gated entrance, you observe the building and the passing patrols and wait patiently for the commotion to die down.
The stables are surrounded by a high brick wall topped by a row of foot-long spikes embedded in mortar. A sign hangs above the main entrance that reads ‘Tehda Stables’. The tolling bells have roused the stable guards and this entrance is now heavily guarded, as are three smaller entrances set at intervals along its perimeter wall. Only one door has no armed guard posted before it, but when you magnify your vision you quickly see why this is so. It is secured by three steel bolts and a heavy iron lock.
(I do not have a Tehda Key)
The number of guards and the frequency of the patrols make it too dangerous to attempt to gain entry to the stables from the square, and so you decide to search around the perimeter wall to see if there is an easier way. Karvas gets ready to move from behind the cart, but you tell him to stay here and wait for your signal.
‘Better I should go alone, my lord,’ you say. ‘It will halve the risk of being seen. Wait here for my signal and be prepared to act quickly when you see it.’ The Prince nods his agreement and he wishes you good luck before you depart.
Using your Kai camouflage skills to keep yourself hidden from the watchful guards, you scurry away from the cart and skirt around the high perimeter wall. On the west side of the compound you discover that the wall is lower and the number of passing soldiers is fewer and less frequent. You run to the base of the wall and, as you look up at its spiked top, you ponder the best way you can reach the other side
(I use KA)
Using the Brotherhood Spell Levitation you rise effortlessly to the top of the wall. You then counter the effects of the spell and step between the spikes. You are getting ready to leap down into the training field that lies beyond the wall when suddenly you see a guard standing directly below you. Instinctively you leap onto his back and force him to the ground. He tries to shout out but a swift blow to the base of his skull renders him unconscious before his cry has left his lips. Immediately you scan the perimeter of the field and the buildings beyond in case you have been seen, but there appears to be no other guards on duty.
Your search of the guard’s pockets uncovers the following items:
20 Ren (equivalent to 2 Gold Crowns)
Dagger
Potion of Laumspur (restores 4 ENDURANCE points when swallowed after combat)
If you wish to keep any of these items, remember to make the necessary adjustments to you
(47 crowns)
You gag and tie the unconscious guard with his belt and tunic, and then you hide him in some long grass at the base of the perimeter wall. Hurrying across the field, you soon reach a courtyard located near to the main entrance. This flagstoned yard abuts the entrance gates and is bounded on the other three sides by paddocks, tack rooms, and the training fields. There are only two guards on duty here, the others having been called upon to assist the patrols that are out searching the city. They are both asleep at their posts and you have no difficulty tiptoeing past them and entering the paddocks where the horses are stabled.
You search the stalls and soon discover two black Bhanarian stallions of magnificent quality and breeding. They will make ideal mounts for you and Prince Karvas. These intelligent animals respond readily to your Magnakai Discipline of Animal Control and they remain calm and composed as you hurriedly fix their saddles and bridles. As you are leading them out into the courtyard, you stop to unbuckle a sword belt from the belly of a sleeping guard. Prince Karvas is unarmed and you are sure he will appreciate this weapon more than its present owner.
You lead the horses across the courtyard and as you approach the stables’ main doors, you mount one of them and fix the reins of the other to your stirrup. Then you kick open one of the double doors and urge your horse forward at the gallop.
The guards outside are taken completely by surprise. As they fumble to unsheathe their swords, you race across the square and wave to Karvas who is waiting patiently for your signal. The Prince leaps up from behind the cart and comes running towards the spare horse. He is getting ready to leap into its saddle when a gruff cry alerts you to danger. A patrol has entered the square and their officer is commanding his sergeant to fire at you with his bow.
(I use KS)
You launch a pulse of mental energy at the archer and it sears his mind (use of this Grand Master Discipline costs you 1 ENDURANCE point). The man screams and recoils from the sudden pain that has invaded his head. As he falls backwards, he releases his arrow and it arcs through the air to shatter uselessly against the wall of the stables.
Karvas leaps into the saddle and you toss him the reins. With a cry of elation, you wheel your horse about and spur him towards an avenue on the east side of the square. You and the Prince gallop side by side along this broad thoroughfare as fast as your mounts will carry you, trampling any Bakhasian who is foolish enough to stand in your way. The road leads directly to the city’s east gate where a bell is tolling loudly. A crowd of militiamen have gathered at the gate, summoned from their beds by the alarm, but they are without their officer and in the chaos and confusion they have forgotten to close the gate. They scatter in all directions as you thunder along the avenue towards them and you are able to escape through the open archway without challenge.
Whooping with excitement, you race away from Bakhasa along a dusty trail that heads towards the foothills of the Dammerdon Mountains. You glance to your side and see Prince Karvas punch the air victoriously. Clearly he is as excited by this daring escape as you are; he has a grin fixed to his sweat-streaked face that stretches from ear to ear.
The strong Bhanarian stallions carry you swiftly into the foothills and never once do they falter in their stride nor slacken their impressive pace. Only when you can no longer see the lights of Bakhasa do you let them slow to a canter. For more than an hour you travel the trail as it meanders through pine-covered hills and shallow valleys. The night sky is clear and the way ahead is illuminated by bright starlight. When you come to a shallow ford that crosses a fast-flowing stream, you stop here awhile to let your horses drink their fill.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
Abe Sargent
04-16-2020, 07:02 PM
You launch a pulse of mental energy at the archer and it sears his mind (use of this Grand Master Discipline costs you 1 ENDURANCE point). The man screams and recoils from the sudden pain that has invaded his head. As he falls backwards, he releases his arrow and it arcs through the air to shatter uselessly against the wall of the stables.
Karvas leaps into the saddle and you toss him the reins. With a cry of elation, you wheel your horse about and spur him towards an avenue on the east side of the square. You and the Prince gallop side by side along this broad thoroughfare as fast as your mounts will carry you, trampling any Bakhasian who is foolish enough to stand in your way. The road leads directly to the city’s east gate where a bell is tolling loudly. A crowd of militiamen have gathered at the gate, summoned from their beds by the alarm, but they are without their officer and in the chaos and confusion they have forgotten to close the gate. They scatter in all directions as you thunder along the avenue towards them and you are able to escape through the open archway without challenge.
Whooping with excitement, you race away from Bakhasa along a dusty trail that heads towards the foothills of the Dammerdon Mountains. You glance to your side and see Prince Karvas punch the air victoriously. Clearly he is as excited by this daring escape as you are; he has a grin fixed to his sweat-streaked face that stretches from ear to ear.
The strong Bhanarian stallions carry you swiftly into the foothills and never once do they falter in their stride nor slacken their impressive pace. Only when you can no longer see the lights of Bakhasa do you let them slow to a canter. For more than an hour you travel the trail as it meanders through pine-covered hills and shallow valleys. The night sky is clear and the way ahead is illuminated by bright starlight. When you come to a shallow ford that crosses a fast-flowing stream, you stop here awhile to let your horses drink their fill.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
(Jump. Please note Dever is used the word Inflammable correctly, it actually means able to catch fire quickly)
You dig your heels into your horse’s flanks and urge him along the trail towards the blazing trunk. You sense that he is terrified of the fire, but you use your Magnakai Discipline of Animal Control to calm his fears as he gets ready to jump through the crackling flames.
Pick a number from the Random Number Table. If you possess Animal Mastery, add 2 to the number you have picked. If you possess Grand Nexus, add 1.
( I toss a 4 which is a 6)
Bravely your horse obeys your command and he leaps through the fire to land surefootedly on the trail beyond. The flames scorch your skin, yet your protective Magnakai skill of Nexus prevents you from sustaining any lasting injury. However, your horse is less fortunate. His flanks and belly are badly blistered by the fire. Mercifully, you ease his pain and heal his singed flesh through the swift use of your Magnakai Curing skills. (The speedy use of your innate skills to heal your mount costs you 2 ENDURANCE points.
Your leap across the burning tree has created a temporary gap in the flames. Karvas is able to exploit this by jumping his stallion at exactly the same place. As they emerge from the flames, you cheer his masterful display of horsemanship and beckon him to follow as you gallop along the trail. Your pursuers are not so daring. When they reach the burning tree they halt and give up the chase, allowing you and Karvas to make good your escape into the foothills of the Dammerdon Mountains.
You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Magnakai Pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.
You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.
(Stone Hut)
You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours’ sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger’s-head emblem of Sejanoz—the Autarch of Bhanar
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Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
(I choose to open the door)
You draw your Kai Weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach churns when your Sixth Sense detects that it has been used for human sacrifices.
(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item.)
You climb out of the chamber and slam the trapdoor shut. Then, using your Kai Weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).
Before you leave the hut and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
Abe Sargent
04-16-2020, 07:14 PM
The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon Range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.
This vast wasteland of dust and ash was formerly the seat of power of the greatest, most evil being who ever ruled Magnamund—Agarash the Damned. At its centre there once stood his mighty fortress-city of Naaros; now all that remains is a titanic chasm of molten lava and heat-fused rock. Ten millennia ago, the gods Ishir and Kai sent forth the magical Elder Magi to challenge the rule of Agarash, and they undertook a daring assault upon Naaros and its fell inhabitants, the Agarashi—the Creatures of Darkness. This attack precipitated a war which lasted a thousand years and culminated in the destruction of Agarash and his accursed empire. Once there were many cities and fortresses in the Doomlands; now there are none.
As you continue along the trail you pass several waystones that are set into the ground at regular intervals. They are not ancient stones for they each bear the symbol of Sejanoz, and your Kai senses detect that these carvings are no more than a decade old. Karvas suspects that Sejanoz has had them placed here as a form of homage to the memory of Agarash. Throughout Southern Magnamund it is rumoured that the spirit of Agarash lives on, imprisoned within the molten ruins of Naaros.
(I do have GP and a high enough rank)
Your advanced Pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.
(Why that's tracking and not, say, Elementalism, Telegnosis, etc is odd to me. I find that the usage of skills can often feel off, like another skill would better show something off)
It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Magnakai Pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.
The sheeting rain is making it impossible to see the trail ahead. Rather than continue and risk flood or fall, you leave the trail to seek shelter in the ruined fortress.
Pick a number from the Random Number Table.
(I toss a 1)
Your worst fears are realized when suddenly you hear a mighty roar. You look up to your right and gasp when you see a solid wall of water and loose rock comes rushing down the mountainside towards the trail. Terrified by the thought of being washed away in this avalanche of water and shale, you and Karvas hurriedly leave the trail and gallop your horses towards the sanctuary of the ruined fortress.
Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Animal Mastery, add 3 to the number you have picked.
(I auto pass with AM)
The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm’s reach. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and you enter to take shelter from the torrential rain.
Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat.)
You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.
(I add two Laumspur to the empty slots of my pack. The Knife and Dagger are weapons and special items, and my Ring I found is ditto)
The Prince’s scream came from the south side of the hall. As you run towards it, your heart misses a beat when you see that a large section of the stone flooring has collapsed. With trepidation, you reach the edge and look down into a yawning hole. Prince Karvas is hanging by one hand to an outcrop of jagged rock some 15 feet below. Over 100 feet below his dangling legs there rages an underground river, swollen by the flash flood.
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Hold on, sire!’ you shout in desperation, as helplessly you watch his bruised fingers slowly losing their grip.
(I use my rope)
You pull your rope out of your pack and cast one end down to the helpless Prince. The instant he grabs this trailing end securely with his free hand, you pull with all your strength and haul him out of the cavity. As you are helping him to his feet, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.
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Between gasps of breath, Karvas thanks you earnestly for your timely help. Had you not acted when you did he feels certain that he would have slipped and fallen into the raging river.
For two frustrating days and nights the ferocious storm continues unabated. Floods and mudslides render the mountain trail impassable, and you are unable to leave the shelter of the ancient keep until early on the morning of the third day. Anxious to make up for lost time, you depart as soon as the rains cease.
A further two days are spent riding the treacherous trail. It takes you across the northern foothills of the Dammerdons to the Lunarlian settlement of Jaroc. It is mid-morning, fifteen days before Harvestmas, when finally you enter the palisade wall of this sprawling border town. Few of the people you find here are natives. Most are nomadic horsemen from the Great Lunarlian Plain who have come to barter and trade their wares at its famous tented market. As you ride through the bustling marketplace, you pause for a few moments to observe a quarrel between a trader and a nomad. The nomad is accusing the trader of selling him some rotten food, and he demands the return of his money. The trader refuses. In desperation, the nomad turns to you and holds out his purchase at arm’s length.
‘Stranger, would y’say this meat is fit to eat?’ he pleads, inviting you to inspect an unappetizing haunch of maggoty meat.
( I do not have Herbmastery)
Plainly the nomad’s meat is rotten to the bone. So, too, is most of the other food that is displayed on the trader’s stall. You agree with the nomad that the meat is unfit to eat, and immediately the trader denounces you. Loudly he accuses you of being tricksters, conspiring together to cheat him out of his wares. He shouts for the Holtors—the market guardsmen—demanding they come and arrest you all.
Karvas suggests that now may be a good time to leave Jaroc. You nod in agreement. Together you turn your horses away from the trader’s stall and canter back through the crowds towards the palisade. As you approach it, you see two portly armed guards hurrying to shut the gate.
(I use KA)
You speak the words of the Brotherhood Spell Lightning Hand and release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that lies beyond.
(I would have used the friend spell to keep them from closing the gate. That was a violent choice there Dever.)
Abe Sargent
04-16-2020, 07:24 PM
Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen—Prince Karvas’ homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.
It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.
Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.
(TRADING POST - It's about time I found a place to use my crowns!)
You push open the limed-oak door of the trading post and step into its cool interior. The owner of the store is fletching an arrow, but he stops the moment he sees you enter. This oily-skinned trader is keen to do business and he is especially interested in purchasing items for his poorly-stocked shelves. He is prepared to offer you the following prices for these particular items:
Tinderbox 6 Lune
Bottle of Rice Wine 8 Lune
Ivory Comb 10 Lune
Jewelled Knife 20 Lune
Silver Signet Ring 24 Lune
If you possess any of these items and you wish to sell them to the trader, make the appropriate adjustments to your Action Chart.
You run your eye over the items stored on the dusty shelves, and note that their prices are displayed on small scraps of parchment attached to them by twine. Only the following items are worthy of your interest:
Meals—4 Lune (each)
Arrows—4 Lune (each)
Rope—8 Lune
Lantern—8 Lune
1 Potion of Alether—12 Lune (increases COMBAT SKILL by 2 for the duration of one combat only)
Quarterstaff—20 Lune
Bow—32 Lune
The trader will accept Gold Crowns in payment for any of the above items, at the rate of 1 Gold Crown for 4 Lune. He will not accept Ren.
If you wish to purchase any of the above items, make the appropriate adjustments to your Action Chart.
(I swap a meal for a Alether potion, and I drop to 46 crowns)
Having finished your transactions, you and Karvas bid the trader farewell and return to your horses. Mindful that you still have far to travel, you mount your steeds and ride along Pikestaff Way, the town’s main street, which leads to its fortified east gate
Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sways languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of southern Sommerlund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:
‘The beauty of this valley belies its bloody past,’ he says, and he sweeps his arm across the distant horizon. ‘Many of my ancestors and countrymen have fought and died here in battle. For the Siyenese it is a land filled with proud and bitter memories.’ He points to a distant spire of rock and, when you magnify your vision, you see that its grey granite surface is too smooth and symmetrical for it to be a natural feature of this rolling plain.
‘There stands the Oridon Stone,’ he says. ‘It marks the graves of ten thousand men who fell at the battle of Inkil Reach.’
Prince Karvas regards the monolith with a mixture of sadness and pride, and you sense that quietly he yearns to visit this battlefield marker.
(Let's head to it)
As you approach the Oridon Stone you see a dozen men standing in a circle around its base, and a horse-drawn wagon parked close by. They salute you in a friendly manner as you rein in your horses and come to a halt beside their wagon. One of them, a bearded man with ruddy cheeks, leaves the circle and walks over to introduce himself and his companions. You learn that they, like Prince Karvas, are from Siyen. They are the great-great-grandchildren of warriors who fell here in battle exactly one hundred years ago to the day. They have come here all the way from Seroa on a pilgrimage to honour the memory of their fallen ancestors.
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After a few minutes, Prince Karvas dismounts and joins the circle of men at the Oridon Stone. He bows his head in reverence and offers up a silent prayer to Ishir to watch over the souls of the brave Siyenese who sacrificed their lives on this field of battle. While Karvas is praying, you talk quietly with the bearded man and learn that his name is Daventi. When you tell him that you and your companion are bound for Siyen, he offers you some words of advice. He tells you to be wary should you wish to cross the River Ioma at Voshno, the next town on the trail. The bridge has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use the bridge. Rather than cross the river at Voshno, the man suggests that you should continue north along the trail. Three miles north of Voshno is a small farmstead at the river’s edge. For a moderate charge the farmer will ferry you and your horses across the river by raft.
Having paid his respects, Karvas walks away from the monolith and remounts his horse. As you turn your horses to leave, the friendly Siyenese salute you and bid you both good luck and godspeed on the road ahead. You return their kind gesture with a Kai salute before you and Karvas gallop off across the plain to resume your ride along the dusty trail.
(I wonder what the Kai salute is?)
You follow the trail until the sun is no more than an orange glow across the western horizon; then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.
The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hide
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(I do have AM)
Your advanced Discipline reveals to you that the fanji are not migrating at all: they are fleeing for their lives. You magnify your vision and glimpse a number of horsemen who are galloping with the herd. They are picking off the best specimens at close quarters with their bows and spears. The leading fanji are constantly changing direction in an effort to lead the rest of the herd away from these merciless hunters. To your dismay, as the herd are passing within a mile of the trail, you see the leaders suddenly switch direction and come thundering towards you and Karvas.
With a frantic waving of your arm you signal to Karvas to follow your lead. Then you veer away from the trail, ahead of the onrushing herd, and gallop through the waist-high grassland towards the banks of the River Ioma.
Abe Sargent
04-16-2020, 07:35 PM
You are desperate to keep ahead of the herd for fear of being trampled under their pounding hooves. Yet, as you approach the fast-flowing river, you are forced to tug hard on your horse’s reins to slow him to a walk. The bank ahead is steeply undercut. If you were to rush headlong over the edge, you and your horse would plummet more than 20 feet into the rushing river.
Fortunately, Karvas reacts swiftly when he sees you slowing your horse and he is able to rein in his mount behind you. Following your lead, he coaxes his horse over the edge of the steep bank and he is able to control his descent down the bank towards a narrow strip of muddy clay at the water’s edge. Above you, the leading fanji come thundering over the edge to tumble into the river with a mighty splash. They barely break the surface before they are swept downstream by the strong current. More than a hundred fanji crash into the river and are washed away before the remainder of the herd comes to a halt. You coax your horse forward and for two miles you keep him to the narrow strip of sticky soil which borders the river, until you reach a place where the steep bank tapers away to a gentle incline. Here, you are able to leave the river and climb the bank to the grassy plain. As you crest the top of the bank, you see the remaining herd scattering in all directions as, relentlessly, the hunters pursue them.
As dusk approaches you find a secluded hollow beside the trail, close to a bend in the river, where you set up camp for the night. Your Magnakai Huntmastery skills are put to good use at the river’s edge and you are able to enjoy a pair of fat fish for your supper this evening. The night passes peacefully and you leave the camp at dawn to continue northwards along the trail, following the flow of the river.
It is nearing the end of the day when you see a hamlet on the road ahead. Its half-timbered buildings are clustered on either side of the river and connected by a sturdy stone bridge. A signpost at the side of the road tells you that you are approaching the hamlet of Voshno.
( I visited the Stone)
You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.
You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.
Three miles out of Voshno you see a small farmstead at the river’s edge. It has a water-mill and its wheel is turning slowly, grinding the farmer’s corn. Beside the mill you notice a raft moored to a wooden jetty. The farmer is in an adjoining field and he waves as you ride nearer. You stop to ask if he would kindly ferry you and your horses across to the other side of the river.
‘I’d be glad to, my lords,’ he replies, with a broad smile. ‘If’n you’d be willing to pay me 8 Lune.’
(I pay)
You pay the farmer (erase the appropriate sum from your Action Chart) and he ferries you and your horse across the river. Then he goes back to collect Karvas and his mount. Once the Prince is safely across, you bid the cheerful farmer farewell and ride away from the river, heading east. You notice that Prince Karvas is smiling as he rides across this lush river valley and you ask him why this is so. He explains that the Ioma is the political boundary between the realms of Lunarlia and Siyen, and that you are now on Siyenese soil. After ten years in exile he has, at last, returned to his homeland.
Dusk is turning to darkness when you come to a road that crosses the valley to the east of Voshno. Your horses are tired and so you decide to camp for the night in a small wood that borders this road. Before you rest, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery)
You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the Prince is a little less optimistic. He tells you that you are now in the western province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy’s province.
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle’s head emblazoned upon their white surcoats and shields. A golden crown surmounts these eagles’ heads and Karvas gasps when he sees them. He signals to you to rein in your horse and, as you come to a halt, he tells you that the approaching horsemen are wearing the livery of Baron Sadanzo. The black eagle’s head is his mark, but it is the addition of a golden crown that has shocked Karvas. It is the sign of royal ascendance. Karvas is fearful that Baron Sadanzo has already been crowned King of Siyen.
As they ride nearer, the leader of the troop—a Knight Bachelor—motions his horsemen to leave the trail and encircle you and the Prince. As they obey his command, the Knight Bachelor brings his snorting steed to a halt alongside your horse.
‘Hail, fellow riders,’ he says, with forced politeness. He raises the visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.
‘You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?’
( I tell them we are on our way to Seroa for the upcoming holiday)
So you’re on your way to Seroa, eh?’ says the Knight Bachelor. ‘If you are there in time for Harvestmas then you’ll see the crowning of Baron Sadanzo. I only wish I could be there myself to celebrate that happy day. Alas, someone must remain to protect Cavalia while our master, our future king, is away.’
Karvas asks the young knight why he and his men are wearing the crown of Siyen upon their shields and surcoats. ‘I thought,’ he says, taking care to mask his native Siyenese accent, ‘that it is customary here in Siyen for only soldiers of the King’s Guard to wear the royal crown? Is it not so?’
The Knight Bachelor glares at Karvas and you sense that the Prince’s comments have stung him. ‘Our master is … will be … the King of Siyen,’ he blusters. ‘There is no other who claims the throne of our realm. We wear the crown in honour of his right to ascendance. Perhaps you foreigners oppose our Baron’s right?’
The Knight Bachelor stares accusingly into your eyes. When he gets no reaction, he jerks his head back to Karvas and fixes the Prince with the same cold, unblinking gaze. Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. Unwittingly, Karvas has insulted his honour and, to save face in front of his men, he is thinking of arresting you both on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.
(I offer a bribe)
You smile at the knight and pull open the flap of your Belt Pouch to reveal some of the coins inside.
‘Perhaps I may offer a donation, my lord?’ you say. ‘Call it a gesture of our gratitude for the fine work you and your men are doing to ensure that the highways of Cavalia are kept clear of cut-throats and robbers.’
You scoop some coins from your pouch and cup them in your hand.
The Knight Bachelor regards your handful of coins with ill-disguised contempt. He averts his eyes from your hand and begins to take a closer interest in your horse. Your Sixth Sense warns you that he secretly wants your fine Bhanarian steed for himself.
‘Well, my lord, will you accept my donation?’ you ask
The Knight Bachelor glares at you. He attempts to say something but he cannot seem to muster his words. Red-faced, he unsheathes his sword and levels it at you in his trembling hand. ‘You … you are spies!’ he exclaims. ‘Throw down your weapons. By the power of my rank and … and for the security of Cavalia, I am arresting you both.’
The surrounding troopers draw their sabres and begin to edge their horses towards you, closing the circle. You see Karvas inching his hand towards his sword but you dissuade him from drawing it with a terse shake of your head. Better to surrender and live to fight another day than be slaughtered by such an overwhelming number of trained and disciplined soldiers.
Abe Sargent
04-16-2020, 07:53 PM
(I get captured wwwwwwwwwwwwwwwwwwwwwwwaaaaaayyyy too much in this series!)
The knight’s men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk to indicate that they are no longer in your possession, but do not erase them at this time.)
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. ‘By the gods!’ he exclaims. ‘He bears the mark of Crown Prince Karvas!’
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Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the Prince’s arm and pulls back the sleeve of his tunic to inspect the birthmark for himself.
‘So, our exiled Prince has returned from Sheasu,’ he says, with a haughty, mocking tone. ‘Perhaps you’ve grown tired of the city of Mydnight, eh? A little homesick? Or have you come back to try to claim the crown that you forfeited a decade ago?’
The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.
‘Mydnight’s hero has come home to us at last!’ he bellows. ‘Well, let us take our hero Prince back to Cavalia and provide him with a royal chamber. We have many … in the dungeons of the citadel! When King Sadanzo returns, he will be greatly pleased with us. And he will be generous too. Most generous.’
The troopers tie your hands with cord before they take you and Karvas to Cavalia under close escort. As you ride through the city’s grand west gate, the guards on duty here come stiffly to attention. The Gate Sergeant salutes the Knight Bachelor with great exaggeration, and some of the older guards bow and doff their helmets as he passes, but their actions are not born of a respect for him or rank. You sense that they despise the haughty knight, and this is their way of mocking his insufferable arrogance.
Beyond the gate, you enter a wide avenue flanked by a well-ordered collection of houses and richly-appointed public buildings. Cavalia is a wealthy city, yet many of the citizens that you glimpse in passing have a strained and uneasy look about them. At length you arrive at a fortified citadel—a huge, square, moated edifice built on four levels around a central courtyard. Its upper floors contain the Baron’s luxurious personal chambers, as well as other apartments used by those who have his favour. The middle level is occupied by provincial officials and the ground floor by the Citadel Guard. There is also an underground level, which is used for the imprisonment and torture of Sadanzo’s enemies. Vaingloriously the Knight Bachelor leads his horsemen across the citadel drawbridge and through a torchlit tunnel that gives access to the central courtyard. Here, you and Prince Karvas are pulled from your saddles by Citadel Guardsmen and dragged away to the dungeons where you are thrown into a dark, windowless cell.
(I do have GW and a certain rank)
The instant the cell door crashes shut, you use your Magnakai Discipline of Nexus to loosen the cords that bind your wrists and then you untie the Prince. The air in this dark prison cell is dank and stifling. What little ventilation there is comes from the narrow crack that runs around the iron cell door. Your advanced Weaponmastery tells you that your Kai Weapon is close by, and when you close your eyes and concentrate, you detect it lying in an empty cell located directly opposite the door of the one you now occupy.
You vow to Karvas that this foul dungeon will not hold him for long, and you set about examining its walls and floor in the hope of finding a way to escape. However, you quickly discover that you have been locked in the securest cell of the citadel, deep below the ground. Beyond its slimy walls there lies nothing but solid earth. Only the cell door offers a glimmer of hope, yet it has no handle, hinges, or keyhole visible on the inside. It is not secured by a key but by a tumbler lock, similar to the lock of a safe, and it is opened by means of a dial on the outside of the door. Placing your ear to its surface, you use your Magnakai Discipline of Nexus to will the lock tumblers to move. After a few moments you hear them begin to click over.
You discover the lock has three tumblers. To open the door, each tumbler has to be turned to the correct position in a sequence. Using your Sixth Sense, you determine that the first number in the sequence is equal to the number of horses you took from the Tehda Stables. The second is equivalent to the number of seeing stones that Lord Zinair gave to Wizard Acraban. The third in the sequence is equivalent to the number of additional Grand Master Disciplines acquired upon reaching the rank of Kai Grand Master Superior.
(2 horses, 1 skills, 1 crystal - 211)
The final tumbler clicks into place and the door creaks open a few inches.7 The corridor outside the cell is unguarded, and you beckon Karvas to follow as you push the door wide and leave. As you step out, you see the door to the cell that contains your Weapons and equipment and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated equipment lying here on the floor. (You may erase the asterisks from your Action Chart to indicate that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas’ sword and belt, together with the following:
Bow
6 Arrows
Enough food for 1 Meal
Spear
Axe
Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
( I take nothing)
You climb the steps to a landing on the level above where you hear loud voices and raucous laughter echoing from an archway. A glance through the arch reveals the chamber beyond to be a guards’ dormitory and mess hall. Over a dozen citadel guards and gaolers are gathered here, celebrating the capture of Prince Karvas with a cask of strong mead provided by the Knight Bachelor.
You continue up the circular stairs to the next level where you discover a hall that is lined with stands of armour and hung with tapestries. You remember being brought along this hall on the way to the dungeons, and you hurry through it to a pair of stout oak doors at its far end. To your disappointment you discover the doors are locked and bolted from the other side. At first there appears to be no other way out of the hall. Then your keen eyesight detects that one of the tapestries is moving slightly and, when you pull it aside, you discover a narrow archway and a flight of stairs leading up to a burnished iron door. As you climb towards the door, you see a small lever set into the centre of its shiny, smooth surface.
( I don;t have telegnosis but I do have KA)
Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.
Calling upon your mastery of Brotherhood magic, you utter the words of the spell Counterspell and direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.
(I use a weapon)
You strike the lever with the blade of your Kai Weapon and there is a tremendous flash of yellow light. A searing pain runs through your hand and along your arm, making you drop your weapon and cradle your aching arm close to your chest: lose 3 ENDURANCE points.
With a trembling hand you pick up your weapon and look at the blade. It is red hot and glowing, yet its keen edge is still intact. Your senses detect that you have now discharged the spell that was protecting this door; the portal is now open and unguarded.
Gingerly you push the door with the toe of your boot and it swings open to reveal a sumptuous chamber. Tapestries adorn the walls and golden ornaments gleam on lacquered shelves and sculptured wooden cabinets. You cross the carpeted floor and look out of a tall window to see a panoramic view of Cavalia, its roofs and spires gleaming in the afternoon sun. Below you can see a troop of citadel cavalry, their white pennants trailing from their lances as they ride across the drawbridge and canter away from the citadel along a broad, shop-lined avenue.
The evil that you detected from outside the iron door is stronger now, but it does not originate from this chamber. You sense that it comes from an adjoining room which is separated from this chamber by velvet draperies.
( I check it out)
Beyond the draperies you find a circular chamber with a polished wooden floor. The dark oak surface is inlaid with lighter woods which form intricate pentagrams and other mystical patterns. The walls are lined with shelves which store a vast number of books, scrolls, and parchments. Your Kai senses warn you that these are works of great evil; it is a library of sorcerous manuals and tomes of worship dedicated to Naar. Prince Karvas is repulsed by the sight of this evil repository. It confirms the suspicion he has held for many years, that Baron Sadanzo is a secret disciple of the Dark God.
You scan the walls and your Kai senses reel in the face of the evil that festers here. Your instincts tell you to destroy these vile works, to put them to the torch, yet to do so could jeopardise your chances of making a successful escape from the citadel. Rather than take that risk you decide to leave this evil library at once, but as you are retreating towards the archway you notice a square plate of steel sandwiched among the books on a middle shelf. A closer look reveals it to be the door of a wall safe. There is a dial at its centre, similar to the cylinder lock which secured the door to your prison cell. Your Sixth Sense reveals that only two digits are required to open this safe.
The first number in the sequence is equal to the number of bonus points added to COMBAT SKILL when the Kai Weapon ‘Alema’ is used against undead enemies. The second is equivalent to half of the Starstrider’s full complement of crewmen (not including Acraban).
(75?)
The second tumbler clicks into position and the door of the safe swings open4 to reveal a single scroll of vellum, embossed with a ribbon and a wax imprint of Sadanzo’s seal. You unfurl the scroll and you are shocked to the core when you read its contents.
The scroll is a contract between Baron Sadanzo and the Assassins’ Guild of Avalar. It states that the Guild will undertake the murder of King Oridon in return for 20,000 Orla. Half of this sum is to be paid in advance, with the balance due for payment upon successful completion of the assassination. The seal of the Assassins’ Guild is attached beside Sadanzo’s mark to show that the full sum has since been received.
You show the scroll to Karvas and he is outraged; here is proof beyond doubt that Sadanzo was responsible for the murder of his father, and clearly his act of foul treachery was part of his plan to seize the throne of Siyen. This shocking revelation fills Karvas with a renewed loathing for the Baron. He reaffirms his pledge to thwart Sadanzo’s scheme and he vows, in memory of his father, that he will bring the traitor to justice.
You take Sadanzo’s Scroll and place it inside your tunic. Record this on your Action Chart as a Special Item—you need not discard another item in its favour if you already possess the maximum number permissible
( i take the scroll)
Abe Sargent
04-16-2020, 08:46 PM
Karvas suggests that perhaps you should destroy the safe in order to hide the fact that you have taken Sadanzo’s scroll. You ponder his suggestion and agree that this could be advantageous to you.
( I use Elementalism at a certain rank)
You close the safe and call upon your advanced Kai Mastery to electrically charge the surface layer of air that is in contact with its steel door. Karvas watches you preparing this booby trap with a mix of curiosity and fascination. You tell him that in future, if any person or object should touch the door, then the power will discharge itself with an explosive force sufficient to destroy the safe and ignite the surrounding books. Your explanation makes Karvas smile. Clearly he relishes the thought of Sadanzo falling foul of this trap at some later date.
Your work done, you turn away from the safe and hurry to leave this evil library. But, as you approach the arch which leads to the adjoining chamber, you suddenly hear a noise which makes you stop dead in your tracks.
You can hear the sound of metal scraping on stone above your head. When you look up at the ceiling, you see a pair of crossed swords cocooned by pale amber tongues of flame. These flames give off no heat and you recognize at once that they are magical. The swords are slowly rotating, their shiny steel blades skimming the ceiling stones as they gather speed. Sparks fly, and then the blades separate and come whirling towards you with frightening speed. Swiftly you raise your Kai Weapon and fend off a stunning blow as one of the magical blades flashes past your head in a scything arc. Karvas unsheathes his sword and parries the other blade as it sweeps around the room and strikes at him from behind. Having failed to draw blood with their initial attack, the blades return to the ceiling where they hover menacingly above your heads. But you sense the threat has not passed. Their magical power is recharging itself, increasing its intensity in readiness for a second, swifter attack.
(I use KA)
You speak the words of the Brotherhood Spell Counterspell and direct its power at the whirling swords. The blades are slowed by the effects of your spell, but the magic that animates them is far stronger than your own. You have slowed them but this will not prevent them from attacking again.
Once more the deadly blades draw sparks from the stone ceiling, and then they come whirling down towards your head.
Sadanzo’s sorcerous blades: COMBAT SKILL 40 ENDURANCE 20
These blades are immune to all forms of psychic attack. If you possess the Kai Weapon ‘Valiance’, you may add the additional COMBAT SKILL bonus (versus magicians) to your score when calculating your Combat Ratio.
(I have a base 46 against them without mental stuff, so that's a +6. Let;s toss some dice. 3 and 8. They have taken 22 to my 4. They are down.)
As your final blow shatters the second blade and breaks the spell that brought it to life, you hear the sound of a bell tolling in a lower level of the citadel. Your Sixth Sense warns you that it is an alarm bell; your escape from the dungeons has been detected.
You leave the library and hurry across the sumptuous chamber to the shiny steel door by which you first entered this apartment. Soldiers are ascending the stairs towards it. You catch a glimpse of them and quickly you retreat into the chamber, slamming the door shut behind you. An attempt to secure the door is unsuccessful for the lock is jammed and the dial refuses to turn. Hastily you and Karvas barricade the door with furniture and then you look about for another way to escape. You see only one—through the window. The soldiers are pounding on the door and the barricade is shifting and collapsing as you and Karvas climb out onto a stone ledge. The barricade gives way and you hear the soldiers shouting as they force their way into the chamber. Then an arrow shatters against the surface of the ledge, only a few inches from your left boot. You look up and see Citadel Guardsmen with loaded bows leaning over the battlements above. Alerted by the tolling bell, they have spotted you on the ledge outside Sadanzo’s chamber. When a second arrow pierces Karvas’ cloak, you take hold of the Prince’s forearm and pull him with you as you step off the ledge and plummet towards the moat, 30 feet below.
You hit the stagnant water with a mighty splash and immediately strike out for the surface. You break through the scummy film that floats on top of the water and, seconds later, you see Karvas emerge from the depths to gasp a lungful of clean air. Arrows are falling all about you. They drop from the battlements above, and they streak past your head, fired by archers who are running across the drawbridge.
Pick a number from the Random Number Table.
(I toss a 1)
An arrow, fired from the drawbridge, glances your shoulder and gouges a furrow of skin from your back: lose 3 ENDURANCE points.
You swim to the edge of the moat and drag yourself out of the stinking water. As you take hold of the Prince’s hand and haul him out onto the bank, you see a group of horsemen riding across the drawbridge. Most are armed with lances bearing Sadanzo’s eagle’s-head pennant, and their red-faced leader is shouting and pointing at you with his sword
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Arrows continue to fall. They thud into the muddy rim of the moat and splinter on the paved road that encircles the citadel. You grab Karvas by his cloak and pull him to his feet. It is too dangerous to stay here a moment longer. On the far side of the paved road you can see a row of boarded-up houses, an alleyway, and a baker’s shop.
( I choose alleyway)
You rush across the road and run headlong into this crowded alleyway. It is packed with citizens who are hurrying towards the citadel to find out why the alarm bell is tolling. You push your way through them until you come to a junction where a wider passage crosses from left to right. A scream from the right draws your attention and you turn to see two lancers on horseback at the far end of the passage. They see you and they come riding along the narrow thoroughfare at an ever-increasing pace. Terrified Cavalians press themselves to the walls or scramble over gates to get out of their way as they charge along the passage with their lances levelled.
Karvas draws his sword and braces himself to meet their attack head-on. ‘I’ll take the one on the left!’ he shouts, defiantly. You look around you for a way to evade the charging lancers but every exit is now blocked by crowds of frightened citizens.
(I Use KA)
You speak the words of the Brotherhood Spell Net and level your right hand at the onrushing lancer. Waves of energy ripple down your arm and then a mass of sticky fibres gushes from your open palm. The lancer’s eyes are wide with terror as the sticky strands engulf his head and shoulders. With a muffled scream, he drops his lance and tumbles backwards out of the saddle to crash down heavily upon the cobblestoned passageway.
As the remaining rider presses home his attack, you draw your Kai Weapon and get ready to strike as he passes. Karvas sidesteps the tip of his weapon and simultaneously you stab at the lancer as he gallops his horse between you. His lance spins through the air and you hear his plaintive death-cry as he tumbles out of the saddle. As you glance over your shoulder, you see him crash to the ground and roll limply across the cobblestones. The citizens who crowd this passageway cheer the lancer’s demise and some rush forward to pick his pockets and loot his armour.
You focus your Magnakai Discipline of Animal Control upon the two horses and you summon them to approach yourself and Prince Karvas. Obediently they obey your mental commands, and quickly you are able to mount them and make good your escape from this passageway into a wider street at its eastern end.
It has been a long time since Prince Karvas last visited Cavalia, but he is still able to remember the swiftest route from the citadel to the east gate. You ride fast and you are able to avoid the patrols of Citadel Guards that have been dispatched to hunt you down. You are anxious that your escape will be short-lived if the east gate is closed, yet fortune swings in your favour, for upon your arrival you discover a wagon has shed a wheel. Its broken axle is jammed in the threshold of the gate and a dozen guards are struggling to move it so that the portcullis can be lowered fully.
With an exuberant shout to the incredulous guards, Prince Karvas presses his head to his horse’s neck and gallops under the spikes of the portcullis. You copy the Prince’s actions and follow closely in his wake as he rides out of Cavalia along the straight road that heads due east to Varedo.
For more than an hour you ride without stopping until your horses refuse to take another step. They are young and lack the muscle and stamina of your Bhanarian steeds, yet they are healthy colts and will serve you better than most. After they have recovered, you press on across the plain until dusk. With darkness closing, you leave the road and take shelter for the night in a small wood. During your overnight stop, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
Abe Sargent
04-16-2020, 09:18 PM
You take it in turns to keep watch throughout the night in case a pursuit party is sent from Cavalia to track you down. Fortunately, the night passes peacefully and you leave the wood shortly before dawn. As the sun crests the eastern horizon, you see a signpost at the roadside which says: ‘Varedo—150 miles’.
‘Normally one could expect to reach Varedo in three days by horse,’ says Karvas, ‘but if we use every hour of daylight and rest our mounts briefly, every hour, we may be able to cover the distance in half the time.’ Mindful that you now have only nine days in which to reach Seroa to be in time for the crowning, and wary that a pursuit party could still be sent from Cavalia to hunt you down, you spend this day in the saddle riding as far and as fast as your horses are able. By nightfall, you have made excellent progress and you are confident that the threat from Cavalia is no more. You camp for the night beside a stream and, before you sleep, you use your Magnakai skills to assist the horses to recover fully from their hard day’s ride.
The following day is spent crossing the seemingly endless Lucien Plain, the monotony of the grasslands broken only occasionally by an isolated hamlet or farmstead. You have no need to approach these settlements for the rich prairie yields enough game to keep you well fed while you are on the move. It also provides surplus food equivalent to 2 Meals (adjust your Action Chart accordingly if you wish to keep one or both of these Meals).
During the afternoon, you see a group of riders approaching from the north, from out of the wooded foothills of the Ioma Range. You magnify your vision and your stomach churns when you see that they are carrying spears which display the black eagle’s-head pennant of Baron Sadanzo. You focus your Kai senses upon this distant group of riders and detect that they are not soldiers. They are a hunting party seeking wild deer. The open plain offers no place to hide from these approaching horsemen and the lack of cover makes you feel especially vulnerable. You remain stationary for a few minutes while you watch them draw closer. You are hoping that they are too preoccupied with their hunt to pay you any attention. However, you soon realize that they have lost the trail of their wild deer and have decided to track new quarry—you and Karvas.
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(Evade)
You urge your horse to the gallop and steer him across the grassy plain towards a distant farmstead. But soon your young mount begins to tire and lose speed. Karvas, too, is having difficulty with his horse and he cannot keep up the pace. Steadily the hunters close the gap between you. When they are less than 100 yards distant, you see their leader place a horn to his mouth and you hear a shrill and piercing tone echoing across the plain. Pressure builds in your head and sharp stabbing pains burn at your temples. You glance over your shoulder and see that Prince Karvas and his horse are both suffering badly from the insidious sound of the hunter’s horn.
( I don;t have a Golden Hunting Horn)
You call upon your Magnakai Discipline of Psi-screen to protect your mind from this psychic attack. The pain in your head lessens, yet your protection does not extend to Prince Karvas who is now on the verge of unconsciousness. You bring your horse around and ride to his aid. As you draw alongside, you pull him upright in the saddle and then, using your Magnakai Curing skills, you are able to revive him to full consciousness (use of this skill costs you 2 ENDURANCE points).
The terrible sound of the hunter’s horn ceases abruptly and you hear them galloping towards you. Their leader is a broad-shouldered man with a ginger beard and long wavy hair. His hair fans out from around the edges of a conical helm that is topped by a pair of polished antlers. He brings his horse to a halt before you and Prince Karvas and he regards your mounts with an appraising eye.
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‘I see you ride Cavalian colts,’ he says, and he points to the eagle brands that mark your horses’ hindquarters. You nod in acknowledgement but you do not offer any explanation. The man narrows his blue eyes and strokes his beard thoughtfully.
‘You do not know who I am, do you?’ You shake your head dumbly, hoping that he will take you for a simpleton and return to his deer hunting.
‘I am Halx—the Inquisitor-major of Cavalia. Among my many duties is the regulation and taxation of horses, mules, and oxen. You both ride Cavalian steeds, yet I do not recall seeing either of you in the city before. I trust your saddle taxes have been paid? Perhaps you would be kind enough to furnish your names and places of lodging so that, upon my return to Cavalia, I am able to confirm that this is so?’
You sense that your continued silence is beginning to irritate the Inquisitor-major. His followers are also growing impatient.
( We are on the way to watch the Baron's coronation)
The Inquisitor-major regards you with a sneering look that conveys his disbelief of your explanation.
‘Special emissaries, eh?’ he spits. ‘Pah! Deserters or horse-thieves, more like! What proof do you carry to show that you speak the truth?’
( I show the letter with the seal)
You retrieve the seal from your Backpack and offer it to the Inquisitor-major. The man blanches when he recognizes the object.
‘Please, accept my apology,’ he says, in a quiet and humble tone. ‘I did not know that you were travelling with the Baron’s Seal. Your mission must be of great importance. I … I trust I have not caused you too great a delay.’
You return the sealed letter to your Backpack and watch as the Inquisitor-major and his hunting party make a hasty departure. As they gallop away across the plain towards the distant foothills, you and Karvas breathe a sigh of relief before you continue your ride east towards Varedo.
It has been dark for more than two hours and your horses are close to exhaustion when finally you glimpse the city of Varedo, standing like a beacon of hope upon the northern edge of the Lucien Plain. Its towers and turrets and strong perimeter wall are constructed of a bleached white stone that glimmers eerily in the moonlight. Prince Karvas is glad to have left the province of Cavalia behind and he is hopeful that your reception in Varedo will be a more cordial one. The city, and its surrounding region, have always been loyal to the House of Oridon. Its ruler, Baron Lodamos, was a friend and martial advisor to his father, King Oridon. Karvas cannot imagine that Lodamos would ever join forces with Sadanzo whom he has always openly despised.
As you approach the city gate, you see that the blue flags of Varedo are flying at half-mast. This sight reassures Karvas, for it tells him that the city is still mourning the passing of his father. If Lodamos had joined with Sadanzo there would be no such display of respect for the memory of the king. At first the guards refuse you entry for the gates of Varedo are kept secure during the hours of nightfall. But when Karvas demands to see Guard Captain Dunwayne, the matter is quickly resolved. Karvas and Dunwayne both attended the military academy of Seroa, where they spent seven years together learning the art of soldiering. During this time they became the best of friends. Only when Karvas was forced into exile in distant Sheasu did their friendship lapse. The Prince is delighted to hear that Dunwayne still commands the city guard of Varedo and he awaits his arrival with keen anticipation. When eventually Dunwayne arrives at the gatehouse, theirs is a heart-warming reunion. Karvas quickly tells the guard captain of your need to reach Seroa as swiftly as you are able, and Dunwayne pledges to do all he can to help you. He provides you with fresh horses and escorts you personally through the lamplit streets of the city to the citadel where Baron Lodamos resides. Using his rank and influence, Dunwayne is able to rouse Chamberlain Gant, the Baron’s aide. Gant can scarcely believe his eyes when he comes to meet Karvas. He has his guards escort you to the main hall of the citadel while he goes to wake the Baron and tell him the news. Karvas bids Dunwayne goodnight, for the guard captain must now return to his duties at the perimeter wall, but they agree to meet again soon, once Karvas has been crowned King.
The Chamberlain’s guards leave you to wait for Baron Lodamos in the main hall. You spend the passing minutes admiring the many regal portraits which hang around its marble walls. They depict the kings of Siyen, and Karvas muses aloud that one day his own portrait will hang there. Then you hear the tramp of marching feet approaching the closed doors of the hall, and you and Karvas stand to attention in readiness to meet Baron Lodamos. But when the great doors swing open, it is not Lodamos who stands before you. It is a unit of armoured soldiers led by a grim-faced Marshal of the Guard.
‘Drop your weapons!’ he commands, as he and his men rush into the hall and quickly surround you. Shocked by this unexpectedly hostile reception, you comply with the Marshal’s order and lay your Weapons on the floor.
( I do have a stone dagger)
The Marshal of the Guard orders his men to confiscate all of your Weapons and equipment. Then he marches you and Karvas under close escort to the cells below the main hall, where you are shackled to the wall in irons. Karvas is shocked by this brutal treatment and he cannot fathom a reason why Lodamos would treat you both this way.
An hour passes before the door to the cell is thrown open and in strides Baron Lodamos, escorted by a bodyguard of his toughest men-at-arms. Prince Karvas pleads for your immediate release, but his pleas fall on deaf ears.
‘Do you not recognize me, my lord?’ he asks. ‘Do you not remember the days we spent hunting wild boar in the Ioma Forest?’
‘The resemblance is uncanny, I grant you that,’ replies Lodamos, ‘but you are another impostor, another of Sadanzo’s sorcerous creations sent here to assassinate me.’
The Baron holds up the Stone Dagger that was found in your Backpack. ‘You have a persuasive tongue,’ he says, ‘but here I hold proof that you are assassins. This evil blade is the instrument with which you intended to slay me. See, it is already stained with the blood of those you have slain before. No goodly men would carry such a weapon for their own defence.’
Desperately you try to explain how the Stone Dagger came into your possession, how you discovered it in the hut in the Dammerdon Mountains. Unfortunately your hurried explanation does little to help. Baron Lodamos has already made up his mind that you are assassins in the pay of Baron Sadanzo, sent here to murder him, and he will not be convinced otherwise.
The Baron turns to the sergeant of his bodyguard and orders him to have his men prepare their weapons. A cold shiver runs down your spine when you see that these men-at-arms are equipped with crossbows that are cocked and loaded, ready to fire. The sergeant gives the order. The guards raise their bows and take aim. Prince Karvas begs the Baron to reconsider but it is now too late. Lodamos hurls the Stone Dagger to the floor, smashing it to pieces, and then he spins on his heel and strides out of the cell without looking back. With a grunt, his sergeant gives the order to fire and his men release their volley of deadly missiles. Death is mercifully swift.
Tragically, your life and your mission end here in the dungeons of the Varedo Citadel.
(I die because I took something away from where it was being used to secure it against evil? I back up)
The Marshal of the Guard has his men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk to indicate that they are no longer in your possession, but do not erase them at this time.) Then he marches you and Karvas under close escort to the cells below the main hall, where you are shackled to the wall in irons. Karvas is shocked by this brutal treatment and he cannot reason why Lodamos would treat you both this way.
An hour passes before the door to the cell is thrown open and in strides Baron Lodamos, escorted by a bodyguard of his toughest fighting men. Prince Karvas pleads for your immediate release, but his pleas fall on deaf ears.
‘Do you not recognize me, my lord?’ he asks. ‘Do you not remember the days we spent hunting wild boar in the Ioma Forest?’
Cautiously the Baron approaches the Prince. He has one of his bodyguards come forward with a torch so that he may look at his face. The elderly Baron scrutinizes the Prince’s every feature, including the birthmark on his wrist.
‘The resemblance is uncanny, I grant you that,’ he says, ‘but you are most likely another impostor, another of Sadanzo’s sorcerous creations sent here to assassinate me. No, I refuse to believe that you are Prince Karvas.’
The Baron turns to leave the cell and signals to his bodyguard to follow, but Karvas begs him to stay. Hurriedly he recalls some of the visits he made to Varedo when he was a young boy, and he recounts the summer Lodamos spent teaching him to hunt and ride. Some of the details he recalls would only be known by the real Prince Karvas, and this is enough to make Baron Lodamos stop and hesitate.
‘You have a persuasive tongue,’ he says, ‘but I am not convinced. Sadanzo is a cunning foe. Yet there is one way I can be sure.’
Baron Lodamos turns to the sergeant of his bodyguard and says: ‘Very well, Guntor. Take them both to the chapel. Only there will their true identities be revealed.’
The sergeant has his men unchain you from the wall and march you at spear-point along the lower corridors and passages of the citadel, to a small chapel of worship that is dedicated to the Goddess Ishir. You and Karvas are pushed into this chapel and its heavy door is slammed shut and bolted behind you. Moonlight filters into this place of worship through leaded stained glass set into star-shaped alcoves near its vaulted ceiling. It casts a pale rainbow of colour upon a marble tomb which occupies the centre of the chapel floor. Its heavy stone lid is carved in the likeness of a recumbent knight whose hands are folded around the hilt of a broadsword.
Karvas is about to beat his fist on the bolted door and demand that he be allowed to speak to Dunwayne, but you stay his hand. Your Magnakai Discipline of Divination warns you that you and Karvas are not alone in this chapel. You detect a strong psychic presence that is centred upon the tomb. A sudden gust of wind sweeps through the chapel and you feel the air temperature plummet to near-freezing. Ice crystallises on the sides of the tomb and a ghostly plume of vapour seeps from cracks in the stone. This translucent mist swirls and condenses, and gradually it adopts the recognisable form of a knight in armour clutching the hilt of a broadsword. It is the ghost of the warrior whose remains are entombed here. He is a paladin knight, and his ghost has arisen to test your true purpose. The ghostly warrior raises his mighty sword and rays of eerie blue light flood out from the slits in the visor of his spectral helm. As this light washes over you and Karvas, you feel pulses of psychic energy assaulting your mind. The Prince lets out a scream and then he falls unconscious to the floor as the waves of energy increase in intensity.
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(I don't have Kai Screen)
You draw upon your Magnakai Discipline of Psi-screen to protect your mind from these powerful pulses of psychic energy. The physical pain of this attack builds rapidly and you fear that your mental defences will not prove strong enough to withstand this terrific onslaught: lose 4 ENDURANCE points.
The pain fades as you feel your mental defences strengthening and locking together to form an impenetrable wall. The attacking pulses break like waves smashing themselves against a rocky shore, and then abruptly their energy dissipates and the attack ceases.
The air temperature begins to rise and you sense a benign aura of tranquillity radiating from this spirit. The ghostly knight lowers his broadsword and bows at the waist; you have passed a great test and clearly you have won its respect. Your Sixth Sense tells you that it has looked into the depths of your soul and it approves of what it has discovered there
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As the temperature approaches normal, the apparition shrinks and its vapours are drawn back into the tomb. You hear the bolts being pulled on the chapel door, and then it bursts open and in rushes Baron Lodamos with his Marshal and a dozen of his armed guards. He sees Karvas lying on the floor and he pulls to a halt. ‘Aha! Just as I thought. Another of Sadanzo’s assassins.’ Then he notices you standing before the tomb and a look of puzzlement creases his noble brow. The Marshal of the Guard kneels beside Karvas and touches his fingers to the side of his neck, seeking a pulse. ‘He’s alive, my liege,’ he says, incredulously.
‘Then it’s true,’ retorts the Baron. ‘He really is our Prince returned from exile. Quickly, Guntor, take him to my chambers at once.’
Abe Sargent
04-16-2020, 09:28 PM
With care, Baron Lodamos’ men lift and carry Prince Karvas out of the chapel. You follow in the company of the Baron and his Marshal as they bear him along the corridors of the citadel and up a grand staircase to Lodamos’ personal chamber. Here they rest the Prince upon a divan and the Baron’s physician comes to examine him.
Lodamos offers you his sincere apologies for the harsh treatment you have endured since your arrival at his citadel. He explains that Sadanzo has made several attempts to murder him during the past year and he dare not lower his guard. The Baron is impressed that you survived your encounter in the chapel with the ghost of his ancestor—the paladin knight Ranald. ‘No mortal creature born of evil has ever survived the judgement of Ranald,’ he says, ‘and no goodly mortals have ever maintained their consciousness in his presence. I judge you to be no ordinary man. Pray tell, sir, who are you?’ You confide in the Baron that you are a Kai Grand Master and you tell him of your purpose here in Siyen. When you recount the events that have led you to his citadel, the Baron praises your courage and determination. You learn that he is a great admirer of the Kai and it is his ambition, one day, to journey to the monastery and meet with your illustrious leader, Lone Wolf.
Lodamos orders his Marshal to return your confiscated Weapons and equipment (you may erase the asterisks from your Action Chart). He also sends to the kitchens for food and wine. While the physician is attending to the Prince, you enjoy a reviving meal (you may restore 3 ENDURANCE points).
When the Prince recovers consciousness he can hardly believe his eyes. The chill, spartan surroundings of the chapel have somehow transformed into the warm, rich opulence of Lodamos’ personal chamber. The fearsome ghost of Knight Ranald has disappeared, yet he is now confronted by a sight he finds equally difficult to reconcile: Baron Lodamos happily conversing with you over a plate of roasted pheasant and sweet potatoes! The Baron, upon seeing that the Prince has regained consciousness, goes and kneels at the side of his divan. Carefully he explains all that has occurred since Karvas lost consciousness, and he begs the Prince to forgive him for the ordeal he has been made to suffer. To redress his conduct, the Baron pledges that he will do all he can to help you both reach Seroa in time for the crowning ceremony on Harvestmas Day.
(I show the scroll)
You show Lodamos the scroll that you found in Sadanzo’s library, and his face turns red with rage when he reads its damning contents. ‘The murdering traitor!’ he exclaims. ‘By Ishir, he’ll be made to pay for this treachery with his life, mark my words.’
Struggling hard to suppress his anger and sense of outrage, Lodamos hands back the scroll and then asks that you and Karvas accompany him to the citadel’s main hall. ‘If you are to reach Seroa in time to foil Sadanzo, you must set off without delay. The ascendance ceremony will take place one week from today, and you still have far to travel. Time is against you, my lords, but I will do all I can to help your vital mission.’
Lodamos sends an urgent order to the commander of the cavalry, Guard Captain Sneida, to muster a troop of his best men and horses and have them ready to ride within the hour.
‘Sneida is a most accomplished horseman, and he knows the road to Seroa better than any man in this city or province,’ says Lodamos. ‘He and his troop will act as your escort to ensure that nothing delays your journey to the capital.’
The sleeping citadel of Varedo comes alive as preparations are made for your speedy departure. Lodamos takes you and Karvas to the stables where you are given the pick of his personal steeds. Karvas chooses a young black stallion and you settle for a dark bay mare. Lodamos approves of your choice: these horses possess speed and stamina, qualities that may prove essential if you are to reach Seroa in time. As your mounts are being saddled, you meet with Guard Captain Sneida and the men of your escort. You are impressed by their eager readiness to carry out this unexpected duty, and by the quiet professionalism with which they go about their preparations.
Baron Lodamos wishes you godspeed and bids you farewell as you climb into the saddle and get ready to set off from the citadel. It is still dark when you and your escort ride out of Varedo and head east across the plain, along a wagon-worn road that leads to Oberra. When darkness gives way to the golden light of the rising sun, the troop unfurls Lodamos’ personal banner which they carry proudly at the head of their column. It is a pale blue flag, trimmed with gold braids, and it depicts an owl clutching the blade of a sword. Karvas tell you that these symbols represent Lodamos’ motto—Wisdom and Strength. His flag serves you well, for as the day unfolds, all the fellow travellers you encounter on the road hurriedly move aside to allow you to pass unhindered when they see Lodamos’ banner approaching.
You ride all day and put more than a hundred miles behind you. It is dusk when Sneida brings the troop to the fortified chateau of Lord Jopas, Baron Lodamos’ younger brother. You stay there overnight, and in the morning the troop are furnished with fresh mounts for the coming day’s ride across the Lucien Hills. This region of Siyen is one of great natural beauty and you enjoy the panoply of castles, chateaux, and richly wooded valleys which unfolds as you traverse the hill trail to Oberra. When night falls you find yourselves still within the boundaries of this hilly timberland. Captain Sneida is loath to make camp in the forest for it harbours packs of wild wolves that may be tempted to attack by the scent of the horses. He urges the troop to continue for several moonlit miles further until you reach the chateau of Baron Jayde. He is commander of the Lucien Province and a trusted friend of Baron Lodamos.
The troop ride through a pair of open, torchlit gates and come to a halt inside a walled courtyard at the front of Baron Jayde’s grand estate. Adjacent to the gates are a stables block and a paddock. Captain Sneida orders his men to put the horses in the paddock while he goes to inform Baron Jayde of your arrival. You are leading your horses into the paddock by the reins when your Kai Sixth Sense warns you of hidden danger. You look around the courtyard and suddenly you realize that something is amiss. Ever since you arrived at the chateau you have seen no sign of Baron Jayde’s staff or guards. The estate is seemingly deserted. Then you hear Captain Sneida call out a welcome, and when you look to the chateau, you see the figure of a stout man standing in a doorway at the head of a grand flight of stone steps. ‘Well met, Baron Jayde,’ calls Sneida, but his friendly greeting elicits no response. The man in the doorway is utterly immobile; not a flicker of emotion stirs his pale round face. Sneida approaches and quickens his pace. He is halfway up the steps when suddenly the rotund figure of Baron Jayde topples stiffly forwards and falls, face down, upon the flagstones. Fear chills your blood when you see the polished handle of a stiletto dagger protruding from between his shoulder blades.
In that instant the trap is sprung. Suddenly the top of the courtyard is ringed by grim-faced soldiers armed with crossbows. ‘Ambush!’ shouts Captain Sneida. It is the last word he will ever utter. In response to his shout of warning, the soldiers let loose a deadly volley of bolts that claim his life, and the lives of four of his men. As the dead and wounded scream and fall, you drag Prince Karvas to the ground in a desperate effort to save him from being hit.
Your swift action saves the Prince from being struck by a crossbow bolt. It also saves you from being hit when one of these deadly iron missiles ricochets off the paddock gate and whistles by your head.
The pitiful shrieks and groans of fallen men echo in your ears as you struggle to get back on your feet. ‘Stay with me, sire,’ you say to Karvas, as you scurry across the paddock and take cover behind a fence post. There is a lull in the carnage when your cowardly attackers pause to reload their crossbows, and you take full advantage of this momentary respite. You signal to Karvas to follow as you leap up and sprint from the paddock to the open doorway of the stables close by.
As you rush through the doorway you are brought skidding to a halt when you are confronted by seven armoured knights. Your stomach churns when you see that they wear the eagle’s-head emblem of Sadanzo upon their surcoats. Their presence here makes you realize that they have been following your trail ever since your daring escape from Cavalia. The delay that you experienced at Varedo bought them the few hours they needed in order to get ahead of you and set up their deadly ambush.
Farewell, Prince Karvas!’ growls a knight, his guttural voice partially muffled by the iron strips that criss-cross the visor of his iron helm. He raises his gleaming axe and all seven warriors rush forward and attack you simultaneously.
Sadanzo’s knights: COMBAT SKILL 45 ENDURANCE 38
You cannot evade this combat, but you may add 5 points to your COMBAT SKILL for the duration of this fight as Prince Karvas is fighting at your side. If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate COMBAT SKILL bonus for fighting at night
(I have a +11. I toss a 2, and then an 8. Game over. I took 2.)
As the last of Sadanzo’s knights crashes dead at your feet, you leap over his crumpled body and rush towards the rear of the stables where the slain knights’ horses are tethered to a rail. You and Karvas cut free the two sturdiest mounts and pull yourselves into their saddles. Prince Karvas wheels his horse about and rides him out into the courtyard. When you emerge from the stables, you are following close behind the Prince and struggling hard to keep your jittery horse from losing its footing on the smooth flagstones. Strewn around the walled yard and paddock are the bodies of slain and wounded troopers. Your heart goes out to these brave men, but you dare not stop to help them. To do so would be suicidal. Karvas gallops his horse towards the open gates and you hear shouts of alarm from the Cavalians positioned around the courtyard wall. They have recognized you and they are bringing their loaded crossbows to bear on your fleeing backs.
(I Use KA)
Hastily you recite the words of the Brotherhood Spell Invisible Shield and sweep your hand in a circle behind your head. The spell materializes barely moments before a speeding crossbow bolt hits it and is deflected away from your neck. Its buckled point trails a line of sparks as it gouges a furrow in the flagstones
You gallop out of the courtyard amid a hail of bolts, and race east along the forested hill trail. The Cavalian crossbowmen have hidden their horses in the woods surrounding Baron Jayde’s chateau, and when they see you escaping, they quickly abandon their positions around the courtyard wall and mount up to give chase. Your daring escape puts you more than a mile ahead of your ruthless pursuers, but this trail is difficult to ride at night for you are guided only by the light of the moon. You have little difficulty keeping your horse to the twisting trail for you are aided by your Kai night vision, but Karvas is not so fortunate. Some parts of the trail are covered by a thick canopy of branches which shut out the ashen moonlight. Whenever you pass through these sections, Prince Karvas is plunged into darkness and he is forced to slow his pace dramatically. Rather than risk having him lose the trail completely and crash headlong into the trees, you call to him to leave the trail at a place where it passes over a wooden bridge. You hide with your horses beneath this bridge and wait for the Cavalians to pass. You hear their horses’ hooves thunder across, but you do not emerge when they have gone. Patiently you wait, and within the hour you hear them returning. They have lost your trail and they are going back to Baron Jayde’s chateau in the belief that you have slipped past them and doubled-back to rescue the few wounded troopers who survived the ambush.
The Cavalians return across the bridge, and when you can no longer hear their horses, you emerge from your hiding place and continue east along the trail. During your night ride to Oberra, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
Shortly after daybreak, you emerge from the dense timberland and pass through a region where the hills are given over to the cultivation of grapes and vines. During the day, you and Karvas take it in turns to sleep in the saddle. While one is asleep, the other leads his companion’s horse by the reins. By this method you are able to overcome the fatigue of your recent ordeals and still make good progress along the trail to Oberra.
It is early in the morning, four days before Harvestmas, when you crest a ridge of high ground and see Oberra in the distance. This populous city nestles in a bowl-shaped valley at the eastern edge of the Lucien Hills, where the uplands meet the softly undulating flood plains of the River Seroa. Prince Karvas tells you that his old tutor, Florin Sainus, resides in Oberra. He proposes that you ride to the city and visit his house in the northern quarter. Karvas is confident that Sainus will help you reach Seroa in time for the crowning. Your spirits are lifted by this welcome news, and you ride with renewed vigour until you reach the gates of Oberra late in the afternoon.
Abe Sargent
04-16-2020, 09:59 PM
The city of Oberra is still mourning the death of King Oridon. Its scarlet-and-yellow flags hang at half-mast, and many of its citizens wear black armbands and shawls as visible marks of their respect for the memory of Prince Karvas’ father. As you ride along its paved streets, you see that many of its shops and public buildings bear proclamations announcing the forthcoming crowning of Baron Sadanzo on Harvestmas Day. Most of these notices have either been torn or defaced with black paint, and this cheers Karvas, for it shows that the citizens of this wealthy city do not welcome the prospect of having Baron Sadanzo as their future king.
It is nearing darkness when you find the residence of Florin Sainus. It is a well-appointed townhouse built on three levels with its own walled garden and stables. You dismount and pull a bell rope that hangs beside its arched door. The Prince’s aged tutor is overwhelmed with surprise and delight when he opens the door and sees his former pupil standing on the steps before him. The old man ushers you both inside and orders his servants to attend to your horses. Over a reviving meal of steamed fish and oatmeal bread, Karvas recounts the perilous events of the past few weeks which have brought you here to seek his help. Gladly he pledges his assistance, but he cautions you that your time has nearly run out. Carefully he considers the ways by which you could still reach Seroa in time for the crowning, and at length he tells you of two routes. Both offer an equal chance of success.
The first is the most direct route: the King’s Highway from Oberra to Seroa. Normally this road would take four days to travel, but there are now only three full days left before Harvestmas, and so you would have to ride hard to make up for the missing day. The second route is partly by road and partly by river. Seventy-five miles due east of Oberra is the hamlet of Xaia. It lies on a bend of the River Seroa and is a boarding point for the boats that carry cargo and travellers along this major waterway. By this route the journey to Seroa can be completed in three days, ‘assuming that the riverboats are running to schedule,’ warns Sainus. ‘They are the swiftest means of reaching the capital, yet they can be unreliable during spells of bad weather.’
Karvas proposes that you decide which route to take and then leave Oberra at once. ‘If we commence our journey this night, we may gain a few precious hours that could ensure our success.’ You agree with the Prince that you should go at once, but Sainus informs you that it will not be possible for you to leave Oberra until dawn. He tells you that the city council have imposed a curfew during the hours of darkness, following an outbreak of thefts and murders among its prominent citizens. Sainus believes that Baron Sadanzo’s robber knights are responsible for the crimes, for many have become residents of the city since King Oridon passed away. He fears that they are plotting to overthrow the council and will act as soon as Sadanzo is crowned king.
In light of the situation, you decide to stay here and rest, and then leave the city at first light. Before you retire, Karvas asks you to decide which route you should use to travel to Seroa
(I choose the highway. I can speed up a highway, I cannot yield for weather on the river)
Early next morning, before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the Prince a pouch containing 50 Orla, a sum that could prove useful during the ride to Seroa.
Dawn breaks as you leave Sainus’ house, and you hear a bell which signifies that the night curfew has now come to an end. You ride along the streets of the north quarter and enter a broad avenue that leads directly to the east gatehouse. The guards posted here are opening the great east gate as you approach, and you gallop through the widening gap.
The sun shines brightly all day and you make good progress along the King’s Highway. By nightfall you have covered more than 80 miles and have reached a small village called Landsdorf. You decide to stop and rest at the village’s solitary tavern—the Golden Plough Inn—and as you ride into its courtyard a young stable boy runs to greet you and take care of your horses. Two rooms here cost 10 Orla, a sum which Prince Karvas pays in full using part of the money given to him by Sainus. The jovial tavern-keeper hands you each a key and he offers you a tankard of his best ale, on the house.
You accept his generous offer and enter the taproom of this hospitable tavern. As your frothing beer is being drawn from the cask, you overhear a conversation at a nearby table. Three farmers are discussing the crowning ceremony and one of them says that it is to take place at noon. This news unsettles Karvas, for traditionally the ceremony of ascendance begins at dusk, as soon as the sun disappears below the horizon. If what the farmer says is true, you now have only one and a half days left in which to reach Seroa in time for the crowning. You resolve to get as much sleep as you can this night, and then ride for Seroa at dawn. If you forgo sleep tomorrow and journey through the night, you can still arrive at the capital before noon on Harvestmas Day. Karvas prays that your horses are fit enough for the gruelling ride, and you are both glad that you have decided to rest them here tonight. They will need all their strength come the morning.
As you sip your ale, your rumbling stomach reminds you that you have not eaten for several hours.
(I eat here)
You take a seat at a taproom table and enjoy your ale and Karvas’ company while you wait for your food. After a short while, the tavern-keeper’s daughter arrives from the kitchens carrying two plates that are stacked with slices of roasted beef and green vegetables.
‘Are you two gentlemen bound for the crowning in Seroa?’ she enquires, as she places your food on the table. Karvas nods his head in answer to her question. ‘Then you be jus’ like those other gentlemen over there,’ she replies, pointing to a group of men seated in an alcove on the far side of the room. You had not noticed them before, and when you magnify your vision to get a better look at their faces, your appetite rapidly dies. Your Kai Sixth Sense tells you that these six men are part of the band of Cavalian crossbowmen who ambushed you at Baron Jayde’s chateau.
(I leave)
You tell Karvas the bad news and quietly you both slip away from the taproom by a rear door. Beyond this door is a corridor which passes through the tavern’s kitchen and out into the courtyard. Once you are outside, you hurry across to the stables to fetch your horses. You are about to enter when suddenly you notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas.
Cavalian Bandits: COMBAT SKILL 40 ENDURANCE 36
You may add 5 points to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.
(My CS is +11 without KS. I toss a 2, 3, and 7. They have taken 39 and die. I took 5)
The sound of fighting has been heard in the tavern and a group of anxious locals, led by the tavern-keeper and armed with pitchforks and staves, are gathering outside in the courtyard. Rather than attempt to reason with them, you and Karvas saddle two fresh horses and gallop out of the stables as fast as you can. The tavern-keeper and his patrons scatter in all directions to avoid being trampled as you race across the courtyard and escape onto the highway beyond.
Despite your fatigue, you force yourselves to ride all night. Early next morning, you stop to rest in a small coppice that borders the highway. Before you sleep, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
You awaken shortly before noon and, with some difficulty, you stir Karvas from a deep sleep. You are both feeling refreshed after your rest, but there are still more than 100 miles to cover and time is fast running out. You now have little more than twenty-four hours to reach Seroa before the crowning ceremony is set to take place.
Fortunately, the weather is fair and you do not encounter any unforeseen delays during your long ride to the capital. During your journey, you recall Lone Wolf’s famous ride from Varetta to Casiorn that he made six years earlier. He rode the magically-gifted horse Wildwind during his return home to Sommerlund in time to break the siege of the Kai Monastery. Your memory of his courageous feat inspires you to press on. Your only regret is that you and Karvas do not have Wildwinds of your own.
As night falls, your way ahead is guided by the light of a waxing moon which glimmers brightly in a cloudless sky. You forgo rest and push your horses hard, travelling all night to come within sight of Seroa’s southern wall and gatehouse by mid-morning. As you approach the South Gate, you see that the highway ahead is blocked by a long queue of travellers who are waiting patiently to enter the city. Prince Karvas is anxious to reach the gate as quickly as possible, but he is also wary of going to the front of this long queue. The Siyenese, and the city’s gate guards, do not take kindly to queue-jumpers.
(We wait and rest)
During your wait to enter the city, you must eat a Meal or lose 3 ENDURANCE points. (You are unable to use Grand Huntmastery in this instance, for you are unable to leave the queue in order to forage for food.)
It takes you more than an hour to reach the South Gate, even though you give up your horses in exchange for better positions in the queue. As soon as the gate guards nod their approval, you hurry through the gatehouse arch and into the city beyond.
Abe Sargent
04-16-2020, 10:04 PM
You follow Karvas through the teeming streets of the capital towards Palace Square, the grand plaza where the crowning ceremony is set to take place in less than an hour. A wide avenue of marbled stone leads towards the square, and as you hurry along it, you marvel at the aristocratic mansions and embassies that march past on either side. The sound of a fanfare echoes in the distance and you increase your pace when Karvas tells you that it signifies the arrival of Baron Sadanzo. The approach to the square itself is blocked by the crowd, but the Prince knows of another way by which you may reach it. You leave the avenue and he takes you along a narrow lane that winds through a maze of buildings in the Merchants’ Quarter. This area has been closed for the Ascendance and Harvestmas ceremonies, but you are able to climb over the barricades that have been erected to prevent entry by the crowd, and you reach the square unchallenged.
On a raised platform in the centre of Palace Square, Baron Sadanzo is preparing to kneel before Phedros, the Marshal of the Realm, the highest ranking officer in the kingdom of Siyen. He is flanked by the High Chancellor, the High Chamberlain, the Mayor of Seroa, and other Siyenese noblemen. Under the Constitution of Siyen, following the death of Oridon and the absence of Karvas, the Marshal of the Realm is empowered to bestow kingship upon the Baron.
Frantically, you and the Prince struggle through the crowd that encircles the platform. Phedros is about to place the State Crown of Siyen upon Sadanzo’s head when you leap onto the platform and bring the ceremony to an abrupt halt.
‘I am Karvas, Crown Prince of Siyen, and I demand my birthright!’ shouts the Prince to the assembled nobles. The crowd gives a gasp of astonishment which is followed by a deathly hush.
‘You are an impostor,’ screams Sadanzo. ‘The real Prince Karvas is exiled in Sheasu. I demand this man be executed for his insolence!’
Marshal Phedros approaches Karvas and takes hold of his right arm. He pulls back the sleeve of his tunic and examines the birthmark on his wrist. Phedros has known Karvas since he was a baby, and you sense that he is convinced that the mark is genuine. He raises the Prince’s arm so that the other Siyenese nobles gathered on the platform can see the crescent-shaped mark. Murmurs of dissent can be heard among the crowd, and whispers that Karvas has returned filter back to Sadanzo’s ears. The evil Baron narrows his coal-black eyes and slips a glowing green gem from the pocket of his ermine robes. Your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen who are gathered here on the platform. If you are to break the Baron’s mental hold over them, you must destroy the evil gem that is clenched in his bony fist.
(I use KA)
You speak the words of the Brotherhood Spell Lightning Hand and point your right arm towards the gem that Sadanzo is holding. You feel a tingling sensation run the length of your outstretched arm, and then a crackling burst of energy leaps from your index finger to connect with the evil gem. Sadanzo screams with fear as this gem crumbles and disintegrates to dust.
Sadanzo clutches his injured hand to his chest and falls to his knees exhausted. You sense that the destruction of his gem has greatly weakened him. It has also freed the Siyenese nobles from his evil influence, an influence that robbed them of their free will.
(I have the scroll)
Prince Karvas denounces Sadanzo as a murderer and a traitor, and you show the scroll that you discovered in the Baron’s safe to Phedros as proof of his treachery. The Marshal gasps when he reads the damning contract and he orders the Royal Guard to arrest Sadanzo immediately. ‘Take the traitor to the palace dungeons,’ he commands. Upon hearing this, a vast section of the stunned crowd roar their approval, and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down Sadanzo’s robber knights in every quarter of Seroa, and bring them to justice. As these noble troopers eagerly set about their task, Phedros turns to Prince Karvas and hugs him to his chest. ‘Welcome home at last,’ he says, his voice wavering with emotion. ‘Welcome home … King Karvas.’
News of Karvas’ return spreads like wildfire through the capital. Hundreds of cheering citizens enter the square and surround the platform on all sides, weeping and shouting with joy that they are to be spared the tyranny of Sadanzo’s rule. With the blessing of the gathered nobles, Marshal Phedros proclaims Karvas the King of Siyen and he places the State Crown upon his head. Gladly Karvas accepts his birthright and he rises to receive the adulation of the excited crowd. As the cheering gradually subsides, he turns to you and bids you kneel before him. You obey his command and Karvas unsheathes his sword. He dabs its blade lightly upon your head and smiles:
https://www.projectaon.org/en/xhtml/lw/23mh/small10.png
Arise, Sir Kai, for I proclaim that you are now a Knight of Siyen.’ The crowd cheer loudly, though not for their king. This time their cheers are for the Kai Grand Master of Sommerlund without whom their beloved Prince would never have claimed his throne.
You accompany King Karvas and his noble entourage to the Royal Palace where the celebration of his ascendance to the throne begins with a banquet, and concludes with a procession of royal coaches that visits every quarter of the city. The citizens of Seroa shower their new king with flowers. They also call for the swift execution of the traitor Sadanzo. The following day you learn that Karvas has granted his citizens their request for justice. Baron Sadanzo is sentenced to death, the execution to be carried out at noon in the Palace Square. Upon the platform on which he sought to be crowned king, the Baron loses his head to the executioner’s axe.
Congratulations, Grand Master. Your mission is complete. In the face of great adversity you have met the challenge and you have triumphed. You have upheld the highest traditions of the Kai with honour and dignity, and you have displayed exceptional strength and bravery throughout your ordeal. The succession of Karvas is an important victory in the war against Evil, for it has prevented the throne of Siyen, Sommerlund’s richest ally, from falling into the hands of an agent of Naar. You have earned the respect of the Siyenese people and they will never forget the debt of gratitude they owe you.
Following the celebration of his succession, King Karvas arranges for you to return home to Sommerlund by sea aboard his royal caravel. The voyage is swift and uneventful, yet upon reaching Holmgard you learn of a new and deadly threat that has arisen to challenge the Kai. If you wish to confront this threat, the nature of the challenge will be revealed in the next exciting Lone Wolf New Order adventure, entitled:
Rune War
Abe Sargent
04-16-2020, 10:18 PM
Review:
This was my favorite of the three Odyssey ones thus far, as I felt it did a better job with it. The escape from the two towns that capture you are both feel like Fire on the Water too me.
Hopefully the next one will feel more like Castle Death, Captives of Kaag, and Plague Lords of Ruel. It seems to have a similar plot point to them. Now, Castle Death is my least favorite in the Magna Kai and Captives my 2nd least favorite in the third series, so that may not be high praise. Ready?
Abe Sargent
04-16-2020, 10:20 PM
Enter Rune War
The Story So Far …
You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5083, thirty-three years after the First Order of the Kai was almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the leader of your illustrious fighting order, was the sole survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talent helped you master all of the Kai and Magnakai Disciplines, and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.
During the six years that have elapsed since the defeat of his minions, Naar has endeavoured to enact his vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they can serve their fell master. One such agent was Baron Sadanzo of Siyen. The Kingdom of Siyen is one of the richest countries in the continent of Southern Magnamund, and it is also one of Sommerlund’s oldest allies. Sadanzo had its ruler, King Oridon, brutally assassinated so that he could lay claim to the throne in the absence of Prince Karvas, Oridon’s only son, who lived in exile upon the remote Isle of Sheasu. The Baron was a disciple of Naar and he possessed a sorcerous power that had turned the minds of the Siyenese Court to his will. By use of sorcery he made them support his ascendance to the throne. It was a dangerous threat to Siyen, yet all was not lost. The constitution of Siyen decreed that Prince Karvas had, upon the death of his father, 60 days in which to lay claim to his rightful heritage. Only if he failed to return in time would Sadanzo be elected the new King.
Lone Wolf promised to prevent Baron Sadanzo from usurping the throne, but it was a pledge that only you could fulfil. At the time of King Oridon’s assassination, you were engaged upon a mission in Southern Magnamund and were closer to the Isle of Sheasu than any other Kai. Upon successful completion of your mission, Lone Wolf ordered you to forgo your return to the Kai Monastery and journey instead to Sheasu to seek out the exiled Prince. Your new mission was to find Karvas and escort him safely home in time to claim his throne and thwart Sadanzo’s plan. Despite great adversity you succeeded; Prince Karvas was duly elected King and the evil Baron Sadanzo and his followers were put to the sword. In recognition of your courage and your invaluable help in saving his realm from Sadanzo’s tyranny, the newly-crowned King Karvas made you an honourable Knight of Siyen. He also placed Golden Star, his royal sailing ship, at your disposal to help speed your return home to Holmgard—the Sommlending capital.
Shortly after dawn on a cool mid-autumn morning, the sleek royal Siyenese clipper glided into Holmgard harbour. Despite the early hour, an escort of the King’s Guard were standing by in readiness to convey you by carriage directly to the Kai Monastery where you were greeted and warmly congratulated by your fellow Grand Masters. You also received glowing praise from Supreme Master Lone Wolf for successfully completing your missions and for upholding the finest traditions of the Kai. It felt good to be home after so many months abroad and you were looking forward to settling back into the routine of the monastery. But your hopes were soon dashed when, later that day, you were summoned by Lone Wolf to a private audience with him in his chambers. The news he had to impart came as an unexpected shock.
‘We must prepare for a crusade, Grand Master,’ he said, as he unfurled a large vellum map of central Magnamund and spread it upon the granite floor of his vaulted chamber. ‘War rages anew in the Stornlands, and its ravenous flames threaten to devour our allies within the Freeland Alliance.’
Lone Wolf unsheathed his mighty sword—Sommerswerd—and, using the tip of its golden blade, he pointed to a landlocked realm west of the great River Storn. ‘This is Eldenora, the source of the problems we must face. Since the fall of its former ruler, Prince Lutha, a new lordling has arisen to snatch the reins of this lawless realm. He is not of noble birth, yet he has crushed all royal opposition and taken upon himself the title Lord Vandyan of Eldenora. Earlier this year he swelled the ranks of his army with regiments of Magadorian and Ogian mercenaries. After having falsely accused his peaceful neighbour—Delden—of violating Eldenoran territory, he stationed these mercenaries along his northern border. When Delden mustered its army to counter the threat, Vandyan accused them of aggression and promptly declared war. The campaign was swift and brutal; Delden’s army was broken in battle and its people are now enslaved by this tyrant. Emboldened by his martial success, Vandyan carried the war further afield. Magador, its defences already weakened by the defection to Eldenora of its best mercenary regiments, was the next to crumble. By mid-summer Vandyan’s army had crossed the River Storn and captured Salony. Word reached us from neighbouring Lyris that a steady stream of fresh troops were arriving from Eldenora to bolster the ranks of its occupying armies. Clearly Lyris, with its ancient city of Varetta, was the next jewel to be added to Vandyan’s shameful crown of conquest.’
Lone Wolf interrupted the briefing to open a door to an adjoining antechamber, and through this doorway shuffled an old man clad in a hooded robe of dyed brown linen. ‘May I introduce you to Gwynian the Sage,’ said Lone Wolf, reverently. ‘He has travelled from Varetta to seek our aid.’
The name Gwynian was well known to you, for this wise sage had helped Lone Wolf on many occasions in the past and his name was revered by the Kai. But this was the first time you had met him in person and you felt greatly honoured. In turn, Gwynian praised you for the victories you had achieved since becoming a Kai Grand Master. Upon Lone Wolf’s invitation, he approached the map and took over the briefing.
‘Since my arrival here, sadly I have learned that my beloved city of Varetta is besieged by Vandyan’s horde,’ he said, with quiet solemnity. ‘Lone Wolf has already told you that the Eldenorans are receiving a constant supply of reinforcements. This fact alone would be of grave concern, but it is the nature of these troops that disturbs us more. They are neither human nor mercenaries. They are Vorka, a fighting breed of Agarashi that became extinct following the destruction of their master—Agarash the Damned—several millennia ago … or so we had believed. Now the Vorka have reappeared in great numbers. They are armed, trained, and utterly subservient to the commands of Lord Vandyan.’
As Gwynian continued the briefing, you learned that the war had escalated greatly since the arrival of the Vorka. To the south, Eldenoran armies had seized the city of Tekaro and were marching across the Slovarian Plain, driving the battle-weary Slovians before them. To the west, Vandyan’s armies had invaded Palmyrion and were within reach of Vanamor, the capital. Lone Wolf informed you that Guildmaster Banedon had travelled to Palmyrion by skyship to assist its ruler, Elector Manatine, muster his country’s defences. With his help the Palmyrions were holding the enemy at bay, but with hundreds of Vorka reinforcements arriving unchecked, it was simply a matter of time before Vanamor would be overrun.
‘The Vorka are the key to Vandyan’s military successes,’ said Lone Wolf. ‘If we are to defeat him and save our allies, then we must cut off his reinforcements at the source.’
‘This is so,’ replied Gwynian, ‘and we do know from where the Vorka have sprung.’ The sage stooped and pointed with a gnarled finger at the middle of the vellum map. ‘Our agents have reported they come from here … Duadon. It is the Eldenoran capital. Thousands of Vorka have been observed marching out from this walled city to bolster Vandyan’s armies in the field, yet no Vorka have ever been seen entering the city from elsewhere. This can mean but one thing: the Vorka horde is being created somewhere within Duadon itself.’
‘But how?’ you asked, incredulously. ‘Is Vandyan a great sorcerer?’
‘No, he is not a sorcerer, great or otherwise,’ replied Gwynian, knowingly. ‘But he has discovered an ancient force that was thought to be lost forever. There is only one power in Magnamund capable of creating the Vorka: the power of the runes. Vandyan has discovered the lost Runes of Agarash the Damned.’
Gwynian told of how, millennia ago, Agarash the Damned had battled with the Elder Magi in a war that had lasted for more than a thousand years. Nearing the end of this epic confrontation, as his vitality waned against the goodly magic of the Elder Magi, the evil Agarash encapsulated the essence of his remaining powers into tablets of obsidian and crystals of jet. Agarash knew that he was doomed, but if he were able to preserve some of his powers in this way, so that they could be used by future disciples of Naar upon Magnamund, then the legacy of his terrible rule would survive beyond him. Three obsidian tablets were engraved with marks, or runes, to distinguish their fell origin, while a further seven crystals were fashioned into likenesses of the Kai Lorestones and called Doomstones in mockery of those goodly gems of power.
‘Since the demise of Agarash, some of the Doomstones have surfaced to ensnare and empower Naar’s lowly agents,’ said Gwynian. ‘But the Doomstones cannot create Vorka. Only the runes hold this power. It has long been believed that they perished with Agarash himself in the destruction of Naaros, his legendary stronghold. Now, it seems, they have finally surfaced once more … and have fallen into the hands of Lord Vandyan.’
Lone Wolf vowed that he would help Gwynian raise the siege of Varetta and secure for him the freedom of Lyris. The New Order Kai were told to prepare for a crusade against Eldenora, and valuable help was provided by High-Mayor Kordas of Casiorn. At his own expense, this rich merchant ruler raised an army of mercenaries in Anari, Firalond, and Kakush, and he sent them to the town of Quarlen to prevent the enemy from crossing the River Quarl. These mercenaries are skilled soldiers and have been paid handsomely, but they lack gifted leaders. It was agreed that the Kai would provide this leadership, with Kai Grand Masters and lesser ranks assuming command of mercenary regiments upon their arrival in Quarlen.
‘Three days hence, we begin the ride to Quarlen,’ said Lone Wolf. ‘Armed with our knowledge, our courage, and our Disciplines, I vow we Kai shall turn back the tide of evil that now threatens to consume our allies.’
Abe Sargent
04-16-2020, 10:34 PM
Like I said, Rune War seems to get back to basics, hopefully at least.
Here are my favorite books in each series:
Book 5 - Shadow on the Sand - epic, longer, you have a lot of agency, and you finish things nicely.
Book 10 - The Dungeons of Torgar - The battles, the fights, the war against Darklords that you will help win.
Book 15 - The Darke Crusade - Back to basics, big wars, and you taking out a big bad that has a Doomstone and the will to use it to recreate a major push for Naar.
Two of those share big, giant, fun battles that you can be a part of. If Rune War can get us away from the Odyssey from Place A to Place B, I'll be really happy.
Now the back of the book says that you (the reader) are infiltrating key fortress while Lone Wolf's crusade marches. That it what suggested to me Castle Death, Captives of Kaag, and such where you are going to assail the unassailable. Where armies fail.
Given that on the back of the book, I was surprised not to see it in the Story Thus Far, because it would change my choice.
1) If this was a combat heavy book with a big military with the big battles like Dungeons I'd go Deliverence so I have the emergency heal in case of fire.
2). If this is a big infiltration book, I'd go Assimilance so I can hide well
3). If this is another book, I;d do Telegnosis.
Abe Sargent
04-16-2020, 10:36 PM
Kai Grand Defender
If you are a New Order Kai who has attained the rank of Kai Grand Defender, you will now benefit from improvements to the following Grand Master Disciplines:
Deliverance
Kai Grand Defenders who possess this Discipline have the ability to repair the effects of natural decay in materials such as wood, stone, cloth, metal, etc. By touching the decaying object, a Kai Grand Defender is able to reverse damage caused by rot, rust, or mould.
Telegnosis
By use of this Discipline, a Kai Grand Defender is able to locate a known or familiar material object. Initially the range of this ability is limited to a 15-foot radius, however this distance steadily increases as a Kai Grand Master advances in rank.
Astrology
Kai Grand Defenders who possess this Discipline are skilled in the use of all common astrological devices used to predict future events. Such devices include cards, dice, and crystal spheres.
Herbmastery
Kai Grand Defenders who possess this Discipline are able to neutralize any poisonous toxins that may be present in organic materials such as plants, berries, and fruits. Through the use of this skill, the transformation of toxins can sometimes result in an increase in ENDURANCE and/or COMBAT SKILL when the previously poisonous matter is swallowed.
Elementalism
By using this Discipline, Kai Grand Defenders are able to summon up a dense, misty vapour to obscure themselves from both normal vision and infravision (night sight). This mist will occur within 5 feet of the Kai Grand Defender and will last for three to five minutes. Range and duration increase as a Grand Master rises in rank.
Bardsmanship
Kai Grand Defenders who possess this Discipline are able to use their musical skills to pacify (and/or implant a suggestion into the mind of) an intelligent creature within audible range. This improved Discipline is similar in effect to the Brotherhood Spell Mind Charm (Kai-alchemy).
Abe Sargent
04-16-2020, 10:40 PM
My choice of my new thing:
I don't have these:
Herbalism
Magi-Magic
Telegnosis
Kai-Screen
Assilimance
Deliverance
Bardsmanship
Astrology
Of them, I have gone a while book (last one) without being asked Astrology. The only time for MM it's also been when I can use KA. (Although there are many times you use KA that you cannot use MM). Kai-Screen hasn't been used as much as it was in the previous series, but this could be where it is.
Let's skip Deliverence. Telegnosis or Assimiliance? Hmmmm
Abe Sargent
04-16-2020, 10:43 PM
Rune War is one of three in teh 2nd Gen series I own. (I havven't read it)
I have this back:
"In RUNE WAR your task is to infiltrate Skull-Tor, Lord Vandyan's stronghold, and destroy the ancient runes from which he draws his evil power,"
Frankly, Telegnosis could be just as useful, seeing through doors and such. I'll take it.
Abe Sargent
04-16-2020, 10:48 PM
Sir Fox Fire, Kai Grand Defender, Knight of Siyen
CS - 47/51/55
EP - 38
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword,
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Backpack:
Rope
Lantern
Mealx2
Laumspurx2
Meals: 2
Weapons:
Bow
Crowns:
35
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx2
Silver-Inland Warhammer
57 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Abe Sargent
04-16-2020, 11:31 PM
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If Lone Wolf had gotten involved in Dawn of the Dragons when he was passing through the area like I thought he should have and helped out in the early days, this would Crusade not be needed. Just as an FYI.
Abe Sargent
04-16-2020, 11:38 PM
Lone Wolf’s announcement that the Kai must prepare for a crusade in the Stornlands galvanizes the monastery into a frenzy of activity. Eagerly the members of the New Order set about their duties, and the preparations for the march to Quarlen are completed within two days as planned. On the morning of the third day, the Kai assemble in the training park in full battle-dress. A deathly hush descends upon the gathering as every Kai Lord, from lowly initiate to Grand Master, listens with trepidation as Lone Wolf reads aloud a list of names. One in five of all those present must stay to defend the monastery, and Lone Wolf’s list contains the names of the one hundred Kai he has chosen to remain behind. As each of these warriors is called, so they leave the assembled ranks to take up guard positions on the battlements and towers. Graciously they accept their lot, though none are glad to have been chosen.
The march begins shortly before noon. Lone Wolf rides at the head of the column, in the company of nine who comprise yourself, your four fellow Grand Masters, Gwynian the Sage, and a trio of Kai Mentoras who proudly hold aloft the battle-banners of the Kai, the Royal Arms of Sommerlund, and (in Gwynian’s honour) a scarlet standard bearing the crossed swords of Varetta. The long ride south offers many Sommlending a rare opportunity to see the Kai travelling together in battle-order. Word of your coming spreads quickly through towns and villages that lie on your route, and hundreds turn out to wave and cheer as you pass.
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Favoured by cool dry weather, the column makes swift progress as it crosses the Southlund Marches and enters the remote province of Ruanon. Within a week you have reached Casiorn, the City of Merchants, where fresh provisions and a comfortable billet are provided by High-Mayor Kordas. Lone Wolf learns from Kordas that Vandyan’s armies have now seized control of Lyris and are grouping along the River Quarl in preparation to push east towards Casiorn itself. Kordas’ mercenaries are holding a defensive line along the river’s east bank, having destroyed all the bridges at Quarlen to hinder the enemy’s advance. Their commander, Lord Nathuro of Anari, is keenly awaiting the arrival of the Kai. Less encouraging is the news from Varetta. The city has endured a cruel and relentless bombardment from Vandyan’s hordes and has suffered many casualties, yet its ancient walls still stand and stoically its citizens are keeping the besieging enemy at bay. The news that Varetta has not fallen raises Gwynian’s spirits, but few, including the sage himself, expect the city to survive unaided for much longer.
The column departs from Casiorn early the following day and rides due west towards Quarlen. For four days you follow the highway towards your destination and, with each passing day, so the number of refugees that you encounter steadily increases. Most are Lyrisian, but there are also Deldenian and Salonese among their numbers. Forced out of their homes by the war, they have salvaged what few possessions they can carry and have crossed the River Quarl. Now they are settled in tented encampments all along the fertile valley which separates the Slovarian and Quarlen mountains.
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‘Regard these people well,’ commands Lone Wolf, as the column rides past their makeshift settlements, ‘and remember that their survival, and the survival of thousands like them, depends upon the swift success of our crusade.’
You are four days out of Casiorn when, shortly after noon, the column reaches the outskirts of Quarlen. Many of the mercenary regiments of Anari, Firalond, and Kakush are encamped around its fortified wall and they give a rousing cheer when your banner is first sighted by their lookouts. Proudly Lone Wolf acknowledges their salutes as he leads the Kai through the town’s East Gate and along a wide street which descends towards the River Quarl. The column is signalled to halt when it comes to a large square, and quietly you await Lone Wolf’s order to dismount. This square is located close to the eastern approach to a wide stone bridge that no longer crosses the river, its central span having been destroyed to prevent the enemy from using it. Three Anarian officers arrive on foot and request that Lone Wolf and Gwynian accompany them to a nearby tavern where the mercenary commander, Lord Nathuro, has set up his headquarters. Lone Wolf agrees to their request, but before he goes he orders that you and your fellow Grand Masters secure good stabling and billets for the Kai in the buildings which border upon this square.
Within the hour, you have carried out Lone Wolf’s orders in full. Your own billet consists of a room above a tailor’s shop that you share with Bright Star, a friend and fellow Grand Master. You are preparing a meal when a messenger arrives with an order from Lone Wolf for all Grand Masters to join him at once at the Barrel Bridge Tavern—Lord Nathuro’s headquarters.
Upon entering the tavern’s spacious taproom, Lone Wolf immediately introduces you and your comrades to Lord Nathuro and his captains. A Council of War has already taken place and Lone Wolf has settled with Nathuro which of his regiments the Kai are to command. He hands lists of these units to Bright Star and the other Grand Masters, and then he orders them to go and inform the Kai of their command postings. You are wondering why you have not been handed one of these lists as you get ready to leave the tavern, but as you turn to go, Lone Wolf orders you to remain. Soon you discover why it is that you have not been allocated a regimental command.
When the other Grand Masters have left the taproom, Lone Wolf tells you of an important mission that he and Gwynian want you to undertake. Agents in the Eldenoran capital of Duadon have confirmed that the Runes of Agarash are being kept in the city’s stronghold, a daunting fortress called Skull-Tor. Lone Wolf wants you to travel alone to Duadon and make contact with Gwynian’s agents. They know a secret route into the fortress and they will help you to gain entry. Once inside, you must find and destroy the runes as quickly as you are able. Upon completion of this task, the agents will assist you to escape from Duadon and will take you to a place of safety.
‘This is a very dangerous mission, Grand Master,’ says Lone Wolf gravely, ‘yet it must be undertaken and it must be completed successfully if we are to rid the Stornlands of Vandyan and his foul Vorka hordes. It is the only key we have to a lasting victory. You have proved yourself to be brave and resourceful these past few months and I would not think ill of you if you were to decline this mission. But of all the Kai, I know that only you possess the inner strength and resolve to fulfil this vital task. Grand Master, will you accept the mission?’
The thought of venturing hundreds of miles behind enemy lines to undertake such a dangerous quest fills you with a sense of dread. Yet you feel greatly honoured to have been chosen for this mission and you do not flinch from your duty. ‘I accept, my lord,’ you reply firmly.
Gwynian, Nathuro, and the assembled mercenary captains all breathe a collective sigh of relief upon hearing your response. Lone Wolf smiles and nods his head. ‘So be it, Grand Master. The road ahead is sure to be a difficult one, but I am confident you shall prevail.’
Lord Nathuro and his officers salute you and bid you good luck, and then they leave the tavern and assist with the transfer of their regiments to Kai command. Lone Wolf and Gwynian bid you accompany them to an adjoining chamber where you are given further information about the mission. With the help of a map of the Stornlands, Gwynian shows you that the quickest route to Duadon is by way of the River Quarl. You are to travel downriver by boat to a place beyond the city of Tekaro where the Quarl flows into the great River Storn. Here, preferably at night, you must cross to the west bank of the Storn, abandon your boat, and then enter the Grochod Forest on foot. This is Eldenoran territory and Lone Wolf warns you that any persons or creatures that you encounter in Grochod Forest will most likely be hostile. Under cover of the trees, you are to trek north through the timberlands until you reach the southern approaches to Duadon itself. The city gate is likely to be guarded well, but you must enter without being seen.
‘Once inside Duadon,’ says Gwynian, ‘make your way to Flank Street. It is in the Northern Quarter. There you will find a cooperage, a barrel-maker’s shop, which is run by a man called Hulsta and his wife, Delissa. They are my agents and they are loyal to our cause. They are awaiting the arrival of a Kai and you may make yourself known to them by using the words: “A barrel made from Sommlending oak”. Be sure to use these exact words for they will respond to no others. Hulsta will show you how to enter Skull-Tor where you must locate and destroy the runes and escape as quickly as you are able. If you are successful, we shall know of it immediately. By breaking the runes you will extinguish the source of the power by which the Vorka are permitted to exist. When Vandyan’s fell army dissolves, we shall be able to raise the siege of Varetta and defeat any Eldenoran who dares remain upon Lyrisian soil.’
Having finished your briefing, Gwynian and Lone Wolf show you to a room at the rear of the tavern where some items of clothing have been laid out for your inspection. Lone Wolf tells you to take off your helmet and Kai battle-armour and exchange them for the plain green tunic, breeches, and cloak of a Kai journeyman that lie draped across a table.
‘These clothes will serve you well,’ he says, as he buckles the clasp of your cloak. ‘They are far less likely to attract unwelcome attentions during your journey to Duadon.’
Having exchanged your clothes, you are provided with a meal and told to stay here in this room until midnight—the time when your mission is set to begin. Lone Wolf and Gwynian bid you good luck and leave the room to allow you to rest. You manage to get a few hours’ uneasy sleep before Gwynian returns shortly before midnight. The sage escorts you from the tavern and leads you down to the waterfront, to a wharf where a battered little sailboat lies tethered alongside a river barge. At first glance this sailboat looks completely unseaworthy, but upon closer inspection you see that it has been carefully camouflaged with broken timbers and ripped canvas to give the impression that it is a wreck. Stowed on board are a pair of oars and enough food and water for the voyage downstream to Tekaro. You board the boat and Gwynian casts off the mooring rope, bidding you good luck and godspeed as gently the current carries you away.
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The waters of the Quarl are fast-flowing and you have no need of sail nor oar to propel you. By means of the rudder, you are able to steer the boat and let the current carry you swiftly downstream towards your destination. When dawn breaks you are able to take stock of your surroundings. You are making good progress and you calculate that it should take you no more than three days to reach Tekaro. The first day passes uneventfully and you are able to relax and enjoy the views of the fertile countryside that fringes the Quarl. But as darkness begins to fall at the end of the second day, you catch sight of something in the distance that sets your pulse racing. As you round a bend, you see a stone bridge spanning the river little more than a mile downstream. A line of burning torches is fixed along its parapeted walls, and armed guards are positioned on either side of its span. A look at your map tells you that this bridge carries the road that connects the towns of Woeld and Tido, and when you magnify your vision, you see that the guards are enemy soldiers. They wear studded leather jerkins and have the circle-and-star emblem of Eldenora engraved upon their conical steel helmets. To your dismay, an eagle-eyed lookout posted at the centre of the bridge sees your boat approaching. He alerts his fellow guards and quickly they line up along the parapet of the bridge and unshoulder their bows. One of their number blows a shrill whistle which attracts the attention of a second group who are moving through the trees which border the right bank. Your stomach churns when you catch your first sight of these troops for they are not human—they are Vorka. These lizard-like creatures move with a sinister grace which betrays their ancient origins. A cold fire glows in the depths of their sharp, blinking eyes, and their scaly bodies are bedecked with fragments of armour, mostly rotting leather and chainmail looted from the bodies of their slain foes.
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As your boat drifts inexorably towards the bridge, you see the Eldenorans are getting ready to fire their first volley. The tips of some of their arrows are wound round with strips of oily cloth and they have been set alight. Hurriedly you look for some means of avoiding these archers and their Vorka cohorts, but only the river’s wooded left bank seems devoid of the enemy.
You crouch down at the rear of the boat and cover yourself with a ragged sheet of canvas. Through a rent in the fabric you can see the bridge getting closer and carefully you trim the rudder to steer your craft towards its central stone arch. Once again there is a shrill whistle and the Vorka begin to screech with excitement. You hear them running along the muddy bank, and then there is a loud splash when one of them dives headlong into the river.
As you come to within 20 yards of the bridge, the Eldenoran archers let loose their first volley of arrows.
Pick a number from the Random Number Table.
(I toss a 8)
Only two of the arrows strike the boat. One rips through your canvas cover and thuds into the gunwale within a hand’s breadth of your head, and the other, a fire arrow, buries itself in the planking near the prow. Fortunately, using your Magnakai Discipline of Nexus, you are able to quickly extinguish the flames without betraying your hiding place. The boat glides nearer to the bridge and you can hear the Eldenorans laughing and cursing. Through the torn canvas you look up to see a ruddy-faced soldier leaning over the parapet. He is holding a large chunk of rock which he is preparing to drop into your boat as it passes below.
(I use KA)
Mentally you recite the words of the Brotherhood Spell Mind Charm and command the grinning soldier to hurl his rock away from the boat. Obediently he complies with your psychic command and his missile splashes harmlessly into the river, several yards behind. As you glide beneath the bridge, you hear his comrades laughing and cajoling him for missing such an easy target.
You emerge from beneath the bridge and your boat is carried swiftly away in the grip of the river’s powerful current. Within the hour you arrive at a point where the river meanders into a hilly, timbered region. It is difficult to navigate this section of the river in the dark and so you decide to stop and rest until daybreak. You beach your boat on the left bank and settle down to sleep under the bough of an oak tree.
Before you go to sleep, you sate your hunger from the provisions provided for your voyage.
Abe Sargent
04-16-2020, 11:51 PM
The night passes without incident and you wake at dawn to the shrill sound of bird song. As you are preparing to breakfast on some of the provisions that Gwynian has supplied for your voyage, you suddenly hear the sound of hoofbeats away to the south. The trees of this area are densely packed and so you climb an oak in the hope of getting a better view of your surroundings.
Through a thinning canopy of autumn leaves you catch sight of a forest track which runs parallel to the river. A distant flicker of movement catches your eye and, when you magnify your vision, you see three riders approaching from the south. Two are armed and they wear the uniforms of Eldenoran cavalry scouts, but the third is clad in a tunic of scarlet and black: the colours of the Slovian army. His hands are tied and you suspect he is a prisoner of war.
Less than a hundred yards away to the south, the track emerges from the trees and runs along the river bank for a short distance before turning again into the forest. When the riders reach this part of the track, they see your boat and they bring their horses to a halt. One of the Eldenorans stays with the Slovian prisoner while the other descends to the bank to investigate. Patiently you wait for them to go, but your patience breaks when you see the Eldenoran callously setting fire to your craft. Silently you unsheathe your Kai Weapon. As soon as the arsonist returns to his horse, you leap from your hiding place and take both of the Eldenorans by surprise.
Eldenoran Horse-scouts: COMBAT SKILL 34 ENDURANCE 34
Due to the surprise of your attack, you may ignore any ENDURANCE losses that you sustain in the first two rounds of this combat.
(Yay for actual battles early and such! This is a game book, not a read book. Ummm... +11 let's toss dice! 3 followed by 1. They have taken 20 to my 5. Then I toss a 6. They die and I took another 6 total.)
‘Ishir be praised! My prayers have been heard!’ yells the Slovian prisoner gleefully when his captors are felled by your deadly blows. As you step over their bodies and approach him, he leans forward in his saddle and holds out his hands, inviting you to cut through the rope that is wound tightly around his wrists.
‘My eternal thanks, sire,’ he says, as you sever his bonds. He then jumps down from his horse and offers his hand in friendship. ‘My name’s Rouf,’ he says, and a wide smile cracks his dark, travel-grimy features. ‘Those Eldenoran curs captured me on the plain east o’ Tekaro two days past. I was left behind to spy on their movements when my regiment pulled back to Suentina. Seems we may have somethin’ in common, you and I. We’re both operatin’ behind enemy lines, eh?’
The jovial Slovian helps you to hide the dead Eldenorans in the dense undergrowth. During this task he asks if you are a mercenary from Casiorn. When you tell him that you are a Kai, his jaw drops open with amazement. ‘A Kai Lord … here in Slovia! Ishir be praised. Perhaps we shall win this war after all.’
You confide in Rouf that you are on a secret mission and that you must reach the River Storn near Tekaro as soon as you can. Now that your sailboat has been destroyed by fire, you have little option but to continue by horse. Rouf offers to help but he warns you that the city of Tekaro has fallen to the Eldenorans. They occupy the city and have thousands of their Vorka encamped outside its walls. From Tekaro they have been sending reinforcements to their armies fighting across the Slovarian Plain and along the River Suen. This whole region is alive with enemy patrols and it will be difficult for you to avoid them on your way to the Storn. Rouf suggests that you wear one of the dead Eldenorans’ uniform, and that he accompany you upon the road to Tekaro, posing as your prisoner. His uncle lives in the forest near the River Quarl, a day’s ride from here, and that is where he wants to go now that he is free.
You agree to his plan and swap your Kai journeyman clothes for the uniform of a dead Eldenoran scout. (You stow your own kit in your Backpack, which requires space equal to two normal items. If your Backpack is full, you must discard two items to create sufficient space for your Kai Clothes.) Having changed uniform, you mount one of the Eldenoran horses and ride with Rouf back along the forest track heading south towards Tekaro.
(I have the space)
(Oh and Rouf is going to die to show how dangerous it is out here. It's the Joe Dever Way of Writing (tm).)
Within the hour you arrive at a junction where the track leaves the forest and joins the beaten road that runs from Tido to Tekaro. This highway borders upon the seemingly endless expanse of the Slovarian Plain, a verdant grassland that stretches away into the far distance. You scan the rolling horizon, wary of the enemy, yet you see little there save for a few wild stallions.
You turn your horses towards Tekaro and ride on at a comfortable pace. As the morning unfolds, Rouf tells you something of the battles fought across the plains during the past weeks. ‘This is cavalry country,’ he says. ‘Fighting here is like warring upon the high sea. Swift movement and striking power are the keys to victory. We Slovians are great horsemen and great soldiers and long have we been masters of this land. Our generals boasted that we would destroy the plodding Eldenoran infantry on the open plain, but we had never before encountered the Vorka. Those demons have been our undoing. They can run like ravening wolves and fight as hard as any knight in armour. Alas, if only we knew how to destroy them … ’
Rouf asks you about your mission but wisely you decline to give him any details. ‘It is not that I do not trust you,’ you say, sincerely, ‘but it is best you do not know. The Eldenorans are not above torturing their captives. If by chance you should be captured again, they will not make you tell what you do not know.’
During the afternoon you pass several Eldenoran riders bound for Tido. Some jeer at Rouf in passing, but none delay nor prevent you from continuing on your way. As night approaches, you reach a junction where a dirt track joins the road from the west. Rouf informs you that this trail leads to his uncle’s cabin in the woods. You follow the track for three miles until you reach a mound of stones topped by a wooden flagpole fixed with a ragged Slovian flag. When Rouf sees the flag he immediately signals you to halt.
‘Something’s wrong,’ he whispers. ‘That flag … it’s upside down. It’s a warning sign.’
Quietly you dismount and tether your horses among the trees before approaching the cabin on foot. It rests at the bottom of a shallow ravine and is surrounded by a number of smaller wooden outbuildings. Three saddled horses are tied to a rail beside the main cabin and, when you magnify your vision, you see that their saddles are identical to your own. They are Eldenoran army mounts. Cautiously you approach the cabin and peer in through a side window. Rouf gasps when he sees his Uncle Prizo and Aunt Fie, for they have been tied to chairs and placed back-to-back in the middle of the cabin. Three burly Eldenorans are looting their home and you can hear them threatening to kill them if they do not reveal where they have hidden their gold. The threats make Rouf’s blood boil. He urges you to help him attack the Eldenorans and save his kinfolk, but you are wary of rushing headlong into the cabin. Clearly the Eldenorans are worthless thieves and to attack them may endanger Prizo and Fie’s lives.
(I agree with him, this is an immediate need)
‘Very well,’ you reply, in a hushed tone, ‘let’s get them. But follow my lead, understand?’
Rouf nods his head and draws his weapon, a cavalry sabre taken from one of his Eldenoran captors. Then he follows you around to the front of the cabin where you take up positions on either side of the main door. Using your Magnakai Pathsmanship skills, you mimic a rough Eldenoran accent and bellow: ‘Come out o’ there, you good-for-nothing saddle-crabs!’
Fearing that one of their officers has caught them looting, the Eldenorans drop their plunder and scramble for the door. Two come running through the doorway and they are cut down by your waiting blades, but the third looter leaves by a side door. He is attempting to reach his horse and make a speedy escape. You are anxious to prevent the surviving Eldenoran from escaping. If he gets away he could alert others to your presence here.
(I use KA)
You utter the words of the Brotherhood Spell Lightning Hand and you feel a surge of tingling power flow from your right shoulder to your wrist. You stretch out your arm and aim your index finger at the Eldenoran thief as he is mounting his horse. There is a loud Crack! and a bolt of blue fire leaps from your finger and arcs towards his back. It strikes him in the neck and spins him from his saddle with the searing force of its impact. Limply, the looter crashes to the ground, his thieving days over for good
Rouf praises your deadly skill. You acknowledge him with a nod of your head and then you turn and enter the cabin. Prizo and his wife scream when you appear, for you are wearing an Eldenoran uniform and they think you have come to finish them off. But their terror soon turns to joy when they see Rouf following behind you. ‘Don’t fear!’ says Rouf. ‘Your ordeal’s over. My companion’s an ally, not an enemy.’
Quickly you untie them and tearfully they hug Rouf. His uncle and aunt are overcome with emotion to see their favourite nephew once more. Quickly he explains that, despite your uniform, you are not an Eldenoran. When he then reveals that you are a Kai Lord on a secret mission, their eyes widen with awe. Prizo warns you that there are many Eldenorans in this area and that it is no longer a safe place. He invites you both to stay here this night but he says you must remain watchful. Reluctantly Prizo and his wife have decided to leave their home. They plan to cross the Quarl and seek shelter in Salony. Many Slovian refugees, including other members of Rouf’s family, have found sanctuary there in the Great Forest and they plan to join them.
You and Rouf take turns to keep watch during the night, and shortly before dawn you awaken his uncle and aunt. Fie prepares a delicious breakfast and while you are eating they discuss their plans. Rouf has decided to join his aunt and uncle and go with them to Salony. You tell them that you must continue with your mission and try to cross the River Storn near Tekaro. Prizo repeats Rouf’s warning that the city is occupied by the Eldenorans and encircled by Vorka regiments, but he also has some extra information that might be useful. He says that the Eldenorans have set up a military ferry on the Storn, five miles south of the confluence where the two rivers, the Quarl and the Storn, meet. In your disguise as an Eldenoran scout, you may find it is the easiest way to cross the river.
After breakfast, you thank Rouf and his kin for their help and you wish them luck on their journey to Salony. In return they thank you for freeing them and Fie offers you some food for the road ahead (enough for 2 Meals). Then they bid you farewell and wave goodbye from the doorway as you leave the cabin and go to retrieve your horse.
(Huh, look at that. Rouf isn't dead (yet)...)
Abe Sargent
04-17-2020, 12:03 AM
You return to the main highway and ride south towards Tekaro. It is a dry, windy day and you spend most of it in the saddle. As you draw closer to the city, so the number of Eldenorans you encounter steadily increases. Fortunately, they are too preoccupied with their marching and other duties to spare a lowly horse-scout more than a second glance.
The sun has set and dusk is surrendering to darkness by the time you reach Tekaro. The rolling fields around this old walled city are swarming with Vorka regiments, and the fetid smell of their scaly hides gusts towards you on the chill night breeze.
You can see the cathedral spire of the city silhouetted against the starry sky, and a yellowy glow of torchlight radiates from a tower above its fortified North Gate. You magnify your vision and see that the gate itself is open and unguarded.
(Head into Tekaro or skip it... I head in)
Warily you ride through the north gate of Tekaro, taking care to avoid the watchful gaze of the grim-faced Eldenorans who are manning its fortified tower. Beyond the gate you enter a broad street lit by hanging lanterns. Drunken soldiers reel and sprawl along the alleyways that feed into this main avenue, and patrols of military reeves attempt in vain to maintain some semblance of order. Houses stand barred and barricaded, and the frightened eyes of native Tekaroans squint through their shuttered windows at the raucous enemy soldiers.
The street curves in a gentle arc towards the east and ends at a flagstoned square which is dominated by a large bronze fountain. You are about to enter the square when suddenly a patrol of military reeves comes marching around a corner, forcing you to halt to avoid colliding with them. At first their sharp-eyed sergeant simply glowers at you, but then he proceeds to scrutinize your uniform and your horse. Gruffly he demands to know what you are doing in this part of the city. Your Kai Sixth Sense tells you that he has noticed that the regimental number on the sleeve of your tunic does not tally with any of the regiments billeted in Tekaro, and you suspect he is thinking that you are deserter.
(I use Elementalism)
Hurriedly you draw upon your advanced Kai Discipline to conjure up a mist that engulfs both you and your mount. The Eldenorans are startled by the billowing vapours and they back away in confusion, giving you space in which to turn your horse about and gallop away into a nearby alley. As you race along this deserted passageway, you glance over your shoulder and see that the mist has now dissipated and the reeves are pursuing you. The alley turns to the right and comes to a dead end. Facing you is a three-storey townhouse with a balcony which overhangs a pair of stable doors. The lock is broken and so you pull open a door and urge your horse to enter the gloomy interior. Quickly you dismount in the darkness and wedge the doors shut with the shaft of a hammer you find discarded upon the straw-covered ground. Moments later you hear the echoing footfalls of the reeves as they come running around the corner. Their sergeant orders them to check the entrance of every house bordering the cul-de-sac. Two soldiers approach and the stable doors rattle when they push against them with the butts of their spears. You wait with bated breath, fearing they will try to force them open, but they are satisfied that the doors must be bolted from the inside and they move on to check the next house. After a few minutes you hear the soldiers leaving the square. Then a yellowy light flares up behind you, and you spin around to see an old woman standing in a doorway at the top of a short flight of stone steps. She is holding a lantern in one hand and a carving knife in the other.
‘You’ve no right to be here,’ she says, her voice wavering with fear. ‘Please leave … leave my home at once.’
https://www.projectaon.org/en/xhtml/lw/24rw/ill11.png
Calm yourself, ma’am,’ you reply, soothingly. ‘I mean you no harm. I’d be most grateful if you’d let me sleep here in your stable this night.’
‘No … you can’t stay here,’ she stammers. ‘You’re not welcome. Go back to your regiment where you belong.’
‘Please, ma’am,’ you reply, ‘I’d be willing to pay for my lodging with Gold Crowns.’
Her tense face softens a little when she hears you mention the word ‘gold’. You sense that she may agree to let you and your horse use her stable if you were to offer her sufficient payment.
(I lose 3 gold and have 32)
The old woman descends to the bottom step and snatches the coins from your palm (remember to erase the relevant number of Gold Crowns from the Belt Pouch section of your Action Chart).
‘Very well, you can stay here,’ she grumbles, ‘but be sure you’re gone before daybreak, y’hear?’ Without waiting for you to reply, she scurries up the stairs with an impressive bout of speed and slams the door shut behind her.
It is a frosty night, but you sleep warm and well and leave the stable before dawn, just as the old woman requested. The alleyways and streets of this quarter are empty at this early hour, and you do not see any Eldenorans until you reach a tree-lined avenue that leads to the plaza of Tekaro Cathedral. Vandyan has turned this magnificent building into a dormitory for his troops and, as you pass by its open doors, you glimpse hundreds of soldiers asleep on the floor of its central nave. Guards posted on the steps regard you with suspicion as your horse plods his way slowly across the frosty plaza. Gently you urge him to increase his pace for fear that they may stop and challenge you.
At the end of a street flanked by warehouses and guildhalls you come to the city’s south gatehouse. A guard casts a cursory glance at your horse and uniform and, upon seeing that you are a scout, he pulls a chain which operates the heavy oak portal. The gate creaks open and quickly you ride through it and out onto a highway beyond. This broad road runs parallel to the River Storn and you follow it for five miles before you come to a wide cinder track, newly-laid by Eldenoran engineers to service their military ferry across the great river. You recall Rouf’s uncle telling you about the ferry and you decide to take a closer look. You steer your horse onto the cinder track and descend towards a large raft which is moored at the river. There are six Eldenoran guards on duty here, but none pay you too much attention. They all appear to be nursing hangovers this morning and none feel inclined to talk. You ride onto the raft and remain in the saddle as the flat-bottomed ferry is winched by rope and pulley across the Storn. As soon as it comes to a halt, you ride your horse up a wooden ramp and onto a road that has been cleared and levelled by the Eldenoran army through this part of the Grochod Forest. Once clear and beyond sight of the ferry, you leave this military road and enter the trees. The forest is too dense for you to traverse it on horseback and so you abandon your mount and continue on foot.
Pick a number from the Random Number Table.
(I grab a 2)
The densely-packed pines of the Grochod Forest compete for sunlight and fresh air, and beneath the canopy of their thick foliage exists a separate world of shadows and cool gloom. Little undergrowth flourishes here and the soil is loose and rocky, hampering your progress further. You pick your way through this difficult timberland, keeping instinctively to a northerly bearing by the use of your innate Kai tracking skills. At noon you stop to rest and consult your map. You calculate your position and determine that it could take four days to traverse the forest before you reach the Demera Quilt, a cultivated region of vineyards and farmlands that stretches from the city walls of Duadon to the banks of the River Storn.
It is nearing dusk when you come to a shallow ravine and discover the remnants of a forest track. It passes beside the entrance to an old mine shaft that is partially overgrown with brambles. A rotten wooden sign is nailed to a beam but its painted words are no longer legible.
(I do not have Deliverance)
A strong wind arises and the ominous sound of thunder rolls across the forest, causing the ground to tremble beneath your feet. You look to the darkening sky and see distant flashes of lightning illuminating a bank of thick cloud that is sweeping in from the west. A violent storm is approaching and droplets of rain are already beginning to spatter your head and shoulders.
You hurry along the ravine in search of shelter from the coming storm. Lightning is striking closer, forking down into the forest with spectacular effect. You have barely covered a mile of the shallow ravine when it ends abruptly at the edge of a deep gorge. Less than a hundred yards away to the west, you can see a rocky knoll with a slate base that juts out over the rim of this steep valley. To the east, the gorge cuts a deep furrow through the timberland for several miles. There is no easy way to avoid the gorge, but equally you have no wish to descend it during a storm. The rain is getting heavier and the lightning strikes are increasing, and so you decide to seek safe shelter at the rocky knoll.
The rain has become torrential during the short while it takes you to reach the knoll. It hammers at the rocky ground and transforms the dust into rivulets of mud. The knoll is devoid of trees and undergrowth and offers no protection from the storm, but beneath its jutting slate base you discover a dry hollow that shelters you from the lashing wind.
You settle yourself in the hollow and attempt to sleep while the storm rages. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
Abe Sargent
04-17-2020, 11:32 AM
booms of thunder that roll and reverberate along the gorge. For a while you sit up and watch the wild and terrible beauty of this ferocious storm, but the fatigue of your long day’s march cannot be suppressed for too long and you find yourself drifting off into fits of restless sleep.
It is an hour after dawn when you finally decide to leave the dry hollow and press on with your long trek north. The worst of the storm has passed but the rains persist to hamper swift progress. During the morning of the third day you catch sight of a trail that bisects the forest, running north to south. The heavy rain has transformed this dirt trail into a quagmire and several Eldenoran army wagons, laden with weapons and supplies, have become bogged down in the gluey mud. The troops attached to these wagons have sought shelter among the trees and, to avoid running into them, you make a short detour to the east before continuing northwards once more.
During the afternoon of the fourth day you stumble upon a clearing close to the northern perimeter of the forest. The ground is studded with sawn stumps and the soft soil is freshly turned, indicating that this area has only recently been cleared of trees. As you look across the clearing you feel a prickling sensation at the nape of your neck. It is your Kai Sixth Sense and it is warning you that this place harbours a sinister secret.
(I use KA)
You intone the words of the Brotherhood Spell Sense Evil and at once your mind is flooded with terrible images. Beneath the soil of this clearing lie the bodies of a thousand Slovian prisoners of war. Captured when Tekaro fell, they were brought here by Eldenoran guards and murdered by the merciless Vorka. This clearing is the site of their mass grave and you can detect a strong psychic presence. Mostly it comprises a lingering residue formed by the souls of the innocent men who were murdered here, but there is also something else—something invisible yet wholly evil. Your heart pounds when you suddenly realize that an evil entity has come here to feed upon the psychic remains of the slain Slovian prisoners. You sense it poses a grave and immediate threat to your life, and hurriedly you turn and run through the trees in your haste to escape its clutches.
You run headlong through the pines, desperate to put distance between yourself and the nameless horror that feasts upon the souls of the slain. Yet your swift escape is greatly hampered by thorny undergrowth and muddy ground, and by the exposed roots of trees that are wound round with claw-toothed briar. You are forcing your way through a tangle of dense foliage when you catch your foot on an exposed root. Suddenly the ground seems to disappear beneath your feet, and you lurch forwards to tumble head-over-heels to the bottom of a steep gully.
Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Grand Nexus, add 1.
( I toss a 3 net a 8)
Your tumbling descent comes to an abrupt end when you splash feet-first into a muddy, rock-filled pool which runs along the base of this wooded gully (lose 3 ENDURANCE points).
You stagger to your feet and use the sleeve of your tunic to wipe away the mud from your stinging eyes. Then, cursing your misfortune, you claw your way out of this gully and escape into the timberlands beyond.
You are nearing the northern perimeter of the forest when you stop for a few minutes to catch your breath. You look back towards the clearing, now more than a mile distant, and for a few fleeting moments your head is filled with screams of pain and the plaintive cries of innocent men begging for their lives to be spared. These terrible sounds drive cold spikes of despair deep into your heart, but your Kai senses swiftly override these feelings of hopelessness and suddenly you realize that the sounds are not real. They are a cruel illusion, an aural hallucination planted in your mind by the evil shadow-creature.
Fearful of its sinister powers, you hurry away through the trees. Soon you emerge from the Grochod Forest upon a grassy ridge and see before you a patchwork of ploughed and fallow fields stretching to the far horizon. You recognize this land to be the Demera Quilt, the cultivated farmlands and vineries south of Duadon. The cloudy sky is darkening as night approaches yet, when you magnify your vision, you are still able to catch a glimpse of Duadon itself. This grim city lies 30 miles away, towards the northwest.
As night draws closer, a cold wind arises and the heavy rains of the past few days return once more. Chilled by the weather and by your encounter at the clearing, you scan the landscape in search of somewhere dry to spend this night. You note two places within a mile of the ridge which offer the possibility of shelter. They are a farmhouse and the overgrown ruins of an ancient castle.
(I choose the farmhouse)
You leave the ridge and trek across a ploughed field to get to a large barn, the closest of three outbuildings surrounding the remote farmhouse. You enter this barn through a rear door and discover that it shelters twelve milk cows, housed in stalls, and a few dozen chickens which are penned into a corner. You climb a ladder to a hay-loft where you discover a small store of milk, cheese, and eggs (enough for 2 Meals). You feel tired after your earlier ordeal in the Grochod Forest, and so you make a comfortable nest in the hay and settle yourself down for some much needed sleep.
You are awoken shortly before dawn by the sound of whistling. It is the farmer’s eldest son and he has risen early to milk the cows. Carefully you crawl to the ladder and look down to see the young man standing directly below. He is holding a pitchfork in his right hand and he is about to climb up the ladder. You pull away to avoid being seen and hurriedly you look around for another way out. The only other exit is a small loading door through which bales of hay are hoisted by line and pulley into the loft.
https://www.projectaon.org/en/xhtml/lw/24rw/ill19.png
(Loading Door)
You crawl to the open door and look down to see a wide, stone-paved pathway which leads from the main farmhouse to the barn. There is no ladder, and a rope pulley that is fixed to a wooden gantry above the door is missing its rope. You hear the farmer’s son climbing the ladder to the loft and you steel yourself in readiness to jump through the doorway to the ground, some 30 feet below.
(I use KA)
You whisper the words of the Brotherhood Spell Levitation and feel yourself rising from the ledge of the loft door. As soon as you are clear of the doorway, you negate the effects of the spell to bring about a smooth descent to the ground. The instant your feet touch down on the pathway, you take off at a run towards the farm’s main gate.
Abe Sargent
04-17-2020, 11:44 AM
You hurry away from the farm and head due north, a course that takes you across open fields and through an old abandoned vineyard. The rain has ceased during the night and the land is now bathed with rays of warm autumn sunlight that filter down through gaps in the clouds. A mile beyond the vineyard you catch sight of a sunken highway, partially hidden by hedgerows. Columns of Eldenoran army wagons are moving along this paved highway in both directions. You magnify your vision and you see that the wagons heading southeast, towards the River Storn, are heavily laden with supplies. The wagons that travel in the opposite direction, towards Duadon, are mostly empty.
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(I hitch a ride)
You stand by the side of the highway and call out to the driver of the first empty wagon that appears. You beg him to give you a ride and he acknowledges your plea with a wide, gap-toothed smile. Pulling hard on his reins, he slows his team of eight horses to a halt and then he beckons you over to his side.
‘Ho, scout, where’s your horse?’ he asks.
‘He shed a shoe and went lame,’ you say. ‘I’ve left him at yonder farm. I must get back to Duadon and report it to my captain.’
‘Wouldn’t want t’be in your boots, friend,’ says the driver’s mate, a skinny man with closely cropped grey hair. ‘If you lose that horse o’ yours, lame or no, the army’ll dock you a year’s pay. You jus’ see if they don’t.’
The two men enjoy a hearty laugh at your expense, but neither seems to doubt your story. ‘Aye, scout. We’ll give you a ride. Go hop in the back o’ the wagon and we’ll be away.’
For three hours you relax in the back of the empty wagon, watching the farms and vineyards of the Demera Quilt rolling past as you trundle along the highway to Duadon. But when you finally reach the city itself, you sit up and pay close attention to its traffic of enemy troops and supplies. Your wagon joins a queue of other horse-drawn vehicles that are waiting to enter the city by its South Gate. To your left, you note a distant column of supply wagons that is approaching the city’s West Gate laden with ore and timber: raw materials for Duadon’s armouries. To the right, a seemingly endless file of Vorka are marching out from the East Gate towards the River Storn. Your Sixth Sense tells you that they are on their way to bolster the Eldenoran army that is besieging Varetta.
As your wagon inches closer to the gate, you cast your eye across the city’s bleak perimeter walls and fortified watchtowers. Through the portcullised arch of the gatehouse, you catch fleeting glimpses of buildings swathed in clouds of soot-laden smoke. It is not a welcoming sight. Inside the perimeter defences, the city echoes to the perpetual clang of hammers and the roar of mighty furnaces. Under Vandyan’s command, Duadon has now become little more than a vast machine, a grand and terrible factory of war dedicated to the efficient manufacture of his conquering Vorka army.
At length your turn comes to enter the South Gate. Two armoured guardsmen step forward and speak briefly with the driver, and then they come around to the rear of the wagon and ask to see your regimental orders. When you say that you have lost them, they become suspicious and order you to climb down from the wagon.
‘Losing your horse and your orders is very careless of you, trooper,’ says the taller of the two guards, his rasping voice full of sarcasm.
‘Now, if you were to make it worth our while,’ says the other, slyly, ‘well, we might jus’ overlook your slipshod ways. What do you say?’
Clearly these two guardsmen are inviting you to bribe them. You stare into their greedy faces and sense that they are expecting something of high value from you in exchange for turning a blind eye to your missing horse and papers.
Would you overlook my mistakes if I were to donate a few Gold Crowns to the gatehouse?’ you say, picking your words with care.
‘That would depend on just how many Gold Crowns you’d want to donate,’ replies the shorter of the two guards. His taller comrade is more direct in his manner and he comes straight to the point.
‘Look, trooper,’ he growls, ‘we want 10 Gold Crowns or we’ll throw you in the cells. Pay up or be locked up!’
(I pay, 36 crowns left)
Very well, I’ll pay what you ask,’ you reply. Quickly the guards wave the wagon through into the city and then they lower the portcullis and order the following traffic to wait while they escort you to the gatehouse. You are beginning to think that they are going to renege on their deal and throw you in a cell regardless, but the taller guard soon eases your fears. Quietly he says to you: ‘Don’t worry, friend. We’ll jus’ go somewhere private. We don’t want all o’ Duadon to know our business.’
You accompany the guards into the gatehouse and along a corridor to an empty chamber where a small door is set into the wall. You hand over the 10 Gold Crowns (erase these from your Action Chart) and the guards unlock the door. It opens on to a quiet alleyway overshadowed by the city’s south wall. ‘Off y’go, trooper,’ says the tall guard, as he pushes you through the arched doorway.
The door shuts behind you with a dull thud and you hear a key turning in the lock. You leave the door and walk along the alleyway towards the gatehouse arch. From the shadows, you observe the large flagstoned square at the approach to the South Gate and note that the traffic of wagons has resumed. They trundle across the square and enter a wide avenue called Bannerway, which leads to Vandyan’s stronghold of Skull-Tor at the centre of the city.
You recall Gwynian’s briefing that the agents you must contact can be found in Flank Street, in the city’s Northern Quarter. You are presently in the Southern Quarter of Duadon and so you enter the square and follow the line of wagons that is heading towards Skull-Tor. You are hoping that this avenue will be the quickest way to reach the Northern Quarter, but unfortunately your plan comes to a premature end when you discover that Bannerway has been reserved for the use of supply wagons only. Armed guardsmen control access to the avenue and they turn you away as you are about to enter on foot. Undeterred, you resolve to find another route across Duadon to the Northern Quarter. Looking around the soot-blackened buildings, you see two other roads that lead off from the South Gate square to the east and west. The west road is called Knucklebone Lane and the east road is called Kettle Street.
( i randomly choose Knucklebone)
This litter-strewn street leads to a circular watchtower located at the place where Duadon’s south and west city walls meet. On your way towards the tower you pass several spice and condiment shops, an art gallery, and a boot-makers’ warehouse. Outside the entrances to each of these establishments there stands a hawker who tries to entice you inside with the promise of incredible bargains. You resist their inducements until you come to a gaudily-painted emporium selling rugs and tapestries. A smooth-tongued girl begs you to enter and view the shop’s wares, promising that you are under no obligation to buy. She says the owner will be willing to answer any questions that you may wish to ask of him.
( I enter)
The emporium is filled with exotic rugs and unusually fine wall coverings. It strikes you that the quality of these goods is uncommonly high, far better than one would normally expect to find in a back-street shop such as this. It is not until you take a closer look at the tapestries that you realize that these goods have all been looted from rich estates and churches in Salony, Lyris, and Delden.
The owner approaches and asks what you have to sell. Clearly he assumes that you have come here to dispose of some war booty. ‘I’ve nothing to sell,’ you reply, ‘but I would be grateful for some information. Can you tell me the way to Flank Street? I understand that it is somewhere in the Northern Quarter.’
The owner is plainly disappointed that you have not entered his shop on business. Impatiently he replies: ‘I don’t know. You’re looking for a street that’s way over on the other side of Duadon. The only “Flank” I know is Flank Wall. That’s at the end of the lane. You go right when you get to the watchtower and you’re in Flank Wall. Maybe, if you follow it far enough, it’ll lead to Flank Street. I can’t say for sure.’
You thank the owner for his time, and then you hurry out of the emporium and continue on your way. When you reach the end of Knucklebone Lane, you turn right into Flank Wall. The signpost bearing its name is topped by a brass badge shaped in the likeness of a setting sun, indicating that you are now entering Duadon’s West Quarter. You walk along Flank Wall, past the workshops of hatters, lamp-makers, and potters, until you come to a flagstoned square in the shadow of the city’s West Gate. An unending stream of wagons, each piled high with timber and iron ore, is pouring into the city through this gateway. They trundle across the square and along a wide thoroughfare called Corvayl Avenue which leads directly to Skull-Tor. You stop to look along this busy street and, through a hazy curtain of acrid smoke, you catch your first glimpse of the imposing arched entrance to Vandyan’s stronghold. It resembles the toothed and fleshless jaw of a huge shark.
Mindful of the emporium owner’s words, you resolve to avoid Skull-Tor and continue along Flank Wall. Yet in order to do so you must negotiate the heavy traffic that is trundling across the West Gate square.
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Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
(8)
You wait until a gap appears and then you rush forward and dash between the trundling supply wagons. The driver of an oncoming wagon lashes his horses with his whip in a deliberate attempt to run you down. But the swiftness of your reactions saves you from being trampled and you reach the far side unscathed.
The driver brandishes his whip and yells that he will report you to the reeves at Skull-Tor. Rather than run the risk of being arrested, you melt away quickly into the crowded street that lies beyond the West Gate square.
You follow the street until you come to a watchtower located at the northwest corner of the city wall. Here it curves sharply to the east and passes beneath a stone arch which denotes the boundary of the city’s Northern Quarter. Beyond the arch, the street is lined with all manner of shops and premises, but not one of them is a cooperage.
At length, the street ends at a tree-lined plaza located near to the northern gatehouse. An iron post stands at its centre, affixed with arrowed signs which show the names of the surrounding streets. They all lead away from the plaza like spokes from the hub of a wheel. Your hopes rise when you see the name ‘Flank Street’ among them, and hurriedly you set off towards it.
Immediately upon entering Flank Street you notice a large green sign hanging above a nearby shop. It is shaped in the likeness of a barrel and reads: The Duadon Cooperage. At last you have found the place you have been searching for, and confidently you push open its double doors and enter.
Abe Sargent
04-17-2020, 11:55 AM
The cooperage is stacked to the ceiling with barrels, kegs, vats, and casks. They form a wall around a broad-shouldered man with thinning grey hair who is busily fitting a hoop of metal to a new water butt. You approach him and ask if his name is Hulsta.
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‘Aye, I’m Hulsta,’ he replies, wearily, ‘and you can go back to Captain Zharm and tell him that his barrels will be ready tomorrow at noon, like we agreed.’
‘But I’m not from Captain Zharm,’ you reply.
Hulsta laughs and then apologizes for his mistake. ‘Well, trooper,’ he says, ‘how can I help you?’
‘I’m looking for a barrel of a special kind. A very special kind. It must be a barrel made from Sommlending oak.’
Upon hearing the password, Hulsta smiles and nods his head. ‘Well I’m sure I can help you there,’ he says, and he turns to summon one of his apprentices from the rear of the shop.
‘Here, Jyke,’ he calls, ‘you can finish this one. I’m taking this customer through to the workshop. You be sure to look after things while I’m gone. We may be gone a while.’
You follow Hulsta to the rear of his shop and out through an open door that gives access to a walled yard. At the end of this yard stands a large, timber-framed, two-storey building. The lower floor is a workshop and the upper level is where Hulsta and his wife live. You climb a flight of iron steps to the door of their living quarters, and Delissa greets her husband with a broad smile the moment he appears. Her smile quickly fades, however, when she sees you following behind.
‘Why’d you bring him up to the parlour? Can’t y’keep shop business downstairs where it belongs?’ complains Delissa.
‘Now, don’t go taking offence, my dear,’ replies Hulsta, soothingly. ‘He’s not what he seems. He’s the one we’ve been waiting for. He’s Gwynian’s man—a Kai—all the way from Sommerlund.’
‘My lord, please forgive me,’ says Delissa. ‘Pay no heed to what I said. I’m greatly honoured to meet you.
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‘And so too am I,’ echoes Hulsta, enthusiastically, ‘for you have arrived not a moment too soon.’ He asks why it is that you are dressed as an Eldenoran scout, and you take time to recount the events of your difficult journey to Duadon. When you have finished your account, Hulsta informs you of recent developments.
‘The numbers of Vorka leaving Skull-Tor have greatly increased during the last seven days. Vandyan’s power grows stronger by the hour,’ he warns. ‘My lord, you must enter Skull-Tor and destroy the runes tonight … else Varetta is doomed. The time is ripe for action. Vandyan and the Runes of Agarash are all together in one place. They are vulnerable now. We cannot be sure of a chance like this again.’
‘Very well, I shall do what must be done. But how can I gain entry to Skull-Tor?’ you ask. ‘I have seen Vandyan’s stronghold and it is truly formidable.’
‘Have no fear, my lord,’ replies Hulsta with confidence. ‘There is a secret way by which you can enter Skull-Tor unseen. It is an ancient way. Let me show you.’
Hulsta walks over to a bookcase and, from a secret compartment in its base, he takes out an ancient scroll. Delissa clears some space on a dining table and her husband carefully unfurls the yellowed parchment upon it.
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‘One of my ancestors was an engineer who worked on the construction of Skull-Tor,’ says Hulsta. ‘These are his original plans—the only ones that remain in existence today.’
The parchment has faded with the passing of centuries, yet it still contains a wealth of information. Hulsta indicates the perimeter of the fortress’s inner keep, its great arch, and the location of several subterranean chambers. Of particular interest is the course of an underground river, which passes directly below the fortress, and a series of tunnels which connect Skull-Tor to remote parts of the city.
‘These passageways were constructed as escape routes for Prince Jiokara, the ruler who commissioned the building of Skull-Tor. Many have since been sealed off or have collapsed into the river, but there is one that still exists.’ Hulsta indicates its location on the map and you notice that it passes beneath the city’s Northern Quarter.
‘We can gain entry to this tunnel from the cellar of a building located on the corner of Cillan Square. I propose we go there tonight. I shall act as your guide and I will take you into Skull-Tor by this route. Once we have gained entry, you must complete your mission alone. I will stay in the tunnel and await your return. Then I shall bring you out of the tunnel and escort you to a safe place where we can await the arrival of the victorious Freeland armies.’
You voice your approval of Hulsta’s plan and he smiles. He is glad to have been given the chance to contribute to the downfall of the tyrant Lord Vandyan whom he despises. Before you set off, he excuses himself for a few minutes so that he may change out of his working clothes. While he is getting dressed, Delissa suggests that you may wish to visit their workshop.
‘We have many tools,’ she says. ‘There may be some that would be useful during your mission. You’re welcome to take whatever you wish.’
Delissa takes you down to the workshop below the parlour, and she invites you to take your choice of the following tools that are hanging from hooks on the wall:
Hammer
Pliers
Pincers
Axe (Weapon)
Rope
Spike
Plane
Saw
All of the above, with the exception of the Axe, are Backpack Items. If you wish to take and keep any of them, adjust your Action Chart accordingly.
(I swap my meals for a spike and saw, as well as the hammer as a weapon)
While you are waiting for Hulsta to return, Delissa offers you some food and a cup of freshly brewed jala. Gladly you accept the delicious beverage and sample some of her homemade pastries. There is sufficient food for 2 Meals, and Delissa encourages you to take some with you for the journey ahead.
After a few minutes, Hulsta reappears. He is now attired in clothing more suited for the exploration of underground tunnels, and he is also equipped with a rope and a lantern.
Hulsta bids his wife a fond farewell and she, in turn, wishes you good luck and godspeed. During your absence she will make arrangements for your escape from Duadon to a place of safety. ‘May Ishir protect you both,’ she says, as she watches you descend the steps and walk across the yard to the rear gate.
Running along the back wall of Hulsta’s yard is an alleyway, one of a thousand such passages that weave around the main streets of Duadon like capillaries around veins. It is dark now, and the alleys are unlit, yet Hulsta leads you expertly through the maze of narrow passageways. Soon you arrive at the rear of a three-storey shop where Hulsta stops to peer over the rear wall.
‘This is the place I showed you on the plans,’ he whispers. ‘I came here three months ago to make sure that it’s still possible to get into the old tunnel from here. It is, although since then a problem has arisen. The shop has a new owner, a saddle-maker, and he is fiercely loyal to Vandyan. We must get into the cellar without his knowledge.’
Hulsta checks that the coast is clear, and then he climbs over the wall and unbolts the rear door to let you into the yard. You discover that the shop is closed; there are no lights and its solitary rear door is locked. Hulsta suspects that the owner has retired early to bed. You examine the door and detect that it is not bolted. It is secured by a simple mortise lock.
Pick a number from the Random Number Table. If you possess a Dagger or a Spike, add 1 to the number you have picked. If you possess the Discipline of Grand Nexus, add 2.
(I toss a 3 and net a 4.)
It takes you nearly a minute to open this simple lock. When you hear it click, you are so relieved that it has finally surrendered to your lock-picking skills that you immediately pull open the door. Suddenly your Sixth Sense detects the presence of a big dog, and when you peer into the gloom, you catch a glint of its fangs as it comes bounding towards you.
(I close the door quickly)
You push shut the door and hear the dog crash heavily against it. It yelps with pained frustration and then begins scratching frantically at the wood. Quickly you call upon your Magnakai Discipline of Animal Control and command the dog to calm down. There is an abrupt silence, as if the dog has suddenly fallen unconscious, but you do not feel sure that this is the case.
Cautiously you pull the door ajar and peer in through the gap.
The sight of the dog lying unconscious beside the back door soon confirms the effectiveness of your Magnakai skill. Hulsta is shocked that the shop should be guarded by a dog and he apologizes to you for not having scouted it beforehand. ‘Forget it,’ you say, ‘I just hope there’re no more nasty surprises in store for us when we get to the tunnel.’
Cautiously you step over the guard dog and find yourself in a kitchen. You make sure that it is empty before you beckon Hulsta to enter and close the rear door behind him. Once inside, your guide moves quickly to another door and pulls it open to reveal a flight of steps leading down to the cellar below. Before he descends, he pauses to light his lantern and then he leads the way.
Abe Sargent
04-17-2020, 01:47 PM
The cellar is filled with the overpowering stench of tannic acid, a fluid used by the saddle-maker to convert his raw animal hides into leather. Hundreds of gallons are stored here in stout wooden casks that line the walls. Hulsta hurries past them to the southeast corner of the cellar where he drops to his knees. Carefully he places the lantern down on the floor and then he runs his hands lightly across the surface.
‘Ah, here it is!’ he says, locating something hidden beneath the dirt. He unsheathes a dagger and scrapes at the encrusted grime to reveal the outline of an old trapdoor. With your help, he prises open this hinged iron cover to reveal a dark shaft. You can hear the distant sound of water, and when Hulsta lowers his lantern into the opening, you see the floor of a passage less than eight feet below. ‘This is the tunnel,’ he says, excitedly. ‘It’s exactly as shown on the plans.’
Hulsta drops through the opening and you pass him the lantern. Then you enter the shaft and pull the trapdoor down behind you. It slams shut with a resounding clang.
This gloomy tunnel echoes to the far-off sound of rushing water and the occasional squeak of rats. Hulsta leads the way and you follow in his footsteps, taking care not to scrape your head against the low, mould-encrusted ceiling.
(I do not have Herbmastery)
Soon the tunnel arrives at a junction where a wider passageway crosses it, running east to west. The sound of rushing water is louder here and you detect that it comes from a series of rusty iron gratings that are set into the floor at regular intervals, 50 feet apart. You peer through one of these gratings and see the surface of an underground river rushing away towards the east.
A smiling Hulsta beckons you to follow as he sets off along the passage. He is confident that you are on the right course and he says that you will reach the lower level of Skull-Tor in a matter of minutes. But you have taken barely a hundred paces when suddenly his hopes are dashed by the unwelcome sight of what lies ahead.
Hulsta groans when he sees that the passage ahead is blocked by a solid brick wall. He holds up his lantern and its yellow light washes over the uneven surface, illuminating mouldering mortar which is several centuries old. He taps the stonework with the hilt of his dagger and listens expertly to its dull note. ‘More than 3 feet thick,’ he mutters. ‘It’ll take time to dig through this.’
Delayed but undeterred by the wall, you and Hulsta try hard to think of a way to reach the tunnel beyond and you determine two possibilities. The first is to dig a hole in the wall just large enough through which to crawl. The second is to retrace your steps to the last floor grating that you passed. If you are able to remove this grating and drop down into the underground river, the current would carry you along. You could pass under the brick wall and then return to the tunnel through the first grating that you find.
(Grating sounds faster)
Quickly you locate the grating and Hulsta uses his dagger to dig out the grime that cements it in place. Once it is cleared, together you lift the grating away and peer down at the river flowing below. Hulsta is anxious about the depth of the water and so he ties a chunk of brick to the end of his rope and lowers it into the flow. When he withdraws it you are both relieved to see that the water here is little more than waist-deep. You are the first to enter the river, and then you take hold of the lantern to allow Hulsta to drop down behind you. Your Magnakai Discipline of Nexus protects you from the water’s icy chill, but Hulsta is not so fortunate. He gasps with shock when he enters the water and you realize that he will not be able to tolerate its freezing temperature for more than a few minutes at most.
Mindful of your companion’s discomfort, you hand him back the lantern and then lead the way along this circular channel. You are peering at the rough-hewn ceiling, seeking out the next grating, when suddenly you feel something brush against your thigh. You glimpse a trail of bubbles and instinctively you pull away, tugging your weapon from its scabbard as you recoil. Moments later, the scaly head of a large black serpent breaks through the surface and rears up before your face. Its venomous fangs glint in the lantern-light and its forked crimson tongue flickers wildly, sensing prey. Hulsta cries out in alarm as the great black snake jerks back its head and narrows its ghoulish green eyes. It is getting ready to strike.
(I use the Eye)
You command the angry serpent to ignore you and your companion and swim off along the waterway. The creature withdraws its head and slowly it blinks its green eyes. It hesitates, and you sense that its rudimentary mind is confused by your command. Although it does not obey your mental suggestion, you detect that it has momentarily lost its desire to attack.
‘Quick, Hulsta, follow me,’ you whisper. ‘Let us get away before it recovers its senses!’ You press your back against the rough wall of this underground conduit and edge your way around the menacing creature.
You beckon Hulsta to follow as you wade through the icy waters towards a grill that is fixed into the ceiling. Using your Magnakai Discipline of Nexus, you are able to loosen the dirt which holds this grill in place. Then you force it out of its seating and help your companion to climb through the opening.
You are about to take hold of Hulsta’s outstretched hand and climb up after him when suddenly you notice a trail of bubbles rising to the surface of the subterranean river. Your Kai senses scream a warning that a second serpent is fast approaching your legs.
(I leap up)
Hulsta urges you to hurry as the trail of bubbles speeds closer and closer to your vulnerable legs.
(I use KA)
Quickly you recite the words of the Brotherhood Spell Levitation and, to Hulsta’s amazement, you leave the river and rise effortlessly through the opening. The head of the giant snake breaks through the surface and it lunges after your feet, but its great jaws snap shut on empty air and it bloodies its nose when it scrapes the rough stone ceiling. Hulsta pushes the heavy iron grill back into position to seal off the opening, and you counter your spell in order to avoid hitting the roof of the tunnel into which you have emerged. As your feet return to dry and solid ground, you are pleased to see that you have now reached a part of the tunnel that lies beyond the blocking wall.
You continue along the tunnel for several hundred yards until Hulsta calls you to a halt. He holds his lantern up to the wall and you notice that the stonework is changing. A ragged seam encircles the tunnel where brown brickwork meets rough grey rock.
‘This is good,’ says Hulsta, approvingly. ‘We’re passing through the granite foundations of Skull-Tor. According to the plans, this tunnel runs to a dungeon store room, three levels below the surface. We have not far to go now—perhaps two hundred paces at most.’
You are about to lead the way when suddenly you hear a rumbling sound and feel a tremor run through the floor.
‘What was that?’ you ask, anxiously.
‘Ore wagons, most likely,’ replies Hulsta. ‘We must be directly below the West Gate of Skull-Tor.’
Hulsta stops to replace the candle in his lantern, and as he does so, you ask him what you can expect to find when you reach the tunnel’s end.
‘The plans indicate a secret panel which can be opened from both sides,’ he replies. ‘When we reach the panel, I shall stay in the tunnel and await your return. I’ll only be a burden if I accompany you, and I have no wish to endanger your vital mission. You must enter Skull-Tor alone and make your way up to the surface. Vandyan’s chambers are located in the inner keep, and from what I’ve been able to gather, the runes are there also. They are being kept in a hall on the—’
Hulsta’s words are suddenly drowned by a deafening noise. The floor shifts violently and you are hurled onto your back as the passageway heaves and shakes. A wide crack appears in the ceiling and you hear Hulsta scream in terror as tons of stone and earth cascade into the tunnel. Helplessly you watch as your companion is buried beneath this deluge of dirt and broken rock
(I toss a 3)
In less than a minute the tunnel is sealed off by a solid wall of earth and broken rock. The air is thick with dust and you have difficulty seeing and breathing. Your legs have been pinned to the floor by the rockfall and, as you drag yourself free, you suddenly feel a sharp pain below your left knee where it has been gashed by a chunk of granite: lose 2 ENDURANCE points.
Carefully you extricate yourself from the debris and, using your infravision, you attempt to locate Hulsta. It is difficult to see through the dirt-choked air and so you rely on your heat-vision in order to detect your guide. Quickly you discover his left hand protruding from beneath the mound of fallen debris, but when you touch it you sense at once that your brave companion has not survived this disastrous avalanche.
(Another strike by the Joe Dever School of Writing)
Abe Sargent
04-17-2020, 02:04 PM
The bitter shock of Hulsta’s sudden demise hits you like a warhammer in the chest. For several minutes you kneel and stare at his lifeless hand as you struggle to overcome your feelings of grief and remorse. When at last you feel able to continue, you stand up and salute your fallen companion. Then you say a short prayer to the Goddess Ishir to watch over his soul, and you vow to complete your mission in his honour. The swift and successful destruction of the runes will be the best way to ensure that his ultimate sacrifice will never be forgotten.
With grim resolve you leave the rockfall and follow the tunnel away to the east, but you have covered little more than 100 yards when you come to a dead end. You recall what Hulsta had said earlier, and when you examine the wall closely you discover a secret panel. At waist level a raised lever protrudes from the left wall, but when you attempt to pull it down you find that its ancient mechanism has jammed.
(I use Elementalism)
You draw upon your powers of Elementalism to loosen the dust and grime which clogs the panel’s locking mechanism. Clouds of grit billow from its slot and, when you pull the lever a second time, you discover that your efforts have been successful.
The panel creaks open to reveal a darkened vault. Cautiously you enter this gloomy chamber and your keen hearing detects a myriad distant sounds. You can discern the tramp of booted feet, the exchange of terse commands, the jangle of keys, and the squeak and clang of iron doors. They are the unmistakable sounds of a prison.
As you delve deeper into the vault you discover that it is littered with pieces of old furniture and ancient artefacts which are strewn in great heaps upon the damp floor. When you look around for an exit from this unwholesome chamber, you see that there is only one door. It is set into the far wall, beyond a twin colonnade of granite pillars.
(I take a closer look)
There is little that is stored here that has escaped the ravages of time, vermin, or damp. After a lengthy search you discover only four items that are intact and serviceable:
Bowl
Mirror
Pitcher
Flute
All of the above are Backpack Items. (If you decide to keep any of these items, alter your Action Chart accordingly.)
Satisfied that you have not overlooked anything of great value, you abandon your search and turn your attention instead to the door of this vault.
( I swap a meal for the Flute)
You discover that the door to the vault is unlocked, and so you pull it open and enter a dark corridor which ends at a stone staircase. Torchlight pours down the steps from the level above and, as you move closer, you hear the echoing sound of footsteps. Carefully you ascend the stairs until you are able to peer over the top step. Ahead you can see another corridor, but this one is illuminated by a line of burning torches set into brackets on either side of a dozen prison cell doors. At the far end there is another flight of ascending steps, and at its base there stands an Eldenoran gaoler armed with a sword. You watch this gaoler and consider the best way you can lure him away from the stairs, for he is blocking your only known route to the surface.
(I use KA)
You intone the words of the Brotherhood Spell Mind Charm and implant the suggestion into the gaoler’s mind that he is feeling very tired. He yawns and then he sits down on the steps and cradles his head in his folded arms. You wait for a few minutes and then you move silently along the corridor towards him. Your mental suggestion has proved very effective for when you reach the gaoler you discover that he is soundly asleep. As you start up the stairs towards the next level, you notice a bunch of keys that are hanging from a hook on his leather belt. (If you wish to take these Dungeon Keys, record them on your Action Chart as a Special Item which you keep in the pocket of your tunic.)
(I take them)
Upon reaching the top of the steps, you see another torchlit corridor stretching away towards a flight of stone stairs. The corridor appears to be empty and unguarded, but you can hear several noises that tell you that this level of Skull-Tor is occupied. Among the noises you detect are the anguished screams of men, the rattling of chains, the clang of iron striking iron, and a curious bubbling sound.
Cautiously you advance along the corridor until you come to an iron door recessed into a section of the left wall. A similar door stands opposite; it is set into the right wall and is flanked by guttering torches.
(left door)
You place your ear against the cold iron door and hear a bubbling sound. You can detect no other noises and your Kai senses inform you that there are no persons present in the chamber beyond, so you carefully push open the door and slip inside.
The room beyond appears to be an alchemist’s workshop. Its many benches are crowded with flasks, and strange glass containers which are interconnected by a tangled mass of glass piping. Beakers of coloured fluids bubble over naked flames and the air is soured by a harsh, chemical stench.
Your eye is drawn to a rack of shelves that stretch along one wall. They are filled with hundreds of bottles and stoppered flasks, each one labelled and filled with powders, granules, fluids, or crystals. A cursory inspection of these containers reveals four potions with which you are familiar:
Potion of Gallowbrush (induces sleep for 1–2 hours per dose)
Graveweed Concentrate (fatal when swallowed)
Potion of Mokradon (causes irreversible blindness in humans)
Potion of Volzoc (causes violent hallucinations)
If you wish to take and keep any of these potions, record them on your Action Chart as Backpack Items.
(Right door now)
You cross the corridor and approach the door. Your Kai Sixth Sense tells you that the chamber beyond it is empty, and so you twist the handle and push against the heavy portal. Silently it swings open on well-oiled hinges to reveal an empty circular room. A large iron-rimmed chute is set into its stone wall, and when you examine this opening, your stomach churns. Its surfaces are smeared with traces of human blood. You can hear the distant sound of rushing water and suddenly you realize that this chute leads directly to the river which flows beneath Duadon. From its condition and location you conclude that this chute has a single, sinister purpose: it is used by the gaolers of Skull-Tor for the swift disposal of prisoners who die in their charge.
As you turn to leave this grim chamber, you notice a Mace and a Small Shovel standing propped against the wall, close to the door. If you wish to take either of these items, record them on your Action Chart. Upon leaving, you close the door behind you before continuing along the corridor.
(I take the Mace and the Potion of Gallowbrush)
Further along the corridor you come to an open door recessed into the left wall. The pitiful screams of a dying man make you freeze in your tracks, and when you peer through the opening, your worst fears are confirmed. Beyond the door lies a torture chamber. Two gaolers are interrogating a prisoner who hangs from the wall in chains. His emaciated body is lit by the lurid glow of a brazier filled with burning coals. The gaolers apply their cruel skills to the helpless prisoner and he screams for the last time. Cursing his unexpected demise, they unchain his body from the wall and carry it towards the door. Quickly you run along the corridor and take cover in a doorway at the bottom of the staircase. From here you observe the gaolers leaving the chamber with their dead charge. As they go about the task of disposing of the prisoner’s body, you leave the doorway and hurry up the deserted staircase towards the next level of this grim fortress.
Abe Sargent
04-17-2020, 02:14 PM
At the top of the stairs you arrive at a narrow torchlit landing where you are faced by a solid iron door. A twist of its skull-shaped handle reveals that this portal is firmly locked.
(I use my keys)
You retrieve the keys from your tunic pocket and immediately your Sixth Sense identifies the one that will open this door. You twist the key in the lock and pull open the heavy portal to discover an unguarded antechamber which leads to an echoing hall. Along the left wall of this windswept hallway are tall arched windows that command a view of the parade ground surrounding the inner keep of Skull-Tor.
You recall Hulsta speaking about this keep shortly before his untimely death and, when you focus your Kai senses upon its imposing walls, you detect that it harbours the evil power that you have come to destroy. From the cover of the antechamber, you observe the keep and determine that entry to it can only be gained via a drawbridge which gives access to an archway located some 20 feet above the ground. To reach this bridge, you will have to ascend to the next level of Skull-Tor. This will not be an easy task, for the hallway and the parade ground are swarming with Eldenoran officers and Vorka slaves.
You wait until you can count no more than a dozen Eldenorans. Then you leave the antechamber and march boldly along the hallway towards a grand staircase which ascends to the next level of the fortress. Keeping your head bowed to avoid eye contact with passing enemy officers, you reach the stairs and hurry up them to a landing on the floor above. As you approach this landing you see the entrance to the drawbridge away to your right. It is lit by lanterns and is guarded by two Eldenoran warriors who are sheathed from head to toe in shiny black plate armour. They stand on either side of the approach to the drawbridge with the shafts of their spears crossed to prevent anyone passing without their approval. An Eldenoran captain approaches the guards. He raises his right hand to reveal a leather wristband and they nod their assent. Briskly they withdraw their spears to allow the officer to cross over the drawbridge and enter the inner keep.
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Upon reaching the top of the staircase, you turn to the left and walk away from the guarded drawbridge. You are looking back over your shoulder, your mind racing to think of a way to get across the drawbridge, when something hits you forcibly in the chest and brings you to an abrupt halt.
You spin around and reach instinctively to your Weapon, but you stay your hand when you realize that you have collided accidentally with a young Eldenoran herald. The bumbling messenger stutters an apology. Then he drops down onto his hands and knees and attempts to retrieve the maps and scrolls that he was carrying, which are now scattered across the floor. As he gathers up his papers, you notice that he has a leather band attached to his right wrist.
‘Oh dear,’ he whines, ‘I’ll be late, and Captain Dvedka hates to be kept waiting. He’ll throw me in the d-d-dungeons. He promised he w-would the last time I was l-late.’
You help the herald gather his documents and, by the use of your Magnakai Discipline of Nexus, you remove his wristband and pocket one of his maps without his knowledge. (Record the Skull-Tor Wristband and Battle-map on your Action Chart as Special Items. You need not discard any other items in their favour if you already possess the maximum number permissible.)
The hapless young herald thanks you for your assistance and then he hurries away towards the drawbridge. You watch him approach the guards and, after a brief altercation, you see one of them reach to a bell that is fixed to the parapet of the drawbridge. He rings it once and, within a matter of seconds, a troop of six guardsmen comes running out of a doorway that stands across from the entrance to the bridge. You hear the herald protesting his innocence as they escort him away to the guardroom. As soon as they have disappeared from view, you fix the leather band to your wrist and take the map from your pocket. Then you approach the drawbridge with a purposeful stride, and raise your right hand to show your Wristband as you come to within a few feet of the armoured guards.
Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked.
(2)
Halt!’ bellows a guard, and a knot of fear tightens in the pit of your stomach. You do as he commands and watch with trepidation as he levels his spear menacingly at your chest. ‘We don’t often see field scouts up here. Your kind normally report to the duty sergeant at the west gate, so state your business and be quick about it.’
You raise the map that you took from the unwitting herald and say: ‘I’ve been ordered to deliver this map to an officer in the inner keep. It’s urgent. I must deliver it at once, and in person.’
‘Is that so?’ replies the guard, sceptically. ‘And what, pray tell, is the name of this officer?’
(Dvedka!)
Very well,’ grunts the guard, ‘you can pass.’
Reluctantly, they uncross their spears and allow you to march out across the drawbridge, towards the open archway of the inner keep. As you reach the middle of the bridge, you look to your right and see plumes of black smoke rising up into the night sky. They originate from the chimneys of armouries located on the east side of Skull-Tor. Even at this late hour they are in full production, manufacturing an unending supply of weapons and armour for Vandyan’s Vorka hordes.
Upon entering the archway of the inner keep, you find yourself standing in a circular hall that is hung with tapestries and framed portraits. At a desk positioned in the middle of this hall sits an Eldenoran scribe who is busily writing in a ledger with a quill pen. He is so engrossed with his work that he does not acknowledge your presence in any way. Behind him you see a flight of stairs spiralling up to the floor above, and on either side of the entrance arch there are open portals which lead off to the left and right.
(Where can I find Dvedka)
Without raising his eyes from his work, the scribe curtly answers your query: ‘Council of War Chamber!’ he snaps. Then, with the feather of his quill pen, he points towards the portal to your left. You thank the discourteous scribe for his directions, and then you turn on your heel and stride across the hall towards this open archway.
Abe Sargent
04-17-2020, 02:19 PM
Beyond the open portal you descend by ramp and stair to the floor of a large hall. It is ringed with marble pillars and its walls are draped with Eldenoran battle-flags. The centre of the hall is dominated by a large refectory table around which are huddled groups of Eldenoran officers. They are poring over charts and battle-maps which show the positions of their Vorka hordes and the defensive lines of the Freeland armies. Messengers come and go, delivering and collecting orders, and nobody seems to pay you special attention as you quietly pass among these high-ranking officers.
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You are eavesdropping upon a conversation between two cavalry captains when suddenly there is a fanfare of trumpets. Immediately the officers and their aides cease all discussion and the hall comes stiffly to attention in anticipation of Lord Vandyan’s arrival.
A great door in the north wall of the hall swings open and through it strides a lean and elegant man, clad in a flamboyant tunic of emerald and gold. He moves with the confident grace of an athlete, yet his true age is revealed by his sagging jowls and the loose folds of skin that hang down below his dark, malevolent eyes. The gathering of officers salute their leader, Lord Vandyan, and they applaud when he climbs the steps of a marble dais in readiness to deliver his address.
‘Varetta will be ours by midnight tomorrow!’ he announces, to a roar of approval. ‘The legions of Vorka that I have dispatched to Lyris will ensure this victory. The Kai have been sighted at Quarlen but we will entrap them. Our victorious armies will march north from Suentina and cross the Slovarian Range through the North Pass. We shall cut off their supply route to Casiorn and attack their defences at Quarlen from the rear. The Kai will have but two choices: to die in Quarlen or be forced north into the abyss of the Maakengorge.’ Upon hearing this, the Eldenorans cheer their arrogant leader and praise his martial skill. However, his ambitious strategy to defeat the Kai fails to impress you for you know that Lone Wolf will be prepared for such an eventuality. You think it more likely that Vandyan’s army will perish when it attempts to traverse the treacherous North Pass.
Vandyan raises his hand and motions for silence. As the cheering dies away, he continues his address. His plans for the defeat of the Kai have failed to impress you, but when he reveals his strategy for the conquest of all Magnamund, it is then that you feel an icy chill of fear run down your spine
My loyal commanders,’ says Vandyan, spreading his arms wide as if to embrace the entire hall, ‘we stand upon the threshold of total power. Already I have harnessed the might of the first rune and used it to create and control the Vorka horde. With the power of the second stone I summoned Zorkaan the Soultaker and bound him to our cause. And this night, we shall witness the release of the force contained within the third Rune of Agarash. The approaching storms from the north herald the rebirth of the Vaag, the flying spawn of Agarash the Damned!
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Vandyan’s announcement draws a loud gasp of astonishment from his officers. Legend has it that the Vaag were the most ruthless and deadly of all the Agarashi—the creatures of darkness created by Agarash the Damned. He used the Vaag to spearhead assaults upon ancient Magnamund that led to his domination of the entire planet during the Age of Eternal Night. Unhindered by mountains, rivers, and city walls, a flying horde of Vaag could indeed be a force capable of conquering Magnamund anew.
‘Go now!’ says Vandyan, to his stunned officers. ‘Return to your armies in the field and be ready to march. You have your orders—do not fail me. I must now return to my laboratory and attend to the final preparations. Be assured, my loyal countrymen. Soon all Magnamund shall cower at our feet!’
Vandyan’s final words are met with a thunderous roar of approval. The door in the north wall opens and he leaves the dais and hurries through it. As the door closes behind him with a dull boom, the Eldenoran officers gather up their maps and papers and file out of the hall, through a pair of double doors which have opened in the south wall.
Abe Sargent
04-17-2020, 04:51 PM
(I hide and then follow)
Using your Kai camouflage skills, you slip away from the departing crowd unseen and hide behind a pillar where you wait until the hall is empty. You then emerge and hurry across to the north door through which Vandyan made his exit. This door is locked and you quickly determine that it is held secure by a combination lock, whose dials are on the other side. You place your ear to the smooth surface and concentrate on moving the lock’s delicate tumblers by the use of your Magnakai Discipline of Nexus.
(I don;t have G Nexus)
The three unseen dials prove very difficult to manipulate by the use of your Magnakai skill of Nexus alone. Drawing upon your Sixth Sense, you concentrate hard and try to visualize the correct numerical positions of the dials that will cause the lock to disengage. Slowly the dials take form in your mind’s eye, but the numbers engraved around their edges remain hazy and indistinct.
At length you determine that the correct position of the three dials is equivalent to the answers to the following three questions:
How many gate guards did you encounter when you first arrived at Duadon?
How many Grand Master Disciplines are achieved upon reaching the rank of Kai Grand Guardian?
How many bridges still remained intact at Quarlen when the New Order Kai entered the town?
When you have found the answers to the above questions, write them down in the correct order and then turn to the section of this book which is the same as that three-digit answer.
If you calculate incorrectly, or if you cannot answer the puzzle, turn instead to 248.
(Hmm... 2 guards for sure! 8 disciplines and weren't all bridges out? 280?)
The third tumbler clicks into position and the door swings open to reveal a vaulted corridor leading to a flight of iron steps.11 You enter, and the door closes silently behind you. There is a junction halfway along the corridor where another passage crosses from left to right. You hurry across and climb the metal steps but, as you are approaching the top of the stairs, you catch a glimpse of two armoured guards beyond. They are standing to attention before a large door that is engraved with mystic symbols. Your Sixth Sense detects that beyond this door lie the Runes of Agarash. Instinctively you duck below their line of sight, and then quietly you retreat to the junction. Here you detect the sound of footsteps approaching, and when you spin around to face them, you see a young kitchen attendant walking along the passageway towards you. He is carrying a tray laden with food and he stops abruptly when he sees you suddenly appear. Fearful that he may raise the alarm, you stride towards him and say in an accusing tone: ‘Why are you late, boy? Lord Vandyan has been kept waiting more than an hour for his food!’
‘But … but this is not for his lordship,’ answers the young man, clearly confused by your rebuke. ‘It’s for the guards at the door to the Rune Hall.’
‘What!’ you reply, feigning outrage. ‘You mean to say that you would put the feeding of two lowly guards before our master’s needs! This is intolerable!’
‘No … no … I mean, I was told by the cook to take this tray to the guards. Lord Vandyan ate a meal in his chambers some three hours ago. I’ve had no order to take him food since.’
‘Well, our master is hungry,’ you reply, ‘and you’d better go back to the kitchen and find him something suitable to eat this instant … if you value your hide, that is!’ Forcefully you snatch the tray from the bemused assistant, saying: ‘Go tell cook to prepare him something substantial, understand? He’s very hungry. I’ll deliver these scraps to the guards myself.’
The confused young assistant scratches his head and then he hurries away to deliver your order to the cook. You watch him until he turns a distant corner, and then you look down at the tray of cold meat and vegetables and an idea takes shape, an idea that may help you gain entry to the Rune Hall.
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(I put Gallowbrush in the food)
You retrieve the Potion of Gallowbrush from your pack and pour it carefully over the slices of cold meat. Then you cover the meat with vegetables and carry the tray to the guards on duty at the Rune Hall. They prop their halberds against the wall and raise the visors of their helmets as you approach.
‘Where’s Gragov?’ asks a guard, as you set the tray of food down on a small table beside the door.
‘He’s gone sick,’ you reply.
‘I hope it wasn’t something he ate!’ jokes the other guard.
You can hear the guards eating their food as you walk back along the corridor towards the iron stairs. When you reach the bottom step, you wait here to allow the potion to take effect. After a few minutes you hear a metallic crash, and when you peer over the top step you see that the potion has done its work. Both guards are now lying unconscious in front of the door.
You step over the guards’ bodies and press your shoulder to the door, letting the heavy portal swing open just a few inches. Cold air rushes out, chilling your face, and your Kai senses tingle when you feel the evil power of the runes bleeding from the hall beyond. Steeling yourself for what may lie ahead, you push against the door again and slip in through the widening gap.
Before you lies a magnificent chamber hewn from polished obsidian. Colossal columns rise along its curved walls, and iron cradles filled with glowing stones illuminate the jet-black surfaces. Away to your right you can see a metal staircase leading down to the bottom of a vast pit. At its centre there stands a great black bell-like object that is sheathed with crackling energies, sparking and fusing noisily. You take a step forward and gasp when you first see the line of Vorka that are emerging from the side of this belled chamber. Like scaly automatons, they march forth in an endless stream that disappears into an archway on the far side of the pit. You sense the presence of a rune and, when you scour the bell-chamber using your magnified vision, you glimpse the oblong of black stone embedded into its surface.
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To your left, facing the stairs to the pit, there is another bell-chamber. It is identical in shape and size to the one below, yet this one is constructed from a clear, glass-like mineral. Within its core there stands a frozen column of black mist, and set into a hollow in its flared top you can see a second rune.
Your Sixth Sense tells you that there are three runes present in this great hall, yet it is not until you look up at the domed ceiling that you locate the third. On a wide circular platform suspended below an aperture at the top of the dome, you see Lord Vandyan. He is fixing the third rune into a saucer of crystal and he is so engrossed in this task that he fails to see that you are standing in the hall below. Through the aperture in the dome you can see the night sky. Cold winds howl and bolts of lightning flash and sizzle, ripping apart the clouds as the power of a supernatural storm builds to a frightening crescendo above Skull-Tor.
(I do not have Astrology)
You magnify your vision and look carefully at the three runes. They are made from oblong slivers of black stone and are no larger than your hand. Your senses tell you that within each of these runes is held immense power, yet each stone is remarkably fragile and vulnerable. If you were to smash the runes you would destroy the powers they contain
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(I use KA)
Abe Sargent
04-17-2020, 04:58 PM
Before you recite the words of the Brotherhood Spell Lightning Hand you look around the hall and consider which of the three runes is to be your first target. The suspended platform on which Vandyan is standing obscures the rune in the domed roof of the hall; therefore you must choose one of the remaining two.
(The top one)
You recite the words of the spell and launch a bolt of energy that strikes the rune with devastating effect. There is a loud Crack! and a splash of fiery green sparks erupts as the evil stone is sundered in two. Moments later, the crystal chamber is torn apart and a terrible shriek assails your ears as the air is filled with hissing bolts of fire. Instinctively you turn away from the explosion and cover your head with your left arm as shards of broken crystal cascade around you, like a rain of deadly daggers. When this deluge ceases, you turn back and look with fearful expectation upon the devastated remains of the chamber. Flickering trails of green fire sputter and die among the scattered crystal shards, and the column of dark mist that inhabited its core now swirls around the debris like a small tornado. From its core there comes a hideous shriek and a lance of cold fear stabs at your heart when suddenly you recall having heard this terrible sound once before. This dark shadow is Zorkaan the Soultaker, the entity that you encountered at the clearing in the Grochod Forest, the evil presence that you disturbed as it fed upon the psychic remains of the innocent Slovian prisoners slain and buried there. The whirling shadow of Zorkaan gathers speed and, with a parting wail, it shoots upwards and disappears through the aperture in the hall’s domed ceiling, into the very eye of the raging storm.
The noise of the exploding bell-chamber and the hellish shriek of Zorkaan alerts Vandyan to your presence in the hall below. You see his face twisted with rage. He raises a glowing silver disc that is clasped tightly in the palm of his right hand, and then he spits out a vile curse that chills your blood.''
As Vandyan’s vile curse echoes around the hall, the procession of Vorka that are streaming from the bell-chamber suddenly slows to a halt. As if awakening from a walking sleep, they rub their eyes and take stock of their surroundings; then they come swarming towards the iron steps. They are quickly joined by others of their kind who pour back into the pit from the archway on the far side. These Vorka are armed with bladed weapons, and beyond the archway you glimpse the armoury whence they have returned.
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As the first swarm of unarmed Vorka come lurching and scurrying up the steps, you realize that you must act quickly to stop them if you are to save yourself from being crushed by this reptilian horde.
(I do not have a Phosphor Bomb)
You rush to the head of the stairs and focus your gaze at the rune which is embedded into the side of the bell-chamber. Only by destroying this rune can you stem the onrushing tide of Vorka. Vandyan is also aware of this and he screams an order to those creatures that are closest to the chamber. In response, they close ranks and use their bodies to form a protective wall in front of the rune.
(I use KA)
You speak the words of the Brotherhood Spell Net and point your right hand at the bottom of the steps. A gout of sticky fluid gushes from your palm and you direct this stream between the metal banister rails, sealing off the stairs with several layers of sticky fibrous strands.
Your spell delays the Vorka, but it does not deter or prevent them from attacking you. Several hurl themselves face-down onto the gluey strands so that others can use their backs as springboards to vault over the net. The first three to do this successfully are armed with swords. As they come racing up the stairs, they rapidly blink their ghoulish eyes and clack their fanged jaws to unnerve you.
Frenzied Vorka: COMBAT SKILL 44 ENDURANCE 44
If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.
(I have a +10 CS with KS. I toss a 4 and then a 9 and they auto die. I took 5)
You have successfully beaten back the first Vorka wave, but a larger group is now emerging from the distant archway. Each of these warriors wields a sword and is clad in chainmail armour. Fear grips your stomach when you realize that they are the advance guard of a whole Vorka regiment. Once more you turn your attention to the bell-chamber, for only by destroying the rune can you hope to defeat the entire horde.
You descend halfway down the stairs, and then leap over the banister and drop to the floor of the pit below. On landing, those unarmed Vorka who are defending the rune hiss at you vehemently. Their sibilant cry warns their armoured brothers of your intentions and you see them quicken their pace. Your pulse pounds loudly in your ears as you determine that the first of the armoured regiment can reach you in less than a minute. There is no time to hesitate—you must act at once. With your battle-cry upon your lips, you rush forward and attack the Vorka who are standing in a protective wall before the rune.
Vorka Rune Defenders: COMBAT SKILL 40 ENDURANCE 35
If you wield the Kai Weapon ‘Spawnsmite’ or ‘Kaistar’, you will benefit from the additional combat bonus applicable to its unique properties.
(For these I have the full top CS without KS. I toss a 5, 5, and then 3. They took 39 and died. I took 4 more for 9 total damage)
Abe Sargent
04-17-2020, 05:07 PM
You cut through the wall of Vorka and strike the rune with devastating effect. There is a tremendous explosion and a splash of fiery green sparks erupts as your blade cleaves the evil stone in two. Then the bell-chamber is swallowed up by sheets of orange flame and you are thrown backwards to the floor as shards of broken stone whistle around you. When the rain of debris ceases, you pull yourself to your feet and look upon the devastated remains of the bell-chamber. Pools of fire burn among the shards that litter the floor of the pit, and all the Vorka that were spawned in its core now lie twisted and lifeless among the flaming ruins. The sight of this burning devastation is shocking to behold, yet you feel elated when you sense that the breaking of the rune has, at a single stroke, destroyed every Vorka that has ever emerged from the spawning chamber.
Vandyan is shocked to witness the defeat of Zorkaan and the destruction of his Vorka horde. But the storm is reaching its peak above Skull-Tor, and soon he will summon the Vaag to enact his revenge upon you. He cackles with mad glee as he raises into position the crystal saucer which contains the last remaining rune. Bolts of lightning are striking at the very edge of the aperture now; it is only a matter of minutes before the Vaag will be released.
Desperate to prevent this calamity, you rush up the stairs and across the hall to an iron ladder that is bolted to the obsidian wall. It ascends to the edge of Vandyan’s raised platform. As you climb towards this storm-lit platform, you pray to Kai to give you strength enough to defeat your wicked foe.
You pull yourself onto the platform and run at Vandyan with your weapon held poised to strike. Wild-eyed with manic excitement, he stares intently at the crystal saucer and seems not to notice that you are about to cut him down. But as you make your attack, he snatches up an iron staff that protrudes from a hole in the platform, and expertly he fends off your blow. The blade of your weapon trails a line of sparks as it scrapes along the length of his staff and clatters against the rail which encircles the platform. He stabs at you with its clawed tip and you dodge this vicious blow, but then you strike again and send the staff spinning from his hands. He emits a strangled cry of fear and frustration and backs away to the edge of the platform. Glancing to the crystal saucer, and then to the glinting weapon that you hold in your hands, suddenly his nerve breaks. He kicks a lever at the edge of the platform and a trapdoor springs open to reveal a dangling rope. Cursing you and vowing eternal revenge, he scrambles through the trapdoor and slides rapidly down the rope to the hall below. As he runs towards the door your first instinct is to pursue him, to prevent him from getting away. But your Kai senses warn you that the storm is peaking. Unless you smash the last remaining rune, the Vaag will materialize and Vandyan will have won.
You draw back your weapon and take aim at the rune which lies in its crystal saucer, surrounded by a glowing halo of dark energies. Crackling arcs of power leap across the storm-swept aperture, and in the hollow of the whirling clouds above, you glimpse a legion of bat-winged horrors spiralling down towards the hall. It is the Vaag: they have been summoned.'
You strike the rune a mighty blow that explodes it into a thousand fiery shards. At once there is a screeching cacophony of noise and the platform bucks like a wild stallion as the evil power of the rune is sucked out of the hall and into the heart of the raging storm. Desperately you cling to the floor as seething rays of electrical fire dance around the edges of the aperture and arc back and forth between the ceiling and the hall below. Then a ghastly shriek echoes above the deafening noise as the approaching Vaag are consumed by fire and lightning. As their dying cries fade, so the storm abates, and you are able to stagger to your feet and take hold of the parapet rail with both hands.
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Gasping for breath in the dust-choked air, you look down and see a patrol of Eldenoran guardsmen come rushing through the door. Vandyan is with them, bellowing orders and threatening them with death if they should allow you to escape. The guards are armed with bows, and when they see you standing at the edge of the platform, they immediately take aim and open fire.
(I use my bow)
You draw an Arrow to your Bow and take aim at Vandyan. Enemy missiles whistle past within inches but you do not flinch. Coolly you release your shaft and it flies true, yet an unwitting guard runs in front of his master and it is he who perishes when your arrow pierces his heart. This close shave makes the cowardly Vandyan immediately take cover behind the hall door, from where he barks orders to his men to advance towards the platform. Fearful of being cut off, you shoulder your Bow and hurry towards the open trapdoor.
You scramble through the trapdoor and slide down the rope to the hall below. You have barely touched the floor when a snarling guardsman rushes forwards and swings his battle-axe at your legs. Instinctively you leap high and avoid his clumsy blow and, at the height of your jump, you lash out with your foot and catch the Eldenoran squarely under the chin. The force of your kick lifts him off his feet and leaves him sprawled unconscious on the floor.
Arrows zip past and one rips the cuff of your tunic. Before the archers can reload and fire again, you rush to the edge of the pit and leap over the rail. Your fall is broken by the body of a Vorka and you are able to rise quickly to your feet. As you race across the debris-strewn pit towards the archway in the far wall, you hear Vandyan screaming maniacally at his guards. Arrows whistle down and some pass dangerously close as you duck and weave your way towards the distant arch.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2.
(I toss a 6 and get a 8)
You are within 5 feet of the archway when an arrow grazes your scalp and makes you stumble to the ground: lose 1 ENDURANCE point.
Immediately you scramble forwards on your hands and knees to the cover of the archway and, once you are hidden from Vandyan’s men, you leap up and make good your escape.
You run along a wide, low-ceilinged tunnel that is strewn with the corpses of Vorka, all of whom perished the moment you destroyed the rune which empowered their existence. The tunnel enters an armoury where furnaces now blaze unattended, and ends at a ramp that ascends to an open gate. Through this gate you glimpse the starry night sky and the rooftops of Duadon’s East Quarter. This is a welcome sight for it holds the promise of escape from Skull-Tor. As you reach the ramp you increase your pace and run swiftly towards the gate but, as you are nearing the top, your path is blocked by a hulking, blue-skinned giant. At once you recognize this creature to be an Ogron, a notoriously dull-witted breed but one much suited to hard labour. The Ogron who faces you now is an armourer and he is carrying a heavy double-handed warhammer. You order him to let you pass, but your command is angrily countermanded by Vandyan’s guards who have entered the tunnel behind you. They order the Ogron to attack you, and readily he raises his great warhammer and takes a swipe at your head.
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Ogron (with Warhammer): COMBAT SKILL 42 ENDURANCE 42
( I don't use KS and from just Mindblast I have a 8. I toss 0. Autowin)
Your killing blow sends the Ogron tumbling down the ramp towards the onrushing guardsmen. They sidestep his body, and two of them let loose a parting arrow at your back as you disappear through the open gate which leads to Cillan Square, the paved thoroughfare surrounding the stronghold of Skull-Tor.
The worst of the storm has abated and the night sky is cloudless and clear, yet this does little to assist your escape from Vandyan’s dreaded fortress. The moon is full and the surrounding streets and houses are illuminated by its ashen rays. On reaching the square, you immediately turn to the north in the hope of finding a way to get back to the cooperage in Flank Street. The square is littered with the bodies of Vorka, and many Eldenoran citizens have left their beds to examine this disturbing spectacle. They huddle in groups on street corners and speculate in hushed tones about the likely demise of their leader.
You are hurrying along the northern flank of Cillan Square when suddenly you hear a sound that puts ice in your veins.
Abe Sargent
04-17-2020, 05:14 PM
From the battlements of Skull-Tor there arises a shrieking wail. At first this terrible sound reminds you of the ghastly howl emitted by the Vaag when they were consumed by the raging storm, but then you look to the fortress and quickly you determine that this is no supernatural sound: it is an alarm siren. Shortly after the shriek of this alarm is heard, you see the portcullis rise at Skull-Tor’s North Gate. A troop of cavalry gallops forth, and you note that each trooper is carrying a burning torch in one hand and a Bor pistol in the other. Fear returns to chill your blood when you sense that you have been spotted from the battlements, and this troop of cavalry has been dispatched to ride you down.
You break into a run and race along the paved avenue towards the western flank of Cillan Square. As you near the corner you see the saddle-maker’s shop where you and Hulsta first gained entry to the tunnel below Skull-Tor. You are sprinting across the avenue towards an alleyway that runs alongside the shop when the cavalry comes bearing down on you from behind. The captain screams an order to his men to open fire and the thunderous report of their pistols explodes in your ears.
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You gasp with pain as a solid lead ball clips your right thigh, an inch above the knee: lose 2 ENDURANCE points.
Using your Kai healing skills, you easily staunch the trickle of blood from your wounded leg and you are able to reach the welcoming darkness of the alleyway without slowing your pace. You have good reason to curse your ill fortune at having been hit at all by this shot, for Bor pistols are notoriously inaccurate, especially when fired from the saddle. However, you can draw some comfort from the fact that the other twelve pistol balls that were discharged at your back all missed you by a wide mark.
You follow the alleyway to the rear of the saddle-maker’s shop where six passages converge from different directions. Here you rely upon your Magnakai Pathsmanship skills to find the one that leads back to Flank Street. The cavalry troopers are dismounting, and you can also hear foot soldiers marching at the double along Cillan Square; they have been sent by Vandyan to assist in hunting you down. They rush into the alleyway in hot pursuit but they quickly lose your trail upon entering the maze of passages that lie beyond.
You retrace your route through the passages and, as you turn the final corner, you are relieved to see that the alleyway behind Hulsta and Delissa’s shop is empty of troops.
You enter the rear yard of the cooperage and climb the stairs to the parlour above the workshop. Delissa hears your approaching footsteps and she opens the door as you reach it. Having heard only one set of footfalls on the stairs, she already suspects that something is wrong. But as soon as she sees the sadness in your eyes, her worst fears are confirmed.
You comfort Delissa as best you can and assure her that Hulsta’s sacrifice was not in vain. ‘The Vorka have been destroyed and the Runes of Agarash have been shattered,’ you tell her, ‘yet without Hulsta, this vital mission could not have been accomplished.’ Your thoughtful words ease her sorrow, but before she has had time to grieve the loss of her husband, she is suddenly confronted by a threat to her own survival.
You can hear soldiers with dogs running along the alleyway behind the yard. You wait for them to disappear, but to your shocked surprise, they suddenly stop and bang on the rear gate and demand to be let in.
‘Quick! Go and change into some of Hulsta’s clothes. You’ll find them in there,’ she says, and she points to a closet door. ‘I’ll go down to the yard and try to get rid of them.’
You do as she says and quickly you discard your Eldenoran tunic and breeches. You bundle them together with your Kai journeyman clothes, and then you dress quickly in a shirt, breeches, and jacket that you find in the closet. The clothes are a little too large but you do not mind. Only when you pull on a pair of Hulsta’s boots do you thank Ishir that they are a perfect fit. You are about to reach for one of Hulsta’s caps when suddenly you hear soldiers and dogs entering the yard.
(I stay where I am)
You hide your bundle of uniforms, your Weapons, and your equipment in the closet, and then you sit down at a table that is lit by a solitary candle. As you listen to the movements going on in the yard outside, you browse through one of several books that you find lying on the table.
Suddenly the parlour door is thrown open and in come two Eldenoran guards and a hunting dog. The dog sniffs the air and growls menacingly.
(I use Animal Mastery)
You draw upon your Discipline of Animal Mastery to subdue the dog, and the effect of your suggestion is immediate and irresistible. The dog stops growling and comes bounding towards you like a carefree puppy. You pat and stroke him, and he licks your hand affectionately.
‘Well I’ll be!’ exclaims one of the guardsmen. ‘You certainly ’ave a way with dogs. Ol’ Bloodfang don’t normally take to strangers.’
His companion looks at the playful hound and he shakes his head incredulously. ‘I’ve never seen him like this before,’ he says. ‘I’ve seen ’im bite a few hands off in his time, but I ain’t ever seen him lick one!’
Your control over the dog greatly impresses the two soldiers and they choose to forget about searching the parlour and its adjoining rooms. After a few minutes they put their dog on a leash and then they return to the yard. You stand in the doorway and watch as they, and four other guardsmen, make a thorough search of the barrels stored along the rear wall.
‘What’s all the fuss?’ you call out, much to Delissa’s surprise.
‘We’re looking for an enemy spy,’ retorts one of the soldiers.
‘He’s wearing a cavalry scout uniform,’ says another. ‘Have you seen or heard anything unusual tonight?’
‘No,’ you reply. ‘The storm kept us awake. We’ve heard nothing o’er that.’
The guards appear satisfied with your account and they call off their search. They bid you both goodnight and leave by the rear gate. When she is sure they have gone, Delissa quickly returns to the parlour and locks the door behind her.
‘Vandyan is out for revenge,’ says Delissa, as she hurries to her bookcase. ‘He must have sent every guard in the city out hunting for you this night.’ She opens the secret compartment that contains the plans of Skull-Tor, and removes a clear crystal sphere that lies beneath them. You recognize that this sphere is a seeing stone, for Gwynian possesses one that is identical. It is through the use of these seeing stones that he has maintained contact with his agents in Duadon. Delissa places the stone on a table and she recites the arcane words which activate it. A milky mist swirls at its core and then rapidly it dissipates to reveal Gwynian’s smiling face.
The wise sage congratulates you for the success of your mission. He tells you that the Vorka have been destroyed and the Eldenoran armies are retreating on every front. He is saddened to hear of Hulsta’s death and he consoles Delissa with the promise that her husband will be remembered and revered as a hero in the years to come. She is heartened by his kind words and she reaffirms her vow to help keep you safe until you are able to return to your homeland.
Gwynian informs you both that a rendezvous has been arranged to take place at dusk in three days’ time. You are to meet with Guildmaster Banedon aboard his flying ship Cloud-dancer at a place called ‘Xaitar’s Rock’. It is a landmark located in the hills 10 miles to the north of Duadon, close to the Luyen road. Delissa says that she knows it well.
‘Banedon will take you to Varetta where we shall meet again soon at the Halls of Learning,’ says the sage. ‘But until that glorious day, you must remain vigilant. You have dealt Vandyan a mortal blow. Now that his days are numbered, he will do everything in his power to avenge the destruction of the runes. Be warned, Grand Master. A viper is most dangerous when it knows it is doomed.’
Abe Sargent
04-17-2020, 05:22 PM
Delissa has already prepared the route by which you can escape from Duadon. One of the ancient tunnels of Skull-Tor passes directly below the city’s North Gate and it emerges in the middle of a coppice less than a mile from the city wall. She and Hulsta found a way to enter this tunnel through the cellar of a warehouse located less than half a mile from the cooperage. Hulsta scouted the tunnel before you arrived in the city, but Delissa is anxious to ensure that the way is still clear now that Vandyan’s troops are out hunting for you.
Shortly after dawn, she leaves the cooperage to scout the surrounding streets. When she returns an hour later, you sense that she is anxious and disappointed.
‘Vandyan’s men have discovered the tunnel,’ she says, despondently. ‘They have sealed it off and posted guards around the building. The watch on the battlements and at the city gates has been trebled, and a reward has been placed on your head.’ She takes a scroll from her pocket and gives it to you. When you unfurl it you see your own face depicted upon the parchment. Below is printed the sum of 10,000 Gold Crowns, and the words: ‘For delivery of this man’s body to Skull-Tor. Dead or Alive’.
‘They are posted on every street corner,’ she says, shaking her head. ‘It is not safe for you to leave the cooperage—everyone is looking for you. Duadon is awash with rumour. The Vorka have perished and the Eldenoran army is in retreat. The citizens fear retribution at the hands of those who were overrun by Vandyan’s horde, and as for Vandyan himself, they say he has gone mad with rage. He has ordered his most feared troops—the Sinistrari—to return to Duadon at once to lead the hunt for you. They are riding from Luyen and will arrive tomorrow.’
Delissa insists that you remain hidden in the parlour over the next two days. She hopes that Vandyan may begin to believe that you fled Duadon immediately after your escape from Skull-Tor, and that you are no longer to be found in the city. Her reasoning seems to be borne out by a reduction in the number of guards she sees patrolling the streets at the end of the second day. But when the third day arrives, you can no longer afford to lie low and wait for Vandyan to release his iron grip upon this city. You must reach Xaitar’s Rock before nightfall in order to rendezvous with Guildmaster Banedon.
Now that the tunnel can no longer be used, you formulate a new plan to escape from Duadon by way of the city’s North Gate. Delissa prepares a disguise for you, using theatrical make-up and a wig, and she also creates a convincing story to explain your departure from the city. You are to play the role of her cousin, and the two of you will be leaving Duadon bound for Luyen in order to tend to Delissa’s sister who has suddenly been taken ill. It is a bold plan, and as the hour of your departure draws closer, you offer up a prayer to Goddess Ishir in the hope that she will grant it her blessing. (Having rested for three days, you may now restore 9 ENDURANCE points to your current total.)
Delissa makes the final preparations before your departure from the cooperage. She dismisses the apprentices and closes the shop, and then she helps you to apply your disguise. When she is satisfied that you will pass for her cousin Jac, you leave the parlour and collect two saddled horses from a small stable at the rear of the workshop. You mount up and Delissa leads the way along an alley that gives access to Flank Street. At the end of the street you arrive at a plaza located before the city’s North Gate. It is late afternoon, a time when this square is normally crowded with people, yet as you ride towards the north gatehouse you can count the number of citizens that you see on the fingers of one hand.
On reaching the gate you are challenged by the spear-wielding guardsmen and told to dismount. Delissa protests, and she demands to see the Sergeant of the Guard. The sergeant arrives and greets Delissa with a wide smile. They are old friends. The sergeant listens sympathetically to her story that you are her cousin and together you are bound for Luyen to nurse her sick sister. When she has finished her tale, the sergeant nods his approval to a face that is peering out from a window of the gatehouse. Moments later you hear the rattle of heavy chains and the grinding noise of moving gears.
As you are waiting for the heavy gate to rise, the sergeant turns to you and asks: ‘Are you from Luyen?’ You nod your reply. ‘Ah, ’tis a fine place. I have a cousin there, myself. He’s an armourer by the name of Daliem. He has a shop in the centre of the city, at the Square of the Dragons. Perhaps you know him?’
(I use Telegnosis)
Your mastery of Telegnosis warns you that the sergeant is trying to trick you. There is no ‘Square of the Dragons’ in the centre of Luyen. You tell him this and suggest that he must be mistaking Luyen for some other city. He laughs: ‘Of course, of course. I meant Kron. My cousin Daliem lives in Kron, not Luyen.’
The rising gate reaches its full height and creaks to a halt. The sergeant bids you both a safe journey and his guardsmen move aside so that the way is clear for you to leave Duadon.
As you ride along the highway that heads north from Duadon, you see in the distance a pair of grassy hillocks. The highway passes between them before rising to a cultivated plateau which is crisscrossed with irrigation channels. You are drawing closer to the hillocks when you notice two units of armoured riders are stationed here, one unit on either side of the road. These horsemen are clad in fearsome suits of black armour, embellished with skulls and scarlet dragons, and their mounts are similarly protected by plates of burnished steel that shimmer like liquid fire in the light of the setting sun.
‘Sinistrari!’ whispers Delissa. ‘Ishir protect us!’
Coolly you steer your horse along the highway at a steady pace and pass beneath the watchful gaze of Vandyan’s élite troopers. The mounting tension draws beads of cold perspiration from your brow, but these enemy riders offer you no challenge and you are able to continue unhindered. As you emerge from the hillocks, you whisper to Delissa out of the side of your mouth. ‘Just keep riding … and don’t look back!’
It is not until you reach the safety of the plateau that you dare glance back over your shoulder at Vandyan’s horsemen, now five miles distant. Beyond them, silhouetted black against the darkening sky, you see the walls of Duadon and the domed peak of Skull-Tor. Now that you are safely beyond reach, you raise your fist and give voice to a defiant cry of victory.
‘For Sommerlund and the Kai!’
It is nearly dark when you enter the hills and ride with Delissa to your rendezvous at Xaitar’s Rock. Within minutes of arriving at this spire of weathered granite, you see a thin sliver of light in the darkening sky. You magnify your vision and your heart skips a beat when you see that this sliver is the sleek metal hull of Cloud-dancer—Guildmaster Banedon’s wondrous flying ship—fast approaching from the southwest.
Banedon brings his vessel to a halt directly above the spire of rock. Then a landing cage is winched down and a young Toranese crewman beckons you and your companion to step inside. Your stomach flutters as the cage is hoisted up to the deck of the flying ship where the Guildmaster himself is waiting to greet you and congratulate you upon the success of your mission.
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Within minutes of your arrival aboard, a new route is charted and Cloud-dancer is set on course for the city of Varetta. The journey by air takes little more than two hours and, although darkness has fallen, Banedon has little difficulty locating the city. Its siege-damaged walls are ringed with beacons of fire that are visible from 50 miles. As you draw closer, you see the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the Freeland Alliance marching proudly towards the city gates. The beacons guide Banedon’s craft towards the centre of the city where it is made to hover above the Halls of Learning. Swiftly you are lowered by cage to the grounds of this magnificent building where the New Order Kai are encamped. You are greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It is a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.
News of your arrival spreads quickly through Varetta and you are fêted by its grateful citizens. By your brave action, the cruel siege of their city was lifted. Following a night of celebration, Lone Wolf orders you to return in triumph to the Kai Monastery aboard Cloud-dancer the next day. He will ride home with the New Order and arrive with them in a week’s time. Gladly you obey your leader’s command, and shortly before noon you wave farewell to your proud brothers from the deck of Banedon’s magnificent flying ship.
Early the next day, you arrive at the Kai Monastery and deliver the glad news of your victory at Skull-Tor. Warmly the defenders praise your achievement and listen in awe when you recount the details of your perilous mission. You inform them that Lone Wolf and the Kai crusaders are returning from Varetta and will arrive at the monastery one week from today. You are now the highest ranking Kai present at the monastery and so you take charge and oversee preparations for their welcome home.
Five days pass and the preparations are completed ahead of schedule. Everyone is looking forward with eager anticipation to their return. It is late in the afternoon when a Kai scout named Gold Rain arrives unexpectedly at the monastery. His face and clothes are badly travel-stained, and it is clear from his state of near-exhaustion that he has ridden hard without rest. You are hoping that he brings glad tidings, but you soon learn the contrary. Gold Rain has grave and shocking news to impart.
You learn that Lone Wolf has disappeared. During an overnight encampment on the outskirts of Ruanon, your leader was abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.
A cold chill runs down your spine when you listen to Gold Rain’s report. His description of the whirling black shadow is identical to the form adopted by Zorkaan the Soultaker. You are filled with a gnawing sense of doubt, a fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature’s demise. Instead, it has trapped Zorkaan on Magnamund. Immediately you suspect that Lone Wolf’s abduction is an act of revenge. Your Sixth Sense tells you that Lone Wolf is still alive and present somewhere upon Magnamund, but you cannot determine where that place is.
You have achieved a great victory at Duadon, but the shocking news of Lone Wolf’s disappearance casts a shadow of doubt over your triumph there. You fear that the loss of your illustrious leader is too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct is to do everything in your power to find Lone Wolf and release him from his shadowy abductor. But this will be a great and difficult task, one that is sure to test your bravery and skills to the limit. If you have the courage and resolve of a true Grand Master, the challenge of finding and freeing Lone Wolf awaits you in the next exciting adventure, entitled:
Trail of the Wolf
Abe Sargent
04-17-2020, 05:25 PM
Review of Rune War
This was the first gamebook of the series. The sections weren't loaded with 4 or 5 paragraphs each,it was shorter, and had loads more combat! I liked the throwback.
Abe Sargent
04-17-2020, 09:21 PM
Begin Trail of the Wolf
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Abe Sargent
04-17-2020, 09:22 PM
The Story So Far …
You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is autumn of the year MS 5083, thirty-three years after the First Order of the Kai was nearly wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the leader of your illustrious fighting order, was the only survivor of the massacre. As a young Kai initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. In the year MS 5070 he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. During the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Magnamund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.
During the six years that have elapsed since the defeat of his minions, Naar has endeavoured to enact his vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors—the Vorka—and he used them to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan then carried the war further afield.
By mid-summer of this year his army had overrun much of central Magnamund, including the realm of Lyris—one of Sommerlund’s oldest allies. From war-torn Lyris there arrived at the Kai Monastery an old man called Gwynian the Sage. He was a learned scholar and was revered by the Kai for he had aided Lone Wolf on many occasions in the past. He entreated your leader to help save his country from Vandyan’s horde. Without hesitation, Lone Wolf pledged to mount a Kai crusade to raise the siege of Varetta, its capital city.
The Vorka had been the key to Vandyan’s military successes and he had a seemingly endless supply of these reptilian fighters. In order to defeat Vandyan and save Lyris, Lone Wolf knew that he had to cut off Vandyan’s supply of Vorka reinforcements at their source. Gwynian had agents in Duadon, the capital of Eldenora, who had sent word that thousands of Vorka were being created inside the city. This was the source of the enemy’s horde.
Gwynian’s agents in Duadon had confirmed that Vandyan’s runes were being kept in the city’s stronghold, a daunting fortress called Skull-Tor. Lone Wolf asked you to travel alone to Duadon to make contact with Gwynian’s agents. They knew a secret route into the fortress and would help you to gain entry. Once inside, you were to find and destroy the runes as quickly as possible. Upon completion of the mission, the agents would assist you to evade Vandyan’s troops. The thought of venturing hundreds of miles behind enemy lines to undertake such a dangerous quest filled you with a sense of foreboding. Yet, you also felt greatly honoured to have been chosen for the mission and you did not flinch from your duty.
Your journey to Duadon was fraught with many perils, yet you overcame them all and made contact with Gwynian’s agents. With their help you gained entry to Vandyan’s stronghold of Skull-Tor and destroyed the evil runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan’s army dissolved and the Kai were then able to enter Lyris and raise the siege of Varetta.
During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from his lair upon the Plane of Darkness—the ethereal domain of Naar. Having fought and defeated this creature, you believed that he had perished forever when subsequently you smashed the runes. Sadly, this was not so.
Following your victory at Skull-Tor you were met by Guildmaster Banedon, the leader of Sommerlund’s Guild of Magicians, who spirited you away from Duadon aboard his flying ship Cloud-dancer. Within minutes of your arrival aboard, a route was charted and a course set for the city of Varetta. The journey by air took little more than two hours and, although darkness had fallen, Banedon’s skilled crewmen had little difficulty locating the city. Its siege-damaged walls were ringed with beacons of fire that were visible for fifty miles. As you drew closer, you saw the lifeless remains of the Vorka horde spread out across the plain surrounding Varetta, and the regiments of the allied armies marching proudly towards its gates. The beacons guided Banedon’s craft towards the centre of the city where it was made to hover above the Halls of Learning, Gwynian’s home. Swiftly you were lowered by cage to the grounds of this magnificent building where the New Order Kai were encamped. There you were greeted by the thunderous cheer of your fellow kinsmen, and the proud embrace of Lone Wolf and Gwynian the Sage. It was a joyful and victorious reunion, one that will live forever in your memory and in the legends of the New Order Kai.
News of your arrival spread quickly through Varetta and you were fêted by its grateful citizens. By your brave action, the cruel siege of their city had been lifted. Following a night of celebration, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard Cloud-dancer. He chose to ride home with the New Order and was expected to arrive in a week’s time. Gladly you obeyed your leader’s command, and shortly before noon you waved farewell to your proud brethren from the deck of Banedon’s magnificent flying ship.
Early the next day, you arrived at the Kai Monastery and delivered the glad news of your victory at Skull-Tor. Warmly the garrison praised your achievement and listened in awe when you recounted the details of your perilous mission. You informed them that Lone Wolf and the Kai crusaders were returning from Varetta and would arrive at the monastery in seven days’ time. You were the highest ranking Kai present at the monastery and so you took charge and oversaw preparations for their welcome home.
Five days passed and the preparations were completed ahead of schedule. Everyone was looking forward with eager anticipation to their return. It was late that afternoon when a Kai scout called Gold Rain arrived unexpectedly at the monastery. His face and clothes were badly travel-stained, and it was clear from his state of near-exhaustion that he had ridden hard without rest. You were hoping that he had glad tidings, but you soon heard to the contrary; Gold Rain had grave and shocking news to impart.
You learned that Lone Wolf had disappeared. During an overnight encampment on the outskirts of Ruanon, your leader had been abducted. Those who witnessed the abduction said that Lone Wolf was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away.
A cold chill ran down your spine as you listened to Gold Rain’s report. His description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. You were filled with a gnawing sense of doubt, a dire fear that the destruction of the rune used by Vandyan to summon Zorkaan did not bring about the fell creature’s demise. Instead, it had trapped Zorkaan upon Magnamund. Immediately you suspected that Lone Wolf’s abduction was an act of revenge. Your Kai Sixth Sense told you that Lone Wolf was still alive and present somewhere upon Magnamund, but you could not determine exactly where that place was.
You had achieved a great victory at Duadon, but the shocking news of Lone Wolf’s disappearance cast a deep shadow over your triumph there. You feared that the loss of your illustrious leader was too high a price to pay for the defeat of Vandyan and his Vorka hordes. Your natural instinct was to do everything in your power to find Lone Wolf and release him from his shadowy abductor, but you knew not where to look.
Hurriedly you dispatched a rider to Toran and summoned Guildmaster Banedon to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf’s oldest friend and advisor.
Rimoah confirmed your suspicions that Zorkaan had been summoned to Magnamund by the power of the runes. When you smashed the runes, this entity could not return to the Plane of Darkness from whence it had come. Inadvertently, your action had trapped Zorkaan upon Magnamund. The arrival upon your world of this powerful creature of evil had not gone unnoticed by the Elder Magi. From afar they had sensed Zorkaan’s presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted his movements. For a short while, following the destruction of the runes, the creature had roamed the planet freely. But his freedom was soon curtailed.
Lord Rimoah then told you of an evil sorcerer called Xaol. He is a necromancer who dwells in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. Xaol is also an agent of Naar who, since the demise of the Darklords, has patiently awaited the chance to serve his fell master. During the days before Lone Wolf’s abduction, Rimoah and the Elder Magi detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.
‘Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could once again be enslaved,’ said Rimoah. ‘We now know that this ritual was enacted successfully by Xaol in the stronghold of Gazad Helkona.’
‘Naar’s insatiable thirst for revenge is a menace that Lone Wolf has had to live with since the day he destroyed the Dark God’s champions,’ said Guildmaster Banedon. ‘He maintains his vigilance against the constant threat of assassination by the agents of Naar, yet it seems he’s been caught off-guard during the long march home to Sommerlund.’
‘Through the ritual enacted by Xaol, Naar has gained control over Zorkaan,’ replied Rimoah. ‘He sent this creature to assassinate Lone Wolf at a Kai encampment near Ruanon, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf … but he was able to subdue and abduct him.’
‘So where is Lone Wolf now?’ you asked, anxiously.
‘He is imprisoned in Gazad Helkona,’ replied Rimoah, ‘and he is in great peril. Only his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, have spared him from death by the hand of Naar’s foul creation. Your leader is brave and resourceful, but I fear that Zorkaan’s frequent attacks will weaken and eventually destroy Lone Wolf unless he is rescued quickly.’
Selflessly you volunteered to attempt such a rescue. Rimoah and Banedon were impressed by your courage and your confidence, and readily they agreed to help you achieve this difficult task. Rimoah informed you that Gazad Helkona is occupied by Xaol and his cohorts, which comprise Hammerland bandits and remnants of the army of Darklord Chlanzor, the former ruler of this city-fortress.
‘The stronghold is located in a remote volcanic region, surrounded by a petrified forest from which it takes its name. It is a difficult place to reach and assault by force,’ said Rimoah.
‘But where an army may fail, a single Kai may triumph,’ interjected Banedon, wisely.
At length you discussed the rescue and agreed upon a plan of action. Banedon will transport you aboard his flying ship Cloud-dancer to a valley in the Shezar Hills, situated fifty miles to the south of Gazad Helkona. Here you will disembark and then approach the fortress on foot. Banedon will remain aboard his flying ship, safely out of sight of Xaol’s lookouts, where he will await a telepathic signal from Lone Wolf to confirm his rescue. Upon receiving this signal, he will bring Cloud-dancer into the centre of Gazad Helkona in order to collect you both. If you are unable to complete your mission to set Lone Wolf free, you must make your own way back to the flying ship.
During your mission, Lord Rimoah and the Elder Magi will use their combined powers to disrupt the channel of communication that exists between Naar and his agent Xaol. Rimoah is confident that this action will serve to prevent Xaol from detecting the arrival of Cloud-dancer, and it will also help to keep secret your approach to his grim stronghold.
Abe Sargent
04-17-2020, 09:30 PM
Kai Grand Guardian
If you are a New Order Kai who has attained the rank of Kai Grand Guardian, you will now benefit from improvements to the following Grand Master Disciplines:
Assimilance
Kai Grand Guardians who possess this skill are able to summon a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal vision and infravision. The duration of the fog increases as a Grand Master rises in rank.
Herbmastery
Kai Grand Guardians who possess this Discipline are able to use their advanced knowledge of Herbmastery to produce explosive compounds from simple organic materials.
Elementalism
Through the use of this Discipline, Kai Grand Guardians are able to protect themselves from the effects of storm-force winds by creating a sphere of calm air around their bodies. Initially this protective bubble lasts for one minute, but duration steadily increases as a Grand Master ascends in Kai rank.
Grand Huntmastery
Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability can be very useful when used to outdistance a pursuing enemy.
Kai-surge
Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.
Kai-screen
Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables a Kai Grand Guardian to protect their mind and also prevent it from being detected by a hostile psychic probe.
Magi-magic
Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:
Splinter—This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
Flameshaft—This causes the tip of any Arrow, or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.
I take Assimilance
Abe Sargent
04-17-2020, 09:34 PM
Sir Fox Fire, Kai Grand Guardian, Knight of Siyen
CS - 48/52/56
EP - 40
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword, Mace,
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
9. Assimilance
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Backpack:
Rope
Mealx2
Meals: 2
Weapons:
Bow
Crowns:
35
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx5
Silver-Inland Warhammer
90 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Battle Map
Flute
Hulsta's Hammer, Spike, and Saw
Eledoran Scout Uniform
Dungeon Keys
Skull-Tor Mace
Skull-Tor Wristband
Lantern
Note that I moved my two pots of Laumspur and my lantern from my backpack. I wasn't using them.
Abe Sargent
04-17-2020, 09:52 PM
You decide to begin your air voyage to the Shezar Hills at first light the following day. In the few hours which remain before dawn, both you and Banedon make final preparations for the long journey west. You summon to your chambers Winter Oak, a Kai Archmaster, and tell him of the mission you are about to undertake at daybreak. He is the most senior member of the garrison and you place him in command during your absence. The Kai crusaders are expected to arrive in two days’ time, and it will be his duty to inform them of your whereabouts and to keep the monastery safe until you and Lone Wolf return.
Having completed your preparations, you sleep for a few hours and rise shortly before dawn. Lord Rimoah escorts you to the monastery training park where, hovering above, you see the sleek hull of Cloud-dancer glinting in the moonlight. Rimoah has chosen not to accompany you on the voyage. Instead, he will remain here at the monastery and maintain contact with Banedon by means of a seeing stone. One of the ship’s lookouts sees you crossing the park below and he orders a boarding cage to be lowered from the stern deck. As you wait for it to touch the ground, Rimoah takes from his pocket a sigil of platinum fixed upon a loop of braided twine. He presses the amulet into your hand and insists that you wear it at all times.
‘It is an artefact imbued with Old Kingdom magic,’ he says, sagely. ‘It has protective powers that may help you when you enter Gazad Helkona. Lone Wolf possesses a similar sigil, and I am sure that it has helped him to resist Zorkaan thus far.’
You accept the sigil and slip its braided noose over your head. (Record this Platinum Amulet on your Action Chart as a Special Item which you wear around your neck. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)
Lord Rimoah wishes you good luck as you step into the boarding cage in readiness to be winched up to the flying ship. Banedon is waiting on the stern deck to meet you and together you wave farewell to Rimoah as Cloud-dancer gets underway. Rapidly the monastery recedes from view as the ship ascends into the clouds and forges a course across the grey Durncrag Mountains. You retire with Banedon to his quarters where together you study his navigational charts. The Shezar Hills lie a thousand miles away on a southwesterly bearing, and Banedon anticipates your arrival there within twelve hours. During the voyage, Banedon recalls the year MS 5075 when he was abducted by Nadziranim sorcerers and imprisoned in the Darklord fortress of Kaag. Had it not been for Lone Wolf’s brave and determined effort to save him, he would have surely perished there. Although anxious about Lone Wolf’s abduction, Banedon is also grateful to have been given this chance to help you save his friend from a similar predicament. ‘The task you’ve undertaken will be difficult and dangerous,’ he says, ‘but I beseech you, Grand Master, not to forswear your vow to save your master.’ Readily you reassure Banedon of your iron resolve to rescue Lone Wolf, no matter what difficulties lie ahead.
It is shortly before dusk when Cloud-dancer approaches its destination. This is a shallow valley at the northwestern edge of the Shezar Hills, close to its border with the petrified forest of Helkona. You heed the lookout’s cry and go up on deck to observe the sullen landscape from the port rail. Meanwhile, Banedon takes command of the ship’s helm in readiness for a landing. As the craft descends, you survey the surrounding deadlands with trepidation. To the west, beyond the barren hilltops, a dull orangey light glows amidst the dust-choked clouds, proclaiming the hour of sunset. There is a strong sulphurous smell, and the distant hiss and rumble of active volcanoes lend further menace to this bleak, inhospitable landscape.
Banedon brings Cloud-dancer gently to earth where it settles into the smooth, dusty soil. As his crewmen busy themselves securing its anchorage, he helps you to disembark.
‘Godspeed and good fortune, Grand Master,’ he says, as you get ready to descend to the ground by ladder. ‘I shall await Lone Wolf’s signal with optimism. Remember, when you have freed your master, he must speak to me telepathically. Only when I have received his mental command shall I approach Gazad Helkona. I will bring Cloud-dancer into the centre of the city-fortress and look for your signal. May Ishir protect you both.’
You heed Banedon’s words and bid him farewell before descending to the ground. Then, with a final wave, you turn and trek north across the barren valley floor. In the distance there is an undulating ridge of hills which lie between you and the petrified forest of Helkona. In order to reach your final destination, the fortress at the heart of this dead timberland, you must first traverse this range of hills. You stop for a few moments to observe the hills in the failing light and determine two places where you may be able to cross them. The first is a narrow gully that bisects the range, and the second is a winding, windswept trail that ascends to the peak.
(I choose the Hills by way of the gully)
A cold wind arises from the north as dusk gives way to darkness. It whips the sulphurous dust into whirling eddies that skitter across the valley floor and dissolve into the encroaching gloom. Determinedly you trudge towards the mouth of the gully, your head lowered and your cloak drawn close about you to counter the blasts of grit that sting your face and hands. On entering the dry ravine you discover that its walls provide some protection from the wind-borne dust, but your movements are hampered as you sink knee-deep into the fine yellowish powder that has pooled in the base of the gully.
(I do have G Hunt and the right rank)
You use your advanced fieldcraft skills to prevent yourself from sinking any deeper into the treacherous yellow dust. This action enables you to follow the base of the gully as it cuts a winding course through the dust-blasted hills. You are within a few hundred yards of reaching the gully’s end when you are lashed once more by the gritty wind. As you tug the hood of your cloak down to protect your eyes, you suddenly hear a loud screeching caw echoing in the dark stormy skies.
You magnify your vision and scan the brooding sky. Swooping and soaring among the clouds overhead you glimpse two bat-winged creatures with scaly grey-green hides and long serrated beaks. One of these beasts is carrying a large object clamped in its mouth which the other is trying hard to wrest from its grasp. It claws at its rival’s neck, forcing the creature to drop the object which plummets to the ground and splashes into the dust at the exit from the gully. The creatures continue to struggle, tearing maniacally at each other with beak and claw, until they drop from the sky, both mortally wounded. With grim fascination you watch as they tumble to the ground, still locked in deadly combat, and slam into the dusty soil
(I investigate)
You crouch beside the broken neck of the Kraan and discover a tube of hide attached by a chain to its collar. You flip open the end of the tube and discover that it contains a hollow metal pipe drilled with holes.
(I do not have Bardery)
The vile smell of the Kraan’s carcass is making you feel nauseous. The crude metal pipe appears to be of no real value and so you discard it before leaving the body.
Abe Sargent
04-17-2020, 10:04 PM
With fearful disquiet, you take your first faltering steps into the dead forest of Helkona. This timberland reeks of sulphurous decay, and the perpetual half-light of the Darklands lends it a fearsome aspect. Guided by your Kai tracking instincts, you forge a northerly course through this poisoned maze of twisted trunks and thorn-guarded scrub, until you are halted by a violent tremor that makes the ground heave and split. You grab at a knotted bough to stop yourself from falling, but the rotten wood crumbles in your hand and you are knocked off your feet. Close by, a fissure opens in the dusty ground, and from its depths there emerges a host of giant black flies. They take to the air and swarm above you, their ghost-grey wings buzzing loudly. You sense that they are hungry and are preparing to launch an attack.
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You unsheathe your Kai Weapon and dig your heels into the dusty soil to steady yourself as the first of the huge swarm comes plummeting out of the sky to attack you.
Helkona Direflies: COMBAT SKILL 40 ENDURANCE 35
If you possess the Kai Weapon ‘Kaistar’, or ‘Raumas’, you may add the appropriate bonus gained from its unique properties
(I have never gotten an Alema boost, by the by. I toss a 5 and then a 8 and kill them. I took 2)
he few direflies that have survived your deadly blows quickly disperse. As they disappear above the trees, you wipe and sheathe your Kai Weapon before continuing your trek northwards.
Soon you come to a section of the forest where the trees are blanketed with webs that are woven together to form a dense, impenetrable barrier. Creamy-white gossamer strands are wound tightly around the trunks, and loose threads dangle from their twisted branches to flutter in the breeze. Trapped amidst this web are scores of giant direflies. They hang suspended like chrysalises, cocooned in acres of silken thread.
Cold sweat trickles down your face as you contemplate what could have constructed such a large and intricate web. Then your heart skips a beat when suddenly you detect movement within it.
( I do have Grand Path)
Your advanced Kai senses warn you of an ambush, but the threat does not come from the web; the danger lurks behind you. Instantly you spin around in time to see a large section of the ground opening up like a great trapdoor. From its subterranean lair, there emerges a colossal black spider. Its vast bulk is squeezed by the sides of the opening as it hoists itself out and perches on the lip of the aperture. Swivelling on jointed legs, this titanic arachnid clacks its fanged maw as it fixes you with a cluster of crimson eyes that rotate and pulsate hypnotically.
( I do not have Kai-Screen)
An unexpected wave of fatigue washes over your body, leaving you feeling weak and sleepy. You draw upon your Magnakai Discipline of Psi-screen to counter the seductive effect of the spider’s hypnotic powers, and at once the creature senses your resistance. Fearing that you may escape its clutches, it raises its great hairy forelegs and squirts forth a jet of clear fluid from a vent below its maw. Desperately you attempt to dive aside as this stream of sticky liquid comes gushing towards your chest.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
(I toss a 2 for a 4)
he liquid splashes your legs and quickly sets, its gluey fibres pinning you to the ground. You unsheathe your Kai Weapon and strive desperately to cut yourself free from this web before the giant spider leaps upon you.
Three well-aimed blows from your Kai Weapon set you free from the sticky web. You roll away from the sundered strands and spring to your feet in time to meet the creature’s advance. With a frightening turn of speed, it comes scuttling forwards with its maw agape. You gasp with horror as you brace yourself to repel its swift, vengeful attack.
Skryza: COMBAT SKILL 48 ENDURANCE 40
If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.
(I have a +8 with KS. I toss a 2 and a 5 and then another 2. It took 27. I'm at 11. A 7 follows with a 6 finishing it off. I took a total of 17.)
The Skryza shrieks a deafening cry as your Kai blade steals its life away. Its legs buckle and its gross body crashes down, staining the dusty soil with the dark ichor that pours from its many wounds. Its sprawling legs continue to twitch and convulse for several minutes, even after death has laid claim to its evil soul.
As you step back from the dead spider, you hear the buzzing of giant direflies. They are swarming in readiness to return. You suspect that they must be attracted by the bitter stench of the Skryza’s blood, but it is also the opportunity for vengeance that is drawing them here. For years the Skryza has trapped and consumed thousands of their kind, but now the time has come for them to wreak their revenge.
Before the direflies appear, you escape into the trees. The webs prevent you from heading directly north, towards Gazad Helkona, and so you are forced instead to go east and detour around them. For five hours you trek through the dead forest before stopping to rest on the trunk of a fallen tree. You must now eat a Meal or lose 3 ENDURANCE points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona)
(I have one meal left)
Abe Sargent
04-17-2020, 10:11 PM
Feeling revived after your brief rest, you decide to climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.
It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.
(I examine the purple buds)
At first glance these purple buds resemble tiny blackberries with prickly leaves and clusters of small fleshy drupelets, but on closer inspection you discover that they give off a pungent aroma that makes your eyes water.
(I do not have Herbery)
While leaning over to examine the brambles, you accidentally brush the back of your left hand against a cluster of buds. Within seconds, the skin erupts into a mass of painful yellow blisters: lose 2 ENDURANCE points.
Fortunately, your Magnakai Discipline of Curing rapidly counters the effect of the poisonous irritant contained within the purple buds. Cursing the poisonous fruits of this desolate forest, you turn away from the brambles and follow the trail northwards towards Gazad Helkona.
As you trudge along the rutted trail, you become aware that the night sky is beginning to brighten. Somewhere high above the perpetual blanket of cloud that engulfs this hateful territory, day is breaking. At length, the trail arrives at a junction where another broad track joins it from the west. There are no signposts to mark the way, but your Kai sense of direction steers you towards the east where a long slope ascends to a treeless ridge. When you come to the crest of this ridge and look beyond, you catch your first glimpse of the imposing walls of Gazad Helkona.
The broad-based fortress squats in a basin of rock at the centre of the petrified forest. Its coal-black walls are cracked and crumbling like some fossilized relic that is riddled with decay. Within its curtain wall, with its decrepit watchtowers and great iron gate, there are scores of minarets and needle-spires that seem to scratch malevolently at the passing clouds. You magnify your vision and you see that the emblem of Darklord Chlanzor is still emblazoned upon the rust-red surface of the fortress gate. It resembles a great black spider perched upon the surface of a blazing sun. Chlanzor may no longer be the commander of this stronghold, but the legacy of his rule remains.
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You observe the fortress for several minutes and take in every detail of its foul design. The great gate is secure and well guarded, but you note two places where you may be able to effect an entry without being seen. The first is a breach to the west of the gate, where the wall has been undermined by a fissure of lava. The second is a great mound of rubble to the east of the gate, the remains of the upper storeys of a collapsed watchtower. By climbing the mound you could gain access to the fortress through an arrow slit.
(Ruined Watchtower, maybe I'll find some stuffs there)
You leave the trail and make your final approach to the fortress under cover of the petrified trees. The perimeter around the base of Gazad Helkona has been cleared and levelled to provide an unobstructed field of fire for its defenders. To enter this area would have once brought a swift and certain death, but now the fortress garrison numbers but a fraction of the troops that used to patrol the battlements during the time of Darklord Chlanzor’s rule, and you are quietly confident that you can cross this killing zone and reach the fallen tower without being seen.
Aided by your Kai camouflage skills, you zigzag across the killing zone and take cover among the shattered blocks of stone lying strewn around the base of the damaged tower. When you are sure that your approach has gone unnoticed, you clamber up the mound of rubble towards an arrow slit 20 feet above. Here you crouch on a narrow ledge and peer into the dingy chamber that lies beyond the opening.
Seated on a block of wood to the left of the aperture is an ape-faced creature with leathery, gnarled skin. It is scooping a grey, paste-like gruel from out of a stone bowl which it swallows after having sucked it noisily through its jagged fangs. You recognize that this creature is a Krorn, a cruel and ungainly breed of Agarashi that hails from the Hammerlands. While the Krorn is hungrily devouring its breakfast, you contemplate how you can gain entry to the chamber without the creature raising an alarm.
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(I use KA)
Silently you recite the words of the Brotherhood Spell Mind Charm and focus the power of this spell at the seated Krorn. You command the creature to put down its bowl of gruel and lie upon the floor. It complies with your orders, and when you command it further to go to sleep, it curls up into a ball and begins to snore softly.
Having rendered the tower lookout unconscious, you squeeze through the arrow slit and jump down into the chamber unopposed.
The moment your feet touch down upon the flagstones, you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. Instinctively, you lash out with your fist and you feel your knuckles connect with something small and furry. Your punch rockets the object across the chamber and slams it against the far wall. There is a crack of breaking bones, and you see a furry, bat-like creature tumble limply to the floor.
Having successfully incapacitated both the Krorn and its vengeful pet, you make a swift search of the watchtower chamber and discover the following items:
Iron Key
Sword
Halberd (Spear)
Enough food for 1 Meal
2 Gold Crowns
2 Arrows
Having completed your search, you leave the chamber by an iron door and lock it behind you. A flight of spiral steps leads down to the ground level where you discover a second door. This one is also unlocked. Carefully you pull it open a few inches and peer through the gap.
( I take the Iron Key, Meal, and Halberd, and I now have 37 crowns)
Beyond the door you can see the flagstoned approaches that lie within the main gate. Hammerland bandits draw pails of dirty grey water from a well by the south wall, and a patrol of sour-faced Drakkarim marches past them with their spears couched untidily on their shoulders.
You scan the streets of this city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.
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You quickly determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is 100 yards from the doorway, and you can see two possible ways to enter. There are a pair of iron doors at ground level, and a staircase which leads up to a balconied landing.
Abe Sargent
04-17-2020, 10:22 PM
(Staircase seems quieter)
You wait until the way is clear before you leave the doorway and hurry across the street towards the stairs
You are within ten feet of the steps when a leathery black dog appears from a shadowy alcove and moves to block your path. It growls at you menacingly and fixes you with its baleful eyes. At once you recognize that this dog is a young Akataz, a vicious breed of Drakkarim warhound.
(I use AM)
You call upon your advanced Kai skill to order the malevolent dog to go away. Its growling quickly transforms into a pathetic whimper, and then its nerve breaks and it takes off along the street at a run.
As it disappears from view, you climb the stairs to the first floor where you discover a wooden door banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.
Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.
(20)
The lock disengages with a soft, well-oiled snick6 and you push open the door just enough to allow you to slip inside. Beyond the door you discover a pillared hall, its circular walls bedecked with battered shields and torn banners captured in battle. In the oily glow of a sputtering lantern you see two Drakkarim seated at a wooden table in the middle of the hall. They are playing dice and neither warrior notices you enter.
Quietly you close the door and then hide behind one of the pillars which encircle this hall. Beyond the Drakkarim, you can see an archway in the opposite wall which leads to a flight of stone steps. This appears to be the only other exit from the hall and you resolve to reach it without being seen.
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(I use Assimilance)
You make good use of your advanced Kai camouflage skills to skirt around the perimeter of this entrance hall unseen. As you pass through the archway and ascend the steps to a landing on a level above, you can hear the sounds of the Drakkarim playing their game of dice in the hall below, oblivious to your presence
Beyond the landing lies the entrance to a foul-smelling chamber, its floor littered with bones and scraps of rotting meat. Its walls are embellished with bas-reliefs showing demonic heads and bestial faces, with several humanoid creatures dancing in the background. They are partnered by scaly serpents that rise up from fissures in a volcanic landscape. To the right of the chamber you can see the remains of a granite altar that has been split asunder by some great force. Its riven fragments lie heaped before the entrance to a shadowy alcove. To the left, you see a black iron door with a peephole drilled near its centre. On the floor beside this door is a large wooden chest
(I search the room)
Beyond the landing lies the entrance to a foul-smelling chamber, its floor littered with bones and scraps of rotting meat. Its walls are embellished with bas-reliefs showing demonic heads and bestial faces, with several humanoid creatures dancing in the background. They are partnered by scaly serpents that rise up from fissures in a volcanic landscape. To the right of the chamber you can see the remains of a granite altar that has been split asunder by some great force. Its riven fragments lie heaped before the entrance to a shadowy alcove. To the left, you see a black iron door with a peephole drilled near its centre. On the floor beside this door is a large wooden chest
(I take the Copper Key. I use Tele)
Your Kai Mastery warns you that this secret panel is guarded by a magical trap. Your Sixth Sense reveals a way you can open the panel, but in so doing you will trigger the spell that has been placed here to protect it.
(I use KA)
You utter the words of the Brotherhood Spell Counterspell and direct its energy at the secret panel. Instantly there is a crackling discharge of power as your spell neutralizes the destructive force of the evil magic that protects this alcove. As soon as you detect that the panel is no longer booby-trapped, you work the blade of your Kai Weapon into the dry mortar surround and lever it open. Behind it you discover a hollow which contains a shiny black amulet, engraved with the spider and blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)
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There are no other items secreted in the hollow and so you replace the panel and leave the alcove. You are passing the iron door when you hear the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer and cautiously you place your eye to the door’s peephole.
( I take the Black AMulet)
Abe Sargent
04-17-2020, 10:33 PM
Through the peephole you can see the central section of a large, torchlit chamber. Seated here around a refectory table are three swarthy bandits attired in mercenary garb. The eldest of the group gulps wine from a battered pewter goblet as he talks loudly with another who is polishing a rust-pitted sword.
You magnify your vision and see a short tunnel receding from an archway on the far side of this chamber. At its end you notice the gloomy grey light of the city pouring through a semicircular portal. You focus on this distant light and your pulse quickens when you are able to make out a section of a bridge that connects this blockhouse complex to the central citadel. You appear to have found a route to the citadel, but in order to reach it you must find a way past the bandits occupying the hall beyond. Carefully you push against the cold iron door and feel it move on its hinges; it is unlocked.
(I have Assimilance and a high enough rank)
You draw upon your improved Kai Mastery in order to conjure a mist in the hall beyond. Moments later, you hear the bandits cry out in shocked surprise as inexplicably their chamber begins to fill with a dense white fog. Then the iron door opens and the bandits stagger out of the billowing mist, coughing and gasping for air. Stealthily you slip past them and enter the hall. Guided by your infravision, you hurry across this chamber and enter the clearer air of the tunnel which leads to the citadel bridge.
You enter the tunnel and follow it to an open portal where an iron platform juts from the wall of the blockhouse complex. Fifty feet below the platform is a broad thoroughfare that is busy with the traffic of bandit columns and Hammerland wagons newly-arrived from Cragmantle. A narrow bridge spans the gap between the platform and another which juts from the side of the central citadel. There you can see a dark, semicircular portal in the citadel wall that is open and unguarded.
The narrow bridge arcs towards the citadel platform, but its smooth span is broken in the middle by a hinged drawbridge. It is open and it hangs down, creating a gap at the apex that is 15 feet wide. You observe that this banded iron flap is operated by two heavy chains that run beneath the span. You magnify your vision and trace their route back to the base of a plinth which stands on the blockhouse platform, close by the entrance to the bridge. A winch handle protrudes from this plinth, but when you attempt to crank the chains taut, you find that it will not budge: it is locked in position. A closer inspection of the winch spindle reveals a keyhole at its centre.
(I use the Copper Key)
You retrieve the Copper Key from your Backpack and insert it into the keyhole. It fits, and when you twist it anticlockwise, the winch handle unlocks. You take hold of the handle and hurriedly you wind it until the drawbridge is fully raised. Then you relock the winch and pocket the key as you hurry across the bridge. On reaching the opposite platform, you stop to check that the coast is clear before entering the citadel of Gazad Helkona.
You follow a short semicircular tunnel that leads to a wide gallery encircling the upper section of a colossal hall. Peering over the parapet of the gallery, you look down on the red granite floor of the hall 50 feet below. Here you see Drakkarim and Giaks standing in idle groups around the lip of a deep lava-filled pit that looks as if it could descend all the way to the molten core of Magnamund. Motes of rust-coloured dust cling to every surface and the scorching air reeks of molten metal and sulphur.
An unbroken line of fiery bronze statues encircle the gallery, depicting former loyal servants of Darklord Chlanzor. You are casting your eye along their line when suddenly you see two of Xaol’s henchmen. They emerge from a passageway located next to a spiral staircase on the far side of the gallery. Quickly you take cover behind the nearest statue and watch as those two men, accompanied by a wolfhound, come walking around the gallery towards your hiding place.
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(I do not have any Dargose Buds)
As the bandits and the wolfhound approach, you use your Magnakai Discipline of Invisibility to mask your body scent. This precaution prevents the wolfhound from detecting your presence, and the group pass by your hiding place unawares. You watch them enter the tunnel that leads to the exterior platform, and as soon as they disappear from view, you leave the statue and hurry around the gallery to the staircase opposite.
A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three doors recessed into the wall.
(I use Telegnosis)
Your Kai Mastery informs you that Lone Wolf is somewhere nearby. Encouraged by this feeling of certainty, you close your eyes and take hold of the Platinum Amulet that Lord Rimoah gave you before you left the monastery. Its powers help to focus your concentration as you try to determine which of the three doors will lead you to your imprisoned leader. You feel the faint warmth of Lone Wolf’s aura, but it is too weak for you to be sure of the direction you should follow. All that you can determine is that your leader cannot be found behind the left door.
(I choose right)
This strong oak door is inlaid with fancy steel marquetry that surrounds a shiny silver lockplate. You are kneeling to examine the handle and keyhole when you notice something protruding from the gap beneath the door. Your pulse races when suddenly you recognize this object.
At first you think you have found a large coin wedged under the door, but when you hook it with your fingernails and drag it out, you discover that this gold-plated disc is a cloak brooch. It is embellished with the insignia of a wolf’s head on a radiant sun, and instantly you recognize this emblem. It is the personal mark of Lone Wolf. Elated by your discovery, you take the brooch and press it to your forehead. Your Kai senses confirm your suspicion that this item was not lodged beneath the door by accident. Lone Wolf purposefully hid the brooch here in the hope that it would assist those who might attempt to rescue him.
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Confident now that you have found his trail, you pocket Lone Wolf’s brooch (record this Wolf Brooch on your Action Chart as a Special Item) and attempt to pick the lock that secures this door.
(I do not have G. Nexus)
By the use of your Magnakai Discipline of Nexus, you are able eventually to unlock this door. However, it is a tedious and difficult task that saps your mental strength: lose 2 ENDURANCE points.
When at last you hear the mortise click open, you twist the steel handle and silently the door swings open to reveal a hall beyond. You enter, and the door closes behind you with a dull boom.
You find yourself standing in a hall that is flanked on either side by a row of human skeletons. They stand at attention with their spines pressed against the stone wall, and clasped in their bony hands are rusty polearms of differing type and origin.
At the far end of this torchlit chamber, you can see a pair of stout wooden doors reinforced with strips of polished steel. Cautiously you advance along the hall under the sightless gaze of the flanking skeletons, and upon reaching the doors you discover that they are secured by a combination lock. A single dial with a brass pointer is mounted upon a circular plate that is numbered 0 to 200 around its bevelled edge. You place the palm of your hand against the door, and a tingle of excitement runs down your spine when you sense that Lone Wolf is being held captive on the other side of these doors.
With the help of your Kai Sixth Sense, you determine that the number which will open the combination lock is the same as the solution to the following puzzle.
If A=1, B=2, C=3 (and so on through the alphabet until you reach Z=26), what is the total numerical value of the fortress of ‘Gazad Helkona’?
When you think that you have calculated the total, turn to the section of this book that is the same as your answer.17
If you calculate incorrectly, or if you are unable to answer this puzzle, turn instead to 183.
(Let me grab my calculator.....105)
When the dial clicks into position,10 the heavy wooden doors swing open and a gust of putrid air makes you swallow hard before you take your first cautious step into the hall beyond. You cast a suspicious eye around this circular chamber for it is illuminated by tall candles that radiate a cold, cyanic light. The floor is strewn with bones and human cadavers in varying states of decomposition, and the walls are hung with great silken tapestries depicting horrific scenes that glorify the power of death and decay.
As your eagle eyes penetrate the gloom, your pulse races when they fall upon Lone Wolf. He sits cross-legged within a sphere of translucent grey light that hovers three feet above the floor. His divine blade, Sommerswerd, is cradled in his lap, and his head hangs limply against his chest. At first you believe he is unconscious; then your Magnakai Discipline of Psi-screen detects that he is engaged in a desperate mental battle against a host of invisible enemies who are seeking to enslave his soul.
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The shadowy prison-sphere that entraps Lone Wolf hovers before a vile throne constructed entirely of human skulls and bones. Seated here is a thin man attired in black robes edged with gold and scarlet braid. His pale skin and feverish dark eyes are touched by the bluish glow of the surrounding candles, accentuating his sinister mien. With an extended right hand he grasps the surface of a large crystal sphere that is fixed to a pedestal beside his throne. This crystal is hollow, but its core is filled with swirling black vapours that radiate a deathly chill. The robed man stares fixedly at the sphere and appears to be mesmerized by it. You magnify your vision, and when you focus your gaze upon the sphere, suddenly you fathom the secret of the terrible power contained within.
Abe Sargent
04-17-2020, 10:38 PM
The crystal sphere is not an artefact of this world. It was forged in Dazganon, the dread fortress of the Dark God Naar, upon the ethereal Plane of Darkness. The supernatural forces that exist within this sphere enable Naar to exert total control over his agent Xaol. Your Kai senses inform you that the destruction of this sphere would deal a severe blow to the Dark God. It would rob him of a means by which his influence can prevail on Magnamund.
Suddenly Xaol cries out in alarm, as if the evil necromancer has awoken from the grip of a nightmare. He snatches his hand away from the crystal sphere and points it at you accusingly. His dark eyes glare with madness when he spits out his chilling threat: ‘Foolish Kai. You are doomed. You and your weak master will never leave my hall alive!’
In the next instant, the doors to the necromancer’s hall crash shut and you are assailed by a terrible sound that fills your head with pain.
(I don't rock Kai-Screen)
Desperately you draw upon your Magnakai Discipline of Psi-screen to protect the fabric of your inner mind from this powerful psychic assault. Your defences knit together and form a wall that repels this attack, but not before you have suffered a painful psychic trauma: lose 4 ENDURANCE points.
The screeching wall of noise ceases abruptly, and you open your eyes to see Xaol the Necromancer staring at you aghast. Frantically he snatches up a black iron staff that rests beside his throne of bones, and then he leaps from his seat with surprising agility. You reach for your Kai Weapon as he comes bounding towards you, his staff poised to thrust at your head. He lunges, not with a rod of iron but with a living serpent. The necromancer’s staff has transformed into a deadly, hissing black snake. Hastily you retreat as the serpent’s dripping fangs strike out for your throat.
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Xaol the Necromancer (with Serpent Rod): COMBAT SKILL 50 ENDURANCE 40
If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat.
(I have a +6 with KS. I toss 9 and 4. Then a 2. He took 33. I took 9. I toss a 7 and slay him and took 11 total from battle. )
Your killing blow brings Xaol staggering to his knees, gasping hoarsely. He drops his serpent staff and the instant it leaves his grasp, it shrivels up into a tight ball that hisses, smokes, and bubbles. Xaol falls to one side, his gaunt shaven head striking the bone-littered floor with a dull thud. Through blood-flecked lips he utters a curse, vowing one day to return from beyond the grave to wreak bloody vengeance upon you and the Kai. Then his dark eyes flicker and glaze over, and his thin frame convulses for a moment and falls still.
You leap over the withered remains of the necromancer and his cursed staff, and rush towards Lone Wolf. Slowly your master raises his tousled head and fixes you with his steely blue eyes. You sense that he has been greatly weakened by his ordeal. He has suffered much since his abduction, yet he has found the strength within himself to resist his cruel tormentors. Inspired by his resolute courage, you ask how you can free him from the prison-sphere. Lone Wolf mouths a reply, but you cannot hear him. Using your Magnakai Discipline of Divination you try to detect telepathic communication, but you sense that it is futile. No mind speech can penetrate the milky grey walls of Lone Wolf’s hovering prison. Then your leader glowers at the crystal sphere that is fixed atop a pedestal beside the throne of bones, and instantly you fathom his meaning. Slowly you mouth the words: ‘Must I destroy the sphere?’ Lone Wolf nods approvingly. Fired up by his directive, you raise your Kai Weapon and approach the crystal sphere. But before you come to within striking distance, a powerful gust of freezing air hits you in the chest and sends you reeling backwards to the floor.
You crash down heavily among the bones and cadavers that litter the necromancer’s hall, and a sharp pain shoots through your skull when you strike the back of your head against the hard marble floor: lose 2 ENDURANCE points.
As you are struggling painfully to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.
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(Yes I've been to Duadon)
Instantly, you recognize the chilling shriek of Zorkaan the Soultaker, and you recall in vivid detail the combat that took place between you and this foul entity just a week ago in the citadel of Skull-Tor. Wary of his psychic powers, you muster your mental defences in readiness to counter any attack that he may launch upon your mind.
(I do not have Kai-Screen)
You draw upon your Magnakai Discipline of Psi-screen to erect a defensive wall around the core of your mind; then you brace yourself in readiness to meet the anticipated attack. Despite your preparations, you are deeply shocked by the power and sheer ferocity of Zorkaan when he unleashes his psychic assault. You reel under the bombardment of his incorporeal powers as they batter your mental defences (lose 3 ENDURANCE points), but you refuse to submit to his will and you survive this terrifying assault. As the attacks wither and fade, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.
Abe Sargent
04-17-2020, 10:56 PM
The whirling shadow of Zorkaan is shrinking and condensing. It coalesces to form a funnel of choking black fog that hovers menacingly above the corpse of the necromancer. The narrowest part of this swirling cone of darkness pierces the dead sorcerer’s chest and, in the blink of an eye, Zorkaan takes control of Xaol’s lifeless cadaver
Possessed by Zorkaan, the corpse of Xaol rises up from the floor and extends its twisted arms towards you. An unholy fire blazes in the necromancer’s eyes as he moves across the hall with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.
Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 55 ENDURANCE 43
This possessed creature is immune to psychic attack. If you are wielding ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.
(I am at 55 for this battle with KS. Let's do it! I have 13 damage left over from other reductions. I toss a 5, 6, and 0. I took 3, he took 27. I have survived three rounds of battle with him)
Your third blow severs Xaol’s corpse at the waist and the two halves tumble to the floor. For a few moments the sundered legs and the upper torso writhe blindly forwards with maniacal intent, but then the shade of Zorkaan abandons its crippled host and the two halves collapse and lie still. The funnel of dark vapour that is Zorkaan escapes into the upper reaches of the hall, where it disappears among the vaulted stone rafters. You scour the ceiling with all of your senses, yet you are no longer able to detect your adversary.
You look to Lone Wolf and he holds your gaze; then he glances towards the crystal sphere and you sense that he is urging you to destroy it.
(I use KA)
You utter the words of the Brotherhood Spell Lightning Hand and level your right arm at the crystal sphere. A crackling bolt of energy leaps from your palm and arcs towards the sorcerous orb, but before it strikes its mark, it is deflected away by a sudden gust of icy-cold wind. This supernatural draught takes hold of your fiery missile, spins it around in mid-air, and sends it speeding back towards your startled eyes!
(I use KA)
Hurriedly you recite the words of the Brotherhood Spell Counterspell and point your right hand at the speeding bolt. There is a splash of sizzling sparks, and the deadly ball of energy evaporates within inches of your face.
The shock of having just nearly killed yourself with your own spell quickly turns to anger. You rush towards the sphere with the intention of kicking it from its pedestal but, as you bring back your foot in readiness to strike, suddenly the dark shadow of Zorkaan falls upon you and launches a massive psychic attack from close range.
(I still don;t have Kai-Screen
You are engulfed by a white-hot sheet of psychic fire that sears and blisters the fibres of your inner mind: lose 3 ENDURANCE points. Were it not for the protective effect of your Platinum Amulet, this assault would have been fatal.
The stunning effect of Zorkaan’s lightning attack has damaged a part of your mind that controls your Kai abilities. In addition to the physical damage sustained, you must also forfeit the use of one of your Grand Master Disciplines for the rest of this mission. (If you complete the mission successfully, you may restore your forfeited Discipline and use it again in a future Lone Wolf New Order adventure.)
(Since I haven;t needed it yet, I am picking Elementalism)
As you recover your senses, you look up to see Zorkaan looming above you, his swirling black form swelling in volume and menace as it prepares to deal you one final, devastating blow. Valiantly you struggle to resist, but you are fearful that you no longer possess the strength needed to counter this powerful foe. An evil laugh echoes in your mind as slowly the wispy mass of black vapour spirals down towards your face. Desperately you lash out at your mocking adversary, but you lose your balance and collapse to your knees. With a prayer to Ishir on your lips, you watch with growing horror as a glowing spike of radiant energy appears at the core of Zorkaan’s form. It hangs directly above you, like a sorcerous lance poised deliver a killing blow
You are engulfed by a sudden explosion of golden light. Zorkaan emits a deafening shriek as the supernatural fabric of his being is ripped asunder by the Sommerswerd—Lone Wolf’s divine blade. As the creature is engulfed in a blaze of golden fire, the Sommerswerd falls to the floor near your feet. You look down at the blade in stunned disbelief; then you raise your eyes and look to Lone Wolf who is slumped within the confines of his hovering prison-sphere. Slowly the enormity of what has happened begins to permeate through the turmoil that is raging in your mind. In a desperate bid to save you, Lone Wolf has used the last of his strength to hurl his magical blade through the wall of his sorcerous prison. This courageous act has destroyed Zorkaan and spared you your life.
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As the last fragments of Zorkaan’s black shadow are consumed by the golden flames, you struggle to your feet and stumble towards Lone Wolf. You fear the worst, that your brave leader has sacrificed his own life for yours, but to your profound relief you soon discover that he is not dead but unconscious.
You retrieve the Sommerswerd from the ground and marvel at its craftsmanship and fine balance. Then you hurry to the prison-sphere and thrust the tip of the golden blade into a ragged tear that was made when Lone Wolf hurled the Sommerswerd at Zorkaan. Crimson sparks erupt from the rent in the sphere as determinedly you work the sword with a sawing motion. The split lengthens until you are able to reach in and grab hold of Lone Wolf’s tunic. Carefully you pull your unconscious leader out of his sorcerous cell, and then you sheathe the Sommerswerd in his scabbard before you heave his limp body over your shoulder. Fearing that Xaol’s absence may soon come to the attention of his minions, you cast your gaze around the necromancer’s hall in search of a way to escape. The doors by which you entered have been sealed shut, but your keen eyes and your Kai senses alert you to two other possible routes out of this chamber. The first is a narrow door located in the wall directly behind the throne of bones, and the other is an archway that is covered by a thin velvet tapestry
(Archway)
You pull aside the mouldering tapestry that covers the arch, and you discover a tunnel that leads to Xaol’s private chambers. The walls, ceiling, and floor are all constructed from dull volcanic stone, and several pieces of black wooden furniture are scattered haphazardly around the room. Beside a heavy wooden door there stands an ebony bookshelf that is filled with stoppered vials. Carefully you rest Lone Wolf down upon a divan before you examine the individual contents of these glass containers.
(I do not have Herbmastery)
Your Magnakai Discipline of Curing warns you that most of the substances stored in the vials are either poisons, narcotics, or sorcerous concoctions. From a total of eighty vials, you are able to identify only one that can be used to heal. It is Tortwich (a crystalline salt that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat)
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There is sufficient Tortwich in the vial to provide you with 2 doses. If you wish to keep this curative, remember to adjust your Action Chart accordingly.
Suddenly you hear the monotonous clang of an alarm bell echoing in some distant part of the citadel, and your Kai senses warn you that Xaol’s corpse has now been discovered. Some of his minions are searching the necromancer’s hall, and you are gripped by a fear that they will discover your trail and catch you before you can make good your escape. You take hold of Lone Wolf and lift him across your shoulder; then you pull open the wooden door and leave Xaol’s chambers as fast as you are able.
You pass along a tunnel that is lined with iron hooks and sputtering torches. Most of the hooks are bare, but some are festooned with weapons and clothing. Among the items are the following weapons and equipment:
Quiver
Rope
3 Arrows
Bow
Sword
Axe
Spear
Leather Tunic
Blanket (this item occupies 2 places in a Backpack)
(I take the Leather Tunic, Tortwich)
Abe Sargent
04-17-2020, 11:05 PM
The tunnel leads to a circular shaft which is lit intermittently by a pulsating crimson light flooding down from above. You ascend this shaft by means of a broad circular staircase, and you stop to rest when you come to a landing that is halfway from the top. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points
When you look to the top of the shaft, you can see the huge domed panels of the citadel’s observatory windows. Confident that an escape onto the roof can be effected by this route, you resolve to reach the top of the stairs as quickly as you can. However, you are becoming increasingly concerned for Lone Wolf’s physical condition. His pulse is weak and his breathing is shallow, indicating to you that he is slipping from unconsciousness into coma. You are also anxious to revive him so that he may send a telepathic signal to Guildmaster Banedon, summoning him to your rescue. Unless this signal is transmitted soon, you fear that any attempt to reach the roof will ultimately be to no avail.
(I do not have Deliverance)
You use your Magnakai Curing skills in an urgent attempt to restore Lone Wolf to consciousness. You unbutton the front of his battle-tunic and place your hands on his chest; then you transfer the warmth of your healing powers directly into his body (this use of your Magnakai Discipline costs you 1 ENDURANCE point). After a few minutes you feel his heartbeat growing stronger, yet before you can complete the healing procedure, you hear the daunting sound of steel-shod boots echoing up the shaft from below. You risk a glance over the parapet of the stairs and you see a dozen armoured Drakkarim emerging from the tunnel at the base of the shaft. As they come running up the steps, you see that most are armed with loaded crossbows.
Reluctantly you are forced to abandon your attempt to revive Lone Wolf. You heave him across your shoulder and take to the stairs once more, climbing as fast as your aching legs will carry you both towards the observatory roof, 60 feet above.
Pick a number from the Random Number Table.
(I toss a 4)
Gasping for breath, you reach the top of the stairs and stagger onto a circular steel platform. Through the giant windows that encircle this observatory landing, you look out across the grim grey vista of Gazad Helkona and marvel at its terrible splendour. The surrounding acres of iron and stone are bathed by glowing waves of crimson light. These pulses emanate from a huge crystal set atop the observatory dome. It is a sorcerous gem and it was placed here by Darklord Chlanzor’s Nadziranim, his dark wizards, as a beacon to guide home his fearsome squadrons of Kraan. As you stare up at this evil stone, you draw some comfort from the thought that soon its radiant light may help guide Guildmaster Banedon’s flying ship to your rescue.
You place Lone Wolf behind the parapet near the top of the stairs; then you risk another look down into the shaft. You see that the Drakkarim have taken up a position on the landing below where they are waiting for you to present yourself as a target. The moment your head appears over the parapet, they reward your curiosity with a volley of crossbow bolts.
Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1. If your current ENDURANCE score is 15 or lower, deduct 2.
( I toss a 2 and get a 5 total)
The deadly bolts slam into the parapet and whistle past your head. One bolt passes so close that it skewers the collar of your tunic and grazes your throat: lose 1 ENDURANCE point.
Warm blood trickles down the side of your neck as instinctively you duck back behind the safety of the parapet. Your close brush with death tells you that these Drakkarim warriors are a determined enemy. You know that you must do everything in your power to prevent them from reaching the roof if you are to have any hope of escaping from Gazad Helkona alive.
You hear a gruff shout followed by the sound of heavy boots pounding up the stone stairs. Your stomach churns with the fear that the Drakkarim are about to storm the observatory platform, and again you risk your life by glancing over the parapet. Fortunately, this time you escape being used as a crossbow target, and you are able to catch a glimpse of a lone Drakkar ascending the stairs at a run. He is a barrel-chested Drakkarim assault-trooper clad in full battle-armour, with scarlet cape, plumed helm, and spiked shield. As he bounds up the steps two at a time, he curses loudly and slashes at the air with his serrated sword. His fearless charge is so recklessly courageous that it inspires his cautious comrades to leave the landing and follow in his wake.
(I use KA)
You listen to the Drakkar’s approaching footsteps as you prepare the Brotherhood Spell Net while remaining hidden from sight. If you can ensnare this assault trooper with your net spell, it may be enough to dissuade his comrades from pressing home their charge. Having recited all but the last word of the spell, you rise up from behind the parapet and point your right hand at the advancing Drakkar. You utter the final spell-word and a gout of sticky fluid gushes from your open palm towards the assault trooper’s face. The warrior sees the trail of fluid arcing towards him and hurriedly he tries to block it with his shield.
Your net hits the Drakkar’s shield and splashes across the broad staircase, blocking it with a latticework of gluey fibres. The assault trooper discards his shield and calls to his comrades to help him cut a path through your magical net. They respond eagerly, and as half their number race up the steps to hack at the sticky strands, the rest kneel down and open fire at you with their crossbows.
You retreat a few paces from the head of the stairs and unsheathe your Kai Weapon in readiness to defend the observatory platform from these determined foes. Then the assault trooper leader looms into view with his jagged black sword raised to strike. He pauses for a few moments to allow his comrades to catch up with him; then together they charge up the last remaining steps and hurl themselves upon you with a reckless fury.
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Drakkarim Assault Squad: COMBAT SKILL 45 ENDURANCE 40
( I still have 7 damage from the other fights and the damage we got here and there. I take the +11 with KS. I toss a 6, and then a 8 and they die. I took 3 damage - 10 total)
Abe Sargent
04-17-2020, 11:10 PM
You fight with such ice-cool nerve and deadly precision that the few Drakkarim who survive the combat immediately break and flee, convinced that they face an immortal warrior. As you watch them scrambling headlong down the stairs, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.
To your horror, you see a Kraan come gliding down onto an exterior platform that runs around the perimeter of the observatory dome. Astride its scaly back is a skull-faced reptilian that is swathed in ragged, funereal robes. It leaps down from the saddled Kraan and, as it crouches on the windswept platform, it levels a rod of glowing crystal at the transparent dome. A flash of sparkling light erupts at the tip of this rod, and a section of the glass wall explodes into a million razor shards. Instinctively you shield your face with your forearm as the deadly splinters of glass come hurtling through the air towards you, driven by the force of the explosion and the gale-force winds that rage around the observatory tower.
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Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
(8 into 9)
Your swift and timely reflexes save you from sustaining serious injuries to your face, legs, and torso: lose only 1 ENDURANCE point.
The fearsome reptilian smashes its way through the jagged hole in the dome and comes loping across the observatory platform towards you. Maniacally, it lashes out at you with its glowing rod, forcing you to back away to avoid being decapitated by its razor-sharp tip. You duck below its barrage of frenzied blows and launch a scything swipe at the creature’s torso. Your blade sunders its mouldering robes, but when it fails to cleave its flesh, your adversary comes back at you with a vengeance.
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Urgaroh: COMBAT SKILL 42 ENDURANCE 40
This enemy is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’, you may add the bonus gained from its unique properties during this combat.
(i have 6 left after a few passages from the last fight. +11 CS with KS. I toss a 0 and kill it and take 1)
Your killing blow lifts the Urgaroh and sends it tumbling backwards in a ragged somersault to fall ten feet away in a broken, untidy heap. Its ruined remains spontaneously ignite and burn fiercely, giving off a choking black smoke.
Above the noise of the wind that rushes through the shattered glass dome, you hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you pick up the Urgaroh’s crystal rod which lies near your feet, and you rush to the head of the stairs. You can feel the evil power that is held within the rod’s slender shaft, but you are unsure how you may unleash it upon the enemy who are racing up the stairs.
(I use Telegnosis)
Your advanced Kai Discipline informs you that the only way you can release the evil power contained within this weapon is by breaking the shaft in two. Armed with this knowledge, you hurl the crystal rod at the advancing enemy troops who have reached the landing below.
The rod hits the landing and explodes with devastating effect. The advancing enemy are engulfed by a searing ball of yellow and orange flame; then an entire section of the landing and stairs is destroyed by a deafening explosion. You cover Lone Wolf with your body and protect him as fragments of masonry smash into the dome, and a shower of broken glass cascades onto the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the destruction.
The observatory platform is littered with chunks of rock and shattered glass. You peer over the parapet and, through the plume of grey smoke that is coiling up the shaft, you see that the lower landing no longer exists. Along with adjoining sections of the staircase, it has been transformed into a vast mound of rubble that lies heaped at the bottom of the shaft. The few enemy troops who have survived the explosion can no longer reach the observatory, but as you watch them attempting to recover the bodies of their fallen comrades, it crosses your mind that the explosion has also destroyed your only known exit from the roof.
You retreat from the parapet and resume your attempt to revive Lone Wolf. At first the signs are not good; his breathing is shallow and his skin has a sickly pallor. But then you notice that his eyes are moving beneath their closed lids and you sense that he is emerging from coma
(I still don;t have Deliverance)
You use your Magnakai Discipline of Curing to help Lone Wolf emerge from his coma and regain consciousness. It is a difficult procedure and it costs you 2 ENDURANCE points, but your sacrifice is not made in vain.
Abe Sargent
04-17-2020, 11:14 PM
Lone Wolf opens his eyes, and a faint smile creases his gaunt features when he sees your face looming before him.
‘So I’m still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’
He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.
‘I trust my blade found its mark?’ he asks.
‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’
‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’
Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.
‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’
Lone Wolf bids you follow as he steps through a shattered pane of the dome and climbs out onto the platform that encircles the observatory tower. The wild, sulphurous winds rip at your cloak and tunic, forcing you to crouch down and grasp the iron platform with both hands for fear of being blown over the edge. Yet these powerful winds do not seem to affect your leader. He stands erect and immobile, as if cast in solid stone. With an unblinking gaze he stares fixedly towards the southern horizon, his eagle eyes searching out Banedon’s skycraft.
Little more than twenty minutes have elapsed when Lone Wolf turns and looks down at your crouching form. Banedon approaches, he says, his silent words forming in your mind. You magnify your vision and scan the southern vista, but you are unable to discern a skyship among the roiling black clouds. Then you spot a sliver of light in the stormy sky, and your spirits rise. The Cloud-dancer is fast approaching.
Guided by the pulsating glow of the observatory’s crimson beacon, and Lone Wolf’s telepathic messages, Banedon is able to bring the Cloud-dancer to within 50 feet of the dome. But the fierce winds prevent him from making a landing, and so he has his crew lower the boarding cage. The moment it sets down upon the platform, you follow Lone Wolf inside and slam shut the gate. There is a jolt as the hawser tenses, and then you feel the cage swaying the moment it is hoisted off the platform. Despite the violent swaying of the cage, you feel elated when you look through the bars of the cage door and see the shattered dome of the observatory receding beneath you. Then the exhilaration of your escape from Gazad Helkona is shattered when you hear a hideous shriek rise above the roar of the wind.
To your shocked surprise, you see a score of Kraan come soaring up from the open roof of an adjoining blockhouse complex. They are ridden by Drakkarim armed with crossbows, and as the first of the scaly fliers swoops past the boarding cage, the riders let loose a volley of bolts. Fortunately, they are poorly aimed and none of them find their mark. Lone Wolf weaves a pattern with his hands and three of the Kraan come to an abrupt halt, as if the stormy air has suddenly turned to glass and imprisoned them. Meanwhile, you focus your attention upon a Kraan that is swooping down from the clouds above on a collision course with the cage. Its rider is carrying a smoking black orb fixed to a long length of chain. Impact looks imminent until, at the very last moment, the Drakkar tugs on the reins and the Kraan veers away. As it turns, the Drakkar releases the orb and sends it hurtling towards the boarding cage door.
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(I use KA)
You shout out the words of the Brotherhood Spell Lightning Hand and take aim with your right hand at the smoking orb. A crackling bolt of energy leaps from your palm and strikes the deadly device. The impact splits the orb asunder and ignites the explosive fluid contained within. The Kraan and its rider are caught by the ensuing blast, and they are consumed in a roaring ball of flame. With grim satisfaction you watch as they spiral down into an avenue that is crowded with Hammerland bandits, enticed from their barracks by the spectacle of your dramatic air escape.
Lone Wolf commends you on the swiftness of your action. Your quick and effective response to the threat has saved you both from being struck and killed by the Drakkar’s explosive orb.
The boarding cage is winched up through an aperture in the stern deck of the Cloud-dancer and, as it shudders to a halt, the gate is pulled open. Eager hands help you and Lone Wolf out onto the deck, and Guildmaster Banedon salutes you from his position at the ship’s helm. All along the port and starboard rails, his young crewmen are firing at the swooping Kraan with bows and Bor pistols. Their unerring marksmanship soon decimates the enemy’s squadron and forces the survivors to abandon their attack. Banedon pulls the helm hard about and, with a resounding cheer from his victorious crew, the Cloud-dancer soars over the fortified wall of Gazad Helkona and speeds away towards the east.
As soon as his ship is a safe distance beyond the walls of Gazad Helkona, Guildmaster Banedon hands control of the helm to his bo’sun and then hurries down to the main deck to greet you and Lone Wolf. He praises you heartily for the success of the rescue, and Lone Wolf in turn thanks you sincerely for saving him from the clutches of Naar’s fell disciples.
A swift course is set for the Kai Monastery and the voyage is completed within ten hours. You spend most of the journey home sleeping off the fatigue of your ordeal, but you awake in time to join Lone Wolf at the prow as Cloud-dancer approaches the monastery shortly after dawn.
Your arrival is greeted by a chorus of thunderous cheers from your fellow kinsmen. Every Kai who is present at the monastery rushes to the training park to celebrate the return of your leader. Banedon positions his craft above the park, and hawsers are dropped from stern and prow to anchor it in position. Then you join Lone Wolf in the boarding cage which is swiftly lowered to the ground.
Lord Rimoah appears among the excited throng of young Kai Lords who are gathered around the cage. With tears of joy welling in his eyes, he embraces you both and then offers up a prayer of thanksgiving to the Goddess Ishir for your safe return. He voices his hope that Lone Wolf’s abduction will serve as a poignant reminder to the Kai that they should be on their guard at all times, for Naar and his agents will always exploit an opportunity to damage or destroy your noble order.
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Congratulations, Grand Master. You have met this difficult challenge and you have triumphed. Your brave and daring rescue of Lone Wolf will long be remembered in the legends of the New Order Kai. Yet the fight against evil goes ever on. Soon your courage and Kai skills will be put to the test again in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf New Order adventure entitled:
The Fall of Blood Mountain
Abe Sargent
04-17-2020, 11:16 PM
Review of Trail of Lone Wolf
Again, that felt more like a gamebook to me than a reader. Notice that I had lots more options and a faster story. We had more battles too! Fun stuff was had by all! The book was good and felt fine. It was more like Captives of Kaag or Plague Lords from the previous series.
Good job!
Abe Sargent
04-17-2020, 11:17 PM
Beginning of Fall of Blood Mountain
The Story So Far …
You are a Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.
It is early winter in the year MS 5084, thirty-four years since the First Order of the Kai was massacred by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of the Darklord attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace has reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and a New Order has been firmly established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Over the years that followed, your skills were nurtured and sharpened to perfection by long hours of study and rigorous training. Your exceptional talents have helped you to master all of the Kai and Magnakai Disciplines, and you have risen swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.1
During the seven years that have elapsed since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and quietly they wait in the shadows for the day when they may serve their fell master. One such agent was Lord Vandyan of Eldenora. Guided by Naar, Vandyan sought and found three ancient runes of evil. Empowered by his discoveries, Vandyan summoned a vast army of reptilian warriors—the Vorka—which he used to conquer and occupy the lands of his peaceful neighbours. Emboldened by his martial successes, Vandyan overran much of central Magnamund, including the realm of Lyris—one of Sommerlund’s oldest allies. In response to a plea for help from Lyris, Lone Wolf mounted a Kai crusade to raise the Vorka siege of Varetta, its capital city.
During this crusade, you undertook a vital mission behind enemy lines that turned the tide of the whole campaign. Alone, you infiltrated Vandyan’s daunting fortress of Skull-Tor and destroyed the three runes, thereby extinguishing the source of the power by which the Vorka horde were permitted to exist. Vandyan’s army dissolved on the battlefield and the Kai were able to raise the siege of Varetta.2
During your mission in Skull-Tor, you discovered that the Vorka were not the only creatures that Vandyan had summoned by the power of the runes. A demonic entity called Zorkaan the Soultaker had also been brought to Magnamund from its lair upon the Plane of Darkness—the ethereal domain of Naar. Having fought and defeated this creature, you believed that it had perished forever when subsequently you smashed the runes. Sadly, this was not so. After celebrating the battlefield victory at Varetta, Lone Wolf ordered you to return in triumph to the Kai Monastery aboard the flying ship Cloud-dancer. He chose to ride with his New Order crusaders and they were expected to arrive home a week later.
After five days, a Kai scout arrived unexpectedly at the monastery with shocking news to impart. Lone Wolf had disappeared. Those who witnessed the abduction said that he was engulfed by a whirling black shadow that fell upon him from out of a stormy sky. So swift was the attack that your fellow Grand Masters were unable to prevent him from being carried away. The scout’s description of the whirling black shadow was identical to the form adopted by Zorkaan the Soultaker. The destruction of the rune used by Vandyan to summon Zorkaan had not brought about the creature’s demise after all: it had trapped the creature upon Magnamund.
You had achieved a great victory at Skull-Tor, but the shocking news of Lone Wolf’s abduction cast a shadow over your triumph there. Hurriedly you summoned Guildmaster Banedon, the leader of Sommerlund’s Guild of Magicians, to an emergency council at the Kai Monastery. He responded swiftly to your summons and arrived within hours aboard his flying craft Cloud-dancer. He was accompanied by Lord Rimoah of Dessi, an Elder Magi magician who is also Lone Wolf’s oldest friend and advisor.
Rimoah informed you that Zorkaan’s arrival upon Magnamund had not gone unnoticed by the Elder Magi. From afar they had sensed the creature’s presence and, through the use of their Old Kingdom magic, Rimoah and his fellow elders had charted its movements. Rimoah told you of an evil sorcerer called Xaol who was in hiding in Gazad Helkona, a former Darklord city-fortress located in the desolate wastes of northern Skaror. This vile necromancer was a known agent of Naar. During the days before Lone Wolf’s abduction, Rimoah and the Elder Magi had detected streams of psychic communication coursing between Gazad Helkona and the Plane of Darkness.
‘Naar was transmitting to Xaol the secrets of a Ritual of Binding by which the freed spirit of Zorkaan could be enslaved,’ said Rimoah. ‘This ritual was enacted successfully in the stronghold of Gazad Helkona. Through Xaol, Naar has gained control over Zorkaan. He sent this creature to assassinate Lone Wolf, yet the attempt was unsuccessful. Zorkaan failed to kill Lone Wolf … but he was able to subdue and kidnap him.’
Rimoah informed you that your leader was being held prisoner in Gazad Helkona. By the use of his Supreme Master Disciplines and the power of the Sommerswerd, his magical blade, Lone Wolf had survived death at the hand of Naar’s foul creation. ‘Your leader is brave and resourceful,’ he said, ‘but I fear that Zorkaan’s frequent attacks will weaken and eventually destroy him unless he is rescued quickly.’
Selflessly you volunteered to attempt the rescue. Rimoah and Banedon, impressed by your courage and your confidence, readily agreed to help you achieve your difficult mission and together you formulated a plan of action. Banedon transported you aboard Cloud-dancer to a remote valley south of Gazad Helkona, from where you approached the fortress on foot. Despite great adversity you were able to gain entry to Xaol’s fortress and save your leader from the clutches of Naar’s agent.3 During your daring mission, you fought and defeated both Xaol and Zorkaan before Banedon arrived to snatch both you and Lone Wolf from the clutches of Xaol’s angry minions.
A year has elapsed since your triumph at Gazad Helkona. It has been a peaceful and rewarding time for you at the Kai Monastery, a period in which you have devoted yourself to the training of new recruits. Such has been the success of your tutelage that you have come to be greatly revered by your students and your peers. Yet, lately, you have felt a longing to venture abroad once more, to test your courage and your battle skills in the ineluctable war against Evil.
Early one morning, you glimpsed a golden eagle leave its nest in the frost-covered timberland that stretches beyond the window of your private chamber. As you watched this majestic creature soar above the tree-line, you were reminded of the daring aerial escape that you had made from Gazad Helkona aboard Banedon’s skycraft. Then you felt a tingle of premonition at the nape of your neck when you noticed a distant speck in the clear azure sky. This speck grew larger until you were able to discern the distinctive outline of Cloud-dancer approaching from the north. Hurriedly you left your chamber and went to the monastery training park where a small group of Kai Lords had gathered in expectation. As the sleek skyship was made to hover overhead, a boarding cage was lowered to the frost-hardened ground and out stepped an unexpected visitor—Lord Rimoah of Dessi. You exchanged greetings and he requested an immediate audience with Lone Wolf. From his sombre expression you could tell that he had grave and urgent news to impart.
You escorted Lord Rimoah personally to Lone Wolf’s chambers, located beneath the Tower of the Sun, the monastery’s commanding citadel. Before you could excuse yourself and leave the vault, Lone Wolf asked you to stay to listen to what the venerable magician had come to say. Lord Rimoah nodded his benign approval.
‘Dwarf King Ryvin of Bor is in desperate need of our aid, my lords,’ began Rimoah, earnestly. ‘An ancient horror has been awoken in the depths of his subterranean kingdom, and now it threatens to destroy his realm. The Drodarin race may be doomed unless we are able to overcome this creature … and swiftly.’
Lord Rimoah informed you that recent excavations in the lowest levels of the vast underground kingdom of Bor had disturbed the Shom’zaa. This powerful entity was entombed by the Elder Magi during their 1,000-year war against Agarash the Damned—Naar’s first champion of evil. Lone Wolf lowered his eyes and shook his head in disbelief upon hearing Rimoah’s words.
‘I understood that dwarf lore expressly forbade such deep mining, for fear that the Shom’zaa and its minions might be released. How could such a thing have been allowed to occur?’ he said.
‘Greed is to blame, my lord,’ replied Rimoah, sadly, ‘… the greed of King Ryvin’s elder son, the Crown Prince Leomin. He alone was responsible for the excavations that opened the way to this ancient horror.’
Lord Rimoah informed you that only five days have elapsed since the Shom’zaa was released, yet already the creature and its Agarashi minions have taken control of the lower levels of the kingdom. ‘Bitter fighting rages in the tunnels and chambers of Bor as King Ryvin’s army struggles to contain the Shom’zaa and its horde,’ he said. ‘They are being sorely pressed, for the enemy have captured their armouries and equipped themselves for the fight. Ryvin has lost control of the tunnels leading to his throne chamber, where Leomin and his younger brother, Prince Torfan, are now trapped and besieged, along with the remnants of their personal guard.’
Lone Wolf was disturbed to hear that the Throne Chamber of Bor was under attack, for it houses the fabled Throne of Andarin. This grand seat contains a gem of power that was bestowed upon the Drodarin dwarves of Bor by the Goddess Ishir. Its divine radiance provides the dwarves with a unique energy that enables them to grow their crops deep underground, without the need for direct sunlight. If the Throne of Andarin is destroyed then the crops will surely fail and famine will beset Bor, with disastrous consequences.
‘Repeated attempts to break the siege of the throne chamber have failed, and the morale of Ryvin’s army is now dangerously low,’ said Rimoah. ‘I’ve heard tell that even the Dwarf Lords and the War-thanes, the élite of Ryvin’s army, hold that Prince Leomin’s greed has sealed their fate. If such talk is true, and the Shom’zaa conquers Bor, then our hopes for a lasting peace in Magnamund will be ruined. The fall of Bor will give Naar a base of power at the very heart of Magnamund. There he will be able to muster his agents, spawn his vile abominations, and attempt once more to conquer our world.’
‘But what can be done to save Bor before it is too late?’ asked Lone Wolf, anxiously.
‘King Ryvin lacks the means to destroy this enemy,’ replied Rimoah, gravely. ‘Nevertheless, the means exist. The Shom’zaa is especially vulnerable to magic of the Old Kingdom. It is the magic that we used to entrap and entomb the creature millennia ago.’
From a pocket of his flowing robes, Rimoah took out a spherical crystal and held it in the cupped palm of his hand. Its multi-faceted surface radiated beams of golden light which shimmered and sparkled with a supernatural brilliance.
‘A Sun-crystal,’ said Lone Wolf.
‘Yes, my lord,’ replied Rimoah, reverently. ‘By the skilful use of the power contained within this sphere it is possible that we may defeat the Shom’zaa and its minions, and thereby spare the kingdom of Bor from the tyrannical rule of Naar. We of the Elder Magi have crafted the means to defeat the Shom’zaa, but in all Magnamund only the Kai have the ability and courage that is needed to take this goodly weapon and use it to its full effect.’
Lone Wolf approached Rimoah and took the Sun-crystal from his outstretched palm. Then he turned to face you.
‘We have been called upon to undertake a difficult and dangerous mission, Grand Master,’ he said. ‘You have proven your bravery and skill beyond all doubt, and truly you have earned the right to refuse this quest with honour. Yet I sense that you hunger for the heat of battle and the challenge of the quest, and so I offer this mission to you. Will you venture to Bor and confront the bane that now threatens to destroy our dwarven allies?’
‘Yes, my lord, I will,’ you replied, without a moment’s hesitation. ‘For the greater glory of Sommerlund and the Kai, I am proud to accept the quest.’
Abe Sargent
04-17-2020, 11:24 PM
I like that! Help the dwarves against a Balrog they uncovered! We've never had an underground adventure before.
Abe Sargent
04-17-2020, 11:24 PM
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Abe Sargent
04-17-2020, 11:26 PM
Sun Knight
If you are a New Order Kai who has attained the rank of Sun Knight, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect using only one hand.
Grand Pathsmanship
Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.
Deliverance
Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature’s body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing process takes place increases as a Grand Master rises in rank.
Telegnosis
Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.
Grand Nexus
Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state, the only sense that a Sun Knight retains is the ability to hear.
Astrology
Sun Knights who have this Discipline are skilled in the art of chiromancy—the ability to tell fortunes from the skin creases and patterns found on the palms of hands.
Bardsmanship
Sun Knights who possess mastery of this Discipline are able to use their musical skills to launch sonic attacks against any individual within audible range. The effect of a sonic attack is dependent upon the target creature’s sensitivity to sound (i.e. a deaf creature would be unaffected by such an attack).
Kai-alchemy
Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:
Halt Missile—This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight time in which to move away from the missile’s line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
Strength—By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.
Which would I prefer? Kai-Screen or G Nexus? G Nexus!
Abe Sargent
04-17-2020, 11:29 PM
Sir Fox Fire, Sun Knight, Knight of Siyen
CS - 49/53/57
EP - 42
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword, Mace, Warhammer,
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
9. Assimilance
10. Grand Nexus
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Platinum Amulet
Backpack:
Rope
Mealx2
Meals: 2
Weapons:
Bow
Crowns:
35
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx6
Silver-Inland Warhammer
111 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Battle Map
Flute
Hulsta's Hammer, Spike, and Saw
Eledoran Scout Uniform
Skull-Tor Mace
Skull-Tor Wristband
Lantern
Keys - Copper, Iron, Dungeon,
Halberd
Blanket
Black Amulet
Leather Tunic
Vial of Tortwig, +6 EP when eaten
Wolf Brooch
Abe Sargent
04-18-2020, 08:33 AM
Here is teh equipment section. I am making a change:
Equipment
Before you leave the Kai Monastery and begin your journey to Bor, you equip yourself with a map of Bor and its surrounding territories and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. If you have successfully completed previous New Order adventures (Books 21–25), you may add this sum to the number of Crowns you already possess. Fifty is the maximum number of Gold Crowns you can carry in your pouch at any time. You may also select five items from the list below, only two of which may be Weapons.
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Broadsword (Weapons)
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Sword (Weapons)
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Quiver (Special Items) This contains six Arrows; record them on your Action Chart.
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Flute (Backpack Item)
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Dagger (Weapons)
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Axe (Weapons)
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Bow (Weapons)
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2 Meals (Meals) Each Meal takes up one space in your Backpack.
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Rope (Backpack Item)
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Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.
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List the five items that you have chosen on your Action Chart, under the appropriate headings, and make a note of any effect that they may have on your ENDURANCE points and/or COMBAT SKILL.
Kai Weapons
Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.
In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below or, if you prefer, you can generate one at random. To generate a Kai Weapon, pick a number from the Random Number Table and consult the first column. The magical Axe, Sword, or Broadsword which corresponds to the number you have picked will be your own personal Kai Weapon. Record this magical weapon and its unique properties in the Kai Weapon section of the Special Items List.6
Example
Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe ‘Alema’.
When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL (these bonuses are not cumulative).
Example
If you were to use ‘Alema’ in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.
Kai Weapon Table
RN Weapon Type Weapon Name CS Unique Properties CS
0 Axe ‘Spawnsmite’ +5 versus reptilian enemies +6
1 Axe ‘Alema’ +5 versus undead enemies +7
2 Axe ‘Magnara’ +5 versus rock or stone +8
3 Sword ‘Sunstrike’ +5 when used in daylight +6
4 Sword ‘Kaistar’ +5 when used at night +7
5 Sword ‘Valiance’ +5 when used against magicians or creatures born of magic +8
6 Sword ‘Ulnarias’ +5 when used underwater +9
7 Broadsword ‘Raumas’ +5 versus winged enemies +6
8 Broadsword ‘Illuminatus’ +5 when used underground +7
9 Broadsword ‘Firefall’ +5 versus fire-emitting enemies +8
RN = Random Number CS = COMBAT SKILL
Equipment—How to use it
Weapons
The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct Weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.
Bows and Arrows
During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this Weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful Weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is best to equip yourself also with a close combat Weapon, such as a Sword or an Axe.
In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.
Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart, is given either initial capitals (e.g. Silver Mirror, Gold Key), or is clearly identified as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.
Kai Weapon
Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.
Food
Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your five Disciplines, then you will not need to tick off a Meal when instructed to eat.
Potion of Laumspur
This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.
Gold Crowns
The currency of Bor is the Ain, though Gold Crowns are readily accepted. 1 Ain equals 1 Gold Crown. These coins are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.
Abe Sargent
04-18-2020, 08:36 AM
It appears that I can swap my Kai Weapon over. Since this is mostly likely all underground, and I know the Broadsword, I am swapping over to Illumninatus for this mission with it's likely higher chance of working.
Abe Sargent
04-18-2020, 10:33 AM
Lone Wolf places the Sun-crystal in the palm of your hand, and then he closes your fingers around is multi-faceted surface. At once you sense that the gentle warmth of this artefact belies a tremendous power that is locked within its core. (Record the Sun-crystal on your Action Chart as a Special Item which you keep in the pocket of your tunic. You must discard another item in its favour if you already possess the maximum number of Special Items permissible.)
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The Sun-crystal will do you no harm, Grand Master. Only Shom’zaa need have fear of its power,’ says Lord Rimoah, reassuringly.
‘How is this so?’ you ask.
‘The energy that permits the demon to exist in our world is drawn directly from the Plane of Darkness,’ explains Rimoah. ‘There is an open channel between the creature and Naar’s evil domain. It is a slender, ethereal link. This invisible conduit has kept the creature alive during its long entombment, yet soon it may prove to be its undoing, for it is this link to the Plane of Darkness that will trigger the Sun-crystal’s cleansing powers. The merest touch of the crystal upon Shom’zaa’s foul hide will be enough to consign it to oblivion.’
With your briefing now complete, Lone Wolf orders you to return to your chamber to make swift preparations for an immediate voyage to Bor. You collect your equipment and your Kai Weapon, say a hurried farewell to your fellow Grand Masters, and then race to the training park where Lord Rimoah is awaiting you in the boarding cage. Lone Wolf bids you good luck and godspeed as you step inside, and proudly you return his salute as the cage is winched up to the stern deck of Cloud-dancer. Rimoah gives the crew the command to depart and, as the great craft gets underway, you stand at the aft rail and watch as the frosted walls and towers of the Kai Monastery swiftly recede into the distance.
Lord Rimoah invites you to accompany him to the captain’s quarters where, to your surprise, you discover the cabin is empty; Banedon is not aboard. ‘The Guildmaster is unable to travel with us,’ explains Rimoah, ‘but he has placed his skyship and crew entirely at our disposal. We owe him a debt of gratitude, for time is against us and there can be no swifter way for us to reach our destination.’
During the fourteen hours that it takes to travel by skycraft to Bor, Lord Rimoah tells you much about the kingdom of the dwarves, their long history, and their proud legends. You also learn that your destination is Boradon, the principal city of Bor, and you are intrigued to discover that in your native language this ancient Drodarin name has a somewhat evocative meaning: ‘the Mountain of Blood’.
Shortly before your arrival at Boradon, Lord Rimoah talks with you about the quest you are about to undertake and he offers some valuable counsel.
‘When the moment comes for you to use the Sun-crystal,’ he says, warningly, ‘you must do so with great care. When the opportunity presents itself, I advise you to throw the crystal at Shom’zaa, or cause the creature to touch it unwittingly. It is vital that you maintain your distance, for when the power of the crystal is released there will be a great implosion. If you are too close to your enemy at this crucial moment, you will risk being sucked into the vortex that the implosion will create.’
As you promise to heed Rimoah’s words of warning, you hear the crew cry out across the decks: ‘Boradon ho!’
You follow Lord Rimoah out onto the windswept deck and look down in awe at the mighty city of Boradon. Rooted directly in the granite escarpment of Andar, the highest mountain of the Great Bor Range, its fortifications and turrets are barely distinguishable from the rugged copper-red cliffs surrounding them. Night has fallen and the moonless sky is as black as jet, yet the crew of the Cloud-dancer have no difficulty in locating the approach to this ancient mountain metropolis. Torches burn in every turret and arrow slit, and blazing beacons illuminate a safe passage through the snow-capped peaks to the city’s central square.
A unit of King Ryvin’s élite War-thanes have been stationed in the main square in anticipation of your arrival. Their captain, a robust-looking dwarf with a plaited beard and a shock of bright red hair, offers you both a hearty welcome when you step from the boarding cage. He says that King Ryvin is waiting and he bids you accompany him without delay. His torch-bearing warriors escort you along a winding path that ends at a stone bridge which arches across a deep, natural moat. Beyond the bridge is a great bronze portal set into the mountainside. A horn sounds as you approach and the huge door swings open to reveal a wondrous sight.
The open portal reveals a great stone staircase that descends to a magnificent marble hall. Vast columns brace the sculptured ceiling and tall silvery mirrors line the walls, creating the illusion that this cavernous chamber is even larger. Seated upon a chair in the centre of the echoing hall is King Ryvin, clad in his golden battle-armour and wolfskin cape. Surrounding him are members of his royal family and other high-ranking Drodarin nobility. They are greatly distressed and several are weeping openly. A herald announces your arrival and the crowd parts as you approach the foot of Ryvin’s chair.
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Praise Ishir!’ booms the dwarf king. ‘We have prayed that you would return to aid us, Lord Rimoah. And I see you bring a Kai champion. We are doubly glad. You’ve arrived not a moment too soon.’
King Ryvin rises from his chair and motions to you and Rimoah to accompany him into an antechamber. In the privacy of this adjoining room, he tells of the nightmare that has engulfed his kingdom following the release of Shom’zaa. The creature and its horde of mutant spawn have spread like a voracious plague throughout the chambers and tunnels of his vast subterranean realm. All contact with the Drodarin communities surrounding Boradon has been severed, the lower levels of the kingdom have been lost to the enemy, and more than half of his army are unaccounted for.
‘So many have been slain,’ he says, his deep voice cracking with emotion. ‘Only the swift destruction of Shom’zaa can save us now. But all is not yet lost. I draw strength from the certain knowledge that my sons—Leomin and Torfan—are still alive, and the Throne of Andarin is intact.’
Suspended upon a chain around his neck is a bloodstone amulet which is divided along its centre. One half of this gemstone glows faintly crimson, the other half pale amber.
‘This is the Andarin Bloodstone,’ he says. ‘It contains the crimson light of Leomin and the amber light of Torfan. These lights will remain aglow so long as my sons shall live.’
Then he points to a flowering shrub that stands in a copper urn beside the chamber door. ‘That Xanthoa is evidence that the throne of my ancestors has not been destroyed, for it would wither in an instant if the throne were sundered. From these signs, and the eternal mercy of Ishir, I draw strength.’
For more than an hour you deliberate how best to defeat Shom’zaa and save the Throne of Andarin, and finally you agree upon a plan of action that could save this beleaguered realm from total destruction.
King Ryvin summons Vagel, the red-haired captain of his Royal War-thanes, and assigns him to be your guide. Vagel knows a way to reach the throne chamber where the princes were last seen together. They and their bodyguards are believed to be trapped in the chamber, stoically defending the precious throne from capture by the horde. Vagel also knows the location of Shom’zaa’s lair. The creature is known to return there frequently.
To help you further, the King gives you the Andarin Bloodstone. (Record this on your Action Chart as a Special Item which you keep on a chain around your neck. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.) He informs you that the colours of the amulet will deepen as you draw closer to his sons.
Lord Rimoah will stay in the great hall and assist King Ryvin in drawing together the remnants of his scattered army. They will then attempt to break through to the lower levels and secure the throne chamber. Having agreed the plan, you bid farewell to Rimoah and get ready to set off at once with the captain. Before you leave the great hall, Vagel offers you the chance to visit the Royal War-thane armoury.
Vagel escorts you through the great hall and into an adjoining chamber that is stacked to the ceiling with weapons and martial equipment. The barrel-chested dwarf beams with pride as he encourages you to take whatever you wish from his regimental weapons store. From among the polished racks of arms and armour, the following items catch your discerning eye:
Warhammer
Quarterstaff
Spear
Axe
Bow
Arrows (6)
Quiver (counts as a Special Item if you choose this in addition to any Quiver you may already possess)
If you decide to keep any of the above items, adjust your Action Chart accordingly.
(I take the Bor Warhammer, you'll note that I just added Warhammers to my G. Weapon list.)
Abe Sargent
04-18-2020, 10:38 AM
You follow the stocky Drodarin warrior out of the great hall and along a passageway that leads to the entrance of a vast, lantern-lit tunnel. Four large wolves are harnessed to a chariot parked alongside the tunnel wall, and these great grey beasts whine excitedly when they see Vagel appear. The captain leaps into the chariot and beckons you to join him. As soon as you are safely aboard, he grabs the wide leather reins and sets the wolves running.
From here on, you will be underground, so if you possess the Kai Weapon ‘Illuminatus’, you will benefit from its unique properties (you may add 7 to your COMBAT SKILL instead of 5).
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(This Vagel guy is going to die. You heard it here first. Once again, it is the Joe Dever Method of Writing to have the expert in the area die.)
Tenaciously you cling to the chariot’s rail as Vagel hurls his two-wheeled transport through a seemingly endless succession of titanic caverns, and you marvel at the scale and diversity of this subterranean kingdom, for it is far greater than you had ever imagined possible. You see farmsteads with cattle and crops, rivers laden with fish, mines rich with silver and rare minerals, and wells brimming with oil to fuel the great lanterns of this vast underground realm. But among the many wonders of Bor you also see some of the tragedy that has befallen the Drodarin race. Many of the dwellings you pass have been destroyed or abandoned, and groups of battle-weary dwarf warriors sit huddled and dejected in their ruins, nursing their wounds.
Beyond the smoking shell of a house, you arrive at the entrance to a sloping tunnel that descends to a quarry and copper mine. The site looks abandoned, but when you emerge from the tunnel, your Magnakai Discipline of Pathsmanship screams a warning that you are heading into an ambush. You shout at Vagel to turn the chariot about, but before he can obey your command, a volley of arrows whistle down from the surrounding rocks. One of the wolves is killed instantly, causing the chariot to swerve out of control. Then the left wheel shatters upon hitting a boulder, and in the blink of an eye you are sent tumbling headlong through the air.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
(I toss a 5 for a 7)
You hit the ground and tumble head over heels across the rocky red soil until an ore wagon brings you to a sudden and painful halt. The collision opens a wound above your right ear that leaves you stunned and bleeding: lose 3 ENDURANCE points.
Your vision swims in and out of focus as you stagger drunkenly to your feet. Drawing upon your Magnakai curing skills, you staunch the flow of blood that is trickling into your eyes from your wounded scalp. As your sight clears, you see Captain Vagel lying trapped beneath the overturned chariot. Arrows thud into the ground as you scramble to his side and attempt to drag him free. But your valiant effort is in vain; he is mortally injured and close to death. You place your hands upon his chest and use your healing skills in a final effort to save his life. Briefly he responds. His eyelids flicker open and he raises a broken hand to point towards the north wall of the quarry.
‘Go that way … throne chamber … ten miles … ’ he gasps. These are his final words.
You magnify your vision and see the entrance to a vertical pit shaft located at the base of the quarry wall. It is partially hidden by a heap of sawn timbers.
(He ALREADY died! OMG How Dever-ish of Dever!)
Abe Sargent
04-18-2020, 10:49 AM
Suddenly an arrow punches through the wooden side of the chariot and passes within inches of your head. This near miss makes you roll away and scramble for the safety of harder cover. You take refuge behind a cluster of boulders where you listen to the harsh gurgling sound of your attackers’ voices as they call to each other excitedly. Peering through a gap in the rocks, you see your ambushers emerge from their hiding places and begin to close in. They are minions of Shom’zaa, and your first sight of them sends a cold shiver coursing down your spine.
At a distance these man-sized creatures appear lithe and reptilian. All have lidless black eyes and scaly green hides that glisten as they move. But as they draw closer you see that each one is grotesquely different. Some have whip-like tentacles, some have spindly limbs and bulbous skulls, and some have rubbery necks and crooked spines that are studded with talons. They are all armed with captured Drodarin weapons and led by a tall creature with a lizard-like face. It gurgles to its fearsome followers, commanding them to attack your position and finish you off.
(I use KA)
You speak the words of the Brotherhood Spell Lightning Hand and take aim with your right arm at the lizard-faced creature. A tingle of energy runs down your arm and a flash of blue light explodes from your fingertips. A bolt of electrical power surges from your hand and hits the beast in the torso, hurling it backwards to the ground. As it falls, it strikes its head on a protruding rock and is knocked unconscious.
Its followers freeze in their tracks and look to their fallen leader with shocked surprise. When he fails to rise, they are gripped by a sudden panic that makes them drop their weapons and run. You seize this chance to break cover and race towards the pit shaft at the base of the quarry’s north wall.
When you arrive at the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. Some of the Shom’zaa minions have now recovered their nerve and have regrouped at the edge of the quarry. Cautiously they begin to advance towards you, firing arrows as they move closer.
(I use KA again)
You speak the words of the Brotherhood Spell Levitation and step into the yawning pit. The spell prevents you from falling and, for a few moments, you stand suspended in mid-air. Then you begin to rise as the spell takes full effect. Immediately you recite the arcane words which counter it and, by so doing, you are able to make a controlled descent to the base of the pit shaft.
When your feet alight upon the roof of the elevator cage, you cancel the spell and jump to the floor of a small cavern. The alien sound of your attackers’ voices can be heard echoing down the shaft from above. They have reached the edge of the pit and some are loosing off arrows in the hope of hitting you by chance. Promptly you step away from the cage as the first of their missiles ricochet off its buckled iron roof.
After a few minutes the minions cease firing and the pit shaft echoes to the sound of their distant, gurgling laughter. Cautiously you move to the middle of the chamber, to where a line of empty ore wagons stand on a sleepered track. This track curves in the centre and exits the chamber through brick-lined tunnels in the north and east walls. Beside the north tunnel exit you see an iron door with a broken lock.
You unbutton the neck of your tunic and look at the Andarin Bloodstone in the hope it may help you choose the best route to follow. Its amber and crimson halves are glowing a little brighter now, but when you point the gemstone at each tunnel exit in turn, there is no variation. Looking down, you see that there are many tracks in the dusty ground. Some have been made by booted Drodarin feet, but mostly they are the clawed footprints of Shom’zaa’s minions. Then you apply your Kai Sixth Sense and you detect danger lurking along both tunnels.
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(I examine the door)
You push open the rusty iron door and enter a storage room which contains mining tools and heavy excavation equipment. This store has recently been ransacked by Shom’zaa’s minions and little has survived intact. Amidst the heaped and broken wreckage you find only two unbroken items: a Shovel and a Pick.
When you turn to leave the store room, you notice a tattered leather jerkin hanging on a hook behind the door. In a pocket you discover a Bronze Disc that is stamped with the Drodarin numerals ‘3–2–1’. You sense that the disc could be useful and so you slip it into your pocket before leaving the store room. (Record this Bronze Disc as a Special Item. You need not discard any other item in its favour if you already possess the maximum number of items permissible.)
(I take the Bronze Disc and the Bor Pick)
(I head north)
You follow this brick-lined tunnel for a mile before you reach a cavern that is filled with heat and noise. At its centre there stands a huge smelting furnace belching scarlet fire and evil-smelling gases. Great iron chutes feed the furnace with a stream of crushed ore, and from a vent at its base you see a river of molten copper flowing away along a great stone channel. The wagon track enters the cavern and passes beneath the channel before disappearing into a tunnel in the far wall.
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Twenty of Shom’zaa’s minions occupy this smelting chamber where, with wicked glee, they amuse themselves by torturing dwarven warriors whom they have captured in battle. A wretched prisoner is hung from a chain and dangled above the blazing furnace until he succumbs to the heat and poisonous fumes. Then the body is fed to the fires and another is hoisted aloft to take his place.
To the left of the entrance archway you can see an iron prison cage. It contains more than fifty dwarves destined for the furnace.
(I try to release the prisoners! Duh!)
You creep into the cavern and take cover behind an ore wagon that is parked directly opposite the prison cage. From here you are able to get a better view of the two guards, and you note that they are both wearing captured chainmail armour strapped to their scaly torsos. You also notice that the gate to the prison cage is secured by a simple iron bolt.
(I use KA)
You take aim with your right hand at the two guards before uttering the words of the Brotherhood Spell Net. A gout of thick fluid gushes from your palm and engulfs the creatures, glueing them together with its sticky strands. They struggle to free themselves but, in their desperation, they fall over and become stuck firmly to the ground.
The dwarves seize their chance to escape from the cage. A hand reaches through the bars and the bolt is pulled. Then the door bursts open and out they pour with a blood-curdling yell as they run to the ore wagons to arm themselves with rocks and tools. The torturers, alerted by the dwarf-yell, abandon their grisly work and come running towards the prison cage with their weapons raised. Suddenly two of these minions appear beside your wagon. Hurriedly you reach to your Kai Weapon as they launch a frenzied attack.
Shom’zaa minions: COMBAT SKILL 33 ENDURANCE 38
You are unable to inflict any ENDURANCE loss on this enemy for the first two rounds of combat, due to the surprise and ferocity of their attack.
(I have a +11+. I toss a 3 and a 6. I take 3. Then I toss a 2 and a 5. They have taken 26 to my 6 total. A 6 follows and they die and I took 7 damage total)
Abe Sargent
04-18-2020, 11:01 AM
You leap across the bodies of your slain foes and run along the line of ore wagons towards the tunnel exit. A battle is now raging in the smelting cavern as the freed dwarves take their revenge upon their alien captors. In the chaos of this combat, you reach the stone channel at the point where it crosses the wagon track, and you duck behind a supporting pillar to avoid colliding with a trio of minions that are racing to join the battle. The exit is just 20 yards ahead and it appears to be open and unguarded.
(why am I hiding from them?)
You escape along the dark tunnel at a run, your footsteps pounding in time to the beat of your heart as you race to put distance between yourself and the smelting cavern. Then a great bronze portal looms out of the darkness ahead, blocking the passage. It creaks open as you approach it and four muscular minions appear, framed in the glow of the torchlit tunnel that lies beyond. These creatures are larger than those you have encountered so far, and their reptilian eyes glint with a malevolent light that betrays their intelligence and ruthless cunning. They snicker with delight as they unsheathe their bladed weapons and rush forward to cut you down.
Shom’zaa Agarashi: COMBAT SKILL 44 ENDURANCE 44
(Let's fight! I have a 9 CS without KS. I toss a 9 and auto kill them)
As the last of these Agarashi falls dead at your feet, you wipe your ichor-stained Weapon and sheathe it in your belt. Then you search the slain minions and discover the following Weapons and items:
Sword
2 Axes
Dagger
Bow
3 Arrows
Tinderbox
On passing through the portal, you pause to pull it shut and lock it behind you. The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of separate concussive bangs. Soon you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, and then you see at once that it harbours the source of the loud explosions.
(I take the Tinderbox)
The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distant hall is one of King Ryvin’s weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shom’zaa Agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.
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The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and iridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creature’s wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.
Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses and the lights of this glowing gemstone both confirm that you are getting nearer to finding King Ryvin’s sons.
(I use Telegnosis)
Your Grand Master Discipline reveals to you that the skeletal creature possesses strong psychic and some magical abilities. Armed with this knowledge, you call upon your Magnakai Discipline of Psi-screen to shield your mind from psychic detection.
Patiently you wait at the entrance to the weapons laboratory, where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom’zaa minions naïvely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.
Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.
Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.
(I toss a 1 got a 4)
Despite your forewarnings and the precautions you have taken, the creature on the platform sees you moving towards the barrels, and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shom’zaa directs a powerful stream of destructive psychic energy into your mind.
(I do not have Kai-Screen)
Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you collapse to your knees: lose 3 ENDURANCE points.
Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom’zaa Agarashi closing in on you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.
Shom’zaa Agarashi: COMBAT SKILL 40 ENDURANCE 30
(I have a +13 with Mindblast. I toss a 2, then a 7 and finally a 4. It dies. I took 5 total damage)
Your swift dispatch of the Shom’zaa Agarashi sends a shock wave through the others. Nervously they back away, despite the hysterical shrieking of their cadaverous commander who orders them to attack you en masse. Before they can rally themselves and carry out the order, you steal away into a section of the vast laboratory that is crowded with siege machinery and engines of war. Here you take cover behind a large shield on wheels and observe the Shom’zaa minions as they mill about in confusion.
Suddenly their commander recaptures their attention by freezing two luckless minions to death with an icy blast. When he then commands the portcullis to be lowered to prevent your escape, a zealous minion rushes forward and begins hacking at its securing rope with a battle-axe. The rope snaps, and you watch with horror as the portcullis comes crashing down to seal off the exit.
Abe Sargent
04-18-2020, 11:09 AM
You remain hidden behind the large shield as the enemy come searching for you among the Drodarin war machines. Through a peephole in the shield’s timbers, you observe the Agarashi commander climbing down from the platform to join in the hunt. It shrieks incessantly at its scurrying minions, and looses off random blasts of icy death as it searches for you like a hungry predator.
The tunnel by which you entered the hall has been sealed off, and the portcullis can no longer be raised now that its hoisting rope has been severed. Your hopes of escaping are fading fast, until you see something nearby that revives your flagging spirits.
Your eye falls upon a two-wheeled field cannon which stands 20 yards from the portcullis. Its bronze muzzle is fashioned in the likeness of a dragon’s mouth, with a serpent-like tail that winds back along its barrel to the touch-hole. You magnify your vision and you are able to see that the cannon is primed, loaded, and set ready to fire. If you could reach the cannon and set a light to its touch-hole, it would discharge its shot straight at the portcullis.
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(I do have a Tinderbox, although it's not an option, I would think Elementalism would work here to start a fire)
You remove the Tinderbox from your Backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The Agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
(I toss a 4 into a 6)
The Agarashi commander fires an icy blast at your head, but he mistimes the shot and it fails to stop you from setting your light to the touch-hole. As his deadly missile whooshes past within inches of your scalp, the powder ignites and a tongue of flame roars from the muzzle of the cannon.'
The cannon’s shell hits the portcullis and explodes, tearing a great hole in the timbers. Smouldering fragments of the gate are scattered widely about the hall, and they set off a chain-reaction of smaller explosions when they settle on powder kegs and jars of inflammable liquids.
The enemy are thrown into a state of confusion and you seize upon the chance to make good your escape. You run to the portcullis and dive head-first through the ragged hole. With the Agarashi commander’s cries of anger and frustration ringing in your ears, you scramble to your feet and hurry down a stone ramp that leads to the level below.
The stone ramp leads to a titanic, lantern-lit cavern, where acres of wheat and barley are ripening in fields of fertile soil. You are amazed that such rich arable land can exist so deep below the surface of Magnamund, where rain has never fallen and the sun has never shone. Truly the Goddess Ishir gave the Drodarin a wondrous gift when she bestowed upon them the Throne of Andarin, for its powers alone permit this miracle to exist.
You leave the ramp and follow a rutted cart track. It borders upon a field of tall wheat, swaying gently in a cooling breeze. As you walk along, you magnify your vision and attempt to judge the distance to the far wall of the cavern. You have just concluded that it lies more than two miles ahead when suddenly you see something in the middle distance that makes you freeze in your tracks. A group of six large, two-footed creatures have emerged from the wheat field. At first glance they remind you of the guanza, the racing lizards bred in the Southlands, but when you take a closer look you see that these grey-skinned mounts are not born of natural stock. Astride their scaly backs sit Shom’zaa minions armed with spears and lances. The leading rider sights you on the track and immediately the group comes speeding towards you with a loose, loping gait.
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Hurriedly you leave the track and leap through the tall crops, pitching and stumbling among the tough stalks as you struggle to get away from the approaching riders. Within a minute of first sighting you the riders are able to pick up your trail.
The sound of them crashing through the wheat alerts you to the need for you to hide your tracks. You change direction repeatedly, and use your Kai skills to weave through the crops without leaving any sign of your passing. This tactic throws most of them off your scent, but one rider follows his instincts and he homes in on you with uncanny precision.
Shom’zaa Agarashi Lancer: COMBAT SKILL 44 ENDURANCE 30
(I have a 9 with MB alone. I toss a 6 and a 4. They took 22 to my 3. A 2 finishes them, but I have taken 6. I had 5 damage left from other battles and such, and am at 11 damage taken thus far)
Your killing blow pitches the Shom’zaa lancer out of its saddle and sends its lifeless body tumbling into the wheat, trailing a stream of black ichor. As its steed flees through the tall crops, you notice a bulb-like object fall from its saddlebag. You take a closer look and discover that it is an unexploded Phosphor Bomb. (If you wish to keep this item, record it on your Action Chart as a Backpack Item.) Then you hear the sound of the other riders approaching, and quickly you dive into the tall crops and hurry away towards the north to avoid them.
After a few minutes, when you can no longer hear the lancers crashing through the wheat, you begin to feel confident that they have lost your trail for good. You have just crossed into an adjoining crop of barley when suddenly a barrier of piercing light erupts in front of you as first one explosion and then two more detonate among the plants. In a desperate attempt to flush you out, the riders are hurling phosphor bombs into the fields. Within seconds the tinder-dry crops are ablaze, fanned by a stiff breeze. You retreat to the wheat field to avoid the roaring flames but, as you retrace your steps, your Sixth Sense tells you that you are being forced back into a trap.
( I take the Phosphor Bomb)
Abe Sargent
04-18-2020, 11:15 AM
he blazing wall of flame is being fuelled by powerful Drodarin incendiaries, and the temperatures they are generating are far higher than your Magnakai Discipline of Nexus can withstand.
(I use G. Nexus)
You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.
Physically, you have survived your ordeal unscathed, but when you prise open your eyes and take stock of your equipment, you quickly discover that your tunic and Backpack are on fire.
(I use Elementalism with a high rank)
You utilize your improved Discipline of Elementalism to condense water out of the surrounding air with which to douse the flames that are feeding hungrily on your clothes and equipment. Your speedy action extinguishes the fire and saves your tunic and Backpack from ruin.
Having successfully reached the far side of the wall of fire, you hurry away towards the north in case the Shom’zaa lancers should attempt to outflank you. Soon you come to a muddy ditch which marks the boundary between two neighbouring fields of barley. In the field ahead the plants are younger and shorter, and you are able to see the roof of a Drodarin farmhouse less than 50 yards distant.
(I choose to investigate the farmhouse)
As you approach the stone-built farmhouse, your Kai tracking skills detect that the Shom’zaa lancers have already paid this dwelling a visit. Its oak door is hanging off its hinges, its windows are broken, and splintered furniture lies scattered throughout the rooms of the ground floor. Few items of any value remain intact.
Among the wreckage of the kitchen you discover enough food for 2 Meals, a Jug of Vinegar, and a Candle. You also discover a concealed drawer beneath its refectory table. This compartment contains 2 Potions of Laumspur (they each restore 4 ENDURANCE points when swallowed following combat).
You are preparing to leave when suddenly your keen ears detect a faint bubbling sound. It is coming from beneath a trapdoor set into the middle of the kitchen floor.
(I take a Jug of Vinegar and a Laumspur Pot, I have two backpack slots free)
You pull open the trapdoor and descend a ladder to a cool cellar. The floor is stacked high with corked bottles, and the walls are lined with shelves that sag beneath the weight of a hundred glass flagons, each one filled with a dark bubbling liquid. The pungent smell of fermenting ale assails your nostrils, and your suspicions are confirmed when you risk a sip of the heady home brew.
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The flagons contain Bor Brew, a notoriously potent ale. If you wish to take some of this beer, you can fill an empty bottle and store it in your pack (a Bottle of Bor Brew = 1 Backpack Item).
(Nevermind, i take two flagons)
You leave the farm and trek across five fields of barley before you come to the far side of this titanic cavern. Several cart tracks converge at the approach to a wide stone ramp that ascends to the mouth of an unguarded tunnel in the cavern wall. You climb the ramp and, as you enter this torchlit tunnel, you discover a number of broken weapons lying discarded on the ground. Among them you find 1 Arrow and a Sword that are still serviceable. (If you decide to keep them, adjust your Action Chart accordingly.)
You follow the tunnel for several hundred yards until you come to a junction where a smaller passageway leads off to the right. A stone plaque that once indicated the name of this passage lies smashed in pieces. You are trying to put the pieces back together when suddenly you hear the sound of Brozal riders approaching along the main tunnel. Quickly you move into the shadowy passageway and use your camouflage skills to hide there as you wait for the riders to pass.
While you are waiting, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
You hear the Brozal slowing as they draw near to the junction, and your skin prickles with a premonition of danger. Your Kai senses detect the approach of a malevolent entity, a creature in their company that is exuding a powerful aura of evil. Fearing that you may be discovered if you stay here, you silently slip away along the passage.
Soon you arrive at a great bronze door. It is inlaid with ancient Drodarin runes and embellished with gold leaf. Gently you push against its cold surface, and the portal swings open to reveal a gloomy chamber. You sense no threat here and so you enter and then push the door closed behind you.
The walls of this chamber are lined with alcoves which are filled with ornate burial urns. Some have been smashed, and their powdery contents lie scattered upon the marble floor. You quickly determine that you have entered a Drodarin cinerarium—a place where the cremated remains of dwarven warriors are laid to rest. Such chambers are considered sacred by the Drodarin, and it saddens you to see that this one has been wantonly desecrated by Shom’zaa minions.
A large tomb dominates the centre of the chamber. Its lid is cracked and holed where the minions have attempted to force an entry. Drodarin script embellishes its dusty surfaces, and when you make a closer inspection, your pulse quickens. This is the tomb of Andarin—the first King of Bor. Through a small hole that punctures the tomb’s lid, you can see part of the king’s burial urn. It is lit by the supernatural glow of a golden warhammer that rests beside it. Your Kai senses detect that this is a powerful, magical weapon.
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(I try and open it)
You examine the lid of the tomb and find that it is cemented firmly into position by centuries of grime. In order for you to lift the lid, you will first have to break through these layers of encrusted sediment.
(I use KA)
You speak the words of the Brotherhood Spell Strength and as it begins to take effect, you feel an invigorating surge of power flowing through every muscle of your body. Electrified by this energy, you take hold of the tomb’s lid and force it aside. There is a loud Crack! as the seal of grime is broken; then a flood of golden light washes over you when you swing the lid aside and tip it over onto the floor.
With a growing sense of awe, you take hold of the golden warhammer and raise it aloft. You admire its finely-crafted lines and perfect balance, and you sense that it was forged by magical fires.
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If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.
(Woot)
Abe Sargent
04-18-2020, 11:27 AM
Prompted by curiosity, you leave Andarin’s tomb and go to look at the alcoves which encircle the walls of this chamber. Only a few urns remain wholly intact within the arched recesses, and each of these is engraved with the likeness of the Drodarin lord whose ashes they contain. Your eye is drawn to one in particular—the cinerary urn of War-thane Svann. Yet it is not the urn itself that captures your interest; it is the small bronze lever concealed behind it.
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Carefully you remove Svann’s urn and examine the lever. Immediately your Kai senses inform you that it operates a secret panel in the wall.
(I use KA)
Prompted by the warnings of your Kai Sixth Sense, you speak the words of the Brotherhood Spell Sense Evil and focus your powers upon the lever, the alcove, and its surrounding wall. You detect that there is indeed a concentration of evil nearby, but suddenly you realize that it is nowhere near the alcove wall. The evil is in the passageway leading to the door of the chamber … and it is approaching fast
(I use the lever)
The lever clicks down and a secret panel in the wall slides open to reveal a narrow passage. As you are peering along this gloomy tunnel, suddenly the heavy chamber door bursts open and slams against the wall.
An icy trickle of fear runs down your back when you turn to look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills you to the bone. It advances into the chamber with its arms outstretched, as if it is walking in its sleep. Then it turns and points its arms at you, and its clenched fists begin to glow like two balls of red-hot plasma.
You take hold of the stonework that frames the secret panel and pull yourself towards the narrow passageway. You are only halfway through the opening when two orbs of living flame leap from the creature’s glowing fists and come arcing towards your spine.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1
(I autopass)
The speeding fireballs explode harmlessly in the entrance as you make good your escape along this cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.
The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.
(I have Grand Path)
Your Kai Mastery warns you that you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when a weight is placed upon it. Your Kai Sixth Sense helps you to identify the slab, and as you get nearer, you increase your speed in preparation to jump over it.
Pick a number from the Random Number Table.
If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 16 or lower, deduct 2.
(I toss a 3 and get a 7)
You clear the slab, and as you race towards the treasure vault, the passageway is filled with the terrible roar of a fireball. The instant you pass through the vault’s archway, you dodge to one side and cover your head with your hands. This timely action saves you from being scorched by the searing heat of the missile as it whooshes past and explodes among the treasures stored in this chamber.
As the fire dies out, you hear another sound—the dull clunk! of a trap being activated. You glance back into the passageway and see that your pursuer has stepped on a weighted floor slab, triggering a volley of deadly arrows. Unable to turn in the narrow confines of the passage, it is skewered by more than a dozen of these bone-tipped shafts. With a hellish shriek, the creature’s corpulent body erupts into a great ball of flame that burns with such fierce intensity that the beast is quickly reduced to a heap of white-hot ash.
(Nice. I m fully healed at this passage by the by)
Now that the creature is no longer a threat, you turn away from the scorching heat that is radiating from its ashes, and you begin to explore this mysterious treasure chamber.
The walls of the vault are decorated with murals that glorify the Goddess Ishir. Great carved tables, heaped with dusty gems and ingots of precious metal, form a circle around a golden statue of the goddess which stands upon a crystal dais in the middle of the chamber. Resting against the dais are several ancient artefacts of special value. Three of these items in particular catch your eye:
Korlinium Chainmail Vest (This Special Item can be worn beneath your tunic. It adds +2 to your COMBAT SKILL.)
Drodarin Bag of Holding (This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.)
‘Sunderer’ (This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.)
If you choose to take and keep any of the above Special Items, make the necessary adjustments to your Action Chart.
To continue, turn to 95.
(I take all three, I move my meals inside the Bag along with the Bor Brew and Tinderbox)
Abe Sargent
04-18-2020, 11:37 AM
Carefully you examine the walls and floor and detect no other exits, other than the passage by which you entered the treasure vault. But that way is now impassable. Following its destruction, the ashes of the slain creature have become steadily hotter. A searing radiation fills the passageway, and this deadly energy forces you to abandon all hope of making an escape by that route.
You are beginning to fear that you may be trapped, until you notice that the vault’s domed ceiling is obscured by a cloud of steam. Using your Kai skills, you peer through the vapours and detect a hole at the apex of the dome through which the steam is emerging. By climbing onto the statue of Ishir and raising both arms, you are able to take hold of a metal flange encircling the hole. Confident that you have found a way out, you haul yourself up and begin climbing along a rough stone duct. This slippery conduit leads to another hole, located in the roof of a rocky cavern where steam is bubbling from the surface of a hot spring.
Gingerly you drop down to the floor of this humid cavern and take stock of your new surroundings.
Through the thick, billowing vapours you glimpse an underground river which divides the cavern in two. Its warm waters enter through a fissure in the south wall, and flow away through a natural tunnel in the west wall. You are approaching the muddy bank when suddenly a huge dark shape comes looming out of the steam. You can barely stifle a scream of terror when you find yourself staring into the venomous maw of a gigantic steamspider.
( I have a Jar of Vinegar)
Suddenly you recall something you learned at the Kai Monastery many years ago. Steamspiders are commonly found in the hot and humid regions of Magnamund, though few ever grow to the size of the gigantic specimen that confronts you here. The smaller ones are especially vulnerable to acetic acid, and nests of steamspiders are usually destroyed with a liberal sprinkling of vinegar.
Armed with this knowledge, you pull the Jug of Vinegar from your Backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.
The Jug of Vinegar strikes the giant spider’s bony fangs and shatters, drenching its maw and belly. Then the creature emits a hideous shriek as the wine vinegar eats into its body like a powerful, corrosive acid. It rears up on its hairy legs and topples backwards to fall limply into the river. For a few moments its loathsome carcass is buoyed along on the current; then slowly it sinks beneath the foaming waters and disappears from view.
(Noise!)
You unsheathe your Weapon and hold it ready as cautiously you explore the cavern. You are wary that there may be other creatures lurking in the depths of its craggy hollows, waiting patiently to attack. However, you soon discover that the cavern had only one occupant and it is now empty.
The only exit from this place is the natural tunnel in the west wall, through which the underground river flows away. Carefully you test the water and discover that it is hot, although not unbearably so. You resolve to try to escape from the cavern by way of this river, and before you lower yourself into its steamy water, you make sure that all of your Weapons and equipment are secure. Upon entering the river you are carried away by the swift current and swept beneath the tunnel’s low arch.
Pick a number from the Random Number Table.
(I toss a 7)
For more than a mile you ride the torrid waters of this underground river. Its swift current takes you through a series of low, dark caverns, and steeply-sloping chutes, until you reach a place where it flows into a deeper, colder channel. Where the two rivers meet, the waters boil and seethe as they collide with a line of jagged, razor-edged rocks. Frantically you battle against the current as you are swept inexorably nearer to this treacherous reef.
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(I use Elementalism)
You harness the force of your elemental powers to help steer you away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you onto a shingle bank.
Aching and bedraggled after your punishing ordeal in the water, you crawl up the stony river bank and rest beside a mossy boulder. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
After surveying your new surroundings, you determine that you have arrived at the base of a deep fissure eroded by the rivers which converge near this point. Your keen eyes spot a black opening in the granite cliff-face overhanging the shingle bank, and when you go to investigate, you discover that it is the entrance to a long and winding tunnel. Growing out of the walls of this dank passage are several scarlet-capped toadstools.
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(I dont have Herbery)
You continue for several miles in complete silence and darkness until you hear a noise faintly in the distance. You stop to concentrate your aural abilities and gradually you are able to identify the distinctive, familiar sounds of battle. The clash of blades, the dull report of Bor pistols, and the dying shrieks of men and monsters can be heard seeping through the cracked walls of this tunnel.
You press on for a further mile until the tunnel tapers and comes to a dead end. A wedge of lantern-light is pouring through a wide hole near the floor, and when you peer through it, you see a wider tunnel which passes at a right angle to the one you occupy. Lying on the floor of this new passageway are the bloodstained bodies of Drodarin warriors, entwined with Shom’zaa minions and Agarashi.
You watch and listen for several minutes. When you are sure that you can detect nothing moving in the tunnel below, you remove your Backpack and push it through the hole. Then you wriggle through this narrow gap and drop down onto the body-strewn floor. You are replacing your Backpack when suddenly your Kai senses alert you to an approaching danger.
(I do have a high rank and G. Nexus)
Your Kai Sixth Sense warns you that a large group of Shom’zaa Agarashi are approaching, and your Magnakai Discipline of Divination detects the presence of a creature among them who possesses magical abilities. A cursory look in the opposite direction tells you that this smooth-walled, lantern-lit passage offers very few places in which to hide. Having coolly assessed the situation, you call upon your improved mastery of Nexus to help you survive it.
You curl up on the floor and cover your head with your left arm to keep your Sommlending features hidden from view. Then you place yourself into a state of suspended animation, convincingly feigning death. Minutes later, a dozen Shom’zaa Agarashi come creeping along the tunnel. They are led by a thin creature with ebony skin and iridescent eyes. Without paying you a second glance, they pass by and disappear into the distance.
When you can no longer hear the rasping sound of their clawed feet scraping the tunnel floor, you bring yourself out of the trance and get to your feet.
(I search the bodies)
Your search uncovers the following items and Weapons:
Sword
Axe
Spear
Dagger
Enough food for 2 Meals
Bottle of Bor Brew
Copper Key
3 Arrows
Bow
Quiver
If you choose to keep any of the above items, make the appropriate adjustments to your Action Chart.
(I take another Bor Brew! I also take the Copper Key)
You follow the tunnel to a cavern where seven other passages converge. A granite obelisk, carved with a single rune, stands in the middle of this circular chamber. You recognize the rune: it is the Drodarin symbol for ‘hub’, the centre part of a wheel. The dwarves of Bor have named this cavern ‘The Hub’, because the tunnels that meet here resemble the spokes of a gigantic wheel.
You take the Andarin Bloodstone from around your neck. Then you observe its glowing colours as you walk around the perimeter of the cavern, pointing it at each tunnel entrance in turn. When you come before the north tunnel, the colours glow brighter. You are sure you have found the way that will lead you to Prince Leomin and Prince Torfan when you discover a stone plaque fixed to the wall. Its runic symbols tell you that this broad passage leads to the Throne Chamber of Andarin.
The sounds of fighting grow louder as you explore the depths of this tunnel. Frequently you have to hide in the shadows to avoid colliding with ragged groups of wounded Agarashi retreating from battle. But at length you come to a large cavern that serves as the anteroom to the throne chamber of Andarin.
From the cover of a stone column beside the tunnel exit, you observe the deadly struggle that is taking place in this smoke-filled cavern. Scores of dead Agarashi are heaped before the entrance to the distant throne chamber. Its great double doors have been torn from their hinges, yet entry has been denied to the Shom’zaa horde. A barricade fills the open doorway, and this makeshift wall is being skilfully defended by the War-thanes of Prince Leomin and Prince Torfan.
An assault on the throne chamber is about to take place. You watch with grim fascination as the Agarashi rise up from positions they have dug around the perimeter of the cavern, and wait for their commander to shriek the order to attack. A wailing cry echoes around the cavern as the horde rushes headlong towards the barricade. They come to within a few paces of the wall before the leading ranks are obliterated by a cannon’s shell and a deafening volley of Bor pistols. There is a brief clash of swords and spears, followed by an ominous silence. From out of the smoke and carnage, the few who have survived the attack come crawling back to their trenches to lick their wounds and await the next assault.
Soon you hear the approach of enemy reinforcements, their ill-fitting armour rattling as they come running along the tunnel. You are forced to move away from the column for fear of being seen when they arrive but, as you scurry to the cover of an empty powder barrel, you are spotted by a group of Shom’zaa minions in a trench near the cavern wall. They cry out to their comrades, alerting them of your presence as they fumble to load their captured crossbows.
(I use Assimilance with a high rank)
You call upon your improved mastery of Assimilance to conjure a thick mist from the bottom of the enemy trench. Seconds later, the Shom’zaa minions shriek with fear as they are engulfed in a dense white fog.
Abe Sargent
04-18-2020, 11:49 AM
You are spotted by the reinforcements as they enter the cavern, and the leading Shom’zaa Agarashi come rushing towards you with their spears raised. To stand and fight them would be suicidal for they total more than a hundred in number; your only hope is to reach the barricade.
As you sprint across the body-strewn cavern towards the distant throne chamber, the dwarven defenders see you approaching. Some of them recognize you are a Kai Lord by the cut and colour of your tunic, and a hearty cheer arises from the barricade. Arrows and crossbow bolts whistle past as the Shom’zaa horde attempts to prevent you from reaching the throne chamber alive. Then you hear the loud report of muskets and pistols as Drodarin marksmen give covering fire from their barricade.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE points score is 20 or less, deduct 2.
( 6 into 8)
You are within a dozen yards of the barricade, when a missile hits you forcefully in the back and sends you sprawling to the ground.
You scramble to your feet and climb across the corpses of the slain Shom’zaa minions that are heaped before the barricade. Strong Drodarin hands reach out and grab you by the arms, and you are hauled bodily over the tangle of barrels and planks.
‘You sure ran pretty!’ says a bearded War-thane, as he slaps you heartily on the shoulder.
‘You just lost me ten Ain,’ says another, jokingly. ‘I bet old Borin that y’wouldn’t make it!’
These battle-hardened defenders are clearly impressed by your courage, and they are not too proud to show it. But then a gruff cry from the far end of the line sends them hurrying back to their positions: ‘Here they come again!’
A grey-bearded warrior, his arm bandaged in a makeshift sling, takes hold of your sleeve and pulls you away from the barricade as the Shom’zaa Agarashi launch another assault. He ushers you into the Throne Chamber of Andarin and, as you accompany him, he tugs something from your Backpack: it is the shaft of an enemy arrow. Your pack prevented this missile from penetrating your spine. (The arrow damaged one item. Erase any item of your choosing from your list of Backpack Items.)
(I lose a meal and have just one left, one of the reasons I carry meals, sometimes you need to give them out, sometimes you are in a petrified forest and can't hunt, and sometimes you have to lose something and it covers for better days ahead.)
Upon entering the chamber, you see a huge throne of silver adorned with hundreds of precious gems. It rests upon a dais of marble and it dominates the centre of this circular hall. A halo of golden light surrounds the Throne of Andarin, and when these rays wash over your body, you feel cleansed and invigorated (restore 5 ENDURANCE points).
As you approach the fabled throne, you see many injured Drodarin warriors seated around its base. Some have suffered grievous battle-wounds, yet the goodly light of the throne is healing their torn flesh and broken bones. Your grey-bearded escort ushers you to a corner of the chamber where two warriors are engaged in a heated debate. From the colour of their armour and the royal crests of Bor emblazoned upon their surcoats, you deduce that they are King Ryvin’s missing sons: Prince Leomin and Prince Torfan.
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The two princes cease their argument when they see you approach. Torfan comes bounding forward to greet you, offering his hand in friendship, yet his elder brother appears sullen and dejected. You introduce yourself to the princes and give an account of the events that have brought you to this meeting. When you show them the Sun-crystal and tell of your mission to destroy Shom’zaa, a glimmer of hope shines in Prince Leomin’s red-rimmed eyes. You sense that he has been racked with remorse since the escape of Shom’zaa and its vile minions. He longs for the chance to redeem his foolish actions, and readily he offers to help you destroy the creature and its hordes.
You learn that the princes and their bodyguard of War-thanes have held the throne chamber for six days. They have no food or water, and it is only the radiant power of the throne that has sustained them. Prince Leomin knows the precise location of Shom’zaa’s lair and he will lead you to it. You agree to go with him while Prince Torfan remains here to command the defence of the throne chamber.
Leomin takes you to a stone door set flush into the curving marble wall. A grizzled old warrior sits guard at this portal, and clutched in his vein-covered hands is a glowing runestone. Your Kai senses detect that this door is sealed by an Old Kingdom Spell that has prevented Shom’zaa’s horde from gaining entry to the chamber by this way. Prince Leomin unsheathes his battle-axe and motions you to draw your Weapon before the door is opened.
‘Shom’zaa abandoned his attempt to batter down this portal two days past,’ he says. ‘But there may be some of his spawn-kind waiting in the corridor outside. Best be on our guard, Kai Lord.’
Leomin nods to the old warrior and he responds by touching the runestone to the door. There is a faint tinkling sound, and then the portal slides open and you follow the prince as he steps through the opening into the darkened passageway beyond. The portal slides shut behind your back with hardly a sound. Instinctively you scan your new surroundings for signs of the enemy, and quickly discover that Leomin was right to be cautious. More than a dozen Shom’zaa Agarashi have been left here to guard the portal. Only by chance have you chosen a time to leave the chamber when these creatures are asleep.
Leomin points to the end of the wide corridor, to a place where a circular shaft descends to a lower level. A large basket, suspended by a rope and pulley, hangs above this shaft. The prince beckons you to follow as he tiptoes around the sleeping creatures and approaches the basket. You are halfway along the corridor when suddenly one of the Shom’zaa Agarashi awakens and shrieks in alarm. You respond by racing towards the distant shaft, but within a matter of seconds, all of the sleeping creatures are on their feet and rushing from all sides to block your escape. You must fight them.
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Shom’zaa Agarashi: COMBAT SKILL 42 ENDURANCE 44
You may add 5 to your COMBAT SKILL for the duration of this combat, for Prince Leomin is fighting by your side.
(I toss an 0 and auto kill them)
As the last of the Shom’zaa Agarashi falls to your deadly blows, you sheathe your Weapon and hurry to join Prince Leomin at the far end of the corridor. Together you climb into the hanging basket and he takes hold of its supporting rope. By feeding the rope slowly through the pulley, he is able to lower the basket towards the base of the shaft.
(I have Grand Path and a high enough rank)
As you descend, you hear a faint buzzing sound resonating from the rock-face. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.
‘Antah wasps!’ exclaims Leomin, as he frantically works the rope and drops the basket at a stomach-churning speed. The wasps give chase, but when you call upon your improved Discipline of Pathsmanship and command them to disperse, they return immediately to their nest in the wall of the shaft.
Prince Leomin is impressed and, for the first time in many days, a smile creases his sullen face. He commends your skill as he slows the rope and lowers the basket gently to the base of the shaft.
(Which feels more like Animal Mastery to me, but whatever Dever)
The basket lands at the base of the shaft and you see a freshly-excavated tunnel stretching away to the east. You leave the basket and, as you follow the prince, you notice that the walls of this passage are layered with a fibrous mineral that shimmers like strands of polished silver. Now you understand what tempted Leomin to defy ancient Drodarin lore and mine the lower levels of Bor, for these are strands of pure korlinium—the rarest of minerals. You feel its raw energy revitalizing you as you walk along the tunnel (restore 3 ENDURANCE points), yet you cannot help but conclude how foolish it was of Leomin to succumb to his temptation. For centuries the goodly power of this mineral has acted like the bars of a prison, keeping Shom’zaa and its horde secure.
At length you arrive at a small cavern where a section of wall has collapsed.
‘That is where the Shom’zaa horde emerged,’ says Leomin, pointing to the gaping hole. Mining tools litter the floor of this chamber, and you see a wider passage leading off to the south. It is laid with track for wagons to carry away the korlinium ore. When you magnify your vision, you see a group of Shom’zaa Agarashi at the far end of this passage
(I use KA)
You recite the words of the Brotherhood Spell Sense Evil and instantly you detect the presence of Shom’zaa. The fell creature is lurking somewhere beyond the hole in the cavern wall. You try to focus the spell, to determine where exactly he can be found, but all your efforts are in vain. The energy of the raw korlinium is disrupting the power of your spell.
Patiently you wait until the Shom’zaa Agarashi have disappeared from the passage; then you draw your Kai Weapon and steel yourself to enter the hole. Leomin keeps lookout as you duck your head and step through its jagged opening.
As your eyes adjust to the gloom, you gasp with horror at what you see in the cavern before you. Hanging from the slime-stained ceiling are hundreds of large, grey cocoons. Through the wiry threads that form their fibrous shell cases, you can see the faces and features of Drodarin warriors. Your throat tightens when you realize that their corpses are being kept here to provide future food for Shom’zaa and his horde.
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( I do have Grand Path)
Your senses warn you that the creature responsible for spinning these cocoons is clinging to the ceiling directly above your head … and it is getting ready to drop!
(I attack the ceiling)
You spin on your heel and launch a mighty swipe at the ceiling, but the blade of your Kai Weapon glances harmlessly off a steel-hard shell. You look up and see a large creature affixed to the rough surface. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. From a bony tube beneath this horror’s gaping mouth comes a thin length of thread. It whips around your legs and yanks you to the ground. As you fall, another thread loops around your body, making you gasp for air as it is pulled tighter and tighter.
The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 3 ENDURANCE points.
You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.
Prince Leomin tugs his battle-axe free from the beetle-creature’s sundered skull, and the chittering horror loses its grip on the ceiling and comes crashing down upon the cavern floor.
Quickly the prince hooks the blade of his great axe behind the wiry threads that constrict and bind you, and with one swift pull, he severs them and releases you. As your strength slowly returns, you thank Leomin for his timely rescue and take stock of the damage the lassos of thread have caused.
Abe Sargent
04-18-2020, 12:01 PM
With Prince Leomin watching your back, you cautiously explore this stinking hive. Beyond the cocoons you come to an adjoining cavern where a rough stone ramp descends to a sunken floor, ankle-deep in brackish slime. Clusters of large grey eggs are attached to conical stalagmites, and the surface of the mire is littered with the remnants of these leathery grey sacs. Your Kai Sixth Sense tells you that these torn egg pouches once contained the creatures that are now wreaking havoc in the dwarven kingdom.
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You approach the edge of the stone ramp and come to an abrupt halt when you detect an overpowering aura of evil. You cast your eye across the field of stalagmites and your blood runs cold when you catch your first glimpse of Shom’zaa lurking in the darkness. He is a four-legged being, and his great head is triangular in form. Two pale green, radiant eyes are set above a three-cornered mouth filled with crystalline fangs. Below his jaw protrudes a slender proboscis, and from the crown of his bony skull sprout antenna tipped with barbed spikes. Slime drips from his every pore, sheening his leprous hide.
At first Shom’zaa appears not to have sensed your presence in his lair. Busily he tends to a batch of Agarashi eggs, injecting them with fluid from his proboscis to encourage them to hatch. But when you remove the Sun-crystal from your pocket and get ready to hurl it at his loathsome form, suddenly he senses danger and retreats among the stalagmites. As he withdraws, he emits a sound that is beyond the range of human hearing.
(I do not have Kai-Screen or Bardsmanship)
A piercing pain lances through your head as Shom’zaa’s inaudible cry invades your mind: lose 3 ENDURANCE points.
Hurriedly, you call upon your Magnakai Discipline of Psi-screen to erect a defensive wall against this sonic attack, and gradually the pain subsides.
Your Kai senses tell you that Shom’zaa’s cry was not a sonic attack launched intentionally against you and Prince Leomin: it was a summoning call to his protectors. You encountered one of his protectors when first you entered his hive, and the memory of the beetle-creature is still painfully fresh in your mind. But Shom’zaa has one other bodyguard, and a sudden noise from the wall of the chamber behind you draws your attention to its daunting presence.
You spin around to see the slime-smeared rock-face rippling and undulating, as if a wave is passing through it. Then, in stunned disbelief, you watch the rocks move and take form. From out of the wall steps a creature formed wholly of stone. It has taken the shape of a large human, with fists that resemble two great hammers. It pounds the ground as it comes lumbering towards you, pulverising the surface. Bravely, Prince Leomin raises his axe, and with his battle-cry upon his lips, he lands a flurry of heavy blows upon the creature’s chest and neck. The rock beast retaliates with a backhanded swipe. It connects with Leomin’s head and leaves him sprawled upon the floor, unconscious and bleeding. Hurriedly you slip the Sun-crystal back into your pocket as the lumbering beast advances upon you.
The rock creature stops in mid-stride and turns towards Prince Leomin. As his crushing feet tread a slow, deliberate path towards the prince’s head, you unsheathe your Kai Weapon and rush forward in a desperate attempt to halt the creature.
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Rock Golem: COMBAT SKILL 40 ENDURANCE 70
This being is immune to all psychic attacks. If the Kai Weapon you wield is ‘Magnara’, you will benefit from the bonus gained due to its unique properties
(My CS without any psychics is 53 with the +4 I have for my new armor and the +2 I get for the underground weapon. +13. I toss a 6, then a 2, then a 4, then a 9 and it'll auto-die. I took 5 total)
As the rock golem crumbles to dust, you rush to Prince Leomin’s side and try to revive him with your Magnakai Curing skills. The healing warmth of your powers pass through your hands and into his body, and his eyelids flicker open as his consciousness stirs. (The healing of Leomin’s wounds costs you 2 ENDURANCE points.)
When his senses return, firstly he retrieves his battle-axe from the floor, and then he turns to offer you his thanks. Suddenly his eyes widen and he gasps with shock: Shom’zaa is approaching silently behind you. Leomin grabs you by the tunic and pulls you aside as he raises his battle-axe in readiness to hurl it at Shom’zaa’s hideous form. But before he can release the axe, he is felled by a stream of clear fluid intended for you. It strikes his chest and boils as it eats through his crimson breastplate. With a heart-rending scream he collapses to the ground, mortally wounded.
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You wrench the Sun-crystal from your pocket and turn to confront Shom’zaa, your arm poised ready to throw your deadly device. But already the fell creature has retreated and taken cover among the stalagmites. You run to the stone ramp to scan the cavern, and your Kai Sixth Sense alerts you to his hiding place. His body is hidden, but the top of his ghastly head can be seen protruding above a stalagmite less than 30 feet from where you stand.
( I toss it at his head)
You call upon Ishir to guide your arm as you draw back the crystal and hurl it at Shom’zaa’s head.
Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or lower, deduct 1 from the number you have picked. If your current ENDURANCE points score is 30 or higher, add 1.
(I toss a 3)
The Sun-crystal hits the rocky tip of the stalagmite and is deflected away from Shom’zaa’s head. Your heart sinks as you watch the glowing crystal bounce off a cluster of grey egg sacs, and then splash into the shallow slime that covers the floor.
You are gripped by the sudden fear that you may have lost the only weapon capable of destroying Shom’zaa, and hurriedly you leap off the stone ramp and race to retrieve it. Your Kai Sixth Sense guides you directly to its location, but as you pluck it from the slime and turn to face Shom’zaa’s hiding place, suddenly you recall Lord Rimoah’s words of warning. You must not be too close to the creature when the Sun-crystal touches his body, or you will risk being consumed when the crystal’s energy is released.
The memory of his wise words makes you pause and reconsider your actions. You focus on the stalagmite, now little more than 10 feet away, and you sense that something is very wrong. You look again, and the glimpse that you can see of Shom’zaa’s head begins to shimmer and fade. Your throat tightens when you realize that you have been duped by an illusion. As you turn back towards the ramp, you are suddenly struck in the back by a terrific force.
Pick a number from the Random Number Table.
( I toss another 3)
The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 ENDURANCE points.
Your senses are screaming ‘Danger!’ as you struggle to your knees and wipe the slime from your bloodied nose and mouth. You reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom’zaa leaps upon you and rakes you with his terrible claws.
Shom’zaa: COMBAT SKILL 56 ENDURANCE 50
This creature is immune to Mindblast (but not Kai-surge).
(I have a 61 with KS so I get a +5. I toss a 3 and then an 8. He took 18 and I have taken 8 including the damage earlier in this passage. 9 and 4 follow. He's at He took 43 to my 12. Then my 4 finishes him and I have taken 15 damage)
Abe Sargent
04-18-2020, 12:07 PM
Shom’zaa clutches at the deep wounds you have inflicted, and he staggers and falls backwards into the slime. You have slain this formidable foe, yet you sense that his death is but a temporary state, for the link between his body and the Plane of Darkness remains intact. Even as you gaze upon his loathsome corpse you detect the flow of an evil reviving power.
You return to where Prince Leomin lies, and you call upon Ishir to guide your arm as you take the Sun-crystal from your pocket and hurl it at Shom’zaa’s body. It strikes him and instantly there is a blinding flash. This searing light is followed by a deafening implosion which sucks a whirlwind of air and loose rock into its spinning core. You throw yourself upon Prince Leomin and pin him to the ground, as air and slime and debris are sucked from this cavern into the whirling vortex of the implosion''
Gradually the whirling vortex of the implosion grows smaller and smaller as its power collapses and fades. Then, with a loud Crack! it is gone completely. The gloom is lifted and a serene calmness envelops the chamber. You sense that Shom’zaa’s link to the Plane of Darkness has been severed, and all trace of the Evil that was imprisoned here for so long has now been swept away.
You cradle Prince Leomin’s head in the crook of your arm and attempt to heal the terrible wounds that the corrosive fluid has inflicted. Sadly, you discover it is too late to save him.
It was Leomin’s greed that caused the release of Shom’zaa and its ravening horde, yet he was a brave warrior nonetheless. His last courageous act saved your life, and for that you will always be grateful. You lay his head gently upon the ground and offer up a prayer to Ishir to watch over his soul. Perhaps, one day, his kinsfolk will forgive and forget his weaknesses and come to honour the memory of this brave warrior prince.
You resolve to return at once to the Throne Chamber of Andarin. You have completed one vital part of your mission—the destruction of Shom’zaa. Now you must help secure the remaining goal—the protection of the Throne of Andarin. With this aim in mind, you leave Shom’zaa’s lair and hurry back to the hole through which you entered the hive. Here you stop to scan the cavern beyond before venturing any further.
The narrow tunnel, along which you first entered the cavern, is silent and empty. By contrast, the wagon-tracked passage leading off to the south now echoes to the sound of anguished cries. They are the shrieks of Shom’zaa’s minions. The death of their master has been felt among their ranks, and although they survive for now, they know that without his power they are ultimately doomed.
( I retrace my steps)
You return along the tunnel to the basket at the base of the shaft. Wary of the Antah wasps that you encountered during your descent, you draw your Kai Weapon and keep it close to hand as you winch yourself up the shaft to the corridor above. The wasps are nowhere to be seen, and you are able to make your way back to the throne chamber’s sealed door with little difficulty. However, upon arriving here, you are confronted with the problem of how to gain entry to this magically-secured portal.
(I use KA)
You recite the words of the Brotherhood Spell Strength and as it begins to take effect, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you wedge the blade of your Kai Weapon into the crack of the portal and attempt to lever it open.
For more than an hour you struggle in vain to open the door, until you are forced to admit defeat. The portal cannot be opened without its crystal key. Reluctantly you return to the basket and make your way back to the cavern at the entrance to Shom’zaa’s hive.
Upon returning to the cavern, you enter the south tunnel and follow the newly-laid wagon track to a junction where a smaller passage leads off to the right. The entrance to this smaller tunnel is blocked by a criss-cross of timbers. An iron sign is fixed to one of the planks, but its Drodarin runescript has been eaten away by acid. When you look closer, you determine that the sign was defaced by Shom’zaa himself. Traces of the acid are identical to the corrosive fluid that ate through Prince Leomin’s armour.
(I do not have Deliverance)
You peer through the criss-cross of timbers, but you can detect no signs of life in the passage that stretches beyond.
(I explore the passage)
You insert your Kai Weapon between the timbers and prise one loose. Then you climb through the gap and explore the dark passage beyond. Soon you arrive at a small excavation chamber. It is lit by the glow of a rich seam of korlinium which permeates the walls. New mining equipment lies discarded on the floor, and beneath an overturned packing case you discover a dead bird in a cage.
(I have Grand Nexus)
Your mastery of Nexus enables you to detect that this chamber is filled with Zaxx—an invisible, scentless, highly poisonous gas. It forms in pockets within the granite mountains of Bor and Boden, and for centuries it has been the bane of all Drodarin miners. Your Discipline is slowing its insidious effects, but you are not immune to its toxins. Forewarned, you leave the chamber and return quickly to the main tunnel.
You follow the newly-laid wagon track along the tunnel until you are brought to a halt by the sound of enemy activity in a cavern ahead. Cautiously you make your approach, using the cover afforded by pit props which support the roof of this recent excavation. Rows of ore wagons are parked here, each filled with precious korlinium ore. A large group of more than 50 Shom’zaa Agarashi are standing around them, shrieking and gesticulating at each other. They have no commander to keep them in order, and they have been left in a state of panic and confusion following the destruction of Shom’zaa.
Aided by your Kai camouflage skills, you have little difficulty slipping past these creatures and continuing along a tunnel in the opposite wall. This wide passageway brings you back to ‘The Hub’, but as you approach this familiar cavern, your blood is chilled by the sight of what awaits you there.
Abe Sargent
04-18-2020, 12:15 PM
The centre of ‘The Hub’ is filled with Shom’zaa Agarashi and many lesser minions. They are being rallied here by their commanders in preparation for a final assault upon the throne chamber of Andarin. By the use of dark magics, the commanders have whipped their troops into a maniacal frenzy. Many claw and bite each other as the sorcery-induced bloodlust eats away their minds.
You know that you must reach the throne chamber and warn Prince Torfan of what awaits him and his brave defenders. Unless they are prepared for the attack, they could be overrun by the sheer suicidal fury of this maniacal horde.
(I use Telegnosis with a certain rank)
You close your eyes and concentrate upon your telepathic powers in an attempt to make contact with Lord Rimoah. The image of the magician’s face swims in and out of focus, and you sense that your efforts to communicate with him are being disrupted by the sheer density of the granite that separates you both. Briefly you connect, and in these few fleeting seconds you learn that he is aware of Shom’zaa’s destruction. He tells you that King Ryvin’s army is battling through the middle levels of the kingdom in a determined effort to reach the throne chamber.
You must hold the chamber until the King’s warriors arrive … These are the last mind-words you hear from Rimoah before your telepathic link weakens and fades.
As you watch the manic behaviour of the Shom’zaa Agarashi, you resolve to make an immediate attempt to reach the north tunnel on the far side of ‘The Hub’. The vast numbers of the enemy gathered here will make the task a difficult one, yet their crazed state of mind may yet be to your advantage.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Kai-screen, add 1.
( 5 into 10)
You call upon your mastery of Kai camouflage skills to help keep you hidden, and then you enter the chamber and steal around the perimeter of the horde. You reach the north tunnel undetected and hurry along the tunnel towards the distant cavern. To your dismay, your swift progress is brought to a halt when you see that the entrance to the cavern is guarded by a group of spear-wielding Shom’zaa Agarashi.
You leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of the enemy when you unsheathe your Weapon and give vent to your battle-cry: ‘For Sommerlund and the Kai!’
Shom’zaa Agarashi (with spears): COMBAT SKILL 42 ENDURANCE 40
( I have best best ratio. 7 and then 9. Dead.)
As you land the killing blow upon the last of the Shom’zaa Agarashi guards, you leap over its falling body and run towards the barricade. You are halfway across the chamber when, to your surprise and relief, you note that the only Shom’zaa minions who now occupy this hall are those lying dead on the ground around you.
Your Kai Sixth Sense tells you that you are no longer in any immediate danger, and you slow your pace as you approach the throne chamber barricade.
The Drodarin War-thanes twirl their battle-helms upon the muzzles of their muskets and cheer loudly as you reach the barricade. They are in jubilant mood after six days of siege, for they believe that the retreat of their enemy from around the throne chamber signals the end of their long ordeal. Prince Torfan offers you his hand and helps lift you over the wall, and then he asks after his brother Leomin. You answer with a shake of your bowed head.
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Torfan is saddened by the news of the loss of his brother, but as you accompany him into the throne chamber, he is greatly comforted to hear that you owe him your life.
‘Without your brother’s brave sacrifice, Shom’zaa would have slain us both,’ you tell him.
‘He has paid a grave price for his foolishness,’ says Torfan, wistfully, ‘but he has died with honour. He will not be forgotten.’
The healing rays of the Throne of Andarin restore 5 ENDURANCE points. However, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
ou warn Prince Torfan that, following the destruction of Shom’zaa, the horde besieging the throne chamber did not go into hiding. He and his bodyguard of War-thanes are deeply shocked to learn that they are now in ‘The Hub’, preparing for a final assault upon the Throne of Andarin.
‘It is vital that you hold the throne chamber until your father’s army arrives to raise the siege,’ you tell them, earnestly. ‘Take heart, brave Drodarin. Elsewhere in your kingdom the horde is melting away in chaos. It will not be long before your ordeal is over.’
Suddenly a cry from the barricade warns that the Shom’zaa horde is returning. Torfan orders every War-thane to arms in readiness to meet the enemy. Then he raises his brother’s battle-standard and takes up his position beside the cannon, and the stirring sight inspires Prince Leomin’s bodyguards to give voice to a rousing cheer.
You take up a position close to Prince Torfan, and watch with grim fascination as the enemy come pouring into the cavern. Then, with a hellish shriek, the horde raise their weapons and come thundering like a tidal wave towards the barricade.
Your pulse races as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light near the middle of the attacking horde, and your stomach heaves when you see an icy bolt of energy come streaking directly towards your section of the barricade.
(I use KA)
ou raise your hands and hurriedly intone the words of the Brotherhood Spell Counterspell. The air shimmers as the spell takes effect, and when the deadly blast of ice passes through this scorching air, it is transformed into a spray of warm water
You unsheathe your Kai Weapon as the first wave of the Shom’zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.
Shom’zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 45
This enemy is immune to Mindblast (but not Kai-surge).
(I have to use KS. I toss a 1 and then a 3. Then a 8 autokills. I took 8)
A cheer erupts to your left as the Shom’zaa horde falters and falls back in confusion on that flank. Drodarin marksmen hastily reload their muskets and let loose a parting volley to speed them on their way. But as the smoke from their firearms clears, you see that the battle is going against Prince Torfan’s War-thanes on the right flank of the barricade. The cannon, and Leomin’s battle-standard, have both been captured by a dozen Shom’zaa Agarashi. You watch with mounting horror as the enemy turn the captured cannon around and point it at the Throne of Andarin, and your fears are compounded when you sense that the gun is primed, loaded, and set ready to fire.
(I use Elementalism)
You draw upon your Kai powers of Elementalism to cause a gust of air to blow away the priming powder from the cannon’s touch-hole. One of the enemy places a burning taper to the hole, confident that the Throne of Andarin is about to be obliterated, but the cannon fails to fire when the primer does not ignite.
Abe Sargent
04-18-2020, 12:18 PM
Your speedy action has countered the immediate threat, but the enemy are determined to destroy the fabled throne and the missing priming powder is quickly replaced. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the throne from destruction.
You raise your Kai Weapon and give voice to your proud battle-cry: ‘For Sommerlund and the Kai!’ Your valiant shout inspires the surrounding War-thanes, and they rally to your command as you mount a counterattack to recapture the cannon. Boldly you lead the charge, sweeping aside any Shom’zaa Agarashi that are foolish or unfortunate enough to stand in your way. Upon reaching the cannon, you seize back Prince Leomin’s flag and bear it aloft as you engage the fanatical horde.
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Shom’zaa Agarashi (assault group): COMBAT SKILL 48 ENDURANCE 42
This enemy is immune to all forms of psychic attack.
(All forms? Okay I have a +5. I have taken 6 damage from the previous fight that wasn't healed. Let's do it to it. 6 and 8. they have taken 27 to my 1. 2 and 5 They are dead, and I have taken 12 total damage left.)
As you sweep the remnants of the Shom’zaa horde from the barricade, the sound of a bronze war-horn echoes around the battle-torn cavern. Prince Torfan and his War-thanes cheer loudly in response, for they recognize immediately the bugle call of King Ryvin’s advance guard
The War-thanes of King Ryvin’s army capture ‘The Hub’ and smash the Shom’zaa horde as it flees there in chaos from its defeat at the barricade. Then the army arrives, marching in double file through the north tunnel and into the cavern. Prince Torfan orders the barricade to be opened, and a joyful reunion of brother-warriors takes place before the Throne of Andarin.
Lord Rimoah emerges from among the ranks of the Drodarin, and he beams with joy when he sees that you are alive. Warmly he clasps your hand in friendship and respect, and he praises you for the success of your mission.
‘The Kai should be proud to count you among their number,’ he says, reverently. ‘Your victory here has brought great honour upon you, your country, and your noble order.’
A special escort is provided for you and Lord Rimoah. In the company of Prince Torfan, you are taken by carriage to the Grand Hall where a magnificent reception awaits you. Formally you are presented to King Ryvin and you receive his praise and heartfelt thanks for the victory you have secured for his beleaguered kingdom. You return to him the Andarin Bloodstone, and he awards to you the Cross of Boradon—the highest accolade for courage and gallantry in the Kingdom of Bor. During the informal celebrations that take place shortly afterwards, you are further awarded the freedom of Bor and the honorary rank and title of War-thane—a rare privilege for one not born of Drodarin stock. (Erase the Andarin Bloodstone from your Action Chart.)
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After a day of rest, you and Lord Rimoah make a triumphant return to Sommerlund aboard Cloud-dancer. The news of your victory has travelled ahead of you and your arrival at the monastery is greeted by the appreciative cheers of your fellow kinsmen. For your triumph over Shom’zaa, and the preservation of the Throne of Andarin, you receive special praise and admiration from Supreme Master Lone Wolf himself.
Congratulations, Grand Master. You have met this testing quest and you have triumphed. Your brave and courageous actions in Bor will long be remembered in the legends of the New Order Kai. Yet the fight against Evil has not yet ended. Soon your courage and Kai skills will be put to the test again, in a distant realm of Magnamund. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf New Order adventure entitled:
Vampirium
Abe Sargent
04-18-2020, 12:26 PM
Review - That was my favorite of the New Order Series. It was arguably the one that was the most D&D like too. Dwarves whose greed led them to dip too deeply, a Bag of Holding, a Rock Golem. But that's fine, it went into a new place.
Most of the Books are one of two types of stories:
Story 1 Archetype - Penetrate a place of Evil. Examples includes The Caverns of Kalte in Book 3, Castle Death in Book 7., Captives of Kaag and Plague Lords of Ruel in Books 13 and 14, Rune War in this series, and so forth.
Story 2 Archetype - Go from Place A to Place B. Examples include Flight from the Dark in Book 1, Fire on the Water gently spinning it to come back again, Book 6 The Kingdoms of Terror, Book 8 The Jungle of Horror, Book 18 Dawn of the Dragons, and even in this series the first three books.
But this was different. It was neither archetype, and I enjoy that. It was what Wolf's Bane could have been if it were actually to have taken the central idea and build around it.
Anways, loved the story!
Abe Sargent
04-18-2020, 12:28 PM
Begin Vampirium
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Abe Sargent
04-18-2020, 12:28 PM
The Story So Far …
It is spring in the year MS 5085 and you are a Grand Master of the New Order of the Kai, the warrior élite of Sommerlund.
Thirty-five years ago, the First Order of the Kai was massacred by the Darklords of Helgedad, a host of powerful creatures sent by the evil God Naar to destroy the world of Magnamund. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of their attack upon the Kai. As a young initiate he stood amid the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the infernal city of Helgedad, the base of their evil power.
With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly, their disorder escalated into a mutinous civil war, allowing the Freeland Alliance armies of Magnamund time enough to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and a New Order was established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old, you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Your skills were nurtured and sharpened to perfection by years of study and rigorous training. Your exceptional talents helped you to master all of the Kai and Magnakai Disciplines, and swiftly you rose through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.
In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your fellow warriors maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.1
During the seven years since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the chance to serve their fell master.
You have recently returned to the monastery after successfully completing a dangerous mission in the Kingdom of Bor.2 The vast underground realm of Bor is home to the Drodarin dwarves, the oldest allies of the Kai. Forbidden excavations in the lowest levels of the kingdom had awoken and released the Shom’zaa—a supernatural creature entombed by Magnamund’s earliest magicians, the Elder Magi, during their ancient war against Naar’s legendary champion: Agarash the Damned.
Lord Rimoah, speaker for the High Council of the Elder Magi, travelled with you to Bor aboard a wondrous flying ship called Cloud-dancer and, with his help, you were able to defeat the Shom’zaa and save your Drodarin allies from destruction.
Three months after you returned from Bor, Lord Rimoah came to the Kai Monastery aboard Cloud-dancer. His visit was unexpected and you sensed at once that something was wrong. Lone Wolf summoned you to his chamber where, with mounting dread, you listened to Lord Rimoah’s account of events in Southern Magnamund that threaten to destroy the fragile peace of that continent.
The Elder Magi had received word from King Karvas of Siyen that Autarch Sejanoz, the evil ruler of Bhanar, had secretly dispatched a squad of his Imperial Guards into the Doomlands of Naaros. At first, neither the King nor the Elders could fathom a reason why the Autarch had done this. The Doomlands are one of the most inhospitable regions in all of Magnamund, a barren wasteland of ash and cinders that once was the domain of Agarash the Damned. At its centre stood his mighty fortress-city of Naaros. Yet, following his defeat by the Elder Magi, all that remains of it now is a titanic chasm of molten lava and heat-fused rock.
Fearing for the security of his southern borderlands, King Karvas sent a group of élite Siyenese rangers into the Doomlands to spy on the Autarch’s men in the hope of discovering their true purpose. When, after six weeks, nothing was heard from the group, the King and his court assumed they had perished. Then a few days later, Karvas received word unexpectedly from his missing men. They had tracked the squad of the Autarch’s Imperial Guard deep into the Doomlands, and they had observed them excavating an unmarked burial mound near to the ruins of Naaros. And it was here that they were to witness a chilling discovery, for buried beneath the mound lay the Claw of Naar.
The Claw of Naar is an ancient wand of power that was crafted by the evil God himself, and used by Agarash the Damned during his conquest of Magnamund. Legend held that it had been lost forever in the molten ruin of Naaros, but now it had resurfaced, and its return boded trouble for the peaceable nations bordering upon the Autocracy of Bhanar.
The rangers reported that the Autarch’s squad were returning to Bhanar with the Claw in their possession. Their chosen route would take them through the Southern Dammerdon Mountains and so the rangers went ahead to hide themselves in Sunderer Pass where they intended to await their arrival. Their plan was to ambush the squad in the narrow confines of the pass and steal away the Claw. However, the ranger leader was fearful that the power of the Claw might overwhelm his small group. He requested of his King that help be sent urgently. Karvas responded to his plea by seeking the aid of the Elder Magi, and upon hearing of the situation, Lord Rimoah readily agreed to assist.
‘In turn, Lone Wolf, I have come this day to ask for the help of the Kai,’ said Rimoah. ‘We of the Elder Magi have the power and the means to destroy the Claw of Naar, but only when we have that accursed object in our possession. To secure the Claw will require skills and courage that only the Kai possess. And so, I come here seeking your aid, Supreme Master.’
‘It will not be an easy task,’ replied Lone Wolf, thoughtfully, ‘but we have the advantage of both speed and surprise. Sunderer Pass is no more than a day’s journey away by skyship.’
‘Aye,’ replied Rimoah, ‘but we must depart this afternoon if we are to be certain of reaching the pass before the arrival of the Autarch’s squad.’
Lone Wolf slowly turned to face you. ‘I am tempted to accept this challenge myself, Grand Master,’ he said, as he held you with his unblinking gaze. ‘But, alas, I must attend a War Council tomorrow at the King’s Court in Holmgard. Will you journey to Bhanar in my stead and help Lord Rimoah to capture the Claw of Naar?’
‘Yes, my lord,’ you replied, without hesitation. ‘For the greater glory of Sommerlund and the Kai, I am proud to accept this task.’
Abe Sargent
04-18-2020, 12:35 PM
Sun Lord
If you are a New Order Kai who has attained the rank of Sun Lord, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a Weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden Weapon such as a Quarterstaff.
Herbmastery
Sun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.
Assimilance
Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.
Grand Huntmastery
Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.
Kai-surge
Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast—a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord’s ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.
Telegnosis
Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration—and degree of surface difficulty—increases as a Grand Master rises in rank.
Magi-magic
Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:
Penetrate—This increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.
Energy Grasp—This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.
Bardsmanship
Kai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.
The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.
Abe Sargent
04-18-2020, 12:40 PM
Sir Fox Fire, Sun Lord, Knight of Siyen, War-Thane of Bor
CS - 52/56/60
EP - 44
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword, Mace, Warhammer, Quarterstaff
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
9. Assimilance
10. Grand Nexus
11. Kai-Screen
Special Items:
Kai Weapon Axe Alema, +5 normally and +7 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Platinum Amulet
Andaran Warhammer - +5 CS
"Sunderer", Axe, +5 CS
Korlinium Chainmail, +2 CS
Backpack:
Rope
Mealx3
Bag of Holding
Meals: 3
Weapons:
Bow
Crowns:
40
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx6
Silver-Inland Warhammer
122 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Battle Map
Flute
Hulsta's Hammer, Spike, and Saw
Eledoran Scout Uniform
Skull-Tor Mace
Skull-Tor Wristband
Lantern
Keys - Copperx2, Iron, Dungeon,
Halberd
Blanket
Black Amulet
Leather Tunic
Vial of Tortwig, +6 EP when eaten
Wolf Brooch
Bor Brewx3
Bor Pick
Bor Shovel
Bor Warhammer
Phosphor Bomb
Bronze Disc
Abe Sargent
04-18-2020, 12:44 PM
You can see I am back to using "Alemma" and I have taken Kai-Screen to help against the mind-numbery. It's not used as much in this series as the previous one, maybe twice an adventure, and it only saves you XP. In the other one if you had higher ranks where you could use it to hide from encounters, which was cool.
Abe Sargent
04-18-2020, 04:14 PM
Within the hour, you find yourself standing beside Lord Rimoah at the deck-rail of the sleek flying ship Cloud-dancer, watching the Kai Monastery melt away into the distance as the craft soars into an azure sky. The weather is fresh and clear, and you are blessed with a strong tail wind that will assist your long journey south to the land of Bhanar.
Rimoah has already charted a course for Sunderer Pass, and as his young Toranese crew attend to the running of the skyship, you settle back into the plush comfort of the captain’s cabin and discuss with him the details of your mission. After a delicious supper, you retire early and rise late in order to be best prepared for the task ahead.
By noon of the next day, you have already crossed the Tentarias and entered into Southern Magnamund. You spend much of the early afternoon standing at the bow rail, lost in your thoughts as an endless panoply of rolling hills and grasslands pass silently beneath Cloud-dancer’s gleaming keel.
When the forbidding peaks of the Darkwall Mountains are sighted on the horizon, Rimoah takes charge of the helm and steers the skyship on a southeasterly bearing to avoid them. These mountains mark the northern boundary of the Doomlands of Naaros, and Rimoah is anxious to avoid this notoriously stormy region. Skilfully he navigates a course around the eastern boundary of the Doomlands until, late in the afternoon, you see the snow-capped tips of the Southern Dammerdon Mountains soar into view.
Rimoah passes the helm back to his bo’sun, and then he hurries to join you at the bow rail. ‘Keep your eyes peeled, Grand Master,’ he says. ‘Sunderer Pass is a narrow gorge. It’ll be hard to spot from here.’ Aided by your ability to magnify your vision, you are the first one to see the tiny pass. Rimoah praises your keen sight and he signals to the bo’sun to bring Cloud-dancer around to the southern slopes of the Dammerdons, to a place where the pass emerges from the mountain range. Here you notice a pale cross of sun-bleached boulders laid out on the dark, dusty ground. It is a sign Rimoah has been hoping for, and excitedly he calls for the bo’sun to steer the skycraft towards it.
Cloud-dancer is brought to hover directly above the cross. You leave the rail and accompany Rimoah into a boarding cage located at the stern, and together you are winched to the ground. As the cage touches down, you push open its iron gate and step out. Your pulse quickens when suddenly you see four shadowy figures emerging from the surrounding rocks.
Instinctively you reach for the hilt of your Kai Weapon, but Rimoah stays your hand. ‘Hold, Grand Master. These are not our enemies—they’re our friends.’
The four gaunt, grey, grime-encrusted figures leave their hiding places and move slowly towards the cage. It is not until their leader smiles and reveals his white teeth that you realize they are human. The many weeks that these Siyenese rangers have spent in the hell of the Doomlands have exacted upon them a heavy toll.
https://www.projectaon.org/en/xhtml/lw/27v/ill14.png
‘Greetings, Lord Rimoah,’ says the leader. ‘I am Captain Gildas of the King’s Ranger Regiment, and these are my men—Sergeant Paviz, Ranger Durasso, and Ranger Yalin. We’re glad you’ve arrived before the enemy, though by no more than a few hours at best.’
Captain Gildas looks at you and bows his head reverently. ‘We’re honoured by your presence, Sir Kai. I was lucky to be in Seroa last year when Karvas was crowned King, and I witnessed your knighthood in the Palace Square. We Siyenese will be forever in your debt for ridding us of that usurper—Baron Sadanzo.’
You thank the Ranger Captain for his compliment and tell him that you have come here with Lord Rimoah to help capture the Claw of Naar. ‘It is vital that Sejanoz be denied the Claw,’ you say earnestly, ‘… at all costs.’
‘Fear not, Sir Kai,’ he replies with confidence. ‘We have laid a trap to ensnare the enemy and their foul relic. They’ll not get out of Sunderer Pass. Come, we shall show you what we have prepared, but first you must conceal your skyship before the enemy arrive. Look over there, Lord Rimoah,’ says Gildas, pointing to a distant ravine. ‘That gully is deceptively deep. It will swallow your ship without trace. You must hide it there. But first, may ask a favour?’
Rimoah nods in reply.
‘Our provisions are exhausted. We have some water, but we’ve had nothing to eat for days. Can you spare some food before you depart?’
‘Of course, Captain,’ replies Rimoah. ‘I’ll have the bo’sun drop provisions this instant.’
Rimoah climbs into the boarding cage and is winched up to the rear deck of Cloud-dancer. Within minutes, the cage descends once more, laden with food and water. With a gleeful cry, Gildas throws open the cage door and he and his men leap upon the provisions like ravenous wolves. What little they fail to consume immediately they stow away in their empty backpacks for later.
As Cloud-dancer moves off to seek cover in the distant ravine, Captain Gildas leads you to the mouth of Sunderer Pass and shows you the preparations that he had his men have made in readiness to ambush the enemy squad
Above the narrowest section of the mountain pass, the rangers have rigged a great wooden platform heaped with boulders and rocks. A length of rope has been tied to a prop which supports this platform, and it trails back to a hiding place overlooking the pass. ‘One pull on this rope,’ says Sergeant Paviz, flashing a wicked grin, ‘and the whole lot’ll come tumblin’ down on their heads!’
Captain Gildas tells you that the enemy squad is expected to traverse the pass before nightfall. He posts Ranger Durasso as lookout atop a high peak, and while you wait for the enemy to show, you pass the time in conversation with the captain.
Slowly the sun sets beyond the western horizon and a blanket of cloud rolls across the sky from the north, bringing with it a chill night wind. Then you hear Durasso whistling: it is the signal that the enemy have been sighted. Quickly you look down into the pass below and notice a group of dark figures moving along the mountain track.
(I use Grand Hunting)
You magnify your vision and see that the approaching figures are Bhanarians. Armed with swords and spears, they are all clad in black quilted tunics edged with gold braid and emblazoned with the tiger’s-head emblem of Autarch Sejanoz. They are clearly a unit of Imperial Guards from the Autarch’s court in Otavai. As the squad of twelve guardsmen draws nearer, your Kai Sixth Sense tells you that something is wrong. These are élite soldiers of the Autarch’s personal bodyguard, yet they seem to have forgotten basic military practice: they have placed no scouts at the head of their squad to check that the way ahead is clear
https://www.projectaon.org/en/xhtml/lw/27v/small12.png
(I have Grand Hunt with a high enough rank)
You draw upon your improved Discipline of Grand Huntmastery and focus your vision upon the advancing squad, but you cannot detect anything unusual there. It is not until you cast your eyes to the blanket of cloud above that you discover the cause of your disquiet. Hidden from plain sight, yet clear to your improved infravision, you see a host of flying creatures soaring overhead. The sight makes you swallow hard. They have lean and sinewy bodies that are studded with hundreds of spikes, and their slitted eyes emit a cold, bilious light.
You warn the rangers of their presence and swiftly they take cover among the boulders, hiding themselves from above. Your swift action saves you from being detected by the winged beasts, but as the last of their number passes overhead, you witness something that makes your heart skip a beat
Abe Sargent
04-18-2020, 04:22 PM
As the host of flying creatures emerges from the pass, the leading beast veers away to the east and draws its foul brethren towards the ravine where Cloud-dancer is hidden. They swarm above the steep gully and emit a hellish chorus of cackling shrieks as they prepare to attack the skyship.
You cast a glance down into the pass and see that the squad of Imperial Guards has now halted on the narrow mountain trail. You sense that they are waiting for their winged escorts to return before they dare to venture a step further.
(I head back to help the likely unprepared ship)
Stay here, Captain,’ you whisper. ‘I will return soon.’
With these words, you slip away from your hiding place and make your way back to the rocky mouth of the pass, using your Kai camouflage skills to keep yourself hidden from the enemy. As you approach the ravine, you hear the sounds of fierce fighting and see intermittent flashes of magical energy piercing the gloom. The winged horde are making a determined attack upon the grounded skyship, but Lord Rimoah and his young crewmen are putting up a spirited defence.
When you reach the edge of the ravine, you are confronted by the unexpected sight of Cloud-dancer rising rapidly into the darkening sky. A bloody battle is raging along her decks as the winged beasts attempt to wrest control of the skyship from the crew. You magnify your vision and catch sight of Lord Rimoah standing at the craft’s stern, near to the boarding cage. For a few moments your eyes meet and you make a telepathic link. He hurls a metallic tube in your direction and you hear his voice in your mind, urging you to retrieve it. Then the link is broken when he is forced to defend himself from a determined attacker. You watch the tube strike a rock at the edge of the ravine, and then it disappears from sight. With fear running cold in your veins, you watch helplessly as the beleaguered skyship powers away towards the east, pursued by the flying swarm of ravening beasts.
(I stay hidden)
Patiently, you watch and wait until the skyship and its attackers have disappeared from view before you break cover and search for the metallic tube. After several minutes, you discover it lodged in a jagged outcrop protruding from the wall of the ravine, some 6 yards below the rim.
Aided by your tracking skills and natural agility, you descend the steep gully wall and retrieve the steel tube. You tuck it into your belt and then climb back to the top of the ravine before you examine what the tube contains
You flip open the tube’s hinged lid and shake a rolled piece of papyrus into your palm. On this scrap of material is a hastily-written message from Rimoah, telling you that the Claw of Naar must not be allowed to fall into the hands of Autarch Sejanoz. He urges you to find and destroy it. If that should prove impossible, you must take it to the city of Pensei. There you should make contact with Lord Ghadra, the Dessian envoy, and he will see to its destruction. He will also help you to return home to Sommerlund.
You tear the scrap of papyrus into small pieces and swallow them to ensure that Rimoah’s message will not be discovered by the enemy. Then you return to the mountain pass to rejoin Captain Gildas and his men, but upon arriving there you discover that his ambush has failed. Gildas triggered a rockfall to block the pass, but the Autarch’s men used the Claw of Naar to blow their way through the resulting obstruction. In the ensuing fight, Ranger Durasso was killed and Sergeant Paviz was wounded in the shoulder. You use your Kai healing skills to numb the sergeant’s pain, and then you scan the trail leading south from the pass for signs of the enemy squad. In the failing light you glimpse their black-clad forms hurrying away along the trail which leads towards the Bhanarian Plain.
Gildas and his rangers are too shocked after their deadly encounter with Autarch Sejanoz’s guards to attempt an immediate pursuit. You inform the dazed captain that Lord Rimoah was forced to flee in order to save Cloud-dancer and his crew from the attacking horde, and he nods his head in silence. You also tell him of the message that Rimoah left behind. Then you hear Ranger Yalin shouting a warning: the flying creatures are returning. Hurriedly you take cover among the rocks and watch as they circle above the pass. Your Kai instincts tell you that these beasts cannot survive for long beyond the mountain borders of the Doomlands, and soon you see them returning north to Naaros. When the last of the creatures has disappeared, you beckon Gildas and his men to follow you down onto the mountain trail. Here you discover the bodies of two Imperial Guards who were caught by the rockslide ambush and crushed to death.
(i search)
Your search of the guards’ pockets and packs uncovers the following Weapons, money, and Backpack Items:
Dagger
Sword
Spear
50 Ren (equivalent to 5 Gold Crowns)
Mirror
Rope
Food (enough for 2 Meals)
Comb
You also discover a gleaming talisman that is engraved with the tiger’s-head emblem of Autarch Sejanoz. It is strung upon a braided cord. (If you wish to keep this Gold Talisman, record it on your Action Chart as a Special Item. You may wear it around your neck.)
(I take the money and have 45 crowns, the Comb, Mirror and Gold Talisman)
You leave Sunderer Pass and follow the trail through the foothills to the edge of the Bhanarian Plain. Shortly before midnight, you stop and make camp for the night. Sergeant Paviz volunteers to sit watch, and before you settle down to sleep alongside the others, you resolve to set off after the Imperial Guards at first light.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
You rise at daybreak and ready yourself for a long march south across the vast Bhanarian Plain. Using your Kai tracking skills, you have no difficulty following the trail that has been left by the Imperial Guards. Their footprints can clearly be seen upon the surface of a dusty track that cuts across the rolling grasslands.
As you march along this derelict plains road, you are bathed by the warm rays of the rising sun. It is a beautiful day, yet you notice that your companions are in a sad and sombre mood. They are mourning the loss of their comrade, Durasso, and they do not feel much like talking.
Fifteen miles from the Dammerdon foothills, you come to a wooden bridge that crosses a stream of sparkling water. Here you lose your enemy’s trail for the track has been freshly churned by dozens of hoof prints. You magnify your vision and scan the far horizon, but all that you see are a few roving black Bhanarian stallions. You check the trail once more, and then your heart sinks when suddenly you realize that your enemy must have captured some of these fine wild horses. If they are now travelling on horseback, your only hope of catching them will rest on your ability to capture four wild stallions for yourselves.
Abe Sargent
04-18-2020, 04:35 PM
(I have Animal Mastery)
You inform Gildas and the others of your discovery, and tell them to rest awhile beneath the wooden bridge while you attempt to lure a distant group of stallions towards the stream. By the use of your Animal Mastery, you are soon able to entice four horses to approach the bridge. At first they are nervous, for they can detect the vile stench of the Doomlands’ dust which impregnates the rangers’ tunics. But they are also thirsty and they cannot resist the temptation of the sparkling stream.
You allow them to drink at the stream for several minutes and, as they settle, you use your Kai Mastery to subdue their natural instincts. At your command, Gildas and the others emerge from beneath the bridge and each man chooses a stallion. They are all expert horsemen, and they are able to make bridles and saddlecloths from ropes and blankets that they carry in their packs, Within the hour, all four of you are ready to leave the bridge and ride south in pursuit of the Imperial Guards.
Before you set off, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points
or most of the day you ride across a seemingly endless expanse of grassland without once catching sight of the enemy you are pursuing. It is nearly dusk before your keen eyes detect a column of wood smoke on the horizon, rising vertically in the still evening air. You call the rangers to a halt and then magnify your vision to take a closer look at the source of the smoke. It rises from a small copse of trees and you suspect that the enemy have set up a camp there for the night. The smoke tells you that they are cooking food, confident in the false belief that they have safely outdistanced you and your companions.
You inform the others of what you have seen before continuing your ride along the plains road. When you are within a mile of the copse, you leave the trail and dismount. Sergeant Paviz and Ranger Yalin are told to stay and hold the horses while you and the captain go forward to scout the enemy encampment.
Together you crawl towards the copse, side by side, concealed by the approaching darkness and the waist-high grass. You are within 100 yards of the enemy campfire when Gildas makes a sharp intake of breath. You glance at him and your blood freezes when you see that his face is inches from a grey conda—a deadly Bhanarian plains snake. The serpent’s neck is raised and its wedge-shaped head is drawn to strike at your companion’s eyes.
https://www.projectaon.org/en/xhtml/lw/27v/ill8.png
(I both have AM and I have the Eye of Lhaz)
You command the snake to hold its attack. The conda hesitates, and Gildas reaches for his sword. With one swift and deadly swipe, his blade decapitates the serpent and sends its fanged head spinning through the air, trailing a stream of greenish-yellow venom.
Breathing a sigh of relief, Gildas wipes his blade on the grubby sleeve of his tunic before slipping it silently into his scabbard.
Cautiously you continue your approach towards the enemy encampment. Upon reaching the edge of the copse, you catch sight of the Imperial Guards gathered around a campfire. They are eating the remnants of a roasted fanji, and their horses are tethered by silken ropes to the bough of a chestnut tree some distance away from the crackling fire. A few of the warriors are already asleep, including their leader. You observe him carefully and your Kai Sixth Sense tells you that the Claw of Naar is wrapped in the blanket roll he is using as a pillow. Having committed the details of the encampment to memory, you signal to Captain Gildas to follow as silently you slip away and return to your waiting companions.
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Upon your safe return, you tell Paviz and Yalin of what you observed at the copse.
‘They’re unaware we’ve caught up with them,’ says Captain Gildas, smiling slyly.
‘Yes, and we must exploit our advantage to the full,’ you reply. ‘You and your men must untie their horses and scatter them so that they cannot pursue us when I snatch the Claw of Naar, literally, from beneath their leader’s nose.’
The rangers approve of your plan and they are eager to put it into action. Gildas and his men mount up and skirt around the copse in a wide arc until they are in position on the far side, within sight of the enemy’s unguarded mounts. They take your horse in tow, for your plan is to rejoin them and make a speedy escape as soon as you have retrieved the Claw. Meanwhile, you approach the copse and halt within sight of the campfire. Only one of the Imperial Guardsmen is still awake, and although he has been posted to stand watch, you see that he is having difficulty keeping his eyes open. The squad leader is tossing and turning in his sleep, as if he is having a bad dream, and as you inch closer to him you fear that he could awaken at any moment.
(I use KA)
You whisper the words of the Brotherhood Spell Silence and cast it upon the area around the campfire to help you reach the sleeping squad leader undetected. Then, with great care, you stalk forward and stretch out your hand to take hold of the blanket roll containing the Claw. The leader is oblivious to your presence, but as your fingers close around his pillow, your stomach heaves and your pulse begins to race. You feel a tremendous concentration of evil radiating from the artefact, and its sudden assault upon your senses makes you gasp with shock. Suddenly the Silence spell is broken and the squad leader awakes with a start. Before he can react, you snatch the blanket roll from beneath his head and leap forwards.
Your heart is pounding wildly in your chest as you race towards the rangers on the far side of the copse. They have dispersed the Bhanarians’ horses and they are waiting anxiously for you to appear. As you rush through the trees, you hear the squad leader screaming at his men to wake up and give chase.
The Autarch’s men react swiftly to their squad leader’s call, and soon they are following closely on your heels as you race through the copse. When you break from the cover of the trees, the nearest enemy warrior hurls his dagger at your fleeing back. Your Kai Sixth Sense alerts you to the flying missile and you dodge aside, but the tip of the knife grazes your side and makes you stumble and fall into the long grass: lose 1 ENDURANCE point.
Abe Sargent
04-18-2020, 04:40 PM
You struggle to your feet and push yourself on towards the waiting rangers. Gildas and his men are ready to take off the moment you reach them, and, as you haul yourself onto your mount, you hear the anguished screams of the squad leader echoing across the plain. With a cry of triumph on your lips, you dig in your heels and gallop away from the copse as fast as your steed can carry you.
For three hours you ride across the rolling grasslands, guided on your way by your infallible Kai tracking skills and the light of a waxing moon. It is not until you see the outline of a broken stone watchtower silhouetted on the southern horizon that you slow your pace and point your tired mount towards it. Upon reaching the derelict tower you discover that it stands beside a pond of fresh water. You let the horses drink their fill and, as they recover their strength, you and your companions explore the lower levels of the ruin.
The tower is empty and overgrown with weeds. All that it contains are several blocks of stone engraved with ancient designs, which are illuminated by streams of moonlight filtering down through the holes in the shattered roof. You take the opportunity to examine the Claw, and as you unfold its covering blanket on one of the blocks, you find yourself both fascinated and repulsed by the intricacies of its evil design. The head of the Claw resembles a petrified vulture’s foot, cast in a black metal that is flecked with shimmering scarlet specks. Its shaft is twisted, like a length of gnarled root, and it is perforated along its length with pea-sized hollows.
A palpable evil radiates from this dread artefact and you feel an overwhelming compulsion to destroy it. You tell the rangers to stand clear, and then you unsheathe your Kai Weapon and deal the shaft of the Claw a mighty blow.
There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft of the Claw, and a searing wave of energy sends you crashing backwards to the ground: lose 2 ENDURANCE points.
Dazed and gasping for breath, you drag yourself to your feet and approach the stone block which is now wreathed with trails of grey smoke. To your dismay, you discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.
The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw. (The damage to your Kai Weapon has caused a permanent reduction of 2 points to its COMBAT SKILL bonus. You should now adjust the bonus on your list of Special Items.)
(WOW!
Alema is now just a +3 CS Kai Weapon. I'll slide over to the Anarin Warhammer I picked up last book to keep my CS the same)
You are dismayed that your attempt to destroy the Claw has failed, yet you refuse to abandon all hope of ridding your world of this evil artefact. You resolve to deliver it to the Elder Magi, for you know that it is within their power to obliterate this weapon of darkness.
Captain Gildas consoles you, and from a pocket of his tunic he produces a small crimson gemstone which he cups in his palm, inviting your inspection. Without saying a word, he fixes this gem into one of the hollows in the shaft of the Claw, and then he hands you a seemingly ordinary compass.
‘Look at the compass needle, Sir Kai,’ he says, and he picks up the Claw and begins to walk. As he circles around you, the point of the needle follows his every move.
‘It’s a Siyenese tracker-gem,’ he says. ‘The needle of the compass is tuned to its vibrations. It’s just a precaution, in case you should be parted from the Claw before you deliver it to the Elder Magi. So long as the gem remains embedded in its shaft, you’ll be able to track it using the compass.’ Gildas hands you the Claw and you compliment him for his prudence.
‘A very wise precaution, Captain,’ you say, as you slip the compass into your tunic pocket. ‘Somehow I feel sure that we have not yet seen the last of the Autarch’s squad.’
(You can record the Siyenese Compass on your Action Chart as a Special Item. You should also record the Claw of Naar as a Special Item. You must discard two items in their favour if you already have the maximum number of Special Items permissible.)
You sheathe your Kai Weapon and follow Gildas as he returns to the horses. As you walk towards them, Ranger Yalin beckons you over to look at a strange shrub that is growing near the ruins.
( I do not have Herbery)
You do not recognize the shrub and you are wary of any properties it may possess. Rather than risk testing it in case it should prove to be poisonous, you advise Yalin not to touch the strange-looking plant.
You mount your horse and lead the rangers away from the ruins, heading south. Soon you come upon a track and you steer your horse onto it so that he can travel at a faster pace. Your Kai Sixth Sense and your Pathsmanship skills warn you that the Autarch’s squad have recovered their stallions and are now in hot pursuit.
You follow the track into a shallow valley where a corridor of weather-worn pillars lines the trail. These man-sized pinnacles of rock are engraved with the likenesses of ancient Bhanarian rulers dating back to a time long before Autarch Sejanoz seized control of this land. As you pass between them, you notice that each one has been defaced by axe and hammer blows.
(I use Elementalism with a high rank)
You signal to the rangers to halt and dismount. Then you request them to help move one of the pillars into the middle of the track. They look at you quizzically, but they do not question your command. When you have completed this task, you call upon your improved Kai Mastery of Elementalism to surround the pillar with a powerful electrical charge. You sense that the Autarch’s squad are now little more than 5 miles distant, and it is your hope that this trap may delay them when they pass through the valley.
Gildas questions your actions and you explain them to him as you remount your horses and ride along the valley trail towards a distant ridge.
As you reach the crest of the ridge, you rein in your horse and halt to look back at the trap you have set. After several minutes, you see your enemy entering the valley and come galloping along the trail. You magnify your vision in order to observe them as they approach the pillars. Suddenly there is a vivid flash of blue-white light when one of the Imperial Guards brushes past the column of stone in the middle of the track. You let out a cheer when you see the leading riders tumble from their saddles, and your companions echo your cry when you tell them what you have witnessed.
Seizing the advantage, you urge your stallion to the gallop and speed away from the ridge with your ranger companions following closely on your heels.
Abe Sargent
04-18-2020, 04:57 PM
As you gallop over the crest of the ridge, you see the first rays of dawn sunlight brightening the eastern horizon. You continue to ride at a swift pace for you are anxious to put as much distance as possible between yourselves and your pursuers, but as the sun illuminates the way ahead, you catch sight of a dense forest stretching across the southern horizon like a long dark wall.
‘That’s the Vanchou,’ calls out Gildas. ‘I’ve heard tell it’s haunted.’
The trail continues due south towards the centre of this forbidding timberland and, as you draw steadily closer, you feel an unnatural chill radiating from its tangle of sickly-coloured pines. You are inclined to disbelieve that it is haunted, yet you do not relish the thought of riding through it. Then a sudden sense of unease makes you glance over your shoulder, and your heart skips a beat when you see that the Imperial Guards are gaining fast; they are now less than 3 miles distant.
(We need to put some distance between us, I head into the Forest)
With a mounting feeling of dread, you follow the trail into the Vanchou Forest. Upon entering this chill timberland it becomes strangely silent, as if the beasts and birds that dwell here can sense the presence of intruders.
You have penetrated little more than a mile into this unwholesome forest when you come upon the wreckage of a wagon abandoned by the side of the trail. A large black crow is perched on its rot-infested tailgate, and it caws angrily as you approach.
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(I use AM)
You halt beside the wrecked wagon and use your Animal Mastery to converse with the belligerent bird. To your surprise, you discover that the crow is not angry at all—he is trying to warn you. You learn that the forest is dominated by an evil shape-changer that feeds on human blood. The bird tells you that it has claimed many victims, including the poor souls who once ventured here long ago in this wagon. You are about to ask the crow where this shape-changer can be found, but something disturbs him. He takes fright and quickly flies away.
(I remain on this path and don;t turn around. We cannot afford that right now)
You continue along the trail until you see a distant figure standing in the middle of the rutted track. As you draw closer, your skin prickles with a sudden premonition of danger when you see that the figure is a beautiful young woman. She has milky white skin and a mane of glistening hair that cascades around her slender body. She is wrapped in a flowing gossamer robe and her dark eyes glimmer as she beckons you to come closer with a soft, hypnotic voice.
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(I do have Kai Screen)
You detect that the woman is attempting to ensnare you with a powerful mind charm. You draw upon your psychic defences to block the effects of her spell, and you are able to resist her mesmeric command. Unfortunately, your companions do not possess your formidable mental defences and they continue to ride along the track, drawn by her hypnotic voice. You call out to them to halt but they are oblivious to your presence. You must act quickly if you wish to save them from her sinister spell.
(I use Elementalism)
You draw upon your elemental powers to whip up a whirling cloud of dust that engulfs the sinister woman. The dust obscures her from view, yet it does not break the hypnotic hold she has over your companions.
Fearing that you may be facing a powerful sorceress, you abandon your elemental attack and try to think of a more effective weapon to use against her.
(I use KA)
You recite the words of the Brotherhood Spell Counterspell and direct its power at the sinister young woman. You see her shudder and recoil as the power of your spell washes over her and, for a short while, the rangers are spared the effect of her hypnotic voice. But the use of this spell leaves you vulnerable to a sudden psychic attack. Sensing this, the woman quickly seizes her chance to retaliate.
Pick a number from the Random Number Table. If you possess Kai-screen, add 3 to the number you have picked. If your current ENDURANCE score is 15 or lower, deduct 2.
(I toss a 6 for an 8)
The woman launches a bolt of psychic energy that strikes at the core of your mind (lose 1 ENDURANCE point), yet your mental defences are strong enough to save you from sustaining any lasting damage from this opportunistic assault.
When the woman senses that her psychic attack has failed, she collapses upon the track, bent over on all fours like a dying beast. She twitches and wriggles uncontrollably, and, before your disbelieving eyes, her body begins to change. Her marble-smooth skin becomes criss-crossed with a net of a thousand wrinkles and her abdomen swells like an over-inflated balloon. Then there is a terrible sound, like the rending of bone and flesh, and suddenly the illusion of her beauty is dispelled forever when this fell vampiric shape-changer reverts to its true form.
Confronting you now is a leprous horror with a huge, fang-filled maw. It roars with anger and a gust of its putrid breath wafts over you, turning your stomach with its vile stench. The rangers and their horses are snapped out of their hypnotic trance by the sound of its fearsome cry and, gripped by a sudden panic, they turn and flee into the trees. Hurriedly you follow them, forcing your mount to battle its way through a tangle of barb-toothed briar in your desperation to escape from the wrath of this demonic creature
You catch up with the fleeing rangers at a clearing in the forest. The swiftness of your flight has outpaced the fearsome shape-changer, yet no sooner have you recovered your composure and rallied your companions, than you find yourself confronted by a new threat.
At the far side of the clearing is a large mound of packed earth, with a cave-like entrance that is adorned with bones and skulls. From out of the mouth of this cave there emerges a hulking form. Its body resembles a great grey egg supported by a cluster of pale, spindly legs. Two bloodshot eyeballs wobble atop stalks that protrude from its swollen head, and a vile-smelling green bile drips unceasingly from its gap-toothed maw.
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Gildas raises his bow and draws an arrow in readiness to fire at the advancing beast. You raise your Kai Weapon, but suddenly you sense that this abomination is surrounded by a benign, magical aura. Your Kai Sixth Sense tells you that, despite its fulsome appearance, this creature poses no real threat to you and your companions, and hurriedly you command Gildas to hold his fire.
Gildas obeys your command and reluctantly he returns the arrow to his quiver. Cautiously you dismount and approach the misshapen creature on foot, for you sense your horse is too frightened to venture any closer to its lair. Using your Magnakai Discipline of Divination, you attempt to communicate with the creature telepathically. Your patience and your effort are soon rewarded when you hear its true voice speaking to you in your mind.
You learn that this ‘creature’ is human. It is the victim of an evil spell cast by the vampiric shape-changer that you encountered on the forest track. You ask if there is anything you can do to alleviate its wretched condition, and you are shocked when you hear its plaintive reply.
Strike me with your blade, kind sir. Deal me a mortal wound so that my soul may be freed from this hellish torment.
( I do so)
You steel yourself for the act you are about to commit; then you draw back your Kai Weapon and deal the creature a stabbing blow to its chest. With a chilling cry, the beast crumples to the ground and begins to shrink and change. Within the space of a few fleeting seconds the transformation is complete, and you find yourself staring with disbelief at the wounded body of a frail old man.
Instinctively, you rush to his side and cradle his greying head in the crook of your arm. Then you attempt to relieve the pain of his chest wound by the use of your Kai healing skills. You lay your right hand upon his chest and transmit the power of your healing into the wound. You feel some of your energy draining from your body (lose 2 ENDURANCE points) as the mending process takes place, but when finally you remove your hand, you discover that no trace of the wound remains.
The old man thanks you for having lifted the curse that was placed upon him by the shape-changer. Your courageous act has not saved his life, but it has saved his soul from the clutches of Naar’s fell servant.
‘I am … Juanphor,’ he says, struggling to speak his name. ‘I am a Chai herbalist … from Zuda. I came to the Vanchou a year ago in search of rare herbs and I fell under the curse of the shape-changer.’
The old man draws from the pocket of his robe a small pouch containing some powdered yellow petals, and a rusty red key. He insists that you keep them, as a gift for your kindness. ‘The powder is Poghlam—it shall protect you from evil,’ he says in a whisper, ‘… and the key will open the door to my home in Zuda. It is called the Crimson Tower. Whatever you wish to take … it is yours.’
You offer to carry the old man away from the forest but he refuses to leave. ‘My days are numbered. I shall only be a burden to you. You must leave me and go. Do not delay … the shape-changer is approaching. I … can feel … her anger.’
Your Kai Sixth Sense confirms that the old man is correct. The shape-changer is approaching the clearing, and you must leave immediately if you are to avoid another deadly confrontation with her.
Reluctantly you bid farewell to this brave old man, and then you cross the clearing hurriedly and remount your horse. Gildas beckons you to follow as he and his rangers make good a hasty escape into the trees.
(If you choose to keep the Poghlam and the Red Key, record them on your Action Chart as Backpack Items.)
( I keep both)
Abe Sargent
04-18-2020, 05:04 PM
You steer your horse through the trees that border the clearing, and follow an easterly bearing that soon brings you to the edge of the forest. Without daring to look back, you leave the Vanchou and set off across the vast, open plains.
The tall plains grass makes the going increasingly difficult. It binds around your horses’ hooves and frustrates your attempts to hasten their pace. For 5 miles you force your mounts to wade through this sea of verdant vegetation until you catch sight of some stone ruins on the slope of a distant hill. It is the remnants of an ancient village, and it is bisected by a dried-up watercourse. You scan the site and notice dark pools of liquid scattered throughout the area. The pungent aroma of crude oil can be smelt wafting on the breeze.
Your Kai Sixth Sense tells you that the ruins are deserted. Captain Gildas is anxious to press on, but you command him to pause for a moment. Your instincts are warning you of a hidden danger.
(I head into the ruins. I think it's better to choose your battleground against mounted foes. Out here is too exposed)
The tall grass gives way to shorter vegetation as you draw closer to the ruins. You are riding along the dried-up river bed that divides this ancient site when suddenly you hear a sound like thundering hooves. The noise is coming from the north and you command your companions to rein their mounts to a halt. To get a better view, you stand upon your horse’s back and magnify your vision. A tingle of shock runs down the length of your spine when you catch sight of a group of strange creatures approaching the ruins at a terrific pace. They have black bull-like bodies, yet their heads are crocodilian in shape and a spiky mane of hair runs the length of their muscular backs. They possess four legs and two forelimbs, tipped with claws, in which they cradle cumbersome lances crudely pared from the trunks of Vanchou pines.
You inform Gildas of what is approaching the ruins and he gasps with fear. ‘Xanon!’ he exclaims. ‘Ishir save us!’
(Stand and fight)
Gildas leads his men off the trail and you follow as he enters the walled ruins of an ancient hall. Hurriedly you dismount and corral your horses in a corner of this site before drawing your weapons in readiness to confront the approaching Xanon. The rangers prepare their bows and take up positions along the north-facing wall. You choose a place close to Gildas and watch with mounting fear as the Xanon come charging out of the tall grassland. As you watch their approach, your Sixth Sense detects that these fearsome creatures have been spawned by evil sorcery.
(I use a bow)
You draw an Arrow to your Bow and take aim at one of the leading Xanon as it comes charging through a puddle of crude oil.
(I dont have MM)
As the fearsome Xanon charges towards the ruins, you suddenly realize that the sticky brown-black oil that coats its hide is highly inflammable.
(I use KA)
You shoulder your Bow, and then you speak the words of the Brotherhood Spell Lighting Hand and point your right hand at a pool of oil on the ground in front of the charging Xanon. An arc of crackling blue energy hits the black puddle and ignites the oil with a terrific Whoomph! sending a searing ball of flame and black smoke soaring into the air. The heat of the fireball forces the Xanon to retreat, but as they pull back, you suddenly become aware of a new threat.
Some Xanon have ridden in a wide arc around the ruins and have come up behind your position. You hear their leader snorting gruffly as he leaps into the ruined hall, and you spin around to face him. Hurriedly, you unsheathe your Kai Weapon and leap forward to block his path before he can launch a surprise attack upon the backs of your three companions.
The Xanon leader roars with excitement as he comes galloping across the floor of the ancient hall. His amber eyes gleam with murderous intent, for he has set his mind on skewering you upon the tip of his crude wooden lance.
Xanon Leader: COMBAT SKILL 46 ENDURANCE 42
If you possess the Kai Weapon ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat.
(I have a +10 with Mindblast, nothing else needed. I toss a 6 and a 7. It took 34. I toss a 3 and it dies and i took 2 damage)
Abe Sargent
04-18-2020, 05:18 PM
As the Xanon bellows its death-cry and crumples to the ground, you see six of its kin come galloping along beside the west wall of the ruin. Fearful that these determined creatures could overwhelm your position if they chose to attack simultaneously, you command Gildas and the rangers to abandon their positions and escape to the east. Together you leap onto your horses and, as the captain leads his men away at the gallop, you stay and fight a brave rearguard action to delay the battling Xanon.
With ice-cool nerve and deadly grace, you wield your Kai Weapon to deadly effect. Your blows shatter Xanon skulls and smash their lances, forcing them to abandon any hope of following the rangers as they make good their escape across the plain. But when the time comes for you to follow your fleeing companions, a thrusting lance blow to the middle of your back nearly unhorses you. You hang on desperately to the mane of your frightened mount as he leaps over the wall and carries you away.
You rejoin the rangers at the top of a grassy rise that overlooks the ancient ruins. The triumphant cries of the Xanon are carried to you on the wind, and when you magnify your vision, you see they have gathered in a group in the ruins of the hall. One of their number appears to be holding aloft a short staff. You focus upon it and your heart sinks when you see that it is the Claw of Naar!
(Well, dang!)
Quickly you remove your pack and, to your dismay, you discover that it has been torn open by the blow you received just prior to your escape from the ruins.
(In addition to the Claw of Naar, you have also lost 3 Backpack Items. You must now erase from your Action Chart the Claw of Naar, plus any three Backpack Items of your choosing.)
Cursing your bad fortune, you see the Xanon leave the ruins and join with the Autarch’s Imperial Guards who have been observing your battle from the safety of a nearby ridge. You see a Xanon deliver the Claw to the squad leader, and it galls you to see him raising it defiantly. With a whooping cry, the Bhanarians and their Xanon allies leave the ridge and ride south across the open grasslands.
(I junk meals)
Come! We must pursue the enemy without delay,’ says Gildas, excitedly. ‘They must not be allowed to steal away the Claw.’
‘Hold, Captain,’ you retort. ‘The enemy is too strong. They outnumber us, and they possess a weapon that can slay us all but with one bolt. Do you not recall what happened at Sunderer Pass? You have lost one good man already. Surely you have no wish to risk our lives in a reckless pursuit.’
‘Are you abandoning your mission, Sir Kai?’ he asks, reproachfully.
‘No, Captain,’ you reply. ‘My vow to retrieve the Claw and oversee its destruction remains true. I merely propose we pursue the enemy at a safe distance. They may run with the Claw of Naar, but they cannot keep it from us forever. The tracker-gem that you placed in the haft will lead us to it, no matter where they may choose to carry it.’
‘You are right, Sir Kai,’ says Gildas, apologetically.
‘Firstly, we shall rest and recover our strength,’ you say. ‘Then we shall hunt down our enemies and reclaim that accursed artefact before it can be delivered to Autarch Sejanoz.’
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
Dusk soon approaches and you resolve to return to the ancient ruins to set up a camp for the night. At first light you begin a long ride south, guided by your Siyenese Compass. Judging by the steady course that you follow, you hazard a guess that the enemy are heading towards the city of Yua Tzhan.
(I don't have Astrology)
Your journey south is favoured by a cooling breeze which sweeps down across the plain from the Hyunsei Mountains. Shortly before noon, you see a tented encampment in the far distance. Small crimson pennants flutter from its striped awnings, and groups of women and children can be seen walking along the banks of a nearby stream.
‘Plains-herder families,’ says Gildas. ‘Their menfolk are out on the grasslands rounding up groups of wild stallion. They train the horses and sell them at auction in Yua Tzhan.’
(Let's visit)
Upon entering the tented encampment, you are greeted by dozens of laughing children. They run alongside your horses and feed them with small handfuls of hay. As you approach the largest tent, an old man in a sweat-stained robe emerges and bids you good-day. He holds up a wizened hand to shield his pale eyes from the glare of the midday sun, and he asks if you and your companions wish to trade with him.
(Let's get our trade on!)
The old man invites you and your companions to enter his tent. You dismount, and the children look after your horses while you examine the wares and trinkets that are stored inside. Gildas nudges you and points to a rickety table that is heaped with simple straw-coloured robes, much favoured by Bhanarian plainsmen. ‘Maybe a wise purchase, Sir Kai?’ he mutters. ‘I fear our tunics may arouse suspicion the further south we venture.’ You nod in agreement and ask the old man how much he wants for four robes.
‘One hundred and twenty Ren, kind sir,’ he replies, cheerfully.
The old man’s price is the equivalent to 12 Gold Crowns. The rangers do not have any money, so if you wish to purchase these garments you must pay the full price
(I purchase them, I have 31 cash left)
You hand over the Gold Crowns and the old man slips the coins into his pocket with a contented grin. Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.
Having concluded your business, you thank the old man and bid him farewell. Then you leave his tent and collect your horses.
(Is that the best? I gotta bunch of space and I want to fill up my now bis bottomed Backpack!)
The sun has nearly set by the time you reach Yua Tzhan. Even at this late hour, the roads that approach the city’s four gates are busy with the traffic of travelling merchants. Some have come from the gold-rush town of Bajo in the foothills of the Hyunsei Mountains, but most are arriving from Hotloi and Liyulin, their wagons laden with exotic wares.
As you approach the north gate you consult your Siyenese Compass, and its steady needle confirms that the Claw of Naar is here, somewhere, in this grand walled city. You and your companions pass through the arched gateway without challenge, and follow a broad lantern-lit avenue towards the city’s main square. Many open-fronted shops line this thoroughfare, their display tables laden with goods to entice its citizens to part with their hard-earned Ren.
Upon entering the main square, you notice that small crowds have gathered on each corner. They are reading proclamations which have been pasted upon the walls by the city’s officials. Using your Magnakai Discipline of Pathsmanship, you are able to translate the Bhanarian script for the benefit of your companions. The posters declare that tomorrow shall be a holiday. This is to celebrate a visit to the city by Autarch Sejanoz himself. He will arrive at noon tomorrow, and every citizen is expected to be present to honour their ruler when his entourage passes through the streets
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Your Kai senses tell you that the Autarch is visiting the city for one simple reason: he is coming here to collect the Claw of Naar. The news of his imminent arrival re-ignites your resolve to find the artefact, and swiftly.
As you and your companions are riding across the main square, you scan the surrounding buildings in search of an inn where you may stable your horses for the night. The houses and hovels of Yua Tzhan are densely-packed, and your search for the Claw will best be conducted on foot. There are several inns bordering the square, but only two have stables: The Prairie Princess and the Golden Trough
(Prairie Princess has the better name)
You stable your horses and enter the taproom of the Prairie Princess. As the door creaks open, a gust of ale-soaked air and the jingle of bells interrupt the hubbub. The denizens of this tavern cast your party a suspicious glance or two, and then they return to their conversations. The innkeeper approaches, wending his way nimbly through the closely-packed tables. He is a lean man with dark skin and a shaven head. You ask the cost of stabling and add that you shall not be requiring rooms for the night.
‘Seven Ren each,’ he says, brusquely. ‘You can pay tomorrow when you collect your nags.’
You turn to leave the crowded taproom, but your way to the door is blocked by a stout, one-eyed man with a roughly-trimmed beard. ‘You plains-nomads have got some nerve t’come in here,’ he spits. ‘You swindled me, near on stole all my herd o’ stallions. Well, I vowed I’d make you pay and now I’m going to collect!’
With a flick of his hand he signals to his cohorts to bar the tavern door. You tell the man that he is mistaken, that he is confusing you for somebody else, but he pays no heed to your explanation.
(I use kA)
Silently you recite the words of the Brotherhood Spell Mind Charm and direct its power at your angry accuser. Under the influence of your spell, he suddenly becomes calm and susceptible to your mental commands. You prompt him to tell his cohorts that he has made an error, that you are not the plainsman who swindled him after all, and meekly he complies with your psychic suggestion.
His accomplices are embarrassed by their friend’s mistake, and they offer to buy you and your companions some ale. Politely you decline their offer as you make your way towards the door.
With your mind set upon the task of finding and retrieving the Claw of Naar before Autarch Sejanoz arrives, you hurry out of the inn and stride across the main square. In the light of a street lantern you consult your Siyenese Compass once more before setting off in the direction that it indicates. It leads you towards the Military Quarter located on the east side of the square. You follow a broad avenue lined with closed shop doorways and soon arrive at a busy barracks. The Siyenese Compass and your Kai Sixth Sense both tell you that the Claw of Naar is located somewhere inside this troop-infested building.
(Observe first)
You observe the main entrance to the barracks building and note a great deal of activity despite the lateness of the hour. Columns of Bhanarian spearmen, clad in black quilted uniforms with wide silk leggings, go marching through its main gate every few minutes with an almost clockwork regularity. You suspect that they are mustering in preparation for the arrival of the Autarch, although they appear too heavily armed to be gathering for ceremonial duties. You also catch sight of some Xanon, and you sense that these creatures were among those whom you fought at the ruins earlier today.
During the time you spend observing the barracks, several wagons arrive laden with weapons and supplies. When seven of these army transports converge upon the main gate at the same time, it creates chaos for the Gate Guards. As they try desperately to untangle the ensuing chaos, you see an opportunity to enter the barracks.
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Abe Sargent
04-18-2020, 05:28 PM
(We slip in)
You tell the rangers to raise their hoods; then you lead them across the crowded street towards the barracks entrance.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked.
( I auto succeed)
You thread your way through the crush of soldiers and enter the barracks unchallenged. The raised hoods of your robes keep your faces in shadow, and the guards fail to recognize that you are not native Bhanarians.
Beyond the entrance is a courtyard where several wagons, filled with provisions, are being unloaded. You and your companions each take a box from the rear of the nearest wagon and join a line of men who are delivering their goods to a kitchen store room located near the middle of the barracks complex. You leave your boxes here and then return to the courtyard to collect some more. As you are making your way back, you pass a door that your Kai senses tell you is unlocked. Quickly you slip inside and then signal to the rangers to follow. When all of you are safely inside, you shut the door and draw its bolt.
Beyond the door you discover a narrow passage that leads to a flight of stone steps. You check your Siyenese Compass and then you lead the rangers up the stairs to a wider corridor on the floor above.
You instruct Gildas and his men to wait at the top of the stairs while you make sure the way ahead is clear. Tall arched windows march past on either side as you approach a door at the end of the passageway. You detect the aroma of roasting meat and hear the sounds of feasting, and when you peep through the door’s keyhole, you see a soldiers’ mess hall beyond.
Carefully you twist its spherical handle and push open the heavy oak door just a few inches. Peering around the door, you see a dozen Bhanarian soldiers sitting at a large table set before a blazing log fire. A side of beef is roasting on a spit above this fire, and the soldier’s plates are heaped high with meat and vegetables. Stands of antique armour are positioned around the walls of the hall, and its panelled ceiling is decorated with the portraits of famous Bhanarian generals of old.
Some of the soldiers dining here are Imperial Guards from the squad that you encountered in Sunderer Pass. You scrutinise their faces, yet you cannot see their leader among them. Your Siyenese Compass indicates that the Claw of Naar is nearby; its needle is pointing to a door on the far side of the mess hall. You sense that the Claw is in the room beyond this door, and you resolve to find a way of reaching it without being seen.
(I use Grand Nexus)
You use the power of your Grand Mastery to dislodge the spit that supports the roasting side of beef. It collapses into the fire, scattering red hot coals across the floor. Some of the coals ignite a leg of the table and, gripped by a sudden panic, the soldiers leap from their seats and attempt to put out the flames with their cloaks and their mugs of ale.
In the confusion, none of them see you enter the mess hall. You take cover behind a stand of armour, and then you draw upon your Magnakai Discipline of Invisibility to help keep you hidden before you attempt to reach the far door.
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You reach the far door without being seen. Silently you twist its copper handle and enter a small antechamber that is hung with tapestries. Beyond this small room is an archway through which you catch sight of part of a sumptuous bedchamber. You detect the sound of splashing water and the sweet aroma of perfumed bath oils. You can also detect the powerful aura of evil which radiates from the Claw of Naar.
Cautiously you approach the archway and peer around its carved frame. Bathing in a large tub of soapy water set before a blazing log fire, you see the squad leader. You sense that the Claw is somewhere close to him, but you cannot see it. Suddenly you are startled by a loud knock on the door behind you.
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(I allow the knocker to enter. Don;t want to give away me.)
You pull open the door and quickly stand aside. A Bhanarian guard strides into the antechamber, and when he looks at your face, his eyes go wide with shock. You lash out and fetch him an uppercut to the jaw, knocking him unconscious. Before he hits the floor, you move forward and grab him to prevent his body from making a sound. You are placing him down gently when the squad leader shouts out: ‘Who’s there?’
You push the door shut and bolt it. Then you unsheathe your Kai Weapon and enter the main chamber to confront the squad leader in his bath.
The squad leader gasps with shock when he sees you come walking into his chamber. He glances to a knotted rope that is hanging beside the blazing fireplace, but it is just beyond reach. You detect that the rope is connected to an alarm bell, and you shake your head as a warning to him not to try to make a grab for it.
‘Where is the Claw?’ you say, raising your Kai Weapon to reinforce your demand. The sallow-skinned man narrows his eyes until they become like slits in his face, and he shakes his head slowly from side to side. He refuses to answer your question.
Suddenly he reaches over the side of his bath tub and attempts to grab something that is lying on the floor, hidden from view.
( I toss my weapon at him)
You hurl your blade and it whirls through the air to strike the squad leader in the chest, dealing him a deep and mortal wound. The force of the impact tips him out of his tub and sends a torrent of water cascading into the fire. His dying cries mingle with a loud hiss of steam as the bath water extinguishes the fire and sizzles on the red-hot grate.
You rush forward and tug your Kai Weapon from the dead man’s chest. Then you turn aside the bath tub to see what he was reaching for. Lying among the soap suds you discover a Bor pistol, its flint and firing powder now waterlogged and useless.
Your Kai senses tell you that you are very close to the Claw of Naar. You look at your Siyenese Compass once again, and now you see that its needle is pointing to a painting which hangs above the fireplace.
Abe Sargent
04-18-2020, 05:32 PM
behind the portrait you discover a safe embedded in a granite wall. There is a dial set near the middle of its iron door, and it is ringed with numerals ranging from 0 to 9. Your Sixth Sense reveals to you that by turning the dial consecutively to the correct three numbers, you will cause the lock to disengage and the door to the wall safe will open.
The first number in the sequence is equal to the levels of Kai rank a Sun Prince is superior to a Grand Thane.
The second number is equal to the original total of rangers in Gildas’ command, including the captain himself.
The third number is equal to twice the number of islands in the northern gulf of the Chai Sea.
When you think you know the three-digit answer, note down the figures in order and turn to the section of this book which is the same as your answer
(2 ranks, 4 scouts, 3 islands)
The third tumbler clicks into the correct position13 and the door of the wall safe swings open to reveal the Claw of Naar. You take the accursed artefact and place it in your pack; then you close the safe and re-hang its covering portrait.
You should restore the Claw of Naar as a Special Item on your Action Chart. You must discard one item in its favour if you have the maximum number of Special Items permissible.
(welcome back home baby! I search)
A swift search of his chamber uncovers the following items:
Dagger
Axe
Laumspur (sufficient for 3 doses. Each dose is an individual Backpack Item. One dose will restore 4 ENDURANCE points when swallowed after combat.)
Food (enough for 3 Meals)
Bow
Bar of Soap
5 Arrows
Sword
100 Ren (equivalent to 10 Gold Crowns)
(I now have 41 crowns, and I take the Bar of Soap, sword and three pots of Laumspur.)
You return to the antechamber, but while you are unbolting the door to the mess hall, you hear an alarm bell and the sound of gruff Bhanarian voices. You listen to their cries and your heart sinks when you suddenly realize that your companions have been discovered.
You inch open the door to witness a fight taking place on the far side of the mess hall. The Bhanarians have abandoned their feasting and are now attempting to storm the archway. Four of their number lie dead or wounded on the ground, hit by ranger arrows. Your companions are putting up a brave fight, but they face the danger of being surrounded on both sides and trapped in the corridor.
Then a new threat to their survival arrives. Three Bhanarian guards enter the hall pushing a strange, cannon-like contraption towards the distant archway. Fixed above its barrel is a large iron cylinder. It is studded with heavy rivets and fitted with a springed valve that bubbles and hisses like an angry serpent. You surmise this device is a steam-powered cannon, and you fear that if it is fired along the corridor it could slay your companions with one blast. As the Bhanarian gunners begin loading their weapon with handfuls of rusty nails and lead shot, you know you must find some way to stop them from firing this devilish device.
(I use Elementalism)
You focus the power of your Discipline upon the iron cylinder and you cause a rapid rise in the temperature of the steam. Moments later, the valve fails and the cylinder explodes with devastating effect.
The cannon’s pressure cylinder erupts like a geyser, spraying the Bhanarians with deadly pieces of jagged shrapnel. Those who are not felled instantly by the force of the explosion are blinded and blistered by jets of scalding steam.
You pull open the door to the antechamber and sprint across the body-strewn hall towards the distant archway. Your Magnakai Discipline of Huntmastery enables you to see through the dissipating clouds of steam, but your ranger allies are not so gifted. As you pass through the archway and rush into the corridor, they mistake you for a Bhanarian attacker and they let loose a volley of arrows at your fleeing form.
You shout at the rangers, commanding them to hold their fire, but it is already too late. Desperately you throw yourself to the ground as their feathered shafts come streaking towards you. Two of their arrows clip and gouge your flesh as you strike the stone floor and roll to a halt: lose 4 ENDURANCE points.
The rangers are mortified that they came so near to slaying you. They help you to your feet and beg you to forgive their reckless bow-fire. ‘There’s no time for reproach,’ you reply, stoically. ‘I have retrieved the Claw of Naar, yet I fear our troubles may have only just begun. We must make a speedy escape. I sense the enemy are closing upon us from every side.’
Your instincts are correct. News of the fight in the mess hall is spreading like wildfire, and groups of armed Bhanarians are rushing towards this corridor from every quarter of the barracks. Your situation is beginning to look increasingly desperate until you suddenly spy a way to escape from the corridor that promises more than just a glimmer of hope.
Abe Sargent
04-18-2020, 05:43 PM
Through one of the tall windows that line this corridor, you see the flat tarred roof of the barracks kitchens and the upper boughs of a line of trees that encircle the parade ground beyond. Shielding your face with your free arm, you strike the leaded glass repeatedly with your Kai Weapon and then command the rangers to follow as you leap through the shattered pane and jump down onto the tarred roof, just a few feet below the window’s ledge.
You are running across the roof towards a tree that stands near to the kitchens, when you suddenly hear the loud pealing of an alarm bell echoing from a tower on the northern side of the barracks.
You reach the end of the roof and climb down the trunk of the tree. Gildas and his men follow your lead, and when all of you are safely on the ground, you pause for a few moments to assess the situation. From beneath the leafy boughs of the young oak, you look out across the parade ground and scan the buildings that border upon it. Bhanarian soldiers are running everywhere, seemingly in confusion. Then you realize that they all have a purpose: they are rushing to secure every entrance and exit from the barracks.
Gildas points to a building on the west side of the parade ground. Its doors are open and unguarded. You magnify your vision and see that it is part of the barracks stables. Its well-lit interior is busy with troopers who are preparing their mounts for tomorrow’s ceremonial parade through the city. Beyond its rows of stalls is an archway that opens on to one of the city’s streets. You inform the rangers of what you have seen and you decide that the stables offer you your best hope for an escape from the barracks. Using the perimeter trees for cover, you skirt around the parade ground and make your approach to the stables. You are less than 20 yards from its open doors when you are suddenly called upon to halt. Three Bhanarian guards come weaving through the line of trees towards you, their spears held at the ready. ‘Stay where you are,’ barks the tallest of these soldiers, ‘and all of you—raise your hands!’
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( i have KS and enough of a rank)
You draw upon your improved mental skills to launch a powerful volley of psychic bolts at the three guards. Paralysed by your unexpected attack, they drop their spears and clutch their hands to their heads in agony. The rangers seize this chance to attack, and they quickly overpower them, leaving the men propped unconscious against the base of the nearest tree.
You hurry away from the trees and enter the busy stables. Dozens of troopers are grooming their mounts in stalls which are set facing each other. They form a long corridor that runs all the way to a pair of open green doors at the far end of the building. Through this open doorway you glimpse the enticing sight of a city street, and you and your companions have to struggle to overcome an almost overwhelming urge to run headlong towards it.
Most of the horses that are standing in the stalls are saddled-up in preparation for tomorrow’s ceremony. The troopers are part of the mounted guard detailed to escort the Autarch through the city. You whisper to the others to look for some unattended horses, but as you approach the stalls, you are challenged by a suspicious trooper. Roughly you barge him aside and leap into the saddle of a chestnut mare. The rangers are all close behind you when you dig in your heels and urge your mount to gallop along the central corridor that leads to the exit. The troopers wave their fists as you speed past them, and hurriedly two of them attempt to shut the green doors before you can make good your escape into the street.
(I use KA)
As you gallop through the stables, you quickly recite the words of the Brotherhood Spell Lightning Hand and raise your right arm. You point your outstretched fingers towards the closing doors and a crackling bolt of blue fire leaps from your fingertips. It strikes one of the troopers who is attempting to bar your escape, and it sends him cartwheeling across the straw-covered ground. His companion slams shut one door, blocking half of the doorway, but there is still space enough for you and your companions to make good your escape into the street beyond. As you gallop through the narrowed exit, you steer your horse to the right and race away along a cobblestoned street
The street is filled with parked wagons, anxious troops, and irate delivery drivers who have been barred entrance to the barracks. An alarm bell continues to toll as you wend your way through the crowds, and your Sixth Sense tells you that the Claw has now been discovered missing.
You turn a corner and ride along an unobstructed avenue that takes you to a far quieter quarter of the city. Guided by your Pathsmanship and tracking skills, you lead the rangers to the South Gate of Yua Tzhan. Here you are able to depart the city along a road that passes through outlying settlements before climbing gently into the Honah Hills.
Shortly before midnight, you approach a toll bridge that traverses a deep gorge. The entrance to this bridge is blocked by a single-pole barrier, and on either side of the obstruction are painted wooden shacks, adorned with flickering lanterns. The soldiers who guard this bridge are awoken by the sound of your horses’ hooves. Fearing you to be a surprise inspection by their commanding officer, they grab their spears and stumble out of the shacks. As they draw themselves up in an untidy line before the barrier, their corporal raises his hand, commanding you to halt.
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(JUMP!)
You call out to the rangers to follow your lead, and then you urge your horse to the gallop and race him towards the barrier. The guards scatter as you bear down on them, but their corporal is made of sterner stuff and he refuses to move. He snatches up his spear and gets ready to lunge as you come thundering towards him.
( I do have AM)
As you make the jump, the corporal’s nerve breaks and he throws himself to the ground. Your horse sails across the barrier, and the rangers follow with consummate ease. The angry cries of the corporal quickly fade into the distance as you leave the bridge and follow the road into the hills beyond.
Abe Sargent
04-18-2020, 05:47 PM
You are a few leagues to the south of the toll bridge when you pass a signpost that says: Behnaz—70 miles. Beyond this point, the hill road begins to twist like a swimming serpent. You are passing around one of its seemingly endless bends when you hear a loud rumble of thunder echoing through the hills.
( I have G Path and enough rank)
Your improved Kai Mastery warns you that a heavy rainstorm is about to break over the Honah Hills.
(Seek shelter)
You warn the others that a storm is imminent, and that you will need to find shelter before it breaks. Less than a mile further on, you discover an abandoned cottage that overlooks the hill road. A dirt track ascends to its door, and when you reach it, you discover that there is sufficient room inside to shelter you and your horses. Barely minutes after arriving here, the storm breaks and the surrounding countryside is swept by torrential rain.
While you are sheltering from the storm, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
You take the opportunity to get some sleep while the storm continues unabated. Gildas wakes you shortly after dawn and you peer out of the cottage window to see that the rain is now no more than a fine drizzle. You mount up and return to the road, but soon you discover that the way south is impassable. The road has been blocked during the night by the debris of a torrential mudslide.
Reluctantly, you are forced to abandon your horses and set off across the hills on foot. During your trek, you discard your plains-herder robes for they offer no protection from the rain. At noon you halt to prepare a meal of roots and wild vegetables. While you are eating, you resolve to attempt to cross the River Heng and enter the friendly realm of Chai. Once you are across the border, you will make your way to the city of Pensei, and try to make contact with the Dessian envoy—Lord Ghadra.
Despite difficult terrain you make good progress. You leave the Honah Hills and enter the dark pines of the Angfeng Forest, covering 30 miles by sunset. As darkness casts its black shroud upon this untamed land, you stop to set up camp for the night on the fringe of a cold marsh. The night sky is clear, and before you settle down to sleep, you take time to observe the stars
(I put mine in my backpack. I do not have Astrology)
You sleep well and wake feeling refreshed and revitalized: restore 3 ENDURANCE points. Shortly after dawn, you break camp and set off across the marshlands, heading east. At first the spongy ground is a welcome relief from the jagged rocks and twisted roots that litter the Angfeng Forest. Then the marshy soil degenerates into a treacherous swamp, and you are forced to head south in search of firmer terrain.
For two days and nights you trek across wetlands, living as best you can off the flora and fauna of this inhospitable region. By noon of the third day you catch sight of a stone bridge across the River Heng, on the outskirts of a town called Zuda. The rangers are excited at the prospect of escaping at last from the mosquito-infested wetlands, but their enthusiasm is dampened when you magnify your vision and take a closer look at this Chai border town.
ou observe that the bridge at Zuda is occupied by Bhanarian soldiers. Their tented encampments are dotted around the approach road and river bank, and the line of their supply wagons stretches away to the west.
The tiger’s-head flag of Autarch Sejanoz now flies over Zuda. This border town has been overrun by his army within the last 24 hours. At first you suspect that this could be the start of a war between Bhanar and Chai, but your Kai senses tell you that this is no ordinary military operation. This army has come here for one purpose—to ensure the recovery of the Claw of Naar.
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You hold sombre council with the rangers and try to determine how best to proceed from here. ‘I propose we try to reach the Chai Wall,’ says Gildas, and his men readily agree. Having never heard of this edifice, you ask Gildas to explain. ‘The Chai Wall is a line of forts and military defences that lies 60 miles to the east of Zuda,’ he says. ‘Invasion from Bhanar has long been a threat to Chai, but its ancient ruler—Khea-khan Xo—had remarkable foresight. He constructed a formidable wall to deter Autarch Sejanoz from invading his peaceful realm. It has served Chai well for many centuries.’
You thank Gildas for this history lesson, but you question its accuracy. ‘I was taught at the Kai Monastery that the reign of Khea-khan Xo was more than a thousand years ago. Surely his enemy then was not the same Autarch Sejanoz who rules Bhanar now?’
‘Ah, but he is!’ replies Gildas. ‘Sejanoz has ruled this land for 3,000 years. Legend says that he entered into a pact with Agarash the Damned. In return for his soul he received … immortality.’
As you look upon the flag of Autarch Sejanoz fluttering high above the buildings of Zuda, a growing sense of foreboding creeps upon you and it leaves a chill in your blood.
Abe Sargent
04-18-2020, 05:54 PM
You decide to wait until nightfall before making your attempt to cross the River Heng. During the day you scout the river bank and you determine that there are only two ways to cross. Both are hazardous.
You can swim across the river, but the current is fast and treacherous. Or you can attempt to cross at the bridge. The road is blocked by soldiers, making a crossing by that way impossible. But you can attempt a crossing below the bridge. Its supporting stone pillars are closely spaced and they slow the river’s flow. However, the enemy guarding this bridge is especially vigilant. They are expecting and watching for your approach.
(Swimming is uncertain, I cross below the bridge)
Shortly after dark, you make your way towards the stone bridge, keeping close to the river to avoid the enemy encampments on either side of the road which crosses into Zuda. You get to within 6 yards of the bridge itself before you are forced to stop when you see enemy soldiers at the river’s edge. They are filling their canteens and washing clothes. If you are to make a successful crossing below the bridge, you will first have to distract them, or lure them away.
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(I use Elementalism and a high rank)
You call upon your improved Kai Mastery to conjure up a mist beneath the first arch of the bridge. Made eerie by the light of the torches that the soldiers are carrying, the sudden appearance of this mist startles the soldiers on the river bank. Fearing that a monster is set to rise up and consume the bridge with its fiery breath, they turn tail and flee in panic from the water’s edge.
You move quickly to seize this chance to cross the river before the soldiers return. You are the first to wade out into the water. You strike out against the current and reach the first stone pillar. Once you have a secure handhold, you signal to Gildas to follow. Soon you are all in the water, linked together by your hands and secured by the stone pillars, like a human chain. Gradually you work your way across to the far side, and together you approach Zuda under cover of darkness.
The road into the town is heavily patrolled by Bhanarian soldiers. When you nearly collide with one of these patrols, you are forced to seek cover in an empty woodcutter’s hut.
Your tracking skills tell you that this hut was abandoned by its owner earlier this morning. Its log stove is still warm, and a plate of food lies untouched on the table. You share out the food and dry your clothes by the stove. Sergeant Paviz keeps watch at the window in case a patrol should come by to search the hut.
As midnight approaches, the enemy activity in Zuda decreases. Gildas suggests you should leave during the night to minimize risk of discovery; the darkness provides invaluable cover. You agree, and after midnight you set out for the town.
Bhanarian soldiers are billeted in most of the shops and houses. You keep to the back streets to avoid the patrols, but every alley and avenue leads to the market square at the centre of the town, and you cannot avoid passing through this area. In the middle of the square a magnificent tent has been erected. High above flies a scarlet flag emblazoned with a gold tiger’s head. This is Sejanoz’s personal flag and it signifies that the Autarch is here in person. A dozen of his best soldiers guard his tent, and parked beside its entrance are two strange machines.
The first is an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger’s head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire.
The second is a golden chariot. This vehicle has no team of horses to pull it, for it needs no animals to cause it to move. It is a sky chariot, powered by the same magical forces that enable Cloud-dancer to soar through the air.
You are observing the shrine from the cover of a doorway when suddenly the head slowly rotates in your direction, and two pencil-thin beams of red light shoot from its eyes. You duck back, but it is too late—the shrine has detected your presence. The guards at the tent raise the alarm and a troop of Bhanarians come running from the doorway of a nearby hall.
‘Run!’ cries Gildas, as the soldiers come rushing towards you.
Abe Sargent
04-18-2020, 06:05 PM
The soldiers chase you through the back streets of Zuda until you are cornered in the courtyard of a tall crimson-coloured tower. Desperately you scan the walls of the courtyard but there is no way out, except by way of the narrow passageway that led you here.
Marching along this passage comes a squad of the Autarch’s Imperial Guard. They are carrying what appear to be hollow stubby spears, connected by metallic piping to cylindrical backpacks. One of the advancing soldiers raises his spear and a puff of bubbling steam gushes from the tip. In the next instant, a solid projectile smashes into the wall behind you, spraying you with slivers of stone.
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(I do have a Red Key)
Suddenly you recall the dying words of the old herbalist you encountered in the Vanchou Forest: ‘… and the key will open the door to my home in Zuda. It is called the Crimson Tower.’
You retrieve the Red Key from your Backpack and insert it into the dial. It fits, and when you twist it, the heavy door swings inwards without a sound. Quickly you step inside, and then beckon the rangers to follow: ‘This way!’
When all three are inside, you push the heavy door closed and slide its bolt across, locking it securely.
You follow Gildas and the others as they climb a wide flight of spiral stairs to the top of the tower. As you ascend, lanterns set at intervals in the wall spontaneously ignite, bathing the stone steps with a warm, yellow light. A sumptuous chamber occupies the top floor of the tower. By the time you arrive there, its many lanterns are aglow, and its great log fire is blazing warmly in the grate. The light and heat make for a welcoming arrival, but they give a false impression. Dust lies thickly on the surfaces of every bookshelf, table, and chair. This chamber is well appointed, but it has lain neglected for more than a year.
One entire half of the great circular room is dominated by a huge latticed window, through which you can see every rooftop in Zuda. You hurry across the chamber and peer down through the glass at the courtyard below. It is teeming with Bhanarians and you fear that they now have you trapped like rats in a very comfortable cage. You raise your eyes and look towards the market square. The Autarch’s tent can clearly be seen, with the tiger’s-head shrine standing near. You see its head slowly rotating towards the tower. In the next instant, two pencil-thin beams of red light come shooting from its eyes. Before you can look away, they hit the window, and you are blinded by their terrific glare.
(I do not have Deliverance)
searing pain shoots from the front of your eyes to the rear of your head: lose 4 ENDURANCE points. You reel back in agony and quickly muster your Magnakai Curing skills to numb the terrible pain, and restore your damaged sight. But as your vision is returning, you hear a loud crash of breaking glass, and your companions cry out with shock and alarm. You fear a steam-gun projectile has smashed through the tower’s great glass window, but when your vision returns, you see that it is something far larger … and far worse!
You see the fearsome figure of Autarch Sejanoz come stepping through the chamber’s shattered window. He alights from the platform of his golden sky-chariot which hovers silently beside the tower. Sheathed from neck to toe in black and golden armour, this warrior stands an arm’s length taller than you and your companions. A great tiger helm conceals his face and behind him swirls a voluminous scarlet cloak. Only his hands are visible and they seem strangely at odds with the grand scale and design of his armour. They are withered and twisted like claws, the skin wrinkled and cracked like burnt parchment. Hanging over them are four long, curved, needle-like claws of steel that sprout from the back of the golden bracers which encase his wrists.
Gildas and his men reach for their bows and fire repeatedly at the Autarch, yet every arrow they send against him ends shattered. From the visor of his helm there issues a thin, chilling laugh: ‘You cannot kill me with your sharpened sticks, you fools!’ Upon hearing this, Paviz and Yalin drop their bows and unsheathe their blades. Paviz shouts a much practiced cue, and together they attack the Autarch, striking simultaneously from either side.
With stunning swiftness, Sejanoz retaliates. He reaches out and grabs each man by the throat with his cadaverous hands, and raises them several inches from the floor. With a series of metallic clicks, the needle-claws extend and turn inwards, puncturing their jugular veins. Their faces blanch as their blood is drained, and not a drop is spilt.
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You are shocked by the spectacle of the Autarch’s vampiric attack, and your senses scream at you to act to save your brave companions before it is too late.
(I use KA)
Quickly you speak the words of the Brotherhood Spell Lightning Hand and raise your right arm. You point your outstretched fingers at the Autarch’s helm and a crackling bolt of blue fire leaps from your fingertips. It strikes his helm, and the force of the impact makes him shudder. He releases his grip and the rangers fall limply to the floor.
Then he turns to face you. ‘Give me the Claw!’ he demands, his voice booming around the chamber. ‘Give me the Claw and I shall spare all your worthless lives!’
(gotta save friends)
You tug the Claw from your pack and toss it onto the floor.
‘No! He’ll not have it!’ screams Gildas, and he leaps forward to kick the artefact away. It skitters across the floor, and its clawed tip embeds itself in the base of the log fire. The captain’s actions have angered the Autarch. He storms forward and deals him a crushing blow with his armoured forearm, sending him crashing against a bookcase on the far side of the chamber. His head drops limply to his chest and he slithers to the floor.
Sejanoz approaches the fire and stoops to retrieve the Claw, but then he hesitates. His skeletal hand trembles and he seems powerless to control it. You sense that he is afraid of the flames: it is his one vital weakness.
You rush towards him and land a kick to his side, toppling him over. Before he can rise again, you grab the haft of the Claw and tug it from the fire. A burning log is skewered upon its tip. It flares brightly when you thrust it at the Autarch’s helm and he rolls away, towards the shattered window. You follow up and jab it at his hands, and he shrieks with fear. Then he tries to stand, and as he is levering himself up from the floor, you leap into the air and land a two-footed kick to his chest that sends him somersaulting backwards. With a wailing cry, he tumbles out of the window and plummets into the courtyard below.
You smash the head of the Claw against the floor to remove the burning log, and then tuck the artefact in your belt. Below, you can hear the door to the tower being blown off its hinges and an old fear returns to chill your blood. The Autarch’s guards are storming up the stairs; it is only a matter of seconds before they will enter the chamber. Your instincts tell you to save your unconscious companions, but your rational mind tells you that this is now impossible; there is only time enough to save yourself. You bid them a sad farewell as you run towards the open window and leap out onto the platform of the Autarch’s sky-chariot. Below, you glimpse the Imperial Guards gathered around the body of the Autarch. To your amazement, you see that they are helping their leader to his feet. Sejanoz is still alive.
Quickly you look to the controls of the sky-chariot and they seem vaguely familiar. They are similar in design and purpose to those found at the helm of Cloud-dancer, albeit on a smaller, simpler scale. You place your right hand on a sparkling sphere, but as you are pushing it forwards to make the chariot advance, a handful of the Imperial Guards in the courtyard below fire a volley of projectiles at you.
The Autarch has given the order; he is determined not to let you get away.
One of the steam-gun projectiles grazes the back of your right calf: lose 1 ENDURANCE point.
You grab the chariot’s guide rail as you thrust your right hand forwards on the glittering sphere. The sky-chariot surges forwards, and as you leave the courtyard and tower, you hear Autarch Sejanoz scream a vow that he will take vengeance upon you for the defeat you have dealt him this day.
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You steer the sky-chariot away to the east and flee towards the friendlier skies of Chai. As the wind whips your face, you feel the sweet exhilaration of victory. Yet it is tempered by the memory of the brave men you had to leave behind.
As the sun rises over the eastern horizon, you catch your first glimpse of the formidable Chai Wall. You cast your eye along its entire length and observe the three great forts of Xian, Kinani, and Jhung. The tall crenellated walls of Fort Jhung lie directly ahead and, as you speed near to them, you observe something else, something unexpected and greatly welcome, which makes your spirits soar.
You see the unmistakable shape of Cloud-dancer silhouetted against the rising sun. It hovers above the central keep of Fort Jhung, and with the wind in your hair and a cry of victory on your lips, you bank your sky-chariot towards it.
Lord Rimoah and Lord Ghadra are among the many on deck who are anxiously watching and praying for you to appear, though no one is expecting your arrival will be by air. The crew can hardly believe their eyes when you bring the sky-chariot down to land upon the deck. Within seconds of touching down, you are surrounded by a mass of cheering countrymen.
Lord Rimoah appears among the excited throng. With tears of joy in his eyes, he embraces you and then offers up a prayer of thanksgiving to Goddess Ishir for your safe return. You deliver to him the Claw of Naar and he vows that this accursed artefact will be destroyed by the Elder Magi to prevent it from ever falling into the hands of Autarch Sejanoz.
Congratulations, Grand Master. You have met this difficult challenge and you have triumphed. Your brave and daring exploits will long be remembered in the legends of the New Order Kai. Yet the fight against Evil goes on. Soon your courage and Kai skills will be tested anew. The nature of the quest and the dangers that await you will be revealed in the next exciting Lone Wolf New Order adventure entitled:
The Hunger of Sejanoz
Abe Sargent
04-18-2020, 06:09 PM
Review - I liked that it was doing something different, and felt good. I enjoyed the back and forth with you losing at the beginning, then taking, then losing, then taking, and then losing ish at the end despite the win.
I didn't like the lack of battles. I would have preferred a mano-a-mano with the big boy. I did enjoy how Dever is finding new ways to punish you here. You had the reduction of +s from the main weapon as well as earlier books with the loss of a discipline. I enjoy that.
But where are my battles?
Abe Sargent
04-18-2020, 06:13 PM
Beginning of The Hunger of Sejanoz:
This was the last in the Lone Wolf series (it's book 28) until 2016 when he publishes the next adventure and that's the last thing in the series he wrote. This book was published in 1998. The 2016 book, the Storms of Chai, is also free online at Project Aon but is the last in the series to be available free.
Therefore we have two books left if I feel like finishing them both. Ready for Hunger?
Abe Sargent
04-18-2020, 06:14 PM
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Abe Sargent
04-18-2020, 06:14 PM
The Story So Far …
It is early summer in the year MS 5085 and you are a Grand Master of the New Order of the Kai, the warrior élite of Sommerlund.
Thirty-five years ago, the First Order of the Kai was massacred by the Darklords of Helgedad, a host of powerful creatures sent by the evil God Naar to destroy the world of Magnamund. Lone Wolf, the supreme leader of your illustrious fighting order, was the only survivor of their attack upon the Kai. As a young initiate he stood amidst the burning wreckage of the old Kai Monastery and vowed to avenge the slaughter of his comrades. Twenty years later he kept his pledge when alone he infiltrated the foul domain of the Darklords and destroyed their infernal city of Helgedad, the base of their evil power.
With the destruction of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all Magnamund. Quickly their disorder escalated into a mutinous civil war, allowing the Freeland Alliance armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.
Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf, the ruined Monastery of the Kai was rebuilt and restored to its former glory and a New Order was established. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the time of the war against the Darklords. When you were seven years old you were sent by your father to the Kai Monastery. There, under the tutelage of Lone Wolf, you developed your martial skills and honed the special Kai abilities which lay dormant within you. Your skills were nurtured and sharpened to perfection by years of study and rigorous training. Your exceptional talents helped you to master all of the Kai and Magnakai Disciplines, and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement that has brought great honour upon you and your family.
In the year MS 5077, your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf’s absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it), Naar sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your fellow warriors maintained until the siege was raised by Lone Wolf and the King’s Army of Sommerlund.1
During the seven years since the defeat of his minions, Naar has sought vengeance upon the Kai. He commands many agents of evil upon Magnamund, and they wait quietly in the shadows for the chance to serve their fell master.
Less than a month ago, Lord Rimoah of Dessi came to the Kai Monastery aboard the flying ship Cloud-dancer. This wise counsellor is one of the Elder Magi, an ancient race of goodly magicians who have remained steadfastly loyal to the Kai for many centuries. His visit was unexpected and you sensed at once that something was wrong. Lone Wolf summoned you to his chamber where, with mounting dread, you listened to Lord Rimoah’s account of events in Southern Magnamund which threatened to destroy the fragile peace of that distant continent.
The Elder Magi had received word that Autarch Sejanoz, the evil ruler of Bhanar, had secretly dispatched a squad of his personal guards into the Doomlands of Naaros. At first, the Elders could not fathom a reason why the Autarch had done this. The Doomlands are one of the most inhospitable regions in all of Magnamund, a barren wasteland of ash and cinder that was the domain of Agarash the Damned. At its centre his mighty fortress-city of Naaros once stood. Yet, following his defeat by the Elder Magi, all that remains of it now is a titanic chasm of molten lava and heat-fused rock. Loyal rangers were dispatched to the Doomlands to spy on the Autarch’s men and attempt to discover their true purpose. After many weeks spent tracking their prey, they observed them excavating an unmarked burial mound near to the ruins of Naaros. Within this mound the Autarch’s men discovered the Claw of Naar.
The Claw of Naar is an ancient wand of power crafted by the evil God himself. It was used by Agarash the Damned during his conquest of Magnamund. Legend held that it had been lost forever in the molten ruin of Naaros, but now it had resurfaced, and its return boded ill for the peaceable New Kingdoms bordering the Autocracy of Bhanar.
The rangers reported that the Autarch’s squad were returning to Bhanar with the Claw in their possession. Their chosen route would take them through the Southern Dammerdon Mountains, and so the rangers went ahead to hide themselves in a gorge called Sunderer Pass, where they awaited their arrival. Their plan was to ambush the squad in the narrow confines of the pass and steal the Claw. However, the ranger leader was wisely anxious that the power of the Claw might overwhelm his small group, and so he requested that help be sent urgently. Rimoah responded in turn by seeking the aid of the Kai.
‘I have come to ask for the help of the Kai,’ said Rimoah. ‘We of the Elder Magi have the power and the means to destroy the Claw of Naar, but only when we have that accursed object in our possession. To secure the Claw will require skills and courage that only the Kai possess. And, so, I come here seeking your aid, Supreme Master.’
‘It will not be an easy task,’ replied Lone Wolf, ‘but we have the advantage of both speed and surprise. Sunderer Pass is no more than a day’s journey away by skyship.’
‘Aye,’ replied Rimoah, ‘but we must depart this afternoon if we are to be certain of reaching the pass before the arrival of the Autarch’s squad.’
Lone Wolf had been tempted to accept the challenge himself, yet he was committed to urgent duties at the King’s court and so he requested that you journey to Bhanar in his stead and help Lord Rimoah to secure the Claw of Naar. You accepted the mission without hesitation and, within the hour, you found yourself standing beside Rimoah at the deck-rail of the sleek flying ship Cloud-dancer, watching the Kai Monastery shrink away into the distance as the craft soared into a clear blue sky.
By late afternoon of the following day, you reached Sunderer Pass and made contact with the rangers. Their leader informed you that a trap had been set to ensnare the enemy and their foul relic as they came through the pass. However, this ambush went badly wrong, and in the ensuing chaos you were separated from Lord Rimoah when Cloud-dancer was attacked by a horde of winged horrors that swarmed from out of the Doomlands. In the ensuing battle Lord Rimoah was forced to flee.
Despite this serious setback to your mission, you resolved to press on and attempt to deny Autarch Sejanoz the Claw of Naar. Aided by the rangers, you pursued the Autarch’s men and captured the Claw. Yet this success proved to be only temporary, for the Claw was soon snatched back and hurriedly conveyed to the Bhanarian city of Yua Tzhan. In a daring raid upon the military barracks of that formidable city, you and your brave comrades succeeded in stealing it back once more. A daring flight to the friendly land of Chai ensued where, in the border town of Zuda, you were confronted by the Autarch himself. A desperate fight took place here, during which your ranger companions were slain by the evil tyrant. Yet their sacrifice was not in vain, for you were able to maintain possession of the Claw and effect a successful escape to Fort Jhung, a nearby Chai stronghold, where you were unexpectedly reunited with Lord Rimoah. You delivered to him the Claw of Naar and he vowed that the accursed artefact would be destroyed by the Elder Magi to prevent it from ever falling into the hands of Autarch Sejanoz.
Soon after your reunion with Rimoah, you journeyed together to the Chai capital of Pensei aboard Cloud-dancer where you were greeted and fêted by the court of Khea-khan Xo-lin, Chai’s venerable ruler. However, it was during these festivities that calamitous news arrived at the Khea-khan’s palace: Autarch Sejanoz had begun a massive invasion of Chai.
The tyrant’s armies were swarming across the borders, sweeping all resistance before them. In the west the strongholds of Fort Jhung and Fort Xian had fallen. In the south, a vast seaborne invasion force had established a beachhead near to the port of Valus and swiftly overrun the ill-defended city of Dwala. Messengers were arriving at the palace with grim regularity to report the latest defeat. From these reports it quickly became clear that the Autarch’s main objective was the capture of Pensei itself.
Fearing that the Claw of Naar could yet fall into the Autarch’s hands, Lord Rimoah resolved to journey at once to Dessi aboard Cloud-dancer. Fearing for the safety of their aged Khea-khan, the courtiers of Pensei pleaded with their beloved ruler to flee to the safety of distant Dessi with Rimoah. But the Khea-khan steadfastly refused their requests, fearing that he would be thought a coward if he were to abandon his land and his subjects in this hour of approaching darkness.
Despite the pleas of his advisors and his family, the obstinate Xo-lin vowed to remain in Pensei. He put his faith in the skill and tenacity of his famous Imperial Guardsmen, believing that these warriors would halt the advancing Bhanarian armies. But when news arrived of their defeat and decimation in a battle at the town of Vabou, little more than a hundred miles south of Pensei, suddenly a terrible realization struck the aged ruler. There were now too few Chai warriors left to prevent the enemy legions from seizing the capital and enslaving its citizens. With heavy heart, the Khea-khan reluctantly agreed to leave Pensei. Yet, resolutely, he refused to go with Lord Rimoah. Instead, he ordered his courtiers to prepare a caravan of horse-drawn carriages for the speedy evacuation of himself, his family, and selected members of his court entourage. They would journey east, following the trade route to the Lissanian city of Tazhan. Here the Khea-khan could be sure of finding sanctuary in this New Kingdom stronghold. Upon his arrival he would rally the armies of his loyal allies and then return with them, across the vastness of the Great Lissan Plain, to free his land and its people from the Autarch’s ruthless occupation.
Fearing for the safety of the Khea-khan, and the disastrous consequences that will befall the New Kingdoms if he should be captured by the enemy, Lord Rimoah urged you to accompany Xo-lin’s entourage. Your experience and your Kai skills could be crucial to their survival during the seventeen days that it will take for them to reach the city of Tazhan. Once the Claw of Naar is safely in Dessi, Rimoah promised to return and journey directly to Tazhan by skyship. There he will inform its ruling council of the Bhanarian invasion, and try to elicit their martial support in readiness for Xo-lin’s arrival.
You agreed to Rimoah’s request to escort the aged ruler, and as the court of the Khea-khan began hasty preparation for the evacuation of the palace, you bade farewell to Lord Rimoah.
‘Until we meet again in Tazhan, Grand Master,’ he said, solemnly, ‘I shall pray to Ishir to watch over you on the road that you must travel. It is vital that Xo-lin arrives in Tazhan alive. He is the only one who can rally the New Kingdoms to rise up and repel the Bhanarians. Without him, I fear, the New Kingdoms will fall to the inexorable might of Sejanoz.’
Abe Sargent
04-18-2020, 06:22 PM
Sun Thane
If you are a New Order Kai who has attained the rank of Sun Thane, you will now benefit from improvements to the following Grand Master Disciplines:
Astrology
Sun Thanes who possess this Discipline are expert in the art of hypnotism. By the use of a hypnotic stare, they are able to cause susceptible creatures (up to three individuals at any one time) willingly to carry out their orders. The number of creatures so affected—and the duration of the effect—increases steadily as a Sun Thane advances in Kai rank.
Animal Mastery
Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command; however most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.
Grand Huntmastery
Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.
Deliverance
Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.
Elementalism
Sun Thanes who possess this Discipline are able to accelerate greatly the oxidation (rusting) of ferrous metals simply by touch alone. The longer the metallic item is touched by a Sun Thane, the more damaging will be the effect.
Grand Pathsmanship
Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected and the duration of effect both increase as a Grand Master rises in rank.
Kai-screen
Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.
Kai-alchemy
Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:
Slow Fall—By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
Breathe Water—Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.
Abe Sargent
04-18-2020, 06:25 PM
Sir Fox Fire, Sun Thane, Knight of Siyen, War-Thane of Bor
CS - 55/59/63
EP - 46
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword, Mace, Warhammer, Quarterstaff, Sword,
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
9. Assimilance
10. Grand Nexus
11. Kai-Screen
12. Astrology
Special Items:
Kai Weapon Axe Alema, +3 normally and +5 vs undead
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Platinum Amulet
Andaran Warhammer - +5 CS
"Sunderer", Axe, +5 CS
Korlinium Chainmail, +2 CS
Ang'sei, Chai Armor Of Life, +2 CS
Xi-Die
Backpack:
Rope
Mealx3
Bag of Holding (gives 5 bonus backpack slots)
Potion of Klorva (restores 6 ENDURANCE points)
Sabito Root (enables underwater breathing)
Andui Flask (purifies any liquid placed in it)
Laumspur (enough for 2 potions. Restores 4 ENDURANCE points when swallowed after combat)
Gallowbrush (enough for 1 potion. Induces sleep when swallowed)
Ashexa Concentrate (enough for 1 potion. A healing fungus. Will restore 6 ENDURANCE points)
Meals: 3
Weapons:
Chai Bow
Kirusami, Chai Spear, +1 CS
Crowns:
40
Arrows:
6
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx6
Silver-Inland Warhammer
142 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Battle Map
Flute
Hulsta's Hammer, Spike, and Saw
Eledoran Scout Uniform
Skull-Tor Mace
Skull-Tor Wristband
Lantern
Keys - Copperx2, Iron, Dungeon,
Halberd
Blanket
Black Amulet
Leather Tunic
Vial of Tortwig, +6 EP when eaten
Wolf Brooch
Bor Brewx3
Bor Pick
Bor Shovel
Bor Warhammer
Phosphor Bomb
Bronze Disc
Comb, Mirror, Soap
Siyenese Compass
Bhanarese Sword
Gold Talisman
Pogham Power
Herder Robes
Abe Sargent
04-18-2020, 06:31 PM
A few notes. As I am staying here I am ruling that I cannot swap Alema for another Kai Weapon at the Monastery. However I am also ruling that Rimoah and his vessel will take my things back in a pseudo safe-keeping.
I am not sure what I should take next. Deliverance? Herbery? Astrology? Magi-Magic? Bardery? Let's do Deliverance!
You know what? Forget that! For flavor, let's do Astrology instead! Chai is the Magamund version of China afterall. Might as well embrace the flavor.
Abe Sargent
04-19-2020, 01:45 PM
An electric hum fills the throne room of the Khea-khan’s palace as the chosen courtiers and guards make swift preparation for the evacuation to Tazhan. In the midst of all this frantic activity, the aged ruler of Chai sits upon his ebony throne and confers with his trusted advisor, Kau-Doshin, the head of the Imperial Palace household. The lines etched deeply upon their faces convey the gravity of the hushed words that pass between them.
In a far corner of the chamber you see Princess Mitzu consoling her tearful son, the five-year-old Prince Kamada. He is the Khea-khan’s great-great-grandson, and he is next in line to rule Chai upon the death of venerable Xo-lin. Having comforted him and dried his tears, Princess Mitzu places the young boy into the charge of his matronly tutor, Shavane. Then Mitzu leaves the throne room, passing by Guard Captain Chan who is entering through its grand arched doorway. Dutifully, he clicks his heels and salutes as the Princess glides past him with regal grace.
Chan scans the throne room and narrows his sharp almond eyes when he catches sight of you. The Guard Captain will be responsible for the personal safety of the Imperial Family during the overland journey to Tazhan, and as he strides across the throne room towards you, it is easy to see why this élite warrior has been entrusted with such an unenviable task.
‘Hail, Grand Master,’ he booms in greeting. ‘It pleases me greatly that you have chosen to accompany us to Tazhan. I welcome your valued assistance.’
You return Chan’s formal compliment and then ask him when the Imperial Caravan will be leaving.
‘Within the hour, my lord,’ he replies. He pauses to wipe away a trickle of sweat from the brow of his wide oval head, and then he says in a quieter tone: ‘I see you possess a fine Kai blade.’ His eyes glitter as he looks upon the Kai Weapon that is sheathed at your side. ‘As you can see, I am myself unarmed. Before we depart I must visit the Imperial Palace Armoury and equip myself. Would you care to accompany me? I trust you’ll be impressed by the quality of Chai weaponry, and you’ll be very welcome to take any item you find desirable.’
(I visit)
The Chai officer gives you a broad grin when you accept his offer. After bowing respectfully to the Khea-khan, he escorts you to the Imperial Palace Armoury located near to the main gate. Beyond a narrow foyer, you enter a wide, deep hall illuminated by hundreds of oil lamps. The smell of the burning oil mingles with the sweat of dozens of Chai armourers who are toiling at benches fixed along the ivory-white walls.
Captain Chan delights in showing you some of the exotic bladed weapons for which his homeland is famous. You are especially impressed by the Kirusami—the halberd-like polearms that are issued only to the Imperial Guardsmen like Chan. Its craftsmanship and balance are superb. (If you wish to keep one of these weapons, record it on your Weapons List as a Chai Spear. In combat it will add 1 to your COMBAT SKILL.)
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Chan also shows you some Imperial Guard armour, and insists that you try on a waistcoat of golden mail. ‘It is called ang’sei, which means “Armour of Life”,’ he says, proudly. ‘It is as strong as steel yet as light and as supple as fine leather.’ (If you wish to keep this Ang’sei, record it on your Action Chart as a Special Item. When worn in combat, you may add 2 to your COMBAT SKILL. You need not discard another item in its favour if you already possess the maximum number permissible.)
Chan also shows you the following Chai weapons and encourages you to take whatever you wish:
Sword
Broadsword
Quiver
Dagger
Short Sword
6 Arrows
Axe
Warhammer
Bow
Mace
If you decide to take any of the above weapons, make the necessary adjustments to your Weapons List before you leave the armour.
(I take a Chai Bow and replace mine. I take the armor and the spear. I am editing into my record sheet above.)
Abe Sargent
04-19-2020, 01:53 PM
Together you and Chan make your way outside to the palace courtyard where the Imperial Caravan waits in readiness for the long journey east. It consists of three large carriages, each drawn by a team of eight horses, plus an escort of twenty Imperial Cavalry troopers clad in plain crimson tunics. The golden ornamentation that once embellished these carriages has been stripped away, and their fine lacquered sides have been painted a dun brown to camouflage their true origins. Chan approves of their ordinary appearance for it will be far less likely to attract unwanted attention on the long road ahead
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With a deft flick of his kirusami, Chan motions to a stable guard to bring him his horse—a proud stable stallion. The young man complies, and he also brings an additional mount, a dappled chestnut mare. He hands the reins of this horse to you.
‘We’ll ride together, my lord,’ says Chan, as he settles himself into his saddle. You mount your horse, and then together you watch in silence as the aged Khea-khan and his family arrive in the courtyard. Devoted attendants usher them into the middle carriage, and as soon as the doors are closed, Chan gives the signal for the column to move off. Slowly the carriages trundle through the gates of the palace and out into the city beyond, preceded by the Imperial Cavalry troopers. You and Chan follow behind the third carriage, and as you are passing through the gates, the last sound you hear is the collective sobbing of the Khea-khan’s loyal servants, those he has had to leave behind.
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The dusty streets of Pensei are filled with the din of coarse shouting, the smells of sweat and spices, and the anxious murmurings of a populace living in fear of the Bhanarian invaders. Your heart goes out to the citizens of this proud city and you pray to Ishir to help them keep the enemy at bay. Upon arriving at the great north gate of Pensei, the column passes beneath its crenellated arch and out onto the plains road beyond. As the gate crashes shut behind you, you notice a stone marker by the wayside. It indicates the distance to the next town: Javai—100 miles.
Captain Chan calculates that it may take nearly three days to reach Javai. Fearful that the vanguard of the Autarch’s army may find the caravan on the open road and threaten its precious cargo, he orders his troopers to take up positions around the column in order to shield it. You are impressed by the speed and efficiency with which they carry out his orders, and you feel greatly reassured that you are in the company of highly-trained warriors. They will be useful allies if the need should ever arise to repel an enemy attack.
Once you are beyond the outskirts of Pensei, the villages pass by with less frequency the further you travel north along this broad trade road. At dusk, you stop to set up a night camp on a hill which overlooks a small hamlet called Xiostai. Captain Chan posts pickets to patrol the camp perimeter, and details some of the remaining men to guard the Khea-khan’s carriage. You are invited to share a meal of rice and fish with Chan and some of the carriage drivers, and you accept their hospitality gladly. While you are eating you listen to their jovial conversations and learn something about the Chai people that you never knew before. The majority of them have a keen interest in astrology.
(Yes I have Astrology)
When you tell Chan about your Kai Mastery of Astrology, he and his men plead with you to read their fortunes. However, it is a cloudy night and the stars are hidden from view. You try to explain that you are unable to see the sky and read the stellar configurations, but Chan and the others simply refuse to take no for an answer.
From the pocket of his tunic, Chan produces a pair of ornate ivory dice. ‘These are Xi-die,’ he says, and hands them to you. They feel weighty and their intricate gold designs invite your closer inspection
(I have a high enough rank)
You are familiar with the dice and their arcane origins. During your Astrology studies at the Kai Monastery, you made use of a pair very similar in design to these. You are still examining them when a sallow-skinned guard sergeant suddenly leans forward and tugs at your sleeve. Smiling at his impatience, you hand him the Xi-die and hurriedly he breathes on them before casting them to the ground.
His throw is not a good one. The faces and angle of the dice reveal that the sergeant will not survive the journey to Tazhan. Deciding it best to keep the truth from him, you inform him in grandiose tones that he can look forward to enjoying many fine sons and future prosperity. The greasy-faced trooper beams with joy when he tells you that he already has six sons, two of whom are also Imperial Chai Guardsmen.
He and his companions are very impressed by the apparent accuracy of your reading, and you sense that your standing among them has greatly improved.
Chan reminds his men that they are standing the second watch, and then he orders them to go and get some sleep. As they disperse, he offers the Xi-die to you as a present.
If you wish to accept Chan’s gift, record the Xi-die on your Action Chart as a Special Item that you keep in the pocket of your tunic. You need not discard another Special Item if you already hold the maximum number permissible.
(I keep the Xi-Die)
Abe Sargent
04-19-2020, 02:11 PM
As you settle down to sleep beneath one of the carriages, you are thankful that you will not have to stand watch during the night. You sleep well and wake at dawn to the delicious smell of freshly-brewed jala. After a hearty breakfast with Chan and his troopers, you mount up and ride with the captain at the head of the caravan column. Shortly before noon, you spot a village in the distance and a cloud of dust approaching on the road ahead. It is being kicked up by a horse, ridden by a man sent ahead by Chan over an hour ago to scout the village and its surrounding crop fields.
The trooper reports that the village ahead has been attacked by bandits during the night. ‘Kronar, I suppose?’ enquires Chan, and the scout confirms his captain’s assumption with a nod of his head. ‘I thought so. That cur. One day he’ll be made to pay with his life, mark my words.’
Chan informs you that this region is blighted by the presence of a bandit gang, led by a renegade Chai army captain called Kronar. He has a fearsome reputation for being an outstanding archer and a ruthless murderer.
His gang has a secret base located somewhere deep inside the Javai Forest. From there they launch attacks upon helpless travellers using the trade road, and undertake raids upon isolated farmsteads out on the Great Plain. Many attempts have been made to bring Kronar and his gang to justice, but all have so far failed.
Chan estimates that the caravan will reach the Javai Forest around sunset. He is fearful that Kronar’s bandits may attempt an ambush, believing that the caravan belongs to a Penseian merchant who is rich enough to afford a military escort. Chan summons his flankers and then he orders them to ride ahead to scout the highway where it borders upon the forest. If Kronar intends to launch a surprise attack on the caravan, this is where he is most likely to set up his ambush.
As the scouts prepare to leave, Chan offers you the chance to go with them or remain with the caravan column.
(I scout out. I'm here to do things)
Sergeant Yeng and his scouts are pleased that you have chosen to join them, and together you set off towards the distant plains settlement. It feels good to have a cooling breeze blowing through your hair after the plodding pace you have been forced to maintain while riding with the caravan train.
The inhabitants of the village give a cheerful wave as you ride through their humble hamlet. You keep your horses to a swift pace along the road beyond, and within the hour you catch sight of the Javai Forest on the horizon. Yeng gives the order to halt and you magnify your vision in order to get a better view of the distant tree-line. You can see the densely-packed pines, and the tall plains grasses swaying in the breeze. It is a pleasant but not a welcoming sight, for you know that both the trees and the tall grasses could provide ideal cover for ambushers.
You are unable to detect anything unusual in the distant forest, yet your Kai Sixth Sense is warning you of imminent danger.
(I use G Path)
You detect hidden enemies lurking in the tall grass to the left of the highway, and you suspect that they are bandits lying in ambush. Quietly, you warn Sergeant Yeng and he whispers an order to his men to unsheathe their swords. Suddenly a guttural cry shatters the stillness, and you twist in your saddle to face the expected enemy. But to your horror you discover that these enemies are not bandits at all—they are something different, something wholly inhuman.
From out of the tall grasses come loping three long-limbed monstrosities with scaly green hides and dripping fangs. The leading creature leaps through the air like a pouncing cheetah and tears the nearest trooper from his saddle. As he falls, you hear Sergeant Yeng scream an urgent call to arms.
(I use KA)
You utter the words of the Brotherhood Spell Net and point your hand at the attacking creature. You dare not launch any destructive magic at the beast for fear of injuring the trooper, and you can only pray that this spell will be effective.
A gout of sticky fibres gushes from your hand and engulfs the beast and its prey, instantly halting its ferocious attack. Hurriedly you dismount and unsheathe your Kai Weapon in time to counter an attack from the other two horrors.
Chagarashi: COMBAT SKILL 44 ENDURANCE 40
You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.
(I have a +13. I toss a 2 and a 5 then a 6. It takes 41 and dies. I took 4.)
The fight ends abruptly when you deal your enemy a mighty blow to the base of its deformed neck. As it crumples lifelessly to the ground, you join with Sergeant Yeng and rush to aid the trooper who is caught in the strands of your sticky net. One well-aimed blow puts paid to the creature that is ensnared in the net with him, and then you quickly recite the words to counter the spell and the thankful trooper is soon released.
Cautiously you inspect the bodies of the slain enemy and determine that they are of Agarashi descent. They have probably come down from the Hyunsei foothills in a desperate search for prey, for all three corpses show signs of starvation. Sergeant Yeng confirms your suspicions. He tells you that long ago, during the Age of Eternal Night, this land was stalked by the Agarashi—the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The descendants of those beasts are still alive today, hiding in hills, burrows, and caves. They rarely attack travellers on the trade road, unless driven by disease or extreme hunger.
Using your tracking skills, you quickly determine that there are no other creatures like these in this vicinity. Only then do you and the troopers remount your horses and continue along the highway towards the Javai Forest. A few miles short of the forest you discover a freshwater spring which is forded by the highway. It is an ideal site for a night camp, and so you send one of Yeng’s men back to the caravan to tell them that you shall await their arrival here.
During your wait for the caravan, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
The caravan arrives at the ford shortly before dusk. You greet Captain Chan and inform him of the fight that took place here earlier. He is relieved to see that you and his scouts survived the deadly encounter intact.
Chan orders that the carriages of the caravan be positioned so that they form the points of a large triangle, with the horse teams parked at their centre. You approve of his order, for it will make a good defensive formation, one that will be easy to maintain if the encampment is attacked during the night.
You tie your horse to the rear of Princess Mitzu’s carriage, and then you walk over to the spring and bathe your face and drink your fill of its crystal-clear waters. You are about to return to the encampment when Captain Chan and Sergeant Yeng approach you on horseback. Chan tells you that his scouts have reported sighting movement in the nearby woodland. He wishes to investigate it, but night is closing in and soon it will be dark. Aware that you possess the ability to see in the dark, he requests that you lead Sergeant Yeng and his party on this scouting mission.
(I agree)
Abe Sargent
04-19-2020, 02:18 PM
Having agreed to lead the scouting party, you decide to take Yeng and one other man only. Under cover of darkness, you leave the encampment and approach the woodland. Using your Kai tracking skills, you are able to lead the two Chai guardsmen through the tall grasses without giving away your presence to any enemy that may be lurking nearby.
You are within several yards of the tree-line when you detect the sound of hushed whispers. Then you catch the glint of moonlight on the lens of a telescope, and your senses reveal that two bandits are crouched in a nearby hide, observing the caravan encampment.
You whisper to Yeng and the other man to wait where they are. ‘Be ready to support me,’ you say, barely breathing the words. ‘I’m going to circle around them and attack from behind.’
Yeng gives you a thumbs-up signal and wishes you good luck as you crawl away through the dense foliage.
Silently you approach the bandits and circle around behind their position without being detected. You are drawing your Kai Weapon when a crow, sitting upon a branch directly above you, suddenly takes to the air. The sound of its cawing and the flapping of its wings startle the bandits, and they glimpse you as they turn around. Quickly you raise your weapon and leap into their hide. You land the first blow, striking one bandit a glancing hit upon his leather-capped head. It gashes his scalp and sends him crashing unconscious to the soft earth. His comrade snatches up his axe and retaliates by taking a clumsy swipe at your head. You dodge this blow easily, and then you press home your attack.
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Javaian Bandit: COMBAT SKILL 28 ENDURANCE 28
(I have a big advantage. I toss a 9 and slay them)
As the bandit falls dead at your feet, Sergeant Yeng and his comrade come crashing through the foliage and leap into the hide. Yeng is amazed that you have put paid to the bandits so quickly, and when he turns them over with the toe of his boot, he quickly identifies them as members of the gang led by Captain Kronar—the renegade Chai army officer. Yeng raises his sword to finish off the unconscious bandit but you stay his hand.
‘We’ll take this one back with us,’ you say. ‘He may be of more use to us alive than dead.’
Your return to the encampment with a prisoner causes quite a stir. Captain Chan is anxious to question the man, and he orders Yeng to throw a pail of cold spring water over him, but this fails to revive the unconscious bandit. Then you approach the man and use your Kai healing skills in an attempt to restore him to consciousness. A small circle of curious courtiers gather to watch, and they gasp with amazement when he suddenly awakes with a start. With fear-filled eyes, the man returns the stares of his captors and begins to beg for mercy.
Sergeant Yeng slaps his face with the back of his calloused hand and demands that he identify himself. Immediately, the bandit clamps his jaw shut and refuses to utter another sound. You use your psychic skills to probe his mind and discover that he is unusually strong-willed and resilient. You sense that he would be unlikely to break under physical torture
(I use KA)
You intone the words of the Brotherhood Spell Mind Charm and command the prisoner to answer Sergeant Yeng’s questions. His eyelids flutter and half-close as your psychic suggestion begins to take effect, and then falteringly he begins to talk.
The bandit tells you that his name is Xango. He also reveals that he is the brother of the renegade bandit Captain Kronar. He has been observing the caravan encampment while his brother, and the rest of his gang, have been preparing an ambush on the forest road, five miles distant. Kronar plans to attack the caravan when it passes this place tomorrow morning.
‘Treacherous dog!’ spits Yeng. ‘Death would be too good for you!’
‘Hold, sergeant!’ commands Captain Chan. ‘We may have use for this outlaw yet. Let’s hope his brother values his worthless hide more than you do. Chain him up to a carriage wheel until morning.’
As the prisoner is led away, you ask Captain Chan what he intends to do with the man.
‘He’s our hostage now, our guarantee of a trouble-free journey past the forest tomorrow. I’d wager Captain Kronar will stay his hand when he sees that we have his little brother prisoner.’
You sleep well and rise shortly before dawn to help prepare the horses for the road ahead. A mount is assigned to the prisoner, and he rides with you and Captain Chan at the head of the caravan column. The highway skirts the perimeter of the Javai Forest, and within an hour of leaving the ford, you catch sight of something in the distance that makes your senses tingle. To your right you see a wooded rise that runs parallel to the highway. You question the prisoner and he confirms that this is where his brother Kronar has prepared the ambush.
Chan orders the caravan drivers to halt and await his further signal, and then together the three of you ride ahead. Xango’s hands are tied behind his back and a noose is slipped over his head. This is attached to a trailing rope which is fastened to the horn of the captain’s saddle. If Xango should attempt to escape, he will either strangle himself or break his neck when the rope is pulled taut.
Suddenly you see two riders appear on the crest of the rise. They dismount and then disappear among the folds of the woodland. Minutes later they reappear atop a hillock, now no more than 30 yards distant. Instantly Chan recognizes that one of them, a tall man dressed in a padded tunic of scarlet and black silk, is Captain Kronar. You watch with growing trepidation as Kronar unslings a bow from his shoulder, draws an arrow, and takes aim in your direction. Moments later his companion copies his leader’s actions.
‘Let my brother go free, Chan!’ commands Kronar. ‘Free him now, or you and your comrade are dead men.’ A cold shiver runs the length of your spine when your Kai Sixth Sense tells you that this is no idle threat. Kronar is an expert archer
(ignore the command)
Chan heeds your command and he issues a bold counter-threat to Kronar and his cohort.
‘Let our caravan pass … or your brother dies!’ Chan tugs on the trailing rope and Xango’s head jerks back. Trembling with fear, the prisoner pleads with his brother to do as Chan commands.
The renegade Kronar hesitates, and then he and his companion lower their bows. Chan signals to the caravan to come forward and you wait patiently until all of the carriages have passed by the wooded rise. Then Chan unwinds the end of his captive’s rope from his saddle and cracks it against the horse’s rump, making Xango’s mount lurch forward with a start. As the startled animal carries Xango away towards the wooded rise, you shout to Chan to follow the caravan. Together you dig in your heels and spur your horses to the gallop. As you race along the highway in pursuit of the caravan train, your stomach churns when you hear the unmistakable whistle of arrows in flight.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.
(I toss a 5 and net a 8)
The tip of a barbed arrow rips open the padded upper sleeve of your tunic and scrapes a furrow of flesh from your shoulder. The sudden pain makes you cry out, but you quickly recover your composure and use your Kai healing skills to staunch the flow of blood: lose 1 ENDURANCE point.
Once you are a safe distance from the wooded rise, you glance back over your shoulder to check that Kronar and his bandit gang are not in pursuit of the caravan. Your senses detect that the road behind is clear and you tell Chan of this. He is greatly relieved that the Imperial Caravan has been spared Kronar’s attack. The bandit leader has a notorious reputation for murdering anyone who witnesses his acts of highway robbery.
After the drama of the confrontation with Captain Kronar, you are thankful that the rest of the day passes uneventfully. It is early evening when the caravan arrives at Javai, a fortified Chai trading town positioned on the rim of a fertile plateau. Chan negotiates with the guards at the town’s west gate and the caravan is allowed to enter. You pass along a bustling street, bordered by two-storey wooden dwellings, which leads to the walled chateau of Javai’s mayoress, Madame Omaki. Here the caravan draws to a halt in the middle of a flagstoned courtyard, ringed by plum trees. A plump woman with gleaming coiffured hair emerges from the chateau and greets Captain Chan. You can tell by their jovial exchange that they are old friends. Chan swears her to secrecy about the presence of the Khea-khan, and she dutifully instructs her servants to secure all the entrances and exits to her estate.
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Chan posts his troopers to guard these portals, and as soon as it is dark, Xo-lin and his entourage are ushered inside Omaki’s chateau. She attends efficiently to the allocation of rooms and the provision of refreshments for her royal guests. You are allocated a small room above the stables, and you retire there as soon as you are able. It comes as a pleasant surprise to discover that this room contains a comfortable bed and a bath. After bathing, a hot meal and a bottle of rice wine is delivered by one of the mayoress’s servants. You are about to enjoy this meal when there is a knock at the door. It is Captain Chan, and he has some worrying news to convey.
Abe Sargent
04-19-2020, 02:22 PM
Bhanarian horse scouts have been sighted,’ he says, gravely. ‘A trader from Rakholi reported seeing a troop of enemy riders on the plain this afternoon, a few miles southeast of the Javai Forest. They were probably part of the Autarch’s vanguard, out foraging for food, but the fact that they’ve already come this far north bodes ill for us. We’ll leave here soon after daybreak tomorrow—and hopefully we’ll stay ahead of the enemy until we reach the River Tkukoma.’
You acknowledge the captain’s report and bid him goodnight but, as he is leaving, he suddenly remembers a second message he must convey.
‘Princess Mitzu wishes to consult with you. She has heard much about the astrological skills of the New Order Kai, and she wishes for you to conduct a reading for her. Will you indulge her highness, my lord?’
(I do a reading for her)
‘I would be honoured,’ you reply.
‘Very well,’ says Chan, ‘if you are ready, I shall escort you to her quarters at once.’
Chan takes you into the chateau and leads you through its myriad corridors to a room on the first floor. A trooper whom you recognize opens the door and steps aside to allow you both entry. The chamber beyond is lavishly furnished, and the sweet smell of a rare burning incense hangs in the air. In a far corner you see the young Prince Kamada. He is asleep on a silken divan and is being watched over by his tutor Shavane, who is reading a book. His mother, the Princess, is seated at a table near a balcony window that overlooks the torchlit courtyard. You exchange polite greetings and then Chan excuses himself.
‘I shall be outside your door if you should need me, your majesty,’ he says, and promptly departs. As soon as he has gone, Princess Mitzu invites you to sit with her. She is anxious to know what fate has in store for her young son, and she asks if you will use your astrological skills to help her.
(I have the Sun Knight rank)
‘Of course, your majesty,’ you reply, sympathetically. Then you ask if she would kindly show you the palm of her right hand. She complies with your request and places her hand palm up on the marbled tabletop.
Using your skills of palmistry, you inspect the configuration of the creases of her delicate palm. Paying careful attention to those parts of her hand which refer to her offspring, you swallow hard when you see that the lines reveal a disturbing prediction for her young son
You determine that Prince Kamada is in danger. Your interpretation of the signs indicates that he will be betrayed by someone close to the Imperial Family. You are unable to determine who this traitor will be, but you inform the Princess and advise her that she should be on her guard at all times.
Your reading disturbs Mitzu and she is unable to hold back her tears. She apologizes for her display of emotion, something that is frowned upon in imperial Chai society, and politely she asks you to leave.
(I leave)
You comply with the Princess’s wishes and bid her goodnight. When you rejoin Chan in the corridor outside her room, you tell him about the prediction and he is gravely concerned.
‘I pray this will not come to pass,’ he says. ‘We must do all we can to keep Prince Kamada safe. Upon his young shoulders rests the future of Chai.’
Chan says little as he escorts you back to the stables, and you sense that he is lost in his thoughts. But upon arriving at your room he says: ‘I trust you’ll sleep well, my lord. Remember that we shall depart from here no later than one hour after daybreak. We’ll ride at the head of the column tomorrow, so rest well. We must be extra vigilant.’
You are awoken shortly before dawn by a shrill cock’s crow. You rise swiftly, gather up your equipment, and then hurry to the courtyard where you meet with Captain Chan outside the stable door. Some of his troopers are busy replenishing the caravan’s stores of food and fresh water, and others are preparing the horse teams for the long road ahead. Madame Omaki’s servants are also in attendance, bearing wooden platters stacked with food. You and Chan help yourselves to this delicious breakfast fare as you discuss the journey that lies ahead. The sky is clear and Chan is confident that you shall make good progress, just so long as you do not run foul of Bhanarian scouts. (There is a surplus of food, enough for 2 Meals. Remember to adjust your Action Chart accordingly if you decide to take any.)
As planned, within an hour of daybreak, the caravan is on the road once more. You depart from Javai by way of its east gate, and begin the four-day journey to your next destination—the tented city of Rakholi
To the east of Javai, the trade road passes through many small settlements where Chai farmers toil contentedly in the heat of the midsummer sun. By noon, these tiny hamlets have all but given way to a vast sea of grassland which extends all the way to the banks of the River Tkukoma, over a hundred miles distant.
It is late in the afternoon when you catch sight of a flock of plains ravens circling above a small copse of trees, south of the highway. Captain Chan becomes suspicious of these ugly black scavengers, and he orders the column to slow to a halt. He has decided to investigate the copse, and he invites you to join him.
(I join him)
Chan details two other men to accompany you, and then he places Sergeant Yeng in charge of the caravan’s escort while you are away scouting the copse. The captain gives the order to move out, and all three of you follow as he turns his stallion about and canters through the tall grasses towards the distant pines. As you approach them, he informs you that it is very unusual for plains ravens to gather in such numbers. Your Kai Sixth Sense tingles, confirming that his suspicions are well founded.
As you draw closer, he signals to his men to split up and circle around the copse in opposing directions. They carry out his command as you and the captain bring your horses to a halt and dismount. From here you cover the final 100 yards to the copse on foot, your stealthy approach concealed by the tall grasses. You have penetrated 20 yards into the parched woods when suddenly you happen upon a shocking scene.
Abe Sargent
04-19-2020, 02:29 PM
In a clearing in the middle of the copse you discover twenty mutilated carcasses. So badly are they damaged that it takes you several seconds to determine that they were once fanji—a breed of swift-footed ruminants that are native to the plains of Southern Magnamund. These creatures have their predators, but none that would make a mound of their remains the like of which confronts you now.
You are still trying to fathom what has destroyed these fanji when you suddenly hear a noise that makes your blood run cold.
It is the sound of a sharp hiss through clenched teeth, and it makes your Kai senses scream a warning that you are in deadly danger. Hurriedly you spin around on your heel and find yourself confronted by two hulking creatures that have emerged from the trees. Although hunched over, you can tell that they are both several yards tall. They have muscular truncated legs that end in fearsomely twisted claws, and their bony orange heads have slitted eyes that pulse unnervingly. From between their alien eyes protrudes a beak-like nose, jagged-edged and wickedly sharp.
With a hideous shriek the creatures are upon you, slashing and stabbing with their terrible claws and beaks. Desperately, you and Chan struggle to unsheathe your weapons as you are forced back in the face of their fearsome onslaught.
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Suddenly you catch sight of Chan’s troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons. Unfortunately, in the heat of the moment, your Kai Weapon slips from your grasp and tumbles into the undergrowth.
Krakalla: COMBAT SKILL 50 ENDURANCE 48
You are unable to retrieve your Kai Weapon until the combat is over, but you may add 1 to your COMBAT SKILL for the duration of the fight for you are being supported by one of Chan’s troopers. He is attacking this creature from behind.
(I am not fighting with my Kai Weapon, but using the other instead. I have a 56 with the CS bonus and 60 with Mindblast, so a +10. I toss a 2 and then a 5. Then a 4 and a 8. They dies, and I took 6 damage total)
The Krakalla gives vent to an ear-shattering cry as your blade pierces its evil heart. It staggers back and falls across the body of its brother who has been slain by Captain Chan and his men. Your face and tunic are spattered with its sickly orange blood, and you quickly wipe your blade clean with a handful of grass before sheathing it in your scabbard.
Chan and his troopers have each sustained several wounds, but none of them are life-threatening. You draw upon your Kai healing skills to repair their battered bodies (lose 2 ENDURANCE points) before all four of you abandon the copse and go in search of your horses. Chan has never encountered the likes of these creatures before, and when you ask him about them, he is unable to say where they may have come from.
‘O … one thing I … I am sure of, though,’ he says, still shivering from the aftershock of the combat. ‘They … they are not from this part of Chai.’
Once you have rounded up your horses, you return to the caravan and report what has happened to the Khea-khan’s advisor, Kau-Doshin. The wise old counsellor tells Chan that the column must continue east along the highway without further delay. Going by the descriptions of the creatures that you encountered in the copse, he determines that they were Krakalla, a powerful breed of Agarashi he thought resided only in the Dammerdon Mountains, north of Bhanar. ‘I fear they may be part of the Autarch’s army,’ he says. ‘If my suspicions prove correct, then we are in far graver danger than I dared imagine.’
Galvanized by his encounter with the fearsome Krakalla, Chan wastes no time in getting the caravan rolling once more. Later, an overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make swift progress on the sun-baked highway.
Shortly before noon of the third day of your journey to Rakholi, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet’s molten core.
The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.
You are awoken in the middle of the night by the sound of a fearful scream. You unsheathe your Kai Weapon and leap to your feet, and as your night vision adjusts to the darkness, you see movement out of the corner of your eye. One of the troopers standing guard duty at the edge of the camp is struggling with a large worm-like creature that has emerged from one of the bore holes. His desperate cries have alerted the other guards, and they are picking their way slowly across the treacherous ground to go to his aid. You also respond to his cries, but as you are skirting around the rim of one large fissure, suddenly another of the worm-like monstrosities rears up from this hole and spits at you. Your skin crawls when your Kai senses detect that this creature’s saliva is a highly corrosive alkaline.
(i use KA)
You shout out the words of the Brotherhood Spell Lightning Hand, and direct the resulting bolt of electrical energy at the body of this vile worm. Your blue-white bolt rips through its corpse-like flesh, killing it instantly. But as its body disintegrates, you are caught by the spray of its corrosive blood: lose 4 ENDURANCE points.
Captain Chan orders that lighted torches be dropped into the bore holes. His troopers comply, and soon you feel the tremors of explosions that occur when these burning brands ignite other Nahba Worms hidden deep in their underground burrows.
Chan details every trooper to stand watch for the remainder of this night in case any worms have escaped the destruction. Fortunately for them it is a short watch; the sun breaks the eastern horizon within the hour, and soon afterwards the caravan is ready to leave this treacherous valley.
Abe Sargent
04-19-2020, 02:41 PM
The mood among the troopers and entourage is subdued after the harrowing events that befell you in the Vale of Nahba. It is not until you reach the River Tkukoma, and see the famous Vulkin Bridge that spans this mighty waterway, that their spirits begin to rise. Chan informs you that the bridge was named after an ancient Khea-khan of Chai, one of Xo-lin’s illustrious ancestors. The caravan halts on the bridge and the Khea-khan makes a rare appearance. Briefly, he leaves the confines of his carriage to pay tribute at a shrine dedicated to his famous ancestor.
Beyond the bridge lies the realm of Lissan. You enter this friendly territory and late in the afternoon you see riders approaching on the highway ahead. They are mounted on sturdy black ponies and they bear the scarlet wolf’s head flag of Bazan—a famous Lissanian nomad chief. Their leader greets you warmly and he warns Captain Chan that Bhanarian scouts have been sighted in this region. He and his men volunteer to escort the caravan to Rakholi, and Captain Chan gratefully accepts their offer.
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Night is drawing its veil across the sky when you enter the great tented city of Rakholi. This vast nomadic settlement nestles upon a rich flood plain which supplies excellent feed for the horses of this region. Horses are a way of life for the nomads, and Rakholi is where they come to conduct their business.
Your Lissanian escorts deliver you into the tented encampment of their leader, the illustrious Gavhan Bazan. The Khea-khan and his family remain aboard their carriages while you and Captain Chan make sure that a safe and friendly reception awaits them. Inside the main tent you discover a wondrous sight. The nomad chief sits atop a nest of cushions surrounded by jugglers, acrobats, capering dwarves, and a host of exotic dancing girls. Pots of incense smoke before him, and there are platters of food and fine wine in abundance.
The bearded Bazan greets you with a flamboyant gesture of his arms, and he enquires hurriedly as to the nature of your cargo. He is eager to trade. Chan’s reply is evasive, and you sense that he does not entirely trust the nomad chief. The captain looks to you and whispers under his breath: ‘Can you tell if this man is worthy of our trust, Grand Master?’
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(I use Astrology)
You draw upon your advanced mastery of Astrology and cause Bazan to fall into a hypnotic trance. While under the influence of your powers, you ask him if trade is his only intention. Dumbly he replies that it is, and you sense that he speaks the truth. Convinced of his sincerity, you nod to Chan and then bring Bazan out of his trance.
aptain Chan informs Bazan that he has something confidential to impart. The nomad chief gives him a knowing look, and then he claps his hands three times. Instantly his troupe of entertainers cease their activities and file out of the tent. When you are alone, Chan tells the nomad that the Khea-khan and his family are sitting in the carriages outside. Bazan is both surprised and delighted to hear this revelation, and he assures you that Xo-lin’s safety will be of paramount concern while the ruler is here as his guest.
Bazan summons his bodyguard and commands them to prepare tents and a feast for his honoured guests. He spares no expense, and the entertainments he provides for the Khea-khan’s courtiers are as breathtaking as they are inventive. During these festivities, you are approached by Bazan’s younger brother, Kumal. Politely, he asks if you have anything you wish to trade.
(i get my trade on!)
From a haversack slung around his shoulder, Kumal produces three items that he feels may be of interest to you:
Potion of Klorva (restores 6 ENDURANCE points)
Sabito Root (enables underwater breathing)
Andui Flask (purifies any liquid placed in it)
Kumal will swap all three of these Backpack Items for one of your Special Items. He is also willing to accept 4 Gold Crowns for each of them, or 10 Gold Crowns for all three items.
If you wish to trade with Kumal on these terms, make the appropriate adjustments to your Action Chart.
(I buy all three for 10 cash. I have 30 left)
Abe Sargent
04-19-2020, 02:48 PM
Kumal smiles and bids you good evening. After an hour, the dancing and music stop when the Khea-khan retires to his tent to sleep. Bazan posts his personal bodyguards at the entrance to ensure his imperial guest’s safety, and both you and Chan are invited to inspect them. Once you are satisfied that Xo-lin is in good hands, you retire to your own tent to rest.
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Shortly before dawn, you are awoken by one of Bazan’s servant girls. She prepares for you a hot bath with scented oils, and while you are bathing she brings you a platter of cold meats and exotic fruits. When the time comes you feel a little sad to have to leave Rakholi, but you know that you must continue the journey to Tazhan without delay.
Bazan and all of his servants turn out to bid the caravan farewell. As parting gifts, he presents the Khea-khan with a pair of magnificent horses, both prime Lissanian stallions. He also pledges to do everything in his power to delay the enemy until the caravan reaches Tazhan, and he vows to join with the New Kingdom armies upon the Khea-khan’s return to Chai. Kau-Doshin conveys to him Xo-lin’s thanks, and then you set off on the three-day journey to the ruined city of Zanaza.Shortly before dawn, you are awoken by one of Bazan’s servant girls. She prepares for you a hot bath with scented oils, and while you are bathing she brings you a platter of cold meats and exotic fruits. When the time comes you feel a little sad to have to leave Rakholi, but you know that you must continue the journey to Tazhan without delay.
Bazan and all of his servants turn out to bid the caravan farewell. As parting gifts, he presents the Khea-khan with a pair of magnificent horses, both prime Lissanian stallions. He also pledges to do everything in his power to delay the enemy until the caravan reaches Tazhan, and he vows to join with the New Kingdom armies upon the Khea-khan’s return to Chai. Kau-Doshin conveys to him Xo-lin’s thanks, and then you set off on the three-day journey to the ruined city of Zanaza.
Pick a number from the Random Number Table.
( I pick a 2)
During the afternoon of the first day out from Rakholi, a thunderstorm breaks overhead and turns the rough trade road into a quagmire. For three hours the caravan is slowed to a walking pace before the torrential rain eases to a fine drizzle. The night camp is pitched on the open plain, and while you are rigging a simple shelter for yourself with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu’s carriage, and you hurry there to investigate what is wrong.
You tug open the door of the Princess’s carriage and see a tearful Mitzu cradling the young Prince Kamada in her arms. The boy is pale and limp, and beads of cold sweat glisten on his forehead.
‘Oh! Ishir! What has happened to my poor, poor boy!’ wails his distraught mother.
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You place a hand upon his forehead and open one of his eyes, revealing a dilated pupil. You suspect that he has swallowed poison and quickly you look around the interior of the carriage. On the boy’s cot, tucked beside his pillow, you notice a wooden toy soldier. You retrieve this toy and examine it closely.
( i do not have Herbmastery)
You note teeth marks around the head and shoulders of the toy soldier, and you ask the Princess if Kamada is in the habit of chewing this wooden plaything.
‘I don’t know,’ she replies. ‘He’s only had it a day. He was given it as a present while we were in Rakholi.’
‘Who gave him this toy?’ you ask.
‘I did,’ says a voice from behind you.
Abe Sargent
04-19-2020, 02:52 PM
You turn around to see Shavane, the Prince’s nurse and tutor, standing framed in the carriage doorway. She appears upset and contrite, and in her distress she snatches the toy from your hand and hurls it away.
‘Oh! I’m so sorry, ma’am,’ she sobs. ‘I thought it was but a harmless toy. I would never have let the young Prince near it had I known the evil that it contained.’
‘Of course, Shavane,’ replies Mitzu, trying to console her, ‘of course you wouldn’t have. None of us would have entertained such a wicked thing.’
Princess Mitzu cradles the unconscious Prince lovingly in her arms and looks at you with pleading eyes.
‘What can we do to restore his health? Can you help my son, Grand Master?’
(I use my Pot of Laumpur, I'll take it off my sheet)
I shall summon Kau-Doshin,’ interjects Shavane. ‘He’ll know what to do.’
Quickly the nurse leaves the carriage. While she is gone you retrieve the Laumspur from your Backpack and administer a little to the boy, diluted with water. The Prince is beginning to revive when the court counsellor arrives and takes charge. He thanks you for making the boy comfortable and then he asks you to leave so that he may have room to prepare ‘a proper potion’ to counter the poison. As you descend the steps of the carriage, you hear the door slam shut behind you.
(Remember to erase the Laumspur from your Action Chart.)
(I investigate)
You search the grassland around the rear of the carriage but you are unable to find the toy soldier anywhere. Your Kai Sixth Sense tells you that someone has already found the discarded toy before you. Cursing this misfortune, you abandon the search and return to your night shelter.
You sleep uneasily this night. The thought that there could be a traitor in your midst plays heavily on your mind. At first light you rise and go to the Princess’s carriage to see how Prince Kamada is faring. Unlike you, the young boy has slept well and Mitzu says she is confident that he will make a swift recovery. In thanks for your kind help she gives you food for breakfast, and a bottle of rice wine. As you are leaving, you hear Captain Chan calling all drivers and troopers to make ready to leave.
The day gets off to a fine start with not a cloud to sully the cobalt-blue sky. The journey passes peaceably and you are able to make up the time lost due to yesterday’s bad weather. The following day is cooler and Chan is confident that the caravan can reach the ruins of Zanaza before nightfall. Shortly before noon, you espy the site of an ancient graveyard located just a few hundred yards north of the highway. A wagon is parked outside its dilapidated gate, and when you magnify your vision, you are shocked to see the faded tiger’s-head emblem of Bhanar emblazoned upon its sun-bleached timbers. You tell Chan of this and he supposes that it belongs either to a Bhanarian trader, or to the Autarch Sejanoz’s army. You volunteer to investigate this mysterious wagon, and Chan agrees to halt the caravan and wait on the highway for you to return.
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After observing the walled graveyard for several minutes, you determine that there are only two ways by which you can enter.
(I use the main gate)
You dismount and make a stealthy approach to the graveyard on foot. You can see and sense that there are no lookouts, and this reassures you that the wagon may not be attached to the Autarch’s army after all. The Bhanarians are ruthlessly efficient in matters of military procedure; it is unlikely they would leave a supply wagon unattended in the field.
Upon reaching the wagon you discover that it is unmanned. It is also of civilian design, of a type commonly used by the merchants of Otavai.
(I search to see if anything suspicious is here)
You lift the canvas cover and peer into the back of the wagon. It contains an assortment of shovels, picks, and a few battered oil lanterns. They appear to belong to a gang of tomb robbers who have come here to loot this ancient burial site.
Beyond the gate you can see an open crypt door. As you approach it you hear the sound of distant voices. This sound makes you dive for cover among the gravestones. As you peer around one of these grey headstones, you see six saddled horses standing at the rear of the crypt. They are nibbling at the pale tufts of grass that grow on the graves.
( Ihead to the crypt)
As you reach the door you hear several sets of footsteps ascending. Your pulse races when you realize that the tomb robbers are returning to the surface.
(I confront them)
You draw your Kai Weapon and, as you raise it in readiness to strike the first blow, a heavy silver orb comes hurtling through the crypt door and cracks your forearm. Numbed by the unexpected force of its impact, you drop your Kai Weapon and cradle your aching limb to your chest. Seconds later, a group of swarthy-faced tomb robbers come running up the crypt steps and barge you aside. You grapple with one of them and wrest a dagger from his hand, but in the blink of an eye he draws another from his boot and attempts to stab you through the heart.
Tomb Robber: COMBAT SKILL 30 ENDURANCE 35
You must fight this combat without your Kai Weapon.
(I use my Warhammer. I have a massive advantage. I toss a 3 and then a 9. Dead. I took 2 damage)
You stagger to your feet in time to see the other tomb robbers escaping on horseback. They are heading east towards the distant ruins of Zanaza, and they have abandoned their wagon and their confederate in their hurry to escape. You look around for your Kai Weapon and suddenly the shock of realization hits you—the tomb robbers have stolen it! Cursing them at the top of your voice, you vow that you will hunt them down and get it back.
(You must now erase your Kai Weapon from your list of Special Items.)
Abe Sargent
04-19-2020, 03:03 PM
You return to the caravan and report the incident at the graveyard to Captain Chan. He sympathizes over the loss of your Kai Weapon, but he warns you that he cannot spare any of his men to help you search for the robbers who stole it.
The caravan resumes its journey and you reach the ruins of Zanaza just as the sun is setting. While you are helping to set up camp for the night, you learn from Sergeant Yeng that this city was destroyed over two hundred years ago by a devastating earthquake. You are preparing your own canvas shelter when you suddenly happen upon several sets of tracks, freshly made in the fine dust. Your pulse quickens when your tracking skills tell you that they were made by the tomb robbers. With the theft of your Kai Weapon still raw in your memory, you resolve to follow these tracks and hunt the robbers down.
Determinedly you follow the robbers’ trail deep into the heart of the ruined city. It leads you to the cellar of a derelict tavern where a hole in the wall gives access to an ancient tunnel. At the end of this tunnel you come to a T-junction where two smaller passageways head off to the left and right. Fresh tracks can be seen in the dusty ground leading away in both directions.
(I do have grand weapon and the right level of rank)
You use your Weaponmastery to detect the location of your missing blade. After several minutes of meditation you determine that it lies somewhere at the end of the passageway to your left.
You follow this passageway until you arrive at a chamber that was once an alchemist’s workshop. The walls and floor are covered with symbols and glyphs which indicate the many elements, gases, and metals of the universe. Benches and worktables line the walls and some show signs of recent use. On the far side of this chamber you can see a darkened archway and the beginnings of a corridor leading off towards the north.
( I search)
A cursory search among the beakers and flasks uncovers the following potions with which you are familiar:
Laumspur (enough for 2 potions. Restores 4 ENDURANCE points when swallowed after combat)
Gallowbrush (enough for 1 potion. Induces sleep when swallowed)
Ashexa Concentrate (enough for 1 potion. A healing fungus. Will restore 6 ENDURANCE points)
(I take all four and I edit my sheet above)
As you progress along the corridor, you hear the sound of voices getting steadily louder. You recognize them to be the voices of the tomb robbers who stole your Kai Weapon. They are gloating over your blade, and you hear one man say that it must be worth more than all the treasures of the graveyard put together. At the end of the corridor you see an arched wooden door, banded with strips of black iron. You peer carefully through its keyhole and see the robbers in the room beyond, silhouetted against the flames of a log fire. With grim determination you resolve to attack them and recapture your stolen blade.
(I use KS)
You launch a powerful psychic attack at three of the robbers. As soon as you see them fall screaming to the floor, clutching their heads in their hands, you kick open the door and attack their remaining three confederates. To your dismay you soon discover that one of your adversaries is armed with your Kai Weapon.9
Tomb Robbers (with Kai Weapon): COMBAT SKILL 44 ENDURANCE 48
(My base 55 with the hammer and axe are enough for an 11. I toss a 3 and then a 3 and then a 9 as if the first two multiplied into the next. I took 4. )
Abe Sargent
04-19-2020, 03:12 PM
You retrieve your Kai Weapon from the hand of a dead tomb robber, and wipe its blade clean before sheathing it in your scabbard. (You may now restore the details of your Kai Weapon to your list of Special Items.)
A brief search of this room reveals a large amount of stolen graveyard booty, but there is nothing here of any practical value to you. To one side of the room’s brick fireplace you discover a bolted door, and you sense that someone is being held captive in the room beyond. Cautiously you draw back the bolt and tug on the door handle. As it creaks open, you are assailed by a revolting smell that even your Magnakai Discipline of Nexus cannot counter. Burying your mouth and nose in the sleeve of your tunic, you take your first tentative step into the gloomy chamber beyond.
Cowering in the corner of this dingy candlelit cell, you see a ragged old man dressed in grimy grey robes. He is the source of the foul odour that threatens to suffocate you. When he sees you, his dirt-encrusted face cracks into the parody of a smile and he waves his hands excitedly in the air.
‘My, my, a Kai Lord! I’m truly honoured to have you visit, sir. But I see my odour offends you. Wait, I shall soon remedy that.’ And with these words he produces a pinch of grey powder from his pocket and casts it into the air. Instantly the vile smell is transformed into the wonderful bouquet of fresh roses. You ask the old man how he came to be trapped here, and he recounts the calamities that have befallen him. You learn that his name is Vannar and that he is a lowly magician. He was born in Bhanar but was forced to leave when he attempted to organize opposition to Autarch Sejanoz in his home city of Yua Tzhan. He became a hermit and eked out a solitary existence here in the ruins of Zanaza. His life was lonely but peaceful, until the tomb robbers arrived one day and took over his underground retreat. The vile smell that he exuded earlier was the only way he had of keeping those cut-throats at bay.
When you tell him that the Autarch has invaded Chai, he becomes agitated. He fears that he will be found and murdered by Sejanoz’s agents.
‘With respect, Vannar,’ you say, ‘I don’t think the Autarch will bother sending his men after you.’
‘Oh yes he will,’ replies the grimy old magician, in a deadly serious tone. ‘And you would believe what I say if you knew what I possess, Sir Kai.’
Vannar delves among the pile of rags that litter the floor and produces a gleaming arrow, crafted of pure korlinium. Even in the poor light of this cell, the missile shimmers and gleams, radiating all of the colours of the rainbow. Its halo of light reveals its sorcerous origins.
‘This was crafted by the Elder Magi millennia ago. It harbours the power to slay the vampire, Lord Sejanoz. This is the reason why he would send his agents to pursue me, if he knew where I was.’
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You are impressed by the wondrous arrow, and you ask Vannar what he intends to do with it. He surprises you with his forthright reply
‘I intend to make a gift of it to you, my lord. It is fitting that a Kai should possess this weapon. I pray that one day you shall be able to put it to its proper purpose—to use this missile to slay the tyrant lord of Bhanar.’
Reverently he hands the arrow to you and you accept it gratefully.
Record this Arrow of Atonement as a Special Item. You must discard another item if you already carry the maximum number permissible.
(I take the Arrow of Atonement but I do not record it as it seems like a single adventure item that won't survive)
You thank Vannar and promise that you will use the weapon wisely. He smiles benignly, and then he offers to show you a swift way to reach the surface of Zanaza. You accept his offer and follow him into the adjoining chamber where he opens a concealed panel in the wall. Beyond, you see a narrow flight of steps which ascend to an oval door.
‘That door leads to the streets,’ he says. You ask him if he wishes to leave with you, but he shakes his head firmly in reply.
‘Now that you have put paid to the robbers, my home is my own once more. I shall stay here.’ You bid farewell to Vannar, and then you climb the steps and leave through the oval door.
On your return to the caravan encampment, you discover that everyone is asleep except the sentries. Before you settle down to rest, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points
You wake at first light and breakfast with Chan. He is surprised to see your Kai Weapon scabbarded at your side, and he asks how you came to retrieve it. You tell him that you happened upon the robbers by chance last night, and merely asked the good fellows to return it. Chan laughs when he hears this. ‘Well, we’ll not be seeing any more from those fine fellows again, I dare say,’ he says, and a wry smile spreads across his wide face.
The caravan leaves Zanaza within the hour, and as it follows the stony road east towards Fort Vlau, you note a battered signpost which states that the Lissanian stronghold lies 150 miles away. Chan estimates the journey will take four days.
The first day of the journey passes uneventfully, but around noon of the second you see the highway approaching a distant forest. Your Sixth Sense gives you a premonition of danger, and when you tell Chan of your concerns, he halts the caravan and insists that the two of you scout the forest to make sure it is safe to pass through.
(I ride the highway to the woods
The trees seem unnaturally quiet and chill as you follow the pebble-strewn highway into the heart of this unnamed forest. Steadily the temperature drops as you ride deeper into the pines, until frost dusts the branches and frozen puddles appear on the road ahead. You sense that evil magic is at work here and you tell Chan that it would be wise to go no further. He heeds your advice and you rein your horses to a halt. But as you are turning them about, you are shocked to see that something is now blocking the road behind you.
You shudder with dread when you look upon the ghastly hulking forms of the two creatures standing before you now. At first glance they seem to resemble the Baknars that roam the frozen wastes of Kalte, with their thick white fur and ridged horns. But you sense that these creatures are not of any natural origin, but are born of vile sorcery. Their eyes glow with a malevolent light and they exhale plumes of icy breath that freeze everything they touch.
You look east along the highway for a way to escape from these beasts, but when you magnify your vision, you see that the road is blocked by a great hill of snow and ice. The surrounding pines are too dense to attempt swift escape on horseback, and you slowly begin to realize that these creatures have you trapped.
Chan draws his kirusami and levels it at the ice-beasts. ‘Let’s run these cold-hearts down!’ he shouts, with great bravado. ‘One swift charge and we’ll be out of this frigid woodland before they know what’s hit them.’
(Ok)
You try to steady your nervous horse as you wait for Chan’s signal to charge. But before it comes, one of the creatures gives vent to a blood-curdling roar. The sound terrifies your horse and she refuses to move. You are gripped by the sudden fear that if the hulking horrors decide to charge at you, you will be unable to evade them. Quickly you try to think of some way you can prevent this calamity from befalling you and your petrified horse
(I use KA)
You recite the words of the Brotherhood Spell Lightning Hand, and direct the burst of electrical energy at the chest of the nearest creature. The force of its impact knocks the heavy beast to the ground, but the sight of its mate falling injured infuriates the other creature, and prompts it to launch a fearsome attack.
The ice-fiend holds you with its terrifying eyes and, in the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt. In mid-flight, the missile splits in two and strikes both of the horses squarely in their chests. Simultaneously they rear up in agony, and both you and Chan are sent tumbling backwards to crash down upon the frost-hardened earth.
(I toss a 7)
The fall leaves you with a deeply gashed scalp and a badly bruised shoulder: lose 4 ENDURANCE points.
You stagger to your feet to discover that Chan has been knocked unconscious, and both of your horses have been killed outright by the creature’s deadly ice-bolts. Frantically, you unsheathe your Kai Weapon as both of the hulking horrors bear down on you. As they close in for the kill, long claws extend from their paws and they open their fearsome frost-rimmed jaws to reveal a cluster of serrated fangs.
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Brumalghasts: COMBAT SKILL 57 ENDURANCE 50
If you possess the Kai Weapon ‘Valiance’, you will benefit from its unique properties. If you possess Elementalism or Grand Nexus, you may increase your COMBAT SKILL by 3 for the duration of this fight
(Hello nasties! With my KS I have a ratio of 6. Alright let's go for it. I toss a 7, 2, and 4. I took 8 and they took 28. a 8 and 4 follow. Then a 0 kills them. I took 14 total and add in the 4 I lost earlier for 18 current damage)
Abe Sargent
04-19-2020, 03:25 PM
Upon the death of the last Brumalghast, you feel the temperature in this part of the forest begin to rise. The death of these creatures has broken the spell, and nature has already started to reclaim this cursed timberland. Using your healing skills, you revive Chan and then hurry westwards along the highway on foot, towards the caravan. Upon emerging from the forest, you are sighted by Sergeant Yeng. He is leading a party of scouts that have been scouring the tree-line in search of you.
It is nearly dark by the time you return to the caravan, and Kau-Doshin is gravely concerned to hear of your deadly encounter in the forest. He orders that night camp be made on the highway and, on Chan’s advice, he agrees that the caravan will have to travel across country tomorrow to avoid the perilous timberland.
Next day, the journey proves to be much harder than Kau-Doshin could have imagined. The caravan is forced to slow its speed for fear of breaking an axle as it crosses the uneven grasslands. You and Captain Chan now ride the horses that were given to Xo-lin by the nomad chief, Bazan. They are fine thoroughbreds, fleet of foot and highly disciplined.
During the afternoon, you come upon a narrow stream and Chan orders the caravan to halt so that the horses may be fed and watered. You are sharing a loaf of bread with one of the troopers when suddenly you hear a shrill scream of fright. It comes from Princess Mitzu’s carriage and you sense that the young Prince is in danger.
You hurry to the carriage and discover Princess Mitzu consoling her young son who is shivering with fright. Chan is nearby, holding a dead serpent by the tail. You swallow hard when you see that it is a scarlet viper, a notoriously poisonous snake. One of Chan’s troopers is being restrained by two of his comrades, and he is pleading his innocence.
‘What is going on?’ you ask.
Chan explains that the Prince disturbed the viper which was asleep under the covers of his cot.
‘He is lucky to be alive,’ says Mitzu, hugging him close. ‘His cries alerted Captain Chan and me, and when we arrived, we found Trooper Yankin inside the carriage. I suspect he is an enemy agent, one of the Autarch’s spies.’
‘I’m not, I swear it!’ retorts the accused man. ‘I was nearby when I heard the Prince scream. I rushed into the carriage to save him. I thought he was being attacked.’
You stare directly into the accused man’s eyes and your Kai Sixth Sense tells you that he may be speaking the truth.
(I use KA)
Using the Brotherhood Spell Mind Charm, you question Trooper Yankin repeatedly about the incident. Under the influence of your spell he says exactly what he has already told Chan and the others. Your suspicions are soon confirmed—this man is speaking the truth. He did not put the viper in Prince Kamada’s cot.
You inform Chan that you believe the man is telling the truth. The captain frowns. He is now faced with a difficult dilemma. He considers Yankin to be one of his most loyal troopers and would like to believe his account, yet the evidence against him is compelling. Then Shavane steps forward and demands loudly that justice be done.
‘This man tried to kill our Prince,’ she cries, ‘and he must be made to pay for his treachery.’
Her emotional outburst elicits some support from a small crowd of courtiers who have gathered to watch.
(I use KA)
You are convinced that an innocent man is being accused of a crime he did not commit. To help find the true culprit, you recite the words of the Brotherhood Spell Sense Evil, and then you look at each of the persons gathered here. Slowly your eyes are drawn to Shavane, and your stomach churns when you feel waves of evil radiating from an amulet that she wears on a chain around her neck. You cannot see the amulet for it is covered by her silk jerkin
(I snatch the amulet from her neck)
Shavane shrieks in protest as you tug the amulet from around her neck. Desperately she attempts to snatch it back, but you hold her at bay with your left hand as you raise her amulet aloft in your right.
The crowd gasps with astonishment when they see that the amulet bears the tiger’s-head emblem of Autarch Sejanoz.
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Arrest her!’ commands Captain Chan. Immediately, two of his troopers move forward and seize the woman by her arms. She curses them vilely, and then she vents her spleen on Chai and the imperial house of Xo-lin. Chan orders Trooper Yankin to be released at once, and he apologizes to the man for ever having doubted his loyalty.
‘What will become of her now?’ asks Princess Mitzu, as Shavane is led away, kicking and screaming. ‘She shall be banished to the plains,’ replies Chan. ‘We will leave her behind tomorrow, without food or water. She can go seek succour from the enemy.’
Abe Sargent
04-19-2020, 03:36 PM
Early next morning, you and Captain Chan destroy Shavane’s amulet before the caravan sets off for Fort Vlau. Shavane herself is left tied to a post in the middle of the open grasslands. ‘By the time she slips her bonds, we shall be many miles from here,’ says Chan.
The journey to Fort Vlau passes swiftly, and at noon on the following day you catch your first glimpse of the Lissanian stronghold. Unfortunately, the scene that greets your eyes makes your hopes and your spirits sink.
Fort Vlau is under attack. A large force of Bhanarian cavalry has breached its outer wall and fierce fighting rages around its inner keep. You magnify your vision and quickly realize that the attacking force is being directed from a small hill to the south of the fort. Perched atop this hill you can see a command post, comprising an officer’s tent and a wooden flag-tower. By means of flags waved by a signalman, the Bhanarian officer is directing his troops to attack the weakest sections of the beleaguered stronghold.
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Chan orders the caravan off the highway and into the tall plains grass. You consult with the captain and sense that he is anxious about this unforeseen situation. The caravan is especially vulnerable stranded out here on the plain, and there seems to be little chance of finding sanctuary in the fort at present. Chan appears despondent, but you tell him not to give up hope for you have a plan—an especially bold and daring plan.
The enemy command post is lightly manned. The Bhanarian officer has committed most of his troops to the attack, leaving his tent and flag-tower vulnerable to a raid. You volunteer to attempt such a raid, for if you are able to seize control of the flag-tower you could signal the enemy to withdraw from the fort. Your bold plan meets with Chan’s approval. If it succeeds, he will be ready with the caravan to make a run for Fort Vlau.
Chan calls for volunteers to join you on the raid, and Sergeant Yeng and three others, including Trooper Yankin, step forward. Chan commends them for their courage and he wishes the five of you good luck.
You decide to approach the Bhanarian command post on foot, under cover of the grassland. You reach the base of the hill undetected, and wait here several minutes to observe the post and its tower at the nest of the hill. To your relief, you discover that there are only six enemy soldiers occupying the hill—an officer, four bodyguards, and one signalman. You consider your plan of action carefully, and decide that you must attack the command tent and flag-tower at the same time if your plan is to have any chance of success.
(The flag tower is more important)
Sergeant Yeng volunteers to attack the command tent with the other troopers, while you deal with the flag-tower. Having resolved your battle objectives, you break cover and make a swift ascent of the hill. You are 20 yards from the base of the flag-tower when you see the Bhanarian signalman pacing back and forth. You can see his head clearly above the parapet of the tower, but most of his body is hidden by its stout wooden planks.
(I use a bow)
You draw an Arrow to your Bow and wait patiently for Sergeant Yeng and his men to attack the command tent. Soon you hear the unmistakable sounds of combat. The noise attracts the attention of the signalman and, as he peers over the parapet, you get ready to let loose the Arrow at his head.
(I do not have MM)
You release your bowstring and send your Arrow arcing towards the Bhanarian signalman, but he hears its approaching whistle and instinctively he ducks below the parapet. The Arrow passes within a hand’s breadth of his head before arcing harmlessly away in the distant grassland.
Quickly you shoulder your Bow and run to the ladder that leads to the flag-tower platform. The signalman peers over the edge of the parapet and, when he sees you climbing towards him, he raises his spear and attempts to impale you upon its gleaming steel tip.
(I use KA)
You speak the words of the Brotherhood Spell Lightning Hand, and let loose a bolt of electrical energy at the enemy signalman. The searing charge strikes his chest and lifts him off his feet. For a few moments he disappears from sight, hidden by the platform; then you see him tumbling to the ground on the far side of the flag-tower.
You ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others emerging from the command tent. Their attack has been successful. While he and his men gather up enemy horses so that you can make a speedy escape, you pick up the signalman’s flags and issue an urgent order to the attacking troops to withdraw immediately. As soon as you see that the enemy have obeyed your command signal, you look out across the plain towards the west. A smile spreads across your face when you see Captain Chan is leading the caravan at speed towards Fort Vlau.
Hurriedly you descend the flag-tower and join Yeng and his troopers. You leap into the saddle of a Bhanarian steed and dig in your heels, sending the mount lurching forwards. With the warm summer wind blowing in your faces, you and your brave comrades gallop across the plain to rendezvous with the caravan at Fort Vlau.
You ride in an arc towards the west to avoid running foul of the withdrawing enemy cavalry, and then you circle back towards Fort Vlau and rejoin the caravan as it enters the beleaguered stronghold. Your arrival is greeted by Captain Kasarian, the Lissanian garrison commander, a wide-shouldered man with a ruddy complexion and a large, red-veined nose. Chan informs him of who is travelling aboard the caravan and Kasarian blanches. He and his men are grateful that you have drawn the enemy off, but he is daunted by the presence of the Chai ruler and his imperial entourage.
‘The Khea-khan and his family will need a place which affords them secure protection until we are able to leave your fort,’ says Chan.
Kasarian nods enthusiastically. ‘We have such a place, Captain,’ he says. ‘Please, follow me.’
Kasarian escorts you into the fort’s inner keep. At its centre there is a staircase which leads down to a massive stone door.
‘Beyond this portal lies a maze of catacombs. They spread for miles in all directions. This fort was built upon this ancient burial site. This is the securest place I know for the Khea-khan to stay until you are able to continue your journey to Tazhan.’
(I help the garrison)
Kasarian is grateful for the assistance you can provide. The Bhanarian attack was unexpected and casualties were high. More than half of Kasarian’s garrison have either been killed or wounded.
Once you have finished attending to the Lissanian wounded, you assist the garrison commander with repairs to the fort’s breached wall. It is nearly nightfall by the time you finish your labours and are able to rest.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
A shock awaits you when you wake at dawn. An urgent bugle call summons the garrison to arms. You grab your equipment and hurry up the steps to the battlements and stare out across the southern plain. In the distance you see a large enemy force of cavalry and infantry, manoeuvring in readiness for an assault upon the fort. You are joined by Captain Chan. He casts his seasoned eyes across the grim spectacle and issues an order to Sergeant Yeng to make sure that the Khea-khan and his entourage are below ground. Once they are all safely in the catacombs, Yeng is to secure the portal and report back. Chan summons all of his troopers to the battlements to reinforce Kasarian’s depleted garrison. ‘We will be hard-pressed to repel this attack,’ he confides.
Then you hear a distant boom, and when you look to the enemy lines, you see a puff of white smoke near their centre.
You hear the whistle of a large projectile, and then a deafening explosion tears a hole in the battlements less than 20 yards away to your right. Splinters of stones ricochet off the walls, and one shard grazes your scalp: lose 1 ENDURANCE point.
As the dust clears, you peer over the battlements and magnify your vision. You see that the enemy has a steam-cannon, and you shout a warning to Captain Kasarian who is standing near the main gate. He orders his men to retreat from the battlements to minimize the risk of casualties. The garrison troops obey his command and take up new positions at arrow slits along the base wall. There they await the enemy’s advance; they do not have to wait very long
(I am not staying on the battlements with a steam cannon out there)
Chan joins you at the main gate. Missiles are hitting the battlements with increasing frequency and accuracy; it would be suicidal to stay there a moment longer.
You are peering through an arrow slit in the main gate, when you suddenly see something that makes your blood run cold.
Among the serried ranks of enemy spearmen you catch sight of a scarlet flag emblazoned with a gold tiger’s head. This is Sejanoz’s personal flag and it signifies that the Autarch is on the battlefield in person. You are stunned by the sight of this pennant, and you fear that the tyrant is aware that the Imperial Family of Chai is hiding here.
The advancing Bhanarian soldiers halt 300 yards from the wall of Fort Vlau, just beyond the range of Kasarian’s archers. Their steam-cannon is brought up by teams of oxen to within 50 yards, and is shielded all the while from arrow fire by an armoured wagon. Kasarian fears that the enemy are getting ready to bombard the main gate and he orders everyone clear
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(I obey)
You retreat from the gate with the other troops and take up a position behind a barricade in the central square, set before the inner keep. You hear the boom of the steam-cannon, but there is no explosion at the main gate or anywhere else inside the fort. Your Kai Sixth Sense tingles with the presentiment that something is very wrong, and this feeling prompts you to hurry back to the main gate as fast as you can.
Abe Sargent
04-19-2020, 03:41 PM
Upon returning to the gate, you press your eye to the observation slit and see the steam-cannon standing less than 50 yards distant. To your surprise, you see that the great barrel of the gun is pointing directly at the ground. The Bhanarian artillerymen are firing explosive projectiles deep into the earth. Repeatedly they reload and fire into the ground until a large crater is formed by their shells. With the firing of the tenth shell you see a large mass of timber and shattered rock ejected from the crater, and your throat tightens with dread when you suddenly fathom the reason why they are firing their siege gun in this manner.
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The Bhanarians are attempting to blast their way into the catacombs. Fear runs ice cold in your veins, for this is where the Imperial Family has taken refuge. Hurriedly you abandon the main gate and run towards the inner keep. As you cross before the barricades, you shout a warning to Chan and he quickly orders Sergeant Yeng to go with you. Upon reaching the stone portal, the seconds seem to tick by like hours as you and the sergeant struggle to wrench open the ancient stone door.
(I toss a 9)
The door creaks open and a great cloud of dust billows out of the catacombs. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.
(I use Grand Path)
Aided by your mastery of Magnakai Pathsmanship, you are able to sense that the Imperial Family are in grave danger. You detect that they are trapped in a chamber at the end of the left-hand tunnel, and immediately you head off in this direction, with Sergeant Yeng following closely behind.
You thread your way through a maze of narrow tunnels until you reach a low-ceilinged burial chamber. Here you see Kau-Doshin lying crumpled on the floor. Blood is trickling from between his lips and you sense that he is close to death. You carefully cradle his head and he gasps with the pain of his many wounds. Barely able to speak, he points to an arched doorway at the far end of the hall and says: ‘… save … them!’
Sergeant Yeng draws his sword and rushes across the burial chamber towards the distant door. You gently rest Kau-Doshin’s head upon the stone floor and then clamber to your feet to join him. As Yeng pulls open the creaking wooden portal, a blast of electrical energy hits him in the chest and sends him cartwheeling backwards into the middle of the burial chamber. You rush to his side, but it is already too late to help him; he was killed instantaneously by the blast.
You are enraged by the sudden death of Sergeant Yeng, but you are also wary that the same fate could befall you if you are rash enough to attempt a headlong dash through the far door. You scoop up the slain Sergeant’s helm upon the tip of your Kai Weapon and approach the door from the side. At arm’s length, you hold out the iron helm so that it alone appears framed in the doorway. Seconds later, another bolt of energy hurtles from out of the chamber beyond and shatters the helm in two.
You quickly dive through the open doorway and roll across the floor to the cover of a stout stone pillar.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If your current ENDURANCE score is 15 or lower, deduct 1.
(3 into 4)
A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter gashes your neck: lose 1 ENDURANCE point.
You chance a glance around the pillar and your stomach churns when you see the awe-inspiring figure of Autarch Sejanoz standing at the far end of this ancient crypt chamber.
Encased from neck to toe in black armour, inlaid with lavish gold filigree, he stands a sword’s length taller than you. His great tiger helm conceals his face, and swirling around him are the folds of a voluminous scarlet cloak. Only his hands are visible and they seem incongruous when compared to the grand scale and design of his armour. They are like twisted claws, the skin wrinkled and fragile like ancient parchment. Hanging over them are four long, curved, needle-like claws of steel which sprout from the back of the golden bracers that encase his wrists.
Cowering in a corner of the crypt are the Imperial Family, their eyes wide with naked terror. One of the Autarch’s Imperial Guard Captains stands over them with a glowing stave held firmly in his gauntleted hands. The tip of the stave trails wisps of blue-grey smoke, indicating that it is this weapon, and its wielder, who were responsible for the death of Sergeant Yeng.
The Autarch calls for you to surrender. ‘Resistance is futile, mortal. My troops are everywhere.’ You are about to give voice to a defiant reply when a sudden pain lances through your head.
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Abe Sargent
04-19-2020, 03:46 PM
(I use Kai-Screen)
You draw upon your powerful mental defences to repel this sudden psychic attack, and swiftly the pain retreats from your skull: lose 1 ENDURANCE point
You have survived the Autarch’s psychic attack, yet it has served its purpose. Distracted by the pain that coursed through your head, you fail to see his Imperial Guard Captain rushing at you from the side until it is too late to counter his determined attack. With a fearful yell, this warrior lunges at you and attempts to drive the tip of his sorcerous stave deep into your chest.
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(I use KA)
You speak the words of the Brotherhood Spell Lightning Hand, and extend your right fist towards the warrior. A tingle runs down your arm and a burst of blue-white light illuminates the crypt when a bolt of energy jumps from your hand to explode in the middle of the Guard Captain’s chest, killing him instantly.
You roll away from the dead Bhanarian officer and spring to your feet, eager to confront Autarch Sejanoz. To your horror, you see that he is holding young Prince Kamada. Bravely, Princess Mitzu attempts to wrest her son from the tyrant’s grasp, but she is sent crashing to the floor with one swipe of his cadaverous hand.
With a cruel laugh Autarch Sejanoz bids you farewell and turns to make his escape along an adjoining tunnel, the young Kamada held captive under his arm.
‘Save him!’ pleads Mitzu. ‘Please save my son!’
(I use the Bow and the Arrow of Atonement)
You unshoulder your Bow and retrieve the Arrow of Atonement from your Backpack. With a prayer to Goddess Ishir on your lips, you take aim at the Autarch’s retreating back and let fly your magical missile.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 5 to the number you have picked.
( I toss a 3 into an 8)
The Autarch shrieks with agony as the Arrow of Atonement strikes him in the middle of the back and skewers his heart. Prince Kamada slips from his grasp as he collapses to his knees, and you rush forwards to drag the frightened young boy away from Sejanoz’s rapidly decomposing body. For centuries his unnatural powers have preserved his cadaverous frame and held time at bay, but within the matter of a few seconds, time wreaks its vengeance upon the demonic Autarch. His flesh and bones disintegrate to a fine dust that seeps through the cracks in the floor and disappears without trace.
You return Prince Kamada to his mother and help carry the Khea-khan from out of these perilous catacombs. You are met by Captain Chan at the portal entrance, and he is greatly relieved to see that the Imperial Family are still alive. But when you tell him that Sejanoz is dead he can hardly believe his ears. ‘Ishir be praised! At last, after 3,000 years, our continent is free of that accursed tyrant!’
The Bhanarian army outside Fort Vlau turns and flees in disarray upon discovering that their leader has been destroyed, for they believed him to be immortal and invincible. The way is now open for the caravan to reach Tazhan unhindered, and upon your arrival there, you discover that the news of Autarch Sejanoz’s demise has already spread the length and breadth of Southern Magnamund. The Khea-khan is able to rally the New Kingdom armies and sweep the shattered remnants of the Bhanarian armies back into their own lands and beyond.
Congratulations, Grand Master. Your victory is total. You have rid this continent and its people of a cruel tyrant who has threatened their peaceful existence for many centuries, and your triumph here is set to become legend. In future times the chronicle will tell of other quests that you undertook on the road to becoming a Kai Supreme Master. Until the time comes for their telling, may the Gods Ishir and Kai watch over you, always.
End of Hunger of Sejanoz
Abe Sargent
04-19-2020, 03:50 PM
Review -
I know that this was a another Move From Place A to Place B archetype, but I enjoyed how it was because of guarding a caravan. I enjoyed the story, their love of my Astrology, and loads more. I wish I hadn't gotten back the KW until the final Fort or something, make it an actual issue for you. But anyway, there was a lot of battles, world building (which Dever loves) and more. Hope you enjoyed it!
Ready for the last book in this series? Will I be leaving?
Abe Sargent
04-19-2020, 03:51 PM
Begin The Storms of Chai
TIMELiNE
Timeline of Notable Events in Magnamund
MS 5085 Bhanar and Chai
The vampiric Autarch Sejanoz of Bhanar was destroyed. Khea-khan Xo-lin of Chai rallied the New Kingdom armies, defeated the invading Bhanarian army and pursued it deep into the Bhanarian homeland. Xo-lin’s son, General Zha-zhing, looted the city of Yua Tzhan and razed it to the ground. Very few of its citizens escaped alive. This has since become remembered as the Massacre of Yua Tzhan. Young Prince Kamada, Xo-lin’s great-great-grandson, died during the winter. He was next in line for the throne of Chai because General Zha-zhing was the illegitimate son of Xo-lin.
MS 5086 Bhanar and Chai
The Chai army occupied eastern Bhanar, and all of its steam-powered engines and weapons of war were systematically destroyed. The aged Khea-khan Xo-lin of Chai died, and his only remaining son, Zha-zhing, acceded to the throne. Zha-zhing’s political rivals accused him of plotting and orchestrating the young prince Kadama’s death in the preceding year for his personal gain. These accusations were never proven. Upon his inauguration he married Princess Myelsha of Mhytan. Chai forts along the border with Bhanar were attacked by Bhanarian irregulars in reprisal for the Massacre of Yua Tzhan. A treaty was signed between Chai and Mhytan (the Chai Sea Treaty). All Bhanarian shipping was denied access to the Chai Sea by Mhytanian and Chai men of war. The blockade soon suffocated Bhanarian resistance.
MS 5086 Shadaki and Free Alliance of Southern Magnamund
Zultan Zedoli seized the throne of Shadaki in a bloody uprising, and the state of Shadaki seceded from the Free Alliance of Southern Magnamund—the confederation of states which had emerged from the collapse of the Shadakine Empire of Shasarak the Wytch-king in MS 5057. Grey Star, the previous ruler of Shadaki, fled but he remained the Wizard Regent of the Free Alliance and set up his new capital in the Port of Suhn.
MS 5087 Bhanar and Chai
Bhanarian resistance collapsed. Khea-khan Zha-zhing installed Overseer Klutan upon the throne of Bhanar. Klutan was a political puppet of Chai. The Chai army withdrew from eastern Bhanar. Khea-khan Zha-zhing had a son, Lao Tin.
MS 5088 Vaduzhan, Bhanar, and Chai
Vaduzhan invaded south-western Bhanar. The capital city of Otavai fell to Vaduzian forces with little resistance. King Kardisa of Vaduzhan claimed the territories of former south-western Bhanar for his imperial throne. Chai chose not to oppose his claims. Overseer Klutan transferred his seat of power to the coastal city of Yua Klio near to the Chai border. Gradually he lost control over most of Bhanar.
MS 5088 The Isle of Lorn
The Shianti left the Isle of Lorn to reside with Goddess Ishir on the Plane of Light. Their final act upon Magnamund was to bequeath their island to the Order of the Kai. The handover was facilitated by their emissary, Grey Star.
MS 5089 The Isle of Lorn, Shadaki, and the Free Alliance
Lone Wolf travelled to the Isle of Lorn. Assisted by Grey Star and Guildmaster Banedon, he made plans for the construction of a second Kai Monastery. Zultan Zedoli of Shadaki declared their presence upon the Isle of Lorn ‘an act of war’. Shadaki mustered its army and attacked its southern neighbours: Korli and Forlu, members of the Free Alliance of Southern Magnamund. The Freelands sent troops to support the Free Alliance led by Grey Star, as did Lone Wolf. A cassel of Kai and three cassels of Sommlending marines fought in the War of the Sea of Winds. Shadaki was soundly defeated and forced to relinquish all of its territorial gains. Zultan Zedoli was assassinated before the year was out. Ulonga the Shaman, the evil necromancer who pulled the strings in Zedoli’s shadow, now overtly seized control of Shadaki with assistance from Sesketera, the notoriously cruel ruler of the city-state of Ghol-Tabras.
MS 5090 Lencia and Nyras
The Lencians were forced out of Nyras by Warmarshal Ranghor. King Sarnac III was killed. A civil war erupted in the Drakkarim nations as Ranghor and his former lieutenant, Ghangrim, wrestled for control.
MS 5090 The Isle of Lorn
Construction began on the new Kai Monastery on the Isle of Lorn. It would take ten years to complete. Most of the Grand Masters of the New Order helped in the building of this magnificent fortress.
MS 5090 Shadaki
Occasional border skirmishes between Shadaki and Korli persisted.
MS 5091 Siyen
A large number of Agarashi creatures (estimated at between 8,000–12,000) emerged from the Darkwall Mountains and invaded the Lucien Plain of Siyen. The city of Varedo was overrun and destroyed. The Siyenese army swiftly counter-attacked and forced the ravening horde back into its hidden mountain lairs.
MS 5091 The Isle of Lorn
The Freelands Alliance provided 1,000 workers to help with the construction of the Kai Monastery of Lorn.
MS 5091 Shadaki
All incursions by Shadaki into Korli ceased.
MS 5091 Sommerlund
King Ulnar V of Sommerlund and his two daughters, Crown Princess Imelda and Princess Madelon, died in unexplained circumstances in the King’s Keep of Holmgard. Kai Grand Master Firestone was killed attempting to protect them. The party responsible for these tragic murders was never found but the fact someone could strike in the heart of Sommerlund greatly worried Supreme Master Lone Wolf. King Tor IV, son of Crown Princess Imelda, acceded to the throne of Sommerlund.
MS 5092 Lunarlia
The town of Jaroc, in southern Lunarlia, was attacked and destroyed by a large force (estimated at between 7,000–10,000) of Agarashi from the Doomlands of Naaros.
MS 5092 Stornlands
The War of the Warrens erupted between Eldenora and Delden following the assassination of Lord Vandyan of Eldenora.
MS 5093 Starn
Mt. Vost was besieged by a large horde of unnamed creatures (estimated at between 12,000–15,000) from out of the Kraknalorg Chasm. The Giants of Starn received military aid from Boden which broke the siege and sent the horde fleeing back into the chasm. The southern borderlands of Starn (namely the Shadow Grails and the Tsuzeloi Hills) have since been heavily patrolled by the rangers of Boden and Starn.
MS 5093 Stornlands
End of the War of the Warrens between Eldenora and Delden. Eldenora won the war, gaining territory and tribute from defeated King Loarn of Delden.
MS 5094 Kasland and Cincoria
Several skirmishes occurred between Kasland border patrols and creatures encroaching upon Kasland territory from out of the Kraknalorg Chasm. In northern Cincoria, several of its timberland settlements were destroyed by similar creatures from the chasm.
MS 5095 Vassagonia
Zakhan Jaraza acceded to the throne of Vassagonia. Peace treaties were signed between Vassagonia and the Lastlands. The new Zakhan formally renounced all Vassagonian territorial claims to Cloeasia in perpetuity.
MS 5095 Magador
President Kadharian was assassinated and control of Magador was seized by Marshall Luthos Vorgada, a senior Magadorian army officer.
MS 5095 Sommerlund
A record harvest was reported.
MS 5096 Magador and Ogia
Magador allied to Ogia and their joint armies attacked Talestria. Palmyrion supported Talestria with military assistance and they won a decisive joint victory over Magador and Ogia at the Second Battle of Luukos.
MS 5097 The Danarg and Talestria
The Talestrian border with the Danarg Swamp was violated. Dozens of incursions were reported of swamp creatures hunting well beyond their usual confines of the Danarg. The Talestrian Army was deployed to contain the encroachments.
MS 5098 Lencia, Nyras, and Nyvoz
In the Drakkarim Homelands, Warlord Ghangrim and his Nadziranim allies were pushed back into Nyvoz. Drakkar Warmarshal Ranghor oversaw the construction of ironclad warships at Zeegazad. King Telnac of Lencia ordered the construction of a shipyard at Newton on the River Doun.
MS 5098 Kasland
Archduke Chalamis of Kasland died in mysterious circumstances. He was succeeded by Archduchess Larena.
MS 5098 Sommerlund
Rich new gold seams were discovered in the south-eastern reaches of the Maaken Mines. The Sommlending Crown reaped huge rewards from this new-found gold. King Tor IV doubled the size of the regular Sommlending Army of the South, and increased the size of all the Sommlending fleets.
MS 5099 The Isle of Lorn
A Shadakine plot to destroy the Kai Monastery of Lorn was foiled by Lone Wolf and the New Order Kai. Kai Grand Master Bright Star sacrificed himself to save the new Monastery.
MS 5099 Stornlands
Acolytes of Vashna were sighted numerous times throughout the year, mostly in Delden, Eldenora, and Salony.
MS 5100 The Isle of Lorn
The Kai Monastery of Lorn was completed on the fifth day of the New Year. At the inaugural ceremony, the God Kai appeared to Supreme Master Lone Wolf. He gave his praises, his blessings, and a sombre warning that Magnamund would soon suffer assault by the forces of Naar.
MS 5100 Sommerlund
Lone Wolf returned to Sommerlund to prepare the Kai Order for a new dawn of darkness. He also sent Kai Master Red Bear and three Kai Aspirants to Talestria.
MS 5100 Kalte
All Sommlending and Durenese trading links with Ljuk were severed without warning by the Ice Barbarians. Sommlending traders had their cargoes seized before they were run out of the Kalte trading post. Two Northlands Trading Company ships were commandeered at anchor off the Ljuk Ice Shelf by Ice Barbarian war parties. Their cargoes were seized and the crews were brutally murdered. The Kalte barbarian warlord, Tvor’tana, united all of the disparate tribes of the northern wastes for the first time. With their unanimous consent, he claimed for himself the title ‘Grand Brumalmarc of the Icelands’.
MS 5100 Salony
The seceding town of Amory was besieged and captured by an army of mercenary companies led by Prince Darthon of Rhem. Duke Lortha, the evil Highborn of Amory, was brutally slain.
MS 5100 Lencia
King Telnac was warned by the Telchoi of an impending Agarashi uprising and he called off his crusade against the Drakkarim. The Drakkarim perceived this as a sign of weakness and launched a swift invasion of Lencia. After Vadera and Westhaven were razed to the ground and King Telnac was killed on the battlefield, Warmarshal Ranghor claimed the throne of Lencia. Prince Sarnac, heir to crown of Lencia, was able to flee from Helmstorm and went into exile.
MS 5100 The Darklands
The Lake of Blood surrounding the ruins of Helgedad self-extinguished.
MS 5101 Dessi
Shortly after the Feast of Fehmarn, the Chasm of Gorgoron was rocked by violent earthquakes. When finally the quakes subsided, swarms of Agarashi arose from the chasm and infiltrated the jungle realm of Dessi.
MS 5101 Kalte, Sommerlund, and Durenor
The newly declared ‘Grand Brumalmarc of the Icelands’, Tvor’tana, with Nadziranim aid, unlocked the Vagadyn Gate, a Shadow Gate located beneath the Ice Fortress of Ikaya and released the Ice Demons that had not managed to pass through this ethereal corridor before it was sealed millennia ago. These powerful creatures of evil brought an early and unnatural winter to Sommerlund and Durenor. The Kaltersee froze over and the Ice Barbarians swept down and invaded northern Sommerlund and northern Durenor. Supreme Master Lone Wolf, King Tor IV of Sommerlund, and King Danan I of Durenor lead the armies that destroyed most of the Ice Demons, and then defeated the Ice Barbarians, sending them fleeing back to their frigid wilderness. The victory was won at the cost of the heroic self-sacrifice of King Tor IV. The unnatural winter ended as swiftly as it had begun. Sommerlund endured three months of flooding before all of the melt waters declined and the natural cycle of the seasons resumed once more. King Haigh V acceded to the throne of Sommerlund and married Princess Emyla of Talestria.
MS 5101 Lencia
Prince Sarnac, at the head of a united Freelands force, attacked Helmstorm and liberated it from the Drakkarim. Sarnac was crowned King Sarnac IV of Lencia before he led his forces from Helmstorm to face the Drakkarim who had rallied to the north of the capital. Lencian and Drakkarim armies fought at the Battle of Grimstone Valley. Ranghor was vanquished when troops from Kasland arrived to reinforce the Lencians late on the second day of the battle.
MS 5101 Eru
An Eruan Pathfinder reported that Ghangrim’s Nadziranim had constructed a machine that would ‘devastate the Freelands’.
MS 5101 Western Tentarias
The Invasion of Darke began. The city fell to the united forces of Eru, Lencia, Kasland, Boden, and Bor. King Sarnac IV renamed the city ‘Gamir’, its ancient Lencian title. Sarnac pressed on through Nyras and Nyvoz, intent on taking Kagorst and wiping out the remaining Drakkarim threat. Sarnac rode to victory and razed Kagorst.
MS 5101 Skaror
Frequent and violet earthquakes tore open the borderland between the Darklands and Skaror in the southern foothills of the Ogshezar Mountains. A deep chasm, two hundred miles long and of unknown depth, appeared and destroyed the ancient Darklord city of Cragmantle. It stretched from the ruins of Cragmantle on the Skaror border all the way to the abandoned Darklands city of Nadgazad.
MS 5101 Bhanar
The remote Bhanarian city of Bakhasa was seized by a Nadziranim sorcerer named Zashnor.
MS 5101 Maakengorge
The Maakengorge opened further, extending the vast chasm by twenty five miles to the east. The ruins of Maaken were completely levelled by the violent aftershocks, and very few buildings in the Free State of Casiorn were left standing.
MS 5101 Stornlands
Thousands of Acolytes of Vashna began to make pilgrimage to the Maakengorge.
MS 5102 Chai
Khea-khan Zha-zhing died (aged 58) on the Feast of Fehmarn. His son, Lao Tin (aged 16), became the new Khea-khan of Chai.
Abe Sargent
04-19-2020, 03:52 PM
The Story So Far …
It is early spring in the year MS 5102, and you are a Grand Master of the New Order of the Kai, the warrior élite of Sommerlund.
It is a clear moonlit night and you are staring out across the crystal clear waters of the Sea of Dreams from the high window of your chambers in the Kai Monastery of Lorn. The crunching sound of footfalls on loose gravel draws your attention to the parade ground below. A pair of diligent young Kai Warmarns, clad in black and yellow chequered tabards, is patrolling the perimeter with spears on their shoulders. Your eyes wander towards the centre of the parade ground, to a low circular wall of white Kirlundin stone. It encompasses two sturdy Sommlending Oaks. You are reminded of when these trees were transplanted here during the inauguration of the monastery, on the Feast of Fehmarn, two years previously. They were transported all the way from your homeland by sea. The oaks represent the two Sommlending Kai Monasteries with their roots inextricably entwined. The moon is full tonight. Ishir’s Blessing casts its ashen light upon the battlements, towers, and gleaming porticos of the new monastery. You take great pride in what you see, for the sweat of your own labour contributed to the construction of this magnificent fortress.
Your pride is tinged with apprehension, for you have much on your mind. Sommerlund suffered greatly during the perpetual winter and heavy thaw of last year. Fortunately, before his untimely death in MS 5101, King Tor IV had wisely made provision for the storage of food and fuel throughout Sommerlund, and these caches saved the lives of countless thousands of citizens. You are confident that your homeland will surely recover from the Long Winter of MS 5101, but it will likely take two years or more before life there returns to normal. However, this is the lesser of your present concerns. The greater is something less tangible. For the past two weeks, you have been haunted by a feeling that the forces of darkness are poised to unleash an assault upon Magnamund. You are not alone in your feelings. Blazer, one of your fellow Grand Masters, confided to you this evening that he, too, has been having similar feelings of foreboding for no apparent reason, as have several of the more psychically gifted Kai Masters in the monastery.
The events of tomorrow should allay or confirm your fears. Supreme Master Lone Wolf is expected to arrive by skyship from Dessi at noon. You and Grand Master Blazer will formally greet him when he disembarks upon the monastery parade ground. You have personally overseen the arrangements for the docking of his skyship, and an honour guard of Kai Masters has been drilled to perfection in readiness for his inspection. Satisfied that everything is prepared for tomorrow’s duty, you close your window and retire to your bed.
You awake at dawn and breakfast with a dozen Kai Masters in the mess hall. Then you make your final preparations for Lone Wolf’s return. As noon approaches, there is a buzz of anticipation on the parade ground as eagerly you await the imminent arrival of Supreme Master Lone Wolf’s skyship. Together with Blazer, your fellow Kai Grand Master, you make one last inspection to check that everything is ready. The lookout in the Tower of the Moon spots two skyships approaching, and he informs you of this by a telepathic message. Hastily, you issue orders to the Kai docking crew to prepare to receive this second, unexpected skycraft. A further area of the parade ground is cleared, and mooring points for the second craft are quickly installed and made ready.
The skyships make a slow and simultaneous decent towards the parade ground from out of the blue cloudless sky. They come to hover, side by side, no more than a few feet above the ground and their sorcerous engines are powered-down to a soft hum. Mooring lines are attached fore and aft of each vessel, and wheeled stairs are positioned against the gunwales of their main decks. The larger of the two skyships is Skyfort, Supreme Master Lone Wolf’s personal vessel, which he received as a gift from Guildmaster Banedon two years previously. Lone Wolf appears at the head of the stairs, and behind him you can see four Kai Grand Masters: Black Hawk, Star Lynx, Steel Hand, and Swift Sword, each dressed in their distinctive personal uniforms.
The smaller skyship is named Comet, one of the Brotherhood of the Crystal Star’s new fleet of fast aerial vessels. Standing on its main deck, you recognise Lord Rimoah and Guildmaster Banedon. With them is a small humanoid creature with greenish skin and crimson eyes. It shuffles impatiently and tugs at the brim of its tall felt hat to shield its sensitive crimson eyes from the glare of the noon sun. Although you have never seen a creature like this before, you know enough about the myriad races of Magnamund to deduce that this is a Kloon Sage of Chaman.
Supreme Master Lone Wolf descends the stairs to the parade ground, and a fanfare of cornets is sounded when he first sets foot on the gravelled surface. He makes a swift inspection of the assembled ranks and commends the Kai Masters on their turnout. Then he dismisses them in order that they may return to their teaching duties. As they disperse and leave the parade ground, Lone Wolf calls you and Blazer forward and informs you both that a special conference will be held in his personal chambers in one hour’s time. You are both instructed to attend.
Supreme Master Lone Wolf’s chambers occupy the top two floors of the Tower of the Moon, the tallest of the monastery’s crenulated towers. The lower of these two floors contains the Grand Hall of the Supreme Master, and it is here that the special conference is convened. The hall is a magnificent exemplification of Sommlending architectural design. Its gold-veined pillars of marble support a buttressed ceiling embellished with a vibrant mural depicting famous events in Sommlending history. The walls are draped with the war banners of the Kai, and several glass-fronted display cabinets, set around the hall, contain trophies, medals, and mementoes collected by Lone Wolf during his many quests. You and Blazer pass through the hall’s great door which closes behind you and locks with a muffled click. Gathered in a circle around a large table set before the Supreme Master’s alabaster throne, you see the illustrious and dignified group who arrived at the monastery an hour ago. Lone Wolf beckons you and Blazer to join them. Spread upon the table’s polished surface is a detailed map of Magnamund.
‘Now that our company is complete, I call upon Lord Rimoah and Sage Chastan to give their report of the unprecedented events that have prompted me to convene this special meeting,’ says Lone Wolf.
‘Thank you, my Lord,’ responds Rimoah. He picks up a steel pointer from the table and uses it to aid his briefing. Tapping its tip upon his homeland of Dessi, he begins.
‘The High Council of the Elder Magi has become aware of several threats to the security of Magnamund that have demanded our urgent attention. Whereas, in the past, the agents of darkness have confined their attempts to corrupt sovereign nations in one or two specific regions, we are now convinced that an orchestrated effort is underway to overwhelm the goodly nations of Magnamund. Several sizeable and coordinated attacks have been launched simultaneously. We believe their express purpose is to overwhelm us before we are able to gather our allies and mount an effective counter-offensive. Here, in Dessi, from the depths of the chasm of Gorgoron, a vast horde of Agarashi has awoken. They have emerged from the chasm and spread throughout the central jungles of my homeland. Our magicians and our brave Vakeros are now locked in battle with this horde as I speak.’
Lord Rimoah moves the pointer across the map and taps several other places where sinister uprisings are taking place.
‘The Maakengorge, the Kraknalorg Chasm, the Dark Realm of Ruel, the ruins of Cragmantle, Ljuk, the Danarg, the city of Shadaki, and the Doomlands of Naaros: All of these places have now become mustering points for the forces of darkness.’
Lord Rimoah lifts his steely gaze from the map and looks to the slight figure of Sage Chastan.
‘Our learned allies in Chaman forewarned us late last year. I very much regret that the High Council did not heed their warnings sooner, and for that I owe our learned ally a sincere apology.’ The Kloon blinks his crimson eyes and accepts Rimoah’s apology with a gracious nod of his head.
‘Our fears have become real,’ he replies, in a softly rasping tone. ‘But there is still time enough to stem this tide of darkness, though precious little time it is.’
‘Precious little time, indeed,’ says Lone Wolf, solemnly. ‘If we are to prevent this resurgence of evil from overwhelming the Freelands of Magnamund, we must strike swiftly and effectively at the enemy’s main mustering points. By preventing the reinforcement of their hordes, we shall stem this flood before it converges and drowns us.’
Lone Wolf casts his eyes upon each Kai Grand Master in turn as he continues speaking.
‘With the aid of my wise and learned councillors, I have prepared missions for each and every one of you.’ From the pocket of his golden battle tunic, Lone Wolf produces six furled parchments, each tied with a silk cord of a different colour. One by one, he hands them out to you and the five other Kai Grand Masters assembled here.
‘Unfurl your scroll, my lords. Read and memorise the contents,’ instructs Lone Wolf.
With a tingle of anticipation, you untie the scarlet cord and open your furled parchment. It contains the details of your mission, handwritten by Supreme Master Lone Wolf personally.
An Agarashi horde, numbering several thousands, has emerged from the Doomlands of Naaros. Our agents in Chai inform us that it is being commanded by a powerful Nadziranim sorcerer called Zashnor. The Bhanarian city of Bakhasa has become their mustering point and it is now completely under Zashnor’s control. Bhanarian forces, hungry to avenge the Massacre of Yua Tzhan, have been mobilised and are currently marching south-east towards the Chai border with Zashnor’s Agarashi horde. Khea-khan Zha-zhing, Chai’s renowned warrior king, passed away peacefully in his sleep some weeks ago, on the Feast of Fehmarn. The new ruler of Chai is Zha-zhing’s son, Lao Tin. He is sixteen years old. Although he commands the loyalty and respect of Chai’s military High Command, he does not yet possess the wisdom and martial experience of his famous father. Without Zha-zhing’s outstanding generalship, Chai is especially vulnerable to invasion at this time.
Seventeen years ago, you defeated Autarch Sejanoz of Bhanar and secured the cursed artefact called the Claw of Naar. This powerful weapon was delivered to the Elder Magi in order that they should destroy it, to prevent it from ever falling into the hands of our enemies. Alas, despite every attempt to annihilate this foul object by all means at their disposal, its destruction has not been achieved. The Elder Magi have constructed a secure prison for the weapon in a secret location in Dessi until the means to destroy it is found. After years of careful study, and with the invaluable assistance of the Sages of Chaman, we now know a great deal more about this cursed artefact than we did when you first captured it. The Claw is powerful, but it is not complete. It is but one half of a weapon that is capable of unleashing a far more intense blast of destructive energy, with power enough to obliterate an entire city at a single stroke. The missing component of this weapon is a gem-like object called the Eye of Agarash. Without the Claw, the Eye of Agarash has no innate destructive powers. However, when it is married with the Claw, it greatly intensifies and concentrates the power of that weapon several hundredfold.
The Sages of Chaman have located the Eye of Agarash. For centuries, and without the knowledge of a succession of royal owners, it has been a gem that embellishes the Grand Throne of the Khea-khans. This throne is located in the Imperial Palace of Pensei, in Chai. Your mission is to journey to Pensei and retrieve the Eye of Agarash. Once you have it in your possession, you must return with it as quickly as you are able to the Kai Monastery of Lorn. Years ago, you saved the life of the young Khea-khan’s grandfather. For that, he will forever be in your debt. Our agents in Chai are confident that Lao Tin will willingly give you the Eye of Agarash and assist your swift return here to the monastery. However, now that Zashnor’s hordes are moving quickly to invade Chai, there is a serious risk that the city of Pensei may fall within a matter of days.
We are in no doubt that Zashnor is aware of the Eye’s location and its significance. It must be retrieved before it falls into his foul hands. We know that he possesses a personal weapon that bears a chilling similarity to the Claw of Naar. If, indeed, it has the same properties as the Claw you retrieved, then the consequences of him capturing the Eye of Agarash will be devastating. This outcome must be prevented at all costs.
When you and the other Grand Masters have finished reading and digesting the contents of your mission scrolls, Lone Wolf instructs you to furl them and place them in the centre of the map table. Guildmaster Banedon steps forward and sweeps his hands across the pile of scrolls. Immediately, they are consumed by a cold magical fire that destroys them utterly, leaving no trace. Lone Wolf calls an end to the conference and dismisses you and the other Grand Masters. Before you leave the Grand Hall, he instructs you all to gather at dawn on the parade ground in readiness for your departure from the monastery. With a formal salute, you acknowledge his order and leave the hall in single file. In silent contemplation, you each return to your quarters to make preparations for your individual missions. The afternoon is spent selecting your clothing and equipment for the mission and, after supper, you retire early in order to get plenty of rest before you set off tomorrow morning. With some difficulty, you eventually fall asleep after several hours spent in listless contemplation of your quest and the unknown dangers that lie ahead.
Abe Sargent
04-19-2020, 06:59 PM
Grand Thane
If you are a New Order Kai who has attained the rank of Grand Thane, you will now benefit from improvements to the following Grand Master Disciplines:
Grand Weaponmastery
Grand Thanes are able to draw a weapon very swiftly, or switch between a hand weapon and a bow in the blink of eye.
Animal Mastery
A Grand Thane can command an animal to halt and remain motionless. Few animals can resist this command. The effects of a Grand Thane’s command last approximately one minute and affect one animal.
Assimilance
Upon reaching the rank of Grand Thane, a Kai Grand Master who possesses Assimilance can cause himself, and/or a group of willing creatures in the nearby proximity, to take on the appearance of inanimate objects. Anyone affected in such a way must remain stationary for the illusion to work. Unwilling creatures are not affected by the use of this skill. A Grand Thane, or any group affected, can take on the convincing appearance of trees, rocks, bushes, boulders, etc. The effect will be negated immediately if the Grand Thane, or any of the affected creatures, should move or be attacked. The effect lasts for approximately 10 minutes and has a range radius of 30 feet.
Kai-surge
Grand Thanes can use Kai-surge to attack up to 10 enemies in psychic combat simultaneously.
Kai-screen
Grand Thanes are able to absorb and transform hostile psychic energy into a positive physical effect. Using this powerful ability, a Grand Thane can restore lost ENDURANCE points while being subjected to psychic attack. The number and rate of ENDURANCE points regained in this way varies greatly, and is dependent upon the nature of the attack and the physical condition of the Grand Thane when the attack occurs.
Grand Nexus
By uttering the Kai Word of Power (‘Kai!’), a Grand Thane can repel and cause damage to creatures who devoutly follow any of the lesser gods and champions of Naar—the King of the Darkness. The Kai Word of Power has no effect when used against non-sentient creatures or persons who have neither sworn fealty to Naar, nor acknowledged Naar as their master.
Telegnosis
Grand Thanes are able to excavate earth by force of their will alone. The amount of earth, the depth of the excavation, and the speed at which the excavation occurs all increase as a Grand Thane advances in rank.
Magi-Magic
A Grand Thane is able to use the following Old Kingdom spells:
Speed—By casting this spell upon themselves, or on another creature within 10 feet, a Grand Thane can triple the speed of all normal physical movement. It lasts for approximately 5 minutes. The duration of the spell increases as a Grand Thane advances in rank.
Power Strike—Can be cast immediately before combat. It adds +1 COMBAT SKILL to the Grand Thane, and +1 to every ENDURANCE point lost by the enemy due to wounds caused by the Grand Thane. The spell ends immediately when combat is concluded. It costs a Grand Thane -3 ENDURANCE points to use this spell.
Kai-alchemy
Grand Masters who have reached the rank of Grand Thane are able to use the following Brotherhood spells:
Illumination—Creates a sphere of brilliant white light that will hover in mid-air within 10 feet of the Grand Thane. It can be directed at will and lasts for up to 1 hour. It can only be cast once per day.
Bridge—Creates a solid bridge over an obstacle, or from ground level to a higher or lower location. The bridge appears as an opaque, milky-white stone. The range of this spell is approximately 20 feet, and its duration is precisely 1 minute. The range and the duration of effect increase as a Grand Thane advances in Kai rank.
Abe Sargent
04-19-2020, 07:06 PM
Sir Fox Fire, Grand Thane, Knight of Siyen, War-Thane of Bor
CS - 56/60/64
EP - 48
Grand Kai Disciplines:
1. Kai-Surge
2. Grand Weaponmastery with Axe, Bow, Dagger, Broadsword, Mace, Warhammer, Quarterstaff, Sword, Spear
3. G. Pathsmanship
4. G. Huntmastery
5. Elementalism
6. Kai-Alchemy
7. Animal Mastery
8. Telegnosis
9. Assimilance
10. Grand Nexus
11. Kai-Screen
12. Astrology
13. Deliverance
Special Items:
Kai Weapon Axe "Spawnsmite," +5 normally and +6 vs reptiles
Temujan's Ring
Talisman of Defiance - +2 CS
Eye of Zhar - Allows control of snakes poisonous
Pouch of Seota Dust - +10 EP when eaten
Platinum Amulet
Andaran Warhammer - +5 CS
"Sunderer", Axe, +5 CS
Korlinium Chainmail, +2 CS
Ang'sei, Chai Armor Of Life, +2 CS
Xi-Die
Wardstone, -3 CS of Undead
Kenga's Ring
Anseng's Kirusami, +1 CS, double damage vs undead, -3 EP in first round of battle.
Backpack:
Rope
Bag of Holding (gives 5 bonus backpack slots)
Tazheng (a powerful anti-venom)
Karmo When taken before combat, this potion doubles your ENDURANCE points score for the duration of the combat. It has heavy side effects that sometimes can result in death. After consuming Karmo, you must pick a number from the Random Number Table. The number you choose determines how many ENDURANCE points you lose as a consequence of the side effects (0 = zero).
Chai Small Blanket
Chai Lantern
2 Potion of Laumspur
Potion of Alether
Alether Berries
Chai Chisel
Chai Mortar & Pestle
Meals:
Weapons:
Chai Bow (+1 Bow Roles)
Chai Dagger (+1 CS)
Crowns:
19
Chai Quiver can hold 12 Arrows:
12
Safekeeping (Between game storage):
Scented Oil
Copper Cup
3 Candles
Lyre
Siyen Crown
Iron Skull
Shipwreck Dagger
Potion of Mustow
Potion of Aletherx3
Potion of Sedares
Potion of Laumspurx6
Silver-Inland Warhammer
169 Gold Crowns
Korlinium Sack
Dessi Bow
Silver Clasp
Nhang Doll
Bottle of Rice Wine
Bottle of Scava Liquor
Crystal Prism
Silver Mirror
Scroll of Introduction
Silver Signet Ring
Jeweled Knife
Stone Dagger
Siyenese Broad Sword
Battle Map
Flute
Hulsta's Hammer, Spike, and Saw
Eledoran Scout Uniform
Skull-Tor Mace
Skull-Tor Wristband
Lantern
Keys - Copperx2, Iron, Dungeon,
Halberd
Blanket
Black Amulet
Leather Tunic
Vial of Tortwig, +6 EP when eaten
Wolf Brooch
Bor Brewx3
Bor Pick
Bor Shovel
Bor Warhammer
Phosphor Bomb
Bronze Disc
Comb, Mirror, Soap
Siyenese Compass
Bhanarese Sword
Gold Talisman
Pogham Power
Herder Robes
Potion of Klorva, 6 EP when quaffed
Sabito Root
Andui Flask
Potion of Gallowbrush
Ashexa Concentrate, 6 EP when eaten
Chai Bow
Kirusami, Chai Spear, +1 CS
Abe Sargent
04-19-2020, 07:08 PM
Note that I took Deliverance as well as kai discipline and can now add spear to my weapon list.
Abe Sargent
04-19-2020, 08:41 PM
You rise an hour before dawn. You have chosen to wear the simple clothing of a Chai countryman—a padded jacket of cinnamon-coloured cotton, apple green breeches, tan leather boots, and a hooded grey woollen cloak. You don your equipment and make a final check before you leave your chambers and hurry to the parade ground.
In the early predawn light, the area is alive with activity. The hum of the skyship engines makes the gravel surface of the parade ground vibrate beneath your feet as you approach the magnificent vessels. Lord Rimoah beckons you over to the boarding stairs of the Comet. He and Grand Master Blazer are awaiting you on main deck, and they both salute when you step aboard. They invite you to join them at the rail and watch the preparations that are underway on the deck of Skyfort, moored alongside. You watch Lone Wolf leading Black Hawk, Star Lynx, Steel Hand, and Swift Sword in single file up the boarding steps. When they are all on deck, they turn to wave you farewell. You and Blazer return their waves and bid them good luck and good hunting.
Comet is the first to leave the parade ground. The powerful hum of its engine rises steadily in pitch as the skycraft makes its ascent. As it gains altitude, so you are afforded a spectacular view of the morning sunrise. It bathes the Kai Monastery with a vividly golden light. Once the skyship is safely clear of the monastery’s towers, Lord Rimoah sets a north-westerly course before handing over the helm to bo’sun Durin. With a smile, Lord Rimoah invites you and Blazer to join him in the skycraft’s comfortable cabin where breakfast awaits.
You enjoy a hearty meal together and discuss the details of your missions. The first part of your aerial voyage will take you to the small Chai coastal town of H’lau. This is where you will disembark and begin your overland journey incognito to the Chai capital, Pensei.
Enemy agents are known to be operating in Pensei and so it has been decided not to land you at the capital directly, for to do so would alert Zashnor to your presence and reveal your intentions. After dropping you off in H’lau, located on the Chai Sea, Lord Rimoah and Blazer will proceed to the Kraknalorg chasm where his mission awaits. You will each be picked up by Comet after you have completed your quests. Lord Rimoah gives each of you a large amber gem, the size of an orange. These are tracker-gems, kindly provided by Sage Chastan. He also gives you each a small leather satchel in which to keep it. (Record this Tracker-Gem as a Special Item on your Action Chart. You keep it in its leather satchel which you wear slung over your right shoulder and around your body, so that the satchel rests on your left hip.) Rimoah tells you that the stones are beacons. They emit a power that he can detect at a great distance. By way of these beacons, he will be able to steer the Comet to your precise locations and retrieve you. Then he adds a few cautionary words:
‘Be sure you do not part company with your tracker-gem. Look after it and it will look after you.’
Rimoah tells you that the first part of the voyage, to your drop-off point at H’lau, will take six hours. You are expecting to arrive there at noon. A guide will be waiting for you at a clearing located a mile to the east of the coastal town. His name is Anseng. Lord Rimoah says that you could not wish for a better guide.
‘He was once an Imperial Chai Guard Captain, and now, in early retirement, he is one of a network of brave agents who provide us with reliable information about our enemies, most especially their troop strengths and dispositions. He will take you directly to Pensei for an audience with Khea-khan Lao Tin. You are to collect the Eye of Agarash and leave the city. Head south towards the coastal city of Dwala. I will return to Chai at dusk of the sixth day hence. So long as you still possess your tracker-gem, I will find you and bring you back to the monastery, safe and sure.’
You are reassured by Rimoah’s plan, yet you know that so much depends upon you retrieving the Eye of Agarash before Zashnor and his ravenous army reaches Pensei.
Three hours after leaving the Isle of Lorn, the Comet runs into heavy weather over the Mythenian Sea. Bo’sun Durin commands the crew to secure the decks for a rough passage. Once their duties are completed, they hurry below deck to the safety of their quarters. The bo’sun is expecting to be clear of the storm and back on course within the hour, yet the weather does not improve; it steadily worsens. The Comet is swallowed up in a seemingly endless expanse of roiling black thunder clouds. Tremendous winds buffet the hull and the skyship is shaken vigorously from bow to stern. Lord Rimoah draws upon his great powers to create a magical sphere of calmness that encapsulates the Comet. It keeps you safe from the lightning and the tremendous winds, but it cannot increase the speed of your passage and you are blown wildly off course.
It is close to midnight, twelve hours past your expected time of arrival, when finally the tiny lights of the coastal town of H’lau are first sighted in the sheeting rain. As Comet passes over the town, you see that it has been badly damaged by the storm. Many of the dwellings have lost their roofs and its colourful fleet of fishing boats lies smashed and scattered along the shoreline. On the outskirts of the battered town, Lord Rimoah orders bo’sun Durin to slow the skyship to a halt. Below its keel, you look down upon a clearing in the toa and Chai pine trees which is bisected by a muddy road. This area is illuminated sporadically by flashes of lightning. A solitary male figure stands in the middle of this grassy, storm-swept clearing. He is clad in a wide-brimmed peasant’s hat, a hooded rain cape, and he is holding aloft a Chai lantern which gives off a pale yellowy light.
‘There is Anseng,’ says Lord Rimoah, shouting to be heard above the noise of the fierce storm. ‘Reliable as always!’
A rope ladder is dropped over the side and you watch with trepidation as Anseng struggles to grab the end and hold it secure. When he has a firm grip on the foot of the rope ladder, Lord Rimoah motions you to begin your descent. As you clamber over the rail, he places his hand on your shoulder and says:
‘Good hunting, my lord. May Kai and Ishir be with you, always.’
You acknowledge Rimoah’s gracious words with a nod of your head and commence your difficult climb down to the clearing, one hundred feet below.
You are barely twenty feet from the ground when the Comet is hit simultaneously by two powerful bolts of lightning. The sphere of calmness that encapsulates the skyship is ripped open by the tremendous force of these dual lightning strikes, and the vessel is suddenly exposed to the full ferocity of the storm. As Lord Rimoah and bo’sun Durin attempt desperately to regain control of the skyship, you fight to hang on to the rope ladder as it bucks and twists wildly.
(I do have Elementalism with a high enough rank)
You draw upon your mastery of Elementalism to create a sphere of calm air around your body. It helps you to maintain your grip on the ladder and protects you from the crackling energy of the storm. To your dismay, you look down and see the ladder being torn from Anseng’s grasp by the shuddering rise and fall of the stricken skyship. Desperately, you cling to the saturated ropes, your stomach churning with every sudden swerve and violent jolt. A fearsome bolt of lightning hits the stern of the skyship and propels it away from the clearing, swinging you dangerously close to the tops of the surrounding trees. You glimpse the light of Anseng’s lantern moving across the clearing as he chases the end of the rope ladder. Moments later, the skyship is struck again by lightning and this time it lists heavily to starboard. The ropes are wrenched from your grasp as the ladder whips towards the canopy of the trees, sending you tumbling and crashing through the dense canopy of toa fronds.
(I do have KA with a high enough rank)
Hurriedly, you recite the words of the Brotherhood Spell—Slow Fall—but the shock of the initial impact with the trees prevents you from completing it. The spell is only partially effective; you sustain a few cuts and bruises before you land, dazed and breathless, amidst a clump of thick foliage (lose 1 ENDURANCE points). Fortunately, the lush vegetation and the slowed rate of descent have cushioned your impact, and you are able to rise to your feet with no bones broken. Your eyes are drawn to a glimmer of lantern light amidst the dense undergrowth and swaying trees. You shout out, hoping to draw Anseng’s attention, but the sound of the teeming rain, the howling winds, and the rolling thunder makes it impossible for you to be heard.
You force a way through the heavy foliage and emerge from the trees at the edge of the clearing, close by the muddy road. A flash of lightning illuminates the area for a few fleeting moments, yet in that brief instant you are seen by Anseng. You are also spotted by Lord Rimoah who is clinging with all his strength to the prow rail of the Comet, high above. He tosses a small object over the skyship’s gunwale and it ignites into an intense ball of green flame as it falls. It drops into the tangled grass of the clearing where it continues to burn fiercely. It is a signal flare, acknowledging that you have been seen. It also tells you that your mission must proceed as planned. As you hurry towards the sputtering flare, you see the keel of the skyship turn about and ascend rapidly into the roiling black clouds.
Anseng and his lantern emerge from the trees. Your worried guide pauses for a few moments to get his bearings, then he comes running towards you as fast as his waterlogged clothing will allow. You rush to meet him at the edge of the road. The noise of the storm has grown much louder since the Comet departed, and now the ground shudders alarmingly with every step you take. The sodden soil has become dangerously unstable. Lightning bolts strike the ground, causing fissures that tear open the soft friable earth. You watch with growing dread as parts of the clearing break away and tumble into these treacherous crevasses. A wide fissure opens beneath your feet and you lose your balance. Instantly, a strong hand grabs your forearm and pulls you away from the yawning rift.
‘Steady, my Lord,’ says Anseng, his rain-lashed face lit by the eerie yellow light of his storm lantern. ‘I’ll not see you buried before your mission has begun. Follow close on my heel, sire. Tread only where I tread.’ You nod in agreement and stay close behind your guide as skillfully he makes his way across the treacherous ground towards the tree-line on the eastern side of the clearing. Here the earth is more stable; the tangled roots of the tall trees are preventing it from breaking apart and collapsing. Sheltered from the pouring rain by the thick canopy of toa fronds, you pause to rest and recover from your dramatic return to Chai.
Upon checking your equipment, you are dismayed to find that the leather satchel containing your tracker gem is missing. The strap is still slung around your shoulder, but the satchel bag has been torn away during your fall through the trees. Your backpack has also been damaged in the fall, and three items are now missing. (Erase the Tracker Gem from your Action Chart. You must also erase 2 Backpack Items—the third and the fifth items you have noted on your list.)
( I lose two Meals and I changed my chart above)
The raging storm and the seismic upheaval of the land hereabouts make it impossible for you to search for your lost beacon. It is too dangerous for you to stay here and so you decide to return to this place once your mission has been achieved. The tracker gem will bring Lord Rimoah back to this location at sunset in six days’ time. You resolve to be here when he arrives.
(I do have Grand PAth with a high enough rank)
Your Kai mastery enables you to accurately predict the weather in the next few hours. You sense that the storm will not abate until dawn. You inform Anseng of this and he gives you a wry smile. He is clearly impressed by your acuity and accepts without question that your prediction is correct.
Abe Sargent
04-19-2020, 09:35 PM
(My call now, Anseng will die. Joe Dever doesn't change even though 18 years are between these books)
Anseng insists that it is too dangerous to linger here any longer. The constant shuddering of the ground beneath your feet confirms this to be so. With his lantern held aloft, he begins the difficult trek through the toa and pine forest with you following close behind. Soon you emerge from the swaying trees and set off along a muddy forest road at a brisk pace, heading east. The sheeting rain and the constant thunder make it impossible for you to speak with your determined guide until you reach a small woodsman’s hut a few miles distant. Anseng points to the hut’s rickety door and you follow him inside, thankful to be out of the relentless downpour.
‘You did well to keep up with me, my Lord,’ he says, as he places his glowing lantern on the hut’s solitary table. ‘We’ll rest here for a few hours and leave at first light.’
From his leather backpack he produces some provisions: a loaf of bread, some strips of cured lamb meat, some dried fruits, and a small bottle of rice wine. Generously, he shares his meagre rations with you. While you are eating, you take the opportunity to observe your guide. He is a lean man in his early fifties, physically fit and impressively agile. He is dressed in simple peasant garb with a wide conical hat made from straw. Despite his mundane clothing, this man is clearly not a lowly peasant. He has the distinctive mien of a professional soldier, the legacy of years spent as a Captain in the Imperial Chai Guard: the warrior elite of the Chai army. A ‘kirusami’, an ornate bladed polearm is slung over his shoulder on a thin strip of leather.
When you have finished your meal, Anseng opens a wooden cupboard fixed to the interior wall and retrieves two bed rolls. He unties them and lays them out upon the floor of the hut.
‘We must get some sleep while we can. We’ve a long journey ahead. We leave at dawn.’
Despite the rumbling thunder, howling winds, and heavy rain beating on the shingle roof of the hut, you soon drift off into a deep and dreamless sleep. Four hours later you are awoken by Anseng’s strong hand shaking your shoulder.
‘Wake up, my Lord. It’s time to go.’
The noise of the night storm has disappeared. The only sound you can hear outside is a dawn chorus of chittering bird song. You rise from your mattress and gather your weapons and equipment. When you are ready, Anseng takes you to a stable at the rear of the hut where two horses are saddled ready to ride. He prepared them while you were sleeping. Leaving the stable, you and Anseng set off along the muddy highway at a brisk pace. The rain and thunder have ceased, but the slowly brightening sky is heavy with thick grey clouds.
As you ride along, you stare out across the lush green paddy fields bordering the road. On your way you pass by several isolated huts and houses. Their owners, all rice growers, are repairing roofs and walls that been damaged by the storm and they pay you scant regards as you ride past their humble abodes. Anseng says that you must reach the village of Zang before nightfall. You have a long day’s ride ahead and there will be no time to stop and rest along the way. Unless you have a Meal in your Backpack, you lose 3 ENDURANCE points. The need to stay in the saddle all day prevents you from foraging for food in the adjacent rice fields.
During your long journey, you converse with Anseng and find out more about your trusty guide. He hails from the city of Dwala, approximately 200 miles due east of your present location. He is one of a group of covert agents established by the Elder Magi for the purpose of gathering intelligence about vengeful Bhanarians, obsessed with avenging the Massacre of Yua Tzhan, who are operating in and around Pensei. They have also been tasked with finding out why Agarashi have recently been sighted far from their lairs in the Hyunsei Foothills, the Voxai Swamp and, the Huzang Forest. The last time they found the courage to do so was seventeen years ago, when they joined the army of Autarch Sejanoz for the invasion of Chai. Anseng tells you that his group of agents are headquartered at the Tower of Ishir in Dwala. Here they meet regularly with Lord Rimoah’s envoy and pass on all the information they have gathered about the enemy. Anseng is a proud member of this secret group of agents who call themselves ‘The Watchers’. While you are riding together, you notice an unusual polearm that is strapped to Anseng’s saddle
(I ask about it)
Anseng tells you that his ornate bladed polearm is called a kirusami. It resembles a short spear with a curved blade fixed at one end. The blade is beautifully engraved and razor sharp. This distinctive weapon says much about Anseng’s distinguished military career. Only the Chai Imperial Guard are permitted to own and use such weapons, and only the bravest of their cadre are allowed to keep them when they retire from service. A thin strip of supple leather is fixed to either end of the kirusami so that Anseng can carry it slung over his shoulder when he is not on horseback.
It starts to rain as you approach the village of Zang at dusk. This picturesque Chai settlement sits astride the highway amidst a range of rolling hills. To the south-east you can see the darkening peaks of the Huzang Mountains, and to the north-west, beyond the hills, you espy the perimeter of the Northern Huzang Forest. Its giant toa trees are swaying gently in the strengthening breeze. You note that Zang has been spared the ravages of last night’s storm; its shops and dwellings show no signs of damage. Its citizens have finished a hard day’s work and are hurrying back to their homes, anxious to take shelter from the rain and settle down to their evening meals.
Anseng leads you along the muddy main road towards a distant tavern. A brace of copper lanterns creak slowly in the breeze above its shiny red door.
‘We’ll stay here this night,’ says Anseng. ‘The owner’s an old friend and he owes me a favour or two.’
From the shelter of an awning, the owner’s son watches your approach. When he recognises Anseng, he runs forward and takes hold of your horses’ bridles. He bows respectfully to Anseng and bids him welcome.
‘And it’s good to see you again, Jeng,’ replies your guide, as he dismounts. He retrieves his polearm from his saddle and then turns to you and says, ‘Our horses are in good hands, my Lord. Jeng will take care of them. Come, let’s get in out of the rain. I’m so hungry, my stomach’s beginning to think my throat’s been cut!’
You enter the comfortable warmth of the tavern’s taproom. Several of its patrons nod and smile when they recognise Anseng and they do their best to make you both feel most welcome. Tzu, the owner, is not much older than Anseng. He greets him warmly as if he were a long lost brother. He calls out to his doting wife, Yeng Zhi, to go to the kitchen and fetch some hot food for you both.
‘My best rooms are at your disposal, my friends,’ says Tzu, enthusiastically. ‘It’s an honour and a pleasure to have to stay with us this night.’
The hard day’s ride has taken its toll. You are feeling tired and more than a little saddle sore. You may choose to stay in the taproom and eat with Anseng, or you can go to the room that is awaiting you upstairs and eat alone before you settle down for some much needed sleep.
(I join Anseng)
You and Anseng sit at a table near to the tavern’s crackling log fire. Yeng Zhi brings you each a bowl of steamed rice, mixed with chopped vegetables and diced lamb. While you are eating this delicious food, the main door opens and in comes an old man clad in a flamboyantly embroidered blue overcoat. The patrons greet him with applause and he acknowledges them with a jovial smile and a bow of respect.
‘Ah, it’s Shou Len,’ says Anseng. ‘It looks like we’re in for a treat this evening!’
Tzu warmly welcomes the old man. He helps him off with his rain-sodden coat and hat and hangs them on a hook behind the taproom counter.
‘Shou Len is a Riddler,’ says Anseng. ‘He’s well known in these parts. I wonder what riddles he has in store for us tonight.’
Tzu escorts Shou Len to a table next to yours and turns to his patrons and says: ‘Place your wagers, my friends. Let’s see who among us have the wit and wisdom to win tonight!’
The taproom patrons place varying amounts of Ren (the currency of Chai) into folds of paper and inscribe their names upon them. Then they come forward and place their sealed bets on Shou Len’s table. If you would like to wager on the first riddle that the old man is going to pose, you should now decide how many Gold Crowns you wish to bet and deduct them from your Action Chart.
Anseng passes you a piece of paper in which to wrap your wager, and he hands you a stick of charcoal with which you can inscribe your name. Sommlending Gold Crowns are readily accepted in Chai (1 Gold Crown = 10 Ren). Anseng decides to wager 20 Ren. You are obliged to make a minimum bet of 1 Gold Crown.
Once all the bets are in, Shou Len clears his throat and calls out his first riddle.
‘Xian Tzee is 54 years old. Yisu, her mother, is 80 years old. How many years ago was Yisu exactly three times the age of her daughter?’
Tzu has a large hourglass on the taproom counter. The moment Shou Len has finished posing the riddle, he turns the hourglass over and its sand begins to trickle from the upper part into the lower part of the glass. You have one minute precisely in which to answer Shou Len’s riddle (you should allow yourself only one minute to calculate your answer).
(I bet a crown and wasn;t able to figure it out in the time alloted)
Anseng passes you a scrap of paper on which to write down your answer and tells you to put your name on the reverse side. When the hourglass runs out, Tzu shouts: ‘Time’s up!’ The patrons hold up the scraps of paper on which they have written their answer and their name, and these are quickly gathered up by Yeng Zhi. She gives them to Shou Len and he removes the ones that have the correct answer. You are disappointed to see that your scrap of paper is not among them.
It was 41 years ago that the mother (who is now 80 years old) was exactly three times the age of her daughter. The daughter was 13 years old and the mother was 39 years old.
Only three patrons solved the puzzle. You are happy to see that one of them was Anseng. Yeng Zhi collects his winnings and places them on your table, together with his original bet in its paper wrap. He won 4 Ren, double the amount of his wager.
(I bet again)
‘And now, my dear friends, I have a very special riddle for you. A special riddle with a special prize.’
Shou Len removes something from his tunic pocket and holds it aloft for all to see. It is a playing piece from a samor set, an exquisitely carved queen made of ivory and inlaid with gold.
‘This is a valuable item, and therefore I must request that you wager a minimum of 100 Ren.’
(I bet 10 crowns)
The minimum bet that Shou Len has levied on his second riddle proves too rich for the other patrons, including Anseng. You are the only one to make a bet and all eyes turn to you when Shou Lin begins to speak.
‘One pitcher has five quarts of oil in it. Another contains five quarts of vinegar. I take a quart of oil from the first pitcher and mix it into the pitcher of vinegar. Now, I take a quart of oil from this mixture and stir it back into the pitcher full of oil. Tell me, is there now more oil or less oil in the first pitcher as there is vinegar in the second pitcher?
(the same amount)
Congratulations, your answer is correct! The amounts are the same. After mixing in a quart of oil, the mixture would by ⅚ vinegar and ⅙ oil. This would leave ⅚ of a quart of oil in the first pitcher. Since the other ⅚ of the removed mixture is vinegar, and this is now mixed into the other pitcher, in the end both pitchers end up with ⅚ of a quart of the other liquid in them. As they have equal amounts of the other liquid, and the total volumes are equal (back to 5 quarts each), they must have equal amounts of their original liquids.
The patrons cheer when Shou Lin confirms that you have given him the correct answer. With good grace, he hands you the Samor Queen and you place it inside the pocket of your jacket. (The Samor Queen is a Special Item. You should add this to your Special Items list on your Action Chart.)
‘Well done, my Lord,’ says Anseng, cheerfully. ‘I wish I had your gift for deduction.’
You are now feeling very tired and are finding it a little difficult to keep your eyes open. Rather than stay for Shou Lin’s next riddle, you bid Anseng good night and retire to your room.
(I add it to my list, I have 39 crowns left, I adjusted the sheet for it as well!)
Abe Sargent
04-19-2020, 10:25 PM
Your room is facing you when you reach the top of the stairs. The door is unlocked and you enter to find that it is a well-appointed room with a comfortable bed and fine furnishings. You can hear the rain beating against the window pane and the sounds of jollity in the taproom below. You begin to wish you had stayed below with Anseng, but another long ride on the highway awaits you tomorrow and you are in need of a good night’s sleep.
You wake at dawn to the sound of a cockerel crowing. It stopped raining during the night and sunlight is streaming through the room’s solitary window. You gather up your equipment and descend the stairs to the taproom. Anseng is waiting there and he greets you with a smile. Tzu approaches from the adjoining kitchen and Anseng offers to pay him for your rooms and food. Politely, the friendly owner refuses to accept his money and Anseng does not argue with his decision.
‘It’s the least I can do for you, my friend,’ says Tzu, ‘after all the help you have given me in the past. I wish you both a safe journey. I hope you’ll come visit us again before too long.’
You collect your horses from the tavern’s stable and you are pleased to see that Tzu’s son, Jeng, has done a fine job of looking after them. They have been fed, watered, groomed and are both well rested. Anseng tips the boy 20 Ren and he beams with joyful appreciation. He wishes you both a safe journey as you mount up and begin your long ride to the town of Vabou.
The weather is fine and sunny as you make a gradual decent through the hills beyond the village of Zang. But by the time you reach the Huzang Plain, heavy cloud has moved in from the west. It brings with it more rain. Anseng peers out from beneath the dripping rim of his straw hat and casts a sceptical eye across the great expanse of lush grassland to the east of the muddy highway.
‘We’ll be lucky to reach Vabou by nightfall,’ he says, pessimistically. ‘But try we must.’
You ride all morning in the heavy rain. The highway has been reduced to a muddy morass in places, but your horses are sure footed and you make good progress despite the foul weather. Several of the farmsteads that you pass along the way are busily preparing for the coming storms that hit H’lau overnight. Farmers are hurriedly securing loose roof shingles and boarding up their windows. A few have decided to abandon their farms until the storms have passed. They are loading their wagons and preparing to abandon their homes to seek shelter with relatives in Zang and Vabou until it is safe to return.
It is mid-afternoon when you come to a small spire of stone at side of the highway, close to a wooded copse. Its metallic tip gleams dully in the poor light. Anseng says you should stop here for a short while to allow the horses to rest. You may now eat a Meal from your Backpack, or you can use your basic Kai Hunting Discipline to forage enough food for one Meal in the rice fields hereabouts. You are getting ready to remount and continue when a lightning storm breaks directly overhead. A crackling bolt of lightning strikes the tip of the stone spire, followed almost immediately by a deafening crash of thunder. The muddy ground shudders, but it is not the storm that is causing the sodden earth to tremble. From out of the copse comes a stampeding herd of Wild Guanza! These large bipedal lizards are wide-eyed with terror as they come racing towards you. Anseng screams a warning but the crazed Guanza pack are upon you before you can turn your horses about and evade them.
Wild Guanza Herd: COMBAT SKILL 42 ENDURANCE 38
These creatures are pack hunters. They are in a frenzy of fear induced by the deafening thunder and close lightning strikes. They are also very hungry and the scent of your horses is enough to override their primeval panic.
If you possess the Kai Grand Master Discipline of Animal Mastery, add 2 to your COMBAT SKILL for the duration of this fight.
(My CS ration is maxed. I toss a 6 and a 0. They die.)
Abe Sargent
04-19-2020, 10:31 PM
Anseng fought the Wild Guanza with admirable skill and courage and survived their sudden attack, but sadly his horse has been badly mauled by the voracious reptilians. You try to revive his fallen steed but it is too late to save it. With heavy heart, Anseng retrieves his weapon and equipment from the saddle of his dead horse. Now with only one horse, you take turns riding while the other jogs alongside.
A few miles beyond the copse, you see a stationary wagon on the rain swept highway ahead. You magnify your vision and discern that the wagon has shed a wheel. Its driver is attempting to fix it.
(I stop and help)
As you approach the covered wagon, you see that it has shed one of its two rear wheels. The Chai wagoneer, clad in a hooded grey oilskin, is struggling to get the wheel back onto the axle but the thick mud and relentless rain confound his every attempt.
‘I know this man,’ says Anseng, and calls out to the luckless traveller. ‘Hail, Chengu!’
The wagoneer turns his head and peers at you both through the teeming rain.
‘Anseng? Is that you? Ishir be praised, it is you!’
‘Chengu, my dear friend, you picked a fine time to go to market!’
You bring your horse to a halt behind the wagon, dismount, and tether its reins to the tailboard. Anseng makes a cursory inspection of the damaged axle and then introduces you to his friend. You learn that Chengu is a rice farmer. He and Anseng have known each other since they were young boys. They were both born and raised in the same street in the city of Dwala. When they were young men they went their separate ways; Anseng enlisted in the Chai Army and Chengu became a farmer in this region. Anseng always made sure to visit Chengu at his farmstead when the army dispatched him to H’lau once a year.
The wagon is laden with sacks of rice and the weight of this cargo has made it impossible for Chengu to reattach the wheel. But with Anseng’s assistance, you are able to raise the rear of the wagon just enough for Chengu to push the wheel back into position. Its retaining pin has sheared off and so you improvise a replacement from an iron bracing scavenged from the tailgate. Within the hour, the wagon is good to continue its journey to Vabou. Anseng sits himself beside his friend, and you travel alongside the wagon on horseback. You have covered barely a mile when a cawing sound draws your gaze skyward. A trio of coal-black ravens are circling directly overhead
(I have AM)
You are shocked to discover that the ravens are not what they seem. Your Animal Mastery reveals they are sentient scouts, bird-like in form but created by a power that is wholly evil. Your initial attempt to communicate with them telepathically chills you to the bone. Unless you possess the Kai Grand Master Discipline of Kai-Screen, you lose 1 ENDURANCE due to the effects of this sudden psychic shock.
(I do have KS)
The ravens fly away towards the north-east and are soon lost from sight amidst the heavy cloud cover. The four sturdy draft horses that are hitched to the wagon make steady progress along the treacherously muddy highway. The sheeting rain makes it difficult to see further than the middle distance, but you are able to appreciate the beauty of the richly verdurous countryside of this fertile region of Chai. At length you come to a part of the highway that wends its way through a cluster of low hills bordered on either side by tall Toa trees. As the wagon rounds a bend in the road, the draft horses suddenly take fright and come to an abrupt halt. Something on the highway ahead is filling them with fear.
You spur your horse to the front of the wagon team and your stomach churns when you see what has frightened them. On the highway ahead, three ravenous long-limbed monstrosities with scaly green hides and dripping fangs are consuming the shredded remains of a luckless traveller and his horse. It is a horrific sight to behold.
(I have been to Javai)
You have encountered these creatures before when first you visited Chai. They are Chagarashi. Long ago, during the Age of Eternal Night, this land was stalked by Agarashi—the hellish creations of Agarash the Damned. When Agarash was destroyed by the Elder Magi, his creations were scattered across the wilderness and plains of Chai. The creatures you now face are descendants of those ancient horrors. It is rare for Chagarashi to be found in this region of Chai. You sense that there is a sinister force present that has driven them from their burrows and caves in search of prey
‘Chagarashi!’ screams Anseng, ‘Ishir save us!’
The ghastly creatures detect the scent of the frightened wagon horses and detach themselves from the tattered remains of their victims. With murderous intent, they come loping along the muddy highway with their bloodied mouths agape.
‘We must protect the horses!’ shouts Anseng, and hurriedly he dismounts from the wagon and unshoulders his kirusami. Your mount is overcome with sheer terror. He rears up and you are thrown out of the saddle onto the muddy ground. Before you can attempt to calm him, he bolts and gallops away along the highway you have just travelled. Chengu is shaking with fear. Desperately he fights to regain control of his panicking horse team as the Chagarashi increase their loping pace.
Drenched with rain and plastered with sticky mud, you scramble to your feet and rush to join Anseng who is standing defiantly on the highway between the onrushing monsters and the terrified wagon horses. Coolly, you unsheathe your Kai Weapon and stand beside your guide. Two of the howling horrors launch themselves upon you while the third beast leaps through the air and slashes at Anseng with its razor-sharp talons.
Chagarashi: COMBAT SKILL 44 ENDURANCE 40
You must fight these two creatures as one enemy
( I have a max ratio again for this battle. I toss a 1 and a 3 and a 3. Then a 6 and they die. I took 8)
The death shrieks of the slain Chagarashi echo through the rain swept hills. As if in answer to their dying cries, a chorus of shrill screeches issues from the surrounding trees.
‘There are more of them!’ gasps Anseng. ‘We must get away from here at once.’
There is no sign of your bolted horse and no time to search for him. Hurriedly, you and your guide climb onto the wagon and urge Chengu to move off. He is trembling with shock and does not respond. Anseng pulls him from the driver’s bench and lays him down among the sacks of rice in the rear of the wagon. As he tends to his petrified friend, you take up the reins and urge the horse team to advance. They are traumatised by the sight and smell of the dead Chagarashi and refuse to move, but by using your Magnakai Discipline of Animal Control you calm them and get them to respond. They take off at a brisk pace, trampling the lifeless carcasses of the slain Chagarashi into the mud as they go.
You have travelled less than a mile along the winding highway when the horse team slows down. Their fear has returned. Despite your concentrated effort to soothe their troubled minds, you are rapidly losing control over them.
(I have Grand Hunt with a high enough skill)
Your Kai Sixth Sense alerts you to an unseen danger in the trees to the east of the highway. You focus your vision on the source of the danger and sense something moving. When you call upon your advanced Discipline of Grand Huntmastery, you see a ghostly shape in the ultraviolet spectrum that is invisible to normal vision. Upon the instant that you detect it, the ghostly entity stops moving and rapidly disappears. It is cloaking itself from your penetrating sight. You cannot identify the spectral entity but you are left in no doubt that it is wholly evil.
Abe Sargent
04-20-2020, 11:25 AM
You urge the horses to increase speed but they are reluctant to respond. The screeching cries of Chagarashi have become increasingly louder and the wagon team are succumbing to their primeval fear of being eaten alive.
(I use AM)
You call upon your advanced Kai skill to regain control of the frightened wagon team. Inured against their primitive fears, they surge ahead and rapidly gather speed. You have covered less than a mile when you come to a sharp bend in the road and you are forced to rein in the horses to avoid tipping the wagon over on its side. Upon clearing the bend, your heart sinks when you see a strange phenomenon blocking the highway. Barely fifty yards ahead, a semi-circular dome of swirling dark energy crackles loudly as it brings the surface of the muddy road to the boil. Ghostly grey images swoop in and out of this dome, trailing wreathes of steam as they emerge from its unnatural blackness.
Anseng scrambles to the front of the wagon and can hardly believe what he sees. He opens his mouth to voice his shocked surprise but no sound emerges. His eyes widen with fear when he realises he can no longer speak.
(I have Kai-Screen and a certain rank)
You sense that Anseng is being subjected to a psychic attack by the ghostly entities plunging in and out of the dome of dark energy. You draw upon the power of your advanced Kai-screen Discipline and erect an invisible screen around your guide. Immediately, this serves to protect him from the destructive force of their mental attacks. It also enables you to siphon off some of the malicious energy and transform it into a positive force that revives and invigorates you. If your current ENDURANCE score is less than what you had at the start of your adventure, all lost points are now fully restored.
The swirling apparitions coalesce into a single malevolent entity that takes shape above the crackling dome of darkness, and your Sixth Sense tells you that it is preparing to unleash a massive bolt of psychic force upon you and your companions. Your mental Kai defences may be able to withstand this imminent attack, but Anseng and Chengu are vulnerable to such an assault and its effect upon them will be devastating. You must disrupt the entity before it launches its psychic attack.
(I use KS)
Hurriedly, you prepare to launch a pulse of mental energy at the sinister entity.
You launch a Kai Blast surge at the entity and it penetrates its ghostly form, disrupting its ability to leech psychic power from the dome of darkness. Your swift action saves your companions from a gruesome fate, but your hasty attack weakens you and leaves you shivering with psychic shock: lose 5 ENDURANCE.
The entity senses your weakness and it focuses all of its power upon you. You steel yourself for the psychic combat that is about to begin.
Spectral Entity: COMBAT SKILL 45 ENDURANCE 34
This is a psychic combat without physical contact. You cannot add any bonuses to your COMBAT SKILL that you would normally gain by the use of your Kai Weapon and through the use of the Grand Master Discipline of Grand Weaponmastery. Your improved Grand Master Discipline of Kai-surge will grant you a +8 bonus to your COMBAT SKILL with no loss of ENDURANCE per round of combat.
(So that gives me a modified CS of 54, which is +9. I toss a 7 and then a 1 followed by a 4. It died. I took 5 so I have 10 damage right now)
Abe Sargent
04-20-2020, 11:37 AM
Upon the instant you defeat the Spectral Entity, its ghostly body and the dome of dark energy both vanish in the blink of an eye. Anseng regains his ability to speak, but the shock of the supernatural encounter leaves him agitated and wary. You sense that the presence of evil that has haunted you since entering this hilly and wooded area has now gone. Tranquillity has returned to this region. Anseng and the horse team are reassured by this welcome return to normality and you resume your journey to Vabou with all haste.
Night falls long before you reach the town. The way ahead is illuminated by bright moonlight that pours through a break in the leaden clouds and is reflected in the puddles that cover the waterlogged highway. You offer up a silent prayer of thanks to Goddess Ishir for this blessing she has bestowed upon you and your companions, for it enables the horse team to follow the highway across the Huzang Plain with little difficulty.
It is an hour before midnight when you see the lights of Vabou in the middle distance. This large town is surrounded by a wooden palisade, lending it a fort-like appearance. Upon reaching the town’s west gate, you are waved down by two town guardsmen with glowing lanterns. They recognise the kirusami that Anseng is armed with and respectfully they salute him. They are aware that only the Imperial Guard are permitted to own and use such weapons, and only the most distinguished former-members of the Guard are allowed to retain their coveted polearm when they retire from service. Beyond the west gate, you trundle along a wide shop-lined street that leads to a junction where it joins the main highway connecting the town of Klatii with the capital, Pensei. During your night journey to Vabou, Chengu has fully recovered from the shock of his ordeal and has resumed his role as wagoneer. Anseng directs him along the central highway to a large inn called The Golden Dragon. It is here that you bid farewell to Chengu and climb down from his wagon. He wishes you both good luck and farewell before he sets off for the house of his brother and family on the east side of the town.
Despite the late hour, the Golden Dragon is still open for business. The rains have returned and Anseng beckons you to follow as he climbs the wide stone steps from the street to the inn’s front door.
You enter the inn to find several patrons enjoying the libations and entertainments of this friendly establishment. The air is sweet with burning incense and the tap room is brightly lit and decorated with colourful flags and silk banners. Behind the lacquered counter there is a large portrait of Xo-lin, the late Khea-khan of Chai. The ornate frame is draped with two flags: the national flag of Chai and the town flag of Vabou. You follow Anseng to one end of the counter where the portly proprietor, Lun-chow, is polishing glasses with a piece of suede leather. He smiles broadly upon recognising your guide.
‘Later than I expected,’ he says, amiably, ‘but better late than never. Delayed by the weather no doubt.’
Anseng nods but says nothing about the deadly encounters you experienced during your difficult journey to Vabou. Lun-chow is an honest innkeeper and his association with Anseng goes back several decades, but he is also a notorious gossipmonger. If Anseng were to tell him of the Chagarashi attacks and your confrontation with the Spectral Entity, it would be all over town before dawn.
Your guide is sorely aware that you will need fresh horses to replace the mounts you lost on the way here. He advises you to avail yourself of the comforts of the inn while he negotiates the loan of horses with Lun-chow. He says it will likely take some time to strike a fair deal with the innkeeper.
Your rumbling stomach reminds you that you have not eaten since mid-afternoon. A barmaid is standing at the other end of the taproom counter, taking an order for food from one of the patrons. She scribbles his request on a parchment pad.
(I use G Hunt for meal.)
As you finish your food, a ripple of applause among the patrons draws your attention to a curtained archway in the far wall. The curtain is draw aside and a troupe of entertainers files into the taproom, smiling with gratitude at the warm reception. They have performed for the patrons earlier this evening and now they return for their final performance of the night. From snippets of conversation you overhear, you learn that the entertainers are a band of travelling troubadours who come from the city of Durwan in Lissan. They are on their way back to their native city after having performed in several taverns and inns of Pensei. The musicians begin to play a lively tune and a trio of pretty dancing girls whirl and twirl around the taproom to the delight of the patrons. One of the girls is wearing a tight-fitting red silk dress, and she glances repeatedly in your direction as she gyrates around the room. It appears that she has taken a special interest in you.
When the performance comes to a close, the patrons give a loud cheer and the girls pass among them collecting donations of Ren from the appreciative audience. After the money has been gathered up, the troubadours thank the Chai for their generosity and leave the taproom by way of the curtained archway. A few minutes later, the girl in the red silk dress reappears. With a charming smile, she comes and sits opposite you at your table. She tells you her name is Rakhi and says she has never seen anyone quite like you before. She asks if you are a Northlander. Your senses detect that she is genuinely friendly and does not intend to do you any harm. You reply that you are indeed a Northlander, but you refrain from telling her exactly which realm of the Northlands you hail from. ‘I thought so,’ she beams, joyfully. ‘I have something that may be of interest to you.’
She places a velvet satchel on the table and flips it open. It contains four ceramic phials, each one stoppered with a cork and carefully labelled and priced. She invites you to inspect them and gives an assurance that they are all genuine potions.
Laumspur (will restore 4 ENDURANCE points when swallowed after combat): 50 Ren / 5 Gold Crowns
Tazheng (a powerful anti-venom): 60 Ren / 6 Gold Crowns
Tincture of Sabito root (rare in this part of Magnamund, Sabito enables the human body to extract oxygen from water through the skin, thus permitting anyone who swallows it to ‘breathe’ underwater): 80 Ren / 8 Gold Crowns
Karmo: 120 Ren (12 Gold Crowns). When taken before combat, this potion doubles your ENDURANCE points score for the duration of the combat. It has heavy side effects that sometimes can result in death. After consuming Karmo, you must pick a number from the Random Number Table. The number you choose determines how many ENDURANCE points you lose as a consequence of the side effects (0 = zero).
You may purchase any or all of these potions for the price indicated. If you wish to make a purchase, remember to adjust your Action Chart accordingly. These potions are all Backpack Items.
(I don't need Sabito as I have the water breathing spell with KA now. I buy Tazheng and Karmo. My crowns are at 23, I'll adjust my sheet above)
Abe Sargent
04-20-2020, 11:43 AM
Rakhi closes her velvet satchel and places it on the seat beside her.
‘Forgive me for saying this, but you look very tired. Have you had a hard journey to Vabou?’ You smile and nod your weary head. ‘Mmm, then I know just the thing that will make you feel much better.’
Rakhi raises her arm and beckons the young barmaid over to your table. She asks the girl to bring you a pot of boiling water and two teacups. The girl returns shortly with the pot and cups and Rakhi thanks her kindly. You watch with fascination as she removes a pouch of small white flowers from a pocket of her dress and tips them into the pot. As you wait for the flowers to infuse in the steaming water, she informs you that they are fresh Senara blooms that she gathered earlier today. Carefully she lifts the lid of the pot and smiles, then she fills the two teacups with this curious brew.
‘This is Senara Tea,’ she says, ‘it’s a wonderful restorative, very popular in my homeland. I recommend we wait a few minutes for it to cool as really it should be served cold for best effect.
(I use G Path, with a rank.)
You place your hands on the two cups and draw upon your improved Discipline to lower the temperature of the tea. It takes just a few seconds to achieve this. Then you offer one of the cups to Rakhi and she emits a soft squeal of surprise upon discovering the cup is cold to the touch. She is very impressed by what you have done.
(Again, that doesn't feel like super tracking, more like Grand NexusAs you sip the sweet tasting liquid, immediately you feel the soothing effects of the brew flowing throughout your body. Your muscles and your mind are relaxed by this efficacious tea. If your current ENDURANCE score is lower than it was when you began your adventure, you may now restore 3 points. If, by the use of an advance Grand Master Discipline, you cooled the tea prior to drinking it, you may restore 5 ENDURANCE. Remember that your ENDURANCE score cannot exceed the total with which you started.
With a melodically lilting voice, Rakhi tells you about her life with the troubadours and how much she is looking forward to returning home to Lissan.
(I have the Queen)
Rakhi gives a sudden squeal of delight and points at the pocket of your jacket.
‘You have the Queen!’ she says, excitedly. You draw the playing piece from your pocket and Rakhi begs you to let her look at it. With trembling fingers she examines it closely.
‘Yes, yes … it’s the missing piece I’ve been looking for!’ she gasps.
‘What’s so special about this samor piece?’ you ask, somewhat bemused by her passionate reaction.
‘Wait here, I need to fetch something. I’ll not be long.’ She returns the Samor Queen to you and leaves the table. You watch her hurry across the taproom and disappear through the curtained archway. In less than a minute she returns clutching a mahogany box inlaid with intricate gold designs.
Proudly, she raises the lid revealing a set of beautifully carved samor pieces, each one resting in its own velvet-lined partition. One piece is missing from the set—the Samor Queen.
‘I lost the Queen over a year ago, and I’ve been searching for it ever since to restore my set. This was a present from my late grandmother. She taught me how to play samor when I was a child. I’m not wealthy and I cannot offer you much money for the Queen, but I have something of value that may interest you. Perhaps we can make a deal?’
She clutches a small scarlet gem that is strung around her throat on a fine gold chain. She unhooks its clasp and passes it to you.
‘It belonged to my mother,’ she says. ‘She gave it to me when I joined the troupe. It has magical properties that have kept me safe since I left Durwan, but I’d happily exchange it for the Samor Queen.’
You examine the gem closely and your Sixth Sense reveals that it does indeed have magical properties. It is a Wardstone, one of many such artefacts that were created by the Elder Magi millennia ago. It is imbued with the power to weaken undead creatures.
You agree to Rakhi’s proposal and exchange the Samor Queen for her Wardstone. You may record this Wardstone on your Action Chart as a Special Item that you wear around your neck, suspended by its gold chain. If you enter into combat against an undead adversary whilst in possession of this item, you may reduce your enemy’s COMBAT SKILL by 3 for the duration of the fight.
Rakhi is delighted. She places the missing Queen into the empty partition of the box and closes the lid.
‘Thank you so much. This means so much to me!’ she says. Then she leans across the table and kisses you fondly on the cheek. It is at this moment that Anseng arrives, having just completed his long conversation with the innkeeper.
‘I see you’ve found a new friend while I’ve been gone,’ he says, with a wry smile, ‘and I must admit, she’s a lot prettier than me.’
Rakhi giggles and bids you both goodnight. She leaves the table and Anseng sits himself opposite you. You ask him about his negotiations with the innkeeper and he nods his head wearily.
‘Lun-chow drives a hard bargain,’ he replies, ‘but we have ourselves two new horses. I had to pay him every Ren I possessed to get them. Don’t worry, my Lord. The Khea-khan is a generous man and he will recompense me once we reach Pensei.’
You pour the last of the Senara Tea into your cup and offer it to your guide. He accepts it gladly and swallows it down in one go. Revived by the tea, he tells you that two rooms for the night were part of the bargain he struck with Lun-chow. He hands you a key and tells you that your room is number 5.
‘We have another long ride ahead of us tomorrow. Let’s get some rest, for we must leave at dawn if we are to reach Pensei by nightfall.’
Together you leave the booth and pass through the curtained archway. Both of your rooms are located on the ground floor, next to each other. Anseng wishes you a good night’s sleep before retiring to his room, number 4.
(I adjust my chart)
You are pleasantly surprised to find a bath full of warm water and a bar of soap awaiting you in your room, and you take this welcome opportunity to bathe and wash the mud from your clothing before you climb into bed. You are disturbed by the events of the day, for it seems that your enemies are aware of your arrival in Chai and they are doing all they can to prevent you from completing your mission. You try to put your concerns to the back of your mind and get some sleep. It will be a long day’s ride to Pensei.
ou awake just before dawn to the sound of a cockerel crowing in the garden of the inn. You get dressed and check your backpack and weapons before leaving the room. Anseng is already in the taproom. The innkeeper is with him and a breakfast of cold pork and vegetables awaits you on the counter.
After the two of you have consumed the food, Lun-chow escorts you to the rear of the inn and ushers you into a small green-tiled stable. Two fine mares are saddled ready for you to collect. You mount up and Lun-chow bids you both a safe journey as you leave his stable.
It is a grey dawn and a light drizzle is falling. Vabou is slowly awaking to a new day as you follow the main street to the town’s north gate. The guards pay you no heed when you pass through the open gate and ride away from Vabou along the highway beyond. This is an ancient road which is paved with weather-worn flagstones. During your morning’s ride, gradually the drizzle becomes rain but you are able to make good progress along the smooth paved highway.
You reach the village of Uzam shortly after midday. Anseng signals to you to halt before you enter the settlement. He dismounts and inspects his horse’s forelegs.
‘As I thought,’ he says, disappointedly. ‘The shoe on her left hoof is loose. If we continue on with it like this, she’ll shed this shoe and go lame before the afternoon is out.’
Only two nails are holding the shoe in place. You will need to find a blacksmith who can put this right before you leave the village.
Abe Sargent
04-20-2020, 11:49 AM
The tell-tale sounds of a hammer beating upon an anvil leads you to a Blacksmithy on the north side of this attractive little village. The friendly blacksmith examines Anseng’s horse and says he can fix the loose horse shoe for 20 Ren (2 Gold Crowns). Having spent all of his money on the hire of the horses from Lun-chow, it falls to you to pay the charge. You must deduct 2 Gold Crowns from your Action Chart. If you do not have enough money to pay the blacksmith’s fee, he will accept one item (of your choice) from your backpack as payment.
Anseng says he will wait here at the Blacksmithy while the work is carried out. He suggests that you spend the hour more profitably at one of the establishments located opposite the Blacksmith’s forge.
(I am at 22 crowns. I head to the general store)
You enter the store and discover it is stocked with hundreds of items, all neatly labelled and displayed with meticulous care. The proprietor of this establishment is an old widow called Shao. She is busy serving a customer, but she takes a few moments to smile and call out to you in a pleasant tone.
‘Please, you are most welcome to browse my wares. I will be with you shortly.’
You acknowledge her friendly directive with a respectful nod and begin to peruse her goods. Mostly they are household and farming implements, but you take note of a few items that may be of use during your mission:
Small Blanket: 10 Ren (1 Gold Crown)
Arrows: 10 Ren each (1 Gold Crown each)
Lantern: 20 Ren (2 Gold Crowns)
Rope (50 ft. length): 30 Ren (3 Gold Crowns)
Potion of Laumspur: 40 Ren (4 Gold Crowns) Restores 4 ENDURANCE when swallowed after combat.
Compass: 50 Ren (5 Gold Crowns)
Having served her customer, Shao comes and asks you if you have found anything that you would like to purchase. You may buy any of the items listed above for the price indicated. With the exception of the Arrows, they are all Backpack Items that will take up one space in your backpack. You are under no obligation to make a purchase.
(I buy the Chai Small Blanket, and Chai Lantern. I have 19 crowns. I visit the tavern)
The taproom is almost empty, save for a couple of aged villagers who are playing samor at a table near the tavern’s crackling wood fire. They smile cordially and bid you good day. One of them calls out ‘Kenga, you’ve got a customer,’ and a wiry old man in an apron appears from a doorway behind the counter.
‘How may I serve you, sir?’ he says, benignly.
You cast your eye along his shelves that are filled with bottles and small casks of wine, spirits, and exotic liqueurs. There are a myriad to choose from and they come from all over Magnamund. On one of the middle shelves you see a tall dark-green bottle that you recognise immediately; it is Moyturan Brandy from Sommerlund. A sudden wave of homesickness makes you swallow hard.
‘I’ll have a glass of that one please,’ you say, and the tavern keeper smiles.
‘Ah, I see you are a man of impeccable taste, good sir. A fine spirit from a fine land.’
Kenga takes the bottle down from the shelf and sets it on the counter. He produces a bulb-shaped glass and tugs the cork from the bottle. When he upends it, only a few drops of brandy emerge, barely enough to moisten the bottom of the glass.
‘Forgive me,’ he says, now embarrassed and a little flustered. ‘I have another on the top shelf. Please allow me to fetch it down for you. It’ll take but a moment or two.’
The old tavern keeper retrieves a short ladder from under the counter and sets it against the shelves. Hastily, he climbs up and stretches for the spare bottle. Unfortunately, in his haste he overreaches, loses his balance, and comes crashing down to land with a muffled thud behind the counter. His failed attempt to retrieve the spare bottle has moved a cask that was resting alongside. It falls off the shelf and comes hurtling down towards the old man’s skull. The brass-banded cask is too heavy for you to use your Magnakai Discipline of Nexus to deflect it in mid-fall.
pick a number from the Random Number Table. If you possess Grand Huntmastery, you may add 3 to this number.
(I toss a 3 into a 6)
Instinctively, you leap across the counter and, in mid-air, strike the falling cask with the edge of your clenched fist. Your swift blow deflects the cask away from Kenga’s head and sends it spinning to the hard stone floor. With a loud crack it splits wide open, drenching the lucky tavern keeper with sweet Lourdenian wine.
You help Kenga to his feet and he leans unsteadily against the counter. He is bruised and dazed from the fall, but no bones are broken and he counts himself lucky to have survived his mishap intact. He thanks you profusely for your assistance and apologises for his clumsiness.
‘I’d like to give you a gift,’ he says, meekly. ‘It’s the least I can do to repay your kindness.’
He reaches below the counter and retrieves a small wooden box with a hinged lid. He releases its brass catch and opens it. Inside are three stoppered glass vials, each with a label identifying its contents.
‘Please, dear sir, choose any one you wish.’
The box contains the following potions:
Laumspur (will restore 4 ENDURANCE points when swallowed after combat)
Tazheng (a powerful anti-venom)
Tincture of Sabito root (this potion enables the human body to extract oxygen from water through the skin, permitting anyone who swallows it to ‘breathe’ underwater)
You may choose one of the above potions or you can politely decline Kenga’s offer. If you accept one of these potions, remember to record it on your Action Chart. They are all Backpack Items.
ou are anxious to return to Anseng and so you bid Kenga farewell and leave the tavern.
(It says I can choose one, so I grab the Laumspur. I edit my sheet)
Abe Sargent
04-20-2020, 11:58 AM
The rain has become heavier while you have been in the tavern. You raise the hood of your woollen cloak and hurry towards the blacksmithy on the opposite side of the paved village road. As you approach the open doors, you sense that something is wrong. There is no sign of Anseng or the blacksmith, and Anseng’s horse is also missing. Only your horse remains in the workshop that houses the blacksmith’s forge and anvil. You detect fresh tracks in the rust-red dirt of the floor that lead out of the building. Some were made by a horse; others resemble bare human footprints that are significantly larger than normal sized feet. These tracks were made no more than 15 minutes ago. Then you detect a sound coming from somewhere above the workshop: it is the dull thud of a hammer striking a timber floor.
(I head upstairs)
At the top of the stairs is the Blacksmith’s living quarters. You are shocked to discover that this area has been ransacked. Furniture and furnishings lie broken and scattered all around the room and the walls are spattered with fresh blood. You hear an agonised groan coming from beneath a pile of broken furniture and quickly you pull the debris aside. Lying on the blood drenched floor is the blacksmith, a hammer clenched tightly in his right hand. His chest and throat have been torn open, as if he has been savaged by a pack of wild animals. He has lost a great deal of blood and he is near to death.
You cradle the dying man’s head in your hands and call upon your Kai healing powers to try and save his life.
(As of this book, I now have Deliverance!)
You place one hand around the blacksmith’s ruined throat and the other on his chest. You draw upon your powers and transfer the healing warmth of your Kai Discipline into the dying man. His eyes flicker open and he mouths a warning with blood-flecked lips: ‘Beware the ghouls!’ His eyes glaze over and his agony comes to an abrupt end. He is dead.
You lay his head upon the blood drenched floor and lower his eyelids. Now your mind is flooded with unanswered questions. Why was he savagely murdered? What kind of beast is capable of such cold-bloodied slaughter? Where is Anseng? Is he still alive or has he, too, met a grisly end?
Galvanised into action by what has happened here, you race down the stairs and mount your horse. Quickly you bring her around to face the open doors and ride out into the pouring rain. The fresh tracks from the Blacksmithy lead you along the paved road until you reach the northern perimeter of the village. Here they leave the highway and veer due east towards the Nagah Forest. A narrow woodsman’s trail snakes its way through the Chai pines and the tracks can clearly be seen in its muddy surface. Your Sixth Sense screams a warning that this dense forest harbours an evil presence. You rein in your horse and scan the surrounding trees. At once you detect an ambush has been prepared and several evil creatures are lying in wait for you on the trail ahead.
(I continue, to bait the trap)
With trepidation, you continue along the trail. You reach a section of the muddy forest path that is wider and straighter, and here you see that the tracks have changed. They indicate that several new barefooted creatures have joined with the ones you have been following, and the hoof-prints of the horse are deeper and more numerous. From these tracks you deduce that a struggle occurred here. The hoof-prints continue along the trail, but they are wider spaced than before. This tells you that Anseng was able to break free from the creatures and escape at speed along the path beyond.
A gurgling growl makes you reach to your Kai Weapon and scan the surrounding trees. Several hulking grey shapes are closing in from both sides and your pulse quickens when you first catch sight of them. They resemble tall muscular humans, but these cadaverous creatures are neither human nor alive. Their scabrous hairless grey skins reek of a charnel smell that makes your stomach churn. Foul black fluid drips from their fanged mouths and a baleful green glow radiates from their ragged eye sockets. From the tip of index fingers of their right hands extend curved razor-sharp talons that glint in the subdued light of the forest. Your horse rears up in fright and you struggle to keep control of her as the creatures come leaping out from the trees with unnerving speed. These creatures are undead and you must fight them all as one enemy.
Nagah Ghouls: COMBAT SKILL 44 ENDURANCE 44
(They get -3 with my Wardstone. Too bad Alema is no longer my weapon, but their 41 is easily a +11 ratio without any mental attacks. I toss a 0, the best number in combat, and auto kill them (as a reminder, the top ratio has a 30% chance of each number being an auto-kill))
As the last of the ghastly ghouls is decapitated by your final blow, you detect movement in the surrounding trees. Another gang of undead horrors are rapidly closing in, drawn by the stench of the spilled blood of their deathly comrades. You urge your horse to follow Anseng’s tracks, but the terrified mare shies away. Try as you may, you cannot override her primeval instincts to flee in the opposite direction, back along the trail that led you to this grisly encounter.
(Why can't I use AM this time like i did with the horses yesterday?)
You ride back along the old foresters’ trail, haunted with concern for Anseng’s safety. Your Sixth Sense tells you that he is still alive and that he is no longer in this vicinity, but you cannot discern for sure if he is unharmed or if he is being held captive somewhere deeper in the forest. You resolve to return to Uzam and continue your journey north to Pensei alone. You can but hope that your brave and resourceful guide will find a way to join you on the highway to the capital before the day is out.
(That's a weird hope. Feels a little out of character of the Kai not to continue on.)
Abe Sargent
04-20-2020, 12:05 PM
You return to the highway a mile from Uzam and turn north towards Pensei. The rumble of distant thunder heralds the start of another storm. Intermittent flashes of lightning illuminate the hills to the west, and the peaks of the Szuchow Mountains beyond are soon lost from view amidst of a roiling mass of ominous black rain clouds. You pass by a dozen covered wagons on the rain-swept highway, all travelling in the opposite direction. This traffic of wagons steadily increases until you are forced to abandon the highway and continue northwards by way of the soft grassland that borders the overcrowded road.
By mid-afternoon, the highway is clogged with dour-faced Chai pushing hand carts heaped high with household possessions. This sorry procession is a refugee column from Pensei. The fact that so many of its citizens have abandoned the shelter and comfort of their homes to travel south, in such appalling weather, fills you with a sense of dread. It means that the capital must be facing an imminent enemy attack.
Six Chai cavalry rangers come riding across the grassland that runs parallel with the crowded highway. They are all standing in their stirrups and seem to be searching for something or someone among the column of refugees
(I use Assimilance)
Using your Grand Master Discipline of Assimilance, you effect a striking change to your appearance. Your facial features change so that you now resemble a typical Chai peasant. The rangers approach and gallop past you without paying you any undue attention.
A few miles on, you see a large group of refugees assembled around a stone shrine dedicated to Goddess Ishir. They are kneeling in communal prayer, oblivious to the mud and the teeming rain. Your Sixth Sense detects an invisible aura of goodness surrounding the shrine. You bring your horse to a halt at the edge of the circle of devout worshippers and you feel a sensation of warmth and calmness flowing through you: restore 1 ENDURANCE. Your horse also benefits from the reviving power of the shrine, and when you push on along the margin of grassland bordering the highway, she is able to maintain a steady canter without tiring.
Pensei appears in view shortly before dusk. A night curfew has been imposed and you arrive at the south gate of the city just in time to enter before the heavy portal is chained shut until dawn tomorrow. You meet with no challenge from the guards at the gate; they are too busy dealing with a last rush of refugees who are desperate to leave Pensei before the gate is locked and the curfew begins.
Inside the south gate there is a large square ringed by shops and dwellings. You must make your way to the Imperial Palace, but it has been a long time since you last set foot in this ancient capital and you are not sure which avenue will lead you there. All you can remember is that the palace occupies the north-eastern precinct of the city.
(Maoshen Ave.)
At the entrance to Maoshen Avenue is an apothecary shop. Its bow window is empty, but there is a lantern hanging above the front door that illuminates a sign that says it is still open for business. You secure your horse to a hitching rail and enter. Inside you find the old apothecary overseeing his assistants, directing them to clear the shelves and pack his stock of pills and potions into straw-lined boxes. He, too, is preparing to leave Pensei. You are about to turn around and exit the shop when he bids you stay and peruse a shelf of potions that have yet to be cleared.
‘Finest potions in all Chai,’ he fawns, ‘best you buy now. Maybe your last chance.’
You inspect the remaining items and find the following tinctures and potions:
Laumwort: 20 Ren (2 Gold Crowns). Restores 2 ENDURANCE when swallowed at any time.
Oxydine: 40 Ren (4 Gold Crowns). Restores 2 ENDURANCE when swallowed at any time. It also cures Korovax infections.
Laumspur: 50 Ren (5 Gold Crowns). Restores 4 ENDURANCE when swallowed after combat.
Alether: 60 Ren (6 Gold Crowns). Adds 2 COMBAT SKILL for the duration of one combat.
Malavan: 60 Ren (6 Gold Crowns). Increases the effect of Mindblast, Psi-surge, and Kai-surge, by adding 2 COMBAT SKILL for the duration of one combat.
Karmo: 100 Ren (10 Gold Crowns). When taken before combat, this potion doubles your ENDURANCE points score for the duration of the combat. It has heavy side effects that sometimes can result in death. After consuming Karmo, you must pick a number from the Random Number Table. The number you choose determines how many ENDURANCE points you lose as a consequence of the side effects (0 = zero).
You may buy any of the potions listed above for the price indicated. They are all Backpack Items that will each take up one space. You are under no obligation to make a purchase.
You ask the apothecary if he knows the quickest way to reach the Imperial Palace.
‘You can go along Maoshen or you can go along Tzushen. Both good. Both get you there equal soon.’
You thank the old man before you leave his apothecary shop and retrieve your horse.
(I buy Alether and have 12 crowns left. I stay on Maoshen)
Your eye is drawn to a large and impressive building on the right side of this wide lantern-lit avenue. Its tiled roof has a sweeping curvature that rises at the corners and its sea-green ridge tiles are highly decorated with ceramic figurines. This is the famous public library and records office of Pensei, a repository for tens of thousands of books and ancient parchments collected and preserved here over several centuries. The building and its contents are a worthy testament to the wisdom and enlightenment of the Khea-khans of Chai.
(I enter)
You dismount and tether the reins of your horse to a tubular stone rail near the Library’s entrance, then hurry inside to get out of the heavy rain. A young librarian, clad in long green robes and a yellow skull cap, approaches from behind a lacquered desk and bows respectfully.
‘Sir, the Library is about to close. Do you have items to return? If not, then I must request you leave.’
You have no library books or manuscripts to return and so you bid the polite Librarian good evening and turn to leave. Some Chai citizens are also leaving and one of them asks if he may speak with you under the awning of the front door. You nod your consent and accompany him from the building.
‘Forgive my impertinence, but I cannot help but notice you’re not a Penseian. My name is Hengdo. I’m a trader.’ He glances at your backpack and says: ‘I was wondering if you may have any items you’d like to sell?’
You can sell Hengdo any of the items you have noted on your Backpack List. He will pay 20 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items to this trader, erase them from your list and add 2 Gold Crowns (20 Ren) per item to your Belt Pouch.
(I sell two meals for 4 crowns. No reason not to the way I've been spending) I adjust my chart)
Abe Sargent
04-20-2020, 12:16 PM
You ride along Maoshen Avenue until you come to a flagstoned square bordered on all sides by exclusive emporiums and luxurious dwellings. An ornate cherry-red sign in the middle of the square indicates the way to the Imperial Palace and you follow an adjoining street eastward until you come to a grand plaza. At its centre stands the Imperial Palace, ringed by a high curtain wall. The plaza is crowded with refugees, huddled together in small groups beneath umbrellas and makeshift tents. Carefully, you steer your horse through the frightened citizens and make your approach to the grand outer gate of the palace. The Imperial Guard sentries watch intently as you ascend the wide stone ramp that leads to the arched gate.
(I do not have a Duranse Consulate Pass)
You are stopped at the gate by three Imperial Guardsmen who challenge you to identify yourself and state your business here. You call upon your Magnakai Discipline of Invisibility in an attempt to mask your distinctly Sommlending features, but this does not fool these watchful warriors. One of them calls for his sergeant to come forward. The hard-faced warrior scrutinises you for a few moments, then he commands a squad of his imperial soldiers to leave the courtyard beyond the gate and surround you. He steps closer and snatches the horse’s reins from your hands.
‘You’re under arrest. Come with me,’ he says, curtly. The squad unshoulder their kirusamis and point them at you menacingly. You are left in no doubt that they will use them if you attempt to escape.
The sergeant and his men escort you and your horse into the courtyard and take you to a blockhouse. You are pulled from the saddle and pushed unceremoniously through the open blockhouse door.
The sergeant enters the blockhouse with two of his men and slams the door shut behind them. He orders them to take your Kai Weapon and bring it to him. He walks to the middle of the bare brick room and inspects it in the light of a solitary ceiling lantern.
‘You, go fetch the Captain,’ he says, curtly, to one of the guardsmen. Obediently the man leaves the blockhouse chamber to carry out the sergeant’s command.
A few minutes later he returns with a tall officer who is clad resplendently in his palace uniform. The sergeant shows him your Kai Weapon and he relaxes his stern expression.
‘Where is Anseng?’ he asks.
‘We were separated from one another during the ride to Pensei,’ you reply. ‘I don’t know for sure where he is, or even if he’s still alive.’
To the sergeant’s surprise, the officer returns your Kai Weapon and gives you a formal salute.
‘Stand down, Sergeant Jeou. You have carried out your duties well. Now I’ll take charge of this man. You and your men may return to your posts.’
The sergeant salutes his senior officer and, without any murmur of dissent, he signals to his men to leave the blockhouse. He follows as they file out of the chamber and pauses only to close the stout door behind him.
‘I’ve been briefed to expect you, but I’m sorry to hear that Anseng is missing. He’s a fine man, an exemplary guardsman. I pray to Ishir he’ll find his way here before the siege begins.’
Captain Voushan formally introduces himself and tells you what has happened in Pensei over the past few days.
‘An attack was launched upon Fort Jhung, two days ago, by Bhanarian forces and a horde of Agarashi commanded by the dark wizard they call Zashnor. It was destroyed in a blizzard of lightning and crumbled to the ground. None of the fort’s garrison is known to have survived. The destruction of Fort Jhung created a breach in the Chai Wall through which Zashnor’s army has poured like water through a broken dam. Yesterday at dawn, the enemy vanguard was first sighted on the west road. By dusk, they’d reached the city wall. All throughout today their numbers have grown greater as the bulk of Zashnor’s invasion force has arrived from the ruins of Fort Jhung. Many of our citizens have abandoned their homes and are heading south to take refuge in the towns of Valus and Hi’joi. I have deployed the guard and garrison of Pensei along the west wall. Only a small bodyguard remains here in the palace under my command. Lao Tin received word of your coming from three Watchers who arrived here yesterday from Dwala. I am privy to the Prince’s plans and I can assure you that the item you seek will be given to you gladly. Lao Tin is young but he is wise beyond his years. He believes that Zashnor craves that which you are determined to deny him, and he hopes the sorcerer will withdraw his forces from the city when he discovers that it is no longer here.’
Captain Voushan bids you follow him to the keep of the Imperial Palace where Prince Lao Tin resides. You leave the blockhouse in his company and cross a parade ground on your way to the doors of the keep. On one side of the parade ground, illuminated by a circle of guttering torches, two men in torn clothing kneel in the pouring rain with their heads bowed and their hands tied behind their backs. Behind them stand two Imperial Guardsmen at attention with their kirusamis held diagonally across their chests.
(Who are the men?)
‘Bhanarian spies,’ he replies with disdain. ‘We’ve caught over a dozen in the past week alone. These two attempted to poison a well in the south-eastern precinct. They will suffer the same fate as all the others. They’ll be beheaded at dawn.’
Two Imperial Guardsmen clad in ang’sei (the famous Chai waistcoats of golden mail) who are posted at the gates of the Imperial Palace Keep come smartly to attention and salute Captain Voushan as you approach. He acknowledges their salute and you accompany the Captain into the courtyard beyond. The largest building in this exclusive area is the Pensei Pagoda. It is also the oldest and most impressive construction in all of Chai, dating back to the time when the country was first established following the collapse of the Vaduzhan Empire during the Great Civil War of MS 1620.
Upon entering the main concourse of the Pensei Pagoda, you are struck by the lavishness of the interior which recently has been renovated at Khea-khan Lao Tin’s behest. Its panelled walls and ornamented arched doors are exquisitely carved with symbols of historic and religious significance, delicately inlaid with fine gold leaf and myriad pearls. There is an impressive circular skywell positioned above an elegant indoor garden that harbours several dozen miniature trees, all meticulously cultivated and beautifully arranged around a narrow winding stream of shimmering azure water. A grand mahogany staircase dominates the north side of the concourse and ascends to the first storey. It is here that the Grand Throne Room of the Khea-khan is located.
The arched door opens as you reach the top of the staircase and Captain Voushan escorts you into the luxuriously appointed chamber beyond. Every inch of the walls and ceiling are embellished with intricate carvings clad with gold leaf. The effect is dazzling at first sight. Portraits of past Khea-khans and depictions of significant events in Chai’s proud history are displayed around the walls, and in the centre of the chamber there is a grand ebony throne set atop a large rectangular slab of crimson-veined marble. You inspect the throne and you are disappointed to discover that the Eye of Agarash is missing. There is a deep indentation where the gem was mounted. Tell-tale gouges around this indentation reveal that the gem has recently been prised out of its setting.
A robed courtier approaches Captain Voushan and informs him that the Khea-khan is inspecting the west wall defences. He is expected to return within the hour and she invites you to await him here.
The graceful courtier leaves the hall and returns a few minutes later bearing a golden tray laden with refreshments. She pours tea from a silver pot into two porcelain cups and offers them to you and the Captain. Gratefully you accept her hospitality and sip the delicious beverage while you peruse the many fine portraits and paintings displayed in the hall. One canvas in particular catches your eye for you are one of three subjects portrayed in it.
The painting depicts the fall of Autarch Sejanoz. The setting is a darkened chamber heaped with rubble and earth. Light pours down through a ragged hole in the ceiling, illuminating the evil tyrant who is shown on his knees at the left of the composition. The magical Arrow of Atonement is embedded deep in his chest and, through the grill of his tiger helm, his eyes blaze with anger and agony. A small boy, young Prince Kamada, is shown in the foreground running towards the sanctuary of your outstretched arms. You are positioned on the right of the painting and you are pleased to see that you have been depicted with some fair degree of accuracy. The artist has captured your hair and facial features well, but he has exercised a degree of license by showing you clad in overly ornate Kai battle dress and not the plain blue padded tunic and breeches that you were wearing at the time. The Bow with which you fired the fateful Arrow into the Autarch’s heart lies discarded on the ground at your feet.
‘My compliments, Grand Master,’ says Captain Voushan, with deep respect. ‘The likeness is uncanny. You have barely aged at all since this painting was commissioned. If memory serves, I believe it was first hung in the throne room 17 years ago.’
‘You’re too kind,’ you reply with a smile, and say no more than this. You refrain from telling the Captain that you owe your preservation to your diligent exercise and development of your innate Grand Master Disciplines. Since you became a Kai Grand Master, your body has aged at a much slower rate than men less gifted than you. For every five years that elapse you age but one year.
A fanfare of trumpets sounds in the concourse, announcing Lin Tao’s return to the Pensei Pagoda. You return to the middle of the throne room and place your empty tea cup on the golden tray. As you straighten up, the young Khea-khan comes striding into chamber with his personal bodyguard, Lieutenant Quang, following close behind. He is clad in golden armour and is wearing his Hoguan, his imperial crown.
‘Greetings, Grand Master,’ he says, with a youthful yet confident voice. ‘We are humbled to finally meet the Slayer of Sejanoz. We forever owe you a debt of gratitude for ridding us of the unholy Autarch.’ Lao Tin pauses to instruct his bodyguard to bring the Watchers to the throne room then he mounts his throne and motions to you and Captain Voushan to approach the marble plinth.
‘We have been informed of your reason for coming to Pensei. We are in accord with your desire to convey the Eye of Agarash to the Elder Magi, and we shall assist you as best we can.’ You are impressed by the candour of this young Khea-khan. He has the proud mien of his illustrious forbears and you sense that he will become an exceptional leader, given time and good fortune. Lao Tin removes a small leather satchel that hangs by a strap from his shoulder. He offers it to you and you lean forward with your hand outstretched to accept it.
Abe Sargent
04-20-2020, 01:20 PM
( I have KS)
The moment you take the satchel from the Khea-khan’s hand, you feel a wave of nausea flow through your body that makes you shudder with revulsion. The bag contains the Eye of Agarash. For centuries this evil gem has lain dormant, its power inert. Now it has been awoken, triggered by the close proximity to you—a champion of God Kai. Hurriedly, you draw upon your Grand Master Discipline of Kai-screen to shield yourself from its malicious radiance. Your defences counter its insidious effect, but you suffer a minor shock to your nervous system that leaves you chilled to the bone: lose 1 ENDURANCE.
Whenever you are affected by the debilitating power of the Eye of Agarash, you may use Laumspur to help you recover. Normally, a healing potion of Laumspur restores 4 ENDURANCE points when taken after combat. When using it to restore ENDURANCE lost due to the power of the Eye of Agarash, you may only restore the actual number of points lost. For example, if you should lose 3 ENDURANCE points due to the effects of the Eye, and then you take a potion of Laumspur which normally restores 4 points, you will only regain the lost 3 points. The extra point of ENDURANCE is not gained and should not be added to your ENDURANCE score.
You sling the strap of the satchel over your head and right shoulder and position it across your body, so that the bag rests on your left hip. The Eye of Agarash is a Special Item. If you already possess the maximum number of Special Items allowed, you must now discard one in its favour. The Eye radiates an evil energy that will periodically drain you of ENDURANCE points. You will be told whenever this energy drain occurs. If you possess the Grand Master Discipline of Kai-screen, the loss of ENDURANCE will be limited to only 1 point each time an energy drain occurs. Make a note of this when you record the Eye of Agarash in the Special Items section of your Action Chart.
The chilling effect of the Eye strengthens your determination to prevent this evil artefact from falling into enemy hands. You must transport it safely to the Kai Monastery of Lorn where Supreme Master Lone Wolf will ensure it is placed in a secure location, beyond reach of Zashnor and its foul cohort
The Khea-khan’s bodyguard, Lieutenant Quang, enters the throne room accompanied by three men. Like you, they are dressed in normal Chai peasant attire. They address Lao Tin with the formal acknowledgement ‘Your Highness’ and bow their heads in respect.
‘Please, gentlemen, introduce yourselves to our famous guest,’ says Lao Tin, motioning them towards you with a sweep of his hand.
In turn, the men step forward and identify themselves. The first to speak is the eldest of the three. His name is Bai and he comes from the town of Klatii. The second man is Chao, from the village of Jueng. And the third is Deng, from the port of Valus. Like Anseng, they are all native Chai and have been Watchers for the Elder Magi for more than a decade. Bai is also an agent for Lao Tin and has provided him with reliable information about Bhanar that has earned him the Khea-khan’s trust. You hear that he was in Dwala three days ago when the Elder Magi instructed him to go to Pensei ahead of your arrival here. He brought Chao and Deng with him. It is he who persuaded the Khea-khan to remove the Eye of Agarash from his throne and prepare it for your collection.
Lao Tin informs Lieutenant Quang that he is to accompany you when you leave Pensei. He is to ensure you are not delayed on your ride to Dwala. You tell the Khea-khan that your plans have changed since you lost the tracking stone upon arriving in Chai. Now you need to return to the place where you landed so that Lord Rimoah can pick you up from there when he returns aboard Comet.
‘So be it,’ replies Lao Tin. ‘Lieutenant Quang, see to it that they have everything they need for the journey. You shall leave at first light.’
You bid thanks and farewell to the Khea-khan and Captain Voushan, and then follow Lieutenant Quang out of the throne room to the concourse on the floor below. Quang informs you all that rooms have been put at your disposal where you can rest before you leave the Imperial Palace tomorrow morning. Before you retire, he invites you to accompany him to the Imperial Armoury where you will be free to choose any weapons and equipment you wish for the long ride ahead.
(I visit)
Lieutenant Quang escorts you and the Watchers out of the Pensei Pagoda and across the courtyard to the Imperial Palace Armoury which stands next to the grand double doors of the palace compound. At the heart of the building is a wide, deep hall illuminated by myriad oil lamps. They provide bright illumination for the palace armourers who are working at the forges and on the benches which are fixed the length the armoury’s ivory-white walls.
The lieutenant takes you to a part of the armoury where newly finished weapons are stored. Hung or stacked high upon the racks are all manner of weapons, and you are invited to take your pick. He recommends one rack in particular which contains superior quality weapons forged for Imperial Guard officers. These each provide a bonus to COMBAT SKILL (as indicated):
Bow (+1 Bow Roles)
Arrows (as many as you need to fill a Quiver; no CS bonus)
Quiver (contains a maximum of 12 Arrows. CS bonus does not apply to this item)
Dagger (+1 CS)
Short Sword (+1 CS)
Broadsword (+1 CS)
Axe (+2 CS)
Mace (+2 CS)
Warhammer (+2 CS)
You already possess your Kai Weapon which is a Special Item. You are permitted to carry two normal weapons in addition to this. If you already possess other weapons, you may exchange them for any of the superior weapons listed above. Be sure to note their COMBAT SKILL bonus when you record them on your Action Chart.
When you and the Watchers have each made your choice of weapons, Lieutenant Quang takes you back to the concourse of the Pensei Pagoda where a small group of courtiers await you.
‘Grand Master, respected gentlemen, we shall meet here one hour before dawn. Your rooms are ready so I’ll bid you all a good night’s rest.’
Quang salutes you and retires to his quarters, leaving you in the capable hands of the courtiers.
(I swap bows and grab the dagger, and their double size quiver)
Abe Sargent
04-20-2020, 01:42 PM
An elegant Palace courtier takes you gently by the arm and escorts you to your sleeping room on the ground floor. Upon arriving, she opens the mahogany door, bows politely, and motions you to enter. You cross the threshold and stare in amazement at this luxurious bedchamber. The courtier bids you good night and the door closes behind her without a sound.
Fine food and new clothing have thoughtfully been provided for you. You climb out of your damp and travel-stained clothes and ease yourself into the warm water of a sunken marble bath. The scented water soothes your aching limbs. After bathing, you eat before retiring to a majestic bed where you fall asleep as soon as your head touches the soft silk pillow.
You are awoken before dawn by the harmonic tinkling of a small hand bell. You open your eyes and the first thing you see is the smiling face of the courtier. With a soft and lilting voice, she tells you that Lieutenant Quang will be in the concourse in thirty minutes time. You watch as she seemingly glides out of the bed chamber and closes the door. You arise feeling better than you have felt in days. A good night’s rest and a generous helping of shameless luxuriance restore any ENDURANCE points you may have lost so far. You get dressed in your new clothes which comprise a crimson leather jacket, black breeches, sturdy black boots, and a dark green oilskin cape with a generous hood. After re-equipping yourself with your belt, Backpack, and Weapons, you leave the bedchamber and make your way to the concourse. The three Watchers are there and they bid you good morning. You have all arrived a little early and you have ten minutes to kill before Lieutenant Quang is expected. The palace courtiers bring you each a basket of freshly baked bread, cheese, and slices of veal with exotic fruits and together you eat a hurried breakfast beside the azure stream of the indoor garden before Quang arrives.
The lieutenant appears, clad in his battle dress with his badge of rank prominently displayed on his dark green cloak. He ushers you all to the Imperial stables where you collect your mounts for the journey. They are fine steeds and will serve you well. You pass through the city’s south gate just as dawn is breaking and begin the long ride to Vabou. The rain swept highway is still crowded with refugees but they quickly make way for you when they recognize Quang’s Imperial Guard insignia and you reach the village of Uzam in the early afternoon. You pass by the blacksmithy and general store and notice that both places are now closed and boarded up. You are riding past the tavern when you see Kenga, the tavern owner, appear at an open upper floor window. He looks very frightened and he is about to shout something to you when he is dragged away from the window by unseen hands.
(I investigate)
You signal to Lieutenant Quang to halt and he and the Watchers immediately obey your command. Quickly you inform them of what you have seen and they agree to investigate the tavern with you. After dismounting and securing your horses, Quang, Bai and Chao hurry around to the rear of the tavern while you and Deng force open the front door. As soon as you set foot inside the empty taproom you hear the sounds of a struggle taking place on the floor above.
Swiftly you ascend a narrow staircase that leads to the upper floor, drawing your Kai Weapon as you bound up the creaky wooden steps. Upon reaching the top of the stairs you see an open trapdoor in the ceiling directly above. Your Sixth Sense screams a warning of danger, but you have barely a second to react before a hulking grey shape drops down and slams you to the floor. The scabrous hairless grey skin of this cadaverous horror reeks of a charnel smell. Foul black fluid drips from its fanged mouth and a baleful green glow radiates from its ragged eye sockets. From the tip of the index fingers of its right hand extends a curved razor-sharp talon.
‘A Nagah Ghoul!’ screams Deng, ‘Ishir save us!’
Nagah Ghoul: COMBAT SKILL 38 ENDURANCE 38
Due to the crushing impact of the Ghoul dropping down on your shoulders and slamming you to the floor, you lose 2 ENDURANCE. It takes the first round of combat for you to get back on your feet, therefore any ENDURANCE points loss you inflict on the Nagah Ghoul in the initial round should not be deducted from its ENDURANCE total. Due to the success of its surprise attack, the Nagah Ghoul reduces your COMBAT SKILL by 5 in addition to any other damage it inflicts in the first round of combat.
The area at the top of the stairs is too narrow for Deng to be able to help you fight this ferocious enemy.
(My modified CS is still max with the adjustments. I toss a 7 and a 2. Then a 6 finishes him and I took 4 plus the earlier 2 for 6 total damage.)
Deng looks down at the decapitated head of the Nagah Ghoul in shocked disbelief. He has heard of these evil undead but he has never before seen one with his own eyes. As he struggles to retain his breakfast and regain his composure, cautiously you enter an open doorway to your left. This is the tavern owner’s living and sleeping quarters, a large room that extends the length of the building. On the floor near the open window overlooking the street is Kenga. The old man has had his throat slashed and he is lying dead in a pool of blood. On the middle finger of his right hand you see a gold signet ring and immediately your Sixth Sense detects that this is no ordinary ring.
Kenga’s Ring endows it wearer with a limited protection from evil. If you wish to take this ring and wear it, record it on your Action Chart. If you possess the maximum number of Special Items permissible (12) you must now discard one in its favour but you cannot discard the Eye of Agarash. Whenever the Eye causes you an energy drain, pick a number from the Random Number Table. If the number you choose is 0–5, the ring has no effect. If the number chosen is 6–9, you may reduce the effect of the energy drain by 1 ENDURANCE point.
Deng has now recovered from shock and he is standing by a window at the far end of the room. He shouts for you to come and join him. Down in the rear garden of the tavern you see Quang, Bai, and Chao locked in a desperate fight with five Nagah Ghouls. They are faring badly and are in desperate need of help.
(I take Kenga's ring)
Abe Sargent
04-20-2020, 01:47 PM
You race down the stairs and race out into the rear garden with your Kai Weapon poised to strike. Deng follows close on your heels, notching an arrow to his bowstring and letting fly at the first target he sees. His hurried shot misses by a yard, but your sudden appearance and the whistling arrow cause the Nagah Ghouls to disengage from the fight and regroup.
Quang pulls the two Watchers back several paces. He is breathless but unharmed, but Bai and Chao have both sustained gouges to their upper arms and they are bleeding badly.
(I use KS)
You summon your mental power and launch a Mindblast into the grouped Nagah Ghouls. They shriek with pain and drop to their knees, clutching their grey misshapen heads in their oversized hands.
‘Charge!’ shouts Lieutenant Quang, and his stirring command galvanises the Watchers into action. Anxious to seize the advantage your psychic attack has provided, all five of you attack the kneeling Nagah Ghouls before they can get back on their feet.
You attack the five undead Nagah Ghouls before they can get back on their feet. Lieutenant Quang fights fiercely by your side, and the three Watchers engage those ghouls that attempt to outflank you. Your effective use of your Kai-surge Discipline has given you the combat advantage. You may ignore any ENDURANCE point losses you sustain in the first round of this fight:
5 Nagah Ghouls: COMBAT SKILL 45 ENDURANCE 57
You may add 6 points to your COMBAT SKILL for the duration of this fight, for Quang and the Watchers are supporting you throughout this battle against these deadly creatures.
If you win this combat, Quang decapitates the heads of the fallen enemy to prevent them from being reanimated by the evil energy that has kept them in an undead state for centuries. As he chops off the head of the last Nagah Ghoul with his kirusami, you feel a chilling aura radiating from the Eye of Agarash. A sudden wave of weakness drains you of 3 ENDURANCE points.
As the nausea subsides, you turn your attention to the Watchers who have all sustained wounds during the combat. By the use of your Magnakai Curing Discipline, you are able to stop their bleeding and help them quickly to recover. You sense that you must now leave this location for there are more Nagah Ghouls in the vicinity and they are heading for the tavern garden, drawn by the foul smell of the spilt blood of their slain brethren. Hurriedly, you all remount your horses and press on with your journey to Vabou without further delay.
(I take no damage from the Eye, and from combat, their +CS and the minus 3 cs from the Wardstone really push my ratio well. I toss a 8 and end combat auto.)
Soon the village of Uzam is little more than a dot on the rain swept horizon behind you. The highway ahead is filled with refugees and the column of people and wagons has slowed almost to a halt. With Lieutenant Quang in the lead, you push your way through this jam until you can go no further. When you reach the head of the stagnant column you quickly discover why the flow of traffic has ground to a halt.
You magnify your vision and, in the middle distance, you see several dozen Chagarashi have set up a road block where the highway crosses the open plain north of Vabou. They are accompanied by other creatures you have never encountered before. You inform the lieutenant of what you can see and his face drops; his worst fears have been confirmed.
‘They are sealing off the highway to prevent reinforcements from reaching Pensei from the south,’ he says, in a grave tone. ‘Some of Zashnor’s horde must have penetrated the Szuchow hills and come around our flank. We’ll not reach Vabou by the highway now. We’ll have to make a detour around this roadblock and try to get to the town before nightfall by some other way.’ Quang scours the surrounding countryside but he cannot decide which way is best to avoid the enemy.
(West. Always go left and up. West is leftish.)
Lieutenant Quang nods in agreement and you lead him and the Watchers away from the halted refugee column and ride west towards the southern end of the Szuchow hills. The grass and mixed foliage is taller and denser here than it is on the east side of the highway and you make slow progress. As your horses push on, it is as if they are wading through a thick green sea that swirls around your knees. You are little more than a mile from the hills when Quang signals everyone to halt. He has seen something suspicious and he points to it. You magnify your vision and scour the rain drenched grassland. Immediately, you spot three Chagarashi snaking their way through the foliage towards you. They are less than fifty yards away. Quang says it would be best to avoid them and you agree. He proposes that you circle around this area and attempt to enter the hills further south.
You move away from the approaching Chagarashi and steer your horses due south through the dense grassland. Once you are safely clear of the enemy, you make a gradual turn towards the west and approach the hills once more. As you walk your horses up the gentle rise that ascends towards the brow of a wide hill, your Sixth Sense alerts you to danger ahead. Immediately, you shout a warning to Quang and he signals to the Watchers to halt.
‘What is it, my Lord?’ he says, anxiously.
‘I can sense something hostile on the far side of this hill,’ you reply. ‘I fear it could be an ambush.’
Respectful of your Kai intuition, Quang tells everyone to dismount and draw weapons. He orders Chao to remain here and hold the horses while the rest of you go to the top of the hill under cover of the tall grass in order to determine what lies beyond. Crouching low, cautiously the four of you make your way to the crest of the hill. When you see the terrible scene that lies in the shallow valley beyond, it sends a cold shiver down the length of your spine.
Abe Sargent
04-20-2020, 01:54 PM
Three refugee wagons lay overturned in the shallow basin of the valley, their contents spilled out and scattered among the tall foliage. Lying among them are the torn and bloodied remnants of many Chai civilians. It is impossible to estimate just how many refugees have been slaughtered here for none of their corpses are wholly intact. You are sickened to witness several hulking grey shapes moving about in this killing field, pausing only to snatch up and gnaw at the remains of the dead.
You magnify your vision and focus on the bloodthirsty beasts responsible that are for this slaughter. The creatures are muscular bipeds covered with coarse grey fur. A bony ridge runs from their foreheads to the base of their stunted tails and each has a mouth filled with tiger-like fangs. Some have crude axes fashioned from flint and bone with which they brutally decapitate and dismember the corpses.
‘Skarada!’ gasps Quang, in disbelief. ‘I encountered a Skarad years ago in the Voxai Swamp. I still carry the scars of that accursed creature.’
Bai and Deng are so shocked and outraged when they survey this terrible scene that they cannot suppress their anger. Vehemently, they curse the murdering bloodthirsty beasts. Lieutenant Quang hisses at them to be quiet but their curses have already reached the ears of the closest Skarada. One of them emits a piercing shriek and a dozen of its confederates respond instantly. They cease their gruesome feasting and come bounding up the slope of the hill towards your position.
(Fight!)
Quang hurriedly unshoulders his bow and commands Bai and Deng to do likewise.
‘Fire at will!’ he shouts, and the three of them unleash a flurry of arrows at the advancing Skarada. Six of the enemy fall dead or wounded before the remainder reaches the top of the hill. Two of the beasts rush at you in a frenzied attack, their bloodstained axes held poised to hack you down.
(I have a +11 exactly. I toss a 1 and then a 2 and then a 9 and they die auto. I took 5)
You step back from the bodies of your slain enemies and call to the others to retreat from the hilltop. Together you scramble down the grassy slope as fast as your legs will carry you and race back to Chao and the horses. You are the first to mount up and you must choose which direction you wish to go to get away from a second wave of Skarada that have reached the top of the hill. One of them comes racing down the slope in a desperate attempt to stop you getting away. You scan the surrounding countryside and realise that you cannot head east towards the highway; a war party of Chagarashi are now awaiting you on the grassy plain and they are determined to stop you from escaping this way.
(South to the hills)
Quang and the Watchers mount their horses and follow as you urge you horse southwards through the dense chest-high grass. A Skarad attempts to cut you off, but the smell of its foul fur spurs your horse to the gallop and it races headlong through the tangled grasses and foliage. In frustration, the Skarad hurls its axe at you and the sharp flint blade slices your upper right arm as it spins past: lose 2 ENDURANCE.
Your horse continues its flight across the rain-soaked grassland until the howls of the Skarada can no longer be heard. Quang and the Watchers catch up with you and you draw your horses in a circle to pause and assess your options. The lieutenant is anxious to press on, mindful of the need to reach Vabou before darkness. Wearily, the Watchers agree and you continue southwards across the increasingly gloomy plain. You have covered a few miles when you spot a farmstead in the distance. You magnify your vision and see that it has been abandoned; its door swings open and shut in the wind.
Quang says you should investigate it and readily you agree. The Watchers are physically and emotionally exhausted and you are all sorely in need of some rest. Upon reaching the deserted farmstead, you dismount and tie your tired horses to its fence post before entering.
You approach the open door of the farm house and enter. Having determined that this dwelling is empty, you beckon the others to join you and then you wedge the door open with a kitchen knife that is lying discarded on the floor. The interior of this dwelling shows signs of having been abandoned in a hurry. The embers of a log fire are still aglow in its stone fireplace, and the remnants of a hastily eaten meal remain on the table. You draw up a chair and seat yourself at the table, making sure you have a clear view through the open doorway to the hills beyond.
The Watchers seat themselves around the table and rest their weary heads in their hands. Quang remains standing nearby. Bai, Chao and Deng are close to tears. They have been badly affected by the massacre of the refugees. Quang tries to console them but they are consumed with grief. He reminds them that they must put duty first. Escorting you to your rendezvous place must be their first and foremost concern. By fulfilling this goal they will help bring about the swift avenging of the murdered refugees. The lieutenant’s words are inspiring and the Watchers draw strength from them. Soon they are able to compose themselves and refocus on doing their duty.
Quang is able to gather enough food from the kitchen shelves to provide everyone with a meal. As you eat in silence, you detect movement along the ridge of the distant hills. You leave the table and go to the open doorway to get a better look. It is as you suspect; a war party of Skarada are moving along the crest and they are heading in your direction.
‘They are coming!’
Your warning galvanises your companions into action. As one, they rise from the table and quickly gather their weapons and equipment. In less than a minute you are all back in the saddle and heading south, eager to avoid being caught by the murderous Skarada.
Abe Sargent
04-20-2020, 02:06 PM
As you continue your ride south, the cloud and persistent rain becomes increasingly darker and heavier. The tall grassland gradually recedes and your horses are able to pick up their pace, but you are sorely aware that the easier going will also help the Skarada to track you. After an hour spent crossing the plain, you spot something in the distance that makes you call your companions to a halt. You magnify your vision and focus on the dark shape ahead.
‘What is it, my Lord?’ asks Quang, anxiously.
‘Skarada,’ you reply, uneasily. ‘Lots of Skarada.’
You can see a large formation of the creatures more than five hundred strong. They are moving towards the east and are crossing your route of escape. The lieutenant proposes that you change direction and head south-eastwards. This will put you on a course to Vabou and should enable you to reach the town ahead of the Skarada horde. You and the Watchers agree to the lieutenant’s proposal and together you set off at a brisk pace.
You reach the west gate of Vabou shortly after dark. The two sentries posted here come smartly to attention and salute the instant they recognize Quang’s Imperial Guard insignia. Hurriedly they push open the gate and you ride into the town, along the same road that you travelled two days ago when you arrived here by wagon with Anseng and Chengu. Quang takes the lead and the rest of you follow as he canters his horse along the lantern-lit road to a junction at the centre of the town. He is familiar with Vabou, having stopped here overnight on many occasions whilst travelling from Pensei to Valus to meet with the town’s military commander.
Quang crosses the junction and brings his horse to a halt before a large green-tiled two storey building with a tall bell tower. It is the house of the town elder and headquarters of the Vabou militia. You all dismount and follow the lieutenant through its ornate arched doorway. When you stride into the reception hall, you find Elder Qinlau and Militia Captain Xing seated at a large pine table heaped with parchments. They are locked in conversation. Both of them turn their heads, recognise the familiar face of Lieutenant Quang, and immediately stand up and salute him.
‘It’s an unexpected pleasure to see you again, Quang,’ says Captain Xing. ‘But what brings you here at this late hour?’
The lieutenant tells Captain Xing of your difficult journey from Pensei, your encounter with the Skarada and your discovery of the refugee massacre in the hills. Both Elder Qinlau and Xing are visibly shocked by his chilling report. Quang informs them that a large force of Skarada is heading for Vabou from the west, and he urges Xing to muster his militiamen and deploy them on the palisade wall at once. He is certain that the enemy will attack Vabou during the night.
The Captain tugs a large scroll from under the pile of documents and clears the table with one swift sweep of his arm. Quickly, he unfurls the parchment and lays it out on the bare table top. It is a detailed plan of Vabou. He motions Quang and yourself to come forward and examine it.
‘You’ll see that there are four watchtowers located in palisade wall, at the north, south, east and west corners. I have only 100 militiamen at my command, just 25 men to deploy at each of the towers and its adjoining section of wall.’
‘The Skarada will most likely attack either the west or north wall,’ says Quang, ‘I suggest you deploy 30 militiamen at each of these points, man the south and east watchtowers with 5 men apiece, and hold back a mobile reserve of 30 men ready to plug any gaps or counter any enemy that break through the walls.’ Captain Xing nods in agreement.
Lieutenant Quang asks the Captain if he may take a few minutes to speak to you and the Watchers. The Captain consents and Quang takes you and the Watchers to one side. He speaks with a hushed voice.
‘My Lord, our only hope of getting you to your rendezvous in two days’ time is if we help Captain Xing to defeat the Skarada. We all saw this afternoon that the enemy is moving in force towards this town from the west. It’s certain the first few miles of the highway to H’lau are now in their hands. If we can defeat them when they attack Vabou, we may get a chance to break out of the town and head for H’lau across the Huzang Plain. Clearly, it’s now too late to leave Vabou by the south road. If we were to try to reach Klatii in the rain and darkness, the Skarada would slay us before we’d got beyond a mile of the town’s south gate.’ You all know that Quang is correct and, as one, you consent to his proposal; you will stay and fight.
‘We will help with the defence,’ says Quang, much to Captain Xing’s relief. His militia are adequately armed, but they are not trained soldiers. They will fight hard to protect their town and their families, of this he is sure, but he is afraid they will be no match for the Skarada in close combat. It will greatly improve the odds to have a Kai Grand Master, an Imperial Bodyguard, and three able Watchers fighting alongside them. Both Xing and Elder Qinlau thank you for your help. The Captain says that your service would be best put to use where the threat of attack is greatest: at the West and North watchtowers.
(West)
Elder Qinlau sees to it that your horses are stabled here at Militia Headquarters. Meanwhile, Captain Xing writes two notes informing his militia sergeants that you and Lieutenant Quang are authorised to take command of their companies. Then he hurries away to the bell tower and rings the bell. It warns the townsfolk that Vabou is in imminent danger of attack and it calls the militia to their battle posts at the watchtowers and along the perimeter walls.
A small group of boys gather at the Militia headquarters. They are messengers who are charged with conveying written orders from Captain Xing to the militiamen. They will also carry reports back from the palisade wall to keep the Captain abreast of any changes in the situation. One of the boys is ordered to take you to the West Watchtower. Another is assigned to Lieutenant Quang and the Watchers who will go to the North Watchtower. As the boys are collecting the notes that Captain Xing has written, Quang and the Watchers bid you good luck and good hunting. You agree to meet back here after the battle, assuming the fight goes in your favour.
The messenger boy escorts through the teeming rain to the West Watchtower. When you arrive, he hands Captain Xing’s note to the sergeant in command of the men stationed here. The man’s eyes widen with surprise the moment he reads the note and realises who you are: the Slayer of Sejanoz! You instruct him to show you the watchtower and adjoining walls so that you can best deploy his company of militiamen. With pride, he takes you into the tower and up a wooden staircase that leads to the parapet walkway. You order five militiamen to man the tower and deploy the others along the palisade wall. As they hurry to get in position, you see some of the enemy horde approaching the north wall through the sheeting rain. As they come closer, your heart sinks. These Skarada are being led by six Chagarashi. In unison, the snarling horrors throw back their heads and let loose a chorus of bloodcurdling shrieks; it is the signal to attack!
Only a few of the militiamen are armed with bows and they are poor archers. They fire down on the Skarada below but with little effect. You order them to shoulder their bows, and command all of the men to keep their heads below the parapet.
‘Be ready to strike hard the moment the enemy show themselves. We must not let them take the parapet walkway!’ you shout.
The Chagarashi lead the attack on the West wall. They leap up and sink their talons deep into the logs and cling on tightly as the Skarada use them like scaling ladders. They clamber up their backs to reach the top of the parapet wall.
You unsheathe your Kai Weapon and join the militiamen crouching along the parapet walkway. The instant the clawed hands and head of the first Skarad appear above the parapet, you spring to your feet and strike.
Skarad: COMBAT SKILL 41 ENDURANCE 42
You may add +3 to your COMBAT SKILL in the first round of this combat. The Skarad is unable to retaliate in the first round as it has not cleared the wall, therefore you should ignore any ENDURANCE loss you sustain in the initial round.
(9)
Despite their lack of training, the militiamen fight with great tenacity. They slash and cleave the bone-ridged heads of the Skarada the instant they appear above the parapet and none of the enemy makes it onto the walkway alive. As the first wave of attackers retreat from the base of the wall to lick their wounds and regroup, a messenger boy appears in the watchtower’s upper doorway. His face is flushed after having run several hundred yards as fast as he can.
‘Come quickly, my Lord,’ he gasps, ‘the East wall is breached!’
You hand back command of the militia company to the sergeant and hurry after the boy, following him down the watchtower steps and out onto the paved street beyond. When you reach the junction in the middle of the town, you see another messenger boy running towards you. Close behind him are Lieutenant Quang and the three Watchers.
‘East Wall?’ shouts Quang.
‘Yes!’ you shout back.
The messengers both turn and run along Nuoshi Street which leads directly to the East Watchtower. You and Lieutenant Quang are fearful that the enemy may have circled around the town and found the weakest point in its defences. But when you reach the East watchtower, the breach in the adjoining wall and the enemy threat do not appear to be so great. A ragged smouldering hole has been blown through the lower part of the palisade, and four Skarada have gained entry to the town by this way. The bodies of the five militiamen who were posted at the tower now lie crumpled and lifeless around the feet of these snarling furry beasts. The Skarada raise their bloodstained axes and slowly stalk towards you and your companions. Quang orders the Watchers to choose their enemy and engage them in close combat. As they advance to meet the Skarada head on, you see something climbing through the charred breach in the wall. At first glance it looks like one of the townsfolk; a man clad in simple peasant’s clothes and wearing a conical straw hat. But the moment he steps away from hole and straightens up, your throat tightens and your pulse races with shock and revulsion.
It is Anseng, but he is no longer how you remember him. His face is grey and gaunt, and his eyes are now empty sockets that radiate a dull blue glow. Stiffly, he turns towards you with his cupped hands outstretched. There is a loud crack and his hands and forearms are wreathed in sparking balls of electric blue fire. Before your disbelieving eyes, these unholy spheres of flame coalesce into a glowing rod that rapidly transforms into the shape of a kirusami. Your Sixth Sense screams a warning that you are in the presence of a great evil that has taken possession of Anseng and turned him into an undead automaton. He opens his mouth as if to scream and the ghastly eyeless head of a black snake emerges from where his tongue should be. He raises his glowing kirusami and scythes the night air with several sweeping strokes. The weapon glows brighter with every stroke he makes.
(I called it. Anseng died. I do not have MM)
Anseng moves towards you, sweeping his glowing kirusami before him like a sorcerous scythe. Resolutely you unsheathe your Kai Weapon, yet as you raise it in readiness to counter his inexorable advance you are engulfed by a wave of nausea that makes you shiver and retch. Once again the Eye has activated, triggered now by the close proximity of the evil power that is driving Anseng to seek your doom: lose 4 ENDURANCE points.
You retreat a few unsteady paces and struggle to suppress the tide of nausea that is sapping your strength. As if sensing your weakness, Anseng lunges forward and thrusts the glowing tip of his cursed weapon at your trembling face.
Anseng (undead): COMBAT SKILL 48 ENDURANCE 50
(We have a max bonus with mindblast. I toss a 6, then a 4, then another4, then a 7. Total damage to it? 52 it died. I took 6 damage. And I was immune to the Eye)
The instant you slay Anseng, his cadaverous body is consumed by a ball of guttering blue flames. Hungrily they feed on his remains and the ball becomes larger, forcing you to retreat from its expanding power for fear of being drawn into the raging core. Abruptly, the ball transforms into a column of intense blue light that rapidly ascends into the storm clouds overhead. And then it is gone, leaving behind a heap of cold ashes on the muddy ground. Lying atop this mound is Anseng’s Kirusami. It is no longer wreathed with blue fire; it appears to have returned to its normal state.
Your Sixth Sense tells you that the aura of evil that surrounded Anseng and his weapon has now vanished. You kneel beside the ashes and place your hand upon the shaft of the Kirusami. It feels cool to the touch. Your Kai senses detect that some of its fell power still lingers in the blade, but it is insufficient to cause you harm.
Anseng’s Kirusami is a Special Item slung suspended by a thin leather strap across your back. If you already have the maximum number of Special Items permissible, you must now discard one in its favour. In combat, the superior craftsmanship and balance of this Chai weapon will add 1 to your COMBAT SKILL. Moreover, the lingering power that remains in the blade of this weapon will double all ENDURANCE point damage you inflict upon undead enemies in combat. However, this power comes at a price. In the first round of combat in which you use this weapon, you will suffer an automatic loss of 3 ENDURANCE points.
(I record it. Since i have expertise in Spear, I only lose 4 CS when I use it. That means against Undead, I will always use it as I only lose one CS with the Wardstone)
Abe Sargent
04-20-2020, 02:18 PM
The evil power that brought Anseng back from the dead is the same fell force that has compelled the Skarada and Chagarashi to attack Vabou this night. By slaying the undead Anseng, you have banished this force and broken the spell that has driven the creatures to assault the town walls. The Skarada that are fighting Quang and the Watchers are devastated by the sudden lifting of the spell and their nerve shatters. Desperately, they break off from the fight and scramble to escape through the hole in the palisade wall.
Quang and the Watchers let them go. They have put up a good fight against a strong enemy, but they have all sustained wounds in the combat. Using your Magnakai Discipline of Curing, you staunch their wounds and repair the gouges and punctures caused by Skarada fangs and talons. Your companions are thankful to have you on their side. As they carry out a makeshift repair on the hole in the East wall, you return to Anseng’s ashes and offer up a silent prayer to God Kai to save the soul of this brave man. You are finishing your prayer when you hear the sound of the bell tolling in the tower at militia headquarters. It is announcing victory; the battle has been won!
You return to the militia headquarters where you are greeted by a jubilant Elder Qinlau and Captain Xing. The enemy are fleeing from Vabou and the town has been spared the massacre that would surely have followed if they had broken through the palisade wall. Quang and the Watchers are exhausted and in desperate need of rest. You resolve to get some sleep here at the headquarters and leave at daybreak. Elder Qinlau provides you all with food (restore 3 ENDURANCE) before you take your leave and go to the stables. The bales of hay stored in the stables’ loft provide you with a soft bed for the night.
You wake shortly before dawn and stretch your weary limbs. Quang gets to his feet and awakens each of the snoring Watchers. A daunting ride awaits you all. You have two days in which to cover the 120 miles between Vabou and the location of the lost tracker gem. Mindful that every hour counts, you forego breakfast and mount your horses. In the grey light of dawn, the old highway that bisects the town is busy with townsfolk preparing to leave Vabou while they still can. They are afraid that the enemy will return and have decided to abandon their homes and journey to the distant town of Hi’joi. It is located south-east of Vabou, on the eastern side of the mighty River Tkukoma. They believe that they will find safe sanctuary there.
The rain has eased off overnight to be replaced by a light drizzle. It makes your journey less miserable than it has been since you first arrived in Chai four days ago. The first nineteen miles of your ride towards the village of Zang pass uneventfully. It is not until you approach your twentieth mile on the highway that your Sixth Sense warns you enemies are close. You signal to the others to stop. You stand in the stirrups and scan the surrounding countryside, but all you can see is rain-swept grassland swaying in the wind. There are no signs of the Skarada and Chagarashi that attacked Vabou last night. Satisfied that there appears to be no threat of ambush, you resume the ride towards your rendezvous point. It is not until you are twenty five miles from Vabou that the situation takes a turn for the worse.
A large group of creatures are spotted in the distance. You magnify your vision and see that they are the survivors of last night’s attack. They are blocking the highway and are spread out on either side for half a mile in both directions. You call your companions to a halt and consider the best way to avoid them. Quang suggests you try to circle around to the south, across the Huzang Plain. Bai suggests you may stand a better chance if you enter the foothills of the Szuchow Range to the north and use the cover they provide to get around them that way. Both routes will delay your journey to the rendezvous point significantly. Moreover, you’ll not be able to reach Zang before nightfall and will face having to spend a night in the open in enemy occupied territory.
You consider both suggestions and realise it is time you must face the harsh reality of your situation; you have no chance of reaching the rendezvous point in time. It is difficult having to admit this to yourself, and even more difficult having to inform your brave companions that you cannot go any further westwards. The risks of being captured or killed are simply too great.
They accept your decision in silence, their faces taut with frustration and disappointment. Having endured so much hardship and danger since leaving Pensei, they are loath to give up now. Chao is the first to speak.
‘My Lord, though it saddens me to have failed to carry out my duty to escort you to your destination, there may be another way to see you safely home. I propose we turn to the south-east and enter the Tviloi Forest. It will provide us with good cover from the enemy. My home village is Jueng and I know the forest well. We could ride to Jueng and stay there overnight. I can assure you all of a warm welcome there.’
Lieutenant Quang turns his sullen head and stares at Chao.
‘And what then? Do you have a plan that will deliver the Grand Master home safely, or do you simply long to return to your own home and to Naar with the vow you made to our Khea-khan?’
Chao begs the Lieutenant’s forgiveness and asks to be allowed to continue.
‘Sir, with respect, I will never willingly break my vow. We will stay but one night in Jueng before continuing onward to Valus. The town has a ferry that crosses the Tkukoma Estuary twice daily. I propose we catch the ferry to Dwala. My comrade Watchers and I are based in Dwala. Our headquarters are in the Tower of Ishir. We are in regular contact with Lord Rimoah’s envoy. Through him we could get word to the Elder Magi that the Grand Master is with us and they could direct Lord Rimoah to collect him there.’
Lieutenant Quang considers Chao’s proposal and his stern expression softens.
‘My apologies, Chao. I should not have been so sharp with you. It is a good plan. I approve of it. What say you, Bai and Deng?’
The other Watchers are heartened by Chao’s proposal. It offers them the chance to keep the solemn vow they made to Lao Tin. Deng is especially pleased for his home and family are in Valus and it raises his hopes of seeing them again.
‘So be it,’ says Quang. ‘We shall turn towards the Tviloi Forest and make our way to Dwala from there.’
You are relieved that your mission may yet be completed and you agree to Chao’s plan of action. But your sense of relief rapidly evaporates when you look towards the distant enemy. While you have been listening intently to Chao, you have failed to notice that several dark shapes are loping across the open plain towards you. Swiftly you magnify your vision and your heart skips a beat. At once you recognise the approaching creatures and you can hardly believe what you see: doomwolves!
‘Hurry, hurry,’ you cry, ‘we must go now, and quickly!’
(I take the hills there to our new location)
Your mind is reeling as you spur your horse to the gallop. What are doomwolves doing here in Chai? These loathsome creatures rarely venture far from the Darklands of Northern Magnamund, the Nadulritzaga Mountains of Ghatan, and the Ogshezar Mountains of Northern Skaror. It is unheard of them ever being seen in Southern Magnamund. You come to the rapid and chilling conclusion that Zashnor must be responsible. Only the sorcery of the evil Nadziran could spawn these creatures so far from their native lands.
You glance over your shoulder and are shocked to see how rapidly the doomwolves are gaining ground. In less than a minute they are among the horses, racing alongside, snarling and snapping at their haunches. You see Lieutenant Quang unshoulder his kirusami and stab one in the throat as it attempts to leap up at his horse’s head. The sharp blade slices deep into its greasy black fur and the doomwolf tumbles head over tail, mortally wounded. Another doomwolf draws alongside your horse with its fearsome jaws agape. Your frightened mount veers away and cuts across the path of two more of these loathsome creatures that are racing along to your right.
(I use AM)
You draw upon your advanced Discipline of Animal Mastery and command the doomwolf alongside you on the left to fall asleep. The creature is in a highly excited state and it resists your psychic order, but the power of your command is strong enough to fill its mind with a fog of confusion. It stumbles and nosedives into the grassland, snapping its neck as its head sinks deeply into the soft ground. Startled by its sudden death, the two doomwolves on your right ease back and you are able to quickly outpace them.
Quang and the Watchers skilfully shake off and outdistance their pursuing doomwolves and together you plunge through the tree-line of the Tviloi Forest. At first the pines are widely spaced and you maintain your fast pace with relative ease. However, this sparse border also makes it easy for a determined handful of doomwolves to maintain their pursuit. The rumble of distant thunder and flashes of sheet lightning herald the return of heavy rain. This sudden change in the weather works to your advantage, dampening the scent of your horses and making it harder for the remaining doomwolves to track you. At length you come to a denser part of the forest that forces your mounts to slow their pace. It is criss-crossed with several narrow but deep gullies. You work your way around these fissures until you arrive at one that is much longer than the others. It stretches across your path and, at first glance, there appears to be no way to traverse it.
‘Over there!’ shouts Quang, pointing along the gully towards the east. He has spotted a dead pine that has fallen across this narrow ravine. Its trunk spans the yawning gap and provides a natural bridge to the far side.
Quang takes the lead and you follow him in single file as he steers his horse safely across the fallen pine. When you reach the far side, you hear the ominous growl of a doomwolf close behind. The pack leader and three of its foul brothers are in hot pursuit. They have already reached the middle of the tree bridge and will soon be upon you unless you can do something to halt their swift and determined advance.
( I use Elemenalism)
You draw upon the power of your Grand Master Discipline to loosen the earth beneath the fallen pine at the edge of the gully. It crumbles and the top of the tree trunk sinks with it, falling away into the deep ravine. With a chorus of terrified howls, the doomwolves tumble off the trunk and plummet to their doom at the base of the ravine, one hundred feet below.
Quang and the Watchers are greatly impressed by the way in which you have dealt with the doomwolves. They punch the air and shout in unison: ‘Paizar!’
You smile and nod your head in acknowledgement of their generous praise. As the echo of their cheer fades away among the surrounding trees, you feel a sudden wave of weakness coursing through your body. It makes your stomach churn and leaves you gasping for breath. Once again, the Eye of Agarash has activated and this time it drains you of 5 ENDURANCE.
Wiping a trickle of cold sweat from your brow with the back of your trembling hand, you swallow hard and quickly reassure your companions that you are fit to continue.
(Again, no damage!)
Abe Sargent
04-20-2020, 02:21 PM
Quang takes the lead and you follow him in single file through the forest on a south-easterly course. You make steady progress until the stormy grey light of day surrenders to the approaching dark of night. You are all very hungry for you have not eaten a thing since you awoke early this morning. The storm has abated but the rain has become heavier during your long afternoon ride, and Quang is sorely aware of the need to find safe shelter, somewhere dry where you can eat, rest, and recover your flagging strength.
In the failing light, he spots a place that looks promising. It is a cave-like opening in the side of a wooded knoll. He calls you to come forward in the line and determine if it is safe to enter. You focus your Sixth Sense and at once you know that there is nothing hazardous lurking beyond the opening.
‘All clear,’ you tell him.
‘We’ll camp here for the night,’ says Quang, and he orders the Watchers to dismount and tether the horses to the trees close to the opening.
As they carry out his order, you and he inspect this natural shelter. Beyond the opening you discover a room-sized cavity that is suitable for your needs. Bai and Chao prepare a small fire and you help Quang and Deng to clear the ground and prepare a communal meal from the provisions you are carrying in your backpacks. If you have a Meal in your backpack you must now erase it and give it to Quang. If you do not have a Meal, you go and gather edible roots, fungi, and berries from the immediate vicinity.
Bai proves himself to be a good cook and the meal he prepares is very nutritious. When you finish your meal, you agree to remain on guard for one hour each while the others get some much needed sleep. You volunteer to take first watch.
You settle yourself down at the entrance to the shelter and draw your oilskin cape close around you. The warmth of the small campfire helps to dull the persistent chill of the satchel containing the Eye of Agarash. As you stare out into the darkness of the forest and listen to the sounds of its nocturnal animals, you reflect on the events of the day. Your unexpected encounter with the doomwolves plays on your mind. You have no doubts that Nadziran Zashnor is responsible for their presence here in Chai and it reveals to you that this evil sorcerer is a formidable adversary. If it can deploy doomwolves this far south in Chai, you wonder how many other Darklands beasts it has at its command to let loose on Pensei and secure its capture. You feel a pressing need to inform Lord Rimoah of this, but it is now impossible for you to return to the tracker-gem and be there in time for his return aboard the Comet.
( i try to use Telegnosis to reach out to Rimoah)
You close your eyes and draw deeply upon your Grand Master Discipline in an effort to establish a telepathic link with Lord Rimoah. You focus and strain your Discipline to the limit, but try as you may you are unable to make direct mind contact with him. After several fruitless and tiring attempts, you resign yourself to the fact that he is somewhere beyond the range of your telepathic ability. The mental energy you expend leaves you feeling emotionally and physically drained: lose 1 ENDURANCE point.
You finish your watch and enter the shelter to awaken Chao; he is the next in line for guard duty. He rubs his eyes and takes his place at the entrance. You settle down on the ground where he lay and drift off into a deep sleep.
Abe Sargent
04-20-2020, 02:28 PM
It is still dark when Quang wakes you up. The glowing embers of the campfire illuminate the interior of the shelter with a dull amber light by which you and the Watchers are able to gather your equipment and make ready to leave.
Bai and Chao venture outside and go forage for some edible foliage with which to feed the horses. There are plentiful puddles of rainwater and Quang makes sure the horses drink their fill before Bai and Chao return. Dawn has broken by the time the horses have finished feeding and you mount up and begin your woodland journey to the village of Jueng.
It is mid-morning when you happen upon an old hunting track. It is mostly overgrown with foliage, but it provides you with a south-easterly route through the forest which is easy to follow. The rain stops and your woodland ride is blessedly uneventful. The forest is rich with berries, nuts, and edible flora that are sufficient to sustain you and your companions throughout the day. Shortly before dusk you come to a wide and muddy highway. Bai and Chao recognize this road at once for it connects the town of Klatii with the village of Jueng. They have travelled this highway many times in their youth. Bai, who was born and raised in Klatii, remembers that there was an old woodsman’s hut near here, just a mile or two to the south in the direction of Jueng. He leads you to it and you spend the night here before setting off to Jueng at first light.
The journey to Jueng village is completed without any delays or unforeseen complications. The muddy highway makes the going easy, despite the worsening weather. Heavy cloud and torrential rain accompany you throughout on your long ride. You reach the outskirts of Jueng shortly before nightfall. Chao can hardly contain his joy when he sees the lantern lights of his home village aglow in the distance. He has been away from his family for more than a month.
Upon entering this pretty Chai settlement, Chao invites you all to come and stay at his house overnight. Lieutenant Quang thanks him for his generosity, but he is hesitant to accept his kind offer. He knows that Chao’s house is small and his family is large. He does not want to cause any inconvenience to his wife and five children. He proposes you all vote for your preference: stay with Chao and his family, or seek accommodation for the night at the village inn. Chao, of course, wants to stay at his family home. Bai, too, is in favour of this. But Quang and Deng prefer to stay at the inn. This leaves you to cast the deciding vote.
(Stay!)
Quang and Deng accept your decision with good grace. Chao is delighted and eagerly he leads you along the main street to his modest home on the eastern edge of the village. You dismount and tether your horses beneath an open-sided shelter at the side of the two-storey house. Chao leads you around to the front door and knocks four times. You hear the sound of scurrying feet and the door swings open. Before you stands Shen-Yin, Chao’s wife. She beams with delight when she sees her husband and throws herself into his open arms. She is clearly overjoyed by his unexpected return. Chao motions you to enter and you go through into a parlour where five young children are sitting in a circle on the pine wood floor in front of a brick fireplace. They are happily playing with their toys. They look at you with quizzical expressions, but when they see their father in the doorway behind they leap to their feet and rush to embrace him.
Shen-Yin relinquishes her hold on Chao and welcomes you to their home. With some difficulty, Chao gently extricates himself from the grip of his excited children and introduces you to his wife. Bai needs no introduction for he has visited here many times in the past. Chao tells Shen-Yin that you are bound for Valus on imperial business and that you can only stay here overnight. She is understandably disappointed to hear that her husband will be home for such a short time, but she puts on a brave face and draws comfort from the fact that they are together again, albeit briefly. She gathers the children and shoos them upstairs so that you have the parlour to yourselves. Then she disappears into the kitchen to prepare some tea and food for you all.
After a simple but reviving meal and copious cups of tea, Chao and Shen-Yin retire upstairs leaving you and the others to sleep on the parlour floor. There is not much room but you are all thankful to be out of the rain and in warm home on this bleak and stormy night. You fall asleep with ease but you do not rest easily. You are haunted by dreams filled with sinister shadowy images and premonitions of impending loss. Thrice you awaken during the night, drenched in cold sweat, and each time you do you find it hard to go back to sleep. Due to your poor night’s sleep and the chilling nightmares you have suffered, you lose 2 ENDURANCE.
Chao wakes you all up at dawn. While you are checking your equipment and preparing for another long day in the saddle, Shen-Yin prepares breakfast and brings it to you in the parlour. While you are eating, Quang tells you that it is a thirty mile ride from here to Valus and he wants to reach the town by late afternoon. You finish your food while listening to the sounds of the children playing in their room above. When the time comes to leave, Quang, Bai, and Deng go and feed the horses while you and Chao help Shen-Yin to clear away the breakfast dishes. You bid her thanks and walk to the front door to go and assist the others. Chao holds his doting wife in a warm and loving embrace and assures her that he will return soon. You are touched by the deep affection they have for each other. Quietly, you exit the door and see Quang leading two horses, yours and Chao’s, out of the shelter by their reins. You climb into the saddle and hold Chao’s horse alongside. Soon you are joined by Quang, Bai, and Deng astride their mounts and patiently you wait for Chao to appear. After a few minutes, Quang calls out:
‘It’s time to go, Chao!’
The door opens and Chao and his wife share a final embrace in the doorway before Chao, sheepishly, bids a final farewell to his wife and climbs into the saddle. With a wave, Shen-Yin bids you goodbye and Godspeed as you set off along the highway heading east from Jueng.
It is shortly before midday when you come to a wooden bridge that carries the highway across a swollen stream. On the other side of the bridge is a farmstead surrounded by a split pine fence. Chao informs you that this farmstead belongs to his wife’s brother, Genzu. It comprises a farm house, a large barn, and several small outhouses and pig pens. It seems to be deserted and Chao says this is very odd. Genzu employs more than twenty farmhands and this place is usually very busy, even when the weather is bad.
Lieutenant Quang decides to take a closer look. He has a strong feeling that something is amiss. You ride through a gap in the fence and along a muddy track that leads directly to the farm house and barn. Chao calls out to Genzu but he gets no reply.
‘Maybe he’s in the barn,’ he says, and he trots his horse towards its open double doors. Quang tells Bai to go and see if anyone is inside the farm house. Bai dismounts and hands the reins of his horse to Deng before running across the muddy ground towards the farm house door.
‘No sense us standing out here in the rain,’ says Quang, and he motions you to follow him to the barn. Chao is searching the lower part of the barn when you ride in. You see that there is an expansive loft overhead that occupies the apex of the roof and is stacked with bales of straw. You dismount and join Chao to look for anything that could explain why the farm has been abandoned. Meanwhile, Quang and Deng climb the ladder that leads to the hay loft.
You are searching along the west side of the barn, close to the timber planked wall, when you catch something moving out of the corner of your eye. Through a gap in the planks, you see several figures approaching. At first you think it could be Genzu and his farm hands returning from the potato fields, but when you press your face to the gap and magnify your vision you are shocked by what you see.
‘Skarada!’ you cry. ‘To the west. And closing fast!’
Your warning chills the hearts of Quang and the others. As they hurry to peer through gaps in the plank wall, Bai comes running into the barn shouting.
‘Skarada! And Chagarashi too!’
(I have AM and a high level of skill)
You focus your improved Grand Master Discipline at the nearest Chagarashi and order it to halt. The creature shudders as the power of your command grips it like a steel vice. For a few moments, the accompanying Skarada stop dead in their tracks and regard the frozen creature with looks of bewilderment. Then they growl with disdain and continue their advance. They split into two groups and come rushing around the sides of the barn. The moment they disappear from your view, you shout to the others:
‘Let’s get out of here!’
Quang and the Watchers rush to their horses. Rapidly, you mount your horse and spur him towards the open doors. You are halfway across the barn when two Chagarashi appear in the open doorway and throw their arms wide. They spread their sinewy fingers and their razor-sharp talons glint in the dull light. They are attempting to block your escape.
You are almost upon them when your horse rears up in fright. The Chagarashi seize this opportunity and leap forward to attack.
2 Chagarashi Scouts: COMBAT SKILL 45 ENDURANCE 45
You struggle to control your terrified horse throughout this combat. Its wild and erratic movement makes it hard for you to strike these enemies with precision. Deduct 4 points from your COMBAT SKILL for the duration of this fight.
(I need to use MB to get my +11 back! I toss a 3, and then another 3, then a 4 and a 7. They die and I took 7 total damage)
The smell of spilt Chagarashi blood makes your horse whinny with fear. You draw on your Magnakai Discipline of Animal Control to calm him, and you rally Quang and the Watchers with a stirring battle cry you know they will respond to: ‘For Chai!’
The Skarada are now fast closing in around the open barn doors. They are armed with flint axes and long-bladed bone daggers. You dig your heels into your horse’s flanks and jolt him forward in a desperate effort to escape before the Skarada can block the exit. Your horse is back under your control and he responds at once to your actions. He bolts through their closing ranks and you gallop away along the muddy farm track. Quang and the Watchers follow in your wake. The snarling Skarada slash and stab at them as they race out of the barn, forcing to them run a deadly gauntlet before they can get away.
You come to the end of the farm track and turn your horse to the east. When you look back towards the barn, you are relieved to see that all of your companions have escaped and are galloping along the track towards the farm entrance. By the time the Skarada reach the farm’s split pine fence, you are all racing along the highway in the pelting rain with your heads down and your cheeks pressed close to your horses’ necks.
Only when you can no longer see the farmstead and the Skarada do you signal to Quang and the others to bring their horses to a halt. Your mounts are breathless and their sweaty flanks steam in the pouring rain. Your companions, too, are weary. They slump in their saddles and struggle to regain their composure. Quang comes forward and halts his horse alongside yours.
‘That … was a close thing,’ he says, gasping for breath. ‘We’ve you to thank for getting us out of that barn alive.’
Then you hear a loud splash behind you and immediately you sense that something awful has happened.
Abe Sargent
04-20-2020, 02:35 PM
Chao has fallen from his saddle and he is lying face down in a large puddle. Quickly, you all dismount and hurry to drag him out of the water before he drowns. Deng rolls him over and slaps him twice but he does not respond.
‘He’s not breathing,’ he says, anxiously.
You place your hands on Chao’s throat and forehead and draw upon your Magnakai Discipline of Curing to transmit healing warmth into his body.
‘My Lord, look!’ gasps Bai. He is pointing at the rain-drenched ground where Chao is lying. The surface water is turning red. You pull open Chao’s rain cape and you are shocked to see that the left side of his tunic is soaked with blood. You rip open the tunic and find a puncture wound in the side of his chest. It was made by the thrust of a stiletto bone dagger when he ran the Skarada gauntlet. Desperately, you try to seal the wound but it is too late to save Chao. He is dead.
The terrible realisation that Chao has passed away hits Bai and Deng like a sledgehammer. Their faces crumble and they begin to shiver and sob uncontrollably. Tears run freely down their cheeks as sorrow overwhelms them. Lieutenant Quang is also deeply affected by Chao’s death. He has fought many battles and lost more than his fair share of friends and comrades, but Chao was a brave and decent man, a loving husband and a good father whom he had come to respect and admire. He did not deserve to die like this.
You wrap Chao in his cape and raise the hood. Then you and Quang gently lift his body off the highway and lay it across the saddle of his horse. Quang secures him with rope while you try to console Bai and Deng. They are beside themselves with grief and cannot hear your comforting words. Nothing you can say will bring Chao back.
Quang pulls Deng to his feet and leads him by the hand to his horse. Then he does the same with Bai. You and Quang help the Watchers to mount up and all the while not a word is spoken. You gather up the reins of Chao’s horse and tie them to the back of your saddle and, in silence, you leave this miserable stretch of highway and push on towards Valus in the pouring rain.
You reach Valus late in the afternoon. There is a constant rumble of thunder and thick black clouds hang heavy above the Tkukoma Estuary. Frequent flashes of forked lightning are making the waters seethe and churn. Quang leads you through the arched west gate and along a wide paved avenue to a crenelated building located at the heart of this large and busy town. It is a Chai army headquarters and barracks. He shows his rank insignia to the sentries on guard at the gate to the cavalry stables and you are permitted to enter. It is good to be out of the rain at last. You dismount and the stable hands come forward to take your horses. One of them approaches Chao’s horse but Bai steps in his way and refuses to let him to touch his fallen comrade. He turns to Quang and begs him to be allowed to take Chao back to Jueng at first light. He feels it is his duty to be the one who delivers the sad news to Shen-Yin, and it is only right and proper that Chao should be buried in the village where he was born, raised and had lived for all his life. Quang takes Bai to one side and they talk for several minutes. When they return, Quang informs you and Deng that he has consented to Bai’s request. He will remain here in the stables with Chao’s body this night and ride back to Jueng tomorrow morning. Lieutenant Quang says that you must now leave and go in search of a way to reach Dwala, which is located on the east side of the Tkukoma Estuary. Before you go, you bid a sad farewell to Bai and say a silent prayer to God Kai to watch over Chao’s soul and keep it safe from the evil of Naar, King of the Darkness.
You leave the cavalry stables on foot and enter the grand central square of Valus. Several streets and avenues converge at this point. Quang says that you should head for the banks of the estuary but he is unfamiliar with the waterfront precinct of the town. He asks Deng, who is a native of Valus, to suggest the best route to take. The Watcher stares at the flagstones and does not respond. He is still deeply shocked by Chao’s death and is lost in grief. Quang turns to you and asks if your Kai skills can be used to determine the best way to go. A signpost in the middle of the square points to three streets that lead off in an easterly direction towards the Tkukoma Estuary.
Halfway along Xo-lin Avenue is a small apothecary shop. Its front window is crowded with glass flasks, stoppered jars and conical shaped bottles filled with colourful potions, herbs and all manner of medicaments. Quang is fascinated by the window display and insists that you enter.
Inside you are greeted by the apothecary and his brother, the co-owners of this shop. With welcoming smiles they invite you to browse their wares. Quang purchases a flask of Senara Tea and he makes Deng drink it. The soothing liquid will help him to recover from his state of shock. While he is administering the tea to Deng, you inspect the shelves and take note of the following potions with which you are familiar:
Potion of Laumspur: 40 Ren (4 Gold Crowns). Restores 4 ENDURANCE when swallowed after combat.
Potion of Alether: 50 Ren (5 Gold Crowns). Adds 2 COMBAT SKILL for the duration of one combat.
Potion of Malavan: 60 Ren (6 Gold Crowns). Increases the effect of Mindblast, Psi-surge and Kai-surge, by adding 2 COMBAT SKILL for the duration of one combat.
Tincture of Sabito Root: 100 Ren (10 Gold Crowns). Sabito Root is only to be found in the Boari Jungle of Valerion. It is rare in Chai. It enables the human body to extract oxygen from water through the skin, thus permitting anyone who swallows it to ‘breathe’ underwater.
You may buy any of the four potions shown above for the price indicated. They are all Backpack Items that will each take up one space. You are under no obligation to make a purchase.
When Deng has finished the flask of Senara Tea, you bid thanks to the shop owners and leave. Soon you reach the end of Xo-lin Avenue and enter the quayside area. The churning waters of the estuary stretch out before you. Because of the heavy rain and failing light, you cannot see across the estuary to the opposite bank and have no way of judging how wide it is at this point. There is a ferry post close by and the ferry boat to Dwala is moored at the quay. You approach it, hoping that you are in time to catch the dusk crossing, but you find that access to this part of the quay has been chained off. A sign hanging from the chain says: Ferry cancelled due to weather.
Directly opposite the quay is a large three-storey building. The ornate sign fixed above its front door says: Ferry House Inn.
(Let's head to Ferry House Inn. I am good on items)
You push open the front door and immediately you are struck by the sweet aroma of Lissanian tobacco smoke that clouds the air of the inn’s spacious, high-ceilinged taproom. There are more patrons here than you were expecting to find at this hour. Quang wends his way through them and you follow him in single file to the rear of the crowded taproom. Fortunately, you find a table where three men are preparing to leave. You take their seats, remove your backpacks, and stow them between your feet where you can keep a watchful eye on them. A serving girl emerges from the crowd and asks you what you would like to order. Quang requests three ales and food enough for all of you. She nods politely and disappears back into the throng of chattering customers. While you are waiting for her to return, you listen to snippets of conversations and learn that some of the patrons have been here for three days. They are waiting for the storms to abate and the ferry service to Dwala to resume its normal service.
At length, the girl returns with three pewter tankards of ale and a large plate heaped with cuts of cold meat and peeled vegetables. Quang pays her and she gives him three small parchment envelopes, six slips of yellow paper and a stick of sharpened charcoal. While you are enjoying your meal, a gong is stuck three times and a hush descends upon the taproom. The innkeeper climbs onto the counter and addresses his patrons in a loud voice:
‘My dear ladies and gentlemen. I am proud to introduce to you one of Chai’s most celebrated riddlers. Please welcome the wonderful, the amazing, the confusing and confounding Madam Dai-zia!’
The patrons applaud and an elderly woman, swathed in a flamboyant robe of turquoise and gold silk, is lifted onto the counter by the innkeeper’s twin sons. The innkeeper hands her a large hourglass which carefully she sets down on the counter beside her feet, then she smiles and bows graciously to the appreciative crowd. As the applause fades, she addresses them in a warm maternal tone.
‘Thank you, thank you, most kind. This evening I have prepared for you a special riddle. Please listen carefully and then wager generously.’ There is a soft ripple of laughter among the patrons before Madam Dai-zia clears her throat and begins.
Long, long ago, there lived a beautiful princess who yearned for a handsome and intelligent husband. She had many suitors. Some were handsome, some were intelligent, but woefully few were both these things. She was herself very intelligent indeed. And so she devised this riddle to test the mental mettle of the men who so desired to win her affections and take her for their bride.
She had three toa wood boxes which were identical in size. Each one was painted a different colour and each one had a different inscription on the lid. Into one of these boxes she placed a wedding ring. To every suitor who presented himself she posed the same question. Based solely on the inscriptions, she asked them to choose in which box the wedding ring was hidden.
She told them that at least one of the inscriptions was true and at least one of the inscriptions was false.
The inscription on the Gold Box read: ‘The ring is not in the Silver Box’.
The inscription on the Silver Box read: ‘The ring is not in this Box’.
The inscription on the Bronze Box read: ‘The ring is in this Box’.
Please consider your answer carefully. The innkeeper and his sons will come and collect your wagers in three minutes’ time.
The moment Madam Dai-zia finishes her last sentence, the innkeeper turns the hourglass and the sand begins to flow.
The innkeeper will double any money that is wagered by those who solve this riddle. Your answer must be written on one of the two yellow paper slips and placed in the parchment envelope along with your wager. On the face of the envelope you must inscribe a symbol. On the second slip of paper you must inscribe the same symbol that you made on the face of the envelope. This second slip must be kept safely. If your answer is correct you will have to show this slip. If the symbol does not match any of the winning envelopes then you cannot lay claim to your winnings.
Now you must decide how much you wish to wager on this riddle. If you do not have any Gold Crowns, Lieutenant Quang will lend you 30 Ren (3 Gold Crowns) which you must use to make a wager. You cannot refuse to bet on the answer to this riddle. Everyone in the taproom is obliged to make a bet.
Deduct from your Belt Pouch the number of Gold Crowns you wish to wager. Make a note of this deduction in the margin of your Action Chart. If you deduce the answer correctly you may add double this number of Gold Crowns to the money in your Belt Pouch. If you do not answer correctly, you will lose the Gold Crowns you wager.
(10 gold on Gold Box)
Congratulations, your answer is correct. The Wedding Ring must be in the Gold Box otherwise all the inscriptions would either be true or false. You can now double the Gold Crowns you wagered and add them to your Belt Pouch.
(I have 26 crowns)
Abe Sargent
04-20-2020, 02:43 PM
Once the puzzling is done and the successful wagers have all been paid out, the taproom settles down and the patrons resume their drinking and convivial conversations. Quang and Deng both won their wagers, but it does little to lift Deng’s sullen mood. The innkeeper leaves his counter in the capable hands of his two sons and comes out to mingle with his customers. The storms have been good for business and he is in high spirits. When he passes by your table, Quang stops him and asks if he has any room for the night.
‘I’m sorry, my Lord,’ he replies. ‘We’re completely full. Even my attic and stables are occupied tonight.’
‘Do you know if anyone is crossing the estuary before nightfall?’ asks Quang.
‘Not if they know what’s best for them. There’ve been no boats on the waters for the past three days. The ferry is closed and the fishermen are all safely tucked up at home. Well, those that aren’t in here that is!’
With each passing minute new customers enter the inn until the taproom is bursting at the seams.
‘It’s time to leave,’ says Quang. ‘There little chance we’ll find anyone who’ll take us to Dwala in here.’
You gather your backpacks and leave the overcrowded inn by way of its back door. An alleyway runs alongside the building and you use it to return to the quayside.
You walk along the quayside, scouring every vessel that is tied up here. Most are firmly tethered to cast iron moorings and shrouded with oilskin tarpaulins. You find only one that appears to be in a ready state to depart. Its owner is fixing its mooring rope when you approach.
‘Hail, sir,’ says Quang. ‘Would you be prepared to take us across the estuary to Dwala?’
The boatman regards the Lieutenant with a look of incredulity.
‘Some say I’m a little bit mad. But I’m not that mad. What you propose it nothing less than suicidal!’
(we'll pay!)
‘There’s not enough Ren in all of Chai that would make me go out into the estuary today,’ says the boatman, shaking his head. The waters can be treacherous even at the best of times, especially in the middle of the channel.
‘How much to buy your boat?’ asks Quang.
‘More than you can afford,’ he retorts. ‘This boat is my livelihood. But I tell you what, I’ll take 5,000 Ren for it.’
‘The price you are asking is preposterous,’ says Quang. ‘I could buy ten boats like this for that sum.’
‘Hah!’ snorts the boatman. ‘Then I suggest you go and do that!’
You continue along the quayside. Your hopes of finding a boat and a boatman willing to take you across the estuary are fading fast until Quang spots something in the distance that raises your flagging spirit. It is a small brick built cabin with a roof of thick red tiles.
‘That’s the Coast Guard station,’ he says, and he marches towards it at a brisk pace. Inside you find the Quay Master seated at his desk. He is hunched over a detailed map of the Tkukoma Estuary with a mug of steaming jala cupped in his hands. Quang asks him if he has any Coast Guard boats operational in the estuary and the thin-faced Quay Master snorts with derision.
‘In this weather? Not likely!’
‘Then by the power vested in me by Khea-khan Lao Tin, I am commandeering one of your boats,’ replies Quang, officiously, and he shows the Quay Master his insignia of rank. The man looks at his insignia, then he looks at you and Deng and he bursts out laughing.
‘I am not joking,’ retorts Quang. ‘I demand you let me inspect your fleet.’
‘My fleet?’ replies the Quay Master, chuckling under his breath. ‘Very well, I’ll show you my fleet. Follow me.’
You leave the Coast Guard station and follow the Quay Master along the quayside to a small rowing boat tethered by a rope to an iron ring in the wall.
‘There, that’s my fleet. All that’s left of it that is. You’re welcome to commandeer it if you wish.’
The Quay Master turns on his heel and marches back to his station, laughing and shaking his head all the way. You look down at the rowing boat and your heart sinks. It is a sturdily built craft but there is only enough room for two. If the three of you were to attempt to cross the stormy estuary in this tiny boat it would surely capsize. Quang places his hand on Deng’s shoulder and the Watcher raises his head and looks unblinkingly into the Lieutenant’s steely eyes.
‘I am discharging you of your duties, Deng,’ he says. ‘You have served loyally and bravely and I will commend you to the Khea-khan. Return to the cavalry barracks and join with Bai. Accompany him on his ride back to Jueng tomorrow.’
Deng nods his head and salutes the Lieutenant. He wishes you both good luck before he leaves the quayside and walks away into the teeming rain. You watch him go. He does not look back.
‘It is best he goes with Bai tomorrow,’ says Quang. ‘If they should run into the enemy during their journey, they’ll stand a better chance of surviving than if Bai were to go alone.’
‘It will be hard on them to tell Shen-Yin that she has lost her husband,’ you reply.
‘Yes … yes it will,’ says Quang, his voice tinged with bitter sadness. ‘Her husband … and her sister too. When I spoke with Bai at the stables, he told me that when he searched the farm house next to the barn, he found the bodies of Shen-Yin’s sister and her husband. Both had been murdered by the Skarada.’
‘This is so sad,’ you reply, ‘I pray that Ishir will give her strength to bear her grievous loss.’
Quang walks to the edge of the quay and loosens the rope securing the rowboat.
‘Perhaps we should wait until the storm abates,’ you say.
‘There’s no chance of any improvement in this foul weather,’ replies Quang. ‘We could be waiting here for days. It’s not uncommon for it to be stormy at this time of the year, but I’ve never known anything like this. I fear there are dark forces in play. We must reach Dwala and you must deliver the Eye to the Elder Magi as soon as possible. The crossing will be difficult but it will not be impossible. We must place our trust in God Kai to see us through to the other side, and we must be away at once. It’s now or never.’
You step into the boat and set the oars into the rowlocks. Quang casts off and you commence your voyage out into the treacherous waters of the Tkukoma Estuary.
(I use Elementalism)
You call upon your advanced Discipline to create a sphere of calm air around the boat. It helps you to leave the quayside, but its effect is all too short lived.
The waters seethe and roil around your boat. Huge waves crash together and drench you as valiantly you struggle to reach the far side. Blinding blue-white forks of lightning streak from the black clouds above and stab the tortured waters all around. It is impossible to steer; all you can do is row hard and pray you will survive this terrifying voyage.
You are nearing the middle of the channel when a bolt of lightning strikes the churning surface close by. The discharge of its electrical energy jolts and numbs your aching arms: lose 1 ENDURANCE point. Quang is worse affected and he loses a grip of his oar. It is torn from his grasp and whisked away on the howling wind. Shock has rendered him unconscious and turned his skin pale grey. He slumps forward, and as you reach to pull him back onto the seat, the boat is hoisted on the crest of a tremendous wave and catapulted skywards.
(I use KA and a high enough rank)
The boat tumbles stern over bow and you are hurled into the raging waters. You plunge deep into the watery abyss, dragged down by the strong currents and the weight of your weapons and equipment. You intone the words of the Brotherhood Spell Breathe Water and the crushing pain in your lungs recedes when you begin to absorb oxygen through your skin. With your strength fast returning, you fight your way up from the depths and back towards the surface.
You break the surface gasping for air. Mercilessly, the raging waves toss you around like a rag doll.
Your Magnakai Discipline of Pathsmanship tells you which direction is north, and from this intuitive knowledge you determine the direction of east and swim as best you can on this course.
Your fight to reach the eastern bank of the estuary whilst in the grip of the raging waters becomes a desperate combat against the elements. You must fight them as you would any enemy that is trying to kill you.
Tkukoma Estuary: COMBAT SKILL 34 ENDURANCE 50
Resolve the outcome of this combat using the Combat Rules. You may not add any bonuses you would normally benefit from by the use of your Kai Weapon, normal weapons, or any psychic attacks. You must also reduce your COMBAT SKILL by 2 points for the duration of this ordeal.
(I have a +11. I toss a 8 and win)
Once you are beyond the treacherous currents at the middle of the estuary, swimming through the heaving waves and lightning strikes seems easier by comparison. Several times you magnify your vision and scan the churning waters, looking for any sign of Lieutenant Quang, but it is a futile effort. The waters are too rough and dusk is fast turning to night.
You glimpse a shimmer of lights ahead and you strike out for them in the hope it is the city of Dwala. The flow of the estuary waters push you away from the lights and you are exhausted by the time you reach the muddy eastern shore. You crawl through the mud and collapse unconscious several yards from the tempestuous waters.
When you regain consciousness, every muscle in your body aches and your vision is blurry. Gradually, you recover enough strength and vision to struggle wearily to your feet and survey your surroundings. You have come ashore a mile south of Dwala. The city lights shimmer in the darkness, enticing you towards them. You stumble up the gradient of the shore and find firmer ground that is covered with grass, shrubs, and reeds. You stop to stare back at the raging waters of the estuary and you pray to Ishir to save the lost Lieutenant.
Abe Sargent
04-20-2020, 02:54 PM
(I use Grand Hunt)
Amongst the foliage you recognise some Alether plants. Their usually shiny orange berries have become spoiled by excessive rainfall and most of the ones you find are dull brown and mildewed. You are able to gather a handful that has not been spoiled, enough for one dose. When swallowed before combat, Alether will increase your COMBAT SKILL by 2 for the duration of the combat.
You keep the Alether Berries in your jacket pocket. Make a note of them and their effect in the margin of your Action Chart as they do not take up any space in your backpack.
( I take them!)
You scan the darkened countryside and detect a highway less than a mile away to the east. The city of Dwala lies north-east of your present location.
(Highway)
ou trudge across waterlogged grassland to reach the muddy highway. This road connects Dwala with the coastal port of Czantai to the south. Its surface is deeply rutted, a consequence of the heavy wagons that travel this trade road every day. Approaching from the south you see a covered wagon drawn by four horses. Glowing latticed lanterns hang from its four corners and the blue and gold emblem of the port of Czantai is displayed on both sides of its canvas roof.
(Let the wagon pass)
Frequent bolts of lightning illuminate the muddy highway as you trudge the final mile to Dwala’s south gate. Upon arriving at the gate, a guard steps from his sentry post and demands you pay the night entry toll. Passage in and out of the city is free during the hours of daylight, but after dark a toll of 20 Ren (2 Gold Crowns) is imposed on all non-residents wishing to enter, and 10 Ren (1 Gold Crown) on all those wanting to leave.
(I have 24 crowns)
The guard pockets your crown, but he does not step aside to allow you to pass through the gate. He looks you up and down and then tells you to pull back the hood of your oilskin rain cape.
(I use Assimilance)
You use your Grand Master Discipline to alter your facial features so that you look like a Chai native. The guard is now satisfied that you are not a foreign agent, possibly on a mission of murder or sabotage, and he steps aside and allows you to pass through the south gate.
Beyond the South Gate is a large flagstoned plaza, bordered by several shops that sell clothing, groceries, fine art, curios and musical instruments. At the centre of the plaza stands a marble statue of Khea-khan Zha-zhing, Lao Tin’s father, surrounded by a pool of crystal clear water. Most of the shops are closing for the night and their owners are pulling down the shutters on their windows and front doors, but there is one that is still open for business. It is located close to the South Gate and the sign above the door says Pau Ping’s Potions and Lotions. There are three streets which converge at the plaza: Drauzhi Street, South Avenue and N’kow Lane.
(Potions and Lotions!)
This shop is run by Pau Ping, an old apothecary who has lived in Dwala all his life. He greets you with a broad smile when you walk through his door. Pau Ping buys, sells, and prepares all manner of potions and healing medicaments. He invites you to browse his shelves. Most of his wares are ointments for soothing aching muscles and treating minor skin complaints, but there are a few potions among them that are of interest:
Oxydine: 40 Ren (4 Gold Crowns). Restores 2 ENDURANCE when swallowed at any time. It also cures Korovax infections.
Laumspur: 50 Ren (5 Gold Crowns). Restores 4 ENDURANCE when swallowed after combat.
Alether: 60 Ren (6 Gold Crowns). Adds 2 COMBAT SKILL for the duration of one combat.
Malavan: 60 Ren (6 Gold Crowns). Increases the effect of Mindblast, Psi-surge, and Kai-surge by adding 2 COMBAT SKILL for the duration of one combat.
You may buy any of the potions listed above for the price indicated. They are all Backpack Items that will take up one space in your backpack.
Pau Ping buys potions, but he will only pay you 20 Ren (2 Gold Crowns) for each one, no matter how much it may have cost you to acquire them. However, he will make an exception for some Karmo. He has a customer who will pay a high price for this potion. If you have a potion of Karmo and are prepared to sell it to Pau Ping, he will pay you 200 Ren (20 Gold Crowns) for it.
If you buy or sell any potions while you are here, Pau Ping will gladly tell you where the Tower of Ishir is located (turn to 180). If you do not, Pau Ping shakes his head and politely asks you to leave as he is about to close his shop for the night.
You bid him good night and return to the plaza to consider which street you should take.
(I buy a 2nd Laumspur pot and have 19 cash left)
Abe Sargent
04-20-2020, 03:01 PM
‘You’ll find the tower on the other side of the city, my friend. It stands beside the North Gate.’
Pau Ping bids you a kind farewell when you leave his shop. You return to the plaza and consider which street to take from here.
(I try South)
This broad avenue is well-lit by street lanterns that creak softly in the wind. A hundred yards along the thoroughfare you see two shops that stand directly opposite each other and are still open for business.
(Weapon shop)
Xiong is a weaponsmith who manufactures and sells a variety of hand weapons. He greets you warmly and invites you to browse his weapon racks at your leisure. Each of the weapons has a price tag. Those of most interest are:
Axe: 80 Ren (8 Gold Crowns)
Bow: 200 Ren (20 Gold Crowns)
Arrows: 10 Ren each (1 Gold Crown each)
Dagger: 50 Ren (5 Gold Crowns)
Sword: 100 Ren (10 Gold Crowns)
Mace: 100 Ren (10 Gold Crowns)
You may buy any of the items listed above for the price indicated. With the exception of the Bow (which you carry slung over your shoulder) and the Arrows (which are kept in your Quiver), they are all Weapons that you carry sheathed on your belt. You are under no obligation to make a purchase at this establishment.
Xiong gives a respectful bow and he bids you good night when you leave the shop.
(No thanks! Hardware shop?
This hardware shop is owned by Hopdai and his wife Meng-an. They greet you with a smile and invite you to peruse their wares. The black lacquered shelves are stacked high with myriad items and all of them have a price tag. Those that catch your eye are:
Mortar & Pestle: 20 Ren (2 Gold Crowns)
Lantern: 20 Ren (2 Gold Crowns)
Chisel: 20 Ren (2 Gold Crowns)
Hammer: 30 Ren (3 Gold Crowns)
Rope (50 ft. length): 30 Ren (3 Gold Crowns)
Potion of Laumspur: 40 Ren (4 Gold Crowns) Restores 4 ENDURANCE when swallowed after combat.
Small Telescope: 60 Ren (6 Gold Crowns)
You may buy any of the items listed above for the price indicated. They are all Backpack Items that will take up one space in your backpack. You are under no obligation to make a purchase.
Hopdai will buy any items you have noted on your Backpack List (with the exception of Anseng’s Kirusami). He will pay 10 Ren for each item, regardless of how much it originally cost. If you wish to sell any of your items, erase them from your list and add 1 Gold Crown (10 Ren) per item to your Belt Pouch.
Hopdai and Meng-an bid you a pleasant good night when you leave the shop.
(I spend two crowns to finish my backpack with a Chai Morter and Pestle and Chai Chisel)
You walk along the paved street, passing closed cook shops and small emporiums that sell clothing, furniture, and fruit, until you arrive at Dwala’s main square. At its centre is a tiered pyramid of veined marble topped by a magnificent sculpture of a dragon roaring at the sky. This is the famous Dwala Dragon, erected at a time when the free citizens of Dwala willingly chose to join the Chai Empire many centuries ago. It is a homage to Nyxator, the wise and goodly dragon who, in 12209 MS, created the Lorestones to preserve the powers and knowledge bestowed upon him by God Kai. These ancient gems contained the secrets and the power of the Magnakai Disciplines that you have mastered. Encircling the base of the pyramid are dozens of market trader stalls wrapped in oilskin tarpaulins and wound round tightly with rope. In more clement times the square is a vibrant open market where thousands of goods are bought, bartered and sold every day. Now it is closed, and it looks like it will remain so for several days to come.
Through the teeming rain, you see two thoroughfares that lead away from the main square. One goes north and is called Izara Street. The other heads west and is named Xo Street. A signpost at the start of Xo Street points due west and reads: To the Quay.
(Izara)
You follow the street and soon arrive at the city’s North Gate. It is here you find what you have been seeking: the Tower of Ishir. This grand and beautifully fluted tower stands next to the barbican of the north gate. It is embellished with icons and engravings and topped by a parapet with a large half-moon fashioned from silver-plated bronze set above it. This is the symbol of Goddess Ishir. It lifts your spirits and resolutely you stride across the rain-swept flagstones towards the tower’s arched portal.
Abe Sargent
04-20-2020, 03:09 PM
You twist the portal’s silver handle and, to your relief, you discover it is unlocked. You push it open and step across the threshold into a small chapel dedicated to Goddess Ishir. Standing before a wooden altar draped with a silver cloth stands a Priestess of the Moon, a devout acolyte of Ishir. She is clothed in a beautiful robe of shimmering white silk interwoven with threads of fine silver. She leaves the altar and walks towards you with her delicate hands crossed upon her chest.
‘I am Priestess Song Tao,’ she says, softly. ‘Welcome.’
You sense the aura of goodness that she exudes and it flows over you like a cool refreshing breeze (restore 1 ENDURANCE point). You introduce yourself and tell her that you are the Kai Grand Master whom Anseng had been sent to escort to Pensei. She asks after your guide and she is deeply saddened to hear what became of him. She closes her eyes and a single tear trickles down her pale cheek. Slowly, she opens her eyes and holds you with a mesmerizing stare. Your Sixth Sense tells you that she is looking into your mind. When she is sure that you are indeed a Kai Grand Master, she uncrosses her hands and beckons you to follow her.
‘There are some important people that are waiting for you. Come with me.’
Priestess Song Tao leads you to an alcove behind the altar and traces her fingertip around one of the engravings on the wall. It activates a secret panel which slides open to reveal a spiral stone staircase. You follow as she climbs to a landing near the top of the tower. A silver-plated door stands before you. Song Tao knocks on this shining door before opening it.
You follow her into a large and impressive circular chamber. Its smooth walls and ceiling are midnight blue in colour and studded with clusters of tiny Caronese crystals. The effect is stunning; it is as if you have just stepped into deep space and are surrounded by thousands of tiny twinkling stars. The chamber is dimly lit by an oil lamp resting on a circular table in the middle of the room. Song Tao raises its wick and the light becomes brighter. It illuminates three people who are seated in winged armchairs on the far side of the chamber. They stand up and Song Tao introduces them to you.
The first is Lord Honos, a journeymage from Dessi. The second is Zautro, a curate Herbwarden from Bautar, and the third is Captain Jian Tzu, the commander of Dwala’s City Guard. He is also the leader of the Watchers and a loyal friend and ally to the Elder Magi. It was Jian Tzu who sent Anseng to meet you on your arrival in Chai and to be your guide. When you tell them what has happened since your arrival in Chai, they are relieved to see you still have the Eye of Agarash safely in your possession. They are also shocked and saddened to learn of the regrettable loss of Anseng, Chao, and Lieutenant Quang. Lord Honos assures you that their sacrifice will not be in vain, and neither will it be forgotten. Zautro the Herbwarden steps forward and asks to see the Eye of Agarash. The others, too, are anxious to view this infamous artefact and they gather round.
When you open the leather satchel, you are assailed by a wave of evil energy that drains you of 6 ENDURANCE points.
The insidious effect of the Eye leaves you unsteady on your feet. The others support you until the weakness fades and you are able to stand unaided. They all sense that the Eye is responsible for your plight.
Captain Jian Tzu says that they will send word to Lord Rimoah that you are now in Dwala.
‘How is this so?’ you ask. ‘The storms are making it impossible to leave Dwala by boat, and it will take weeks to reach the Kai Monastery of Lorn overland. It would be difficult to keep the Eye of Agarash hidden from the enemy throughout such a long journey.’
Lord Honos politely interrupts and answers your question on behalf of the Captain.
‘Grand Master, I am a Journeymage and I have a Speaking Stone given to me by the High Council of the Elder Magi. I use it regularly to send my reports to the High Council Elders in Elzian. They will relay my message to Lord Rimoah that you are now here, in Dwala, with the Eye of Agarash. When Rimoah receives it he will surely come and collect you in his skyship.’
Lord Honos excuses himself and leaves the chamber to fetch his Speaking Stone. While you wait for him to return, Zautro and Song Tao offer to help you to recover from the rigours of your perilous journey to Dwala.
Priestess Song Tao places her hand gently on your chest and intones a prayer to Goddess Ishir. As she speaks the words of the prayer, you feel a healing warmth flow through your body that restores 5 ENDURANCE points. When she finishes her prayer, she offers you a potion of Laumspur (will restore 4 ENDURANCE when taken after combat) which you may keep in your backpack, space permitting.
(I let her keep it, I don't need it)
Lord Honos is holding something when he returns to the chamber. Inquisitively, you all gather around him. Cupped in his hands is an apple-sized crystal with a milky opalescence. You sense it has magical properties. He brings the stone to his chest and presses it close to his heart. With his eyes firmly closed, he makes silent mental contact with the High Council in Elzian. A minute passes before he opens his eyes and says:
‘It is done. Now we must await their answer.’
There is a knock on the chamber door, and Song Tao says ‘Enter.’ The door opens and into the chamber come two Moon Maidens, devoted assistants to the Priestess. Their names are Kwe and Jia Zhai. They are bearing two silver platters of food and Priestess Song Tao invites you all to partake of this delicious selection of grilled fish, boiled rice, and steamed vegetables. You are eating when Lord Honos suddenly jumps up from his chair as if he has been stung by a bee.
Honos is receiving a message from the High Council. He presses the Speaking Stone to his chest and closes his eyes. Another minute passes in silence as you wait for him to conclude his mental contact with his distant elders. He is smiling when he opens his eyes.
‘I am happy to report that my message has been relayed to Lord Rimoah and he’s replied most promptly. He will fly directly to Dwala aboard the Comet and attempt a landing in front of the North Gate at noon tomorrow, so long as the weather is not too severe. He has also sent a warning to you, Grand Master, that the Eye of Agarash is now known to have revealed your location to the enemy from the moment you departed Pensei.’
‘If this is so, then they will know that you are here in the Tower of Ishir,’ says Zautro, anxiously.
Song Tao uses her goodly powers to calm the Herbwarden’s fraying nerves and she recommends that you all should now retire and get some sleep.
‘I will pray to Ishir to grant us a break in the storm so that Lord Rimoah shall be able to land in safety tomorrow,’ she adds, and calls forward Jia Zhai to escort you to your room. You bid good night to the others and follow the Moon Maiden as she leads you out of the chamber and down the spiral staircase to the alcove behind the chapel’s altar. She beckons you to follow her to another alcove and she opens a secret door to a comfortably appointed room with a bed and a narrow stained glass window. She wishes you a peaceful night’s sleep before leaving.
You remove your oilskin cloak, your boots, and your backpack and place them beside the bed. You are feeling weary and it does not take long for you to drift off into a deep sleep.
Your dreams are haunted by a vision of Chao the Watcher lying dead on a muddy highway. Dark swirling shadows writhe all around his lifeless body. You walk towards him and look down at his face. It is relaxed and serene as if he is sleeping peacefully. You fall to your knees and slowly you move closer and closer until your face is almost touching his. Abruptly, his eyelids spring open and two jets of scarlet flame issue forth from the pupils of his glaring eyes, burning and melting and mutilating you. The dark shadows grip you tightly and you cannot move a muscle. There is no escaping from the horror that engulfs your body and soul. It consumes you utterly. Lose 4 ENDURANCE.
Abe Sargent
04-20-2020, 03:17 PM
You wake with a start and sit bolt upright. Your heart is pounding and your face is bathed in cold sweat. An unnatural chill pervades the room and it is emanating from the Eye of Agarash. The evil artefact was the cause of your traumatic nightmare and the residue of its awakened power now lingers in the chamber. The noise of explosions rings in your ears. At first you think it is a hangover from your nightmare until you see flashes of light at the window. The explosions are real.
Hurriedly, you put on your boots, backpack and cape and rush to the door. It opens as you approach it and you see Captain Jian Tzu running across the chapel towards you.
‘We’re under attack!’ he shouts, ‘They’re bombing the roof. You must leave at once!’
Jian Tzu turns on his heel and motions you to follow him. Chunks of masonry and plaster are falling from the chapel’s ceiling to smash on the pews and floor all around you. The Captain hurries to the altar and parts its silver cloth to reveal a trapdoor. He tugs it open and you follow him down an iron ladder bolted to the tower’s cellar wall. A secret passage leads to the cellar of a convent located opposite the North Gate. You leave this cellar by way of a flight of stone steps that ascend to the convent’s kitchen above. Jian Tzu unlocks and opens a door and you see the alleyway that runs alongside the convent. Fiery explosions and flashes of lightning illuminate the darkness of this narrow passage. You take a step from the doorway and look up into the storm-torn skies above. Amidst the roiling clouds are several large winged reptilians that are circling and diving on the roof of the Tower of Ishir. Shadowy riders cling to their backs. They hurl missiles at the tower roof before soaring away into the black clouds where they circle around before diving again. The explosive missiles that they cast down have already destroyed the icon of Ishir and much of the upper part of the tower, including the star chamber where you met with Jian Tzu, Herbwarden Zautro, and Lord Honos just a few hours ago.
You step back into the convent kitchen to keep from being seen by the winged creatures overhead. As you do so, the evil power of the Eye flares up and drains you of 3 ENDURANCE.
(My ring keeps me from taking damage)
Lord Honos and Herbwarden Zautro come running up the stairs from the convent’s cellar. They are covered with plaster dust and look badly shaken. You ask if Priestess Song Tao is safe. They glance at each other and then look dejectedly at the floor and shake their heads.
‘Grand Master,’ says the Captain, urgently. ‘You must leave here. It is too dangerous for you to stay any longer.’
He stands in the open doorway and points along the alley to a passageway at the southern end.
‘Turn right at the end and the passage will take you to Izara Street. Go left when you reach Izara and you’ll soon arrive at the Main Square. Look for the sign to the Quay. Follow the sign and you’ll be sure to reach the quayside. Make your way to the stone pier in the middle of the quayside and look for the Silver Virixe. She is a Korlian cargo ship berthed at the end of the pier. She will be bound for the Port of Suhn as soon as the storms abate. Go aboard her and hide yourself below deck. If it is safe to do so, we will come for you an hour before noon and bring you back here to the North Gate in time for Lord Rimoah’s arrival.’
‘And what if you don’t come?’ you ask, pragmatically.
‘If we don’t come for you,’ replies Jian Tzu, ‘then the situation here will have escalated beyond our control. You should remain hidden aboard the ship. Once it sails and is safely beyond the estuary, you should make yourself known to the Captain. His name is Chengan. He is a Watcher and he is loyal to our cause. He will convey you to the Port of Suhn and from there you will be able to make contact with your Kai Monastery on the Isle of Lorn. We will send word of this to Lord Rimoah … if we are able.’
You acknowledge the Captain’s words and set off from the kitchen doorway. But you have barely taken a dozen steps along the alleyway when you see a group of leathery black creatures appear in the passageway beyond. They are armed with iron bows. One of them raises its bow and a black arrow comes speeding directly towards your head!
(I use KA)
Swiftly you invoke the Brotherhood Spell Halt Missile and the black arrow freezes in mid-air just a few feet in front of your face. You step aside and, moments later, the spell dissipates and the arrow whistles past you to ricochet harmlessly off the wall of the convent several yards along the alleyway behind.
Honos and Zautro dash from the kitchen door and rush ahead of you along the alleyway to provide you with some cover from the leathery black archers in the passage beyond. Lord Honos casts a brace of flaming bolts that incinerate the nearest two enemies and transforms them to glowing heaps of ash. Herbwarden Zautro hurls a green glass sphere that smashes in the midst of the remaining four and ensnares them in rapidly growing tangle of barbed briars. They accompany you to the end of the alley and scour the adjoining passageway to check if the coast is clear.
‘Go, Grand Master,’ says Zautro, ‘Go now, and may Kai and Ishir go with you!’
Mindful of Captain Jian Tzu’s directions, you reach the end of the passageway and go left into Izara Street. Soon you reach the city’s Main Square and follow the sign westwards to the Quay. Upon reaching the quayside, you shield your eyes from the lashing rain and scan the length of the central stone pier until you espy what you are looking for. The Silver Virixe is moored at the end of the pier, roped and chained securely in its berth. You run to the pier and race along its stone walkway, buffeted on all sides by the wind and sheeting rain. You are halfway along the pier when a leathery-winged creature swoops down from of the raging storm clouds and passes directly over your head. It screeches and your pounding heart misses a beat when you recognise what this creature is.
Abe Sargent
04-20-2020, 03:23 PM
A Kraan! Never have Kraan ventured this far south from the Darklands of Northern Magnamund before. You recall the doomwolves you encountered during your journey from Vabou to Valus and realise the only possible reasons for why they are now present in Chai. Nadziran Zashnor has either brought them here, or the foul sorcerer has established spawning pits somewhere in Southern Magnamund and is creating them to bolster the size of his invading army.
The shrieking Kraan banks away from the quayside and circles around to make another pass over the pier. You see two smaller creatures riding pillion in a saddle strapped to its scaly back. You magnify your vision and recognise that they are the same kind of creatures that attempted to block your escape along the alleyway beside the convent. Your Magnakai Discipline of Divination tells you that these hairless black leathery bipeds are Doomgah, a new breed of horrors created by Zashnor in its Spawning Pits located below the evil Bhanarian temple-city of Bakhasa. Your senses also reveal that Zashnor has been able to draw upon the souls of myriad victims sacrificed by Autarch Sejanoz during his long and bloody reign. They were imprisoned in the Bakhasian temples and used to supply raw power to its voracious spawning vats. The Doomgah are watching you intently through slitted eyes that emit a dull orange glow.
The Kraan flies away in the direction of the Main Square and then circles back, cawing loudly. It is directing a dozen Doomgah that are in Xo Street to race towards your location. They soon reach the end of the thoroughfare and come scurrying across the quay towards the entrance to the central pier. They are armed with black iron bows and serrated swords. When they reach the pier they draw their swords and give vent to a snickering battle cry.
(I use ka)
You raise your right hand and point towards the Doomgah clustered around the entrance to the pier. Carefully, you recite the words of the Brotherhood Spell Lightning Hand and you feel a tingle run the length of your arm. A bolt of lightning leaps from your fingertips and rips a hole through their ranks, sending several of them tumbling in all directions. To your disappointment, only three of them are slain by the crackling power of your spell. The others scramble to their feet and hurry back to join the others.
You unsheathe your Kai Weapon and prepare to take the fight to the snickering Doomgah. You resolve to cut your way through them to the quayside beyond and make a hasty escape into the city. If you allow them to force you along the pier to the cargo ship, they will have the combat advantage for there is nowhere you can escape to once you are on the deck of the ship.
Coolly, you advance along the pier. You show the vile creatures no fear, but you are stopped dead in your tracks when you hear the loud flapping of wings behind you. You glance over your left shoulder and see a Kraan landing at the end of the pier. Astride its back is a Doomgah, but one that is larger and more muscular than the others. A breast plate of black iron encases its chest and in its hand it carries a large kirusami, an exaggerated mockery of the Chai Imperial Guard weapon. Your Magnakai Discipline of Divination informs you that this creature is Klüz, the Doomgah leader. It fixes you with a withering stare and its dull orange eyes flare brightly. It is preparing to dismount from the back of the cawing Kraan.
(KA again)
You recite the words of the spell and point your left hand at the creature. The tingling power of Brotherhood magic flows along your arm and erupts from your fingertips. In an instant, a blinding bolt of electrical energy arcs along the pier towards the creature’s armoured chest. It reacts with stunning speed, catching the crackling bolt on the blade of its polearm and grounding it to the wet stone-block surface of the pier. The bolt flares briefly and vanishes in the blink of an eye.
Klüz leaps from the saddle and lands on the stone pier with a splash, its kirusami gripped firmly in its leathery black hands. The gathered Doomgah hiss their approval as their leader stomps towards you along the walkway. You steel yourself and prepare to fight this formidable creature to the death.
The Doomgah leader raises its mighty kirusami and spouts of cracking blue flame erupt along the length of its razor sharp blade. It opens its maw to reveal a score of dagger-like fangs and a thin black tongue that writhes between them.
Klüz (armed with Zukgudrak): COMBAT SKILL 45 ENDURANCE 42
The weapon that this enemy wields can leach power from the Eye of Agarash. This inflicts 1 ENDURANCE point of damage to you in every round of this combat.
(I have a +11 base. I toss a 2 and 5 and 0 it dies. I took 3 from the effect, I had 6 left over from others, and 4 in battle for 13 damage total right now)
Abe Sargent
04-20-2020, 03:26 PM
Klüz shrieks with agony when you land your killing blow. Clutching at its sundered breast plate, it tumbles off the stone pier and plummets head first into the heaving waters of the Tkukoma Estuary. For a few moments its fell weapon, Zukgudrak, balances precariously on the edge of the walkway. Then the howling winds catch its heavy blade and send it spiralling down into the dark waters to join its owner.
The Doomgah at the far end of the pier are devastated by the defeat of their leader. They break and run in all directions to escape a similar fate by your hand. Only one remains behind. Your Magnakai Discipline of Divination informs you that this creature is Mooldor, Klüz’s sycophantic and vengeful lieutenant. The creature raises its iron bow and lets loose a black arrow aimed at your heart.
The arrow whistles towards you with an exceptional speed and accuracy that reveals its magical enhancement. It is a Zejar-dulaga, a sorcerous missile imbued with magical accuracy that is only crafted in the Darklands. It hits you in the left shoulder and knocks you down: lose 4 ENDURANCE. You are precariously close to the edge of the walkway and you struggle to prevent yourself from falling into the heaving waters below. Instinctively, you draw upon your Magnakai Discipline to numb the pain of your wound but you sense that something is very wrong. Your vision is beginning to blur and your legs refuse to move. The tip of the magically-enhanced arrow has been smeared with Black Yua venom, a fast-acting and deadly toxin.
(I use my Tazheng potion)
You struggle to retrieve the potion from your backpack before the paralysis in your legs starts to spread to your torso and arms. With trembling fingers, you pull out the cork and swallow the bitter liquid in one gulp. There is a sensation of glowing warmth in your throat and stomach that moves rapidly to your chest and shoulders. The powerful anti-venom you have ingested swiftly counters the deadly Black Yua venom, neutralising it before your whole body becomes paralysed.
With gritted teeth, you wrench the arrow from your shoulder and cast it away. The Doomgah Mooldor is reloading its bow and preparing to fire again. With a strength born of desperation, you scramble to your feet and race towards the gangplank of the Silver Virixe. Mooldor tracks you as you run and unleashes a second arrow. It speeds towards you, forcing you to somersault along the gangplank to avoid being hit. The deadly black arrow strikes the wooden edge of the plank barely inches from your right foot. Gasping for breath, you leap from the plank onto the stern deck of the cargo ship and hurriedly take cover behind the wheelhouse.
(I use my bow)
You pull an Arrow from your Quiver and fix it in place. You know where your target is but you dare not show yourself. The arrows your opponent is firing are much swifter than yours. You take a deep breath, step away from the wheelhouse, glimpse your target and release your straining bowstring all in one smooth and fluid movement.
Pick a number from the Random Number Table. If you have the Grand Master Discipline of Grand Weaponmastery with Bow, add 5 to the number you have chosen.
(I toss a 2 and get 8 with the enhanced bow)
Your Arrow strikes Mooldor between its glowing orange eye slits. For a few moments it stands transfixed, then it drops to its knees and falls limply on its side in a puddle at the entrance to the pier’s walkway. You exhale with relief; the Doomgah archer is dead.
You step away from Mooldor’s body and brace yourself against the side of the wheelhouse as the deck of the ship sways from side to side. The mooring ropes and chains creak and groan as the hull of the Silver Virixe is battered by the raging waves. Bolts of lightning strike the pier and a deafening thunderclap explodes directly overhead. A feeling of cold dread grips your stomach; your Sixth Sense is screaming a warning that a great evil is fast approaching the vessel.
A loathsome Kraan emerges from the churning black clouds and swoops down to hover a few feet above the ship’s foredeck. Astride its back is a thin figure swathed in black robes edged with gold and scarlet braid. In his cadaverous hand he clutches a black orb that trails wisps of thin black smoke.
( I have been to Gazad.)
The robed figure jumps from the saddle to the deck of the ship. As soon as he is clear, the Kraan beats its leathery wings and ascends into the storm clouds overhead. With difficulty, the bald gaunt-faced man hobbles across the foredeck and descends the steps to the main deck. The smoking orb in his hand transforms into a long black staff as he fixes you with his cold dead eyes.
‘I have returned, Kai wretch! I come to fulfil my vow. Vengeance shall be mine!’
A spike of freezing fear stabs at your heart like an icy dagger. In a moment of pure horror, you recognize this man. It is Xaol the Necromancer. He has kept his dying vow to return from beyond the grave and enact his revenge on you. You sense that he has been reconstructed by evil sorcery since you sliced him in two in Gazad Helkona. His crippled yet functioning body is chilling testimony to the power of Nadziran Zashnor.
He opens wide his rotting mouth to reveal an array of putrid needle-sharp teeth. A deafening sound emerges from this ghastly maw, a cry far louder than the noise of the thundering storm. The force of this unholy roar drags you to your knees and fills your head with blinding pain.
Abe Sargent
04-20-2020, 03:35 PM
(I use KS)
A deafening sound emerges from his ghastly maw, a cry far louder than the noise of the thundering storm. The force of this unholy roar drags you to your knees and fills your head with blinding pain.
Suddenly you realise that you are not being subjected to an audio attack. The noise that fills your head is the effect of a powerful psychic assault on your senses. You call upon your advanced Discipline to erect a Mindfort to shut out the unbearable noise, and your swift response saves you from sustaining any permanent impairment to your mental faculties.
Howling with frustration that its psychic attack has helped and not harmed you, the ghoulish figure leaps towards you brandishing his black staff. In the blink of an eye, the staff transforms into a hissing serpent. It is disturbingly similar to the snake that emerged from the mouth of undead Anseng. You reach for your weapon and pull back as the serpent’s venomous fangs strike out for your throat.
Xaol the Necromancer (reconstructed undead, with Serpent Rod): COMBAT SKILL 50 ENDURANCE 50
Xaol is a powerful undead adversary. If your chosen weapon provides you with a bonus when used in a fight against an undead foe, be sure to calculate and add the bonus to your COMBAT SKILL before this battle begins.
If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat
(I lose one CS and swap over my new weapon. I get a 59 with MB, so a +9 swap. I toss a 4 and he takes double damage - 22. Then I crack a 7 and he dies from the damage. I took 2 and have 11 damage taken thus far)
Your final blow decapitates Xaol and sends his decayed head arcing away into the tempestuous waters of the Tkukoma Estuary. His crippled body drops to the deck and rapidly decays before your eyes. The necromantic spell that raised Xaol from the dead and restored his sundered body has been broken, and now the years of rot and decay that were held at bay rapidly consume his diseased corpse. His serpent rod reverts to its spherical form and lies beside the putrid remains, smoking and hissing intensely.
You have consigned the necromancer’s head forever to a watery grave, but you need to dispense with the accursed weapon he wielded. Drawing upon your Magnakai Discipline of Nexus, you focus on the smoking sphere and will it to rise up from the deck. Slowly it ascends. When it reaches chest height, you halt it in mid-air and concentrate a burst of mental energy that sends it flying over the gunwale of the ship. It hits the raging waters and explodes, showering you with foaming spray.
You are wiping the foam from your face with the back of your hand when your eye catches some movement on the quayside. The Doomgah are slowly and nervously returning to the stone pier. They are very wary but they are also very curious to discover if Xaol has been triumphant. You crouch low to avoid being spotted and shuffle your way towards the door of the wheelhouse. You resolve to get below deck and find a place to hide before the Doomgah muster enough courage to come along the pier and board the Silver Virixe. When they find the ruined remains of Xaol’s corpse, they will likely come searching for you.
Your basic Kai Discipline of Mind Over Matter deals quickly and easily with the padlock on the wheelhouse door. It snaps open and you slide back the door and enter. Swiftly, you tug the door closed behind you and use the padlock to secure it from the inside. A set of wooden steps lead down to the lower deck where you discover the crews’ quarters. There are two cabins notably larger than the others: the Captain’s cabin and the Purser’s Cabin.
(Purser)
The door to the purser’s cabin is locked, but it presents no challenge to your basic Kai Discipline of Mind Over Matter. It takes merely moments for you to unlock the door and slide it open. The purser’s wood panelled cabin is comfortably furnished with a bunk, an oak table, an ornately carved high-backed Mythenian chair, and a toa wood chest of drawers. There is a large iron safe positioned next to the oak table. Its lockplate has a keyhole but there is no sign of the key that opens the safe.
(I leave it)
A loud shriek rips through the constant rumbling of thunder and your senses tingle with apprehension. This chilling sound is neither the cry of a Kraan or a Doomgah; it is something much larger and far more sinister. You peer out through the cabin’s porthole but all you see is the stone wall of the pier rising and falling with the sway of the rough waters. As you step back from the porthole, you are hit by a sudden wave of weakness that makes you shudder and drop to your knees, gasping for breath. Again, the Eye has activated and it drains you of 4 ENDURANCE points.
(What made that cry?)
With trepidation, you climb the wooden steps that ascend to the wheelhouse. Through the rear window you see a huge winged creature perched on the end of the stone pier. It is an Imperial Zlanbeast. Astride a grand saddle embellished with Darklord icons, you see a slender man-like figure swathed in a hooded grey robe. The raised hood of the robe hides the figure’s face but at once you know who this is: Nadziran Zashor! Klüz and Xaol have both been slain by your hand, and so Zashnor has now been forced to show itself and finish the task they failed to accomplish on its behalf.
In the Nadziran’s right hand is a short staff that bears an uncanny resemblance to the Claw of Naar. The head of the staff looks like a petrified vulture’s foot. It is cast in pure Kagonite embedded with specks of a shimmering scarlet mineral. Its shaft is twisted like a length of gnarled tree root and perforated with myriad pea-sized hollows. In a moment of sudden and terrible realisation, you know that this staff is not a replica of the Claw; it is the Claw!
Zashnor detects your presence in the wheelhouse and swiftly it points the Claw of Naar at the window. The Eye starts to vibrate and move in its satchel. It becomes rapidly colder and frost forms on the satchel’s leather surface. The movements become stronger and now you are being tugged steadily closer to the window. Zashnor has unleashed a spell that is drawing the Eye inexorably towards the Claw. If you allow the two evil artefacts to be reunited, the consequences will be disastrous. The only way you can prevent this calamity is to slay the vile Nadziran.
Abe Sargent
04-20-2020, 03:47 PM
(Let's fight!)
With immense courage and determination, you resolve to confront Zashnor and slay the evil Nadziran in personal combat. You unsheathe your Kai Weapon, unlock the wheelhouse door, and step out onto the rain-swept stern deck. Zashnor has dismounted from the Zlanbeast and it is about to step onto the gangplank. It sees you and immediately it unleashes a powerful wave of psychic energy with the intention of disabling you before you can launch your attack.
(I use Kai Screen)
Zashnor’s psychic assault hits you with the force of a charging bull and knocks you flat on your back.
(I have grand Thane rank)
Reeling from the impact of this powerful psychic assault, you draw upon your advanced Discipline to absorb and transform the hostile psychic energy into a remarkably positive physical effect: restore 10 ENDURANCE points.
Zashnor senses that something is wrong and immediately it ceases its psychic assault.
(Fully healed)
You scramble to your feet and face your enemy. Zashnor has reached the bottom of the gangplank and it levels the Claw of Naar at your chest. Its initial psychic attack has failed to stop you and now it launches a magical attack that it hopes will put paid to you once and for all. The tip of the Claw erupts into a terrifying ball of lighting that arcs across the deck at blinding speed.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, deduct 2 from the number you have chosen.
If your total is now 3 or lower, you lose 3 ENDURANCE from damage caused by the lightning bolt.
If your total is now 4–6, you lose 5 ENDURANCE from damage caused by the lightning bolt.
If your total is now 7 or 8, you lose 7 ENDURANCE from damage caused by the lightning bolt.
If your total is 9, you are engulfed and consumed by the ferocious ball of lightning. Zashnor will recover the Eye of Agarash from your smouldering remains and marry it with the Claw of Naar. The weapon thus created will give the Nadziran the ability to unleash a fireball so powerful that it will incinerate Dwala and all of its inhabitants at one fell stroke. Tragically, you will no longer be able to prevent this catastrophe, for your life and your mission ends here.
( I toss a 7 and get a 5. I take 5)
A stunning transformation is taking place before your disbelieving eyes. The grey cloaked Nadziran dissolves into a swirling cloud of milky mist that expands and solidifies into a scaly dragon, with frosty-white hide and black fathomless eyes. It opens its jaws to reveal an array of razor-sharp fangs. It roars loudly and a freezing gust of super-cold breath engulfs you, leaving you shivering and chilled to the bone. Your Magnakai Discipline of Nexus saves you from a swift and icy death, but Zashnor seizes the advantage its transformation and breath attack has gained and it comes bounding towards you with murderous intent.
(I use KA)
You raise and extend your right arm and point your fingers at the Claw of Naar. You intone the words of the Brotherhood Spell Lightning Hand and feel a tingle of power run the length of your arm and explode with a blinding flash from your fingertips. A bolt of pure energy streaks toward the Claw and strikes the twisted shaft, sending it skittering away across the deck beyond Zashnor’s reach. The fell dragon shrieks angrily and slashes at the deck with its powerful talons, gouging and scarring its timbers. You rush forwards with your Kai Weapon unsheathed and poised to strike. You are determined to exploit Zashnor’s unfocused fit of wild rage and slay this evil adversary where it stands.
Zashnor rises to its full height and roars at the sky. As if in answer to its rage, there is a sudden thunderclap and several bolts of lightning streak down from the roiling black clouds to strike all along the stone pier. The storm reaches its cacophonous peak when you launch your attack on the evil sorcerer.
Zashnor (in Ice Dragon form): COMBAT SKILL 54 ENDURANCE 52
Zashnor is immune to Mindblast, and has partial resistance to Kai-surge and Kai-blast. If you possess Kai-surge and use it during this combat, you may add 4 points to your COMBAT SKILL at a cost of 1 ENDURANCE point per round. If you possess the advanced Grand Master Discipline of Kai-blast and use it during this combat, you may pick only 1 number from the Random Number Table to determine the damage inflicted upon the Nadziran, at the cost of 4 ENDURANCE points. If you use the Kai Weapon ‘Valiance’ or ‘Spawnsmite’ you may add the bonus that you gain from its unique properties during this combat.
The Eye of Agarash becomes active throughout this combat. It drains you of 1 ENDURANCE point per round until the combat ends.
(I use Alether Berries prior to combat and I get a +1 as I brought Spawnsmite with me. That gives me a base CS of 59, which is +5. I do use KS to give me a +9 and I'll lose two a turn (he;ll lose one a turn with my enhanced Grand Weaponmastery Ready?
Let's do it!
First die is a 2. He takes 9 to my 5.
Next is a 5. He takes 12 to my 4.
Next is a 4. He takes 11 to my 4. Total damage - him 32 me 13 plus 5 so 18 damage total.
Next? I toss a 8. He loses 16 to my 2.then a 1. He loses 8 to my 5. He dies and i lost 25 damage total)
Abe Sargent
04-20-2020, 03:52 PM
Your final fatal blow shatters the chest of the Ice Dragon Zashnor. It implodes with a deafening noise, like the simultaneous smashing of a thousand crystal chandeliers. The frosty wings and limbs become detached as the torso disintegrates upon the deck, and rapidly they melt into a milky cloud that engulfs the broken remains. For a few moments this opaque ball of mist churns and seethes until it loses the last of its energy and is whipped away on the winds of the storm.
Lying at your feet is the grey robed form of Zashnor, torn and lifeless. You draw back the hood of its robe and reveal its true form. Its distorted goat-like skull is semi-transparent allowing you to see its brain which is as dark as night. Two small straight horns protrude from its forehead and its eye sockets appear unnaturally black, as if they are two holes through which you can see into another plain of existence. It is exceedingly rare to look upon a Nadziran in its true form. You recall something that Supreme Master Lone Wolf told you about the Nadziranim, that when they are destroyed they are destroyed utterly; nothing at all remains of their bodies or spirit. Zashnor was clearly an exceptional Nadziran. There are rumours that a select few Nadziranim have returned to Magnamund by the grace of Naar and life-draining necromantic rituals after having seemingly been destroyed. Mindful of this, you resolve that Zashnor shall never join their ranks.
Driven by an overwhelming instinct, you raise your Kai Weapon above your head and bring it crashing down upon the Nadziran’s loathsome skull. Your mighty blow sunders the translucent bone case, destroying it completely. Within moments of its destruction, the crushed remains of the skull and the entire skeletal carcass become a pungent black slime that bubbles and boils until all that is left are a ragged grey robe and a man-sized patch of scorched decking.
The thunder and lightning cease abruptly and the violent storm begins to abate. The winds die down and the torrential rain recedes until it becomes little more than light drizzle. Calm is slowly returning to storm ravaged Chai as the power of Zashnor relinquishes its foul grip on nature. After so many days of raging turmoil, the natural balance of the elements is finally being restored.
You close your eyes and offer up a prayer to God Kai for giving you the strength and courage to overcome this formidable foe. You are concluding your prayer when a riotous noise makes you open your eyes and focus your gaze on the quayside.
ou hear shrieks of pain and triumphant Chai battle cries. Captain Jian Tzu has rallied the City Guard and he is leading them personally in a merciless pursuit of the Doomgah. The last of these loathsome creatures have been flushed out of the streets and passageways of Dwala and hounded mercilessly towards the quay. Now the few remaining Doomgah are being pushed off the quay into the turbulent waters of the estuary. None of them can swim and they all perish swiftly in the deep dark waters.
‘For Chai!’ shout the victorious guardsmen, ‘For Khea-khan and Chai!’
Journeymage Honos and Herbwarden Zautro are with Captain Jian Tzu and they spot you standing on the deck of the Silver Virixe. They hurry along the walkway of the stone pier and come running down the gangplank, their faces beaming with joy that you are still alive. They embrace you warmly and commend your skill and bravery. The dramatic turn in the weather tells them that you have overcome a great evil this night and saved the city, and all of Chai, from a terrible fate at the hands of the merciless Zashnor. You inform them about the Claw of Naar and they can hardly believe their ears. But when you point to it lying on the deck a few yards away, all doubt is swiftly dispelled. Journeymage Honos removes his cape and carefully he wraps the accursed artefact, making sure that he does not touch the twisted shaft with his bare hands.
‘I will carry this back to City Guard headquarters,’ he says, solemnly. ‘I fear that if you were to convey it along with the Eye of Agarash, the consequences would prove fatal, my Lord.’
Your Sixth Sense tells you that Honos’s fears are well founded. The close proximity of the Eye and the Claw would create a surge of evil energy that would kill you in an instant. You follow a safe distance behind Honos and Zautro as you return along the pier to the quayside. Captain Jian Tzu is overjoyed to see that you are alive. He salutes you and shakes you warmly by the hand.
‘My eternal thanks, Grand Master,’ he says. ‘Once again you have saved Chai from a great and terrible evil. You will forever be revered as a hero in our land!’
You are escorted by the Captain and his men along Xo Street to the Main Square where the headquarters of the City Guard is located. Awoken by the fighting and the ferocious lightning storm, many of the citizens are now gathered in groups in the square, chattering excitedly. They cheer and wave as you pass and the Captain and his men acknowledge their applause with proud smiles and salutes. When you reach the headquarters building you ask what has become of the Tower of Ishir.
‘It has gone,’ replies Jian Tzu, sadly. ‘It fell in flames an hour ago. I regret to inform you that there are no survivors.’
The Captain makes his personal quarters available to you. Before he leaves he tells you to get some rest and he confirms that Lord Rimoah will be arriving aboard Comet as planned, at noon.
‘I will escort you to the North Gate shortly before midday and see you safely aboard,’ he says, and then he bids you good night and closes the door to his chambers. The physical and mental strain of your battle with Zashnor and its foul cohorts wells up and overwhelms you with fatigue. You climb onto the Captain’s bed and fall immediately into a deep and dreamless sleep.
You are awoken mid-morning by Journeymage Honos and Herbwarden Zautro. They bring you a hearty breakfast and together you eat and talk before Captain Jian Tzu enters to inform you that it is time to leave. You ride from the headquarters building to the North Gate in the company of the Captain, Lord Honos, and Herbwarden Zautro. The young journeymage carries the Claw of Naar still wrapped securely in his cape. Upon arriving at the gate, you see that it is open. Nearby, the smouldering remains of the Tower of Ishir remind you of the selfless sacrifices that were made during your long and difficult mission. You offer up a silent prayer to Goddess Ishir to cherish and preserve the souls of those who willingly gave their lives so that you might succeed. They have gone, but they will never be forgotten.
While you slept, the dawn of the day brought with it a dramatic change in the weather. The skies have cleared and warm sunshine is drying the saturated streets of Dwala. Lord Rimoah arrives precisely at noon. Comet appears in a cloudless sky and gradually it descends until it comes to hover just a few feet above an area of cleared ground outside the North Gate. You hear its engine powering down to a soft hum and see Lord Rimoah and Blazer awaiting you at the rail of the stern deck. They both salute you with pride. The boarding ladder is lowered and you say farewell to Captain Jian Tzu and Herbwarden Zautro before you climb aboard. Journeymage Honos has been instructed to return to Dessi by Lord Rimoah. He has been charged with the safekeeping of the Claw of Naar until Comet arrives at the High Council in Elzian, the Dessian capital. Rimoah and Blazer greet and commend you on completing your mission successfully. Bo’sun Durin takes Honos to his quarters in the bow while you retire to Lord Rimoah’s comfortable cabin at the stern. On approaching the cabin door, you turn and take one last look at the city of Dwala and wave a final farewell to Jian Tzu and Zautro as Comet ascends smoothly into the clear blue sky.
Your return sky voyage to the Kai Monastery of Lorn takes a little over six hours. During your aerial flight, Lord Rimoah asks many questions about your mission and he prepares a detailed account which he will give to Kai Supreme Master Lone Wolf. Blazer has already given a similar report about his mission to the Kraknalorg chasm. He is proud to tell you that he, too, was successful.
You arrive at the Monastery in the early evening and watch the descent to the parade ground from the stern deck of the Comet. The blessed tranquillity of the Monastery is a welcome relief after the days and nights you have spent in the heavy rains and thunderous storms of Chai. You see Skyfort moored on the parade ground below and you hope that Black Hawk, Star Lynx, Steel Hand, and Swift Sword have enjoyed the same success that you and Blazer have achieved.
A Kai honour guard awaits you when you descend the boarding ladder to the gravelled parade ground. With pride, you acknowledge their salutes and accompany Lord Rimoah and Blazer to the Grand Hall at the top of the Tower of the Moon. Upon entering the hall, you see Lone Wolf seated upon his alabaster throne with Star Lynx and Sage Chastan standing quietly on either side.
‘Welcome Grand Masters,’ says Lone Wolf, proudly, ‘I commend you both on achieving your missions with honour. You have each defeated a powerful champion of evil and removed the threat they posed to the peace and stability of the lands around their mustering points. You have done well and you should feel rightly proud to have upheld the highest traditions of the Order.’
Sage Chastan approaches you and requests that you give him the Eye of Agarash. Lone Wolf nods his approval and willingly you hand over the satchel containing the bane that has burdened you all the way from Pensei. Chastan thanks you and bows respectfully to Lone Wolf and the others before leaving the Grand Hall. Lone Wolf gets up and steps away from his throne. He beckons you all to join him at his map table where he picks up the steel pointer and taps it on the Kraknalorg Chasm and the Doomlands of Naaros. He looks at you and Blazer and says:
‘The success of your missions have neutralised these threats.’ He then moves the pointer to Dessi and continues. ‘Grand Master Star Lynx achieved his mission here. He, too, is commended for his bravery and his success.’ Star Lynx bows in acknowledgement of Lone Wolf’s generous praise and tries hard to suppress a smile and maintain his composure.
‘And with the valuable assistance of our ally, Wizard Regent Grey Star, the city of Shadaki has been cleansed of the dark scourge that took control of it 16 years ago and lately threatened to resurrect the former Shadakine Empire in all its evil glory. At last, the death of Bright Star has been avenged. Ulonga and his Kitaezi Shamans are no more.’
Lone Wolf taps the location of Shadaki and then he pauses. For several seconds he says nothing and your Sixth Sense tells you that all is not well. Slowly, he moves the pointer and taps the map in three other places: Cragmantle, Ljuk, and the Maakengorge.
‘Alas, I must inform you that not all of the missions have been a success. Black Hawk has not returned from the ruins of Cragmantle. Neither has Swift Sword from Ljuk. I sense that they did not survive the tasks I set them and my heart is heavy with their loss. They were both gifted Grand Masters and our Order is poorer for having lost them.’
A shadow of sadness darkens the Grand Hall and you feel the grief that you all now share upon hearing this regrettable news. Lone Wolf moves the pointer one last time and taps the Maakengorge.
‘This is where I dispatched Steel Hand to carry out his mission. He has not returned but I sense he is still alive. Guildmaster Banedon has gone back to Sommerlund to muster the help of the Brotherhood of the Crystal Star. They will assist a rescue mission to find and return Grand Master Steel Hand to us.’
Lone Wolf puts down the pointer and moves his head in a slow arc around the table, pausing to look each of you in the eyes for a few moments before moving on.
‘Grand Masters, we must discover the fates that befell Black Hawk and Swift Sword. We must rescue Steel Hand, and we must complete the missions that I set them. Your accomplishments have delayed the resurgence of evil from overwhelming the Freelands of Magnamund, but this evil is growing stronger every day, every week, every month that we fail to defeat it. We must strive again to stem this rising flood before it becomes too strong for us to counter.’
Lone Wolf returns to his throne and motions to Lord Rimoah to come forward. They exchange a few quiet words and then Lone Wolf addresses you for the last time this day.
‘Retire to your quarters and rest well, my Lords. I shall summon each of you tomorrow morning. Lord Rimoah and I shall decide the locations you shall be sent to complete the missions that remain unaccomplished.’
You leave the Grand Hall with Blazer and Star Lynx and retire to your private chamber. The loss of your brother Grand Masters is a bitter blow, but you try to put your grief to the back of your mind and concentrate on the mission that awaits you tomorrow.
Congratulations, Grand Master. You have achieved a great victory over the forces of darkness and saved Chai from certain destruction at the hands of Nadziran Zashnor and his fell minions. Soon your new mission will be revealed. You will discover the nature of the task that awaits you in the next exciting New Order adventure entitled:
Dead in the Deep
Abe Sargent
04-20-2020, 06:27 PM
The End of Storms of Chai.
This book didn't feel like Joe Dever wrote it. While he has learned as a writer over his career, there are more similarities from Book 1 and Book 28 than there are from Book 28 and Book 29. Made senses as he wasn't actively writing for 18 years. Book 1, Flight from the Dark was published in 1984. The Hunger of Sejanoz was written in 97, 13 years later. Storms was written in 2015, 18 years later. You can see the gap, with many word choices, issues of grammar, and more making it in. The story wasn't as tight as Dever usually paced his stories, and there were many more logical inconsistencies in the story. On one day my character can influence a horse, nut on the next it runs away. You feel okay stealing from the Captain of the ship but not the crew's payroll. You could see the hiatus.
Anyways, I enjoyed a lot about the book, and i own a hard copy so that's good. But the next book, Dead in the Deep I own and haven't read, but was written by his son. My hope is that Dead in the Deep and the last two novels in the mega-series that are being written by Ben Dever are going to feel more Joe Dever than this one did.
Take a good example, the Autumn Snow series that began with The Pit of Darkness. It captured that early Kai feel better than this did.
Autumn Snow: The Pit of Darkness – Gamebook News (https://gamebooknews.com/2016/08/16/autumn-snow-the-pit-of-darkness/)
I hope that others can pick up his legacy, and more over I hope they are encouraged to do so. We've had Lone Wolf video games, Lone Wolf RPG, but those were back when the series was hot. What I'd love to see is a group of people that could make this IP work for a modern audience, like a modern video game a la Mechwarrior 5 and Battletech that put that IP back there for a new generation. I'd love a new movie, or Netflix series,or something that showed a clear caring for the psychic rangers that keep things safe.
Enjoy!
Abe Sargent
04-20-2020, 06:34 PM
I've never read this series before, but I liked it better than the Lone Wolf version of this series.
Ready for my list of Worst to First?
Worst to First
Worst - Voyage of the Moonstone - Dever was still getting the hang of things
The Storms of Chai - Dever's 18 year hiatus did not serve him well
The Buccaneers of Shadaki - Not bad for a reader, but not great either
Vampirium - I really enjoyed this throwback feel good book
Trail of the Wolf - Moderate throwback ideas. Rescue Lone Wolf!
Mydnight;s Hero - The best Place 1 to Place 2 adventure in the series. This is where Dever figured out the series.
The Hunger of Sejanoz - Epic story, running along and guarding the Caravan, helping Chai in a major war.
Rune War - The best throwback story in the series. Back to basics in a great way
First - The Fall of Blood Mountain - Do something new! Go underground, help out dwarves, find epic treasure. What's not to love? It was my favorite in the series.
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