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Old 11-28-2009, 09:44 PM   #301
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Odel has a crossbow and refills his quiver too. We slip over the perimeter wall and move out. We are in a dense canopy of foliage. I see a layer of a bushy velvety lichen. Do I have Curing? Nope. I choose not to eat any since I have Huntmastery.

After a while we arrive at a decaying trunk. Odel tells me that just one league left. I use Pathsmanship and Tutelary. There is a hostile creature with a blowpipe waiting for us. I grab my bow and lance an arrow into a Agtah Sniper’s abdomen and it dies. Odel runs up to search its body. I can cover him or join him. I follow him. The blowpipe was made from a Meledorian Thighbone, and Odel is pissed.


Quote:

There is a moment of cold fear when you first set eyes on the burial grounds of Tolakos. An eerie blue glow, cast by clumps of bacterial fungi, illuminates a mist that seeps from the tombs and crypts of this ancient necropolis. The swirling vapour is contained by a wall which encircles the graveyard, although it is broken in many places where trees have displaced the mouldering stonework. With a weapon at the ready you follow Odel towards one such gap in the wall, which is overshadowed by a great mausoleum.

'This is the Vault of Sedron,' whispers Odel, as he clambers over the rubble and crouches beside its damp grey wall. 'Old King Kalon sleeps here.' He removes a throwing knife from his boot and with its tip he points to the other funereal landmarks of Tolakos and identifies them one by one. 'That's the Crypt of Juilor. Over there are the Graves of the Faithful, and there's Baylon's Tomb. The Chaos-master and his minions have kept us away from here for nearly a generation, but Lorkon is determined to wrest it from him and restore it to its past glory. Over there, near the centre, is the Grand Sepulchre. That's where the bloodline of the Ironheart clan are laid to rest.'

You stare at this macabre building and a powerful feeling electrifies your body. The Sepulchre is an imposing sight, yet it is not the grim splendour of its design that exhilarates you. You are ablaze with the realization that somewhere here, in the Grand Sepulchre of the Ironhearts, lie the last two Lorestones of Nyxator: the objects of your quest.


'I must search that tomb,' you say, staring fixedly at the huge door that dominates the Sepulchre's blue-grey sculptured facade. Odel frowns and casts his eyes nervously at the surrounding mist. 'I cannot enter,' he says. 'I am not of clan blood. If you choose to go through that door you must go alone.'

You sense that nothing will induce Odel to break his clan law, but you are anxious not to lose a valuable guide. 'When I enter the Grand Sepulchre will you wait for me here?', you ask, hoping he will agree. Silently he considers your request. 'Yes,' he says, without enthusiasm. 'But search swiftly. The creatures of chaos are close. I can feel it in my blood.'

You exchange stern smiles then hurry away through the knee-deep mists, towards the great door.

The portal is secured by a massive metallic lock, and engraved into its blackened surface is a quartered square. In three of the four quarters there are etched symbols, but the fourth quarter, which is formed of a soft, clay-like substance, remains blank. Your basic Kai instincts tell you that the symbols are a clue to a Meledorian code that unlocks the great door. By inscribing the correct symbols in the soft surface of the blank square, you will cause the portal to open. Study the sequence carefully:



I use Divination and it tells me that if I use the wrong symbol, it could be deadly. I have four options and easily find the right one. The door opens. I am in the center of the Sepulchre, with statues and such. I choose to enter the treasure room. Inside I find a very special Ironheart Broadsword.

Quote:

You leave the treasure vault and recommence your search for the Lorestones. You concentrate on the source of their radiant power and your eyes are drawn inexorably towards the ceiling. Nothing stirs in these shadowy reaches, yet you sense that the Lorestones are there. Then you notice the stairs and the circular portal and at once you realize that they must provide access to the flat roof of the Sepulchre. With your heart pounding in your chest you race up the steps, confident of finding the two objects of your quest waiting for you on the roof.

A lever operates the portal and, when you pull it, the circular hatch creaks open and a shaft of grey light washes over your head and shoulders. Your senses burn with expectation. You grip the rim and start to pull yourself through the hole, but a dark shadow and a cold wind sweep over you, making you flinch and fall back on the stairs. There is a loud crack, like a sharp clap of thunder, then a terrible scream of agony echoes through the forest. Fear and anger grip your senses as you realize that you have just heard the dying scream of Odel, your guide. Enraged, you leap for the portal and pull yourself on to the roof, where the Lorestones and an unexpected enemy await you.
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Old 11-28-2009, 09:56 PM   #302
Abe Sargent
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Perched on a bough overhanging the roof is a gigantic black-winged bird. Seated on its back is a magnificent warrior dressed in scarlet silk and polished silver mail. His head is crowned by an elaborate helmet, its visor formed in the shape of a roaring dragon with jewelled eyes and fiery breath. The tangled branches prevent the bird from landing, but a rope ladder hangs from its saddle and the warrior uses it to climb down on to the roof. He leaps the last few feet and his landing disturbs the dense mist that carpets the surface, rolling it back to reveal two glowing golden spheres of crystal, each filled with fire, lying close to where he now stands. He crouches down and your stomach churns with dread as you see him reach out to grab the golden Lorestones.




I use a bow.

You draw an arrow and take aim as he stoops to snatch the Lorestones with his gloved hands. But he is covered in heavy mail and, even at such close range, there are few places where you can be sure that your arrow will pierce his armour.

I fire at his chest and try to penetrate the chain mail armor. Success and it goes deep, but the warrior just roars in pain and continues, grabbing the lorestones and putting them in a pouch. I draw a hand weapon and move forward.

Scarlet Warrior CS 25, EP 30.

I roll a 2 and a 0. I took three and I am instructed by the text to turn to a new page:

Quote

Breathless and bleeding, the warrior evades your skilful attacks by leaping for the rope ladder and holding fast. From there he shouts a command and the giant black bird takes to the air, lifting him off the roof. A wave of panic engulfs you. In desperation you leap up and strike a blow at the velvet sack swinging from his belt. He tries to fend off your attack but his position is precarious. Your blow strikes home, slitting open the velvet and gashing deep into the back of his gloved hand. He drops his sword and one of the two Lorestones tumbles from the sack and falls into the graveyard below, coming to rest close to the door of the Sepulchre. Yet he manages to save the second Lorestone from falling and, with a parting curse, you watch as he is lifted above the trees and carried away into the cold, grey sky.

Peering over the parapet, you try to locate the Lorestone, but it is impossible to see through the eerie blue carpet of grave mist. You are about to leave the roof when you hear a thrumming noise, like the sound of wild and discordant drumming. You peer in the direction of the noise and see a line of hulking shapes shambling towards the gaps in the perimeter wall. Instantly you recognize them--they are Agtah, the hideous creations of the Chaos-master.

Spurred on by anger and fear, you race through the inner sanctum of the Sepulchre and skid to a halt outside its great door. There, shrouded in mist, you discover the body of your guide, his chest torn open and blackened by a bolt of power that claimed his life. You kneel to close his sightless eyes and immediately sense that the Lorestone is close at hand. Guided by instinct you race towards the Lorestone but, as you are running past the entrance to a crypt, you are set upon by a pair of snarling chaos-creatures.


Agtah Scouts CS 26, EP 21

Immune to Mindblast, and Huntmastery prevents loss of CS due to their swift attack.

I roll a 2, 1 and 2. Ouch. I took 13, they took 11. I roll a 7. Them 9, me 1. I finish with a 0 and kill them. I took 14. I am at 21/37

Quote:

You leap over the bodies of the dead Agtah and press on with your search. Ahead you see a glimmer of gold in the pale blue luminescence and you thrust your hand towards it into the mist. A tingling sensation runs the length of your arm, filling your body with an incredible sense of strength and well being as you close your hand around the Lorestone and hold it up before your eyes.


Fully healed.
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Old 11-28-2009, 10:03 PM   #303
Abe Sargent
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Quote:

The golden glow fades as the wisdom contained within the Lorestone is infused into your being. Your spirit soars, but you do not allow your euphoria to blind you to the danger that is closing on Tolakos. You turn and run back towards the entrance to the Grand Sepulchre, intending to seek sanctuary behind its door, but your foot catches on something sharp and sends you sprawling to the ground. The toe of your left boot is cut through but fortunately your foot has escaped without a scratch. Cautiously you try to locate what caused such a vicious cut and discover the scarlet warrior's curvy-bladed sword.

(I choose to keep it, and drop the Magi Mace)

You raise the sword and essay a cut or two to assess its worth. It is a fine weapon, skilfully crafted by an expert smith. Its hilt is bejewelled with emeralds and the curvy blade is engraved with a spectacular fiery dragon. At once you recognize the design and your hopes of retrieving the last Lorestone are revived. It is identical to the symbol you first saw in the Table of Visions: the mark that emblazoned the stone gate of Haagadar.

You focus your Kai skills on the blade and they confirm your suspicions. The scarlet warrior came from Haagadar, and it is to that distant city that his black-winged mount is now returning with the last Lorestone of the Kai.

From the depths of the Nahgoth Forest crawls a nightmare army of gibbering chaos-creatures. They are directed by one sinister being and all are obedient to his silent command. You run towards the Sepulchre with terror in your heart as their writhing shapes pour through the gaps in the perimeter wall in ever increasing numbers. You evade their spears and stones but, as you reach the great door, you are confronted by three tentacled horrors, wearing heavy armour strapped to their warty hides. Their bloated bodies fill the doorway and prevent you from entering.




(I use Pathsmanship)

Your senses tell you that Lorkon Ironheart's army is within a league of Tolakos and will be here within the hour. Until then you must find somewhere safe from the chaos-horde or you will be overwhelmed and destroyed by sheer weight of numbers. Quickly you scan the surrounding crypts and note that, with the exception of the Grand Sepulchre and Baylon's Tomb, they are all in a state of ruin.

I can fight here or run to Baylon’s Tomb. I run to Baylon;s Tomb. I have to do another of the lock things. I search the tomb and find nothing. I hear a sound and run to the top.
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Old 11-28-2009, 10:15 PM   #304
Abe Sargent
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Quote:

As you look down from the parapet you are greeted by a stirring sight. Lorkon Ironheart's army is surging into Tolakos, transforming the chaos-choked grounds into a raging battlefield. At their head you see Lorkon, his silver armour and scarlet cloak tarnished with black blood, striking at the enemy with blurring speed and deadly accuracy. He leads a massive wedge of Meledorian warriors whose faces and armour are painted with magical runes to ward off the creatures of chaos. The Agtah melt before them, like ice before a fire, and flee in panic to the dark safety of the Nahgoth. The Meledorians give a rousing cheer of victory to speed the enemy's retreat. But their jubilant cries are soon stifled when, from the depths of the forest, they are answered by a thunderous roar.



Something huge and deadly is striding towards Tolakos. The ground trembles beneath its step and the air is filled with sounds of great destruction. The crack and groan of sundered trees and the thunderous growls of a gigantic beast grow steadily louder, driving many of Lorkon's soldiers to the brink of despair. Desperately he tries to rally them but his voice is lost in the deafening noise.

Suddenly a gap appears at the forest's edge as, effortlessly, a pair of stout trees are pushed apart by monstrous hands. Morbid terror grips the Meledorians and few stand their ground when they see the awesome visage of the Chaos-master looming thirty feet above. You look upon his massive, naked body and feel sickened by what you see. His features are in a constant state of flux, dissolving, merging, and melting into new and ever more hideous shapes. Only Lorkon appears unmoved by the dreadful sight; he raises his sword and challenges the evil being to single combat, but his brave words are met with a howl of derision.



'You would challenge a god?' speaks the Chaos-master, his mocking voice unbearably loud. Lorkon remains undaunted by his enemy and repeats his call to combat. The Chaos-master laughs. 'Ha! Then let us begin, for though our sport shall be but a brief affair, I will delight in killing such a righteous fool as thou, Lorkon.'

With terrifying ease the Chaos-master uproots a tree, pares away the branches with the edge of his hand, then wields it like a gigantic club. He strides forward, pursuing Lorkon in a grim game of cat and mouse that leaves a trail of destruction wherever they go. The Meledorian relies on luck and fleetness of foot to avoid the crushing blows, but his luck and skill do not last indefinitely. He slips and falls near the wall of the crypt on the roof of which you are crouching. The Chaos-master bellows with glee and strides forward, his club raised to crush Lorkon to an unrecognizable pulp. His loathsome shoulders draw level with the parapet and, as he steadies himself for the coup de grace, he comes within an arm's length of your position.

Do I have the Sommerswerd? The Ironheart Broadsword? I have the Ironheart Broadsword.

Quote:

Swiftly you draw the broadsword over your head and take aim at the Chaos-master's heart, yet even as you make your lunge he catches sight of you and twists to avoid your thrust. The sharp blade opens a fearful gash in his side but it misses its vital target. With a roar of agony the evil god staggers back, dropping his club as he clasps his side. Pain swiftly turns to a rage that fills him with a lust for vengeance and, with a hideous scream, he lunges at you with his gore-stained hands.

Chaos-Master CS 40, EP 58

I add 8 CS for the Ironheart Broadsword. He is immune to MB.

Here we go. I roll a lot, this will be a while. I get 6, 9, 4, 7, 9. He lost: 35. I lost: 15. I roll three more times: 3, 7, 6. He has lost 51. I have lost 25. I roll a 1. I have lost 31, him 52. I roll a 6. He dies and I am at 3/37.


I cleave his black heart in two. Awesome! His skin stops shifting.

(FYI, here is how hard the Sommerswerd fight is: CS 47, EP 68. That’s just nasty. It is the hardest Sommerswerd battle in the Magnakai game)
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Old 11-28-2009, 11:33 PM   #305
Abe Sargent
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Quote:

Lorkon and his Meledorian troops are overjoyed to have witnessed the spectacular defeat of the Chaos-master, for your victory has rid them of their greatest enemy. They call to you to come down from the roof and, when you appear at the doorway, they shower you with praise.

'We owe you more than our lives, Aonian,' says Lorkon, his strange blue eyes aglow with admiration. 'Your great deed has saved our realm and put an end to the plague of chaos that would have corrupted us all. We are forever in your debt.'

As he shakes your hand he notices the blade with which you dispatched the Chaos-master. 'It is a good omen for my clan that the sword you used to banish the evil one was forged by my ancestors. I am doubly proud that it served you well. But now it must return to the Grand Sepulchre, for such is our law.'

It is with some reluctance that you return the Ironheart Broadsword to its rightful steward (delete this Special Item from your Action Chart), for never before have you wielded as fine a sword as this.


Lorkon orders that word of the victory be sent immediately to his people, and commands that a celebration be held in your honour. But the urgency of your quest prompts you to forego the festivities and begin your journey to Haagadar at once. Lorkon understands your need to make haste and offers to help you by assigning another scout to guide you through the Nahgoth to the Plain of Guakor.

I accept. It takes us 5 days to travel through the Nahgoth Forest. He leaves me at the Plain of Guakor. I am asked to roll a number, and it’s an 8.

I continue on, and while I rest after a while, an emaciated serpent writhes towards me. I use Animal Control. I have to roll a die since it is so close to death, but I manage to send it off.
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Old 11-28-2009, 11:40 PM   #306
Abe Sargent
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After your encounter you stop to rest less frequently. Mile after mile you plod on mechanically, only half aware of the lifeless landscape through which you move. Fatigue dulls your senses and you cannot recall the exact moment you entered the Neverness; like a dream, it is as if you have always been here. Clouds swirl beneath your feet yet they support your weight. You float in a sea and sky of grey light without horizon or boundary, a limitless eternity of space. There are distant sounds, like muffled voices, but when you strive to understand them they fade and you cannot catch the words.

Time passes, yet time is meaningless, for you cannot tell the order in which events are taking place. From out of the swirling wisps of cloud three globes of darkness arise. They swim closer, hovering to and fro, evolving into the forms of black-hooded riders on demon steeds. Leering skulls peer from the shadow of their cloaks and you see your own eyes reflected in their bony sockets.

(I use Psi-Screen)

Blasts of psychic force shoot from the shadow creatures and hurtle towards your mind, but you sense the danger and raise a psychic defense to deflect the attack. The hostile energy buckles your thought-shield and leaves you shivering with psychic shock.

(I am a Scion-Kai)

You use your improved psychic skill to repair your thought-shield by catching and controlling part of the hostile energy being directed against you. The shadow creatures sense your psychic mastery and a whisper passes between them. They split up and the hooves of their steeds churn the cloud to a roiling ferment as they move at a gallop to surround you.

We engage in a psychic battle:

Shadow Reavers CS 25, EP 40

I do not gain bonuses for my shield, weapons or weapon mastery. I add +3 for the Psychic Ring, and +3 for the Grey Crystal Ring. I also get +5 for my rank. Alright, here we go:

I roll a 3 and a 0. They take 29 and me 1. I roll a 9 and they die. Awesome.

I kill them and then a sound lures me deeper into the Neverness.


Quote:

Slowly the clouds separate, and a tall tower of glistening white stone looms before you. A globe of golden light hangs suspended in mid-air above its conical roof, pulsating with heat and radiating power like a tiny, new-born sun.

Its comforting warmth draws you towards an open portal at the side of the tower. Beyond it you see a dark tunnel that descends towards a speck of misty yellow light.

(I do not have the Circle of the Spirit)

You find it impossible to resist the strange compulsion drawing you towards the light. Effortlessly you glide along the tunnel and emerge at the centre of a huge, transparent sphere suspended in a luminous yellow sea of oily liquid. Behind its seamless walls swim fish-like creatures, strange things with phosphorescent bodies and opalescent jaws. You stare in fascination as they swim around you, seemingly oblivious of your presence.

From the curved floor of this spherical chamber a billowing mist arises. It blurs your vision and numbs your senses. As if in a dream, you feel yourself lifted by the buoyant cloud and transported across a vast, shadowy terrain, where spirit-shapes, like wisps of white silk, swirl around you in continuous motion. At first you cannot discern the nature of these gossamer forms, but slowly they draw into focus until at last you are able to distinguish their features. A cold terror grips your mind when you realize exactly what it is you are looking at.

(I use Psi-Screen)

The ghostly forms possess the faces of every enemy you have ever slain. They twist and contort beneath your gaze, their empty eyes burning with cold blue flames as they return your stare. Frantically you draw on your psychic reserves and succeed in shielding your mind from the shock of this haunting confrontation.

The ghosts dissolve into the mists and a strange serenity soothes your tortured mind. New forms are taking shape now. They fill the scope of your vision with memories of events that occurred long ago. You see the smiling faces of your mother and father; the village of Dage, where you lived before you entered the Kai monastery; your sister Kari calling you in for supper at the close of a warm summer's day; and the sad memory of your brother Jen, who gave his life to save yours when, on your sixth birthday, you slipped and fell into the River Tor.

With amazement you watch as the patchwork parade of recollections continues to unfold, and slowly a realization of their meaning crystallizes in your mind. These people and events have all played their part, be it great or small, in the shaping of your destiny.

Suddenly the visions are obscured by a dazzling light which shines so brilliantly that you are forced to shield your eyes against the glare. Many moments pass before you can make out the shape of what looms above: it is the huge face of a mighty warrior, strong and wise, whose golden eyes stare down at you with supernatural majesty. A kindly smile softens his heroic features and a voice, deep and wondrous, rumbles from his throat.

'In this age of darkness you have been chosen to fulfil the quest of the Magnakai. Be true to the quest, for the greatness born within you can save your people and right the imbalance which threatens to destroy your world. Doubt not your purpose nor your strength, for inside you there burns a flame that can light the hopes of future men for all time.'

The divine radiance of his being and the gravity of his words fill you with wonderment, for your senses tell you that you are now in the presence of your creator--the immortal God Kai.


The vision of your maker shatters with breathtaking suddenness and, without any warning, you fall forwards and plummet into thick, swirling cloud. The scary sensation of this rapid descent leaves you gasping, but the initial shock is soon replaced by the calm certainty that your fall is being controlled by unseen hands. Then, as if awaking from a dream, you become aware that the cloud has faded and the welcome feel of firm ground has returned beneath your feet.
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Old 11-28-2009, 11:48 PM   #307
Abe Sargent
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You stand at the foot of a massive sandstone cliff, its sheer wall pitted and scarred by fierce winds that whip across the surrounding rocky landscape. Perched at the top of the cliff is a walled city, whose grim outline and dragon gate you recognize immediately: it is Haagadar, the forgotten city of the Sandai. You stare up at the stronghold, pondering the near-impossible climb to its gate, and try to suppress your mounting fears. Nearby you see a stinking stream of foul water. You follow it to its source and discover that it pours from a grille set into the cliff wall. It must be a sewage channel that services the city above.


I can enter by sewer or climb the cliffs. I choose climb. I roll a die and add 4, due to rank and skills. I climb the wall easily.

I find myself in a street and after walking a bit I see the Scarlet Warrior’s steed and a temple beyond.



I can sense that the Lorestone is in that temple. I can try to climb to the top of a pyramid. I can cover my face and try to bluff my way past the guards. I think the first is a lot better. In the gloom, there is a noxious gas that make me choke and lose some EP unless I have Nexus. Ultimately, I find a lever and drop down the hatch at the top.

Quote:

Quickly you enter and follow a corridor that sweeps away in a smooth, curving arc. A line of doors, each one painted with the symbol of a writhing serpent, marches past on either side. The doors are invariably closed and their heavy iron drawbolts are locked in position. You ignore them and hurry on towards a distant staircase, for it is here that you sense that the power of the last Lorestone is at its strongest.

The staircase opens on to a balcony, which overlooks a large, circular hall. Here the floor is made of a polished, blue-black marble that gleams like the still waters of a lake. At one end stands a massive table cluttered with artefacts, scrolls, and many strange potions and powders that hint at the practice of alchemy. At the opposite end of the hall is a towering arch, its surface sculptured with all manner of creatures, many of which stir a deep loathing within you. Beneath the arch is a complete darkness: no light at all penetrates or reflects in this inky abyss, for this is the Shadow Gate of Sandai, the doorway back to your home world.
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Old 11-29-2009, 12:21 AM   #308
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A sudden sound makes you spin on your heel and instinctively you crouch down ready for combat. A small group of people, dressed in costumes that look vaguely familiar, are marching along the corridor towards the balcony. To avoid them, you hurry down a narrow stair that leads to the hall below and take cover behind the overladen table. From your hiding place you observe the group make their entrance. There are six of them: four men, one woman, and one other who walks with a stoop at the centre of the group and whom you cannot see clearly. You concentrate on their clothing, for there is something about its cut and style that is definitely familiar, yet you cannot pinpoint what it is. Then suddenly you recognize it, and the shock makes you draw breath: they are wearing Sommlending costumes. The five visible faces are now all too familiar to you: Luvias Kort, the Poisoner of Tyso; Falco, highwayman and cut-throat; Aieta Nematah, the Wytch of the Kirlundin Isles; Porgron, murderer; and Gardor Vezh, Chief Druid of Malis Mound, necromancer and cannibal. These are five of Sommerlund's most notorious criminals, all of whom were sentenced to be thrown into the Shadow Gate of Toran for their crimes.

Five pairs of startled eyes glare at the table, alerted by your gasp, and the slick sound of blades leaving oiled scabbards soon follows. The four men and the woman, Aieta, raise their swords and step forward to challenge you. As they move apart you see the sixth member of their group clearly and an icy chill runs down your spine. Slowly you shake your head in disbelief as your stare is returned by the cold, malicious eyes of Vonotar the Traitor.




'Long have I waited for the chance to enact my revenge on you, Lone Wolf,' he hisses, his loathsome voice filling the hall with sibilant echoes, 'And now my time has come. Kill him!' he screams, maniacally, and the five spring forward, eager to obey his command.

Villains of Sommerlund CS 38, EP 46

I quaff the Alether +4.

This is the hard battle if you do not have the Sommerswerd.

Here we go. I roll a I roll 9, 0, 3, 6, 5. They lost 28 and me 13. I roll a 3, 2, 8. They have lost 40 and me 26. I roll a 8. They are dead and I lost 28. I am at 9/37.

Quote:

As the last of your enemies falls dead at your feet, the traitor vents a shrill cry of terror and scurries like a bloated spider towards the Shadow Gate. In his hand he clutches a banded, leaden box and, as he runs, he works feverishly at the lock. Suddenly the lid springs back and your senses burn as the power of the last Lorestone is uncovered. Now instinct alone guides your actions. You sprint towards him, determined to stop him from entering the Shadow Gate. He squeals with fear and turns to face you, his hand raised, a ring of blue fire pulsating on his finger. He screams a curse and a jet of cold fire lances your chest and slams you to the floor: lose 5 ENDURANCE points. As you stagger to your feet, the traitor runs forward to finish you with another blast. You dive aside and the blast tears open the floor but, before he can launch another, you leap forward and attack.






Vonotar the Traitor, with Power Ring. CS 30, EP 21

I quaff both Laumspur pots. I am at 12/37. I need to roll well. I still have the meal +3 EP if I need it. I need to roll very well, the Traitors tore me up. Luckily, low EP by my foe too.

I open with a 7. 7 to him, 2 to me. Good roll. I follow with a 5. 4 to each of us. He has ten left, me 6. I roll a 6. He is at 4, and me at 3. I eat the meal to go to 6. Only a 1 will kill me. A 4 or higher kills him this turn . I roll a 7. I am at 4, and him dead. Heh, I could have not eaten the meal. Ah well.

I grab the Power Ring so it can’t be used by anyone else.

Quote:

Vonotar lies dead on the black marble floor, his torn body oozing a blood that is thin and vile, like poisonous venom. You roll his corpse aside and take up the Lorestone in your trembling hands. Instantly an overwhelming wave of power is transfused into your being and you feel lifted, in mind and body, to a level of consciousness that transcends your mortal frame. You surrender to its power and under its guidance you are drawn inexorably towards the arch of the Shadow Gate. Willingly you step into the darkness and begin your triumphant return to the world where you were born.

Your quest has succeeded, for the essence of the remaining two Lorestones is now one with your body and spirit. But the final struggle has yet to be won, for the power of your mortal enemies--the Darklords of Helgedad--has waxed and grown strong during your time in the Daziarn. If you possess the courage of a true Kai Master, the ultimate battle awaits you in the final episode of the Magnakai quest, entitled:

The Masters of Darkness
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Old 11-29-2009, 12:29 AM   #309
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Okay, review of The Prisoners of Time. This is the worst book in terms of branches. There are none. There is nothing you can do to make the book different in any meaningful way, your choices simply keep you on the path, deal some damage to you, find a few items, or kill you, and that’s it. That’s really annoying, and it means each time you play through, the book is harder. Note that this is an impossible book for a first timer. Can you imagine doing the Traitors + Vonotar back to back without extra help? Psi-Blast, Weaponmastery, 19 CS give you 27 against the Villains and you die. Vonotar is immune to Psi-Blast, so even if you manage to survive the -11 combat ratio and losing 2 EP a turn to Psi Blast, you then have to do 22 vs. 31. You are dying. Even with a +1 CS bonus for having Huntmastery and the Circle of Fire, you are still biting it. I barely won with a Shield, several lore-circles, +4 Alether, Silver Helmet and Bronin Warhammer and a +4 bonus to my Weaponmastery instead of +3, and Mindblast.

Plus, as I mentioned earlier, Joe Dever really expounds a lot on his world in this one. A lot.

Thus, of the Magnakai books, I have it better than 6, 7, and 8, and worse than 9, 10 and 12. Perhaps worse than 8 now that I think about it.

And we are about to hit up my favorite of the 12.


End the Prisoners of Time
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Old 11-29-2009, 02:27 AM   #310
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The Masters of Darkness



The Story So Far:

You are the warrior, Lone Wolf, last of the Kai Masters of Sommerlund and sole survivor of the massacre that destroyed your kinsmen during a bitter war with your age-old enemies--the Darklords of Helgedad.

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You found this lost Kai treasure and gave a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. To fulfil your pledge, you embarked on the same quest that was undertaken by Sun Eagle over one thousand years ago: the search for the seven crystals of power that hold the power and wisdom of your ancestors.

Your quest was to take you far from your northern homeland. Following in the footsteps of the first Kai Grand Master you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that for centuries the Elder Magi had awaited your coming. An ancient Dessi legend told of the birth and rise to greatness of two koura-tas-kai, which means 'Sons of the Sun'. One was named Ikar, which means 'eagle', and the other was named Skarn, which means 'wolf'. A prophecy foretold that the Koura-tas-Kai would each come from out of the north to seek the counsel of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny--to triumph over the champions of darkness in an age of great peril. The Elder Magi knew that you were Skarn, the wolf of Dessi legend, and in keeping with their ancient vows they promised to help you complete the Magnakai quest.

In Elzian, the capital of Dessi, you were tutored an the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery. You were eager to learn all that the Elder Magi could teach you in preparation for your quest, but war was to cut short your tuition. In the Darklands capital of Helgedad a struggle for power had been won by a Darklord called Gnaag. The other Darklords, fourteen an number, united behind their new leader and upon his command began to muster huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. His legions advanced unchecked until, at the momentous Battle of Tahou, you turned the tide of the war decisively against Gnaag by defeating his powerful ally, Zakhan Kimah, in mortal combat.

Victory at Tahou paved the way for the liberation of all the lands that Gnaag had taken by force. But the sweet taste of this victory was to turn sour when you discovered that he had captured the last three remaining Lorestones of Nyxator, and had vowed to avenge his defeat by destroying them and killing you. Alarmed by this news, the High Council of the Elder Magi helped you to formulate a plan of action. They had received news from allies in the west that the Lorestones were being held in the city-fortress of Torgar, where Gnaag's sorcerers--the Nadziranim--were searching for a means of destroying them. Fearing that they might achieve their goal, the Elder Magi made preparations for your secret passage to Torgar and, after a long and perilous journey, you arrived to find it besieged by the allied armies of Talestria and Palmyrion. During the many months of the Darklord invasion, hundreds of Talestrians were enslaved and sent to labour in the dungeons and sulphur mines deep within the bowels of Torgar. Their plight had seemed hopeless until the allied armies, under the command of Lord Adamas of Garthen, finally arrived to liberate them. Due in part your bravery and skill during the assault, Lord Adamas's troops were able to breach the great Torgar gate and storm its citadel. During this fierce battle you gained entry to the chamber at the heart of the citadel where the Nadziranim were attempting to destroy the Lorestones. Above a circular black pit the three radiant gems hung suspended in a fireball of negative energy, the focal point of several beams of power arising from crystals set around the edge of the pit. By means of a gantry you were able to climb above these energy beams and retrieve one of the three Lorestones. But, as you reached out for the remaining two, the terrible voice of Darklord Gnaag filled the chamber. 'Vengeance is mine!' he rasped, and in the next instant a bolt of blue lightning leapt from a crystal that he held in his fly-like hand. It sheared through the rusty iron gantry, creating a shock wave that sent the Lorestones tumbling Into the black pit. A second bolt ripped the gantry in two, and, with the ghastly laugh of Darklord Gnaag ringing in your ears, you fell headlong into a portal of total darkness--a Shadow Gate--which led to the twilight world of the Daziarn Plane.

When first you looked upon the desolate wastelands of the Daziarn, you recalled what little you had heard tell of this alien world. The magicians of Sommerlund believe it to be an astral corridor, connecting and binding the planet Magnamund to other planes of existence. By passing through a Shadow Gate--one of which is situated below their Guildhall in the city of Toran--a person could gain entry to the Daziarn. However, all those who had ever passed through the Shadow Gate of Toran had never been seen again, prompting the magicians to believe that the journey could only be made in one direction. It was said that from the Daziarn there was no escape.

Your vow to restore the Kai, and your stubborn will to survive against all odds, made you even more determined to recover the last two Lorestones and find a way of returning to your home world. In the course of your search you discovered that your fight against the forces of darkness was the focus of a greater conflict raging throughout all the planes of existence, and that the time had come when the actions of one individual would shape the future of every living thing. It came as a great revelation to discover that you were that individual.

Part of your destiny was fulfilled when you fought and defeated the Chaos-master, the leader of the evil force that threatened to conquer the Daziarn. You recovered one of the Lorestones and, with the help of a god-like creature called Serocca, you were able to find the location of a Shadow Gate that would return you to your own world. Here your quest culminated in a battle with your old enemy, Vonotar the Traitor, who had found the last Lorestone and who controlled the city wherein lay the Shadow Gate. He had intended to use the power of the Lorestone to enable him to return to Magnamund, but your bravery and determination put paid to his plans. In a desperate fight, on the very threshold of the Shadow Gate itself, you slew him and retrieved the last Lorestone, thereby completing the Magnakai Quest. Instantly an overwhelming wave of power was transfused into your being, lifting you to a level of consciousness that transcended your mortal frame. You surrendered to this power and, under its guidance, you were drawn inexorably towards the Shadow Gate. Willingly you stepped into the icy darkness and began your triumphant return to the world where you were born.


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Old 11-29-2009, 02:31 AM   #311
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Map of the Darklands

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Old 11-29-2009, 02:32 AM   #312
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Improved Disciplines:

Archmaster

Animal Control
Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.

Curing
Archmasters are able to use their healing power to repair serious wounds sustained in battle. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.

Huntmastery
Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.

Psi-surge
When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 3 points to their COMBAT SKILL without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.

Nexus
Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Kai Grand Mastership.
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Old 11-29-2009, 02:36 AM   #313
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I am taking Psi-Surge and adding Q Staff to my Weaponmastery. I complete the Circle of the Spirit.

Items:

I am given a Map of the Darklands, 16 gold crowns, Laumspur Pot, top off my quiver
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Old 11-29-2009, 02:48 AM   #314
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Safekeeping:

Golden Key
Prince Pelethar’s Sword
Kai Axe
Burrowcrawler Dagger
Warhammer from Farmhouse
Red Pass
Coach Ticket
Black Sword of Parsion
Map of Sommerlund, Kalte, Southlands, Vassagonia, Stornlands, Tekaro, The Danarg, Anari, Ghatan, Vhozada (Daziarn)
Fur Blanket
134 Gold Crowns
1 Meal
2 Potion of Laumspur - +5 EP
2 Potion of Laumspur - +4 EP
Fur Backpack
Bone Sword
Effigy
Concentrated Graveweed
Kalte Diamond
Ragadorn Dagger
Magic Spear
Holy Water
Brass Key
Iron Key
Whip
Sommlending Cavalry Spear (Normal)
Quarterstaff, Royal Guard (Normal)
Scroll of Prophecy
Shield
Jeweled Mace
Bottle of Kourshah - +4 EP
Copper Key
Gold Key
Black Sash
Prism
Barrakeesh Public Bath Towel
Jakan - Vassagonian Coastal Hunting Bow
Zakhan’s Quarterstaff (Normal)
3 Brass Whistle
Pink and Orange Waistcoast
Mirror
Bottle of Wine
Silver Key
Ticket to Eula
Chainmail Waistcoat
Rope
Lantern
Quivers w/ 11 arrows
Power Key
Red Robe
Gold Key (Kazan-Oud)
Glowing Dagger
Doomstaff
Kazan-Oud Diamond
Labyrinth Sword (Normal)
Kazan-Oud Fine Spear (Normal)
4 Sack of Silver
Silver Box
Helghast’s Sword (Normal)
Giak Scroll
Lord Adamas’s Pass
Vial of Gnadurn Poison
2 Flasks of Boza
Invitation to Chiban’s
Receipt for Horse, Tahou
Crystal Decanter
Silk Jacket
Silver Goblet
Silver Candlestick
Scroll of Honour
Jadin Anklets
Magi Dagger (Normal)
Sen. Chil’s Mace (Normal)
Dagger of Vashna
Black Key
Medal: Battle of Luoni
Drakkar Dagger (Normal)
Zagganozod Sword (Normal)
Silver Rod
Meledorian Dagger (Normal)
Scarlet Warrior’s Sword (Normal)
Power Ring (Vonotar)
Fireseeds: 9
Bronin Warhammer
Eruan Pathfinder Cloak
Kai Cloak





Items:

25 Gold Crowns
Crystal Star Pendant
Platinum Amulet
Blue Stone Triangle
Grey Crystal Ring
Psychic Ring
Silver Bow of Duadon
Sommerswerd
Firesphere
Map of Darklands
Shield
Silver Helmet
Chainmail Waistcoat
Padded Leather Waistcoat
Wrist and Finger Guards
Rope
2 Laumspur +4 EP
Quiver w/ 6 arrows
Toran Dagger


I grab a second potion of Laumspur from my Safekeeping, and the Sommerswerd. I toss in the Fireseeds and Warhammer. Special Items: Sommerswerd, Quiver, Bow, Shield, Helmet, Chainmail, Padded and there is some debate as to whether or not the Firesphere counts.

I’ll need a backup weapon. How about I take a Toran Dagger from Banedon, who is equipping me.
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Old 11-29-2009, 02:52 AM   #315
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Lone Wolf, Kai Archmaster, Kor-Skarn, Fryearl, Warmartial of Sommerlund, Savior of Tahou

CS 32 (35 w/ Psi-Surge)
EP 40

Divination
Pathsmanship
Weaponmastery
Huntmastery
Animal Control
Invisibility
Nexus
Psi-Screen
Psi-Blast



Here we go folks, hold on to your hats, because Joe Dever is about to turn Tolkien on his head. Instead of going into the big bad land with the intent of destroying a ring and hiding because we are weak, we are going to go in there as a saboteur and assassin. Here we go!
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Old 11-29-2009, 03:03 AM   #316
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Upon entering the Shadow Gate you are submerged in total darkness and fall into a lightless void. Relentlessly you are buffeted and numbed by an intense coldness that drains the strength from your body and fills your mind with strange, dream-like images. It is as if you are being sucked into the heart of a swirling black abyss, and, as your senses fade, you pray that you have enough strength to survive your return to Magnamund.

Barely a flicker of consciousness remains when the sensation of warmth returns to your frozen limbs. It revives you and slowly you become aware of a fluorescent mist and a pinpoint of light in the far distance. The sensation of falling is replaced by a smooth forward movement, as if you are gliding to a halt at the end of a steep slide. Rapidly the tiny light grows larger until suddenly you emerge from the darkness and find yourself standing in a place that you recognize immediately.


(I lose 1 Ep to the transit. I’ll regain that in one passage )

With your heart pounding in anticipation, you cast your gaze around the grey granite walls of a subterranean vault: your journey through the Shadow Gate has returned you to the land of your birth. You are standing in the Externment Chamber, a room located deep below the Guildhall of the Crystal Star in Toran. Facing you, and illuminated by the glow of several tall candles, is a line of throne-like seats. Two men, both attired in silken robes, are seated at the centre of the row, their heads bowed and their hands clasped in silent prayer. The sound of your footsteps stirs them from their meditations and, as they raise their heads, you recognize the face of your friend, Banedon, and your tutor, Lord Rimoah, speaker for the High Council of the Elder Magi.



'The gods be praised!' breathes Rimoah, his eyes wide with astonishment. 'Skarn has returned. The prophecy is fulfilled.'

Slowly they rise and step forward to greet you, their movements hesitant and uncertain, scarcely able to believe that you are alive. Calmly you assure them that they are not dreaming, that you have indeed survived your exile to the Daziarn Plane and have returned, more determined than ever to avenge yourself upon Darklord Gnaag.

Eagerly Rimoah and Banedon listen as you recount your experiences in the Daziarn and, when you have finished, they tell you what has befallen Magnamund during your absence. Although it seemed that you spent little more than a few days in the Daziarn, more than eight years have passed since Gnaag caused you to fall into the Shadow Gate of Torgar. 'He was quick to proclaim your death,' says Banedon, unfurling a map of Northern Magnamund upon the floor of the chamber. 'The news came as a terrible blow to us all.'
Lord Rimoah kneels and points at the map, indicating the city of Torgar with the tip of a slender crystal rod. 'After your disappearance, Lord Adamas was killed, and the allied armies were quickly ejected from Torgar.

Gnaag declared himself invincible, and in the wake of his victory the Darkland defeats were soon halted throughout central Magnamund. A terrible sense of hopelessness befell the allies, which was exploited to the full by the malevolent Gnaag. His sorcerers, the Nadziranim, created devices they call "Tanoz-tukor" to enable each of the Darklords to survive in territories outside their accursed realm. Previously they had been unable to survive beyond the Darklands for any great length of time and, during these rare, brief excursions, their powers were greatly reduced. Now they are able to lead their armies in battle personally, and they have been eager to exercise their new-found freedom.'

'The war against the Darklords is all but lost,' continues Banedon, his eyes cast down at the map, which is covered with black markers indicating the frightening number of countries Gnaag has added to his empire. 'With the help of our allies in Durenor, Sommerlund has so far resisted his attempts at invasion, but now we find ourselves cut off from Durenor's aid by a blockade of Darklord warships. Here,' he says, pointing to the Gulf of Helenag, 'is where Gnaag has constructed a huge naval base. It is called Argazad, and it is from here that he launches his fleet of ironclad warships to blockade our coast. The Sommlending navy is no match for these monstrous sea machines, and without the troops, food, and weapons we have been receiving by sea from Durenor, our days are numbered.'

Lord Rimoah rises to his feet and stares fixedly into your eyes. 'Your skill, bravery, and your vow to avenge the death of the Kai are the keys to our salvation. Only you, Lone Wolf, can save us now. You are our only hope in this hour of darkness.'

'Three months ago, on the day that you Sommlending celebrate your Feast of Fehmarn, I foresaw in a dream your return to this world, the place and the hour of your coming,' says Rimoah, reverently. 'I, and all my brothers, held this dream to be a sign from the god Kai that you had not died at Torgar, and since that day we have prepared for your return so that we may help you fulfil your vow and deliver us all from the tyranny of the Darklords. With the aid of Guildmaster Banedon we have conceived a plan that can secure a lasting victory. Defeat of the Darklords on the field of battle is now impossible; the allied armies are greatly outnumbered and are hard-pressed to protect what little remains of the freelands. The only way in which we can rid ourselves of this evil is by destroying Gnaag and the Transfusor--the device that transmits power to the Tanoz-tukor. Both of them are in Helgedad.'

To hear the name of that foul city spoken aloud is enough to send a shiver down your spine, and the thought of daring to venture there to destroy its ruler fills you with cold dread. 'It is a daunting task that we ask you to attempt, Lone Wolf,' says Banedon, sensing your anxiety, 'but only you have any hope of succeeding in this desperate mission. It may be of some comfort to learn that, with the Darklords leading their armies in the field, the defences of the Black City are now at their weakest. Only Gnaag and his second-in-command, Darklord Taktaal, reside there at present.'

'You spoke of a plan?' you say, returning your gaze to the wise face of Lord Rimoah. Without replying, he bends down and pulls out a leather sack from beneath the chair on which he sat when you entered the chamber. It contains what appears to be a mass of triangular crystals that are fused together. At once you recognize its purpose. It is a powerful charge, similar to the one which Lord Adamas used to destroy the Torgar Gate.

'This will put paid to the Transfusor,' says Rimoah, holding up the crystal explosive. He points to a shard that is longer than the others and informs you that the device is activated by withdrawing and re-inserting it tip-first into the core. 'It must be placed beneath the Transfusor and it will detonate exactly fifteen minutes after it is primed.' Carefully he replaces the explosive into the sack and offers it to you.

'But how am I to gain entry to Helgedad?' you ask, as you accept the deadly package tentatively.

'We have made preparations,' answers Banedon, pointing once more to the map. 'A caravel is anchored in Toran harbour. Under cover of darkness it will run the blockade, then head east to deceive the enemy into thinking that it is bound for Durenor. When safe to do so it will turn about and steer a course for Dejkaata. The shallows there are free of pack-ice at this time of the year and the captain should be able to land you on the coast close to the Aarnak Estuary. From there you must make your way on foot to the stronghold of Aarnak and seek out the Slavemaster. He is one of our agents and can be trusted. Make yourself known to him by saying the words, "Sommerlund is burning". He alone knows where in Helgedad the Transfusor is located, and he can arrange for your safe and secret passage into the city. Once inside, you must destroy Gnaag and the Transfusor as quickly as possible.'

'And once the task is complete, how then do I effect an escape?' you ask.

'You must make your way back to Aarnak. The demise of the Darklords will announce the success of your mission and we shall then mount an expedition to bring you safely home. But until then, no one must know your true identity, or the reason for your journey to Helgedad.'

Silently you contemplate the awesomeness of this mission, its dangers, and the terrible consequences that will befall Magnamund should you fail. At length you raise your eyes from the map and force a smile. 'When must I leave?' you ask, bravely.

'Tomorrow night,' Banedon replies. 'An hour after sunset.'

(I have the Sommerswerd)

'You wield a weapon imbued with great power, Lone Wolf,' says Rimoah, glancing at the Sommerswerd sheathed at your side. 'Be sure to use it well. Now that you possess the wisdom of the Lorestones, you will discover new strengths within its golden blade. It is the bane of the Darklords--the instrument of their destruction. Yet by the very nature of its power it can alert them to your presence and betray your identity.' He reaches to his waist and unbuckles a seemingly plain leather swordbelt and scabbard. 'I have prepared this scabbard from materials impregnated with korlinium. It will contain and keep hidden the powers of the Sommerswerd,' he says, handing you the accoutrements. 'Remember, to unsheathe the Sommerswerd inside the Darklands is to light a beacon of warning that Gnaag and his fell minions will surely see. Only when you have Gnaag within striking distance should you draw your blade to seal his doom.'



You pass the time prior to your departure resting and reviewing the mission in fine detail. Eventually the hour of your leaving arrives and Banedon and Rimoah escort you to Toran harbour and see you safely aboard the caravel Intrepid. Before they disembark, Banedon hands you a sealed envelope and a Golden Amulet on a chain.

'Wear this for your protection,' he says, as he fastens the chain around your neck. 'It will keep you safe from the heat and poisonous atmospheres that pervade your destination.' (Mark the Golden Amulet on your Action Chart as a Special Item--you need not discard another item in its favour if you already carry the maximum quota.)



'And the envelope?' you say, quizzically.

'Neither Captain Borse, nor his volunteer crew, are aware of your identity or the vital nature of your voyage. All they know is that they are expected to break through the blockade and carry you safely to Durenor. When you are clear of the enemy, hand this envelope to the captain. It contains his new orders to steer a course for the Aarnak Estuary. He is a fine captain: you can trust in his skill and the bravery of his crew to see you through the dangerous waters of the Kaltesee.'

Moments later the captain emerges from his cabin. A grey and grizzled old seaman, he sports a leather cloak that swings easily from his broad, muscular shoulders. He welcomes you aboard with a ready smile and firm handshake, then excuses himself in order to supervise the final preparations for the voyage. 'May the gods Kai and Ishir watch over you, Lone Wolf,' whispers Lord Rimoah, as he and Banedon make ready to disembark, 'and grant us a lasting victory over the forces of darkness.'



Okay, so I have a bunch of new trinkets, I’ve been told not to draw the Sommerswerd, I have a Crystal Explosive and an Amulet that will keep me alive and breathing in the Darklands’s poisonous atmosphere. Sounds good.
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Old 11-29-2009, 03:19 AM   #317
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We put up every bit of canvas we have in order to approach the blockade with full speed. I offer my services as a lookout. I use Huntmastery + Archmaster. I see five squat ugly vessels on the horizon and we are on a direct course, so I tell the captain to change direction. I roll a number and add for Circle of the Spirit.

Quote:

Guided by your instructions, Captain Borse commands his helmsman to steer 'hard a' port', a manoeuvre that will take the Intrepid clear of the enemy line. Swiftly the ship changes course. You watch the Darkland ironclads looming larger with each passing minute, and note the formidable array of weapons aboard their steel-skinned decks. Huge, black funnels protrude from the middle of each craft, which emit clouds of choking, sulphurous smoke. As the Intrepid rounds the last ironclad in the line, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently. The sound of their coughing alerts the enemy lookouts who immediately raise the alarm.




Suddenly, a flash of blue-white light illuminates the bow of the ironclad and a fiery projectile arcs across the sky towards the Intrepid.

I am asked to pick a number. I get a 1. I throw myself to the deck and the artificial meteor misses. The other ships try to bring their weapons to bear, but we are so fast that we have run the blockade before they can get turned around. That was easier than I had thought it would be.

I hand the letter to the captain, and he sets it aside, and we continue to make for Durenor. I leave to go to my cabin. I manage a few hours sleep. In the morning, the captain calls me in. He has read Banedon’s letter. He orders us to change direction and the crew do so without question, but not without rumor.
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Old 11-29-2009, 03:28 AM   #318
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For two days and nights, our ship move towards The Darklands. We hit a dense patch of fog. Suddenly, a man cries out in surprise. I have Animal Control. We see a school of red carp.


Quote:

The still water is set to boiling by the shoal of glistening fish, as they swarm around the Intrepid. They have been drawn here by the warmth of the ship's hull, and as you stare down into the seething turmoil, you estimate that there must be hundreds of thousands of fish directly beneath the keel. You watch with fascination until you recall something about the sea carp that you learned when you were a novice at the Kai monastery, something that sends a tingle of premonition down your spine.

The tales and legends of the northern seas tell of the Xargath, a fearsome breed of giant reptilian sea creature that inhabits the black depths of the Kaltesee. Once, a century ago, the fishermen of Sommerlund trawled these waters and grew rich on the fruits of their labours, for the sea carp were plentiful and the markets of Sommerlund and Durenor paid highly for their catch. Trade thrived until the Xargath appeared and began to attack their boats. So devastating were the attacks, and so terrifying were the descriptions of the Xargath by those fortunate few who survived them, that all fishing in these waters was abandoned and has never been resumed.

A swarm of sea carp, as huge as that which now surrounds the Intrepid, is sure to attract a hungry Xargath. You turn to look for the captain, to warn him of the danger his ship is in, when suddenly the shoal cease their thrashing and fall silent and still.

From the crow's nest there comes a scream of abject horror. It echoes down the rigging, alerting all to a great scaly head that has broken through the surface twenty yards off the port bow. 'Xargath!' The lookout's cry is taken up by the crew as, one by one, they glimpse the fearful sight of this legendary terror of the Kaltesee.

'Ishir preserve us!' gasps Captain Borse, as the beast opens its jaws revealing the glitter of its jagged, razor-sharp fangs. For a moment he is stunned by the terrifying sight, but quickly he recovers and begins shouting urgent orders to his awestruck crew. 'Man the ballistas! Break out the billhooks! All hands stand by to defend the ship!'



The Xargath observes the commotion in silence, its hooded eyes aglow with baleful green fire as calmly it considers the moment to attack. Then, with an awful suddenness, it rises from the sea, roaring and hissing angrily, and lunges forward. Captain Borse gives the order to fire and a volley of ballista bolts sink into the monster's scaly throat. Undeterred, it presses its attack and falls upon the port beam with devastating effect. Tortured timbers bend and crack asunder. In seconds the deck is torn apart by huge claws, each as long as a mammoth's tusk. Then the cavernous, fang-filled mouth sweeps down through the fog to snap shut upon the forecastle. Screams of pain and terror fill the air as it with draws, soaring upward above the masts, jaws bulging with a dozen wriggling bodies. You take cover behind the ship's longboat with the captain and prepare to defend yourself as the Xargath returns for a second strike.


I can use a bow, the Sommerswerd, or a regular weapon. I choose bow. I take aim and it is swirling around. Do I have both Animal Control and Divination? Yup. I silence it for a second and fire. I roll the die. My arrow slides into its eye and disappears. It continues to fight for a few seconds, and then suddenly keels over into a big wave that rocks the ship.

The captain is bitch hammered. I take care of him but he is badly damaged. He turns over the ship to his first mate, and pulls out a chest with a couple of items and offers them to me. Silver Bracers and a Bronin Vest. The Silver Bracers gives me +2 CS< +1 EP. I put them on. The Bronin Vest cannot be worn with my Chainmail waistcoat, but it can with the padded. It gives me +3 CS and +1 EP. I would basically lose 3 EP off the chain mail to add three CS. Totally worth it. Without the Sommerswerd or the Bronin Warhammer, I have 37 CS, 40 with Mindblast. I drop the Chainmail Waistcoat. The captain has become unconscious. Over half of the crew are dead or injured. The mast is torn. The first mate tells me that we can continue, but if he hit a storm, the ship is done for.
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Old 11-29-2009, 03:49 AM   #319
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For two days, the remaining crew patch the sails and fix some of the ship. We decide to steer towards the coast. That way, we are away from the deep sea in case a storm hits, and we can anchor and wait it out. However, we do risk being seen by the bad guys, but it is a risk we are willing to take.

We find land and the enemy at the exact same time. There are two enemy warships off the coast. We try to outrun them, but we are too damaged to go as quickly as we need and soon they have caught up. Their ironclads draw up to our ship. One of them tries to dice with me:

Drakkar Marine CS 23, EP 37

I roll an 8 and he is auto dead.

I leap over the body and the first mate is being attacked by three Drakkar so I rush to help him. I kill two of them easily. He kills the third and we move on. I find one barking command sto the others and race to face him

Drakkar Sergeant Marine CS 26, EP 30

I roll an 8 and he auto dies.


I’m not even using the Sommerswerd, and I could out here fine. I kill the officer and the soldiers are stunned for a bit, I charge into them, when the first mate tells me there is a sniper taking aim at me,. I roll a die and add a Huntmastery bonus. I easily dodge the arrow and the first mate finds the sniper and kills him.

Now that we have cleared the deck of the enemy, I need to steer us away as the second Ironclad is almost here and we don’t want to be the meat in an Ironclad sandwich. I roll a die and add my bonuses, but I fail. I try to get us out, but the grappling lines are holding us in. I yell at the crew to cut the lines and they don’t do it in time, and another onslaught of enemies comes at us. I draw my Dagger and charge at them.

Drakkar Marines Officer CS 27, EP 38

I roll a 9 and he auto dies. More Drakkar are coming and I choose to hold my ground.

Drakkarim Marines CS 29, EP 40

I roll a 8 and auto kill them. Wow. Fear me. But the ship is too many foes and the first mate tells us to abandon ship. I search the bodies first.

I take a Pouch of Herbs, and officer had a nice blue-black metal chain mail. I choose to look at it.

The chainmail vest is crafted from a metallic mineral called kagonite. It is as light as wood, yet ten times harder than steel. The Darklords use an alloy of kagonite in the manufacture of weapons used by their troops, and it is this alloy which gives the blades of their weapons their black appearance.

Wearing this Kagonite Chainmail beneath your tunic will increase your COMBAT SKILL by 3 points and your ENDURANCE by 1 point. Because it is so light, it can be worn beneath any padded or metallic body armour you may possess. Did I take the pouch of herbs? Yup.

At once you recognize the pungent aroma of Adgana leaves. Adgana is a powerful narcotic that increases strength and sharpens reflexes; it enhances fighting prowess when swallowed immediately prior to combat. There is sufficient Adgana in this pouch for one dose, which would be enough to increase your COMBAT SKILL by 6 points for the duration of a fight.

But be warned! Adgana is shunned by most warriors and its use is outlawed in Sommerlund because it is highly addictive. If you choose to keep and use this Dose of Adgana prior to combat, there is a chance that you could become addicted. As soon as combat is resolved, you must pick a number from the Random Number Table. If the number you pick is 0 or 1, you have become addicted and your ENDURANCE score must be reduced by 4 points immediately. If you have ever used Adgana in a previous Lone Wolf adventure, the risks of addiction are doubled should you decide to use this dose (you will become addicted if you pick a 0, 1, 2, or 3 on the Random Number Table). Also, the effects of the narcotic when used on a second or subsequent occasion are halved. You will be able to add only 3 points to your COMBAT SKILL, instead of 6). If you decide to keep this Dose of Adgana, note the hazardous side effects of its use in the margin of your Action Chart.

Sure that you have not overlooked any other items that could aid your perilous mission, you decide the time has come to leave.


I get ready to jump off when suddenly we are rammed. Roll a die. I got a 2. Instead of landing in the wate,r I land on the deck of the ironclad. I take 3 damage from the fall. A Drakkar sailor is charging at me:

Drakkar Marine CS 19, EP 24

Due to Huntmastery, my CS is not lowered. I roll a 3 and he takes 11 and me 2. I roll a 5 and he takes 14 and dies. I took 3. I knock another Drakkar into the water, but the rest of their crew has not noticed I am on their vessel yet. I can descend the stairs into their ship, shut the door and look for a place to hide from the on-deck sailors, or use Divination. It tells me that there are troops getting ready to head up the stairs any moment now, so I shut the door and look for another place to hide.

I see the Drakkar pointing to the ship I just left and shouting. I use Invisibility to understand their language, and they are going to shoot at it and finish it off. I wonder why, but then I see that they are intended to destroy the crew clinging to the flotsam around he ship, in order to kill them off. I grab my weapon and charge at the gunner.

Drakkarim Gunner CS 19, EP 25

I roll a 0 and auto dead.

Quote:

The deck is shrouded in smoke but the sound of heavy boots pounding steel plate warns you that a group of Drakkarim marines are approaching, drawn by their comrade's dying screams.

Acting on instinct, you grab the rear of the cannon and revolve it on its mounting until it points directly along the deck. A dozen angry marines emerge from the smoke and their faces freeze in terror when they find themselves staring into the muzzle of their own formidable weapon. 'Death to the Darklords!' you cry, and pull the firing lever

There is a loud bang and a wave of heat rolls over you as the cannon spits its deadly missile at the advancing Drakkarim. It bores through their ranks and slams into the wheelhouse with shuddering force. Jets of yellow flame roar from a jagged hole, illuminating the grim remains of what a moment before were enemy marines. Then the deck jumps up and slaps the soles of your feet. The missile has penetrated the ironclad's magazine, and, in an instant, the vessel is blown apart. The last thing you remember before darkness obliterates your senses is an eye-searing flash of white and scarlet fire.
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Old 11-29-2009, 04:00 AM   #320
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Slowly, as though awakening from a dream, you return to consciousness. Through half-open eyes you stare at a darkening sky and feel the cold waves of the Kaltesee lapping at your feet. Every inch of your body aches viciously--it is as if your flesh were one vast bruise--but at once you know that your body is intact and that, miraculously, you have escaped serious injury.’

You are lying in a cup-shaped piece of wreckage that was once part of the ironclad's bow. On the horizon there is now only one ship--the ironclad that first attacked the Intrepid. It is silhouetted against the wall of oily flame that marks the place where its sister craft exploded. The tide has carried you away from the carnage, and, turning your head stiffly, you see that the shore lies less than a hundred yards away.


I use Huntmastery + Principalin. Using my telescopic vision, I can see a troop of Giaks patrolling the banks and looking for survivors. I paddle away from the patrol.


Quote:

Night has fallen swiftly, but there is a full moon by which to see. It pierces the darkness and bathes the landscape in its ghostly, ashen light. The tide bears you swiftly towards a shingle beach that is littered with huge, sea-smoothed boulders. The crashing surf and the screech of predatory seabirds echo all along this barren coastline. It is an unwelcoming sound, cold and hostile, a fitting reflection of the land itself.

Ten yards from the stony beach, you slip into the thigh-deep foam and wade ashore. Although you can see no sign of enemy patrols, you keep your head low as you scurry up the beach towards the base of a sheer cliff wall. By chance you happen upon a narrow path that clings precariously to the side of the cliff-face as it zig-zags its way to the top. The climb is long and arduous, and by the time you reach the summit the weather has taken a turn for the worse. An icy, rain-laden wind whips inland from the sea. Its chilling bite is accompanied by sheet lightning that illuminates the landscape before you. The blue-white flashes reveal a vast, dead world of pitted spurs and crags, where every tree is petrified and every rock looks like a dead man's skull. You pull your cape close about your shoulders and set off towards a ridge that is peppered with dark hollows, hoping that one of them will offer some shelter from the coming storm.

Upon reaching the ridge, you discover that most of the hollows are merely patches of dark earth sandwiched between the honeycombed rock. The rain has become torrential, and you are beginning to abandon all hope of finding dry shelter, when suddenly your tracking instincts alert you to a cave-like opening at the far end of the ridge. You investigate and discover that it is indeed the entrance to a cave, one that is both wind and water tight and, to your relief, quite empty. You are now very hungry and must eat a Meal or lose 3 ENDURANCE points.

I use both Divination and Animal Control. I detect the lingering scent of an animal within the last 24 hours. I go in anyway. Forewarned, I keep watch while the storm rages, despite my fatigue, and I see the beast approach. I grab my bow and use it. I only manage to hit its shoulder and it lands, ready to take me out.



Egorgh CS 24, EP 30

It is 2x susceptible to psychic attacks. I roll a 3 and it takes 11 and me 2. I roll a 5 and it takes 14 and me 1. I roll a 2 and it dies. I took 5 total. I kill it and it’s large body and bulk are by the entrance, meaning it has sealed off most of the cave and making it warm, and providing a barrier to any animals wanting entrance. I curl up and go to sleep.
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Old 11-29-2009, 04:06 AM   #321
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Dawn arrives and I see that I am too near the shore, I could be found by a patrol. There are mountains and 300 mile between me and the city I am suppose to meet the Slavemaster in.

Quote:

The track and the stream wind their way towards a narrow gap in the Durncrag Range. Fixedly you stare at this gap. The longer you gaze, the more certain you are that it is a mountain pass, allowing the path to continue through to Argazad. You decide to press on and traverse the pass. Hopefully, the track will lead to the naval base where you can attempt to steal, or stow away on, some means of transport that will carry you to Aarnak. The naval base must receive equipment from a Darkland city-fortress, and it is likely that Aarnak is one such source of supply.

It is nearly dusk when the stony path reaches the narrow, boulder-strewn approach to the pass. It has been a long and tiring trek, yet in spite of your fatigue your senses warn you in good time of the danger that lies ahead. The pass is blocked by a wall and a stone watchtower, both guarded by Giak soldiers. Carefully you leave the path and creep along the bank of the stream, remaining hidden from view as slowly you edge your way nearer to the Giak outpost. An iron-banded gate in the centre of the wall allows traffic to use the pass, but it is closed and guarded by sentries. As dusk turns to darkness, you continue to observe every detail of the outpost and the surrounding mountains, in the hope of finding a way through.





Try to find an alternate route through the mountains, or try and scale the wall. I try to scale the wall. I time my climb to their patrol and go. I roll a die and add some numbers for various skills. I make it easily. I find a shallow fissure in the wall and grab some sleep after walking for a bit by starlight.

Quote:

Shortly after dawn, a howling wind awakens you from your dreamless slumber. It sweeps along the pass from the west, carrying with it the briny smell of the sea. Resolutely you continue your trek, following the roadway through the pass until, at midday, you emerge from the mountains at a point that commands a clear view over the land beyond. There you stop and stare at an expanse of rocky terrain so fragmented that it might have been smashed by a giant hammer. It slopes down to the shores of a wide inlet--the Gulf of Helenag--where a line of Darkland ironclads are steaming northwards on their way to join the blockade. From where you are, they appear no larger than tiny black specks dotting the steel-grey sea, but the clouds of yellow smoke that pour from their funnels clearly identify them as enemy ships.

The track continues, snaking southwards across the barren landscape on its way to Argazad. For three hours you tread its uneven surface until you arrive at what appears to be the ruins of an ancient tower.

(I use Divination + Mentora. )

As you stare at the ruins, a strange feeling of unease engulfs your body; at the same time a nervous energy makes your skin tingle and fills your mind with disturbing images. Your highly developed mind skills are sensitive to the psychic residues of events that took place here two thousand years ago.

This land once belonged to a colony of creatures called the Nebora, a sentient race of winged men who evolved during the Golden Age of the Shianti. The city of Neboran, the core of their civilization, was located here on what was once a rich and fertile coastal plain. The demise of the Shianti heralded the rise of the Darklords in Northern Magnamund, and the beginning of the War of Desecration in which the Nebora, and many other races, were exterminated. This ruined tower is all that remains of the wondrous city of Neboran where, in the year MS3250, the entire Nebora race were trapped and slaughtered by the Darklords of Helgedad.
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Old 11-29-2009, 04:15 AM   #322
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I search the ruins and find nothing of use. I keep going along the trail and I see nothing for a while. I notice something moving on the trail and I use Huntmastery + Principalin. It is a wagon laden with barrels and boxes, being driven by Giaks and led by oxen. There are also four Drakkarim scouts on horses accompanying it.


Quote:

You squeeze into a space between the rocks and listen to the grind of the wagon's wheels on the rough stone trail as it draws steadily nearer. Then a Drakkar voice cries out: 'Koga! Okim dag nadulheza!' The sound stops abruptly. You strain your ears for an indication of what the enemy are doing, but all you can hear are muffled voices and the jingle of bridles and bits. Then you hear the Drakkarim escorts leave the trail and dismount close to where you are hiding. Your pulse quickens as you realize that they are preparing to strike camp here overnight.

Fortunately, because they are deep inside their own territory, the Drakkarim do not bother to inspect their surroundings and your presence goes undetected. You listen intently to their conversations but discover little useful information except that they are from Argazad and are on their way to the outpost at the mouth of the Durncrag Pass. After eating, they settle down to a session of gambling. They have been playing for only a few minutes when one of the Drakkarim is accused of cheating. A violent argument breaks out and bloodshed is averted only when their commander, a sergeant, steps in to break it up. He finds a fistful of cards wedged up the accused Drakkar's sleeve. Angrily, he denounces the cheat and orders him to return to Argazad at first light. The game is brought to a close, and, as the disgruntled Drakkarim get ready to sleep, a bold plan springs into your mind that could make your journey through the Darklands and your entry into Argazad much easier.

Patiently you wait until the Drakkarim and Giaks are snoring soundly, then you leave your hiding place and slip away undetected. Your plan is to ambush the Drakkar who was caught cheating, at dawn when he rides back to Argazad alone. By discarding your cape and tunic in favour of his battle-armour it should be far easier to enter the naval base unnoticed, especially on horseback and with your face obscured by one of the grotesque battle-masks that all Drakkarim wear.

Three miles along the trail you find the ideal place to launch your ambush, where the stony track passes between a cluster of huge rocks. There you lie in wait for the dawn and with it the arrival of your victim. While you wait, you must eat a Meal or lose 3 ENDURANCE points.

Shortly after dawn has brightened the eastern horizon, the Drakkar warrior appears, riding his steed unhurriedly along the trail to Argazad. As he approaches, you get ready to launch your ambush.

I use my bow. I take aim at its throat and….it hits and goes right through his neck and he dies. I drag him beside some rocks and grab his armor. I also take some gold from his corpse and refill my quiver. I grab his horse and use my Kai skill of Animal Kinship to calm it and to allow me to ride it. The day is almost through before I lay my eyes on the naval base of Argazad. It is nestled in the nook of a cliff and in this quay I can see a war fleet of at least 50 ironclads.

Before we reach the base, the trail joins a major highway, the one that leads to Kaag and Aarnak. Part of me wants to avoid the naval base, but I realize that I need to secure transit. After observing the fortress, there appears to be just one way in - through the main gate. I boldly ride towards the gate and present myself. I use Invisibility + Scion-kai to make my skin resemble the features of Drakkarim warrior and I am allowed to pass.
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Old 11-29-2009, 04:24 AM   #323
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I can investigate the harbour, or the supply depot. I choose the supply depot.


Quote:

You follow a cobblestoned alleyway and soon arrive at a large square, flanked to the north, south and west by warehouses, yet dominated by a smaller building on the east side. Its granite walls are festooned with black flags bearing the emblem of a silver ship and fiery sword, and atop its flat roof there sits a huge, winged creature with mottled grey skin--an Imperial Zlanbeast. You watch with grim fascination as the beast feeds from a pile of horse carcasses stacked beside its perch. Then a daring thought comes to mind. If you could reach the roof of the building and steal the Zlanbeast, it would be possible to reach Aarnak by air in a matter of hours, rather than the days it would take by land or sea.

After riding once around the building to assess its defenses, you leave your horse tethered to a rail near a side entrance and approach the only door that appears to be unguarded. It is locked, but the crude drawbolt that secures it proves no match for your basic Kai skill of mind over matter. The bolt clicks back, the door swings open, and you enter the building unseen.

Beyond the door lies a corridor that leads to a narrow hall of stone. Its ceiling, flat and undomed, is supported by thick columns that march in rows down the sides of the walls. Between the columns are plain steel doors, the largest one guarded by Death Knights. From the safety of the shadows you watch as this great door swings open and a man, swathed in a voluminous scarlet robe, emerges into the corridor. He speaks at length with the two guards, who depart in haste when he has finished, as if running an important errand. Beyond the great door you can see a flight of stairs ascending into darkness. The man in red watches the Death Knights leave, then turns and ascends the stairs hurriedly, leaving the great steel door ajar.

Hoping that this staircase leads to the roof, you cross the corridor and follow the robed man, taking care not to be seen, as you stalk silently in his wake. Your Kai skills keep you hidden from view and enable you to gain entry to the chamber that occupies the entire top floor of this building. There you take cover behind one of many statues that encircle the floor, and witness a scene that chills you to the core.

On a throne of hewn granite, ringed by seven pillars of fire, sits a being whose form radiates pure evil. A loose grey robe shrouds his skeletal frame. It is drawn closely about a stringy throat that swells and shrinks repulsively as he sucks the sulphurous air. With a claw-like finger, he scrapes nervously at the blistered flesh that is stretched tightly across the swollen left side of his face, attempting in vain to hook the head of a snake-like parasite that has burrowed into his jaw. His eyes, deep-sunken and red-rimmed with the unbearable pain of his affliction, burn with sick fanaticism as he listens impatiently to the pleas and excuses being offered by two who stand before him--the man in red and one other, both humbly bowed.

The luckless mortals plead their case, speaking in the Vassagonian tongue--a language that you mastered long ago. They speak of delays in the construction of a mighty battleship, of shortages of material and of too little time in which to finish their work. Their words anger the seated one. He curses them, and the floor shudders beneath the weight of his unnatural voice. 'You would dare defy me?' he roars. 'You would court the anger of Kraagenskûl, Lord of Argazad? Fools! Know you this. If your work is not completed before the next moon, you shall wish yourselves truly dead. A thousand years of agony shall be the reward for your failure, a thousand years of undeath in the dungeons of Helgedad!'



Fired by his own rage, the corpse-like Darklord Kraagenskûl, rises from his throne and draws the sword that hangs sheathed at his side. The blade is unlike any that you have seen. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which you glimpse the nightmare depths of space. He levels the sword at the cowering men to reinforce his threat, but the blade rebels. It twists in his hand and points accusingly at the place where you are hiding. The Darklord narrows his feral eyes and a wave of psychic shock buffets your mind.

I use Psi-Screen as Darklord Kraagenskûl assails me. I roll a die. Luckily, I roll a 7 and there is no damage dealt to me.
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Old 11-29-2009, 04:47 AM   #324
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Quote:

The two Vassagonians unsheathe their rapier-thin swords and advance towards you, secretly thankful that they are no longer the target of Kraagenskûl's wrath. The Darklord orders them to halt and demands that you step within the circle of the fiery pillars and explain your intrusion. You sense that he has not detected your true identity, that his psychic skills are solely destructive, and that he is, for now, deceived by your Drakkarim disguise.

'I have come from the victorious army of Darklord Xog, the conqueror of Cloeasia, with vital information to impart, O Mighty Lord of Darkness,' you say, slavishly. You speak partly in Vassagonian and partly in Giak to maintain your deception. 'There is a traitor in your court. He has tried to send word to the enemy, to warn them of what is being constructed in Argazad. I know who he is and I carry proof of his treachery.'

'Speak!' commands Kraagenskûl. 'Speak or die!'

'I shall speak, O Invincible Lord of Death and Decay, but I crave your confidence. Can we not speak alone?' You cast an accusing glance at the two Vassagonians, and they return your look with fear and hatred blazing in their eyes.

'Leave us!' snarls Kraagenskûl, pointing to the stairs with his jet-black blade, 'but stray no further than the hall below, and do not disturb us until I call for you.'

Reluctantly, the Vassagonians leave, their heads bowed in reverence but their eyes still fixed murderously on you.

As you watch the Vassagonians leave, you edge nearer to Kraagenskûl and prepare yourself to launch a surprise attack. You will need all your speed and skill if you are to catch him off-guard. From the bottom of the stairs you hear the steel door click shut and immediately you spin around to face your enemy. But he has a plan of his own and it is he who catches you by surprise. A crackling arc of blue electrical fire surges from his hand and connects with your chest, shaking you like a helpless puppet on the tip of a fiery lance.

'Now tell me everything you know!' he growls, as he increases the current. It is a torture that he has employed countless times, and always it has elicited the truth from his human victims.

Your skin tingles and the charge causes you to shiver, yet you feel no pain. Staring down, you see that the crackling bolt is being drawn to the Golden Amulet that hangs around your chest: its magical properties are neutralizing the evil charge. Kraagenskûl senses that something is wrong. He breaks off his attack, his bulbous eyes filled with fearful suspicion. He steps back, then utters a curse in the dark tongue, which echoes like thunder around the walls. Black mist pours from his fingers, swirling into a cone that grows in his bony palm. Shadow-shapes writhe at the core, then gush towards you, engulfing you in a choking flood of deadly Crypt Spawn.

I can use the Sommerswerd, the Dagger of Vashna, or I have neither. I left the Dagger and I didn’t think I’d need it and I’ve been told not to draw the Sommerswerd. I should have brought the Dagger, just in case. Ah well. Gotta do this naturally.

Crypt Spawn Flood CS 30, EP 36

I roll a 5 and they take 11 and me 2. I roll a 9 and they take 18. I roll a 2 and they take 8 and die. I took 5 damage. 34/39.

Quote:

Kraagenskûl watches you step over the gore-stained bodies of his creations, then raises his black sword as you approach him boldly. 'Here lies your doom, fool!' he roars, waving his sword before his ghastly face. 'Come. Take it . . . if you dare!'

Cautiously you circle the Darklord, taking care to remain beyond the reach of his sorcerous blade, but he moves towards you with surprising speed. As you dive to avoid his attack, you seek a chance to turn the odds a little in your favour. With a mighty kick, you send one of the fiery pillars toppling towards your foe. He screams and dodges aside, but the column glances his shoulder as it slams to the granite floor with a crackling roar. The black sword spins from his hand and slides to a halt near the base of the throne. For a moment your eyes meet, then simultaneously you race to retrieve the blade.

I roll a die and add 5. I win easily. I grab the sword, Helshezag first. I raise it and feel a dark cold power enter me. It will me forward, to take the now cowering Darklord and kill it.


Darklord Kraagenskûl CS 35, EP 38

I add 7 to my CS for fighting with Helshezag. He is immune to MB. That makes my CS 44 without Psi Surge, and I push it to 50 with Psi Surge.

I roll a 5 and he takes 14 and me 2 (one damage, one Psi-Surge). I roll a 1 and he takes 9 and me 4. I follow with a 7, 18 to him, me for 1. He is dead and I took 7. That is three Darklords I have personally killed in my lifetime.


Quote:

Your killing blow draws a howl from Darklord Kraagenskûl, so loud that it shakes the very foundations of the building. He falls, yet as he does so, his withered frame vanishes before your eyes, leaving only a tattered grey robe and a black sword to mark his passing.

If you wish to keep Helshezag, the sword of Darklord Kraagenskûl, mark it on your Action Chart as a Special Item. (You wrap this sword in the remains of the Darklord's grey robe and carry it vertically, tied behind your Backpack) When used in combat, it will add 5 points to your COMBAT SKILL, and 7 points when used against a Darklord of Helgedad. However, prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point.
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Old 11-29-2009, 05:05 AM   #325
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Having recovered from your combat, you quickly leave the chamber by a stair that leads to the roof. There you discover the Zlanbeast, Kraagenskûl's personal winged mount, perched on a raised log. Standing nearby is a Death Knight armed with a spear, staring absent-mindedly over the parapet at the harbour lights below. The Zlanbeast sniffs the air and shuffles along its perch with a nervous, rolling gait. It senses that you are its natural enemy and it is becoming agitated in your presence. You must act quickly and with skill if you are to use this beast to escape from Argazad.

I use a bow and kill him easily. I search his corpse and find Iron Key, 6 crowns in Kika, Bottle of Wine, Pouch of tobacco and pipe. You never know when you might want tobacco to blend in or a bottle of wine as a bribe.

I approach the Imperial Zlanbeast. It is huge and nasty. I roll a number and add 4 for Animal Control + Archmaster. I win. It will accept me. It recognizes me as its new master. I climb on its back and take the gem encrusted reins. We lift off.


I would have been dead within an hour but the Golden Amulet has kept me alive. I am nervous about what I might find in Aarnak. Luckily, news of Kraagenskûl’s death won’t make it to Aarnak before I do, unless they have magical communication. Therefore, I may have the time needed for some subterfuge. The Darklands are nasty, and I pass electrical storms, volcanoes, noxious gases, and more. A few hours into the next day and I catch my first glimpse of Aarnak. It is a mass of steel buildings, but so old they look rusted. I begin to search for a place to land my Zlanbeast. I suspect that if I act all official, I will be totally accepted as such with little suspicion. I doubt many would suspect the last Kai Lord long thought dead hidden in Drakkar armor killing a Darklord and stealing his Zlanbeast.

I use Huntmastery + Principalin. The streets are full of refuse. I see a tall unbent tower clean and free of debris and I aim the Zlanbeast there. A Giak bows to me as I land and takes the reins of my steed. This is such a great cover, I wonder why I do not use it to enter Helgedad.

Quote:

A curved steel door slides shut, sealing the entrance, and plunging the gloomy chamber into total darkness. Then a narrow column of yellowy light pours on to your head, and a man's voice, loud and full of arrogance, shatters the silence.

'What brings you here, Drakkar?' he booms, filling the chamber with resounding echoes. He speaks a curious dialect of Giak that sounds vaguely familiar. It is a dialect common in Magador, a border territory now occupied by Darkland armies. 'I seek the Slavemaster,' you answer. 'I have come from Argazad to report that Sommerlund is burning!'

'That is welcome news indeed,' comes the reply, in a tone far less severe.

The steel door slides open and your Giak escort are dismissed. As it clangs shut behind them, the light grows brighter until you can see clearly the man to whom you have just spoken.


Before you stands a magnificent warrior, tall and broad-shouldered, clad in purple satin and shiny steel mail. He holds you with his jade-green eyes and says: 'I am the Slavemaster. Remove your mask, Drakkar, and reveal your true self.'




Your Kai senses tell you that he speaks the truth: he is the Slavemaster of Aarnak, and he has recognized the words that identify you as a fellow-agent of the Elder Magi. But the many years he has spent as a servant of the Darklords has taught him to be wary of their subterfuge, and not until you remove your battle-mask and he looks upon your unmistakably Sommlending features does he accept you as genuine. 'Long have I waited for this moment,' he says, quietly. 'I know why you have come and I will help you all I can.'

'But why?' you reply, now suspicious of his true motives. 'Why do you desire to betray your masters? Have they not given you the power you crave?'

'Aye! That they have, but at a grievous price. Since the war began, they have demanded that the foundries and ore pits of Aarnak produce ever-increasing supplies of black steel. The quotas are impossible and I fear that the day is close when I will be of no more use to them. Ultimately, the Darklords destroy everything over which they have control--cities, land, races, even their own kind. The Elder Magi have promised me sanctuary in return for my help, and help I shall, for my life is dependent on your success.' He smiles, amused by the irony of his situation, then he bids you follow him to an adjoining chamber. 'Come, you must prepare for your journey to the Black City.'


You follow the Slavemaster into a chamber filled with marvellous treasures, furniture, and rich trappings, which seem anachronistic here in this foul city. He advises you to take off your Drakkar armour and wear instead a hooded robe woven from a strange, silver-grey material. He comments favourably on the Golden Amulet you wear, assuring you that its protection will be essential for your survival in Helgedad. As you are about to don the robe, he insists that you wear your Backpack underneath it. 'The creature who donated this garment, albeit it reluctantly, was tall but possessed a severely crooked spine. In order to gain entry to Helgedad you must pretend to be that creature. The pack will help to complete your disguise.'

You ask the identity of the creature, and what has become of him. 'He was one of the Liganim, those who assist the Nadziranim sorcerers with their black arts,' replies the Slavemaster. 'This particular Liganim came here to Aarnak to fetch a quantity of special grade ore for his master's experiments, but the unfortunate creature met with a fatal accident, here in this very chamber.' The trace of a smile on the Slavemaster's face suggests that the accident may not have been quite so accidental.

'How am I to get into Helgedad?' you ask, hoping he has planned for this as well.

'You will be told in good time, but first I must give you some other information that is vital to the success of your quest.'

'The Transfusor, which you must destroy to ensure the end of the Darklords who are now outside the boundaries of this realm, is located in the uppermost chamber of the Tower of the Damned. You will find this tower in a part of the city known as the Imperial Sector. But be warned! This sector is the most heavily guarded area of the city, for it is here that Gnaag himself resides.'

The Slavemaster takes a strange mask from a nearby table and offers it to you. It is made of a green, glass-like mineral and is shaped into a hideous visage. 'Wear this always. It will keep safe your identity from any casual inspection.' You accept the Green Mask (mark this as a Special Item on your Action Chart--you need not discard any other item in its favour if you already hold the maximum), and listen carefully as the Slavemaster concludes your briefing.

'Be on your guard at all times,' he says, solemnly. 'The lesser creatures of Helgedad are a ruthlessly treacherous breed, forever preoccupied with their complex political intrigues. You will need to be doubly cunning if you are not to fall foul of their willful machinations. The robe you wear marks you as one of Darklord Ghanesh's minions. He is far away at present, leading his horde in distant Lencia, but his absence will be of little help to you. Avoid all who wear robes of green and scarlet, for they are followers of Xog and Taktaal, Ghanesh's closest rivals. But above all, avoid those who wear silver-grey, the same colour as yourself, for they know their own kind and are sure to see through your disguise.'

He walks across the chamber and picks up a curious-looking device by which he is able to tell the time of day. 'Come, follow me. Now you will learn how you are to breach the defences of Helgedad.'
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Old 11-29-2009, 05:17 AM   #326
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The Slavemaster dons a mask that covers his nose and mouth, through which he is able to breath safely the noxious air that swirls outside his tower. He takes you to the outskirts of Aarnak in his personal chariot, to a vast, open-cast quarry. The means of your transportation to Helgedad waits at the edge of the quarry's vast crater. Your jaw opens in amazement when you set eyes on the vehicle, for it is gigantic, by far the largest vehicle you have ever seen on dry land.



‘It is a Lajakeka, a "stone-taker",' says the Slavemaster, clearly amused by your awed reaction to this wheeled leviathan. 'It is filled with ore, mined here at this crater, that is destined for the furnaces of Helgedad. You are to be a passenger on its return journey to the Black City. However, you will not be travelling alone. There are several Liganim, and some others besides, who will be fellow travellers. Be wary of them and remember all that I have said.'

Then he bids you farewell, and watches as you climb the wide ramp that leads into the belly of the steel beast. Inside it is not unlike a ship, with cabins for the travellers and crew, and interconnecting passages that service the vast cargo holds full of ore. Giak crew allocate cabins at random, and once you are safely inside yours, you pull the drawbolt and try to make yourself comfortable on an unpadded steel bunk. Then the screech of metal on metal and the dull throbbing of the Lajakeka's engines fill your ears. The bunk shudders and your pulse quickens: your journey to Helgedad is underway.

You have been travelling for less than an hour when you hear a knock on your cabin door.

I use Divination + Mentora. All it tells me is that the person outside is magical and is not hostile. I open the door. He invites me to join him and his master in entertainment. He calls me Cagath, so that is obviously the name of the person I am impersonating. I choose to go, since I don‘t want to be suspicious.

There are many Liganim, Giaks, Drakkar, Nadziranim, and others in a large area around a gladiatorial combat pit. People bet on the combats, and then win or lose. An orange skinned reptilian and a blue-skinned humanoid move out to attack each other and I am asked to bet, but I decline.



The reptilian wins by attacking before the bell is rung and killing the unprepared humanoid in one strike. The crowd cheers. The next contest is about to begin when a whistle blows signaling that we have sighted Helgedad. I choose to look out a porthole.


Quote:

With trepidation, you peer through the thick and grimy glass of a hull porthole and gaze upon the awesome spectacle that is Helgedad. Perched upon an isle of granite at the centre of a vast, fiery chasm stands the mighty city-fortress, the very core of a cancer that threatens to infect and destroy all that is good in Magnamund. Great walls of black steel encircle it, giving rise to a thousand spiky towers and turrets which harbour the masters and the minions of darkness. Above the city hovers a seething pall of black smoke that keeps it forever in shadow. Fed by the fumes from the volcanic craters of the Naogizaga, this cloud is made all the more noisome by the foul discharges of the Nadziranim laboratories, the weapon furnaces, and the hellish breeding pits at the base of the chasm.



Irregularly the darkness is lit by fireballs that seem to form spontaneously among the black vapours. They spin and soar above the city like demonic meteors, before exploding or simply melting away in a rain of sparks. A bridge of twisted black steel joins Helgedad to the wastelands beyond, and as the Lajakeka slowly grinds its way across this span, you look down into the fiery depths of the Nengud-kor-Adez, the Lake of Blood, and your courage quails at the terrible sight that meets your gaze.

A thousand feet below, at the heart of the chasm, a seething carpet of nightmare shapes crawl and slither amid rivers of molten rock. They appear to your horrified eyes to be writhing in perpetual agony, and your psychic senses confirm that this is the case: it is their pain, not their bodies, that feed this raging sea of supernatural flame.
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Old 11-29-2009, 05:27 AM   #327
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The gates of the Black City open and the Lajakeka passes into this terrible realm of evil, along a vast avenue of steel, flanked by buildings of hellish grandeur and purpose. You can see red flames glaring at peaked gothic windows, and innumerable barred gates that appear like the grinning jaws of dragons. At length, the vehicle grinds to a halt at a place where a huge chute burrows deep into the ground. The crew make preparations to unload their cargo directly into this funnel-shaped hole whilst you and the other passengers disembark. With fear running ice-cold in your veins, you scan the fire-swept street and notice that all the other passengers are scurrying towards a tunnel.

(I can follow them or explore the street. I follow everybody. When in Helgedad.)

The walls of the tunnel shimmer with reddish reflections, as though somewhere in its unknown depths a great fire is blazing. With the fear of being caught making your heart pound in your chest, you look around you, taking in every detail of your surroundings.

One thing you notice immediately is that the other Liganim all move with a pronounced limp. You take care to copy this strange, irregular gait in order not to attract suspicion. None appears to show you any undue interest until you reach a semicircular chamber at the tunnel's end. There the passengers split up and enter numerous smaller passages that burrow beneath the city in all directions. One group, however, remains in the chamber. They huddle close together and whisper among themselves whilst casting glances at you.

(I use Huntmastery + Archmaster.)

Using your advanced Kai skill, you focus your hearing on what is being said by the suspicious-looking group. To your dismay you hear them plotting to ambush and kill you. They are followers of Darklord Taktaal, arch-rival of Darklord Ghanesh, whose colours you are wearing. They plan to murder you in retaliation for the death of one of their own, who was poisoned by Ghanesh's minions.

You watch them out of the corner of your eye, and, as soon as they turn away their heads, you hurry into a tunnel that has been avoided by the other passengers. The speed of your action catches the group by surprise; none of them sees which tunnel you take and you escape with ease.

The tunnel grows darker and dirtier the further down it you venture. You are beginning to suspect that you have entered an abandoned passage when the unmistakable stench of decaying meat wafts past you on a sulphurous breeze. Then two misshapen creatures loom out of the darkness, and your stomach churns at the sight of their hideously swollen faces. Their eyes are slits, the lids sewn down against the putrid flesh of their cheeks by lengths of coarse, black thread. They stagger towards you, their hooked claws scrabbling the air and their long, snake-like tongues flickering from their lipless mouths as hungrily they savour the scent of your flesh.



Do I use the Sommerswerd? Nope. I just use that Dagger I got from Banedon.

Helgedad Ghouls - CS 23, EP 32

Immune to psychic attack. I rolls a 9 and auto kill them. I try to put some distance between me and them. The tunnel branches off and I can go up or down. I keep going down. There are beetle sized gems that glow in the walls, providing light as I go. Suddenly I sense a grey clad Liganim approaching me. I try to bluff it. He easily discovers I am an imposter and attacks. He is attacking me mentally, but I block it with Psi-Screen.

Liganim - CS 25, EP 26.

I swing my dagger. I roll a 3 and he takes 11 and me 2. I roll a 0 and he dies.

I find a Black Key on his corpse and take it.
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Old 11-29-2009, 05:40 AM   #328
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Quote:

You follow the passage for nearly an hour before you happen upon something that raises your flagging spirits. At a junction with two other tunnels your eye is drawn to a large emblem that has been chiselled skilfully out of the granite wall. It is a depiction of a snake's skull with two fly-like eyes, surrounded by a circle of fire. At once you recognize this carving: it is the personal emblem of Darklord Gnaag. You study the sign: it must mark the start of a tunnel that leads to the Imperial Sector of the city.

With your pulse racing, you set off along the torchlit tunnel. You have not gone very far when you see that it ends at a large steel door, guarded by two monstrous creatures clad in heavy plate mail. A smaller door appears to your left, and, as you draw level with it, you reach out and turn its handle. The door is locked.

(I use the Black Key)

You insert the key and twist it. The lock clicks and the door swings open silently to reveal a stunning sight. A large, low-ceiling room lies beyond, filled with colossal tanks of glass that bubble and seethe with all manner of sorcerous fluids. Glass tubes loop and contort in curious shapes, connecting the tanks and enabling their contents to flow from one to another. The air is heavy with the stench of acids and harsh chemicals, and the walls are lined from ceiling to floor with stoppered jars, each one filled with a brightly coloured powder, liquid or gas.



On one workbench a curious, arrow-shaped rod is suspended in a field of electrical energy. The crackling fire arcs between two vertical plates of metal, making the arrow glow with a strange phosphorescent light. You take a closer look and see that a lever protruding from the bench itself controls the flow of power. Then you notice that behind the bench there is another door.


(I take a closer look at the rod)

The rod is a Zejar-dulaga, a poisonous arrow imbued with magical accuracy. If you wish to turn off the power and take this Zejar-dulaga, mark it on your Action Chart as a Special Item, which you carry in your quiver.



Having satisfied yourself that there is nothing else of practical use in this laboratory, you decide to leave

I leave through the door in the back)

The door is not locked, and beyond it you discover another hall equally as impressive as the laboratory. It is the Imperial Armoury, and it is filled with row upon row of fearsome weapons.

You walk through the armoury, and past an arsenal of fiendish devices that have yet to be unleashed on the allied armies of the freelands, but are destined soon to be shipped to the battle front to speed Gnaag's conquest of Magnamund. A passage at the far end of the hall takes you past a barracks-like room where Nadziranim sorcerers are busily engaged in the testing of new psychic weapons upon a group of grey-skinned slaves, mindless Grolth from the swamps of the Tadatizaga. Their pitiful screams of agony make your blood run cold, yet you dare not intervene to prevent their torture for fear of jeopardizing your mission. Hurriedly you climb a staircase that emerges at the foot of a monstrous tower, as black as death itself. Two fireballs split open the rolling black clouds and in the brilliance of their explosions you see a huge metallic flag flying from the tower's crystal spire. It is emblazoned with the emblem of Darklord Gnaag, and at once you know that you have found what you are looking for: the Tower of the Damned.





As your eyes move down the tower, you notice a large oval platform jutting out from the black steel wall. Perched on this platform is an Imperial Zlanbeast, similar to the one that bore you to Aarnak. It, too, bears Gnaag's sign, branded deep in its leathery hide. Its presence suggests that its master is in residence, and as you cross the courtyard and walk towards the tower door, your senses tingle in anticipation of the confrontation that awaits you within.

As you climb the steps that lead to the door, it slides open to reveal the outline of a guard silhouetted against a background of scarlet fire. In a claw-tipped hand he holds several slivers of crystal, each a different colour, and, as you reach the top of the steps, he draws a silvery-grey one and points it at your face. 'State your name, minion of Ghanesh!' he commands, 'or begone from the Tower of the Damned.'

You sense that the guard does not suspect you of being an imposter, he is merely performing a routine check on all who visit the tower. To have come this far into the Imperial Sector means that you have passed through several checkpoints already, and so the guard does not regard you as a threat to his master's safety. In order to be allowed to pass, you must state the name of the Liganim whose identity and robe you are using as a disguise.


(I say Cagath)


The crystal shard emits a tinkling, bell-like sound, and the guard moves aside to allow you to enter the Tower of the Damned. He points to a column of bright blue light, descending from the darkness above, and tells you to step into its shimmering rays. You hesitate, and he laughs mockingly at your indecision.

'Go on, step in. It's quicker than climbing the stairs.' Your Kai senses tell you that the column is a beam of partial gravity, a transportation device that will draw you slowly towards the top of the tower.
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Old 11-29-2009, 05:49 AM   #329
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You step into the light and feel yourself rising. Minutes later, the sensation stops and you step from the beam into a huge, domed chamber. The polished walls and floor glisten like the mirrored surfaces of a black lake. The aura of evil hangs everywhere like a thick mist. It closes your throat and threatens to suffocate you. Your heart pounds loudly as you move towards a dais at the centre of the chamber, where a machine rests that matches the description of the Transfusor that Lord Rimoah gave you before leaving Toran. You reach for your Backpack, but before you can lift your robe and unshoulder it, the chamber is filled with a roaring growl.

'What brings you here, vermin of Ghanesh?'

It is the voice of Darklord Taktaal. From the shadows of an archway, he slithers towards the dais, his smooth, ice-white head swaying upon a fur-covered snake body, riddled with disease. Your stomach turns as you watch a muzzle distend from his face, then split open to reveal a row of razor-sharp fangs. Seemingly you are a lowly follower of his hated rival, Darklord Ghanesh, and you know that if you are to survive you must answer his command convincingly.


(I tell him I wish to defect)

The Darklord laughs and the chamber vibrates to the sound of his ghastly glee.

'So, the worm-master's minion wishes to serve a lord with true power, does he? Very well, you treacherous slime, but first you will have to prove yourself worthy of my lordship.'

He moves towards the Transfusor, in doing so turning his back on you.

(I choose to launch a surprise attack)

I have four options - Sommerswerd, Zejar-dulaga arrow, Dagger of Vashna or Helshezag, or nothing.

(I draw Helshezag and strike)


Wielding a weapon of the Darklords, you strike Taktaal a grievous blow that wounds him deeply. Shrieking an unearthly cry of pain, he retreats from the Transfusor and unhooks a mace, carved from a solid chunk of black crystal, from a chain around his putrescent neck. As he raises it, you move forward to strike again.


Darklord Taktaal (Wounded) CS 36, EP 40

He is immune to MB but not Psi-Surge. Helshezag is +7 vs. Darklords. I have a CS of 44 without Psi-Surge. I use it to bump me to 50. I roll 6 and deal 16 and take 2. I roll a 3 and deal 11 and take 4 (from Psi-Surge + Helshezag). Another 6 follows and 16 more to Taktaal and 3 more to me. Taktaal is dead and I took 9. (30/39)
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Old 11-29-2009, 05:59 AM   #330
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Quote:

As you strike the killing blow that punctures Taktaal's heart, he shrieks and convulses like a thrashing snake before collapsing at the edge of the dais. A foul black gas hisses from the gaping wound, and his body fades rapidly until all that is left is a dull grey stain on the shiny black steel floor.

'Ghanesh will be proud of you!' comes a voice from the shadows, full of malevolence. It is a sound that strikes terror in your heart, for instantly you recognize the rasping tone of your most hated foe--Darklord Gnaag, the Archlord of the Darklands.

You spin around to see the ghastly form of Darklord Gnaag emerge from a shadowy archway, his composite eyes glittering evilly. You stiffen at his approach, your muscles locked like coiled springs. Your whole life's struggle is concentrated into this moment; at last the time has come to avenge the Kai and rid your world of these evil masters of darkness forever. You feel a transformation taking place deep within you, a growing strength and sharpness of mind. It breathes new life into your battle-weary body and fills you with the certain knowledge that your destiny is about to be fulfilled (restore your ENDURANCE score to its original level).



The chamber echoes to a loud, rasping snarl, full of anger and fear, as Gnaag becomes aware of your true identity. You move forward, confident in your strength. But before you can attack, Gnaag fades from sight and a shimmering haze rises from the floor. The mist draws into focus and an eerie cadence, like a distant scream, fills your ears.

The phantom mist crystallizes into the shape of a winged beast with glowing ghost-eyes. It opens its fang-filled mouth and your mind screams an alarm.

(I use Divination)

Your senses warn you that this creature has been summoned in Gnaag's defense. Its ghostly body is growing stronger every second, and you realize quickly that it is feeding on your fear. Drawing on your psychic reserves, you try to erect a mental barrier to prevent this psychic parasite from gorging on your fears.

(I pick a # and add 5 for the Lore Circle of the Spirit. I get an 8)

You sense the creature weaken as your psychic barrier prevents your fear, that it needs in order to maintain its strength, from escaping. It howls its ghostly frustration and launches itself at your throat.


Mind Reaper CS 24, EP 32

I roll a 0 and it auto-dies.

As you strike the blow that seals the creature's doom, it disappears, leaving no trace whatsoever. Gnaag roars his anger and lopes awkwardly towards the Transfusor, desperate to recall his fellow Darklords to the Black City. You block his path and feel an eerie force--a tingling electric coldness--pass between you. With an unholy scream, Darklord Gnaag unsheathes his sword, Nadazgada, and prepares to engage you in a battle that will determine the destiny of Magnamund.

(I use the Sommerswerd)

You unsheathe the Sommerswerd and the shadowy chamber is flooded with blinding golden light, as if a sun had flared into being beneath its black dome. The steel walls vibrate, then buckle beneath an onslaught of pure energy that is radiating from the sword's blade. Until now the power of the sun-sword has been held in check, locked and subdued within its divinely crafted blade. Even the surge of power that destroyed Darklord Zagarna at the walls of Holmgard was but a candle flicker compared to the searing radiance that is now pouring from its tip.

For an instant you see panic blaze madly in Gnaag's fly-like eyes, before he is consumed by the power of the Sommerswerd and vapourized to sightless atoms. With a cry of victory, you sheathe the sun-sword and stare at the place where, only seconds before, your arch-enemy confronted you.

(I grab Nadazgada, and Taktaal’s Mace, so that they do not fall into other hands)

Only a circle of fire-scorched steel marks the spot where Darklord Gnaag finally met his doom. You look upon this patch of twisted metal and your spirits soar with the realization that you have defeated your arch-enemy in mortal combat. But your mission is yet to be completed. Quickly you remove the Crystal Explosive from your Backpack and approach the Transfusor. You place it in position, next to a shaft connected to the Lake of Blood from which the device draws its power. Once the crystal is primed, you hurry out of the chamber through the archway by which Gnaag entered. Guided by your instincts, you find your way around the tower to the oval landing platform, and to the means of escape from the Black City which awaits you there--Gnaag's Imperial Zlanbeast.

You are high above the city, steering the reluctant Zlanbeast eastwards to Aarnak, when the crystal detonates. Within moments it starts a chain reaction, which destroys the Transfusor, reduces Helgedad to a fiery holocaust of shattered granite and twisted steel, and brings about the rapid demise of the Darklords and their armies scattered throughout Magnamund.

Your victory is total. At last you have fulfilled your destiny to avenge the Kai and rid your land of the evil that has threatened her for thousands of years. You return to Sommerlund a conquering hero, and, as Kai Grand Master, you begin the task of restoring the Kai to their former glory. The chronicle of your struggle against the Darklords will pass into legend, inspiring future generations of Kai warriors to keep alive your ideals of bravery, skill and selfless courage. Yet the saga that is the story of your life does not end here. In future times the chronicle will tell of the adventures you undertook during your Kai Grand Mastership. Until the time comes for their telling, may the Gods Ishir and Kai watch over you, Grand Master Lone Wolf, hero and saviour of Sommerlund.
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Old 11-29-2009, 06:06 AM   #331
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Review of The Masters of Darkness

Well, it’s over. The first 12 books are done, and the Darklords are dead. The book is interesting because in it you are a super powerful assassin and saboteur, and you left behind your days of Ranger-ing long ago. You are the elite strike force of Magnamund. I think it would have been cool if instead of destroying all of the Darklords, you had to spend the next few books finding them and taking them down.

Anyway, story wise - awesome. Game wise, interesting. It’s just as mono-path as the previous book, and that is a strike against it. However, it is quite winnable with an original character. You can get the Adgana leaves for a +6 CS bonus in one fight, the Bracers, Bronin Vest and Kagonite Chainmail. You can wrest Helshezag from Kraagenskul and then kill him. Grab the Zeluga arrow and you can auto kill Taktaal with it, and then Helshezag Gnaag and Helshezag has a +12 when used against a Darklord in Helgedad. Very winnable, unlike the previous book. I still wonder why you just don’t fly your Imperial Zlanbeast to Gnaag’s Tower and kill him immediately. You have a Darklord’s personal Zlanbeast so you’d be able to land.

It’s one of the few later Magnakai books that’s winnable without having played the previous ones. I’ve actually done it before. Alright, awesome, and the next series of books will open up soon. I have not played through these as much. I only had the abridged versions of Books 13-15. I have never read past them, and I think I’ve read 13 three times, 14 twice and 15 once. It will be new for me.


Anyway, awesome.


End of The Masters of Darkness
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Old 11-29-2009, 01:00 PM   #332
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The Plague Lords of Ruel


You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

It is the year MS 5075 and twenty-five years have passed since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain--the Darklands--and caused the destruction of their leader, Archlord Gnaag, and the core of their cancerous power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Northern Magnamund. Some factions which comprised this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Skillfully their commanders exploited the chaos and secured a swift and total victory over an enemy far superior in numbers.

For five years now peace has reigned in Sommerlund. Under your direction, the once-ruined monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and you have begun the task of training a Second Order of Kai warriors so that the skills and proud traditions of your ancestors will be carried forward in the centuries to come. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection--to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai monastery and organized the training of the Second Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. Readily the Kai Masters rose to their new-found responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power that you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors--Banedon and Rimoah--you worked hard to develop your innate Grand Master Disciplines and grasp the fundamental secrets of left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

At this time many changes were also occurring beyond the borders of Sommerlund. In the regions to the north-east of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, although they had had notable successes in these regions, generally their progress was painfully slow and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take not years but centuries to complete.

In the far west, the Drakkarim had retreated to their homelands and were engaged in a bloody war against the Lencians. Much of Nyras had been reclaimed by the armies of King Sarnac, the Lencian commander, and his flag now flew over a land which, two thousand years ago, had once been part of Lencia.

Following the destruction of the Darklords of Helgedad, the Giaks, the most prolific in number of all of Gnaag's troops, fled into the Darklands and sought refuge in the gigantic city-fortresses of Nadgazad, Aarnak, Gournen and Kaag. Within each of these hellish strongholds there exists now a state of frenzied civil war as remnants of the Xaghash (lesser Darklords) and the Nadziranim (evil practitioners of right-handed magic who once aided individual Darklord masters) fight for control. By virtue of their geographic locations, and the struggles taking place within them, each of these city-fortresses is isolated from the next and poses no immediate threat to the peoples of the Free Kingdoms. It is widely believed that by the time the Elder Magi and the Herbalish reach the walls of these strongholds the occupants will have long since brought about their own extinction.

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Often, over the past two years, Lord Rimoah has warned you to be wary of one such group. They are known as the Cener Druids and they occupy a small forested realm to the south of the Stornlands called Ruel, which they have made virtually impregnable to invasion through the use of evil herbcraft. Once, long ago, after the defeat of Naar's greatest champion--Agarash the Damned--they were used by Naar as agents of revenge. Then they formulated and released a plague that decimated the Elder Magi and left the way open for their conquest of Magnamund. Now the Elder Magi fear that, as before, Naar will use them again to enact revenge for the defeat of his champions. They fear that they will seek to destroy the Second Order of the Kai before it becomes too strong, for your quest for mastery of the Grand Master Disciplines has opened a door to such goodly power that even Naar himself may be unable to counter it. Unless he closes that door, others of your kind could soon be following in your footsteps.

Already the Elder Magi have petitioned the courts of all the Freeland rulers, beseeching them to act immediately and destroy the Cenerese before it is too late. Many of the kingdoms they have visited unwittingly harboured secret sects of Cener Druids who practised their vile herbcraft, often in remote areas. Sommerlund was one such land. Only a year ago, a sect of Cenerese was found in the foothills of the Durncrags engaging in blood rituals at a site less than a day's ride from the Kai monastery. News of this prompted action which brought about a scourge of the Lastlands and forced many Cenerese sects to flee to the safety of Ruel. The regular armies of three nations--Palmyrion, Lourden, and Slovia--are now encamped around its border in an attempt to contain the Cener threat. They remain watchful, but that is all they can hope to do. The Cenerese are too powerful within their own domain for the Freeland armies to dare launch an invasion. One such attempt has already ended in disaster. Six months ago an allied force numbering seven thousand men entered the Forest of Ruel, intent on storming the Cenerese fortress of Mogaruith and razing it to the ground. Seven thousand men went into the forest; only seventy returned alive.

Despite the vigilance of the three Freeland armies, the containment of the Cenerese threat within Ruel has not been entirely successful. To the south, the Cenerese can enter and leave their realm by means of tunnels which honeycomb the Skardos Mountains. These secret passages emerge in the free state of Caron, at the northern edge of the Rootstrangle Swamp which, in due course, drains into the Tentarias (the great waterway which divides the northern and southern continents of Magnamund). Once access to the Tentarias has been achieved, the Cenerese are virtually free to sail to any port or country of their choosing. Caron is helpless to prevent the Cenerese from using this route through their land. They are a poor nation with few resources, and the Rootstrangle Swamp is one of the most difficult places to patrol. It comprises a constantly shifting morass of mud flats and rotting vegetation, inhabited only by Tzargs--a carnivorous race of frog-like animals originally bred by the Cenerese for the sole purpose of guiding them through the swamp's ever-shifting channels.

On midsummer's day, Lord Rimoah arrived at the monastery without, as was customary on such occasions, any forewarning of his visit. His unexpected appearance surprised the other Kai and caused them to speculate in whispers about the reasons for his journey. Yet his coming was of no surprise to you. For days you had experienced a feeling of unease, a presentiment that your orderly life at the monastery was about to undergo a dramatic change. Rimoah brought with him a glass phial of pale green liquid, a liquid that was proof-positive that the Cenerese were indeed preparing to enact Naar's revenge upon the Free Kingdoms of Magnamund.

The phial had been found among the possessions of a Cener Druid who had been caught in the city of Ragadorn after having been followed there by a watchful Herbwarden from Bautar. Under interrogation, the Cener revealed that he had been sent to Ragadorn by Arch Druid Cadak, the ruler of Ruel, to distribute the phials of this liquid to agents sympathetic to the Cenerese cause. The Herbwarden had sent the phial to Dessi where the Elder Magi, upon analysing the liquid, discovered it to be a powerful vaccine against a new and complex plague virus. Judging by the composition of the vaccine, this plague virus would prove to be several times more lethal than the Great Plague which had so devastated their race thousands of years ago. The Cener succeeded in taking his own life before he revealed further details, but, judging from the evidence in their possession, the Elder Magi were convinced that the Cenerese are getting ready to unleash an airborne plague virus that could kill all the living creatures of Magnamund, save those that had ingested the vaccine.

Rimoah informs you that the Elder Magi are unable to replicate the vaccine in huge quantities, and even if they were so able, to distribute it to every living creature on Magnamund would be an impossible task.

'The Herbwardens are sure that the Cener they found in Ragadorn was one of the first of those sent out of Mogaruith to distribute this vaccine,' said Rimoah, his voice uncharacteristically sombre. 'Therefore we must act quickly if we are to destroy the virus before Cadak is ready to release it into the atmosphere. Someone must enter Mogaruith. They must find and destroy the plague virus, and they must ensure that this evil work can never again be resumed.'

For a long moment you stood in silence staring into Rimoah's unblinking eyes. Then, with a nod of your head, you acknowledged what had to be done. Only a Kai Grand Master possesses the skills and experience that would be essential to the success of this vital mission . . . and there is only one Kai Grand Master.


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Old 11-29-2009, 01:01 PM   #333
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Map of Ruel

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Old 11-29-2009, 02:04 PM   #334
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Okay, we have to talk. Here are my stats. I initially rolled a 15. I then got +5 from the Circles. So my base CS is 20. I initially rolled a 26 EP. I then added 11 from the circles for 37 EP. My unaugmented CS and EP are 20 and 37. Now, here are my bonuses for skills and equipment:

Mindblast +3 CS
Weapon mastery +4 CS
Psi-Blast +3 CS

So, with Psi-Blast, my CS is 30. That’s with all of my skills, it is not something I can augment much more. Kai-Surge + Grand Weaponmastery will only add 3 CS more to my total, so I can only get to 33 with the skills available to me.

My Items:

Shield +2 CS
Silver Helmet +2 CS
Silver Bracers +2 CS, +1 EP
Bronin Vest +3 CS, +1 EP
Kagonite Chainmail +3CS, +1 EP
Padded Waistcoat +2 EP


That means my total CS, with Psi-Surge, is 42. With the Sommerswerd, I can jump that to 50. However, note that it is unable to go much higher.

Okay, here is why this is an issue at all. In this series, starting characters roll one die for CS and EP, and then add 25 and 30. Now, the 30 for EP is no big deal, that’s exactly what you would expect for the Lore Circles. However, having a CS of 25-34 starting out is a big deal. You can take Kai-Surge and Grand Weaponmastery, as a beginning character with a 5 rolled, and have a CS of 43 against foes that can be hit with mental attacks. Think about that. A beginning character with the exact same roll as me, can have a better CS that me (minus the Sommerswerd) without a single one of these items.

Now, here’s the issue. Technically, here are the only Special Items I can bring into Book 13:

Crystal Star Pendant
Sommerswerd
Silver Helm
Dagger of Vashna
Silver Bracers
Jewelled Mace
Silver Bow of Duadon
Helshezag
Kagonite Chainmail
Korlinium Scabbard
Bronin Warhammer


Note no Bronin Vest, and no Shield and no Chainmail and Padded Waistcoats. That means my CS coming into the series, without the Sommerswerd, is just 37, and 45 with the Sommerswerd. That means my CS is virtually identical to a starting character’s, only I have to spend space on all of this stuff.

Obviously, this causes some problems.

Now look, I agree with Joe’s attempts to stop trying to balance every book for both newbs and vets. I’m totally okay with that. However, I think he went way over, because I have to spend a bunch of special item slots just to get up to speed. Now, many argue that the Magnakai Disciplines I keep, like Huntmastery and meals, Curing and the +1 per section, Psi-Surge, Weaponmastery, are worth it. Plus I may have other items like the Silver Bow of Duadon. But, I should. I should be better. That’s the whole point. I don’t need to be super better like the Magnakai series, but I should be better For example, there is a monster in Book three you may face along the river, with a CS of 46. Just a generic monster, big. The newb with the two skills has a 43, and I have a 45 with 4 special item slots of 12. This is not a good thing.

So, there are some proposed solutions, however, mine is simple. I will take any of the armor special items that I want, and they do not count towards my special item count. My CS is still really limited, but at least I won’t have a bunch if item slots taken up. I know a lot of other items are not used, like the Psychic Ring, so I’m letting them go, but I’ll miss them.

My CS and EP coming in are 50 with the Sommerswerd and my EP is 42.

I gained Curing and its powers at the end of Masters of Darkness, so I can gain 1 EP a section without combat even if it was lost to non-combat damage. I can also once an adventure, when my EP goes lower than 6, add 20 EP immediately.
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Old 11-29-2009, 02:15 PM   #335
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Alright, let’s look at the new Disciplines:


In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.




Animal Mastery

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

Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

Assimilance

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

Grand Huntmastery

Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

Grand Pathsmanship

Grand Masters are able to resist entrapment by hostile plants, and 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, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

Grand Nexus

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 Grand Master advances in rank.

Telegnosis

This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.

Magi-magic


Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy


Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of left-handed magic increase, enabling you to craft new Kai weapons and artifacts.
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Old 11-29-2009, 02:33 PM   #336
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I have no clue what is useful here or not. There was no question that Huntmastery, Pathsmanship and Divination were the most commonly used before. You no longer have a Sixth Sense or Divination. Telegnosis seems pretty weak compared to its predecessors. Grand Nexus doesn’t allow Mind Over matter or Nexus moving of things with your mind. It would be cool if Grand Nexus could move arrows that are fired at you or push a sword stroke aside Therefore, it seems like a lot of these skills are less general and more specific


Grand Pathsmanship is good I suppose so I’ll take it. I’ve never been without Tracking. I want to take Telegnosis for the same reason, but it looks minor here. Just in case it is still mega-useful, I’m taking Grand Huntmastery. Let’s add Assimilance because it looks cool. I want to add Animal Mastery, but Animal Kinship and Animal Control were always of more limited uses. I think books 5 and 7 are the only ones where having it is really helpful. Ah, let’s take it anyway. The other one I was looking at as Kai-Surge.


Grand Pathsmanship
Grand Huntmastery
Assimilance
Animal Mastery


Just like the previous series, there are improvements to disciplines as time passes, but there are no lore circles. You also get +1 CS and +2 EP for each book you finish.
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Old 11-29-2009, 02:50 PM   #337
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I am given a Map of Ruel, a gold pouch with 29 gold crowns, and five items of my choice. Laumspur, full quiver, spear from the new Kai Monastery. Nothing else is needed.


Here we go:


Safekeeping:

Golden Key
Prince Pelethar’s Sword
Kai Axe
Burrowcrawler Dagger
Warhammer from Farmhouse
Red Pass
Coach Ticket
Black Sword of Parsion
Map of Sommerlund, Kalte, Southlands, Vassagonia, Stornlands, Tekaro, The Danarg, Anari, Ghatan, Vhozada (Daziarn), Darklands
Fur Blanket
163 Gold Crowns
1 Meal
2 Potion of Laumspur - +5 EP
3 Potion of Laumspur - +4 EP
Fur Backpack
Bone Sword
Effigy
Concentrated Graveweed
Kalte Diamond
Ragadorn Dagger
Magic Spear
Holy Water
Brass Key
Iron Key
Whip
Sommlending Cavalry Spear (Normal)
Quarterstaff, Royal Guard (Normal)
Scroll of Prophecy
Shield
Jeweled Mace
Bottle of Kourshah - +4 EP
Copper Key
Gold Key
Black Sash
Prism
Barrakeesh Public Bath Towel
Jakan - Vassagonian Coastal Hunting Bow
Zakhan’s Quarterstaff (Normal)
3 Brass Whistle
Pink and Orange Waistcoast
Mirror
2 Bottle of Wine
Silver Key
Ticket to Eula
Chainmail Waistcoat
Rope
Lantern
Quivers w/ 11 arrows
Power Key
Red Robe
Gold Key (Kazan-Oud)
Glowing Dagger
Doomstaff
Kazan-Oud Diamond
Labyrinth Sword (Normal)
Kazan-Oud Fine Spear (Normal)
4 Sack of Silver
Silver Box
Helghast’s Sword (Normal)
Giak Scroll
Lord Adamas’s Pass
Vial of Gnadurn Poison
2 Flasks of Boza
Invitation to Chiban’s
Receipt for Horse, Tahou
Crystal Decanter
Silk Jacket
Silver Goblet
Silver Candlestick
Scroll of Honour
Jadin Anklets
Magi Dagger (Normal)
Sen. Chil’s Mace (Normal)
Dagger of Vashna
Black Key
Medal: Battle of Luoni
Drakkar Dagger (Normal)
Zagganozod Sword (Normal)
Silver Rod
Meledorian Dagger (Normal)
Scarlet Warrior’s Sword (Normal)
Power Ring (Vonotar)
Fireseeds: 9
Bronin Warhammer
Eruan Pathfinder Cloak
Kai Cloak
Cagath’s Liganim Robe
Takataal’s Mace
Toran Dagger (Normal)
Platinum Amulet
Blue Stone Triangle
Grey Crystal Ring
Psychic Ring
Wrist and Finger Guards
Firesphere
Green Mask
Golden Amulet
Iron Key
Black Key (Helgedad)
Pouch of Tobacco
Pipe
Zejar-Deluga
Nadazgada




Keeping:


Items:

25 Gold Crowns
Crystal Star Pendant
Silver Bow of Duadon
Sommerswerd
Korlinum Scabbard
Map of Ruel
Shield
Silver Helmet
Padded Leather Waistcoat
Bronin Vest
Silver Bracers
Kagonite Chainmail
Pouch of Herbs - Adgana
Rope
2 Laumspur +4 EP
Quiver w/ 6 arrows
Kai Monastery Spear

Note that my backpack can now carry ten items.
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Old 11-29-2009, 02:54 PM   #338
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Lone Wolf, Kai Grand Defender, Kor-Skarn, Fryearl, Warmartial of Sommerlund, Savior of Tahou

CS 50
EP 42


Grand Pathsmanship
Grand Huntmastery
Assimilance
Animal Mastery


Here we go.
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Old 11-29-2009, 03:00 PM   #339
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''Grand Master . . . the quest must begin without delay for time is not our ally,' says Lord Rimoah, as he paces nervously back and forth across the flagstoned floor of your monastery chamber. You voice your agreement and call upon your wise friend to counsel you as best he can about the mission you have undertaken. Not entirely to your surprise, you learn that he has already made preparation, confident in the knowledge that you would agree to this dangerous quest. He has arranged for you to travel to the Freeland of Palmyrion where a guide is waiting to escort you to Ruel. The guide can guarantee safe passage to the borders of the dark realm, but no further.

Rimoah tells you that little is known of Ruel, save that the unnatural forest which surrounds and protects the Cenerese stronghold of Mogaruith harbours creatures that are the stuff of nightmares. Some almost defy description. The poor wretches who survived the last ill-conceived, ill-fated invasion of Ruel, spoke of their encounters with gigantic, acid-spitting worms that rose up out of the ground without warning and devoured whole regiments of their comrades at a single stroke. They told also of the battles that were waged against ferocious packs of disease-ridden rat-creatures they called 'Vazhag'. The Cenerese breed these sentient vermin in warrens deep below Mogaruith, then release them into the forest to patrol and gather food for even viler abominations that rarely venture beyond the walls of their stronghold.

'Truly I wish that I were able to tell you more, Lone Wolf, but so little is known of Ruel. It is a dark and sinister place. Yet, there is something else, something that I can give you which will aid your quest,' says Rimoah, and he holds out his hand. In his palm is the phial of green liquid, the vaccine that will, at least, protect you from the plague which threatens to destroy so much of your beloved world. You take it, uncork it, then quickly swallow the bitter contents. Unexpectedly your stomach rebels and a wave nausea rises up which makes you slap a hand over your mouth. A few moments later the nausea fades and you are able to remove your hand and speak.

'How long will it protect me?' you ask, queasily.

Rimoah smiles. 'Oh, I'm sure you will be safe for some considerable time, Lone Wolf. I'm afraid I forgot to mention that the phial contained a concentrated vaccine, more than sufficient to protect a hundred men!'

Within the space of a few short hours you are ready to begin your long journey south to Palmyrion. Having entrusted the monastery to the care of your Kai Masters, you and Lord Rimoah leave by means of a secret tunnel, one of several that you have had constructed to enable you to enter and leave the monastery unobserved. You emerge in a clearing at the heart of the Fryelund forest, at a place where Guildmaster Banedon is waiting patiently to welcome you aboard Skyrider, his flying ship. Here you take time to bid farewell to Lord Rimoah, who will await your return at the monastery, before climbing aboard and placing yourself in the charge of your old friend Banedon.

Banedon issues the order to his dwarven crew to set a course for Palmyrion. Then, as the hum of the craft's powerful engine rises in pitch, he ushers you into his cabin where a welcoming meal awaits. Effortlessly the Skyrider ascends into the moonless sky and speeds southwards across Sommerlund's forested heartland, while you endeavour to enjoy your friend's good food and company and try not to dwell too much on the daunting task that lies ahead. Together you reminisce about past times spent aboard the Skyrider, and recall the adventures you shared in the far-away lands of Anari and Vassagonia.

A few hours later, as your airborne voyage is nearing completion, the conversation turns to the quest in hand. Banedon tells you that you are bound for the Palmyrion city of Holona where your guide, Captain Cearmaine, is patiently awaiting your arrival. At once you recognize the name; you recall having heard tell of the Captain's feats of bravery during the Darklands War where his actions won more than a single battle and earned him commendations from more than a dozen Freeland nations. Lord Rimoah has served you well, for in all of central Magnamund you could not have wished for a better guide than Cearmaine.

It is an hour after midnight when the Skyrider passes over the glimmering waters of the River Reloni and descends towards the flat-roofed Canatarium, the largest of Holona's eight municipal halls. There you are greeted by the Captain, a man whose proud face bears the scars of his many battles. He offers his hand in friendship and you are mildly shocked when your fingers close around a palm crafted of cold steel.

'A keepsake from the Battle of Vellino,' he says, raising his metal hand so that you may inspect it in the light of the Skyrider's bow lanterns. 'Alas, the first was stole away by a Drakkar's axe.'

Captain Cearmaine is eager to leave Holona before sunrise. His carriage awaits to take you south to his command at Stonewatch, a military fortification which stands within sight of the Forest of Ruel. Before you leave, Banedon wishes you success and godspeed. He and his crew will be awaiting you here in Holona in readiness to return you to Sommerlund once the quest has been accomplished. You bid your old friend a fond farewell then settle yourself down into the plush comfort of the Captain's carriage.

For four hours you are lost in dreamless slumber as the carriage wends its way across a hundred miles of open grassland trail. When next you open your eyes it is to the sight of a grey dawn breaking over the Palmyrion plain, and the sound of a sentry's war-horn announcing your arrival at Stonewatch. A company of horsemen, each clad like the Captain in ring-mail armour and a flowing chequered tunic of crimson and blue, emerge from the outpost and ride forward to meet the carriage. The Captain acknowledges their salute and watches with pride as faultlessly they change formation to escort the carriage through the outpost's stout wooden gate. Beyond lies a drill square that, even at this early hour, resounds to the shouts of command and the measured stamp of soldiers' feet. You disembark near a watchtower and swiftly the Captain ushers you inside and leads you to his quarters on the uppermost level.

You spend the day in his company and together you discuss your approach to Mogaruith while you wait for night to fall. After careful study of his maps, the Captain proposes two possible routes by which you can reach the Cenerese stronghold. The most direct way is to enter the Forest of Ruel and journey due east. This is by far the shortest way, but it could also prove to be the most perilous. You recall Rimoah's account of what lurks in this dread forest and the memory alone is enough to send a shiver coursing down your spine. The alternative is to journey southwards into the Skardos Mountains and enter one of the many subterranean passages that pass through that range. If you can find your way to the Skardos trail, the secret route by which the Cenerese enter and leave their realm, you should be able to follow it all the way to Mogaruith. Consult the map before making your decision.

(Let’s rock the forest.)


Shortly before midnight, you and the Captain ride out of Stonewatch on two fine Slovarian steeds. It is another moonless night and the plain is shrouded by darkness, yet you have no difficulty in seeing the terrain that lies ahead. Using your natural Magnakai skill of Huntmastery, every flowing contour of the grassy plain is revealed to you. The Captain is not so gifted, but the special spectacles he wears fully compensate for his lack of night vision. They were a token of gratitude from the Arch-Chief of Chaman for his services in defense of the city of Gleesh during the war against the Darklords, and often they have been of use to the Captain when scouting his country's border with Ruel.

In less than an hour you arrive at a grassy knoll which overlooks the dense, forbidding wall of trees that is the Forest of Ruel. You are dismounting when something causes you to halt mid-way. You perceive a scent being carried on the night air: it is the heavy, cloying stench of decay.

'There is great evil here,' says the Captain, observing your reaction. 'You would not be thought faint-hearted were you to return with me to Stonewatch.'


'I will return to your fortress, Captain,' you reply, your voice quietly resolute, 'but not until my task at Mogaruith has been completed.'

The Captain smiles and raises his steely hand in a salute to your brave determination. 'Very well, my lord. So be it. Until that glad day dawns I shall pray for your safety and success.'

Then he brings his horse about, takes yours by the reins, and bids you a final farewell before heading back to Stonewatch. 'May the gods watch over you and deliver us swiftly from the darkness of Mogaruith.'
You return his salute and watch as he gallops away with your steed in tow. Then, when finally he disappears, you turn to observe the gloomy forest perimeter. At first, the tangle of underbrush and trees appear to be so interwoven that they form an impregnable wall. Yet, at length, you see that there are two points where entry is possible. The first is where a sickly stream emerges from the forest to feed a stagnant, scum-encrusted pond; the second is where a tree has fallen and torn a hole in the thorny briars.
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Old 11-29-2009, 03:10 PM   #340
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(Let’s take the creek. )

Cautiously you advance to the edge of the stagnant pool, your super-sharp senses alert to the slightest hint of danger. Using your innate Magnakai skill of Invisibility you take care to mask your body heat and scent least they should stir the unwanted attentions of any keen-nosed denizens of Ruel. You pause at the pool's edge for a moment where, using your powers of Divination, you scan the surrounding darkness for invisible or hidden enemies. Sensing no threat, you continue to skirt the fetid pond and follow the stream to where it trickles out of the forest. There you are greeted by an unwholesome warmth. It rises from a decaying mulch of roots and fungi that squelch repulsively underfoot. Silently you offer up a prayer to Ishir before venturing further into this inhospitable domain.

For several miles you trudge through the slime that borders the stream. This sickly strip of mud forms a narrow pathway that is, in turn, bordered by the tall trunks and thorny briars of the forest. So dense is this tangle of trees and brush that you feel sure it could only be the result of evil herbcraft.

At length the stream widens and the forest begins to thin out. Soon you are able to leave the foul-smelling brook and enter the forest proper, where after a short while you happen upon the remnants of a track. It descends towards a bog from which arises a cloak of misty vapour. Warily you approach, for the fog clings to the morass and masks its dangers.

Now your senses tingle: there is evil all around. At once you reach for your weapon and, as your hand closes upon it, you feel something snake-like coiling around your left foot.

(I do have Grand Pathsmanship)

You look down to see that a leafy vine is spiralling upwards around your leg. You summon your powers to repel the plant but your commands appear to have no effect. Then the fearful realization hits you that this is not a vine at all: it is the limb of a bog creature.

You attack and sever the plant-like tendril, but immediately there is another, then another. With the speed of striking snakes they ensnare your legs and wrench you into the morass. You fight desperately to free yourself as you are dragged deeper into the foul-smelling mire. Repeatedly you strike out below the surface in the hope of dealing your attacker a mortal wound. You feel something burst upon your weapon's tip and, momentarily, the creature's grip falters, but only to recover with renewed strength and tenacity.

Then sharp pain lances through your thighs as row upon row of barbed claws spring out from the unseen creature's tendrils and puncture your skin. You scream in agony and your cry is echoed from beneath the surface of the muddy pool by the sound of a malicious bubbling laugh.


(I do possess Animal Mastery)

You draw upon your Kai power to repel the creature, to force it away by the strength of your will alone, and instantly it responds as if you had run it through with a red hot sword. The creature retreats towards the depths of its slimy pool, but its barbs are snagged in your tunic and, as it slinks away, you are drawn deeper into the mire. If you are to survive this encounter you must cut yourself free.

Plaghatar CS 24, EP 30

The creature takes much less damage from hammers, maces and staffs. It takes 18 from my 7. Then another 16 from my 6 and it is dead. I took one.

Well, that was great. I’ve already used two of my disciplines in the first encounter. One didn’t even do anything.
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Old 11-29-2009, 03:15 PM   #341
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Quote:

For an hour you follow the muddy track as it twists a tortuous route through the trees of this accursed realm. Baleful eyes observe your passing yet you choose to ignore them for you sense that these watchers pose no real threat to your safety. They are lowly animals that possess little intelligence and even less courage (though you fancy the latter would not be so if you were weak or wounded). The path ascends a ridge, then drops steeply towards the floor of a mist-enshrouded valley where you happen upon something that brings you to a halt.

A moss-grown skull lies on the path ahead, its jawbone agape as if uttering a silent scream. Beyond it lie two skeletons in rotting mail, half-buried in a nest of saw-toothed briar. Then, through the mist, you see weapons, rusted and mouldering, and the grisly remains of a warhorse, its armoured rider slumped astride its ruined back. You are advancing towards the horse when you hear a sound that draws your eyes away to the east. It is a busy, squeaking noise, muffled by the dense undergrowth.

You leave the path and melt into the tangled trees. With careful steps you edge towards the noise, your senses straining to extract information from your surroundings until you become almost a part of the forest itself. Then you detect movement ahead and, from the cover of a thorny bough, you draw your weapon and wait in readiness.

A line of rat-like creatures, each as tall as a youth, is wending its way along the forest path. They are armed with crude and rusty weapons and clothed in rags that once were worn by human soldiers. Your keen sense of smell detects the vile aroma of disease which hangs heavy about these loathsome rat-men, and at once you realize that these must be the Vazhag that Rimoah spoke about. Shielded by your Magnakai skills, you watch in silence as they file past your hiding place and slowly disappear. When you are sure they have gone, you sheathe your weapon and continue your trek towards Mogaruith.

Dawn breaks and the sun appears through a rent in the ominous mass of grey cloud that is swirling overhead. You stop and tilt back your head to enjoy the warmth of its life-giving rays upon your face. It is a brief respite, for within minutes the clouds close ranks and you find yourself immersed once more in the forest's gloom.

During the night the track has led you out of the valley and up a steady rise towards a plateau where a jutting spur of slate-grey rock stands surmounted by a score of lightning-blasted trees. There, in the shadow of the rock, your eagle-eyes detect three dark pits which have been dug side by side. You cannot see what lies at the bottom of these excavations, but you can sense that they radiate a powerful aura of evil.

(I use Divination to see if there is any psychic residue)

You focus upon the three distant pits and allow your consciousness to pass into the trance-like state that must be achieved to allow your Discipline to work. A tingling sensation runs along your limbs and gradually an image takes form in your mind.

From out of a swirling mist there comes into focus a moving scene that is terrible to behold. A vast procession of partially-clad soldiers are being herded into the pits by packs of blood-hungry Vazhag. They are bound with ropes and many are grievously wounded. They plead for mercy but their pitiful cries go unheeded as the snarling, savage rat-men stab them to death with their cruelly-fashioned spears before casting them down into the three yawning abysses.

Gradually the image fades and, as you return to consciousness, you discover that you are lying face down upon the ground. Your limbs shake uncontrollably and your forehead and chest are bathed in a cold sweat. You have tapped into the powerful residue of psychic force that pervades this site and the experience has left you in a state of psychic shock: lose 6 ENDURANCE points.

Slowly you recover from the trauma and pull yourself to your feet. Ahead the track crosses the plateau and passes within a few yards of the pits before continuing into a tunnel-like gap in the trees beyond. You advance, but every step that brings you nearer to the site causes your psychic senses to rebel. The images you saw, and the aura of evil that lingers here, are so strong that you find it difficult to step closer. You resolve to reach the gap at a run but a sudden noise from behind arrests you in mid-step.
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Old 11-29-2009, 03:36 PM   #342
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Shambling out of the forest come a horde of monstrous shapes, corpse-like beings that exist in a twilight between life and death. Perched atop their withered bodies are hairless heads bearing lidless, red eyes and gaping maws, rimmed with hundreds of needle-thin fangs. As one they utter a deathly groan and you feel an icy chill electrify your spine.

Fighting to suppress your mounting horror, you turn and run towards the gap. You are within a few yards of the rocky spur when a dozen or more of these fearful creatures appear from the shadows to block your escape. Once more they utter their cadaverous cry and advance upon you from both sides.

Desperately you survey the plateau for another means of escape, but there is none: you are trapped. The only choice you have is to face the creatures or retreat towards the pits.

(I choose to fight)

Marching shoulder to grisly shoulder the ghoulish horde advances, hungry for flesh untainted by disease and decay. Hurriedly you draw your weapon and breathe a prayer to the sun god Kai to protect you in this moment of truth. Then, with a rush, the first wave fall upon you with a mindless fury. With blurring speed you deal them blows that would consign any mortal to its doom, but the grievous wounds draw neither blood nor ichor.

Tirelessly you slash and sever their grasping arms to prevent them from clawing you to the ground. They howl, but not in pain; these ghastly cries are joyous and triumphant. For no matter how skillfully you fight, you cannot resist their weight of numbers and, inch by relentless inch, they are forcing you ever nearer to the pits. As soon as you recognize their strategy you change your method of attack, and direct your blows at those parts of the creatures which pass for legs. Yet even now those parted from their limbs still advance, hunching and clawing their way forwards on their bellies whilst those that were once behind trample them underfoot.

Suddenly the advance falters and the howling ceases. The grim wall of creatures draw back a few yards and close their ranks in readiness, perhaps, for a final attack. Then, as one, they open their mouths and give vent to laughter, the like of which you have never heard before. Knots of pain build at your temples and frantically you draw upon your mind defenses to repel this tidal wave of evil psychic energy. I do not have Kai-Screen.

Your Magnakai defenses are too weak to resist the wave of psychic energy directed against your mind. It tears through your shields and explodes like a fiery ball of white hot plasma deep within your brain. Every nerve in your body is scorched by the blast and, as you fight to remain conscious, your body is contorted by excruciating pain: lose 12 ENDURANCE points.

As the agony fades and your powers of cohesive thought return, you are dimly aware of another hostile entity drawing closer, attracted by your psychic screams. Then, from out of the black shadows of the pits, you hear a dreadful, rumbling roar. Something huge is stirring deep within each of those dark forbidding shafts. As the ghoulish laughter of the horde reaches its pitch, you turn to see three giant, misshapen cat-like heads rise up into the light, each perched atop a snaky body as thick as the trunk of a tree. They bare their fangs and shake off the tangle of human bones that cling to their stinking, corpse-green manes.

The sight of these unholy creatures makes you reel back in shock and utter a cry of disbelief. Your cry is lost among the barrage of screeching howls, yet the cat-things react as if they hear it and, together, they come oozing out from their dark, noisome lairs and glide slowly towards where you stand.

(I do not possess Kai-Surge)

With a terrifying wail the three creatures rise above you and stretch wide their powerful jaws. Defiantly you face them as they flex their coils and steady themselves to strike.

3 Ruel Giganite CS 50, EP 80

I use Psi-Surge against them. I have 28 hp vs. their 80. That’s not a good number. I can’t even evade until they are down to 36. Alright, let’s see if I win or lose.

I roll a 1 and take 6, and them 3. I rock a 7 Them 9, me 2. 4. Them 6, me 4. 9. Them 11, me 1. They have lost 29, and me 13. I roll 1, 3, and 3. I have lost 16 more. I die.

Well, that officially sucked.
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Old 11-29-2009, 03:36 PM   #343
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Well, shit
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Old 11-30-2009, 03:10 PM   #344
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CS 50, EP 80 for a random set of creatures? Sheesh.

Also, with the caveat that I've never read these books and that the description was vague, I liked the sound of Magi-magic as a skill choice.
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Old 11-30-2009, 06:06 PM   #345
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Yeah, I'm going to tweak my character and try again from the beginning of Book 13. Probably tonight during the game.
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Old 11-30-2009, 08:10 PM   #346
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Okay, so let’s start this book called The Plague Lords of Ruel. This time I am swapping Assimilance for Kai-Surge, which I was looking at anyway.

That makes my CS 52.



Okay, let’s start again just like before, only now I have Kai-Surge instead of Assimilance. I also will take the forest like before, but this time, the fallen tree entrance instead of the creek entrance.


Quote:

Using your innate Magnakai skill of Invisibility, you take care to mask your body heat and scent lest they should stir the curiosity of any keen-nosed denizens of Ruel. Then, with caution guiding your every step, you advance through the knee-high grasses towards the fallen tree. As you approach, you focus your powers of Divination and scan the surrounding darkness for invisible or hidden enemies. Sensing no immediate threat, you continue to the forest's edge where you are greeted by an unwholesome warmth. It rises out of a mulch of insects and fungi that are feasting upon the corpse of the tree. Silently you offer up a prayer to Ishir before venturing a step further this inhospitable domain.

Beyond the dead tree you find a muddy track which is bordered on both sides by the tall trunks and thorny briars of the forest. So dense is this tangle of trees and brush that it is impossible to leave the track. You feel as if you are walking along an endless passage, one so unnatural that its construction could only be the result of evil herbcraft.

At length the track widens and the trees begin to thin out. Ahead you see a clearing and at once your senses tingle: it is a warning that you are not alone. Instinctively you reach for your weapon and, as your hand closes upon it, you see that the floor of the clearing is alive with a carpet of loathsome scuttling creatures. At once you attempt to use your Magnakai powers of Animal Control, to determine if these creature are hostile, but your efforts go unrewarded.

(I use Animal Mastery)

You focus your power upon the scuttling horde and try to bring them under your control. They do not respond to your commands and, at once, you sense that they are under a spell that has robbed them of all free will. You draw on your inner strength and attempt to break this spell, and the creatures cease their frenzied movement with an abruptness you find unnerving; it is as if they have suddenly turned to stone. Now that you can see them clearly they remind you of beetles, save that they are far larger and have long, rat-like tails. You observe them for a few moments longer, then take a tentative step forwards. Instantly they burst into life, only this time they do not confine themselves to the forest floor.

With a sound like a thousand squeaky door hinges, they sprout wings and soar into the air in a formation which resembles a small black cloud. Soon they have left the clearing, and as you watch the last of them disappear over the tops of the trees, you can only hope that they are not some form of lookout employed by the Cenerese.

On the far side of the clearing you discover that the trail continues deeper into the forest. You follow it for nearly an hour until your keen senses warn of danger ahead and immediately you halt in your tracks. You hear a movement: it is above and behind you. With incredible speed you spin on your heel and raise your weapon to parry a possible attack. Your reactions are fast, but they may not be quick enough to protect you from what lurks in the canopy of branches high above.

From out of the darkness there falls a wriggling mass of thorny creepers that come snaking towards your head as if driven by a single mind.

(Yes, I have Grand Pathsmanship, I think I know where this is going…)

Forewarned by your powerful senses, you are able to avoid the wriggling creepers by diving and rolling across the spongy forest floor. As you begin to rise to your feet, you fix your eyes on those vines and suddenly you realize that they are not plants after all--they belong to a creature that is hiding in the canopy above. The creeper-like tendrils are part of its natural camouflage.

Suddenly another mass of the tendrils descend and spread out in an attempt to locate you. One brushes against your foot and immediately the others hone in on your position like a swarm of hungry eels. You raise your weapon and strike a mighty blow which tears away a great swath of the creature's wriggling limbs. A fountain of ichor erupts from every severed end and, from somewhere above the canopy of branches, you hear an unearthly roar of pain. Once more the remaining tendrils seek you out; this time they are no longer soft and fibrous, but stiff and studded with barbed thorns.

The swirling mass strikes out for your throat. Desperately you hack at them with devastating effect yet more and more emerge from above to replace them.

(I choose to evade. This one is in a tree.)

You duck to avoid the sweeping tendrils, then turn and begin to run towards the clearing. You have taken but a few steps when a barbed limb lashes out and rakes the back of your legs (lose 4 ENDURANCE points).

You cry out at the sudden pain and stumble to your knees, but quickly you regain your footing and manage to escape without sustaining further injury. Without looking back, you cross the clearing and press on towards the east.




I am back at the area with the moldering skull, and from here it is all the same, except I don’t use Divination on the pits this time. Until…
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Old 11-30-2009, 08:33 PM   #347
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Quote:

The grim horde shambles nearer and close ranks, in readiness, perhaps, for a concerted attack. But combat is not their intent. As one, they open their mouths and give vent to a ghastly sound that is akin to mocking laughter, the like of which you have never heard before.

As if in answer to their gleeful cacophony there arises, from out of the black shadows of the pits, a dreadful rumbling roar. Something huge is stirring deep within each of those dark forbidding shafts. As the ghoulish laughter reaches its pitch, three giant, misshapen cat-like heads rise up into the light, each perched atop a snaky body as thick as the trunk of a tree. They bare their fangs and shake off the tangle of human bones that cling to their stinking, corpse-green manes.

The sight of these unholy creatures makes you reel back in shock and utter a cry of disbelief. Your cry is lost among the barrage of screeching howls, yet the cat-things react as if they hear it and, together, they come oozing out from their dark, noisome lairs and glide slowly towards where you stand.

(I use Kai-Surge this time, and since I retreated to the pits, I never lost all of that EP to the mental attack)

In desperation you draw upon your reserves of psychic strength to shape a ball of energy, then you hurl it at the nearest abomination. It strikes its subconscious and the beast's eyes shut tight in pain as the force of your mind-strike bites deep into its unshielded cortex.

The attack is successful; the creature is wounded and it slithers back into the safety of its pit. Yet, despite seeing what has befallen their brother, the remaining two creatures continue to advance undaunted.

2 Ruel Giganite CS 38, EP 60

Much more doable. Okay, with just MB, I have +10 CS to I’m sticking with that. I roll a 6 and a 3 and a 1. They take 32 and me 6. An 8 deals 18 more. A 5 adds 12 and they are dead. I took 8 and I am at 33/42

The instant you slay the last creature an eerie silence envelops the site. The howling horde have ceased their dreadful caterwauling and now their mindless faces contort with sorrow as they stare at the sundered remains of the pit beasts, twitching and convulsing in the last throes of death.

You spin around to face the horde, your steely gaze taunting them to approach you if they dare. But none possesses the will to continue and slowly, one by one, they turn and melt away into the surrounding trees, like phantoms into a mist. Lying on the gore-stained ground close to the pit's edge, you notice a coil of fine copper chain. You pick it up and, in doing so, discover that it is attached to a key embedded in the mud. You can sense no aura of evil surrounding this key, and its cut and crude markings tell you nothing about its origins.

If you wish to keep this Copper Key, remember to record it on your Action Chart.
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Old 11-30-2009, 08:43 PM   #348
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You leave the pits and hurry on your way along the leafy tunnel. For several miles you progress in a near-darkness that is broken only by a few scattered rays of grey light creeping through the ceiling above. At length the tunnel ends and you emerge into a clearing where stand the derelict remains of an ancient stone dwelling. You approach it warily, sensing the presence of magic, yet inside its shattered walls you find nothing but mould and clumps of sickly black grass. Then your skills of divination tingle afresh as the presentiment of sorcery increases. Suddenly you realize that the source is not here in this ruined hut: it is approaching the hut.

Through a crack in the stones you see a gap appear in the wall of trees opposite and a group of Vazhag enter the clearing, their ratty faces sniffing at the heavy, humid air. Among their number is one who is not of their breed. He is human in size and stature, though his hooded scarlet robes make it difficult to be sure. For a moment you catch a glimpse of the glassy green mask covering his face and at once you know that this being is a Cener Druid. In his hand he carries a rod of gold that is radiating the aura of magic which you detected when first you entered the clearing.

The Cener calls his pack to a halt. They cease all movement and watch in quiet awe as he raises his golden rod and uses it to make a slow, deliberate sweep of the clearing. Hurriedly you draw on your Magnakai skills of Invisibility and Pathsmanship to shield you from detection as the Cener sweeps back the rod and levels it directly at the derelict hut.

Waves of psychic energy flow across your mind. Steadily they grow in intensity, probing and testing your defenses to breaking point.

(Do I have Kai-Screen? Nope)

I take 4 Ep and I have been detected! He fires some energy from his rod and it causes nearby rocks to break and I take 2 from flying rocks. He is about to launch another mystical attack. Do I have the Sommerswerd? Yup.

Quote:

You unsheathe the sun-sword and point the tip of its golden blade at the red-robed druid. From his rod leaps a second charge, a lance of crackling fire that spirals through the hole in the wall and fixes itself to the Sommerswerd like a ravenous vampire let loose upon a maiden's throat. Instantly there is a sizzling splash of blue-white sparks and flashing webs of electrical power run back and forth along your arm. Yet you experience no pain; the dark power of the druid's rod is no match for the goodly might of the Sommerswerd.



Slowly and deliberately you draw back your sword then cast away its unwelcome sheath of fire. The ball of crackling fire arcs across the clearing and scythes through a pair of trees with a splintering roar. The severed trunks teeter for a moment, then come crashing to the ground, narrowly missing the Cener. The druid screams in fury and frustration. He curses you, then he shouts at his Vazhag minions, commanding them to attack and rip you to shreds.

With hatred blazing in their blood-red eyes, the Vazhag advance towards the ruins, each with a rusty weapon poised for the kill.


(I choose to stand and fight)

With a foul, snickering cry the Vazhag swarm into the derelict hut. You sidestep into a corner to prevent them from getting behind you, then raise your weapon in readiness to meet their attack. The leading rat-men throw themselves upon you in a blood-crazed frenzy, hacking and stabbing with their rusty blades, yet you dispatch them in seconds with such precision and economy of movement that it would appear to an onlooker that you had hardly moved at all.

But for every Vazhag that falls, three more take its place, and within minutes you are in danger of being suffocated to death by the press of their loathsome bodies.

Vazhag Pack CS 34, EP 44

I roll a 0 and they are autodead.

I see the Cener Druid running away. I can use a Bow, Magi-Magic, Kai-Alchemy, or none of these. I use my bow. My arrow skewers his heart in the back. Dead Cener. I run up to him and search his corpse.

Here is what I found:

Dagger
Cener Robe (If kept, this item will occupy 2 spaces in your Backpack)
Cener Mask
20 Lune (equivalent to 5 Gold Crowns)

I take everything. The golden rod’s powers vanished when its user died. It disintegrated as soon as I touched it.
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Old 11-30-2009, 09:11 PM   #349
Abe Sargent
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Quote:

Warily you follow the track into the deepening gloom, your senses alive to the evil that permeates every root and branch of this forbidding forest. As darkness closes in there arises from out of the mire a mist, grey-green and sickly, which smothers the ground. Its corpse-like chill leaves you shivering, despite all your efforts to shield yourself from its clammy touch.

Night no longer restricts your vision and, as the track ascends towards a wooded peak, you see the outline of a ruined stone watchtower perched atop a rocky knoll. You sense that the tower is deserted and, keen to escape from the mist, you climb towards a crack in its granite base. You crouch to enter the jagged breach and, in doing so, you disturb a host of crab-creatures nesting within. In a frenzy they scuttle away from the tower, disappearing among the surrounding rocks in the blink of an eye.

Aching with fatigue, and mindful of the perils which still lie ahead, you settle yourself into a corner of the rubble-strewn tower and try to snatch a few hours of sleep. This night your slumber is disturbed by strange and unwholesome dreams, formed from the fears suppressed by your conscious mind. You are haunted by phantom shapes which take the form of friends and fellow countrymen. Kai initiates under your tutorage and simple Sommlending folk, their heads bowed and their faces pitted and disfigured by plague, drift past you in a seemingly endless procession.

You awake with a start, your pulse racing and your forehead glistening with beads of sweat. At first a sense of hopelessness washes over you, brought on by the vivid memory of your nightmare but, as your consciousness returns, so too does your inner strength. You perceive the dreams as a warning of what will happen should your quest fail, and this realization strengthens your resolve to reach Mogaruith and thwart the Cener's evil plan.

You have slept for several hours and, physically at least, you feel refreshed (restore 3 ENDURANCE points). In the half-light of early morning you gather together your equipment and weapons in readiness to resume your perilous journey to Mogaruith.

You decide that to travel openly along the track would be too risky. Rather than chance falling foul of a Vazhag patrol, you set off through the forest, using the trees for cover, but all the while keeping the trail in sight as you trek north-eastwards toward the Cenerese stronghold.

Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.

It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest's edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defenses. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.



Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your map and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.

In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.
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Old 11-30-2009, 09:22 PM   #350
Abe Sargent
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Join Date: Dec 2001
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(I do have both a Cener Mask and Robe)

Quickly you unshoulder your pack and remove the Cener Robe and Mask. The garment and the mask still bear the vile smell of the creature that once owned them, making you hesitate before puffing them on, but you are determined to enter Mogaruith undetected and, by wearing this Cenerese outfit, you hope to achieve that aim.

Once you have donned your disguise, you crawl to a clump of dense foliage at the edge of the forest and wait patiently for your opportunity to act. Eventually your patience is rewarded when you spy two Vazhag approaching Mogaruith from the Skardos Trail. They are leading on a chain what appears at first glance to be a man, although this impression is soon dispelled when they draw closer to your hiding place.

Trailing behind the Vazhag is a creature with no free will of its own, a being that was once human but is now consigned to the twilight world of the undead. The sight of this stiff-limbed zombie, propelling itself forward on withered grey limbs, fills you with revulsion and pity. With difficulty you suppress your anger at the creatures who have caused this transformation and, as the Vazhag draw level, you emerge from the foliage and order them to stop. At once the rat-men obey, deceived by your disguise and your command of the Cenerese dialect. Nervously their red eyes regard you and they shuffle uneasily as they wait for your next command.

The Vazhag inform you that they are returning from a place called the Temple of Dzenya. Brother Hoylez, the druid in charge of the temple, recently resurrected this human from the temple's grave-pits. They have been ordered to deliver it to Brother Croumah at the Hall of Sacrifice in Mogaruith.

'Excellent!' you reply, convincingly. 'I myself am on my way to seek council with Brother Croumah this very instant. You will escort me there. Now, lead on!'

The Vazhag appear to relax upon hearing your order, as if they had half-expected you to punish them, and they set off readily towards the drawbridge with you following close behind.

Walking across the age-blackened drawbridge towards the spiky arched tower of Mogaruith is an unnerving experience. It is as if you are walking along a blackened tongue towards the gaping throat of some gigantic dragon. On either side the bubbling moat releases foul fumes which fill your nostrils with a terrible sugary stench that clogs your lungs and blurs your vision. You draw upon your Magnakai skills and your vision clears, but the sight which lies ahead looks no more inviting than it did before.

At the tower you are challenged by a troop of Vazhag guards. Using your Magnakai Disciplines of Animal Control and Pathsmanship to aid your deception, you inform them that you have come to deliver the zombie to Brother Croumah at the Hall of Sacrifice. Immediately, the guards scurry aside, bowing subserviently as they part to allow you entry to the great keep of Mogaruith.

The great flagstoned square echoes with the rhythmic thump of marching troops and the squealed commands of their Vazhag sergeants. Your first concern is to part company with your undead companion as soon as you can, for his presence is already attracting attention from the passing Vazhag. An empty storehouse becomes his new home and, after you have paused to bolt the door, you make your way stealthily towards a staircase which descends to a grand portal set into the base of the stronghold's citadel.
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