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Old 08-14-2016, 08:27 AM   #501
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
‘Very well, Grand Master, if this is the way you choose to proceed with your journey, then you are welcome to ride with me.’

You accept Cearmaine’s offer and, within the hour, you and he are on the road once more, this time riding north on horseback towards the battle that is raging at the Reloni Bridge. When you are three miles from the river you can see the night sky lit up by the fires of war. At two miles, the sounds of singing steel and dying men can be heard on the wind. At a mile distant, you see fields littered with the wounded and dying recently evacuated from the front, and regiments of young Palmyrion reserves nervously awaiting their turn to go forward. And when at last you catch sight of the bridge itself, your stomach churns as you witness the carnage being wrought there.

The bridge and the surrounding banks of the river are carpeted with dead and dying men, twisted into impossible shapes. Massive engines of war bombard the soldiers on both sides, raining fiery death and destruction upon their heads. You have seen many battles in your time, but none to rival the savagery of the conflict that is unfolding here.

Cearmaine catches hold of a young lieutenant whose face is covered with dried blood. Part of his scalp has been sliced away but he seems unaware of his gaping wound. Cearmaine barks a question and the man answers him by pointing to a regiment of pikemen stationed on a distant hill.

‘There stand the Black Ravens—my son’s men. I must away now, Grand Master, so I bid you farewell. The enemy have been repulsed this last hour and are gathering themselves for their next attack. If you are determined to cross the water to their side, you should attempt it now, before they advance again.’ Cearmaine turns his horse about and makes ready to ride off. ‘By the gods, Grand Master, you are brave to have chosen this road home!’ he says, saluting you. ‘I wish you luck—may Kai and Ishir keep you safe. Farewell, my friend. Farewell!’

As the captain gallops away, you look with mounting dread at the slaughter. To cross the river by the bridge is impossible; the only ways across are either upstream to the north, or downstream to the south. To the north you see a dense wall of trees on the far bank, which, judging by the number of arrow-struck bodies lying nearby, you hazard is full of enemy archers. To the south, the far shore is a mass of heavily fortified trenches filled to overflowing with Eldenoran assault troops.

(I head north. I think I can take archers, especially with the Jadin Amulet and my enhanced missile dodging)

You ride to a barricade that is within twenty yards of the river’s edge. To the astonishment of the soldiers who are sheltering here from a hail of fire bombs and arrows, you leap from your horse and sprint headlong towards the river. The moment you hit the freezing water, you stay submerged as you begin the long swim to the opposite bank.

(I toss a 6)

On reaching the far bank, you use the corpses that litter the shoreline for cover. You wait here, absolutely motionless, for nearly fifteen minutes before crawling from the water and slithering on your stomach into the wood which commands this stretch of the river bank. Your stealth and your Kai camouflage skills keep you hidden from the watchful eyes of the Eldenoran archers who infest these trees, but they do not fool their keen-nosed war-dogs. You have barely reached the tree-line when they begin to bark and howl.

(yes I have Animal Mastery)

Using your Kai skill, you send a silent, soothing message to the excited war-dogs. They respond within seconds, becoming suddenly quiet as your psychic command subdues their trained and natural instincts. Their handlers, the Eldenoran archers, curse them under their breath, thinking that their outburst may have given away their position to the enemy. While they are berating their dogs, you slip through their line and move deeper into the woods.

You press on through the trees, your senses alert to the slightest sound. After an hour or so, you stumble across a stream where you stop briefly to gulp a mouthful of icy fresh water. Beyond this stream the trees become far denser, offering you better cover from the wandering groups of Eldenorans who seem to be positioned all over this vast timberland. It is not until later that you realize that they have not been posted here; they are deserters, hiding out in the forest to avoid a certain death at the Reloni Bridge.

By morning, you have covered several miles of forest and avoided all contact with the Eldenorans. Then, shortly before midday, you come across the outlying huts of a fortified town which sits astride a busy woodland trail. A glance at your map reveals this to be Fabri, an Eldenoran outpost close to the Slovian border. From the top of a pine tree you look down on this settlement which is ringed by a palisade. Five cavalry regiments are camped within its perimeter wall of sharpened logs, and you note several Cener Druids conversing with the regimental commanders. It would seem that Prince Lutha is in league with the evil Plague Lords of Ruel.

While you are observing Fabri from your vantage point high above, you notice a patrol of horsemen wending their way through the trees towards one of the outlying huts. On arriving, they dismount and enter, leaving their horses tied to a split rail but otherwise unattended. Tempted by the opportunity, you descend the tree and make your way towards the hut.

(Yes I have Animal Mastery)
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Old 08-14-2016, 08:44 AM   #502
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
From the cover of the trees, you first use your Magnakai Nexus Discipline to cause one of the horse’s reins to become untied from the rail. Then you summon the steed using your Animal Mastery. The horse responds without hesitation and soon you are back in the saddle once more, heading south in a wide arc around the Eldenoran settlement at Fabri.
During your ride through the woodland, you discover the following items in the bags and blanket roll which are attached to the saddle:

• Sword
• Rope
• Tinderbox
• Blanket
• Bow
• Quiver containing 5 Arrows
• 12 Lune (equivalent to 3 Gold Crowns)
• Spyglass

If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, destinations, and distances:

Chod: 250 miles North
Holona: 50 miles West
Tenzha: 20 miles South

You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha.

During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

It is near midnight when you arrive at a ridge which commands a view of the mighty River Storn. Moonlight pours molten silver over the rushing water, illuminating a ford where a crossing can be made over this unusually deep and fast-flowing river. To the far horizon stretch the plains of Slovia, peaceful and inviting. You long to be on the other side, but you suspect that crossing here, despite the ford, will not be an easy task. Heavily fortified border posts stand at the approaches to the ford, and many keen-eyed sentries are scanning the surrounding countryside on both sides of the river. The Eldenorans are watching for deserters attempting to flee to the safety of Slovia, a neutral territory in the war against Palmyrion; the Slovians keep watch for signs of an Eldenoran attack. It would not be the first time an invasion by their hostile neighbour had come this way.

Patiently you observe the ford for more than an hour, trying to determine the optimum time to make your move, but then suddenly the choice is taken out of your hands. In the middle distance you see an Eldenoran patrol riding towards the ridge. Unless you abandon the ridge at once, they will be sure to see you and raise an alarm.

Taking your courage in both hands, you spur your horse to the gallop and rush headlong down the rocky slope that leads directly to the ford.
Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. And if you possess Kai-alchemy, add 1.

(I rolled 3 and get 6)

You are part-way across the ford when alarm bells sound on both sides of the river.

‘Deserter at the ford!’ goes the cry from the Eldenoran fort. ‘Enemy spy approaching!’ shout the Slovian guards.

Moments later, a hissing cloud of arrows and bolts descends on you from both sides and several missiles graze your back and thighs: lose 5 ENDURANCE points. But the speed of your surprise crossing and your Kai camouflage skills enable you to reach the Slovian side intact, and you disappear swiftly into the darkness of the plains beyond.

After the dangers of Eldenora, the plains of peaceful Slovia seem like a tranquil paradise. The grasslands are rich and fertile, and an abundance of game keeps you well fed during the five days it takes you to ride north to the walled city of Tekaro. Here, at an inn close by the city’s cathedral, where, years ago, you discovered one of the Lorestones of Nyxator during your quest for Kai knowledge, you spend a fortunate evening in the company of a band of Salonese mercenaries. Aided by your Kai skills, you fleece them of 30 Gold Crowns while playing cards, and with your gain you purchase a fresh horse for your continuing journey home. (Your new horse and a night’s lodging at the inn cost you 25 Gold Crowns; you may add the balance of 5 Gold Crowns to your Action Chart, maximum allowances permitting.)

Early the following day you leave Tekaro and set out on the highway bound for Tido. You plan to reach Casiorn by means of the North Pass through the Slovarian Range, but during your second day on the road you are forced to revise your plans drastically. During a chance meeting at a wayside inn with a merchant who has journeyed from Casiorn, you learn that an avalanche has blocked the North Pass and travel by that route is now impossible. It will be several months before the pass is cleared and the mountain road rebuilt. You resolve instead to reach Casiorn by way of Varetta, the ancient city of crossed swords, and the following day you resume your ride north.

During your ride, you stop to assist a farmer whose cart has shed a wheel. In return for your help, he offers the services of his brother who operates a raft ferry across the River Quarl. Gladly the brother transports you and your horse across the river to Salony, where you enter the Great Forest by way of a timberland trail. After a full day’s ride along this lonely track, you find yourself approaching the outskirts of a town called Ellio.

During your long day’s ride through the Forest of Salony, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points
The first spatterings of rain are dampening your shoulders as you approach the forest town’s solitary inn. The smell and soft noises of horses waft from an adjoining stable, and the flickering orange light of an open fire can be seen shimmering through the bull’s-eye glass of the inn’s leaded windows. You halt outside the main door and stoop to read a weather-faded board that is fixed to the wall:
The Towering Pine Inn

Room & Stabling—2 Gold Crowns per night

(I pay)

You dismount and toss your horse’s reins to a sniffing stable-boy before entering the dry and welcome warmth of the inn. The innkeeper is a burly, ginger-bearded man with an incongruous lisp, who attends to his small group of patrons with an air of bored indifference. You hand him 2 Gold Crowns and in return you receive a small and draughty room over the stables.
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Old 08-14-2016, 09:00 AM   #503
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
You sleep well (restore 3 ENDURANCE points) and wake at dawn. The innkeeper offers you breakfast, but the unsavoury plate of stale cheese and bacon rind that he produces from under the taproom counter does little to excite your appetite. You decline his offer, collect your horse, and set off on the trail which heads east out of Ellio.

For two days you follow this trail through the great Forest of Salony. During your ride it strikes you that the weather seems to be reflecting the nature of the people who dwell in this region—cold and inhospitable. They do not take kindly to strangers, especially those riding alone.

On the morning of the third day, you reach a small village called Hopforst which stands at the edge of the Great Forest. To the west of the village you can now see the snow-capped mountain peaks of the Ceners, and to the north stretches an open expanse of rough grassland dotted with thickets of larch and pine.

As dusk is drawing its curtain of shadow over the land, you see in the distance the decaying walls of a derelict city. A broken sign by the roadside says that this place is called Amory, yet the newish track which branches off the road and avoids the city gate tells you that travellers on this road no longer visit here. It has begun to rain again and you are quietly dreading having to spend another night out in the open. Tempted by the promise of shelter, you approach Amory and enter the city by a gate that hangs haphazardly from its hinges.

At close quarters, the city of Amory gives off an odour of disease and decay. Its flagstoned streets are cracked and broken open by plants, the roofs of its once-fine houses have long since caved in, and every surface is damp and mildewed. It is also completely deserted; even the rats have left.

You seek shelter in one of the few buildings with a roof still intact. The furnishings that you discover here are made of the finest Durenese oak and Salonese leather, but none withstand your weight. Everything has rotted and falls to shreds at a touch. You are clearing debris from the floor to make a place to sleep when suddenly you hear hoofbeats in the street outside. You rush to the open door and see, to your shocked surprise, a ghostly rider astride a black horse come galloping down the narrow avenue. Tongues of red flame shoot from the horse’s nostrils and it leaves in its wake a trail of green mist.



(I have been to Quarlen before)

A cold lance of fear stabs your heart the moment you see the face of the ghostly rider. You recognize it immediately to be Roark—the highborn lordling of Amory who chose to follow the ways of Evil.

Roark was once a powerful disciple of the Demonlord Tagazin and a secret practitioner of the foul arts of the Cener Druids, but he has long since perished in the flesh. Yet his evil spirit lives on, tortured and restless, doomed to ride the deserted streets of his shattered city.
As the ghastly spectre of Roark comes rushing towards you on his hellish steed, his mouth opens and a hideous shriek fills the air. You feel a pressure rapidly building in your head, an agonizing force that threatens to tear your skull apart.

(Roark was the one who slew my companion in the 6th adventure)

(Kai Screen, yup)

You erect a psychic shield to protect your mind from Roark’s assault, and you successfully deflect his attack. But as his ghastly apparition gallops past, it stirs in its wake a whirling maelstrom that is filled with rocks, broken glass, and other city debris. This whirlwind assails you physically and knocks you to the ground.

Ghost of Roark: COMBAT SKILL 48 ENDURANCE 30

You conduct this combat in the normal way. While attacking the ghost of Roark using your psychic Kai abilities, you must defend yourself from the injurious effects of the debris-storm. Only by defeating Roark’s ghost in combat will you cause the maelstrom to cease.

(here we go. I toss a 9 and slay it automatically)

Upon the instant you defeat the spirit of Roark, the whirlwind ceases and all the airborne debris drops harmlessly to the ground. Roark’s ghostly apparition mouths a silent scream before it, and its hideous mount, melt into the shadows of the night. You sense that the evil which pervaded this sad city has, at last, been banished for good.

You sleep easily this night, and you awake the following morning to the sound of bird song. It brings a smile to your face to hear that life is already returning to Amory. You gather your equipment and, as you are leaving, you are blessed by an unexpected stroke of luck. By accident you step on a rotten board, and, when you pull your foot free, you discover 10 Gold Crowns hidden in the hollow beneath the floorboards. (You may record these on your Action Chart, maximum allowances permitting.)

(I fill up to 50 again)
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Old 08-14-2016, 09:02 AM   #504
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
Once outside the broken gate of Amory, you turn to the north and follow the road which leads to Varetta, the principal city of Lyris. At noon you come to a fork in the road where a signpost indicates two different destinations: Soren (left) and Varetta (right). You take the right-hand road and spend the afternoon riding across a lonely stretch of gently undulating plain. During this ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
Daylight is beginning to wane when you arrive at a village that is dominated by a fortified manor house. Rain clouds are fast closing in from the west and your thoughts turn, once more, to finding shelter for the night.

(manor House or village? House)

A steep path leads to a turreted gate which marks the entrance to this manor house. The house itself is barred and shuttered as if to withstand a siege. You ring a bell at the door but there is no reply. When you ring a second time, the shutters on an upstairs window creak open and the sneering face of a startlingly ugly woman peers down at you.

‘Whadya want?’ she snaps.

‘A room for the night and feed for my horse, if you’d be so kind,’ you reply, as politely as you feel able. ‘I’d be prepared to pay, of course.’
The wart-faced old woman snorts and retreats from view. Moments later, she suddenly reappears and hurls a rotten cabbage which catches you squarely in the face (lose 1 ENDURANCE point).

‘Be off, y’ scraggin’ Northlander,’ she yells, ’afore I set the dogs on ya!’
Wiping a trickle of blood from your nose, you turn your horse about and ride back down the path, cursing the old woman under your breath. As you pass through the turreted gate, she shouts out: ‘I heard that!’
As soon as you rejoin the main road, you urge your horse to a canter and ride into the village that lies a little way beyond.

(LOL)

This village is a run-down shabby-looking place which appears to have seen better days. The timbers of its gaudily-painted houses are riddled with rot, and its citizens have a mean and surly demeanour that you find irksome. You are having second thoughts about stopping at the inn and are only persuaded when you hear the distant rumble of thunder.

To your surprise, you discover the owner of the Pickled Scow to be an unusually kind and cheerful character. For 3 Gold Crowns (erase these from your Action Chart), he and his daughter furnish you with a fine meal and a warm room above their kitchen. Before you retire for the night, they invite you to sample their ale—free of charge. It is a weak but flavoursome brew, and while you sip it in front of the blazing hearth, they tell you stories about the colourful travellers who have spent the night at their inn.

(I ask for news of my homeland)

Sommerlund?’ answers the innkeeper, quizzically. ‘I’m afraid not, kind sir. Your home must be mor’n six hundred miles from ’ere. It’s rare we gets to hear what’s goin’ on in Varetta and that’s only twenty five miles t’north.’

Hearing the innkeeper mention how far it is to Sommerlund brings a leaden feeling to your stomach. You still have far to go and so little time in which to accomplish your urgent journey. Feeling chastened by the daunting number of miles you must ride, you bid the innkeeper and his daughter goodnight and retire quietly to your room.

You sleep well and rise with the cock’s crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.

It is midday when you catch your first glimpse of this ancient city.
Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city’s walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.

The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.

(I have been to Varetta before)

As you stop to survey the shops and stalls which encircle this busy square, you recall the welcome help you received from Gwynian the Sage the last time you visited here. You remember vividly your meeting with him at the Halls of Learning, but you have no idea whereabouts in this vast city the Halls are located.

(I head to theHalls)
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Old 08-14-2016, 09:12 AM   #505
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says ‘Quill Street’.

You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble façade you recognize Varetta’s Halls of Learning.

You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says ‘Library’. You thank the robed man and dismount from your horse, leaving him tied to a ring which is set into the wall. Then you push open the door and enter the library’s cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.

‘Welcome, Grand Master,’ says Gwynian the Sage. ‘I have been expecting you.’

Gwynian ushers you through into an adjoining chamber where floating bulbs of light illuminate a stone table covered with charts and scrolls.
‘What news have you of Sommerlund?’ you ask anxiously.

‘Grave news,’ replies Gwynian, with an ominous tone. He picks up a chart from the table and traces a finger across the intricate lines and calculations that embellish its ancient yellowed surface.

‘The Dark God Naar has opened a Shadow Gate in the Durncrag Mountains, a corridor between our world and his. By means of this corridor he has sent a host of winged creatures—the Lavas—to assail your monastery. It is his plan to destroy the young order of Kai warriors while you are not able to lead them. The Shadow Gate opened at the time of the last full moon and, since then, the Kai Monastery has been attacked many times. Naar’s servants have your stronghold encircled and cut off from the armies of King Ulnar, who has repeatedly sought to break the siege. Your Kai have withstood the attacks well, Lone Wolf, but they are weakening. Only you can save them now.’

‘But how?’ you ask, shaken by Gwynian’s account of the events which have occurred during your absence from the monastery. ‘If the armies of King Ulnar are powerless to break the siege, how can I hope to save my brethren?’

‘Do not despair, Lone Wolf,’ replies Gwynian, reassuringly. ‘All is not yet lost. You can save your brave order by closing the gate through which Naar sends his Lavas minions.’

You are about to ask how you could possibly achieve this, how you could close the Shadow Gate, but your urgent question is forestalled when Gwynian raises his hand.

‘Patience for just a moment, Lone Wolf,’ he says and he allows himself a smile. ‘I, humble Gwynian, possess the means by which you can thwart the Dark God’s murderous plan.’

From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.
‘This is a Sun-crystal, Grand Master,’ he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. ‘If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.’




You look down at the glowing crystal with fearful respect. Gwynian notes your concern and smiles.

‘You need not fear the crystal’s power for it cannot cause harm in our world. Only if it is cast into another plane of existence will its powers be released. Grand Master, you must cast it into the Shadow Gate that Naar has created.’

‘So this is how I can save my brethren,’ you whisper, as you peer into the glittering head of the crystal.

‘Just so,’ replies Gwynian. ‘Just so.’

‘Then I must away at once,’ you say, placing the Sun-crystal into the pocket of your tunic. ‘Now that I have the weapon I need to save my people, I can stay not a moment longer; I must leave for Casiorn at once.’

‘Yes,’ says Gwynian, still smiling, ‘I know of your plans, and I have made provision for you to travel to the City of Merchants more swiftly. Come, follow me, and all will be revealed.’

Record the Sun-crystal on your Action Chart as a Special Item. You must discard another item in its favour if you already possess the maximum number permissible.

You follow Gwynian through a series of corridors to a stable from where he brings forth a magnificent white stallion, the finest steed you have ever seen.

‘This is Wildwind, Grand Master,’ says Gwynian, as he strokes the steed’s muscular neck. ‘He will carry you to Casiorn far swifter than any horse you have known. Swifter than even your own fine steed, Storm.’

You look into Wildwind’s intelligent eyes and you detect the faint aura of magic about him. But it is not until you climb into the saddle that you sense his true power.

‘A thousand thanks, Gwynian. I am forever in your debt.’

And with these words you bid Gwynian farewell and leave the Halls of Learning. You depart from Varetta through its great east gate and, once outside the city, you spur Wildwind to the gallop. You are astounded by his speed and untiring stamina: Gwynian was right—he is the fastest horse you have ever ridden. In little more than an hour you have covered sixty miles. It is only when you find yourself approaching a stone bridge, commanded by a huge gated archway, that you are forced to rein him to a halt. Above the archway you notice the words ‘Denka Gate’ engraved into the stone. Below them, written in chalk, is the message ‘Toll—4 Gold Crowns’.

After a few minutes, an unshaven old man emerges from a door set into this grand gate. He holds out his hand and demands that you pay him the toll.

(I pay the toll 46 crowns left)
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Old 08-14-2016, 09:21 AM   #506
Abe Sargent
Hall Of Famer
 
Join Date: Dec 2001
Location: Catonsville, MD
You leave behind the Denka Gate and follow a road that twists and climbs through densely wooded highland. Once you crest the last timbered hill, you begin a gradual descent towards the Taunor Valley—a fertile expanse of cropland and grassy plain. By dusk you can see the River Quarl ahead and, shortly before nightfall, you cross its fast-flowing waters at a bridge in the centre of Quarlen, a busy town on the caravan route to Casiorn.

Just beyond the bridge you see an impressive hostelry, with adjoining stables. A shield hangs above the courtyard gate displaying its name: ‘The Barrel Bridge Tavern’.

(I enter)

As you enter the courtyard, a boy rushes out of the stables and eagerly takes charge of Wildwind’s reins. He praises your horse enthusiastically and promises that he will look after him well while you are enjoying your visit to the tavern. On entering the taproom, you are welcomed by the mouth-watering smell of roasting beef and fine ale. The tavern is busy and nobody pays you any special attention as you take a seat by the counter.

At a nearby table, you notice an argument is brewing between a merchant and a man dressed in a shabby hide coat. The merchant is accusing the man of stealing a purse of gems from his pocket, and the confrontation is being made worse by a third man, a lank-haired bargee, who is siding with the merchant. The accused man pleads that he is innocent but the other two give no credence to his pleas. Suddenly, the merchant draws a dagger and threatens to slit the man’s throat unless he hands over the stolen gems at once.

(I do have Telegnosis and the right rank)

Your advanced Kai Mastery reveals to you the whereabouts of the missing purse of gems. It is in the boot of the bargee, the lank-haired man who is siding with the merchant against the other. He is hoping to keep hidden his guilt by pointing the finger of suspicion at the man in the hide coat.

The bargee steps away from the table and, as he tries to move quietly towards the tavern door, he passes in front of your chair. Deftly you kick the top of his boot. The blow splits the purse and scatters gemstones all over the tavern floor.

‘Why you … ’ growls the guilty bargee, and, in the blink of an eye, he draws a dagger and lunges for your heart.



Bargee (master thief): COMBAT SKILL 36 ENDURANCE 25

(I toss a 3 and 6 and he’s done for. I took 2 EP)

The accused man thanks you profusely for proving his innocence, and the merchant, while on his hands and knees gathering up his scattered gems, offers the man one of his glittering stones by way of an apology.
Red-faced with embarrassment, the merchant then offers you 10 Gold Crowns for having rid him of a thief whom he was about to entrust with his entire cargo of gems and spices from Casiorn. (If you choose to accept the crowns, be sure to adjust your Action Chart accordingly.)
The tavern owner, however, is not so understanding. He does not like blood being spilled on his premises and he asks you to leave at once. You bid all three goodnight and then return to the stables to collect Wildwind.

A signpost on the road out of Quarlen says ‘Casiorn 260 miles’. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long night’s ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the city’s west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.

Not until you see the bulbous golden towers of the High-Mayor’s Palace do you allow Wildwind to slow his pace. You pass through the palace’s grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayor’s chambers. It reminds you of Skyrider—your friend Guildmaster Banedon’s flying ship—although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.
‘She awaits your command,’ says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. ‘What do you think?’ He beams, pointing to the ship. ‘Is she not magnificent?’



‘Yes, indeed she is,’ you reply, as you dismount from Wildwind who, to your greater astonishment, displays not the slightest sign of fatigue after your incredible ride from Varetta. ‘Pray tell me, High-Mayor, what is the craft’s name?’

‘We call her “Cloud-dancer”,’ he replies, proudly.

Within the hour you are standing aboard the gleaming steel deck of Cloud-dancer, which vibrates gently in tune to the rising power of its magical engines. The crew of Casiornian engineers set free the hawsers which hold her in place and then, with a farewell wave to Cordas and his court, you give the order for Cloud-dancer to commence her maiden voyage north to Holmgard.
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Old 08-14-2016, 09:29 AM   #507
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Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard—the Sommlending capital.

Guided by beacons blazing atop the King’s Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.

‘Welcome home, Grand Master,’ he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. ‘Thank Kai and Ishir you are safe, Lone Wolf,’ he says. ‘Now may the darkness of Naar be lifted from our land.’

King Ulnar convenes an emergency council of the Sommlending barons in his Chamber of State. When all are assembled, Baron Caldar of Anskaven conducts a briefing, principally for your benefit, outlining the grave situation confronting Sommerlund and, most especially, the New Order of the Kai. You are aware of much of what he says, having been briefed already by Gwynian the Sage in Varetta, but you learn that the Sommlending army has lost many brave men attempting to break the siege at the Kai Monastery and is too weakened, at present, to attack the enemy again.

‘Where is Guildmaster Banedon?’ you ask, when called upon by the King to speak to the council of war.

‘He is at the Kai Monastery,’ answers Baron Medar of Tyso. ‘He, in company with Lord Rimoah of Dessi and the ten most senior magicians of Toran’s Brotherhood, went to the monastery during the early days of the siege. They travelled there aboard the Guildmaster’s skyship and … ’ At this point, the Baron hesitates and looks to the King, as if seeking his permission to continue. The King continues on his behalf.

‘Grand Master,’ he says, his voice heavy, ‘the Guildmaster’s skyship was seen falling from the skies above the monastery. Border Rangers saw it crash in flames. We … we fear that all aboard were lost.’

The King’s words come as a terrible blow for Banedon and Rimoah are your closest friends. If it is true, and all of Sommerlund’s finest magicians have been lost at a stroke, then the blow is doubly severe. The security of your homeland will have been greatly compromised by their deaths.

(I have telegnosis)

You request the King to excuse you from the council of war for a few moments. He grants your request, thinking that you wish to be alone to grieve the loss of your friends, Banedon and Rimoah, and he allows you the use of his royal chamber.

Once you are alone, you use your Kai Mastery to attempt to make contact with Guildmaster Banedon telepathically. You concentrate with all your power, straining your psychic energies in your effort to connect with your friend’s mind. To your surprise, you detect a barrier in the ethereal plane, a wall of dark energy that has been placed there purposefully to prevent telepathic contact. You sense that the barrier is the work of the Dark God Naar and you call on all your reserves of psychic strength in an effort to break through it.

Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.

(I toss a 7)

You feel your psychic powers burrowing through Naar’s ethereal barrier. You have almost penetrated this shield when suddenly you sense the presence of the Dark God himself; he is pouring the essence of his Evil into the breach, repairing the damage you have inflicted.

Immediately you cease your telegnosis. You are mortally afraid of allowing Naar the opportunity of locating and attacking your Mindforce, for if he were to do so, you risk losing not only your sanity but also your soul!

Despite not having made a telepathic contact with Guildmaster Banedon, you refuse to believe that he and Lord Rimoah are dead. You resolve instead to reach the Kai Monastery and destroy the Shadow Gate as soon as you are able and, strengthened by this resolution, you return to the council of war and announce your decision to the King. You show the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.

Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his élite Guard Cavalry regiment, so that you may be able to use them to break through the enemy’s line at its weakest point and reach the Kai Monastery. Captain D’Val, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.

The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.

‘Get some sleep, Grand Master,’ he says, patting you paternally on the shoulder. ‘You will need it. You ride with the Guard at dawn.’
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Old 08-14-2016, 09:43 AM   #508
Abe Sargent
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As the sun rises above the waters of the Holmgulf, it sheds its golden light upon the hopeful citizens of Holmgard who have gathered to cheer your departure. You ride out of the King’s Citadel at the head of the Guard Cavalry regiment, with Captain D’Val at your side. Bouquets of Sommlending roses are thrown before the hooves of your warhorse, and your ears ring to the jubilant cries of the crowd as you, and the brave horsemen at your back, ride with pride through the city streets that lead to Holmgard’s north gate.

Once outside the city, you order your troop to couch their lances and form up in column, four abreast, in readiness for a swift ride north. At midday, you cross the River Unoram and meet with a patrol of Border Rangers who are guarding a junction. A track emerges from the Fryelund Forest and joins with the main road from the west at this point. Although it is unsigned, you recognize its rutted surface at once: it is the Alema Trail, one of several forest tracks which lead to the Kai Monastery, thirty miles distant. Captain D’Val tells you that the enemy line is weakest at a place several miles along this trail.

The Border Rangers come quickly to attention when they see you approaching. Their leader, a sergeant with a battle-wounded leg, warns you that the enemy were seen earlier flying over this area of the forest.

You acknowledge his salute, and then you give the order for the regiment to form up in column, two abreast, before leading them along the trail and into the Fryelund Forest.

You have covered less than a mile of this woodland track when you find yourself descending a gentle slope towards a stream, a tributary of the Unoram. There once was a bridge which crossed the watercourse at this point, but it has long since collapsed. Its ancient stones now form a ford which carries the trail over to the far side of the stream.

(I have both Hunt and the right rank)

Your Kai Mastery alerts you to a beam of ultraviolet light at the exit from the ford. This pencil-thin beam emanates from behind the age-worn keystone of the old bridge, crosses the exit just inches off the ground, and disappears into some bushes opposite.

‘Column halt!’ you shout, bringing the regiment to a stop at the approach to the ford.

‘Is something wrong, Grand Master?’ asks D’Val, anxiously.

‘Perhaps,’ you reply, staring at the beam which is invisible to the captain’s eyes. ‘Wait here, captain, while I satisfy my curiosity.’

You urge your horse forward and approach the fallen keystone. As you draw closer, you sense that it conceals an explosive device constructed from materials not of this world. It is an elaborate booby trap planted here by Naar’s minions, and it is set to detonate should any large creature unwittingly break the beam.

(I use grand Nexus)

You tell Captain D’Val to take the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a shiny metallic polyhedron, studded with rivets.

Using your Kai Mastery of Nexus, you cause the device to rise. You have lifted it no more than a few inches when suddenly it is torn apart by a violent explosion that peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to D’Val to bring the regiment forward.

‘Thank Ishir you’re with us,’ says the captain, as he leads the men across the ford. ‘Without you, this wicked sorcery would have cost us dear.’

After the explosion at the ford, you sense that the regiment is more wary of the surrounding forest. You proceed at a slower, more cautious pace, and keep a watchful eye on the trail ahead. You have not gone very far when your eagle-eyes detect something amiss in the undergrowth away to your right. You magnify your vision and see a patch of grey among the greens of the forest floor. After a few moments you recognize it to be the sole of a man’s boot.

(Halt and Examine)

You signal to Captain D’Val to bring the regiment to a halt. Then, as soon as they are stationary, you dismount and move into the undergrowth alone. Stealthily you advance towards the boot, suspecting it to be another of the enemy’s booby traps, but when you get to within a few feet you see that it is no trap. A knot tightens in the pit of your stomach and a tear wells up in your eye as you look with pity at what lies here.

You have found the body of a Kai Master. His torn and crushed remains are clothed in the grey cloak and tunic that denotes his rank within the New Order. He has been dead for two or three days.

At first you can hardly bear to look at his face, but when you do, you recognize him at once: it is Swift Fire. He was the fastest runner of all the Kai, and you suspect he may have volunteered to use his speed to try to break through the enemy lines. Sadly, it seems, he could not outrun his fate.

Respectfully you cover his face with his cloak and say a short prayer to the God Kai to watch over his spirit. Then you return to the regiment and continue the ride along the trail.

Two miles further along the Alema Trail, you catch your first glimpse of Naar’s minions. You see five horny-skinned creatures, hovering on the breeze, thirty feet above the distant tree-line.

These creatures have wings and tails that shimmer like burnished gold, and armour-like plates which protect their limbs and bellies. From their beaks protrude snaky tongues, and their claw-like hands and feet are tipped with talons that glint like sharpened knives in the sunlight.

(Yes I’ve been to Ixia)

You recognize these creatures at once—they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.

With a silent signal you bring the regiment to a halt. Captain D’Val leans towards you from his saddle and whispers: ‘Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.’

‘I know this place,’ you reply quietly. ‘The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies—it would not take them long to summon reinforcements.’

‘You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.’

‘Very well then, captain,’ you reply, unsheathing your weapon. ‘Pass the order to prepare to charge.’
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Old 08-14-2016, 09:52 AM   #509
Abe Sargent
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you lead the regiment along the trail to where the surrounding forest opens out into a shallow meadow. Along the centre of this grassy clearing there meanders a small stream, where a dozen of the winged creatures are spread unevenly along the muddy banks. They are staring intently at the water, seemingly fascinated by the sight of the trout swimming there, and at first they do not see the regiment approaching.

You give the signal to change formation, to form into two lines abreast for the charge. Then you glance at the wooded rise on the far side of the meadow, knowing that beyond this ridge lies your goal—the Kai Monastery.

Suddenly one of the creatures hovering over the stream raises the alarm and his ghastly brothers growl with surprise. Unnervingly, they clack their beaked jaws as they survey the King’s Cavalry, as if they are relishing the thought of an imminent feast. You order the men to lower their lances and then, with a smile of grim determination on your lips, you spur your horse forward and give voice to your battle-cry: ‘For Sommerlund and the Kai!’

The King’s Cavalry sweep down the meadow and engulf the winged horrors, driving their lances through their steely hides. You see two of the creatures disappear beneath a thundering wave of hooves, and another two are caught from behind as they attempt to take to the air.

You strike one creature a blow to its head as you gallop across the stream. It glances off its iron-hard skull, but the force is sufficient to stun the beast. As it staggers drunkenly in your wake, Captain D’Val, who is leading the second line, veers towards it and runs it through with his lance.

Once you are over the stream, you spur your horse up the grassy rise towards the top of the ridge, now no more than a hundred yards distant. You are within seconds of reaching the crest of the ridge when suddenly one of the creatures comes swooping out of the sky. It fixes you with its glowing eyes and extends its talons as it comes screaming down towards your face.



)I use Kai Alchemy)

You utter the words of the Brotherhood Spell Lightning Hand and raise your right arm, pointing it towards the belly of the swooping beast. A flash of blue-white light erupts at your fingertips, and an arc of crackling energy speeds from your hand towards the creature. It veers in mid-air to avoid the bolt but its reactions are too slow to escape being hit. The bolt rips a jagged hole in its left wing and, suddenly off-balanced by the wound, the beast loses control and slams into the ground with a sickening crunch.

Suddenly you hear Captain D’Val’s strident voice rising above the din of the battle: ‘Ride on, Lone Wolf!’ he shouts. ‘Ride to the monastery!’

You glance over your shoulder and see the captain and his men locked in combat with the winged creatures. More are swooping in from the east now, drawn by the cries of their brothers. The tide of the battle is turning against D’Val’s men and your heart goes out to them as they struggle bravely against increasing odds. Your instinct is to turn back, but you heed the captain’s plea and urge your horse on towards the top of the ridge. The best way you can serve these courageous men now is to reach the Kai Monastery and destroy the Shadow Gate.

ou crest the ridge and your spirits soar when you see the Kai Monastery two miles distant. The chequered battle-banner of the Kai flutters atop the Tower of the Sun, proudly defiant in the face of the hordes of winged Lavas circling overhead. The monastery is largely intact, though much of its surrounding wall has been damaged and plumes of smoke rise from the inner keep and training park. Yet, even at this distance, you sense that it is still being held secure from Naar’s loathsome minions.



The New Order have indeed proved themselves worthy in your absence. However, the pride you feel for your young acolytes is tempered by the price that has been paid. At the base of the Tower of the Sun you can see the blackened wreckage of the Skyrider, Banedon’s skyship, twisted and gutted where it fell to earth. There are bodies strewn about it, but at this distance, even with your magnified vision, you cannot tell if they are friend or foe.

Dusk is already upon the land and darkness will be total within the hour. Mindful of the circling Lavas who command the skies, you decide to abandon your horse and continue from here on foot. It will be harder for the enemy to spot you moving through the forest on foot than if you were to continue on horseback.

( i have Kai Screen and a good rank)\

You resolve to reach a clearing in the Fryelund Forest, a mile to the east of the monastery, where a secret entrance and passageway are located. The passage leads directly to your vault beneath the Tower of the Sun, and it is your intention to gain entry to the monastery by this way.

Before you set off towards the woods, you use your psychic Mindblend ability as an extra camouflage precaution. Quickly it proves to be wise, for no sooner have you begun to run for the trees, than a flight of winged Lavas come soaring out of the clouds overhead. You throw yourself to the ground and they pass by without slowing.

Once they have disappeared beyond the ridge, you get to your feet and continue your run for the trees.

You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

‘Gr … Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’
You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadow.’
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Old 08-14-2016, 10:05 AM   #510
Abe Sargent
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With Sabre Fox at your side, you climb the circular stairs to the Grand Hall of the Tower of the Sun. Excitedly the young Kai Master announces your arrival to the battle-weary Kai who are gathered here, and, at first, they look at you in stunned disbelief. Then the truth of what they see sinks in and they give vent to a loud cheer that can be heard all throughout the monastery.

The news of your return spreads like wildfire. Two of the first to welcome you back are your friend Guildmaster Banedon, and your trusted advisor Lord Rimoah.

‘Thank Ishir you are alive, Banedon,’ you say clasping his hand in friendship. ‘In Holmgard they fear that you and Rimoah were killed aboard your skyship. It gladdens my heart to see this is not so.’

‘And it warms me to see you safely home, Grand Master,’ he replies.
‘Though we’ve been hard-pressed to keep your home safe in your absence,’ adds Lord Rimoah, with a wry smile.

‘You both have my deepest thanks,’ you reply. ‘You took a great risk in coming to the aid of the Kai. I have seen what became of your skyship, Banedon. You were indeed fortunate to have survived.’

‘Aye,’ he replies, sadly. ‘Yet, alas, three of my Brotherhood were not so blessed. They perished when the Lavas dragged us from the skies.’

‘Take heart, Banedon, for their deaths will not be in vain. They shall be avenged.’ And with these prophetic words you take the Sun-crystal from your pocket and show it to your grieving friend. ‘With this crystal I shall destroy the Shadow Gate and put an end to Naar’s evil plan.’

Together with Banedon and Rimoah, you make a tour of the monastery to assess for yourself the extent of the battle damage. Your presence among the young Kai greatly improves their morale and strengthens their resolve to withstand the Lavas’ siege. You visit every area of the monastery, including the Lore Hall of Solaris where the bodies of those slain in battle have been laid out, awaiting burial. It saddens you to see so many Kai dead and, as you walk among their still ranks, you recognize many in whom you had held high hopes: Spring Rain, Eastwind, Sharp Dove, Deep Heart, Frost Lark, and Firefly. As you turn to leave the Lore Hall, you vow to Banedon and Rimoah that the sacrifice they have made will never be forgotten.

You return to the Grand Hall where Banedon and Rimoah tell you of the location of the Shadow Gate.

‘Kai scouts sighted it in the foothills of the Durncrag Mountains, less than five miles distant, at a place called Raven’s Eyrie,’ says Banedon.
‘I know this place,’ you say. ‘My old tutor, Storm Hawk, and I camped there on a hunting trip when I was an acolyte, before the war with Darklord Zagarna. There is a track that leads there—I know it well.’

You are determined to destroy the Shadow Gate and you resolve to go to Raven’s Eyrie tonight, to carry out the mission. Also you are aware that tomorrow is a very special day. It is Fehmarn—the first day of Spring, a holy day in Sommerlund when traditionally all of the Kai gather at the monastery to reaffirm their fealty to King Ulnar and the God Kai. It is also the anniversary of the massacre of the First Order, the day upon which all of your warrior caste, save you, were massacred by Darklord Zagarna’s hordes.

‘I will destroy the Shadow Gate tonight,’ you vow resolutely, ‘and tomorrow we shall celebrate Fehmarn, secure in the knowledge that a lasting peace has returned to our land.’

Moments later, a doleful bell sounds from atop the Durncrag Tower: it is the alarm.

‘Hurry, my lords!’ shouts a young Kai Savant who comes rushing breathlessly into the Grand Hall. ‘The enemy are attacking in force!’

‘To your battle positions, my lords!’ you command, as you stride towards the door. ‘The time has come for you to avenge your dead brothers.

Fight well! Fight true! The spirit of the Sun-god Kai is with us this night!’
A great cloud of winged Lavas is speeding towards the monastery from the northwest and they will arrive within a few minutes at most. As you watch the young Kai Lords arm themselves and take up their positions around the monastery, you consider where best to position yourself for the imminent battle.

(I go to the highest point of the Monsatary to fight)

From the top of the Tower of the Sun you survey the mountainous northern approaches with growing trepidation. Banedon is by your side; so too are Kai Masters Black Hawk and Wild Weasel and a score of Kai warmarns and savants. You sense the lower ranks of the Kai are proud and excited to be stationed here with their Grand Master. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle.

You look down at the shattered wreck of the Skyrider lying in the monastery grounds far below, and it reminds you of your sky journey from Casiorn to Holmgard. You tell Banedon about the Cloud-dancer and you promise him that, if your mission to destroy the Shadow Gate is successful, you will make a gift of it to him in recognition of the help he has given the Kai in your absence.

‘Thank you, Grand Master,’ he says. ‘Yours is a most gracious gesture.’
Then the first of the Lavas horde are seen, their burnished wings glinting in the moonlight.

‘Here they come!’ shouts Black Hawk, from the far end of the tower.
‘Take up your bows, my lords!’ you cry, as the first wave of these winged beasts comes sweeping down from out of the northern sky. ‘And make every arrow count!’

(I use my bow)

You draw an Arrow and take careful aim at one of the leading Lavas. As it dips its head and opens its jaw, you release your straining bowstring and send your shaft whistling towards its head. The fire-hardened tip penetrates its eye and, with a hideous shriek, it spins end over end before crashing into the parapet of the tower.

‘Fire at their eyes!’ you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. More than half find their target, decimating the first wave of the Lavas attack at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower. Suddenly you are confronted by one of these beasts who attempts to bat you over the parapet with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and strike your first blow the moment your feet return to the tower’s flagstones.

Lavas: COMBAT SKILL 48 ENDURANCE 46

(I get 6 and 8 and 5 – Dead and I took 5).
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Old 08-14-2016, 10:12 AM   #511
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The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.



You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.

‘The time is ripe for you to begin your mission, Grand Master,’ he says.

‘The enemy have lost a great number this night—it is unlikely they will return before the dawn.’

‘Yes, my friend,’ you reply, touching the pocket of your tunic which contains the Sun-crystal, ‘you are right. The time has come—I will leave for Raven’s Eyrie at once

You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Raven’s Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagle’s Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Raven’s Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.



It appears like a black, semicircular cave mouth that seems to hover motionless in the air. Crackling snakes of electrical energy surround its edges, and the air before it writhes and shimmers like a desert mirage. You reach into the pocket of your tunic and remove the Sun-crystal, weighing it carefully in your hand so that you will be ready to throw it accurately when the time comes.

The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of Lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnar’s armies at bay.

You are too far from the Shadow Gate to hurl the Sun-crystal and so, with caution, you begin to inch your way nearer to your goal.

(Yes, I have both Grand Paths and Telegnosis)

Your Kai Mastery warns you that another flight of Lavas are about to emerge from the Shadow Gate. You flatten yourself against the damp granite rocks and wait until this second flight passes overhead before resuming your steady advance up the mountainside towards the Shadow Gate, now less than a hundred yards distant.

When you have climbed to within thirty yards, you draw back your arm and get ready to hurl the Sun-crystal into the inky black core. At this moment, a piercing shriek rises above the throbbing hum of the Shadow Gate and, to your horror, you look up to see a Lavas diving towards your chest. Hurriedly you throw the Sun-crystal before the creature can press home its attack.

(I toss a 5)

The Lavas veers away from you and uses its wings to deflect the Sun-crystal. With dismay you watch as the glowing crystal drops harmlessly among the rocks, below the entrance to the Shadow Gate. Hurriedly you scramble over the jagged granite in a desperate attempt to retrieve the Sun-crystal, but in doing so you lose your footing and fall heavily among the rocks: lose 3 ENDURANCE points.

The shrieking Lavas snatches you off the mountainside and soars into the air. At first you struggle to free yourself from its mighty claws, but then you see the creature is carrying you directly towards the yawning black maw of the Shadow Gate and you freeze with shock.

Moments before entering this hellish abyss, you look down and get a passing glimpse of the Sun-crystal lying among the rocks, no more than thirty feet from the entrance to the Shadow Gate.

(Yes I have Grand Nexus and Thane)
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Old 08-14-2016, 10:19 AM   #512
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The instant you pass through the Shadow Gate, you are assailed by howling gales and winds. Yet, despite the freezing coldness of this abyss, you feel no pain. Your body is protected, cocooned and shielded by your advanced mastery of the Discipline of Nexus.

You feel as if both you and the Lavas are whirling downwards in ever-decreasing circles into the core of a vortex, and rapidly you lose all track of time. Then, as abruptly as it began, the whirling ceases and the frigidity of the abyss is transformed into a harsh and blistering heat. Shielded as you are, this extreme temperature feels pleasantly warm. Nevertheless, with fearful apprehension, you force open your eyes to look upon the nightmare realm that now surrounds you.

(Okay this Plane walking is getting a bit old)

With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming.

The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.
You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar’s newest creations, and you sense that if they are allowed entry to your world, Sommerlund and the Kai are doomed.

(Why am I shocked, I;ve beehere twice before in my last two adventures?)

(Yes I have the Amulet)

You give thanks for the Platinum Amulet, for you sense that it is protecting your body from the extreme heat and toxic atmosphere of this hellish plane. However, the amulet alone is not sufficient to keep you safe from the creatures that are now advancing rapidly towards the Shadow Gate.

The herd of coppery-red dragons continues its relentless advance across the fiery plain. You count more than a hundred in total, and each one is as long and as broad as a galleon. The largest of their number, who is also the swiftest of foot, comes looming towards you, breathing blasts of blue flame. His scaly brethren halt in their tracks and watch expectantly, through hooded black eyes, as their leader stalks you like a cat preying upon a helpless dormouse.



High above, swooping in and out of the clouds, are scores of cackling Lavas. You sense also another presence, a wispy dark shadow that exudes malevolence. You shudder when you realize that you are in the presence of a manifestation of Naar himself. He has come to witness your doom, to enjoy the sport of your final, futile battle, before he unleashes his dragons upon Sommerlund. The Lavas’ attacks were but a preliminary phase of his master plan to destroy Sommerlund and the Kai.
With terror in your heart you retreat across the moving sands in a desperate attempt to reach the Shadow Gate—your only hope of escape. The dragon continues to advance and it utters a thunderous roar as it bares its fangs in preparation for its attack.

)I don’t use a bow, the last time I was here, the arrows melted after leaving the Amulet’s shell)

From the depths of its cavernous gullet, the dragon coughs forth a concentrated jet of white-hot flame that comes speeding towards your chest. Wide-eyed with fear, you leap aside desperately to avoid being incinerated by this lance of dragon-fire.

(I have KA)

Hurriedly you utter the words of the Brotherhood Spell Levitation and, simultaneously, you leap into the air. The spell takes effect almost immediately, and it pushes you high enough to avoid the dragon’s searing blast of flame.

Your quick thinking has saved your skin, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

You ease the Levitation spell and return to the uncertain black soil. Then you retreat towards the Shadow Gate, but, as you run, you are forced to reach for your weapon as the great beast comes lumbering forwards with his jaw agape.

Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3 ENDURANCE points due to the debilitating effects of the heat and atmosphere.

You raise your weapon before your face, dig your heels into the shifting soil, and pray to the Goddess Ishir to watch over you as the dragon gets ready to lash out with fang and claw.

)I have the sword)

as if in answer to your prayer to the Goddess Ishir, the blade of your divine sword suddenly radiates a blinding halo of golden light. You sense that you hold in your hands a weapon capable of destroying the dragon and this realization greatly lifts your spirits (restore any ENDURANCE points lost so far).

The dragon growls with disdain as the light of your sword washes over his scaly hide. He raises a claw-tipped forepaw and lashes out in an attempt to swat the Sommerswerd from your grasp, but you duck the blow and thrust the blade into his side. He roars with pain, but then he leaps at you with frightening speed.

Vaxagore: COMBAT SKILL 56 ENDURANCE 52

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast. Due to the increased power of your sword while upon the Plane of Darkness, you may add 4 to your COMBAT SKILL for the duration of this fight.

(I get a 61 vs him at a 56, s o+5 I toss 5, 1, 4, 4, and 7 – I lose 14 EP).

the death of Vaxagore stuns the dragon herd into frozen silence, and you seize this opportunity to make a dash for the Shadow Gate. Before Naar can direct his Lavas to block your escape, you reach the Shadow Gate and hurl yourself through into the whirling black abyss.
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Old 08-14-2016, 10:27 AM   #513
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The howling winds of the abyss buffet you unmercifully as you spin around this whirling black vortex. Pressure begins to build in your body, and soon the pain in your head and chest become almost unbearable: it feels as if you are being torn apart.

(I use Nexus and rank – boy this was the right adventure ot pick that. It’s like I played it through before and made he perfect choice there)

You draw upon your Kai Mastery for protection and, gradually, you feel the pain subside. Flashing motes of light are beginning to whirl past you in the inky blackness, and faint sounds are reaching your ears, emanating from a pinpoint of light in the far distance. This speck of light steadily grows until it seems to fill your senses, and, with an abruptness that leaves you gasping for breath, you suddenly find yourself lying face down on a slab of damp granite.

Still shaking from the effects of your return through the Shadow Gate, you slowly get to your feet and look out across the surrounding foothills. Here, on your home world, several hours have passed since you were carried through the Shadow Gate and into the Plane of Darkness, and as you survey the land, you notice that the first rays of the Fehmarn dawn are beginning to colour the eastern horizon.

You look down at the mountainous slopes which descend before the yawning black mouth of the Shadow Gate, and, to your relief, you see the faint golden shimmer of the Sun-crystal. It is still lying where it fell, thirty feet below where you are now standing.

(I have KA and rank)

You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.

The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.

As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.

There is a blinding flash as the Sun-crystal passes through the Shadow Gate, and a deafening implosion follows which sucks a whirlwind of air and loose rock into its whirling core. For a few moments you hear a terrible, far-off scream: it is the lonely cry of Naar himself, lamenting the destruction of his dragon herd, which, by your action, you have consigned to oblivion. The vortex continues to whirl but it is growing smaller as its collapsing power fades. It shrinks and shrinks until, with a final Crack! it disappears completely.

You return to the monastery where, upon your arrival at the north gate, you are treated to the loud and joyous applause of the young Kai warriors. Banedon and Rimoah praise and congratulate you for your victory over the minions of Naar; it is a victory that will long be remembered in the history of Sommerlund and the legends of the Kai.



Congratulations, Grand Master Lone Wolf. Once again you have triumphed over the evil forces of the Dark God. You are truly a brave and exceptional warrior. Yet the fight against Evil has still to be won. A new and chilling manifestation of this Evil will soon appear in your world, and it is an Evil that will test your skills to the limit. The nature of this challenge awaits you in the next Grand Master adventure, which is entitled:

Wolf’s Bane
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Old 08-14-2016, 10:28 AM   #514
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Review of Dawn of the Dragons

Well that was a lot easier than the last adventure. I felt the adventure was both disappointing and epic. I wanted to participate in the battle on the bridge, but I couldn’t (You do help the battles in other places, from Book 4 to Book 6 and Book 10). What was up with the Monastary? Why did I fight just one creature and then they break off? I bowed some dorks,and then one attacked. Maybe I’d have fought more on the battlments, but that seemed like an anticlimactic siege of the Monastary to me. Here’s one of the final battles at a place I’ve been trying to reach all book long and then…..nothing. Weak.

Anyways, I felt the book sort of resonated with the Books 2 and 6 a bit with the wondering all over the area, and I like how stuff pushed around. I think we had a lot of Grand Nexus all of the sudden. But man, can we stop the Plane Hopping now? It’s getting crazy (Remember, two previous Lone Wolf books, both Book 11 in this series and Book 3 in Grey Star all exclusively in the Daziarn Plane).

So, we’re in a good place I hope. And I felt the book was okay, and I was never bored. So thanks!

But next it’s time.
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Old 08-14-2016, 10:52 PM   #515
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Are you ready? Three years later…

Wolf’s Bane

The Story So Far … 

You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai—the warrior élite of Sommerlund.
It is the year MS 5080, thirty years 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 and the base of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darkland armies.

For ten unbroken years, peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all 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 were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery has inspired you to search for 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 the training of the New 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. The Kai Masters rose readily to their newfound 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—gems of Kai power which you had recovered during your quest for Kai knowledge.

In this vault, bathed in the golden light of those radiant gems, 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 Brotherhood 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.

In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily 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 some who maintain their vigilance, for the agents of the Dark God 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.

Already your newfound skills have been tested against Naar’s agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years ago, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon-like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnificently under your leadership.

After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark God’s war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naar’s minions. Courageously you undertook many of these dangerous missions and, by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.

In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd was quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily-armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldar’s castle where you felt sure their inglorious mistake would be swiftly punished.

Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnar’s court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.
Later that evening, using your mental Kai Disciplines to help loosen the tight-lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.

‘You first arrived in Anskaven by ship eighteen days ago, as expected,’ said the gaoler, in response to your psychic commands. ‘Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you murdered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedon—the Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmaster’s Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dispatched the Toran militia to spread this message across Sommerlund. A few days later at the forest village of Durnfallow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted you—their greatest hero—and turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.’

The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.
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Old 08-14-2016, 10:56 PM   #516
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Grand Crown

If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Kai Grand Crowns with this Discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.

Animal Mastery

Grand Crowns with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

Grand Pathsmanship

Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

Kai-screen

Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures that are sensitive to such psychic auras.

Grand Nexus

Grand Crowns who possess this Discipline are able to speak a Kai Power Word—a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown’s reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.

Kai-alchemy

Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood Spells:
• Teleport—By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment, and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
• See Illusion—Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.
I take Assimilance due t the nature of this adventure
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Old 08-14-2016, 11:05 PM   #517
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Lone Wolf, Kai Grand Crown

Kor-Skarn, Fryearl, Warmartial of Sommerlund, Savior of Tahou, 'Golden Star of Palmyrion'


CS 58
EP 52


Grand Pathsmanship
Grand Huntmastery
Animal Mastery
Kai-Surge
Kai-Screen
Kai-Alchemy
Grand Weaponmastery
Telegnosis
Grand Nexus
Assimilance


Safekeeping:

Golden Key (Graveyard of the Ancients)
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, Ruel, Mogaruith, Updated Darklands, Western Tentarias
Fur Blanket
289 Gold Crowns
1 Meal
2 Potion of Laumspur - +5 EP
8 Potion of Laumspur - +4 EP
Fur Backpack
Bone Sword
Effigy
Concentrated Graveweed
Kalte Diamond
Ragadorn Dagger
Magic Spear
Holy Water
Brass Key (Ruanon Mines)
Iron Key (Ruanon Mines)
Whip
Sommlending Cavalry Spear (Normal)
Quarterstaff, Royal Guard (Normal)
Scroll of Prophecy
Shield
Jeweled Mace
Bottle of Kourshah - +4 EP
Copper Key (Barrakeesh)
Gold Key (Barrakeesh)
Black Sash
Prism
Barrakeesh Public Bath Towel
Jakan - Vassagonian Coastal Hunting Bow
Zakhan’s Quarterstaff (Normal)
3 Brass Whistle
Pink and Orange Waistcoast
2 Mirror
2 Bottle of Wine
Silver Key (Stornlands)
Ticket to Eula
Chainmail Waistcoat
2 Rope
2 Lantern
3 Quiver w/ 18 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 (Anari)
Medal: Battle of Luoni
Drakkar Dagger (Normal)
Zagganozod Sword (Normal)
2 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 (Kazan-Oud)
Blue Stone Triangle
Grey Crystal Ring
Psychic Ring
Wrist and Finger Guards
Firesphere
Green Mask
Golden Amulet
Iron Key (Aarnak)
Black Key (Helgedad)
Pouch of Tobacco
Pipe
Zejar-Deluga
Nadazgada
Pouch of Herbs - Adgana
Cener Mask
Cener Robe
Sabito - 2 doses
Oede Herb
Gallowbrush (2 doses)
Gold Key (Ruel)
Copper Key (Ruel)
Cener Dagger (Normal)
Kaag Broadsword (Normal)
Silver Bowl
Whistle
Brass Key (Kaag)
Black Key (Kaag)
Hammer
Alether +2 CS (4 doses)
Laumspur +4 EP (with 5 doses)
Kai Monastery Spear (Normal)
Drakkarim Commander’s Dagger (Normal)
Signet Ring
Empty Bottle
Hourglass
Ball of String
Brass Key (Nyras)
Tukodak Sword (Normal)
2 Spy Glass
Ruby Ring
Bottle of Wine
Black Amulet – Seal of Vashna
Letter from President
Black Metal Coin – Seal of Assassin Order
Map of Western Tentarias, Ixia
Green Gem on Platinum Chain
Onyx Key, Iron Key (Xaanon)
Crystal Tiara
Stone Bowl
Boar Whip
Matho’s Potion
Talisman of Ishir
Flask of Asquas
2 Silver Seal of Elenara



Keeping:


30 Gold Crowns

Crystal Star Pendant
Jadin Amulet +1 vs. missiles
Silver Bow of Duadon +3 when using bow
Sommerswerd +8 CS
Korlinum Scabbard
Dagger of Vashna
Shield +2 CS
Silver Helmet +2 CS
Padded Leather Waistcoat +2 EP
Bronin Vest +3 CS, +1 EP (Cannot be worn with Normal Chainmail)
Silver Bracers +2 CS, +1 EP
Kagonite Chain mail +3 CS, +1 EP (Can be worn with other armors)
Platinum Amulet – From Sage Gwynen, keeps me alive in other planes
Power Spike

Backpack:

Oiled Rope
3 Laumspur


Quiver w/ 6 arrows
Kai Monastery Dagger
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Old 08-14-2016, 11:08 PM   #518
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Alright, here’s the area:



We are back home in Sommerland. Let’s get started!
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Old 08-14-2016, 11:15 PM   #519
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The jangle of keys and the metallic squeal of a rusty iron bolt makes your pulse quicken. Moments later, the heavy dungeon door creaks open and two imperious figures step with caution into the dingy cell. They are protected by a dome of radiant magical energy, yet you can see enough of their features through this shimmering force field to recognize them to be Baron Caldar and Guildmaster Banedon.

‘Well met, old friend!’ you call out, but Banedon does not return your greeting. His countenance is one of fearful suspicion. Clearly he and the Baron suspect you are the evil impostor who has wrought havoc across Sommerlund.

‘Come now, Banedon. Truly, it is I—Lone Wolf. Won’t you release me from these shackles?’

Banedon takes hold of a crystal pendant that hangs from a chain around his neck and a wave of strong psychic energy washes over you. The sensation is deeply unpleasant, but you resist the urge to use your psychic Kai defences to repel it. Instead, you allow this mental probe to access the recesses of your mind and gradually Banedon’s grim expression is replaced by a smile. He nods approvingly and, in an instant, the magical barrier which protects the two men blinks out of existence.

(I have a Platinum Amulet)

Release him, my lord,’ says Banedon. The Baron, caught off-guard by the sudden disappearance of the magical shield and the Guildmaster’s unexpected request, takes a step backwards and reaches nervously for his sword.

‘Have no fear,’ says Banedon, staying the Baron’s hand, ‘for we have here the real Grand Master of the Kai.’

‘How can you be so sure?’ retorts Caldar. Banedon smiles and points to the amulet that you wear around your neck.

‘Look there,’ he says. ‘No agent of Naar could tolerate the touch of that goodly artefact. Banish your doubts, my lord. This man is Lone Wolf.’
Caldar removes his hand from his sword and heaves a sigh of relief. ‘Thank Ishir you’ve returned to us, Grand Master. Perhaps now the evil that has befallen Sommerlund will be avenged.’

The Baron summons his gaoler who unlocks the shackles that encase your wrists. Then, as the three of you hurriedly ascend from the castle dungeons to the Great Hall, Caldar and Banedon confirm the account of events that you extracted earlier from the gaoler. In addition to these facts you also learn that several days ago an angry mob, composed in the main of soldiers and citizens from Holmgard, marched upon the Kai Monastery. Firestone, the most senior of the New Order Kai, pleaded with the mob for calm. Fortunately they heeded his call and allowed him to send four Kai Masters to Tyso—the city where the impostor was last sighted. Firestone has ordered these four Kai to track down and slay the impostor as quickly as possible.

You are in no doubt that this impostor is a formidable enemy, one who could easily prove more than a match for the four young Kai. Anxious for their safety, you request that you be allowed to ride to Tyso to join with them. Banedon is in agreement, but he suggests a swifter and surer way that you may reach Tyso. Moored to the tower of Baron Caldar’s castle is Cloud-dancer—the Guildmaster’s skyship—which he places at your disposal. Gratefully you accept his generous offer.

You are keen to leave for Tyso without further delay, but before you depart, Baron Caldar offers you the chance to equip yourself with weapons and stores from his well-stocked armoury.

(I accept his offer)

Caldar instructs one of his guards to escort you to the castle armoury, where you are encouraged to take whatever you need. From among the many racks of fine weapons and equipment, the following items catch your eye:

• Broadsword
• Sword
• Axe
• Warhammer
• Short Sword
• Mace
• Spear
• Arrows (6)
• Quiver (counts as a Special Item if you choose this in addition to any Quiver you may already possess)
• Naphtha Bomb (small explosive incendiary—counts as a Backpack Item)


(I take the Naphtha Bomb. )
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Old 08-14-2016, 11:23 PM   #520
Abe Sargent
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Baron Caldar escorts you and Banedon to the roof of his castle’s main tower where, hovering above, you see the great gleaming hull of the Guildmaster’s skyship—Cloud-dancer. At Banedon’s signal a cage is lowered from the stern of this magical vessel and, after bidding farewell to the Baron, you are both hoisted aboard. The crew, some of whom are survivors from his previous skyship—Skyrider—are clearly agitated by your unexpected appearance; the sibilant hiss of their fearful whispers echoes softly along the deck. But immediately Banedon vouches that you are not the impostor who has terrorized Sommerlund these past few weeks and this swiftly allays his crew’s suspicions. As you accompany the Guildmaster to his quarters, the mood of the men and dwarves of the ship’s complement changes. Respectfully they salute you and welcome you with pride aboard their wondrous craft.

The Cloud-dancer sets sail and follows a southwesterly bearing for the city of Tyso, over one hundred miles distant. The night sky is clear and Javano, the ship’s pilot, is confident that you will arrive within the hour.

During the brief voyage, Banedon communicates magically with the elders of his Brotherhood in Toran. He informs them of your safe return and tells them of your plans to track down the impostor. In response they assure him that word of your return will be conveyed at once to the King in Holmgard, and to your beleaguered kinsmen at the Kai Monastery. This glad news does much to lift your bruised spirits.

It seems as if you have been aboard the Cloud-dancer for no more than a few minutes when a message arrives from the forward lookout: ‘Tyso lights due south.’ You leave Banedon’s comfortable quarters below deck and accompany him to the prow rail from where you catch your first aerial glimpse of the distant city-port. The warm lantern light of hovels and taverns shimmers like a captive cluster of stars within the city’s protective wall. At the Guildmaster’s command, Javano begins the skyship’s descent and, as the twinkling lights loom larger, you are able to make out the silhouette of a grand castle that is perched on a headland overlooking the harbour.

‘There’s our destination, Lone Wolf,’ says Banedon, cheerfully, ‘the castle of Baron Tor Medar—the Seneschal of Tyso.’

Guided by a circle of blazing beacons, Javano the pilot lands the skyship expertly in the middle of a paved training park located within the castle’s expansive grounds. In Tyso a curfew is in force, and the only figures lawfully abroad this night are Baron Medar’s guardsmen whose numbers have been doubled by a regiment of Border Rangers recently arrived from Holmgard. Banedon suggests that you stay on board until he has informed Baron Medar of the true situation.

‘The guards of Tyso are under orders to kill you on sight,’ he says, as he gets ready to disembark. ‘It would not be wise to show yourself, Grand Master, until I have explained all to the Baron.’

You remain in his quarters while Banedon seeks an audience with Baron Medar. Shortly he returns with the Baron who, upon entering the cabin, greets you warmly like a father welcoming home a favourite son.

‘You will always be welcome here, Lone Wolf,’ he says clasping your hand in friendship. ‘I knew in my heart that you were innocent of these crimes which have so shocked our people. You may rely on me to help you find this impostor who has sought to harm us and bring dishonour upon your good name.’

You thank the Baron for his support and his pledge of loyalty, and you tell him how pleased you are to be in Tyso after the months you have spent abroad.

‘Then come, my lord, let’s adjourn to my hall where you may enjoy the hospitality of my court,’ he says, and turns to leave the cabin. As he reaches the door he says: ‘Oh, and by the way, there are some men waiting there who, I’m sure, will be most pleased to meet with you.’

The Baron escorts you and Banedon through the echoing corridors of his castle, past watchful ranks of court guards and Border Rangers, to a hall which is lavishly furnished with Durenese oak and rare silken tapestries. Awaiting you there are a group of young men attired in hooded grey cloaks and close-fitting tunics. You recognize them immediately for they are four of your most promising students—Kai Masters Black Hawk, Star Lynx, Blazer, and Steel Hand.



Praise Ishir you’ve returned to us, Grand Master!’ says Black Hawk, laying his right hand across his chest in a formal Kai salute. His companions breathe an audible sigh of relief as they, too, salute you and bow in deference to your rank.

‘Stand easy, my lords,’ you say, smiling as you motion them to relax. ‘It warms my heart and gives me strength to be with you again.’

‘We have heard the Guildmaster’s account,’ says red-haired Blazer, ‘and we await your orders, my lord. Upon your command we will find the impostor and avenge the honour of the Kai.’

You are about to give your answer when a court herald announces the unexpected arrival of Lord Foilan, Reeve-lieutenant of Tyso, the man charged with keeping law and order in the city. Upon entering the hall he is momentarily taken aback by the sight of you standing at the Baron’s side.

‘Calm yourself, Foilan,’ says Baron Medar, ‘this is the true Lone Wolf, not the impostor who stalks our land. What news have you?’

‘Sire … the Kai impostor has been sighted within the hour by rangers in the city’s North Quarter. They tried to take him captive but he slew two and wounded three of their number before escaping into the old necropolis. The city watch now have both entrances to the necropolis secure—he will not be permitted to escape.’

‘Very good, my lord,’ retorts the Baron. ‘So we have him cornered.’
‘If he’s gone to ground in the old necropolis,’ says Banedon, ‘he’ll be hard to track down. The catacombs of that ancient burial field are vast. It could take months to search them all.’

‘Never fear,’ you say confidently. ‘With the help of my able young Kai Masters I shall track and trap this impostor before dawn.’

‘Aye, my lord,’ pipes Star Lynx, elated by the thought of the hunt, ‘we’ll flush this cur from his hole before sunrise and bring him to justice.’

Guided by Lord Foilan, you take your leave of Banedon and Baron Medar and depart from the castle on horseback, accompanied by your eager Kai. During your ride through the twisting, lantern-lit streets of Tyso, you learn from Foilan that there are only two ways in and out of the city’s old necropolis: by its South Gate or by its Western Arch.

‘The impostor fled into the burial ground by the South Gate, my lord,’ says Foilan, ‘but that was more’n an hour ago. He’ll be deep un’erground by now.’

(South Gate or West Arch? I’m of two minds. On one hand, it’s nice to follow him in the South Gate and then track him down. But’s he’s not coming out the South Gate, so heading in the Western Arch may cut him off. Arch it is)
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Old 08-14-2016, 11:38 PM   #521
Abe Sargent
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‘Follow me, my lords!’ shouts Foilan, as he spurs his black mare along a narrow, cobblestoned street that wends its way through Tyso’s shabby North Quarter. At a junction close by the city’s main stables, he turns into an avenue that leads to the West Arch of the Old Necropolis.

When the Arch is less than a hundred yards distant, Foilan brings his horse to a halt and you rein in your steed beside him. Several dozen guards and rangers have gathered at the Arch and they have erected a barricade which completely blocks the entrance to the burial ground beyond. The Reeve-lieutenant tells you to wait here with your men while he goes forward to inform the guards of the situation and to tell them that you and your companions are not Kai impostors.

Patiently you wait for Foilan to complete his task. Then, on seeing his signal, you move forward and join him at the Western Arch. He shouts an order and hurriedly the guards pull aside a wagon which blocks the entrance, enabling the five of you to dismount and proceed into the necropolis on foot.

Aided by the moonlight, you lead your party along a gravelled path towards the centre of the burial ground, to where a tunnel-like opening has been excavated in the side of a mossy mound. On arriving at this shadowy entrance you stop to examine the surrounding area, to check for any clues that may help you track your quarry. You find no fresh prints and you sense no lingering aura of an evil that could betray his presence. Confident that it is safe to proceed, you enter the mound and lead your comrades down a wide stone ramp to an oval-shaped chamber. A dozen stone coffins, each carved with the likeness of its occupant, are laid out in a circle like the spokes of a wheel. The chamber is cold and unwelcoming, but it does not harbour any trace of evil. You are sure that the impostor has not set foot here.

On the far side of the burial chamber, opposite the ramp, there is a stairwell which descends deep into the catacombs below the necropolis. You go down these stairs until you come to a landing where a passage crosses from north to south. Black Hawk suggests that the party split in two and explore both ways, but you are not in favour of this idea. Splitting the party would make it easier for the impostor if he chose to launch an ambush. You peer along both passages and draw on your Grand Master skills to determine the best route to follow, but with little success. Neither passage looks especially inviting.

(North or south? South as that’s where he is).

This narrow passageway leads to a vault littered with scraps of cloth, rodent skins, bones, and twisted clumps of dry vegetation. Out of this carpet of debris a crude, nest-like hollow has been fashioned. The glint of burnished gold prompts you to investigate the nest more closely and, to your surprise, you discover a valuable Gold Cup (Special Item) entangled among its twigs and grasses.

Suddenly you sense movement directly overhead. You glance upwards and find yourself looking into a brick-lined vent which ascends all the way to the surface. Descending this chimney at an alarming speed is a Bangrol—an acquisitive and aggressive breed of Sommlending sea-eagle. This particular bird is far from pleased that you have disturbed its secret nest.

(I take the Cup and yes,I have Animal Mastery)

Hurriedly you focus your Discipline at the attacking bird and command it to stop.

(I toss a 6, which becomes a 10 after bonuses. I pass)

Your powerful Discipline of Animal Control suppresses the Bangrol’s natural instinct to defend its nest and immediately it breaks off its attack. It circles around the chamber, cawing with frustration, and then re-enters the chimney and escapes back to the surface.

You motion your companions to follow as you leave this chamber by a tunnel in its south wall. This new passage gradually descends by slope and stair through deeper levels of the catacombs. You detect no trace of the impostor and, when eventually the tunnel comes to a dead end, you curse your ill luck and turn reluctantly to retrace your steps. It is then that you sense a faint but lingering aura of Evil close to the tunnel floor.
Closer inspection reveals a trapdoor set into the flagstones. You pull this heavy hatch open and discover a circular chute and a ladder descending into darkness. Your heart misses a beat when you notice fresh tracks on the ladder’s iron rungs: at last you have found the impostor’s trail.

Cautiously you lead the descent into the chute, using your powers of infravision to scan for signs of movement in the damp darkness below. After several minutes you reach the bottom of the ladder where you discover a large vaulted chamber. Around its walls are positioned urns and grey stone caskets, each embellished with traces of gold. There is an unexpected air of opulence about this vault which prompts you to guess that it is a secret burial tomb.

(Yes I have been to the Graveyard of the Ancients, wayyy back in Flight from the Dark the first Lone Wolf book).

Looking around the walls of this tomb brings back memories of the time that you ventured into the Graveyard of the Ancients. The shape of the urns which stand here are identical to those that you discovered by chance in the tombs beneath that forbidden burial ground. The recollection chills you, for clearly you recall that those urns contained deadly Crypt Spawn.

You focus your Sixth Sense on the urns that line this chamber and, to your relief, you detect no living creatures lurking within. You instruct the others to examine them with care and, to your surprise, they discover that some contain Laumspur leaves. They are spotted with age but they still possess their healing powers. (There are enough leaves here for three Potions of Laumspur. Each potion counts as one Backpack Item and will restore 4 ENDURANCE points when swallowed immediately after combat.)

You are helping Blazer to tilt one of the urns when a sudden and unexpected noise at the far end of the chamber sets your pulse racing.

(I take all of the Laumspur)
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Old 08-14-2016, 11:48 PM   #522
Abe Sargent
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The grating rumble of heavy stone on stone heralds the sudden appearance of the impostor. Like some secret door to a nightmare realm, the entire far wall of this vault is slowly sliding open. Violent tremors shake the floor and orange tongues of flaming gas shoot from the ever-widening gap. Silhouetted in the centre of this fiery portal is a warrior clad in a parody of the robes of a Kai Grand Master. His stature and his facial features bear an uncanny resemblance to your own, yet the two of you are not entirely identical. The eyes of this impostor betray his true nature for they are black and cold; they are like two tiny windows through which you can see the evil lurking deep within his heart.

The portal crackles and roars like a blazing furnace yet it radiates no heat. You sense powerful magic at work here and you shout a command to your young Kai comrades to prepare themselves for combat. They react as one, their years of training suppressing their fears, and swiftly they draw arms and form up in a protective circle around you. The impostor unsheathes his black-bladed sword and gives vent to a chilling laugh that momentarily drowns the roar of the flames. His cruel laughter fills your head and suddenly the stone walls of the vault seem to writhe and buckle inwards. Your psychic Kai defences resist this illusion and the distortion ceases, yet as it does so you realize that something important has changed. You command your companions to retreat towards the chute but they do not respond. They are completely rigid, frozen immobile like four stone statues.

‘Ha ha ha … ’ cackles the impostor, ‘so we meet at last, Lone Wolf.’ He advances a little nearer and you feel an icy chill wash over you. The body of this bogus Kai Lord radiates coldness.

‘How I have enjoyed myself in your guise,’ he sneers. ‘Let me introduce myself … I am Wolf’s Bane. An apt name, don’t you think?’

‘What is your purpose?’ you growl in reply, your hand poised to draw a weapon in case he should attempt to launch a sudden attack.

‘Why, I’ve come to kill you, of course,’ he retorts, his voice full of contempt. ‘There should be but one Grand Master and only I am worthy of such distinction.’ The impostor narrows his coal-black eyes and curls back his lip in disdain.





‘And I intend to prove my worthiness, Lone Wolf,’ he adds, with quiet menace.

‘How so?’

‘By a duel,’ he replies. ‘I challenge you to a duel. A fight to the finish. A fight between just you and I, Lone Wolf.’

‘And if I refuse your challenge?’ you retort, defiantly.

‘Then your four frail acolytes will die.’ The impostor sweeps his sword in a wide arc, as if to emphasize his threat, and the fiery wall at his back begins to change. The plumes of flame twist and spin with increasing speed until the wall is transformed into a swirling vortex. Fear tightens its icy fingers around your throat as you witness the creation of a Shadow Gate—a portal to another plane of existence. At once you know his threat is real. If he were to direct the power of the vortex towards your paralysed companions, they would be helpless to resist. They would be sucked into the Shadow Gate and destroyed.

‘Very well,’ you say, ‘I accept your challenge.’

Wolf’s Bane gives a triumphant smile and whirls his black sword around his head. Then he dashes the blade to the floor and, in a terrifying instant, a mighty gust of wind tears the two of you off your feet and sends you both hurtling into the fiery heart of the dread Shadow Gate.
(Why would Lone Wolf even think of refusing the challenge and ask? This is a guy who has not torn away from freaking torture at times. I think that’s a bit of an uneven characterization. Lone Wolf isn’t Captain America)

(Oh, and why are we still plane walking?)

Fiery winds sear your face and body as you, and your adversary, tumble headlong towards the whirling white heart of the vortex. Motes of fire stream past on all sides and a roaring wind howls like a demon in your ears. You pass through a cloud of sparkling vapour which wraps threads of silver light around your limbs and torso. As you emerge from the cloud, this shimmering cocoon grows tighter and tighter until the pain becomes almost unbearable.

(Yes I have both Grand Nexus and a certain rank)

Rapidly the pain melts away as your advanced Kai Mastery sheathes and protects you from the crushing grip of the vortex. The strands of light unravel themselves and dissolve as you plummet ever nearer to the blazing white heart of this cosmic whirlpool. Then, at the moment you plunge into its core, your senses are obliterated and you are engulfed by total darkness.

From out of the depths of this cold, dark universe there appears a pinpoint of light. You feel yourself being drawn inexorably towards it and, although you struggle to resist, you cannot tear yourself free from its irresistible pull. You feel yourself accelerating towards the speck until it becomes as large as a glowing sun. Then, with an abruptness that leaves you gasping, there is a flash of blue-white light and you find yourself lying spread-eagled upon a bed of moist green foliage.

With mixed feelings of fear and fascination you force open your eyes and gaze upon your alien surroundings. At first it seems as if you have fallen into a humid, green-walled cell, illuminated by a solitary lantern at the apex of a fluted chimney-like ceiling. Then slowly your mind makes sense of sights and smells and the realization of where you are makes you shiver with dread.

You have landed inside the corolla tube of some gigantic flower. Huge stamens rise up to the light from the sticky bowl-shaped floor on which you lie, and nearby there is a large, chute-like tunnel which drops away into the plant’s hollow stem. For a moment you close your eyes and let your psychic senses explore this strange environment. Your greatest fear is that you have been drawn through the Shadow Gate to the Plane of Darkness, the supernatural realm of Dark God Naar, yet you can detect no abnormally high concentrations of Evil. Also, you are unable to sense the presence of your adversary—Wolf’s Bane. Your hopes begin to rise when suddenly you realize that you are still somewhere within the material universe of Aon. You are able to determine that this alien place is not your home world, yet you are certain that it is a planet that lies within the same galaxy as Magnamund.

You cling to this small crumb of comfort and resolve to find a way of returning to Magnamund as quickly as you can. You open your eyes and stare around the walls of your plant-prison, searching for a means of escape. There appear to be only two ways out: by climbing a stamen towards the light high above, or by sliding down the nearby chute which plunges deep into the plant’s stem.

(Climb to see)
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Old 08-14-2016, 11:52 PM   #523
Abe Sargent
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The thick, trunk-like stamen is covered with fine hairs which help you to make the long climb towards the amber-coloured light far above. However, as you get nearer to the light, the stamen hairs become coated with lumps of sticky, sweet-smelling yellow pollen. These pollen clusters hamper your progress as you have to struggle to unglue yourself from them every time you shift your position.

You are nearing the stamen’s bud-like top when you become aware of a distant buzzing sound. Rapidly the noise gets louder until you are suddenly plunged into semi-darkness. A huge winged insect is hovering directly above you, its multi-coloured body blotting out most of the pale amber sky. It lunges back and forth with its great head as it sucks away clumps of pollen from surrounding stamens with its long, spear-like proboscis. Then the creature detects your presence and the deafening noise of its wings changes pitch. It rises several feet above the stamen and hovers there for a few moments while it studies you with massive composite eyes. Unfortunately it takes only a few seconds for the creature to decide that it wants to vary its diet of pollen. With a sinister nod of its head, it extends its proboscis and then stabs its sticky point towards your unprotected back.

(I try to fight it)

The gigantic insect detects movement where it is expecting none and immediately it senses a threat to its safety. Swiftly it retracts its proboscis and rises several feet, taking its vulnerable belly beyond the reach of your sword arm. It hovers motionlessly for a few seconds, its glinting fly-like eyes watching you intently; then it emits a high-pitched shriek and at once you know that it is getting ready to attack.

(I am choosing to use Animal Mastery)

Your psychic powers prove very effective: the giant insect obeys your command not to attack. Yet, before it flies away, it sprays the stamen with a misty vapour which causes the petals to close up.

Hurriedly you retreat along the stamen and narrowly avoid being crushed to death as the huge petals fold in on themselves. Your innate Kai Discipline of Animal Mastery has saved you from a confrontation with the giant insect, yet the creature has used its own innate abilities to thwart your chances of escaping from the plant this way. The vapour condenses and runs along the stamen, making it difficult for you to maintain your grip, and reluctantly you are forced to retreat all the way down to the bowl of the corolla, to where the hollow stem is now the only chance you have of getting out of this plant alive.

You lower yourself carefully into the hollow stem and soon discover that it drops away very steeply. It is a vertical tube for most of its length, yet you are able to slow your rate of descent by grabbing hold of tiny tendrils which protrude from the lining of the stem wall. As you get nearer to its base, the stem wall becomes semi-transparent and slick with moisture. You press your face to this warm surface and you are able to discern other stems. They look like the trunks of trees in a dense green forest. Then you look down to see that the stem of this plant is descending into darkness. The darkness begins at the point where the stem passes below ground level. You decide to stop at this point for you have no desire to explore the roots of this strange flower.

Carefully you examine the fabric of the semi-transparent stem. If you can force your way through this tough plant wall, you will be able to escape from your prison-like tube.

(Use Kai Alchemy)

You press the index finger of your right hand against the plant wall and whisper the words of the Brotherhood Spell Lightning Hand. You feel a tingling sensation run down your arm and then a crackling flame ignites at your fingertip which burns a neat hole through the stem. Then, quite suddenly, the sap within the plant wall catches fire and within seconds you find yourself trapped inside a roaring cocoon of fire.

The highly flammable sap feeds the flames, and the temperature rapidly increases until the inside of the stem becomes as hot as a blazing furnace. Unless you possess the Discipline of Grand Nexus, you lose 5 ENDURANCE points before the flames die down and you are able to burst free from the smouldering stem.

(No damage to me!)

You leap from the rent in the plant wall and land safely on a mound of soft black earth. As you struggle to your feet, you notice that this rich soil forms a narrow clearing between the base of the plant and the stems of many others, all of a similar species. Their colossal stalks soar into a dimly amber sky where gigantic flowering heads bend and sway in a humid breeze. Staring at this awe-inspiring canopy, hundreds of feet above, makes you feel incredibly small and vulnerable—like a tiny insect. This feeling is made worse when suddenly a huge, horse-sized beetle comes careering through the plant stems. Instinct and quick thinking save your skin. Instantly you freeze and the shiny black monstrosity ignores you and continues its chaotic rampage through this forest of gigantic plants.



It is several moments before your pulse slows and your senses detect a distant source of energy, somewhere away to the north. You cannot discern its nature or purpose but you feel compelled to investigate.

Guided by your tracking skills, you trek through this extraordinary forest for nearly an hour before arriving at a huge clearing where, from the cover of a huge fallen leaf, you gaze upon a spectacular sight.

ou have come to the edge of a deep canyon. The verdant walls of this massive gorge are carpeted with a rainbow of colour and the air is alive with the busy noise of huge, buzzing insects. Everything is fecund and fertile and dripping with humid jungle heat. High above the gorge you glimpse for the first time the source of the light which illuminates this strangely wonderful realm. The canyon is set within a cavern, the walls of which seem to engulf the sky. At its apex there is an oval-shaped vent through which a concentrated shower of amber rays pours down, like sunbeams through a stained glass portal. You watch in awe as flights of dragonflies, each as large as a Vassagonian Itikar, circle languidly above the canyon on gossamer wings. They shimmer like streaks of liquid silver as they ride the thermal currents. The sight is one of great beauty, yet one you cannot fully enjoy. The instinct which led you to the rim of this gorge now tells you that the source of the power you seek lies several miles away and above, beyond the vent that is the source of this cavern’s light. Carefully you consider your predicament and determine that in order to escape, you must reach the vent—an exit that lies more than a thousand feet above the rim of the gorge.



(Yes, I have KA and Grand Crown rank too!)
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Old 08-14-2016, 11:58 PM   #524
Abe Sargent
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Drawing on your newly-acquired magic, you focus on the distant vent and carefully recite the words of the Brotherhood Spell Teleport. For a few seconds your vision swims in and out of focus as your strength is sapped of the power that this spell requires (lose 4 ENDURANCE points). Then your sight becomes crystal clear and you feel yourself floating upwards through the air towards the apex of this gigantic cavern.


You have risen close to a mile above the canyon when suddenly you attract the unwanted attention of a gigantic dragonfly. Anxious to evade a probable attack, you concentrate harder upon your destination and will yourself to accelerate.

(I toss a 7)

You increase the rate of your ascent and swiftly accelerate beyond the reach of the predatory dragonfly. Unable to catch you, it emits a loud buzz of frustration which slowly fades as it spirals away. You glance down to see it satisfying its appetite in an attack upon a number of smaller dragonflies. From this great height they appear to be no larger than a cluster of colourful dots hovering above the centre of the great gorge.

After several minutes you reach the apex of the cavern and soar into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you precariously towards its rocky lip, yet your Kai Mastery and your lightning-swift reactions save you from being crushed to death as you are blown onto its jagged, volcanic edge.

You survive the impact and are able to haul yourself out of the vent and climb safely onto a surface that you assume to be the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

Before your disbelieving eyes there spreads a vast volcanic landscape, punctuated by mountainous dunes of blue-grey sand and columns of towering rock. The amber sky is mottled and banded, like the eye of an angry tiger, and within its fathomless reaches you count twelve multi-coloured moons. These glowing spheres cast their light upon the burnt and crusty soil, lending it a ghostly aspect. Thick clouds, black and turgid, swollen with humid vapours, rear up like shadowy castles upon the far horizon. You can feel coarse grains of sand in the stinging crosswinds and your senses warn that a storm is fast approaching.

Seeking safer shelter from the coming storm, you get to your feet and cast your eyes across this warm yet unwelcoming land. Away to your right, lying less than a mile distant within a shallow basin of age-worn rock, you see a monstrous temple crafted from opaque black glass. Spikes of crystal embellish its many tiers and atop its highest level there stands a tower, tall and sleek.



A square of yellow light marks an open portal at the tower’s base. You glimpse something standing in the doorway and, when you magnify your vision, you see that it is a cloaked warrior silhouetted against the portal’s fiery glow. Your pulse quickens the instant you recognize the warrior. It is your accursed adversary—Wolf’s Bane.

The compelling urge to move northwards, that you felt shortly after you broke free from the plant stem, returns to haunt your senses. You feel drawn towards the temple as if you are being summoned by a force beyond this world. Your Sixth Sense screams danger, and every fibre of your being knows it should resist, but you suppress these natural instincts and set off towards the temple. This towering edifice holds many dangers, of that you are in no doubt, yet bravely you resolve to confront and overcome them. Only by doing so can you hope to triumph over your enemy and find a way back to your home world of Magnamund.
During your difficult trek to the temple, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.
By the time you reach the base of the temple, the storm is howling like a vengeful demon in your ears. Stinging blasts of hot, sand-laden wind whip your face mercilessly and you are forced to lean almost horizontally into the storm to maintain your balance. The storm is increasing in ferocity by the minute. You are sorely aware that you must find cover within an hour at most or you will perish in this hellish blizzard.


An empty parapeted stairway ascends from the temple’s lowermost tier to the portal of its crowning tower. The parapet offers you protection from the wind and you climb the many steps bent over, almost on your hands and knees, in order to stay out of the abrasive storm. Before you ascend the last tier, you check to make sure that your adversary is not lying in ambush. The portal is now closed and you can sense no living creature nearby, yet you unsheathe your weapon from your belt and hold it ready in case danger should come from an unsuspected quarter.

When you reach the portal, you discover that it comprises a seamless sheet of lead-lined iron, many inches thick. You detect a lingering aura of magic around its threshold which makes you wary that a trap may have been set. Yet when you summon your psychic skills to probe deeper, you sense otherwise. You detect that Wolf’s Bane has deliberately cast an illusion of magic around this portal, no doubt in the hope that it will delay or deter you long enough for the storm to do its work. Confident that the door is not lethal, you examine it more closely. Set flush into the glassy surface of its surrounding arch, you discover an inscription above two squares of dull crimson gemstone. Your Sixth Sense reveals that tapping upon each square a correct number of times will cause the door to open.

Cautiously you place your fingers lightly upon the squares and feel the gentle vibration of the door’s locking mechanism. By concentrating on these vibrations you hope to be able to decipher its locking codes.
After several minutes you determine that the first code is equal to the ENDURANCE points score below which a Grand Master cannot use the Discipline of Kai-surge.

The second code is equal to the number of villages that lie on the highway between the cities of Holmgard and Ragadorn.

(4 villages, and 6 EP)
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Old 08-15-2016, 12:09 AM   #525
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The moment you complete the code, you feel a shuddering vibration run through the great iron portal. Slowly it grinds open to reveal an antechamber that is lit by a dozen flaming torches set around its glassy walls. The wind has now become so fierce that it is tearing the fabric of your cloak and tunic. Rather than remain outside in the storm a moment longer, you hurry through the open portal and seek shelter within.


The iron portal grinds to a close behind your back, shutting out the storm so completely that the roar of the wind instantly disappears. The abrupt silence and lower air pressure within this entry chamber make your ears pop painfully. You lower the hood of your cloak and carefully wipe the sand from your eyes before taking your first tentative steps across the antechamber’s polished glass floor.

You pass through a triangular arch and down a ramp that leads to an echoing hallway. The floor and walls of this broad hall are fashioned from a black, glassy mineral that is veined with fluorescent greens and sickly purples. You sense strong pulses of psychic power radiating from an open arch at the far side of the hall and your skin prickles with a presentiment of danger. You unsheathe your weapon and move towards the arch with the utmost caution; you are expecting the unexpected.

Beyond the arch lies a steep ramp that descends to the floor of a circular chamber, the lowest level of the tower which soars into the stormy sky above. Runes of alien design run around the seamless glassy walls and the air is heavy with the sweet smell of decay. A large circular plinth stands in the centre of the chamber, its mirror-smooth surface a little under three feet from the floor. You take a step towards it and suddenly it is surrounded by a wall of fierce blue flames which shoot upwards from tiny vents in the floor around its base. As these flames gradually subside, you see four Kai Masters cowering upon the plinth. They are the four young Kai you thought had been left safely behind in the Old Necropolis of Tyso. They look petrified with fear, and when they see you they throw up their blistered, soot-blackened hands and plead for you to release them from their fiery prison.

Drawing upon your Magnakai Discipline of Psi-screen, you detect that the image of the four Kai Masters is nothing but a cruel illusion. Then, in the very next instant, the ramp on which you are standing suddenly drops away from under your feet. You throw yourself to one side and crash down upon the floor of the chamber, rolling over as you strike the hard surface to lessen the shock of impact. As you stagger to your feet, you see the image of the four Kai being consumed by fire. It is a frightful sight, and as they scream their last, a wave of hostile psychic energy crashes into your mind.

(Yes, I have Kai-Screen)

The sudden and unexpected ferocity of this psychic assault makes you fall to your knees and clasp your head in both hands. The pain is worming its way deep into your mind, causing your body to convulse with psychic shock. Dimly, through a red haze, you sense that the Platinum Amulet you are wearing around your neck affords you some defence against this attack, although it cannot protect you completely.

Pick a number from the Random Number Table. For every level of Kai Mastery that you have attained above the rank of Kai Grand Guardian, add 1 to the number you have picked. (The maximum you are permitted to add is 5.)

(I get a 10 total after I toss a 5)

You gather your psychic defences and construct a wall around your mind to protect yourself from this agonizing mental assault. Your strategy is swiftly effective and costs you but a fraction of your remaining reserve of psychic energy (lose 1 ENDURANCE point).

This psychic assault has been one of the strongest you have ever experienced. You have survived it, but your Kai senses tell you that your ordeal has not ended; it has only just begun. You force open your eyes and look with dread at the terrible threat that confronts you now

From the uppermost reaches of the tower there descends an icy fog which radiates an intensely powerful aura of Evil. This menacing mist darkens as it swirls around the lower levels, like some huge vaporous snake seeking out its prey. Then, slowly, it gathers in towards the centre of the chamber where it hangs above the plinth like an angry thunderhead, roiling and seething with colossal malevolence.

You gaze into this black cloud and are gripped by an abject terror the instant you fathom its nature and purpose. This cloud is not of this world and it has not fully taken on substance and being within the material plane of Aon, yet even in its malformed state you recognize it to be a materialization of ultimate Evil. This is a manifestation of Naar—the King of the Darkness!

Suddenly a deafening clap of thunder shakes the walls and the base of the tower is lit up by crackling arcs of lightning. The freezing air seethes with tension as the presence of Naar triggers explosive chemical imbalances within it. Then, above the crackling cacophony of noise, you hear a chilling voice speaking to you in your native tongue.

‘Disciple of Kai—you know my name. Will you not deign to speak it?’
Morbid terror is ripping at your insides yet you refuse to show the slightest trace of weakness. You steel yourself and inwardly you pray to Kai and Ishir to protect you in this hour of deepest need.

‘No!’ you scream. ‘I will never acknowledge you!’

‘You may be one of Kai’s favourite minions,’ retorts the voice, ‘but you will always be mortal. You would do well to remember that in my presence.’ Thunder booms and the floor shakes beneath your feet, causing you to fall involuntarily to your knees.

‘Now that you bow before me, Lone Wolf, I shall impart to you your fate, for I am the true master of Aon. This is Avaros, a small and insignificant satellite of Duron, a world that has long been devoted to my cause. And you have been lured here for one purpose—to be destroyed. During the speck of time that you have existed, you have become an impertinent obstacle to my conquest of Magnamund. For this you will forfeit your soul. Yet, before I claim your worthless soul, I shall make sport of your demise so that Kai and Ishir shall see the worthlessness of their creations and know the futility of their cause.’

Once more the thunder booms and you are blinded momentarily by a flash of white fire. Slowly your sight returns, and now you can see your adversary—Wolf’s Bane—standing upon the plinth, directly under the menacing black cloud.

‘Here is my champion,’ speaks the voice of Naar. ‘You and he are well-matched for the contest that is about to commence.’

Wolf’s Bane unsheathes his sword and levels it your chest. His facial features twist into a grotesque parody of your own as he spits out a venomous threat:

‘Victory will be mine, Lone Wolf. Evil shall ultimately triumph!’

You shout a defiant riposte, but the voice of Naar booms once more, drowning your worthy cry:

‘So be it! Let the duel begin!’
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Old 08-27-2016, 10:23 AM   #526
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Nausea wells up from the pit of your stomach as the lower chamber of the tower is suddenly transformed into a whirling spiral of violent colours and noise. You feel yourself falling forwards into this vortex and, for a few fleeting seconds, you glimpse your adversary. He is brandishing his sword and laughing like a madman, his face twisted with maniacal glee as he rides this terrifying whirlwind. Then he is lost to the chaos of the maelstrom and he vanishes from your sight.

For what seems like an eternity you spin and fall through a rainbow of colour and sound. Only gradually do you become aware that this nightmare journey is coming to an end when the noise abates and the swirling colours begin to fade. Then, with a jolt, you find yourself standing ankle-deep in stagnant green water, struggling to keep your balance. You draw your weapon and scan your surroundings, fearful of sudden attack, but you soon realize that you are alone.

You appear to be under the ground, standing in a crude sewer-like tunnel which has been excavated by primitive means. The roots of trees protrude from its beaten earth ceiling and there is a stale and unpleasant smell of rotting vegetation. You use your psychic skills to probe for Wolf’s Bane but you cannot detect his presence, and so you sheathe your weapon and relax your guard. The encounter with the manifestation of Naar has left a fear gnawing at your heart, the fear that the Dark God could at any moment he chooses lay claim to your soul. But your Kai courage swiftly overcomes the anxiety and you draw comfort from your faith in the Gods Kai and Ishir. You offer up a prayer to them to watch over you during the coming trial of strength, and vow that you will never lose hope, no matter what dangers you may yet face. As if in answer to your prayer you feel a surge of energy flow through your body, revitalizing your mind and senses (restore any ENDURANCE points which you may have lost during your adventure so far).

Alert and confident, you peer along the gloomy tunnel in both directions and try to determine the best course to follow. Neither way looks especially appealing.

(Tunnel ahead or behind? Ahead. Might as well, right?)

The damp subterranean tunnel meanders for nearly a mile before entering a cavern which is lit by rays of insipid sunlight, permeating through holes in its root-entangled ceiling. Your natural Pathsmanship warns you that the slimy water is deep at the centre of this cavern and, as you enter, you take extra care where you tread.

Thirty yards opposite there is a sloping tunnel which appears to ascend towards the surface; dim light illuminates its dry earthen floor. You approach it, keeping near to the cavern wall to avoid the deep water, but you have only taken a few paces when a sudden noise jars your nerves. With a dull boom, a concealed portcullis falls from the ceiling to seal off the tunnel through which you have come. Moments later, swirling eddies form in the water at the centre of the cavern and, with a hissing splash, a huge snaky head breaks through the surface and rises up to scrape the ceiling. Around its banded neck there is a collar of iron which is attached to a heavy chain. The chain disappears below the surface, keeping the creature a prisoner of this cavern. You gasp as you look into the eyes of this gigantic serpent for they radiate waves of evil that seem to place a chill in your very soul.





(I have both AM and Grand Crown)

Using your advanced mastery, you are able to project the image of the creature’s most feared adversary into its mind’s eye. The huge serpent reacts violently; it twists and wrenches at its iron collar in a desperate attempt to break free from its bonds. Its great body, which is studded with tiny barbed horns, thrashes the water into a stinking foam as it writhes back and forth in front of the exit tunnel. Your psychic projection has this creature terrified, but its state of near-panic will now make it difficult for you to reach the tunnel and escape from this cavern.

(I have Kai Alchemy)

You concentrate upon the entrance to the tunnel as you recite the words of the Brotherhood Spell Teleport. You feel a power building deep within your body, a power you are able to contain until the moment comes to release it. As soon as the writhing giant serpent twists away from the tunnel mouth, you channel the spell’s energy into propelling you across the cavern. Within seconds you are able to reach the safety of the exit and make your escape unscathed.

Use of this spell drains you of 5 ENDURANCE points. Make the necessary adjustment to your Action Chart before continuing

You follow the tunnel as it ascends towards the surface. A dot of daylight appears in the distance which, as you climb towards it, becomes a cluster of bright sunbeams filtering through a curtain of vines. This fringe of emerald streamers conceals the cave mouth entrance to this tunnel.

The tunnel itself becomes increasingly humid as you get nearer to the exit. Its dry earth floor has gradually transformed into a slick and treacherous surface which is alive with beetles and centipedes, some as long as daggers.

Upon reaching the cave mouth, you stop to peer through the hanging vines. Outside, in the fiercely tropical heat, you can see a dense jungle sweltering beneath a blazing sun. It extends in every direction towards a jagged horizon of volcanic mountain peaks. Then your eye is caught by something small and metallic glinting in the mulch of vegetation that carpets the entrance. You pick it up and discover that it is a brass button, engraved with a sun motif. It is identical to the buttons which adorn your own tunic, none of which are missing. You deduce that it has come from the tunic of your adversary, but you cannot be sure whether it was lost accidentally or was placed here deliberately for you to find.

(Search or head to jungle? Searh!)
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Old 08-27-2016, 11:26 AM   #527
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
You detect several footprints in the loamy mulch, all of them virtually identical to your own. They have been partially covered by leaves and there are many narrow channels in the soft soil, made unmistakably by human fingers. Your suspicions are immediately aroused; the tracks are so poorly concealed, it is as if someone wanted you to find them.

(I use Telegnosis)

You relax the tension in your body and allow yourself to enter a trance state, the preliminary stage required before you spirit-walk. You feel yourself leave your corporeal body and, in spirit form, you move through the curtain of vines and out into the jungle heat. Immediately beyond the cave mouth there is a small clearing which slopes away to the jungle perimeter. You scan the border of dense foliage and you are shocked when you detect your adversary, Wolf’s Bane, hiding among the bushes less than fifty yards away. He is armed with a bow which he has trained upon the entrance to the tunnel.

You retreat into the cave mouth and re-enter your body. On awakening from your trance, you move forward and peer through the hanging vines to locate your enemy’s hiding place. So advanced is his camouflage skill that it takes you several minutes to find him. Once you are sure you have him, you allow yourself a smile; you are looking forward to turning the tables on this arrogant impostor.

(I use Grand Nexus and my rank, over the bow options)

You take several deep breaths as you prepare to utter the Kai power-word. Focusing on your enemy’s hiding place, you expel the word—Kai!—and you see the undergrowth shimmer as the force of your exhalation ploughs through the jungle like an invisible fist.

Your target is beyond the effective range of your power-word, yet there is still sufficient energy in your attack to knock him down. However, use of this Discipline at such long range puts an unnecessary strain on your vocal chords: lose 1 ENDURANCE point.

Wolf’s Bane struggles to his feet and he curses you, his teeth showing white against the green of the jungle as he spits out a mouthful of damp soil. Then he turns and disappears into the undergrowth. Determined that you are not going to let him get away so easily, you dash out of the tunnel and give chase.

You force your way through the dense tangle of plants and grasses and soon reach the place where Wolf’s Bane lay in wait for you. The foliage around this hiding place has been carefully arranged, which suggests to you that he must have spent some considerable time setting his ambush. Yet there is also evidence of a hasty retreat. Lying on the ground behind a tree you discover 2 Arrows and a Dagger. (If you wish to take one or more of these, remember to make the appropriate adjustments to your Action Chart.)

Determined to stay on his trail while it is still fresh, you leave this hide and press deeper into the jungle in pursuit of your enemy. However, you have penetrated less than twenty yards into the undergrowth when his trail becomes indistinct.
(I take nothing)

(I have Grand P)

You use your advanced mastery to find your enemy’s tracks, and then you clear a path through the dense undergrowth which covers them. You sense that he has used magic to assist his escape, for the foliage here is entangled far tighter than in neighbouring areas of this jungle. Your advanced Discipline flattens the undergrowth as you advance, as if you were being preceded by some invisible battering ram. So effective is your skill that you gain ground on your fleeing enemy.

As you pass through a copse of toa trees, you hear the sound of running water away to your left. The tracks turn in this direction and you follow them all the way to the banks of a fast-flowing watercourse. Less than fifty yards downstream there is a primitive settlement of huts that form an untidy line along the banks of the stream. You catch sight of Wolf’s Bane as he runs into this settlement and hides in the nearest hut—a mud-walled hovel with a clay-tile roof.

(Stay in jungle and observe, or head to village under cover of jungle)

(I observe first)

From the cover of a leafy bush you observe the primitive settlement for several minutes. (During this vigil, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.) But as time ticks by you become increasingly restless. The hut into which your enemy ran is a small, single-roomed hovel, yet you can detect no movement within it. Prompted by a gnawing fear that you may have allowed Wolf’s Bane to escape, you move closer to the settlement under cover of the thick jungle foliage.

Warily you approach the settlement, your keen senses absorbing every detail. The line of deserted mud huts looks innocuous, but the words of the voice of Naar still linger in your memory. This humid jungle realm lies within his domain; it is therefore reasonable to expect the inhabitants of this place to be wholly devoted to the cause of Evil.





You reach the edge of the undergrowth and pause to assess potential threats. The huts are semi-derelict, all bearing some signs of neglect and decay. The clay-tiled hovel that Wolf’s Bane entered appears to be empty, but when you focus upon its open doorway, you see what appears to be a trench cut into the earth. You magnify your vision and at once you see steps in the wall of this excavation. Your heart sinks: Wolf’s Bane has escaped underground.

(Head into the hut)
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Old 08-27-2016, 11:48 AM   #528
Abe Sargent
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Location: Catonsville, MD
You approach the open door and pause momentarily to check that no glyphs or other traps have been placed here. The doorway is clear, and you can detect no lingering residues of magical energy that might betray the presence of illusions or shielding spells, so you rush through it and hurry down the flight of steps that descends beneath the ground.


The steps lead down to a tunnel that is dark and narrow. You sense danger ahead and, using your infravision, you detect Wolf’s Bane standing at the far end of this passageway, some thirty yards distant. He is holding a long piece of rope which trails back along the tunnel towards you. You follow its course and see that it is attached to a wooden peg which holds secure the door to a cage set flush into the tunnel wall. You focus on the door and sense that the cage beyond is occupied by a large and ferocious carnivore. Wolf’s Bane utters a chilling laugh as he whips the rope to dislodge the peg. But you focus on the peg and, using your Magnakai Discipline of Nexus, you cause it to jam.

Your adversary curses you and casts aside the rope in frustration. Then he turns and disappears into a tunnel which meets this main passageway from the left.

You race along the passageway and turn the corner to see a tunnel sloping away into the gloom. The walls and ceiling are dripping wet, indicating to you that this dingy passageway passes directly under the stream. You hurry along its narrow confines, your shoulders grazing its muddy walls as you run, until you arrive at a flight of steps that ascend to an archway supported by thick wooden beams. Beyond the arch lies a large subterranean chamber that is daubed and decorated with runes and evil insignia. It is a primitive temple and it radiates an aura of Evil so malicious that it makes your skin crawl.




On the far side of this unholy place, you see a stone altar standing before a huge boulder that has been crudely chiselled to resemble a grinning human skull. An eerie green glow pulsates from the eye sockets of this great skull-rock, and a mist swirls from its open jaw. Wolf’s Bane is at the centre of the chamber but he is moving quickly towards the altar. You command him to stop and face you, but he ignores your order and continues running until he reaches the jaw of the great stone skull, which is flanked by two staves of iron set into holes in the ground.

Gasping for breath, he now turns to face you. For a moment his evil eyes dart towards one of the iron staves and he reaches out a hand as if to grasp it. But, seemingly, he changes his mind. He sees you entering the temple and he turns and runs into the open jaw of the skull to be swallowed up by the roiling mist.


Quickly you pursue him, confident that you can maintain the upper hand so long as you do not lose his trail.


The moment you pass into the mouth of the skull-rock you are engulfed by a dense fog that is icy cold and impenetrable to your sight and senses. You strain your Kai skills to aid your pursuit of Wolf’s Bane, but all to no avail; this ivory-white fog hides everything, swamping and distorting all sense of time and direction.


You keep moving, forcing yourself onwards even though the surface beneath your feet has become viscous and uncertain. After what seems like an eternity spent wandering through this cloudy limbo, you gradually feel the ground hardening and sense that the impenetrable fog is beginning to dissipate. Patches of grey appear in the creamy whiteness.

Then the fog dissolves completely and you find yourself standing in the middle of a rubble-strewn street, surrounded by the bleak and derelict dwellings of a decaying, alien city.





It is the dead of night and a fine drizzle falls from a storm-laden sky, dampening this dreary landscape. Everywhere you look you see the hollow shells of buildings. They are heaped with mounds of broken stone, twisted rusty iron, and shattered glass. There are no trees, no blades of grass, no animals here. Everything is cold, grey, and dead.


Suddenly you sense a blur of movement beside a mountain of rubble which blocks the end of the street. You focus upon it, magnifying your vision to penetrate the damp gloom, and you are rewarded with a fleeting glimpse of Wolf’s Bane. He is running away. You hurry after him and, as you crest the mound, you see him entering the shattered entrance to a three-storey dwelling close by.
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Old 08-27-2016, 12:06 PM   #529
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
You enter the building at ground level and follow your adversary’s tracks to a mouldering hall at the rear of this derelict dwelling. From the cover of a shadowy alcove you watch as Wolf’s Bane meets and converses with two warriors. They are both helmeted and clad in suits of close-fitting grey armour. They have shiny steel spears slung over their shoulders which radiate a faint hum of electrical power. Their meeting is brief. Wolf’s Bane issues terse commands and the two warriors leave to enact his orders. As you watch them go, you hazard a guess that their mission is to find and kill you.



Wolf’s Bane leaves the hall by a broken rear door. You wait for a few minutes, to reduce the risk that he may detect how near you are, and then you follow his trail. The rear of the building opens onto a wasteland of shattered rubble which is bisected by a dead stream of salty, acidic water. You follow your opponent’s trail across this bleak and forbidding landscape, past sharp spires of crimson and jet that erupt through the dereliction to scratch the cloudy sky. Rust-red water encircles their bases, lending them a wholly sinister aspect. To your eyes it seems as if this blighted city has been impaled upon these cruel, towering spikes.

Beyond the spires you see Wolf’s Bane descending a flight of stone steps that disappear into the ground. Suddenly he stops and looks in your direction; it is as if he has sensed you are on his trail. Instinctively you dive to take cover behind a broken wall, but as you hit the ground it collapses, dumping you unceremoniously into a cellar that is flooded with black, briny water.

Coughing and spluttering, you bob to the surface and reach out to grab at a stone step. It is the lowest of a flight of slime-smeared steps that rise out of the water and ascend to a trapdoor in the ceiling. Suddenly you see two fiery red eyes emerging from the darkness and your stomach churns. They belong to the hungry, rubbery-skinned creature that dwells in this dismal cellar. It reaches out to grab you with its taloned hands, but you avoid its attack by wrenching at its wrist, sending it somersaulting over your head to splash into the water. Quickly you attempt to pull yourself onto the slippery steps before this creature recovers and tries to attack again.

(I roll a 3 and add 4 for bonuses)

You haul yourself out of the putrid, salty water, and narrowly avoid the clutches of the cellar beast. The creature opens its fanged jaw and issues a gurgling roar of frustration as it gets ready to climb onto the steps and pursue you.

(Yes, I have GP and a certain rank)

you muster your skill and plunge your hand into the water, close to where the creature’s head has surfaced. In an instant, the black water around its neck and body freezes over, trapping and crushing the beast within a solid block of ice.

Free now to continue your pursuit, you leave the frozen cellar-beast and climb the steps to emerge amongst the ruins of the city. There is no sign of Wolf’s Bane, but when you hurry to where you saw him last, you discover a flight of steps leading down into a wide underground passage. His tracks can be seen clearly embedded in the muddy floor of this tunnel.

The tunnel passes under a broad avenue and then surfaces in front of a grand two-storey building. This was once a busy warehouse that stored braided coils of fine copper cable. You avoid the main entrance in case your adversary is lying in ambush there, and enter instead by way of a flight of iron steps that leads to a second floor window. The moment you set foot inside the building you sense that Wolf’s Bane is here. Warily you explore, your nerves stretched to breaking point as your eyes seek out detail in the darkness. You are approaching the west wing of this building when you suddenly catch sight of your opponent through a hole in the floor. He is sitting on his haunches behind a mound of wooden crates, busily eating a green-skinned fruit, and he is unaware that you are watching him.

(I use a bow)

Silently you unshoulder your Bow and notch an Arrow to the bowstring. Then, with cold precision, you take aim at the back of your enemy’s head and release your Arrow. A split second before the shaft reaches its target, Wolf’s Bane senses danger and throws himself to the floor. The fire-hardened tip of your deadly missile pierces his thigh, wounding him badly, but not so as to prevent him from wrenching the shaft from his leg and making a hasty escape.


You lower yourself through the hole and catch sight of Wolf’s Bane running away. He is clutching at his injured leg as he weaves and swerves to avoid the debris which litters his escape route. You move to follow him, but your attention is momentarily distracted by something that has fallen from his tunic pocket. It is a small disc of bronze that is engraved with alien symbols. (You must keep this Bronze Disc. Record it on your Action Chart as a Special Item. You must discard one non-weapon Special Item in its favour if you already hold the maximum number permissible.)

You pocket the disc and give chase. Despite his wounded leg, your adversary is more familiar with this treacherous cityscape and he widens the gap between you. Soon you have lost sight of him completely.

However, he cannot shake you off his trail, and you have no difficulty following his tracks as they leave the building and wend their way across a desolate wasteland beyond. You follow his footprints to a gutted building, several storeys high, which is adorned with strangely angular gargoyles. The inside of this crumbling edifice is completely empty and your adversary’s trail passes through it to a rear exit. As you emerge on the far side, you catch your first breathtaking glimpse of this grim city’s tallest structure.

It is a great tower of gleaming black stone which rises from the depths of a fathomless moat and soars to within a hundred feet of the stormy grey clouds. Its pitted surface bristles with metal discs and antennae, streaked with rust, yet there are few windows and you can see but one portal. Wolf’s Bane is limping towards it. He approaches the deep trench that rings the tower’s base and, as he halts at the edge, a semi-transparent drawbridge extends from beneath the portal. It resembles a flattened beam of solid, green-grey light. This beam bridges the moat and provides your enemy with a means to reach the open tower door.

Powerless to stop him, you can only stand and watch as he crosses the moat and disappears into the tower. At first glance this stronghold looks to be impregnable, but you have gained access to far tougher fortresses in the past and you do not allow your spirits to be dampened by the difficult task of finding a way into this one.

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Old 08-27-2016, 12:36 PM   #530
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
For two hours you observe the tower. During this time you sense that an invisible field of energy surrounds the wall, a defence that complements the terrifyingly deep moat. This force field disappears only when the portal opens and the drawbridge extends to allow for the arrival or departure of armoured warriors, or strange horseless wagons that hover a few feet from the ground, but in the main the great door remains firmly closed.

You notice that the sparse traffic of warriors and wagons passes along one avenue. It is the only thoroughfare approaching the tower which has been cleared of debris. It is an uncomfortable vigil, but the time you spend observing the tower is rewarded when a bold plan gradually takes form in your mind.

You assess that an entry to the tower could be effected by two means: if you were able to ambush a warrior and use his armour as a disguise, or, if you were able to stow away aboard one of the wagons approaching the moat.


(So Ambush and disguise, or stow away aboard a hover wagon?)

(Stow away, duh)

You make your way towards the avenue and take cover in a darkened alleyway, an ideal place from which to observe the passing traffic. Thirty minutes elapse before a hover-wagon glides into view at the city end of the avenue. It is bound for the tower, but you note that its cargo compartment is completely sealed and so you decide to let it pass and wait for a more suitable target. Fortunately, you do not have to wait too long. Within the space of a few minutes another appears. This one, like the first, has no driver, but its cargo bay is open to the elements. As you wait for it to get closer, you judge its speed and prepare yourself to leap aboard as it passes. It is less heavily laden than the first wagon and is moving much quicker; leaping aboard this speeding wagon is not going to be easy.

(I roll a die and get 4+3 = 7)

You race towards the hover-wagon and, as it sweeps by, you hurl yourself towards its open cargo bay. You hit the side of the vehicle with numbing force (lose 2 ENDURANCE points), but you manage to keep your grip and haul yourself aboard.

By the time the wagon reaches the windswept moat, you have concealed yourself in amongst its cargo of steel cylinders and bales of wire. You hear the distant clang of a bell and, from your hiding place, you are able to watch as the drawbridge extends from beneath the portal to span the deep chasm. Swiftly the wagon passes across the semi-transparent bridge and glides through the tower’s open portal unchallenged.

ou hear the great portal closing behind the hover-wagon. It makes surprisingly little noise for such a huge expanse of iron, barely a serpent-like hiss as it seals out the stormy city wind. You stay hidden until the wagon comes to a halt and then you venture a glance over the side of its cargo bay to assess the situation.

Before your eyes there stretches a cavernous plaza, crafted entirely of steel, glass, silver, and iron. Towering girders arc over your head, buttressed upon each other to support the many upper levels of this stupendous edifice. The plaza is vast and alien in design, and it is virtually deserted. You count no more than six armoured warriors, some so far distant that you have to magnify your vision to be sure that they are what they seem.

The arrival of the wagon attracts no attention. The driverless craft has docked of its own accord at a steel jetty that encircles an iron support pillar. The coast is clear and so you waste no time in attempting to locate your adversary’s trail. As expected, you find traces of his tracks close to the portal. They lead you to an archway which opens into a steel-lined chamber that has two exits: one to the left, the other to the right. Here the tracks become indistinct; you are unable to determine which way Wolf’s Bane went from here.

(Left or right? Always left)

This exit leads to an echoing tunnel constructed from sheeted steel. Its walls and ceiling are lined with iron pipes and braided copper cables for most of its length. You follow this passage for several hundred yards before arriving at another which crosses it from left to right.

(I have T and Rank)

Your advanced Kai Mastery reveals to you that a hoard of precious platinum is stored in a chamber at the end of the left corridor.

(Left it is)

This passage ends at a door crafted from sheeted silver inset with circles of iron. It has no handle and there appears to be no lock. You try pushing against it but to no avail: it refuses to open. Then you notice a small slit cut into the frame of the door and, when you run your fingers across it, you detect the tell-tale vibrations of an electrical lock.

(I use an Iron Disc)

You insert the Iron Disc and the portal slides open to reveal an impressive sight. The chamber beyond is stacked to the ceiling with coils of wire and solid bars made of pure platinum. These items are worth a vast fortune on your home world of Magnamund.

(I take an Ingot)
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Old 08-27-2016, 12:42 PM   #531
Abe Sargent
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Join Date: Dec 2001
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As you leave the chamber, the portal slides shut and your Iron Disc emerges from the slot. You take the disc and slip it back into your pocket as you retrace your steps to the junction. On arriving there, you continue ahead and begin your exploration of this new passageway.


This passage ascends by a slope to a chamber that is lined with sheets of a glassy, jet-black mineral. A flight of iron steps ascends from here to a landing where a circular stair continues the ascent to the levels above. On a shelf beside the opening to the circular stairway there is a steel cage containing a small primate. It reminds you of the Kakarmi, the wild primates who inhabit the forests around the Kai Monastery. This creature seems to recognize you, and as you approach the stairs, it begins to shriek with fear. Rather than risk drawing unwanted attention to yourself, you use your innate skills of Animal Control to calm and subdue the frightened creature.

(I release it)

ou open the cage door and command the creature to jump onto your outstretched arm. You are hoping to be able to use it as a guide to help you find Wolf’s Bane, but the primate does not cooperate as expected. It is deeply confused. It thinks that you are Wolf’s Bane and adamantly it refuses to leave its cage.





You detect that it has suffered cruelly at the hands of the impostor, and this sudden realization serves to strengthen your determination to find and defeat him. You take one last look at the pitiful creature before closing the cage door and continuing your exploration of the tower by way of the circular stairs.


As you climb the stairs, you are filled with a growing sense of uncertainty and dread as you ponder what may yet await you in this alien tower. However, these feelings of impending doom are quickly banished when you reach the third level, for here you pick up the trail of your adversary. Your tracking skills determine that his trail is fresh and you pursue it eagerly.


You pass through a maze of empty passageways which lead eventually to a large, circular hall. Cautiously you approach the entrance and peer inside. Your tracking skills and your curiosity are handsomely rewarded when you see Wolf’s Bane; he is standing alone and he is unaware that you have found him.
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Old 08-27-2016, 01:14 PM   #532
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
You are eager to confront your enemy, but you are wary of walking into a trap. At first glance he appears to be alone in this circular hall, but then you notice something curious about the hall itself. At the four points of the compass there are rails attached to the walls. Small horizontal platforms are attached to these rails and they move along them in a continuous procession. At the north and the south these platforms ascend through holes in the ceiling; at the west and east the platforms descend through similar holes and continue through other holes cut in the floor. You suspect them to be elevators and your suspicions are confirmed when suddenly an armoured warrior appears; he is standing on a descending platform and he passes through the hall and continues travelling downwards to a level somewhere below.

Wolf’s Bane is standing with his back to you and is examining a panel of glass set into the chamber wall. You magnify your vision and you see that the panel displays an illuminated view of the avenue that approaches the tower. Your adversary is watching and waiting for your approach; clearly he is unaware that you have already gained access to the tower.

Suddenly, something alerts him to your presence and he spins on his heel, his dark eyes blazing with a mixture of fear and loathing. He sees you at the entrance to the hall and immediately he leaps upon a rising north platform in an attempt to escape from you. Determined not to let him get away again, you enter the hall and jump onto a rising south platform. As the platform passes through the ceiling of the hall, it carries you up a tall, open shaft. Wolf’s Bane is on the far side of the shaft wall, some twenty feet above. You can see his face peering over the lip of the platform on which he is standing. He mouths something that you suspect is a curse, but then he points at you with an extended hand and a crackling arc of crimson fire leaps from his fingers and comes twisting down the shaft towards your face.

(I use the Sommerswerd)

You draw your divine blade and a radiant halo of golden flame caresses its razor-sharp edge. You raise the sword above your head and then strike out at the leading point of the approaching fire-bolt. There is a tremendous splash of fiery sparks as you connect with the bolt and send it arcing away to explode harmlessly against the wall of the shaft.

The Sommerswerd absorbs some of the energy of the fire-bolt which it transfers to you through its hilt: restore 3 ENDURANCE points.


As your enemy’s platform passes through the next level of the tower, he leaps off and disappears from view. A few moments later, when your platform reaches this level, Wolf’s Bane is nowhere to be seen. You step into the circular chamber and cast your eyes around its bare metallic surfaces. There is only one exit from here: a narrow tunnel in the north wall.

Quickly you enter this tunnel and discover footprints in the dust which blankets the floor. You follow the tracks, but they soon fade and then disappear completely. You stop to examine the floor and your tracking skills tell you that your adversary is deliberately masking his trail.

Determined not to give up the pursuit, you break into a run and hurry along this tunnel to where it makes a sharp turn to the left. What you see filling the corridor ahead brings you skidding to a halt.

The way is blocked by a criss-crossed tangle of thick, gluey strands, which are anchored to the floor, walls, and ceiling. You sense that Wolf’s Bane has cast this magical net to ensnare and delay you while he makes good his escape.

(Use the Sommerswerd, KA, or a edged weapon with Grand Weapon…)

Vigorously you attack the sticky strands of the net with your magical sword, cleaving through them with unexpected ease. They shrivel at the touch of your golden blade and drop in smouldering heaps onto the floor of the tunnel. Within a matter of seconds you have cut your way through and are able to continue your pursuit.


Beyond the net you rediscover your opponent’s tracks. They lead you to an unlit storage chamber containing dozens of iron canisters and large steel crates. Using your ability to see in the dark, you follow his footprints as they wend their way around these obstacles and trail off towards a distant door. But before you reach the door you are brought to an abrupt halt by a strange sound—a whirring, mechanical growl. Instinctively you look over your shoulder, in the direction of the noise, and freeze with shock the moment you catch sight of the creature that is moving slowly towards your back.


The first thing you see is the creature’s eyes. Like two strips of molten sulphur, they radiate a cold, yellow light. Then you glimpse the outline of its angular shoulders, its square snout, and its gleaming steel forelegs. Oily drool hangs from an iron jaw which is set with jagged blades. As this shocking jaw widens, you hear the whirr of metal cogs and gears.

You can be fearless in the face of foes of flesh and blood, but this steel wolf strikes terror in your heart. You turn and flee towards the distant door, praying that it will lead to a safe haven from this bloodless beast, but you reach it only to discover that it is locked. Frantically you search for a bolt or a keyhole but there are none. Then you locate two squares of opaque crimson gemstone set into the wall. The squares are like those you encountered at the entrance to the temple of Avaros, yet these differ in one important respect: they are separated by a small slot.

(I use the Iron Disc)

Now you can hear the creature loping towards you. The squeal of its metal joints merges with the whirring clack of its great iron jaw. The sound unnerves you and, for a terrifying moment, your sweat-slick fingers cannot grip the disc in your tunic pocket. Then you have it and quickly you insert it into the slot in the wall.

The door opens with a hiss. You rush forward and immediately sidestep to place a solid wall between you and the steel monster. The door slides shut and, a few moments later, you feel a shudder run through the wall as the creature slams head-first into the portal and shatters its skull.

the steel walls of the room you have entered are sheened with ice. Several tall glass canisters stand in a circle at the centre of this frigid chamber, connected to one another with pipes and coils of copper cable. Their liquid contents bubble and seethe and appear to be boiling despite the freezing air temperature. You walk around them, mesmerized by the strange beauty of the roiling multi-coloured fluids. Then you sense imminent danger somewhere to your right and instantly you spin around to face it, your hand reaching reflexively to the weapon at your belt.

You see a dark stairwell and a shadowy shape which is crouched near to the bottom steps. It is Wolf’s Bane. He is clutching a bow and he has an arrow drawn ready to fire. The instant you see him, he releases his bowstring and the tip of the arrow bursts into flames as it comes speeding towards your chest

(I roll a 0, and I add 2 and get a 2)

Before you can move to avoid the oncoming missile, it hits you in the chest and sends you crashing to the floor: lose 10 ENDURANCE points.

Your adversary sniggers when he hears your cry of pain. Yet, despite the burning agony of your wound, you wrench the evil shaft from your chest and force yourself to stand. Defiantly, you level your weapon at the darkened stairwell. But Wolf’s Bane is no longer crouching near the steps; he is fast ascending them. Calling upon your innate healing skills, you staunch the flow of blood that is soaking the front of your tunic and stumble towards the staircase in pursuit of your hated foe

You climb more than two hundred steps before the staircase arrives at a short tunnel which opens into a damp, cavernous hall. This huge chamber is partitioned into pens which house several giant dragonflies, similar to those you encountered when first you arrived on Avaros. High above, great oblong sections of the steel roof are open to the elements and the bases of passing storm clouds are lit up by the glow from the hall’s phosphorescent lighting. You scan the rain-swept pens for a sight of your adversary, and find him climbing upon the saddled back of a great crimson dragonfly. He urges the creature into the air and it obeys with stunning swiftness. You watch as Wolf’s Bane steers his winged mount once around the roof of the hall, and then, to your horror, you see him bring the creature to hover directly over your head. He shouts at you, but his words are lost in the buzz of the dragonfly’s massive wings. Then he leans from the saddle and casts down a metallic box before urging his mount skywards. The box lands close by, bouncing once before coming to rest near your feet. Your heart pounds when you sense that it is a powerful time bomb. A panel on the side of this device contains several illuminated numerals that are blinking intermittently. You can see by the numbers remaining that you have only 30 seconds before the bomb detonate
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Old 08-27-2016, 01:43 PM   #533
Abe Sargent
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Location: Catonsville, MD
(Diffuse box or grab a dragonfly and head out)

You pick up the ticking bomb and examine it carefully. Below the illuminated panel, which is counting down the seconds, you see four small windows which display a sequence of numbers. Beneath these windows are tiny buttons which, when pressed, change the numbers that are displayed. The third window in the sequence is blank and, when you concentrate upon it, your Kai senses reveal to you that by keying in the missing number in the sequence you will prevent the bomb from exploding.





(130)


The moment you key in the correct number, it activates the detonator lock and the bomb ceases to function. You wipe a trickle of sweat from your brow as you look at the illuminated display, for it shows that there were only five seconds to go before the bomb would have exploded. Carefully you set the device down on the floor and then hurry to the nearest dragonfly pen where you use your Magnakai Discipline of Animal Control to subdue its hostile occupant. The creature reluctantly submits to your will and allows you to climb upon its back. It has no saddle, and so you are forced to grip its scaly spine as you urge it skywards in pursuit of Wolf’s Bane.

As you emerge through the open steel roof of the tower, you catch a fleeting glimpse of the rain-swept city far below. Then, in the next instant, you plunge into the base of the thick black storm clouds which keep this alien city forever in shadow.

The moment you pass through the storm clouds, you enter a stratosphere that is bathed with magnificent light. Above the city’s perpetual cloud layer lies a wondrous vista, an aerial realm that is calm and clear. The golden rays from two suns and the reflected light from twelve satellite moons, combine to bathe the thunderheads with a panoply of colour. You scan these heavens and see high above the dragonfly which is carrying Wolf’s Bane. It is climbing towards a castle-like fortress that seems to rest upon a base of wispy cloud, defying gravity. Your enemy’s flying mount enters the castle from below, passing through a gap in the underside of its cloudy base. Upon seeing his destination you urge your own winged mount to follow in his wake.



You enter the clouds and pass through an open portal, like some massive trapdoor located in the belly of this mystical stronghold. Beyond the portal is a cavern of stone, vaulted and substantial like the dungeons of a great castle. There is no sign of your enemy, save for his mount which is tethered to a wooden pier. You bring your dragonfly in to land upon this pier and then leap down from its back and examine the ground for tracks. You find what you are seeking and they lead you to an archway that opens upon a landing where three tunnels lead off in different directions. However, to your dismay, you discover that Wolf’s Bane has deliberately spoiled his tracks; his footprints lead to all three tunnels.

(Which of the three do you choose? Always west baby)

The tunnel zigzags to the left and right for several hundred yards before it widens at the entrance to a long, low-ceilinged hall. The slabs of stone which have so far paved the tunnel end abruptly at the entrance to this chamber. The floor here appears to be made of a gritty brown soil that gives off a pungent, earthy aroma. You scan its surface but you can see no tracks—it looks perfectly smooth.

(I have KA)

Wary of the uncertain floor of this hall, you utter the words of the Brotherhood Spell Levitation and feel yourself rising slowly to the ceiling. Using the gaps between the bricks in the arched roof, you pull yourself along the ceiling until you reach the far end of the hall. Fortunately, the door is unlocked and you are able to open it with your foot and lower yourself safely through its archway and into the hall beyond.

The moment you negate your spell of Levitation spell and set foot upon firm ground, you feel a warm breeze. You sense that it comes from a stairwell at the far end of this new hall and, when you investigate it, you rediscover Wolf’s Bane’s footprints on the stone steps. You cast your hands over them and detect that this is not a false trail: your enemy passed this way sometime within the last hour.

Slowly you ascend the stairs and arrive at the arched entrance to a large, vaulted stone chamber. Gathered around a fountain set into its north wall are a group of six grey-skinned humanoids. They are busy drinking a clear, oily fluid that pours from the fountain’s spout into a semicircular trough. All are barefoot and clad in rags, and they are each armed with a spear and a bow. The only exit from this chamber appears to be an archway set high in the north wall. There is a balcony in front of it that can only be reached by two flights of stairs which rise up on either side of the fountain.

Quietly you observe the creatures slaking their thirsts, and you try to formulate a way in which you can get past them and reach the balconied exit in the north wall.

(Yes I have Kai-Alchemy. Yes I have Grand Crown rank)



You summon your Kai skills to mask your body prior to uttering the words of the advanced Brotherhood Spell Teleport. You focus on the distant balcony and feel yourself leave the ground and surge towards it. As you come close to passing over the fountain, you pray that your camouflage skills will keep you hidden from the eyes of the creatures gathered there.

Your Kai camouflage skills keep you hidden from the unwanted attentions of the creatures below, and you reach the balcony without being seen. Once you are here, you whisper the words which negate the effects of the spell and then you hurry into the archway.

Use of the Teleport spell costs you 4 ENDURANCE points

You have covered twenty yards of a passageway that extends from the balcony when you hear a grating noise. It is a concealed portal, and it is sliding shut to seal off the hall through which you have just passed.

Ahead lies a chamber which is bedecked with a score of lavish tapestries, each depicting the landscapes of remote and wondrous planets within the universe of Aon. Your adversary’s tracks pass through this opulent chamber and end at a pair of stout wooden doors, inlaid with exquisite gold marquetry. You place your ear to one of the doors and concentrate. The only sound you can hear is the crackle of a log fire, but your Kai senses detect the presence of your adversary in the room beyond. You peer through a keyhole and glimpse part of a gallery with a railed parapet. The wooden rails are lit from below by the warming yellow flicker of a fire.




You reach out to open the doors and confront your enemy, but a strong sense of unease stays your hand. It feels as if a swarm of butterflies are fighting to escape from your churning stomach. You have a chilling premonition that a confrontation with Wolf’s Bane in the room beyond could prove fatal for both of you. This fear prompts you to pray to the Gods Kai and Ishir to sustain and protect you in the coming fight

(I toss a 6)

In response to your prayer, you feel a warm and glowing sensation deep within your chest. This feeling grows and then pulses through your body and your mind, leaving you physically and mentally refreshed and alert: restore 8 ENDURANCE points.

Confident that the divine Gods of Good are watching over you in your moment of truth, you throw open the doors and stride boldly into the hall beyond.
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Old 08-27-2016, 02:06 PM   #534
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The doors swing open onto a gallery which encircles three sides of a large banquet hall. Below, through the wooden spindles of the gallery’s parapet rail, you can see the hall itself. Tapestries drape the walls and a blazing fire crackles in a great stone fireplace that occupies much of the north wall. Your adversary is sitting alone in a throne-like chair at the head of a long banqueting table. A plain, oblong-shaped wooden case lies closed on the table before him.

‘Welcome, Lone Wolf—so glad you could join me,’ he says, his voice oozing sarcasm as he gets to his feet and tilts his head condescendingly towards the gallery. You see his right hand move below the edge of the table and, moments later, you hear the double doors swing shut and lock behind you. Anxiously you cast your eyes around the hall, searching out his hidden accomplices.

‘We’re alone,’ snaps Wolf’s Bane. He raises a hand and beckons you to descend the gallery stairs to the hall below. ‘The time has come, Lone Wolf. Our jaunt across Avaros has been leading to this moment of truth.’



Wolf’s Bane reaches out to the slim case that is laid on the table before him and he flips open its lid. Inside you see two thin-bladed duelling rapiers couched on a velvet liner.

‘We two are as equally matched as these fine blades,’ he says, in a voice as syrupy as rancid molasses. ‘Come, Lone Wolf. I challenge you to duel honourably. Come and choose your weapon and let fate decide who of us will triumph this day.’

You magnify your vision and scrutinize the open case. Your senses confirm that these swords are finely crafted blades. They are not booby-trapped, nor are they magically cursed in any way.

(No duel. I’d rather fight with the Sommerswerd thank you)

Surely the great master of all the Kai is not a coward?’ sneers Wolf’s Bane, taunting you for your refusal to accept his challenge. ‘Are you not brave enough to prove your worth?’

‘I have no fear of you, impostor,’ you retort. ‘I simply do not trust you to fight with honour.’

‘If you should win the duel, Lone Wolf, you will be returned to Tyso—of that you have my word. And the word of my master.’

‘Both equally worthless,’ you reply, coolly.

For a few moments you stare into your adversary’s murderous eyes and sense that every word of his pledge is a lie. Yet you know that your options are limited. If you do not fight this duel, he will be sure to summon his minions to capture and kill you. There is nothing to gain by refusing his challenge and so, with reluctance, you accept.

Slowly you descend the stairs and approach the banqueting table. Wolf’s Bane slides the open case towards you and motions for you to take a weapon. You reach for the box and remove the uppermost rapier, and then you slide the case back across the table to your opponent.



‘Very well,’ he says, as he takes the sword and makes a few strokes to gauge its balance, ‘let the duel begin.’


The Duel: Lone Wolf vs. Wolf’s Bane


The Combat Ratio for the duel is −4. This ratio takes account of all bonuses which may apply (e.g. Grand Weaponmastery with Sword, psychic attacks, and Special Items). Wolf’s Bane’s ENDURANCE score is identical to your current ENDURANCE score, unless you possess a Bronze Disc. If you possess this Special Item, you may reduce your enemy’s ENDURANCE by 4 points before the commencement of combat.

52 vs 48 EP

Conduct the combat using the normal combat procedure. However, should Wolf’s Bane’s ENDURANCE be reduced to 10 or less, do not continue any further with the fight.

(No psychic bonuses or abilities apply., I’m ruling)


Round 1 -6 – 7 vs 3
Round 2 – 3 – 3 v 6
Round 3 – 5 – 6 vs 4
Round 4 – 7 – 8 vs 2
Round 5 – 1 – 2 vs 6.

Total Damage after 5 rounds – 26 vs 21. I am at 31 he is at 22.

Round 6 – 6 – 7 vs 3
Round 7 – 8 – 9 vs 1.

I am at 22. He is sub-10


Wolf’s Bane staggers backwards, clutching at his wounds with his free hand. You move forward, eager to finish him, but he parries your lunge and then, with a look of utter desperation in his soulless eyes, he glances up at the ceiling and shouts:


‘Take him, Doom-blight! Take him now!’


Your blood freezes when you see a great gull-winged horror emerge from a hidden perch among the hall’s shadowy rafters. It plunges towards you, a fiery sword held at arm’s length ready to be driven through your heart.

(Yes, I’ve met Demoness Shamath)
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Old 08-27-2016, 03:07 PM   #535
Abe Sargent
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Join Date: Dec 2001
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The creature that is diving towards you suddenly freezes in mid-air. The morbid fear of death that had gripped your heart quickly evaporates, but you are left with a feeling of deep unease as your Kai senses detect that something extraordinary is taking place around you. The hall has become filled with a deadly silence and everything, including the tongues of flame trailing from the creature’s sword, and the blazing fire in the grate, is utterly frozen. It is as if time itself is standing still.

Wolf’s Bane is a frozen statue, his face fixed in the malevolent sneer he was wearing in gleeful anticipation that you were about to meet your doom. You are beginning to think that perhaps you have been killed and that this is life after death, when suddenly you glimpse a blurred movement at the corner of your eye.

From out of the shadows cast by the gallery steps a young teenage girl, dressed in a leather jerkin and threadbare trousers. You recognize her at once—it is Alyss, the strange enigmatic creature who helped you once before, during your confrontation with the Demoness Shamath.
‘Wh … what are you doing here?’ you stammer. Casually she walks towards you and reaches up to touch a finger to the frozen fiery sword clutched in the taloned hands of Wolf’s Bane’s winged minion.
‘Why, doing what I like doing best,’ she replies, airily, ‘minding other people’s business.’

She prods the frozen sword with the tip of her finger and there is a gentle Pop! Instantly the creature disappears.

‘I do hate cheats,’ she says, as she wanders over to where Wolf’s Bane is standing immobile. Cheekily she pokes out her tongue at him and then she spins on her heel to face you.

‘Now, perhaps you can finish what you came here to do, Lone Wolf,’ she says, and claps her hands three times. A sudden rush of noise assails your ears and your senses reel as the reality of time comes flooding back into the hall.

The triumphant sneer dies on Wolf’s Bane’s face the instant he realizes that his winged minion has disappeared and that you are still alive. He recoils, his mouth gaping and his eyes wide with disbelief. As he retreats, he brushes against Alyss and utters a yelp of fright. His abject fear, however, soon transforms into blind fury.

‘You!’ he cries, accusingly. Fuelled by rage, he raises his sword in readiness to slash at her face. You rush forward and block his vicious blow; then you twist the blade from his grasp and, with one swift thrust, you skewer his heart upon the tip of your rapier.

Wolf’s Bane regards the blade protruding from his chest with a look of utter astonishment. Then, with a curse on his blood-flecked lips, he drops to his knees and crumples lifelessly to the floor.


You step away from the body of your enemy and allow yourself a smile of grim satisfaction that you have, at last, rid Aon of this evil intruder.

‘Hurry, Lone Wolf,’ says Alyss, impatiently. ‘Naar is vengeful. He will soon be wanting to know how his champion is faring. If he finds him slain, we will both feel his wrath.’

‘Then we must escape from here,’ you reply. ‘But how? Do you know of a way?’

‘Mmm … maybe,’ she replies, narrowing her green eyes. ‘Yes … I’ve got a plan

(Yes to Kai-Screen and Ranking)
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Old 08-27-2016, 04:41 PM   #536
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‘Come, Grand Master. You’re going home,’ she says, and she takes you by the hand and leads you to the middle of the banquet hall, to a place directly opposite the great fireplace. ‘But first we must make preparations for the journey.’

Alyss then proceeds to tell you to use your advanced Kai Mastery to mask the goodly aura that radiates naturally from your mind and body. When you have done as she requests, she touches the Platinum Amulet which you wear around your neck and smiles.

‘Good, good,’ she enthuses, ‘this bauble will take care of the rest.’
She then takes a piece of limestone from her pocket and proceeds to draw a pentagram on the floor of the hall. She has half completed the complicated design when suddenly she becomes agitated.

‘Must hurry,’ she mumbles, ‘must, must hurry.’

Suddenly the fire in the hearth flares brightly. The flames begin to grow and whirl and slowly change colour.

‘It’s no good!’ cries Alyss, tearful with frustration. Angrily she casts her chunk of crumbling limestone at the roaring flames and then leaps to her feet and comes rushing to your side. ‘It’s too late!’ she screams, her voice now barely audible above the unnatural crackling of the fire. ‘Naar is summoning his champion!’




(I toss a 2)

You feel your throat tightening as the air is sucked out of the chamber. The whirling flames of the fire have rapidly transformed into a raging vortex which is dragging into its core every loose item in the banquet hall. You and Alyss hang on to the banister rail affixed to the gallery stairs, but it is becoming increasingly difficult to maintain your grip.

Chairs, tapestries, tables, and other furniture batter you as they tumble past to be sucked into the vortex (lose 2 ENDURANCE points). Then the rail collapses and the two of you are drawn into the raging heart of this fearsome whirlpool

For what seems like an eternity, you plummet into the swirling heart of a supernatural vortex. Brilliant sparks and flashes of colour illuminate this funnel of darkness as items of furniture from the banquet hall explode and disintegrate, unable to withstand the extraordinary pressures generated by this cosmic whirlpool. You watch with shock and awe as the lifeless body of your adversary—Wolf’s Bane—is transformed into a fiery meteor before your very eyes. Then, gradually, the spin of the vortex becomes less fierce and you feel the centripetal pull on your body easing. Beams of light penetrate the darkness and you see Alyss glide into view. She appears to be reclining, as if casually resting upon a couch after a weary day’s work, and her expression is mildly pensive. She looks as if to her this whole terrifying journey is nothing more than an irritating inconvenience.

At last the vortex slows to a standstill and you feel ground solidifying beneath your feet. But the darkness gives way to a swirling mist which dissolves to reveal a horrifying sight. A deep and morbid terror returns to twist its knife in your guts when you suddenly realize where you are. You have been summoned to the throne hall of Naar—the seat of power of the King of the Darkness—the inner sanctum of ultimate Evil

(Welcome back to the Plane of Darkness)

Before you lies a smoke-filled hall that reeks of death and decay. Only the floor appears to be solid, and yet when you stare down at its glassy surface, you see that it is honeycombed with thousands of cells, each one occupied by a tortured soul writhing in perpetual torment. The walls of this evil chamber are wreathed with sulphurous smoke, lit intermittently by shafts of crimson lightning. The foul substances which pass for air seethe with the tension of ferocious, evil energies.


From the centre of the floor there arises a slender domed plinth. Moments later, a wide dais rises beside it, upon which you see a visage of the Dark God, one that he favours whilst occupying his unholy throne hall. Nothing could have prepared you for the sight that now meets your gaze—it is the foulest you have ever seen.


Naar’s favoured form is a great globular body, like that of a bloated spider, borne by a score of stunted limbs which emerge chaotically from the underside of a sac-like abdomen. His face hangs like a parody of a wrinkled old sow’s yet with an evil-smelling black hole where one could expect a snout. The upper surface of his body is covered with pouches of vile fluids that trail wisps of black smoke, and his maw is studded with hundreds of blue-stained fangs. But it is the eyes that shock you most. The Dark God has the eyes of a man.

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Old 08-27-2016, 04:45 PM   #537
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Naar shifts his bloated body from the dais and slither-shuffles towards the plinth. A misshapen limb extends to the plinth and its domed cover retracts to reveal a wondrous and mysterious artefact. A second shock stuns your senses when you recognize the nature of this artefact. It is one of the most legendary items in all the long history of Magnamund. It is the fabled Moonstone of the Shianti!


The fabled Moonstone was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund heralded the dawn of humanity. This wondrous artefact contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this artefact that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in deepest Southern Magnamund, yet the evidence of your eyes tells you that this mystical stone of power has fallen into the hands of the Dark God.





Suddenly the significance of the Moonstone becomes clear. Naar is using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power has enabled him to send his loathsome champions to your home world, while the goodly forces of Kai and Ishir are held at bay, helpless to counter them. Only you and your Kai brethren have stood in the way of the onslaught of Naar’s agents since the demise of his Darklords.

The hideous form of the Dark God returns to the dais and settles there uneasily. Then a deep rumble fills the throne hall; it is the prelude to the voice of Naar.
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Old 08-27-2016, 05:38 PM   #538
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‘You have done well, my champion,’ it booms. ‘Now I command you to return to accursed Sommerlund and finish my work. Prepare the way for my armies of night. At last this planet is mine for the taking. My victory is complete!’

It is clear from his words that Naar is convinced that you are his champion—Wolf’s Bane—freshly returned from a duel in which Evil has triumphed. Suddenly you see Alyss emerge from the smoky wall less than a dozen paces behind Naar, yet the Dark God appears unaware of her presence. She appears calm and focused, and you sense that she is waiting for an auspicious moment to approach the plinth and take the Moonstone. With bated breath you watch as she inches closer and closer to the legendary stone. Then Naar shifts his gruesome bulk and she freezes.

‘You will not return to Sommerlund alone, Wolf’s Bane. Kekataag the Avenger will accompany you. He has a mission of assassination to complete in Toran, at the Brotherhood of the Crystal Star.’

Then the Dark God emits a high-pitched whistle and, moments later, a fearsome warrior answers the call. He emerges from the smoky wall and the floor shudders as he strides to the centre of the throne hall.

(I have Kai-Screen)

Kekataag the Avenger is attired in battle-armour that glimmers like slime-dulled gold. Beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This fearsome warrior holds you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind. Your advanced Kai defences repel this attack, but you are left in no doubt that he is deeply jealous of your supposed defeat of Lone Wolf

Naar moves from the dais and commands Kekataag to cease his psychic assault. The murderous leviathan complies at once with his fell master’s wishes. For the first time since he strode into this throne hall, Kekataag turns to face Naar. His intent is to bow his huge form in dutiful deference to his master’s authority, but this formality is soon forgotten when his psychic powers detect the presence of Alyss. The realization that she is here makes the warrior bellow with supernatural rage. The deafening sound galvanizes Alyss into action; she leaps towards the plinth and places both of her hands upon the surface of the Moonstone. Instantly a whirling hole appears in the smoky wall of the throne hall; it is the unmistakable mouth of a Shadow Gate.

‘Flee, Lone Wolf,’ she cries. ‘Flee to your homeland before it’s too late!’
Bravely she stands her ground, her hands clasped upon the glowing Moonstone, as Kekataag and Naar advance upon her from two sides. You are deeply moved by the courage of this enigmatic being; it seems she is prepared to sacrifice her immortality that you might escape alive from this terrible place


(Stay and fight, or flee. I can’t take a god in his own throneroom, I flee)

Desperately you scramble across the throne hall and leap towards the swirling maw of this supernatural portal, but your entry is barred by a horde of shrieking horrors which materialize from the smoke surrounding the circumference of the Shadow Gate. Immediately you recognize them and your heart sinks—they are Crypt Spawn.

Now Naar himself is aware of your true identity and he is determined not to let you escape from the Plane of Darkness.


(I use the Sommerswerd)


You draw your divine blade from its scabbard and a halo of golden light irradiates the throne hall. Naar bellows with a terrible rage. He is mortally aghast that such a holy weapon should be unsheathed in his inner sanctum, and in his rage he summons yet a further horde of Crypt Spawn to attack and overwhelm you.

Crypt Spawn Horde: COMBAT SKILL 55 ENDURANCE 40

We healed 11 on the interim.

Round 1 – KS is used. They take 11 and I take 4, and then I toss a 5 against a +3 and they take another 10 to my 2.
Round 2 – They take 10 to my 4, and then….I toss a 6 and kill them.

As the last of the creatures dies, you leap over its heaped body and stumble through the Shadow Gate into a whirling oblivion. The last image that burns itself into your memory is that of Alyss slowly succumbing to the relentless blows from Kekataag’s axe. The memory of her fearless bravery strengthens your spirit and resolve to forever serve the forces of Good against the accursed hordes of darkness.

Congratulations Grand Master—you have won a great victory over the forces of Evil. You have defeated Naar’s sinister plan to destroy you and conquer all of Magnamund. But, as you return through the Shadow Gate to the land of your birth, you know that the fight against Evil is not yet over. If you are to prevent the Dark God from launching his armies of night into Magnamund, you must return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so will Magnamund be safe from the ravages of Naar’s unholy hordes.

It will be a supremely perilous mission, perhaps the most dangerous you have ever undertaken. If you possess the true courage of a Kai Grand Master, the ultimate quest awaits you in the climax to the Grand Master series, entitled:


The Curse of Naar
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Old 08-27-2016, 05:43 PM   #539
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Review of Wolf’s Bane


Now, to be fair, I get why Joe Dever wrote this story. First of all, it liably sets up the final chapter of the Lone wolf saga in the next book. So you flirt with a bit of a dance with the big gun, the God itself in pure glory. And then you slide away. So I get that.

And I get why they went to the Wolf’s Bane take on the story as well. Track down your imposter! Classic stuff, and something we’ve not seen before. But…the story has issues.

First, you can avoid virtually all combat with a handful of skills. This book was more of a reader than a fighter or a player. Second, don’t forget that this was a boring book. It promised to be one where you are tracking down your nemesis, a plan years in the making by Naar, who is designed to undermine and replace you. Then as you track them down in your homeland, you plane hop to a faraway planet where you don’t care about anything and then again to a Plane of Darkness for the 4th consecutive book where you make that appearance. And then you return.

The book goes off the rails. I have issues with balance as well. So as a result, I felt that this was the worst book in the 13-20 series I’ve read thus far (20 comes next) and one of my least favorite of the series period. Yuck,
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Old 08-27-2016, 07:09 PM   #540
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THE CURSE OF NAAR


The Curse of Naar

The Story So Far … 
You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai—the warrior élite of Sommerlund. It is the year MS 5081, thirty-one years 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 destroyed the base of their power that was the infernal city of Helgedad. In the wake of their destruction, chaos befell the Darkland armies that had been poised to conquer all of Magnamund. Their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against the odds, a swift and total victory was secured over the feuding enemy armies.

For more than ten years now, peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors has been reestablished. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all 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 were once thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. This discovery has inspired you to search for 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 scale 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 the training of the New Order recruits. Your efforts were swiftly rewarded for 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 newfound 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 Lorestones of Nyxator—seven gems of Kai power which you had recovered during an earlier quest for Kai knowledge. In this vault, bathed in the golden light of the radiant gems, 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 Brotherhood 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 far 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.

In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. 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 some who maintain their vigilance, for the agents of the Dark God 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.

Already your newfound skills have been tested against Naar’s agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. From the depths of his stronghold upon the Plane of Darkness he created and sent to Sommerlund an evil champion called ‘Wolf’s Bane’ who was the very image of yourself. While you were engaged upon a quest overseas, this impostor terrorized your homeland and sought to destroy your reputation and the honour of the Kai. And he would have succeeded had it not been for your courage and determination. You returned home and pursued your enemy to an ancient necropolis in the city of Tyso. Here, in a deep subterranean crypt, you and your evil alter-ego were drawn through a Shadow Gate, an astral corridor which connects your home world of Magnamund to several other planes of existence. You both emerged upon the remote planet of Avaros where a deadly duel ensued. With the unexpected help of an enigmatic elemental called Alyss you vanquished your foe, but before you could find your way back to your home world, you and Alyss were both sucked through a second Shadow Gate which led to the Plane of Darkness, the fell domain of Naar himself.

In the throne hall of Naar a titanic struggle took place as you and Alyss fought desperately to escape from the Dark God and his court of powerful minions. During this battle you discovered that Naar had in his possession the fabled Moonstone of the Shianti, a wondrous artefact created many thousands of years ago by the god-like Shianti whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund is measured from the date of its creation. It had long been held that the Moonstone’s location was a secret known only to the remnants of the Shianti, who dwell upon the Isle of Lorn in remotest Southern Magnamund, yet the evidence of your eyes told you that this mystical artefact had somehow fallen into the hands of the Dark God.

Suddenly the significance of the Moonstone became crystal clear. Naar had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the goodly forces of Kai and Ishir had been held at bay, helpless to counter them. Only you and your Kai brethren have stood in the way of the onslaught of Naar’s agents since the demise of the Darklords.

During the battle, thanks to Alyss’s selfless courage, you were able to escape from Naar’s throne hall by leaping into the Shadow Gate. As you entered its whirling maw, the last image that burned itself into your memory was that of Alyss slowly succumbing to the relentless attacks of Naar’s minions. Successfully you had defeated Wolf’s Bane and thwarted Naar’s sinister plan to destroy the honour of the Kai, but as you returned through the Shadow Gate to the land of your birth, you knew that the fight against Evil was not yet won. You realized that if you are to prevent the Dark God from sending more of his dread creations into Magnamund, you would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from the ravages of Naar’s armies of darkness.
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Old 08-27-2016, 07:10 PM   #541
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Improved Disciplines for Sun Princes:

Sun Prince

If you are a Grand Master who has reached the rank of Sun Prince (11 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery
Kai Sun Princes with this Discipline are able to alter their appearance, including clothing and equipment, to take on the guise of any animal that they may come into contact with. This physical change will only be witnessed by the animal in question.

Deliverance
Sun Princes with this ability are able to cause the regeneration of lost body parts, i.e. hands, feet, arms, legs, eyes, and internal organs. This improved Discipline can be used to repair a Sun Prince’s own body, or that of another person or creature. The time required to effect regeneration depends on the size and relative importance of the body part affected.

Assimilance
Kai Sun Princes who possess this Discipline are able to create an illusory double of themselves and project this image up to a range of thirty feet. The Sun Prince must remain in visual contact with his/her image in order to maintain the illusion. Physical, magical, and psychic attacks upon the illusory image will cause no injury. The range of this ability increases substantially when a Sun Prince attains the rank of Kai Supreme Master.

Kai-surge
Sun Princes who possess mastery of this Discipline are able to focus their psychic power into a Kai-ray: a laser-like beam of mental energy capable of penetrating the strongest of psychic defences. This ability can be used once during a combat to reduce an enemy’s ENDURANCE score by 15 points. However, use of this Kai-ray will also reduce a Sun Prince’s ENDURANCE score by 4 points. It cannot be used if a Sun Prince’s ENDURANCE score is 10 or less, and it cannot be used in conjunction with any other form of psychic attack.

Kai-screen
Sun Princes who possess this Discipline are able to create a mental sanctuary in which to keep safe their minds from psychic assault. Creation of this sanctuary does not require thought or concentration; it occurs instantly whenever a Kai Sun Prince is subjected to psychic attack. The defensive strength of this sanctuary further increases when a Sun Prince attains the rank of Kai Supreme Master.

Grand Huntmastery
Grand Masters who have reached the rank of Sun Prince are able to control their direction and rate of movement when subjected to strong currents of air or water, or when venturing through non-material planes of existence, e.g. Shadow Gates.



We will be taking Deliverance
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Old 08-27-2016, 07:11 PM   #542
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Here are the known planes of existence:

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Old 08-27-2016, 08:44 PM   #543
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Your journey through the Shadow Gate is a cold and lonely voyage, yet one that you endure without fear for you sense that Alyss is watching over you. She is using her powers to steer you safely home to Magnamund. As you hurtle through the timeless void, you remember vividly the last few moments which preceded your leap into the Shadow Gate and your triumphant escape from Naar’s throne hall, the innermost sanctum of his stronghold upon the Plane of Darkness. You recall how Alyss commanded you to flee whilst she drew away the frenzied attacks of Naar’s champion, Kekataag the Avenger. It was her selfless act of bravery which enabled you to escape and it has left an indelible mark upon your conscience. Inspired by her courage—and by the realization that if the Dark God is to be stopped from sending more of his foul creations to Magnamund you must deny him the fabled Moonstone of the Shianti—you vow that you will return to the Plane of Darkness and recapture that precious stone of power.

After what seems like an eternity, gradually the inky blackness of the abyss is illuminated by a fluorescent vapour studded with whirling motes of light. Clumps of tiny stars swirl around your body like swarms of glowing moths until you become completely cocooned within a shroud of blinding white luminescence. Then, quite suddenly, you feel solid ground once more beneath your feet and you emerge from the light to find yourself standing in a dank, subterranean vault.

You cast your gaze around the mouldering walls of this dimly lit vault and feel a surge of joy and relief well up from the pit of your stomach. The dripping granite is cold and cheerless, but to your eyes, having witnessed the horrors of Naar’s throne hall, this dank stone vault looks warm, welcoming, and reassuringly familiar. You have returned to the secret burial chamber below the Necropolis of Tyso, the place from where you began your journey through the Shadow Gate some time ago. With Alyss’s help you have arrived home safely to Sommerlund.


No trace of the Shadow Gate remains; it vanished the moment you emerged from the cocoon of light and took your first tentative steps into the vault. With eager anticipation you leave the chamber and hurriedly ascend to the surface where you are greeted by warm summer sunshine. The commander of Tyso is Baron Tor Medar, and two of his stewards are dutifully guarding the gates to the city’s necropolis. When they see you emerge from a mausoleum close by, their jaws drop open in amazement as simultaneously they recognize who you are from the cut and colour of your Grand Master robes. Upon recovering their senses, the stewards volunteer to escort you directly to Baron Medar’s castle. During the brief journey through the city you are shocked to learn that a whole year has passed since you entered the Shadow Gate, even though the time that you spent upon the Plane of Darkness seemed no more than a few days at most.

Baron Medar is an old and trusted friend and he welcomes your safe return to Tyso with a show of great warmth and affection. Having feared for the past year that you had perished during your pursuit of Wolf’s Bane, he is clearly delighted to hear that not only did you survive your ordeal beyond the Shadow Gate, but that you also vanquished the impostor. Naturally you are anxious to return to your Kai brethren without delay and Medar gladly offers his help. He gives you the finest horse in his stables and assigns a troop of his personal bodyguards to escort you swiftly across Sommerlund to the Kai Monastery.

At the monastery you receive a rapturous reception from the ranks of the Kai, for whom your return is the fulfilment of a year’s hopes and prayers. Firestone, the most senior of the New Order warriors, dispatches journeymen to carry word of your triumphant return to the King in Holmgard and to Guildmaster Banedon, the leader of the Magicians’ Guild in Toran. Firestone had rightly assumed command during your absence and, as he accompanies you through the grounds of the monastery to your vault below the Tower of the Sun, you commend him on how well he has conducted his stewardship of the monastery and the training of the Kai in his charge.

‘Thank you, my lord,’ he says with pride, ‘yet truly I cannot lay claim to all of the credit. My duties would have been far harder to fulfil had it not been for the invaluable aid I’ve received from your wise advisors, Lord Rimoah and Lord Ardan of Dessi.’

These two Old Kingdom magicians—Lords Rimoah and Ardan—greet you the moment you enter the vault. Ever since you disappeared into the Shadow Gate a year ago, they have resided at the monastery so that they could assist Firestone with the task of training the New Order Kai.


‘We sensed that you were still alive somewhere in the void beyond the universe of Aon,’ says Rimoah, beaming delightedly, ‘but neither I nor Ardan were able to discern precisely when you would return to Sommerlund. Come, Grand Master, tell us of your adventures beyond the Shadow Gate.’

Eagerly they listen to your account of how you tracked and defeated Wolf’s Bane and escaped from the throne hall of the Dark God. But it is your surprise revelation that Naar possesses the Moonstone of the Shianti which seems to fascinate and frighten them the most.

‘This is grave news indeed, Lone Wolf,’ says Lord Rimoah, in a suddenly sombre tone. ‘The Moonstone contains great power. It can create life and it can also destroy life—utterly. If Naar were able to fully harness its power he could use it to destroy all life on Magnamund. I fear it is just a matter of time before he fathoms its secrets. The Moonstone was once a blessing for the creatures of this world. In Naar’s hand it could become the curse of us all.’

‘I for one shall not permit this,’ you reply defiantly. ‘I shall find the means to return to the Plane of Darkness and retrieve the Moonstone. This I vow. For Sommerlund and the Kai, so long as I live, Naar will never conquer Magnamund!’

‘Your courage is an inspiration to us all, Grand Master,’ says Lord Ardan respectfully.

‘Aye, to us all,’ echoes Lord Rimoah. ‘And be assured, Lone Wolf, soon you will have the opportunity to enact y our pledge, for it is within our power to help you fulfil your vow.’

Lord Rimoah summons a meeting of a secret council at the hall of the Magicians’ Guild in Toran. This gathering is attended by Magnamund’s wisest men, many of whom have aided you in the past. Among their number you recognize Guildmaster Banedon, Gwynian the Sage, Baron Medar, several of Dessi’s High Council of Elders, and the inner circle of magicians of the Brotherhood of the Crystal Star.

Under Rimoah’s direction, these distinguished and gifted men deliberate how best they can help you to retrieve the Moonstone from the Plane of Darkness. A Shadow Gate has long existed in the dungeons below the Guildhall and it is quickly established that the High Council of Elders can, by pooling their ancient skills, use this portal to convey you to Naar’s forbidden realm. The thought of journeying once more to the Plane of Darkness fills you with a sense of dread, yet this daunting voyage could prove to be but one of the lesser perils you will have to face if you are to fulfil your vow. You are sorely aware that once you arrive upon Naar’s domain, not only will you have to survive the attentions of his loathsome followers, but you must also locate the Moonstone and then return with it to your home world.

The members of the secret council consider these problems at great length. Reassuringly, they are able to offer you some practical help in overcoming them.
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Old 08-27-2016, 10:37 PM   #544
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
You accompany the members of the secret council to the deepest chamber below the Guildhall wherein lies the Daziarn Portal. It is a perpetual entrance to a Shadow Gate and is one of only a handful which exist upon Magnamund. For many centuries the magicians of Toran have used this portal to banish criminals and traitors from Sommerlund, believing that it led to the limbo of deep space from where there could be no escape. However, in recent years their understanding of this portal has greatly increased following your own journeys through similar Shadow Gates. Inspired by your accounts of the planes of existence which lie beyond the material universe of Aon, and by their own experimentation, the Brotherhood magicians and the Elders of the High Council of Dessi have since been able to achieve limited control over the forces which exist within these supernatural portals.


Using this newly-acquired knowledge of Shadow Gates, coupled with their powerful arcane lore, the council members begin preparations for a ritual which will culminate with you stepping into the Daziarn Portal.

Rimoah oversees the drawing of an intricate pentagram upon the flagstones at the threshold of the portal, whilst Guildmaster Banedon instructs his guildsmen in the recital of complex spell chants and the placing of magical artefacts at key points around the chamber. The preparations are painstaking and lengthy. During this period you reflect on the quest you have vowed to undertake and Lord Rimoah takes time to reassure you of the vital importance of your mission. He also offers you some magical items which could prove invaluable during your quest for the Moonstone.

(I have the Sommersword)

Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging artefacts upon a sheet of scarlet silk, and he invites you to inspect these curious items. He glances at your sword belt and smiles when he sees the finely-crafted hilt of the Sommerswerd protruding from your scabbard.

‘Well, I see you’ll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark God’s foul creatures than the one you already possess—the Sword of the Sun.’

‘Aye,’ comments Ardan, ‘ ’tis true. Your divine sword can vanquish any of Naar’s creations. It may even possess power enough to smite the Dark God himself!’

Lord Ardan’s words lift your spirits. It is comforting to hear that you possess at least one effective weapon against the horrors you may have to face during your quest for the Moonstone.

‘It is a fine blade, Grand Master,’ says Rimoah, ‘but be sure to use it with utmost discretion. It was crafted upon the Plane of Light and it radiates a strong and goodly aura. In Naar’s domain its radiant energies could attract unwanted attention.’

(I have that cool scabbard)


But with respect, Lord Rimoah,’ you reply, ‘the scabbard in which I carry the Sommerswerd is woven from strands of pure korlinium.’

You lift the sword, in its scabbard, and invite Rimoah to inspect it more closely. He steps forward and his eyes run up and down the length of the sword’s seemingly plain sheath. Sagely he nods his approval.

‘Indeed, it is korlinium and it will keep hidden the blade’s true power from Naar’s foul spawn,’ he says, and then he smiles wryly. ‘Until, that is, the time comes when you decide to unleash that power against them.’
‘Your scabbard will shield your goodly blade, Grand Master,’ comments Lord Ardan, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. Your formidable skills could alert Naar’s minions to your presence among them.


(I have the Platinum Amulet)


You reach to your throat, unbutton the collar of your Kai robes, and withdraw the Platinum Amulet by its braided cord.

‘Ah, I see that you already possess a sigil of power,’ says Lord Rimoah, approvingly. ‘It seems you are better prepared for the quest than we had anticipated.’

With a nod of his head he motions to Lord Ardan who then retrieves an almost identical amulet from among the items on the table. Ardan gives the amulet to Rimoah and he slips it into his pocket.

‘You’ll not be requiring this after all,’ he says, ‘but there is something which I’m sure you will find most useful. And I’m certain that you have not come across anything of its like before.’

Once again Rimoah motions to Ardan and the elderly wizard responds by taking up a small package that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly, you take it from him.

‘It was discovered a decade ago in Northern Dessi,’ says Ardan. ‘A party of our brethren found it on the Isle of Khor. It was buried in the ruins of Kazan-Oud.’

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be empty, devoid of script, pictures, or diagrams of any sort.
‘I do not see how this book will help my quest,’ you say, as you flick back and forth through the seemingly empty pages.

‘This may be true while you are here in Sommerlund,’ replies Lord Rimoah, ‘but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naar’s domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.’

You are dubious as to the true value of this item but, in deference to Lord Rimoah’s judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)


(I take it)


Guildmaster Banedon announces that the preparations are now complete. With mixed feelings of fear and exhilaration, you step into the centre of the pentagram and stare resolutely into the inky black heart of the Daziarn Portal. The hypnotic chanting of the Brotherhood magicians rises in tempo and you feel gusts of icy wind play upon your face. Then the Elders of the High Council lend their voices to the sonorous chant and suddenly the chill wind becomes a howling gale. Crackling arcs of energy leap from the edges of the pentagram and disappear into the core of the portal. Above the deafening roar you hear Lord Rimoah shouting an ancient phrase of power and, in one breathtaking instant, you are pulled off your feet and sucked into the whirling maw of the Shadow Gate.
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Old 08-27-2016, 11:02 PM   #545
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
(I have both Grand Hunt and the right rank)

As you tumble and spin through the void of the Shadow Gate, you struggle to keep your eyes focused on a tiny mote of light which glimmers in the dark, immeasurable distance. You sense that your passage through this astral corridor is being guided by the concerted will of the council gathered at the entrance to the portal. Using their psychic powers they are attempting to steer your body through a maze of channels which will lead towards that remote speck of light. Sensing this, you draw upon your improved Kai Discipline and use it to aid the magicians’ efforts. By doing so you are able to stabilize yourself and reduce the terrible fatigue of your journey.


Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevent you from plunging beneath the surface of the stinking swamp into which you have fallen.


After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destination, the Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waist-deep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane writing.




The text tells of a creature called Nza’pok, Lord of the Mire, and of his Throne of Power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures that are enslaved to him. But most interestingly it tells of a secret name ‘Khula’ which can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza’pok’s realm. The pages of the Tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another.

Unfortunately, not all of the book appears legible at any one time. You close the Tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza’pok, the ruler of this domain, and take the amulet which he possesses. Suddenly your Sixth Sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south, you see a shattered causeway of mouldering grey stones, and to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp


(The causeway or the ridge? The causeway)

The causeway comprises a procession of cracked grey blocks of stone which cross this fetid land and trail away towards a tangle of jungle vegetation that stretches across the horizon. In places the mouldering pavement disappears completely beneath the surface, swallowed by the swamp, yet the encroaching mud is shallow and it does not hamper your progress too greatly. On either side of this swamp-road you notice an occasional spur of rock protruding through the mire. Then you see the apex of a stone roof and a broken spire and suddenly you realize that they are segments of buildings. They are all that remain visible of an ancient city which has long since drowned beneath the swamp. The causeway is not a road at all; it is the remnants of the city’s fortified wall.
The cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky shade of blue. You raise the hood of your cloak and press on, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. The rain is not water: it is a corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable to its effect. Rather than risk losing them, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a large mound of fallen stone slabs several hundred yards away to your right.

(yes I have Grand Path)

You sense there is something alive in a hollow beneath the criss-cross of fallen slabs. Cautiously you advance towards this rough shelter, using your camouflage and tracking skills to move silently through the sticky, knee-deep mire. When you reach the stones and peer down into the hollow, you see a host of winged insects swarming around a large pear-shaped hive. Glinting scarlet-tipped stingers protrude like small knives from their tails, leaving you in no doubt that these insects could prove deadly if provoked

(I drive them from the hollow)

You focus on a clump of insects that are attached to the side of the hive and your Kai senses tell you that these creatures are being guided by psychic commands originating from within their pear-shaped home. This discovery leads you to suspect that they could be susceptible to mind control.

(I have Animal Mastery and a certain rank)

You use your Discipline to will the insects to fall asleep. Unexpectedly, despite their size, you sense an unusually strong resistance to your mental command.

Pick a number from the Random Number Table. If you possess the Grand Master Disciplines of Kai-surge and Nexus add 3 to the number you have picked.

(Result is 6 total)

he insects fall under the spell of your mental command and enter the core of their hive to sleep. When all their number have entered and you are sure that it is safe to approach, you squeeze yourself through a gap in the stones and take shelter here from the rain.

As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any: it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)
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Old 08-27-2016, 11:11 PM   #546
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place

(I have been to the Ruins of Maaken before)

he sight of the approaching creatures stirs distant memories of the Temple of Maaken, the forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge. These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashna, the first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

As they descend towards your hiding place they give vent to a piercing wail that makes your flesh crawl. The sound of their cries unsettles you, but this discomfort pales in comparison to the shock you experience upon seeing the response to their hideous cries.

From out of the dark earth surrounding your hiding place there arise monstrous shapes, alien beings long dead and buried yet cruelly denied an eternal rest. Muddy tatters of flesh hang from their pitted skeletal frames, and from their skull-mouths writhe wormy tongues riddled with decay. Numb with shock, you watch as this ghoulish legion draws itself to the surface and comes shambling towards you, driven on by the hellish cries of the swooping fliers.

Instinct and training trigger you to draw your weapon in readiness to meet this sickening corpse-horde, yet before they begin their attack, you are faced by a threat from another quarter. One of the flying creatures circling above is clutching in its claws a length of chain to which is attached a smoking bundle. Suddenly this creature dives out of the clouds and comes swooping down over the horde towards you. At the last minute it pulls up to avoid crashing into the stone slabs of the roof and, as it does so, it releases the chain. The bundle hits the soft ground once and then bounces through the narrow entrance of your hiding place





Instantly you are consumed by a cloud of acrid smoke that stings your eyes and threatens to close your throat. You sense at once that the smoke is a deadly poison, but fortunately your Magnakai Discipline of Nexus is sufficient to save you from a swift death

(I have Grand Nexus)

The poisonous fumes irritate your eyes and throat but your Grand Mastery saves you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legion; they are now just a few yards from the entrance

(I stand and fight)

The leading creatures snarl like ravenous wolves as they launch themselves at the entrance to your hiding place. You meet their attack with a flurry of lightning-fast blows which shatters their skulls and sends them tumbling from their skeletal shoulders. Their twitching headless torsos crash to the ground, yet more of their hideous kind pour through the gap and within seconds they are all over you. Claws and talons rake your arms and sides as desperately you fight to free yourself from this nightmare legion



Chaos-mutants: COMBAT SKILL 45 ENDURANCE 37

These undead beings are immune to all forms of psychic attack
(As both undead (they take double damage) and on the Plane of Darkness (where I get another +4 CSS) the Sommerswerd is done).


As the last of the ghoulish horde falls to your deadly blows, you leap over its shattered body and break into a run. Unfortunately you do not get very far; a heavy weight hits you squarely in the back and knocks you to your knees. You struggle to regain your footing in the thick mud but your efforts are soon thwarted when you are suddenly engulfed by a coarse rope net dropped from above. Frantically you scrabble to untangle yourself, but a second net smothers the first and delays you just long enough for a pair of winged flyers to land on your back and force you down. Then another two of these demonic fliers come to assist them. While you are being subdued they hurriedly thread ropes through the edges of the nets and hurl the loose ends to others hovering above. Then, as one, the flock utters a chilling shriek of triumph. Your stomach churns and your heart pounds as you feel the net close in and hoist you off the ground.

Pick a number from the Random Number Table. If the number you have picked is 0–4, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 5–9, your money pouch spills open and you lose all of your Gold Crowns. (

I lost Crowns
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Old 08-27-2016, 11:45 PM   #547
Abe Sargent
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Location: Catonsville, MD
Through the criss-crossed ropes of your net prison you see the surrounding flock. They are swooping and cawing delightedly, like successful hunters returning home with their captured prey. Above, you can make out the claws and leathery black bellies of the three winged creatures that are hoisting you ever higher into the rain-swept clouds.

You are tempted to use your Kai powers to break free and slay your abductors, but a glance below at the rapidly receding ground is enough to dissuade you, at least for now.

For more than an hour the flock transports you northwards through sickly green skies, hundreds of feet above a ceiling of storm clouds. Gradually this cloud cover thins until you are able to note that the swamp has given way to a tropical jungle which is thinly veiled by a swirling mist. A river snakes through this dense foliage, winding its way towards a coastline on the horizon. As you approach the distant sea, the river becomes wider and flows into a delta. Your captors follow the river and begin a slow descent to an islet on the eastern side of the delta, towards an area near its seaward shore where the jungle has been hacked down to make room for a primitive settlement.

As the flock encircles the settlement prior to landing, you are able to make out a cluster of strange-looking huts, seemingly constructed from the hides of reptiles and the bones of huge fish. In the middle of these huts there is an expanse of cleared ground and a large circular pit. The shrieks of the fliers draw an expectant crowd, a score of creatures of two distinctly different species. From the air they resemble gigantic ants and deformed, pale-skinned humanoids

(Yes I’ve been to Ixia)

A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaag, giant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord’s frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

Memories of your ordeal in Ixia suddenly come flooding back to haunt you. As you recall your previous encounter, you remember that these horrific beings possess strong psychic powers. Forewarned, you draw upon your mental Kai defences as your captors prepare to land with you inside the settlement


(I have Kai Screen)

You use your advanced ability to form a shield around your mind as a defence against a possible psychic assault. This precaution proves to be a wise one for as the net hits the ground, the Dentaag unleash a violent psychic attack in an attempt to weaken and subdue you.

You feel the crushing power of the hostile Mindforce collide with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Yet your formidable psychic defences absorb and deflect all of this destructive energy, and you are able to survive the attack with no lasting damage to your psychic senses: lose 1 ENDURANCE point.

The net spills open as it touches the ground beside the yawning pit, enabling you quickly to disentangle yourself and unsheathe a weapon. Freed from the net but still trembling from the residual effects of psychic shock, you drop to one knee to steady yourself as you try to assess your situation. You look around for a way to escape from this alien settlement but all that you can see is an encircling wall of hideous humanoid mutants and ant-creatures. A tight wedge, comprising a dozen of these creatures, gibbers excitedly as it rushes forwards with frightening speed. You attempt to stand and meet their attack, but they hit you before you are fully upright and knock you headlong into the pit.

Cursing your luck, you struggle to your feet amongst a deep carpet of bones and look up at the rim of the pit, some fifteen feet above. An unbroken line of ghastly faces are shrieking and staring back at you with unconcealed glee. Suddenly, the faces fall silent and a gap appears in their ranks to allow access to their hideous leader. You swallow hard to suppress the rising nausea you feel upon seeing this creature’s grotesque features. Its body resembles a huge bloated bubble, endowed with a misshapen humanoid face, like that moulded by a child from wet clay. Its pustulant raw skin is studded with warts and tufts of rust-coloured hair. Chuckling maniacally, it drags itself around the edge of the pit by means of six claw-tipped tentacles and you note, with disgust, that it leaves a trail of steaming grey slime wherever it passes.

Through its bulbous lower lip there hangs a chain to which is attached an amulet, seemingly crafted of iron. You magnify your vision and see that an inscription on this crude amulet bears the name ‘Nza’pok’. Instantly you recall the text of the Tome of Darkness and realize that this creature must be Nza’pok himself, the ruler of this territory within the Plane of Darkness



Nza’pok opens his crooked mouth to reveal several rows of rotting jagged teeth. Then words of the Dark Tongue rumble from his gullet to send shivers down your spine. You suspect that he is commanding his followers to slay you and your worst fears are confirmed when you witness spears being passed overhead to the front ranks of his chaos-horde. The humanoids snatch them up in their twisted hands and raise them in readiness to hurl at you upon the word of command from their hellish leader
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Old 08-27-2016, 11:57 PM   #548
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
(I use KA)

With your back pressed hard against the wall of the pit, you quickly recite the words of the Brotherhood Spell Invisible Shield as you draw a circle in the air directly above your head. Nza’pok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.
Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Assimilance, add 2 to the number you have picked.

( I roll a 1, for a 3 result)

ou gasp as one spear gouges your right leg and another clips your left elbow (lose 3 ENDURANCE points). Fortunately, both wounds are superficial and the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

You have survived the first volley but your ordeal is far from over. As soon as the front rank hurl their spears they retreat to let those behind them come forward to take their places at the rim of the pit. With cool defiance you stare back at this new rank of mutants. This time you count more than thirty spears held ready to be hurled at you upon Nza’pok’s command, far more than you can hope to avoid at once, even with the aid of magic. Yet, despite the overwhelming odds, you refuse to show this loathsome spawn any sign of weakness or despair.

You offer up a silent prayer to the God Kai to protect you, and then suddenly you recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza’pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory


(I call him Khula)

You shout the word ‘Khula’ and the effect is both immediate and electrifying. Nza’pok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie green light. The chaos-horde are at first stunned by their leader’s transformation; then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

Swiftly you climb the wall of the pit, and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nza’pok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body


(Do I kill him, take the amulet, or ignore both?)

(Let’s kill him)

ou stride towards Nza’pok and raise your weapon, grimly determined to rid the universe of this foul creature.

‘So perish all spawn of evil,’ you cry, and, with one swift and mighty blow, you sunder his ghastly body in two. From the torn halves of his carcass there is an eruption of putrid gas that makes you reel backwards and cover your mouth and nose. Rapidly this gas dissipates and, in a matter of seconds, the remains of Nza’pok and his amulet have turned to dust.

A collective cry of horror arises from the distant horde the moment you slay their master. Fearing that the destruction of their leader will spur them to seek revenge, you hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries, echoing those of the chaos-horde.

You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and you quickly lose all sense of time and direction.

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer your senses suddenly scream a warning that you are heading into deadly danger. Instantly you reverse your stroke to change course, but it is already too late. Two slits open in the dark shape and a ghostly light washes over the fog-wreathed ocean. You feel the canoe lurch violently as it is hit by a powerful undercurrent and, in the next terrifying instant, you are sucked into the maw of a titanic sea creature and swallowed whole.


Tragically, your life and your quest for the Moonstone come to a watery end here.
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Old 08-28-2016, 12:49 AM   #549
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Well that’s annoying. I don’t think that’s an appropriate answer – there was no preamble about not kill.ling him or anything earlier in the wall of text– I won’t reload, I’m barely in. We’ll take the amulet this time)


You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nza’pok’s frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nza’pok’s name and on the reverse side you discover a runic number.




Record this Nza’pok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference

You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe.


Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.



After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza’pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean

Gradually the sea mist clears and you catch sight of land on the horizon. Your senses tingle with expectation for you have now entered a new realm of the Plane of Darkness and you are aware of several dramatic changes to your immediate surroundings. The sluggish grey sea has become a muddy brown sludge that clings to your paddle like marsh slime. Every time you break the crusty surface a cloud of tiny black insects erupts from the slime and soars into the warm, fetid air. The sky above is no longer green; it is a bilious yellow and it is streaked with high clouds that flash intermittently with sheet lightning.


Despite the glue-like consistency of the ocean, you detect a strong tidal undertow. Rather than fight it you decide to cease paddling and allow it to carry you towards the distant shore. While you wait for the current to do its work, you retrieve the Tome of Darkness from your Backpack and turn through its pages in the hope of learning some of the secrets of this new, foul-smelling realm.
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Old 08-28-2016, 01:10 AM   #550
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
The page that revealed to you information about Nza’pok’s realm is now blank, but the one following it has changed in both colour and texture.

Lines of spidery writing have appeared on a page that now looks and feels like cured animal hide. Once again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane text.

The writings tell of two powerful beings called the Künae, the Lords of Decay, and of their Throne of Power which is located upon ‘the rotting corpse of Ghandezh, the Wyrm of Naaros’. You scan the page, passing over a long list of vile deeds that have earned the Künae the right to rule their ignoble realm, until you come to the part which details the secret names which can bind them. The names are ‘Jantoor’ and ‘Rhunadan’. The text instructs those who would use these names in the presence of the Künae to exercise great caution, for if the name that is spoken is not directed at the correct Lord of Decay, the ‘evocator will sacrifice his body and soul and be enslaved to the Künae forever upon the realm of putrefaction’. The text gives no indication of how to identify each of the Künae and does not state how and when their secret names should be used to bind them. Yet it does state that in order to leave their realm one must possess a ‘ring of power’, one of two such rings which exist and are worn ‘upon the first fingers of the right hands of the Künae’.

You close the Tome and stow it in your Backpack. Time has passed rapidly while you have been consulting the book, and your canoe is now but a few hundred yards from the shore. Directly ahead you can see the estuary of a river, and away to your left you note a stony beach which gently ascends to a forest of grey-green trees



(Shore or estuary. Shore, I have more control)

The canoe grounds on a submerged boulder a few dozen yards from the beach, forcing you to abandon the craft and wade ashore. You soon discover that the stones littering this beach are slick with an oily residue. Your natural agility overcomes this obstacle but the slippery surface makes it difficult for you to reach the cover of the distant tree-line as swiftly as you would like.

As you draw near to the perimeter of trees you pause for a moment to scan the dark jungle undergrowth. Long streamers of moss-encrusted vines hang from the trees, draping themselves limply over every rock and bough, and a tangled mass of interwoven creepers and low-spreading branches forms a blanket canopy which keeps much of the forest floor in semi-darkness. As you stare into the damp and shadowy foliage, you feel a growing sense of unease. Your burning desire to press on with your quest is suddenly dampened by an overwhelming urge to avoid this jungle.


(I have GP and a high rank)

You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle’s dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.

Using your advanced Kai Discipline, you command the mossy creepers to move aside and create a tunnel through which you can pass. The reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat back along the trail before their stinging blows. Rapidly your sense of surprise is surpassed by fear when you realize that these vines are not plants at all; they are hostile living creatures.

(Fight or evade?)

(Evade)

You turn and head back quickly along the jungle trail, dodging and weaving as you run in an attempt to avoid the whipping vines. Through the undergrowth ahead you glimpse the beach, but before you are able to reach it you are brought crashing to the soft earth by a creeper which lashes you from behind and twists itself tightly around your foot. Red hot pain courses up your leg, making you cry out as you struggle hard to break free: lose 2 ENDURANCE points.

Beneath the coating of moss which sheathes this vine are hundreds of tiny hollow barbs that have pierced your boot and penetrated your flesh. Your Kai curing skills swiftly counter the deadly bacteria that cling to these barbs, but they cannot prevent the flow of blood that is being sucked out of your leg by this vampiric vine.

(I have thee Sommerswerd)

You draw your magical blade and sever the blood-sucking vine with one swift stroke. The sundered creeper screeches as it recoils, spraying you with sticky green slime, and it whips away into the trees above. Gagging at the stench of the creature’s foul ichor, you pull yourself upright and stagger away along the trail. You are within a few yards of the beach when your escape is suddenly blocked by a wall of flailing vines which descend with alarming speed from the canopy of low branches. You must fight them.

Haemodyls: COMBAT SKILL 47 ENDURANCE 47

These vine-creatures are especially vulnerable to your magical blade: add 2 to your COMBAT SKILL (in addition to all other combat bonuses for this Special Item) for the duration of this combat. Also, if you possess Animal Mastery, you may add a further 2 to your COMBAT SKILL for the duration of this fight. However, these vines are immune to all forms of psychic attack, except Kai-blast and Kai-ray.

(I get 2, 4 and 7 and win)
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