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Abe Sargent 11-26-2009 03:11 PM

I am at 22/34 still. I hear footsteps coming down the corridor. I can check out the tapestries, open the doors and enter, or stand and fight. I was told there was a secret door behind the tapestries so I check them out. I find a small hidden button and press it an begin moving down an odd tube-shaped corridor. 50 fifty later I arrive at a door. Keep going or grab the door? I grab the door.

Inside is a room where I find my weapons! I also find a Platinum Amulet and put it own. I also find a Laumspur so concentrated that one dose heals 8 EP. I toss it in my backpack. I go along the shiny tube.

The steel plates of the tunnel quickly become very hot as I move along them. Do I have Nexus? The Platinum Amulet? Or Nothing. I manage the scorching heat with my amulet, and the heat begins to die down. I press on and find a small set of steps, and come out behind a throne. The back of Lord Zahda’s throne, with a Doomstone and Lorestone hovering above. Three options ,attack the Doomstone, grab the Lorestone, or fight Zahda. I swallow the Alether berries, enough Laumspur to restore me to full and choose to attack.

Abe Sargent 11-26-2009 03:27 PM

Quote:

A howling blue fire leaps from Zahda's staff and instinctively you hurl yourself to the floor to evade its searing heat. The bolt screams past into the darkness of the hall, where it explodes in a splash of vivid sparks.

Zahda screams with anger and frustration and attempts to crush your head with one vicious blow, but you save yourself by rolling aside, and the staff cleaves open the black iron floor. A gout of flame rises from the split and blisters the mad lord's hand; he shrieks like a wounded crow, and the staff drops from his fire-blackened fingers.

You see your chance to attack and lash out, but Zahda is quick to react. He leaps backwards, unsheathing a glowing dagger as he steadies himself on the brink of the abyss. Lord Zahda is immune to Mindblast but not Psi-surge.


Lord Zahda, CS 25, EP 45

I am at +1 vs. Zahda due to the Alether Berries. I roll a 1, 2, 8 and 5. Zahda has taken 28 and me 12. I roll a 4, 2, and 8. Zahda dies and I took a total of 20.

Abe Sargent 11-26-2009 03:30 PM

Quote:

Lord Zahda shrieks an unearthly howl as your killing blow rips open his black heart. He thrusts a pleading, claw-like hand towards the roof and drops heavily to his knees, his dying curse lost as blood fills his throat. His left eye gleams brightly for a second then suddenly dies, like a candle flaring in a storm before it is extinguished by the rain. He sways and falls from the pinnacle to be devoured by the hungry flames of the pit.

Hurrying over to the throne, you draw back your weapon and strike the black crystal with a mighty blow. It splits clean in two, releasing its dark power and showering you with hot sparks in the wake of its destruction. The riven fragments hurtle into the fiery abyss, and the flames grow deadly quiet.

From the depths of the pit, a terrible roar begins to grow. The pinnacle shakes and a column of flame lights the entire throne-hall as molten lava spews high into the air.


In order to prevent the bad weapons from being used again, I grab the Doomstaff and Glowing Dagger and since they are likely magical, they probably count as special items.

Abe Sargent 11-26-2009 03:39 PM

Quote:

You search the gleaming throne and the dais of black iron rock upon which it rests and discover a pentacle carved deep into the gold. As you trace its design with your finger, a sound grows above the din of destruction--a sound like the tinkling of a thousand tiny bells. In the blackness above the throne, a speckled glow appears. Slowly it descends towards you until a large section of the dais is engulfed by a column of shimmering blue light.

You reach up and a wave of energy surges through your body as you close your hand around the Lorestone of Herdos (restore your ENDURANCE points score to its original total). Your senses tingle and a newfound strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew.

The column of light is a magical transporter, a beam in which gravity has been reduced almost to zero. By entering it you will be drawn towards the surface level of Kazan-Oud.

Without hesitation you pocket the Lorestone and step into the magical beam.

Chunks of stone and iron are blasted into the upper reaches of the throne-hall by the increasing power of the eruptions. Boulders, some the size of horses, seem to tumble in slow motion all around the beam as you are drawn irresistibly nearer to the roof. Suddenly the beam fades and you find yourself standing on a circular plinth in the centre of a ruined temple near to the gatehouse of the castle keep. The glare of daylight blinds you, but as you gradually become accustomed to it you cast your eyes over the shimmering waters of Lake Khor to the town of Herdos, perched on the horizon. The walls of the fortress are beginning to crack and slant. Buildings are crumbling, and the ground is alive with constant vibration. You run through the ruined main gate as bolts of lightning are drawn from the sky by the dying power of Kazan-Oud.

At the top of a ruined staircase you stare down at the lake far below.

(Stone jetty, beach, dive off a cliff)

Abe Sargent 11-26-2009 03:53 PM

You are forced to cut a path through the horde of creatures that huddle on the steps leading to the jetty. Creatures are crawling out of the ground itself; everywhere you look black slimy hands are bursting through the surface, squeezing their way free from Kazan-Oud through the scores of fissures opening up in the sheer rock wall.

Near to the base of the steps, you are dragged to the ground by a clutch of loathsome slaves. They pay dearly for their mistake but not before your Backpack is torn from your shoulders (erase your Backpack and all that it contained from your Action Chart).

When you reach the jetty you are covered from head to toe in the blood of your foes. The sight is so frightening that all resistance melts away, and creatures hurl themselves into the lake rather than face the fearsome straight-backed, white-skinned killer of their kin. Beneath the jetty steps you discover an arch, sealed off at one end and with a weed-encrusted stone door at the other. Inside is a small wicker coracle and a paddle.

Having fought off the most determined of Kazan-Oud's horrors, you launch the coracle, jump aboard and paddle frantically towards the distant glimmer of the power-shield. The deafening death-cry of Kazan-Oud echoes in your ears.


As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessi's evil shadow. Eager hands pull you aboard Lord Ardan's caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.

'We are forever in your debt, Lone Wolf,' says Lord Ardan, as he shakes your hand warmly in gratitude and friendship. 'You have achieved what we feared to be impossible, and you live to tell the tale. Your bravery is an inspiration to us all.' His words are reinforced by the delirious cheers of his people. He asks of your own quest, and, when you remove the Lorestone of Herdos from the pocket of your tattered and scorched tunic, his eyes widen with amazement.





He bows his head and says in a solemn and respectful voice, 'My lord, you stand upon the threshold of greatness. Your purpose and your destiny are known to the Elder Magi, for we have awaited your coming for many thousands of years. Our survival and the survival of all we cherish rests on the success of your Magnakai quest. The time has come, Lone Wolf, for you to learn our wisdom, for we are of the same blood, you and I, and our fate is bound together. We will prepare you for your next quest, for the Lorestone you must find next exists in the land that was once our home, in the temple that was once our most sacred place of worship, in the chamber where our master first appeared to us.'

Your quest has succeeded, for the strength and wisdom of the Lorestone of Herdos is now a part of your body and spirit. But there is much for you to learn from the Elder Magi as they prepare you for the most challenging of the Magnakai quests you have yet to attempt, a quest that will take you deep into the hostile swamps of the Danarg, where the evil creatures of Agarash the Damned still thrive and dominate the land.

If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:

The Jungle of Horrors

Abe Sargent 11-26-2009 04:08 PM

Review of Castle Death


This is, within hesitation, my least favorite of the Magnakai. It’s clichéd, boring, and dull, with virtually no plot, and nothing interesting. Having the evil place collapse at the end, so cliché. Go into the Evil Place from whom none can return, and kill the Big Bad, and return with the Holy Thing. How humdrum. The writing isn’t even that good. Normally, Dever will spend some time exploring his world a bit, but there is nothing to do that with here. The only interesting thing was finding Paido’s brother, which was quite predictable.

It’s not even a good adventure for findings lots of goodies unless you are brand new. If you are new, you can get a shield, padded waistcoat and helmet in order to build yourself up. The many fights are either super hard or pretty easy. The backpack loss at the end feels superfluous, it doesn’t add to the story. In my opinion, by book number, from best to worst, here is how I find the Magnakai series:

12-10-9-11-8-6-7

Well, 8 is to come, and then the good books start. I mean, hey, Castle Death is solid compared to other Fighting Fantasy style game books, but Lone Wolf is supposed to be the best, and thus it has a higher set of expectations.


End of Castle Death

Abe Sargent 11-26-2009 04:12 PM

The Jungle of Horrors:

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

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator. On discovering them he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge you must complete the quest first undertaken by Sun Eagle over one thousand years ago and find the Lorestones of Nyxator. By doing so, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians who aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep within the island stronghold known as Kazan-Oud--Castle Death. In the years since Sun Eagle first came to Dessi, the fortress of Kazan-Oud had become the abode of a great but evil sorcerer called Zahda. The Elder Magi, realizing the danger of Zahda's increasing power, attempted to destroy Kazan-Oud, but they failed. In desperation they constructed a prison of energy around the fortress to prevent Zahda from ever escaping. Steadily, however, his power grew and the people of Dessi lived in fear of the day when he would break free and wreak his vengeance upon them. When you resolved to enter Kazan-Oud to retrieve the Lorestone, the Elder Magi rejoiced, for the success of your quest would bring about the destruction of Zahda and put an end to the bane that had haunted Dessi for hundreds of years.

You survived the perils of Castle Death and emerged triumphant, achieving that which the Elder Magi had believed to be impossible. During the victory celebrations held in your honour you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai--'sons of the sun'. One was named Ikar, which means 'eagle'; the other was called Skarn, which means 'wolf'. A prophecy foretold that the koura-tas-kai would come from the north to seek the council of the Elder Magi in order that they might fulfill a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny--to triumph over the champions of darkness in an age of great peril.

At the Temple of Truth in Elzian, the magnificent capital city of Dessi, the Elder Magi prepared you for the next stage of the Magnakai quest. Lord Rimoah, the speaker of the High Council, tutored you in the ancient histories of Magnamund, and you received lessons in lore that you would have learned from the Kai Masters if only they had survived the attack by the murderous Darklords of Helgedad.

The Lorestone you must find now lies hidden in a temple in the centre of a jungle-swamp known as the Danarg. In ancient times this huge area, once the crater of a massive volcano, was controlled by a powerful lord of evil called Agarash the Damned. The Elder Magi defeated him in a war that lasted one thousand years and, in the wake of his destruction, they turned the Danarg crater into a rich and fertile paradise, the perfect setting for their most sacred place of worship--the Temple of Ohrido. The Danarg flourished until a great plague befell the Elder Magi and decimated their race. They were forced to abandon the Danarg and seek refuge in Dessi. Slowly the Danarg was consumed by a creeping mire, which swallowed or poisoned all healthy forms of life. The crater became a sanctuary for a host of evil creatures who thrived in the fetid waters and fought for control of the treacherous shifting mud flats. Many came from the barren hills of Ogia, but many more awoke from lairs deep beneath the crater where they had lain dormant since the defeat of their master, Agarash the Damned, eight thousand years ago.

Now the time for study has passed and the time for swift action has arrived. Grim news from the west prompts the Elder Magi to cease their counselling and arrange for your immediate passage to the Danarg. In the Darklord city of Helgedad a civil war has raged for five years following your defeat of Haakon, Archlord of the Black City. Now, a new lord sits upon the throne of Helgedad--Darklord Gnaag of Mozgôar.

'The Darklords are united behind their new leader,' reports Lord Rimoah solemnly to his fellow elders of the High Council. 'And they are hungry for conquest and revenge. Their strength grows with each passing day. We dare delay no longer.'

Silently the members of the High Council rise from their seats and turn to face you. No sounds reach your ears, yet the words of their blessing fill your mind.

'May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn,' they intone.


Abe Sargent 11-26-2009 04:24 PM

Map of the Danarg:


Abe Sargent 11-26-2009 04:34 PM

What Discipline to take now? I could take Invisibility. That would finish the Circle of Solaris. I would get +1 CS and +3 EP. Tempting.

However, I am going to go off the beaten path and go with something I would not normally take. Animal Control. I add Spear to my Weaponmastery.

Abe Sargent 11-26-2009 04:43 PM

Improved Disciplines:

Tutelary

Weaponmastery
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, you will lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.

Invisibility
Tutelaries are able to increase the effectiveness of their skill by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.

Pathsmanship
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.

Psi-screen
Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.

Divination
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities, although they may not be able to if the creature or object is shielded from detection.


This is in addition to the ones from Primate from the last book.

Abe Sargent 11-26-2009 04:51 PM

In addition to my new map, I can select 5 new items. I take:

Laumspur, Fireseeds, Rope, Quiver w/ 6 arrows

Abe Sargent 11-26-2009 05:01 PM

Safekeeping:



Golden Key
Prince Pelethar’s Sword (Normal)
Kai Axe (Normal)
Burrowcrawler Dagger (Normal)
Warhammer from Farmhouse (Normal)
Red Pass
Coach Ticket
Black Sword of Parsion
Map of Sommerlund, Kalte, Southlands, Vassagonia, Stornlands, Tekaro, Dessi
Fur Blanket
114 Gold Crowns
1 Meal
2 Potion of Laumspur - +5 EP
3 Potion of Laumspur - +4 EP
Fur Backpack
Bone Sword (Normal)
Effigy
Distilled Alether +4 CS
Concentrated Graveweed
Kalte Diamond
Ragadorn Dagger (Normal)
Magic Spear
Holy Water
Brass Key
Iron Key
Whip
Sommlending Cavalry Spear (Normal)
Quarterstaff, Royal Guard (Normal)
Scroll of Prophecy
Shield
Jeweled Mace
Bottle of Kourshah - +4 EP
Copper Key
Gold Key
Black Sash
Prism
Barrakeesh Public Bath Towel
Jakan - Vassagonian Coastal Hunting Bow
Zakhan’s Quarterstaff (Normal)
2 Brass Whistle
Pink and Orange Waistcoast
Mirror
Bottle of Wine
Silver Key
Ticket to Eula
Rope
Lantern
Quivers w/ 11 arrows
Sommerswerd
Power Key
Red Robe
Gold Key (Kazan-Oud)
Glowing Dagger
Doomstaff
Kazan-Oud Diamond
Labyrinth Sword (Normal)
Kazan-Oud Fine Spear (Normal)


Keeping:



30 Gold Crowns
Crystal Star Pendant
Platinum Amulet
Blue Stone Triangle
Dagger of Vashna
Bronin Warhammer
Silver Bow of Duadon
Firesphere
Map of The Danarg
Shield
Silver Helmet
Chainmail Waistcoat
Padded Leather Waistcoat
Rope
Quiver w/ 6 arrows
Potion of Laumspur: 4 EP
6 Fireseeds

Abe Sargent 11-26-2009 05:03 PM

I have 9 special items taken up, only space for 3 more (Fireseeds, 2x Waistcoats, Shield, Silver Helmet, Quiver, Silver Bow, Warhammer, Dagger). Should I move one? It’s a bow, my main weapon, backup weapon, Quiver, fireseeds, and then stuff that makes me better. Hmm.

We’ll keep for now.

I added (Normal) after weapons that were normal.

Abe Sargent 11-26-2009 05:05 PM

Lone Wolf, Kai Tutelary

CS 26
EP 34

Divination
Pathsmanship
Weaponmastery
Huntmastery
Animal Control


Here we goes.

Abe Sargent 11-26-2009 10:54 PM

You leave Elzian under cover of darkness on a trading ship bound for Garthen. It is a trim vessel, lean-prowed and simple in design--one of a thousand such ships that sail the chain of land-locked seas and lakes dividing the northern and southern continents of Magnamund. Its passage along this great waterway called the Tentarias is unlikely to invite undue attention, and it is for this reason that the Elder Magi have placed you aboard. The nature of your voyage is secret, but you are not alone, for a guide has been chosen to accompany you on your dangerous mission. His name is Paido, a tall, ebony-skinned Vakeros, who is a master of the art of battle-magic. Among his fellow warriors he is a high-ranking lord, respected and honoured for his bravery and skill on the field of battle. Now, for the mission that lies ahead, he has exchanged his gold and scarlet robes for the clothes of a commoner, a roving adventurer with a sword for hire. It is a disguise you too have adopted to veil your true identity on the long voyage to the land of Talestria, where a rendezvous with royalty awaits you.

You sail westwards, a benevolent wind filling the triangular sail and skimming the ship across the still, blue waters. The hull seems to slide over the surface of the water rather than cut its way through, and you cannot help but wonder if Paido has conjured some magic to speed your passage. Your first port of call is the city of Talon, where food stocks and fresh water are replenished. Then the voyage continues along the Tentarias to the port of Orello, the last stopping place before your ship-bound journey ends at Garthen--crown capital of Talestria.

It is an hour past midnight when you dock at Varnos harbour in Garthen, a sprawling network of quays and cracked stone jetties that shelter great fleets of merchants, traders and dhows. Silently like a shadow, you disembark and follow Paido through the twisting harbour streets, slowly climbing the steep stairs that connect one level of Garthen to the next. Rusty lanterns cast pools of yellow light beneath the timbered balconies, illuminating the stalls of merchants and vendors who will haggle, brag and barter in the crowded streets till dawn. Paido halts at an iron-shod door and raps the grille with the hilt of his blue-steel sword. A man's face appears, stern and handsome, with smooth dark hair and keen, intelligent eyes. A smile of recognition softens his lordly features when he sees Paido. In an instant the door swings open and you are ushered inside.

The man's name is Adamas, Lord Constable of the Royal Citadel, protector and cousin of Queen Evaine of Talestria. For centuries a strong bond of friendship has existed between the royal household and the magicians of Dessi, and when called upon by the Elder Magi to help you in your quest, Queen Evaine pledged her support without hesitation. She has volunteered the services of Lord Adamas, who is to ensure your safe and unhindered passage through Talestria to the borders of the Danarg. At dawn, after snatching a few hours' sleep, you are taken by coach to the east city wharf, where an empty corn barge is waiting to ferry you up-river. Haulage is provided by eight large ghorkas--hairy, ox-like creatures from the plains of Slovia--which are harnessed to the barge by chains. They lumber along the cobbled towpath, continually kept in line by the stinging lash of the barge owner's zull-hide whip. The next day the barge arrives at a small river village called Lona, where a detachment of Lord Adamas' cavalry, resplendent in surcoats of scarlet and grey, provide you with horses for the cross-country journey to the fortified city of Phoena.
Ill news greets you in Phoena, the city of triple towers. Zegron, warlord of Xanar, ruler of the barren highlands of Ogia, has amassed an army of Drakkarim warriors. Three days ago they attacked the border town of Luukos to the north. The Talestrian garrison put up a brave and spirited defense, but they were hopelessly outnumbered by the bloodthirsty Ogian horde that drove through the perimeter walls with battering rams and engines of war. The Drakkarim razed Luukos to the ground, and only a handful of survivors escaped to tell of the dreadful battle.



'The situation is grave,' reports Lord Adamas, on returning from an emergency conclave of his fellow Talestrian knights. 'For decades Zegron and his minions have raided our northern territories, but never before with such determination and strength. We must mobilize our army for war, for it is war that Ogia has invited by its unforgivable attack on Luukos. I must return to Garthen to muster my retainers in preparation for battle and inform the Queen of the evil that threatens her realm. I can no longer escort you to the Danarg, though your quest must proceed in spite of all that conspires against it.'

He sends for his scribe, who arrives with helpers laden with the paraphernalia of his craft. He dictates an order of safe conduct and sets the impression of his signet ring into the hot wax seal before passing the parchment to you.

'Our northern people are a frontier breed, wary and suspicious of strangers. If challenged, show this Pass and your safe passage will be assured by all who are loyal to Queen Evaine.' (Mark this Pass on your Action Chart as a Special Item which you carry tucked inside your tunic.)

Early next morning Lord Adamas accompanies you and Paido to the main square of Phoena; it is from here that your quest begins. The first leg of your journey to the Danarg will take you north to the town of Tharro which nestles in the fertile uplands of Talestria. There are two ways of reaching the town: you can travel by road or you can take a barge along the River Phoen. Consult the map before deciding which route to take.

Abe Sargent 11-26-2009 11:02 PM

Barge or road? I’ve done both before. The Barge is more fun and the Road gets you better items. Barge or Road. Let’s have some fun.

We take the barge. We have been expected with private rooms. Adamas footed the bill. Our horses are taken care of and we are led to our rooms. I choose to inspect my room. It’s quite nice but smells mouldy. There is a cork stoppered bottle. I choose to take a look. Is a liquor made from Larnuma fruit, and it is quite delicious. There is enough here for two draughts, and each one restores 3 Ep. I put it in my backpack. I head to the tap room after we begin to see a storm approaching.

The hold is crowded with travelers going north. We reach the bar and Paido asks for two mugs of ale. He gets Ferina Nog. I can get that, Chai Cheer or Bor Brew. I choose Chai Cheer. It’s a weird green color but delicious. Paido takes a big swing of his Ferina Nog and spits it out after tasting it. He accidentally spits it on a guard, and the guard takes umbrage. I can try and stop a fight, or let it pass.

I grab hold of Paido’s sword arm. This is a solider in the Tharro garrison. Attacking him would be officially bad. Paido agrees.



As an apology, Paido offers a ale that is anything but Ferina Nog. The solider agrees.

Abe Sargent 11-26-2009 11:07 PM

Quote:

The bargee brings a round of Chai-cheer to your table and you drink to the health of Queen Evaine of Talestria. The mood soon becomes much friendlier and you learn that the soldier, whose name is Trost, is on his way back to his post at the Tharro garrison after enjoying a week's leave with his family in Phoena.

As you drink your ale, the sound of applause rises above the hubbub of conversation. An elderly man, tall and distinguished-looking, walks slowly to the centre of the floor and bows to his audience. His pale face and silver-grey hair are a stark contrast to his richly embroidered robes of crimson and gold. He smiles warmly and introduces himself as Count Conundrum, the prince of puzzles. For your amusement, he will pose some brain-twisting conundrums. So confident is he that none will be able to answer his riddles correctly that he is offering 20 Lune to anyone who can prove him wrong. A hush descends as the passengers await his first puzzle.

'If one-and-a-half geese lay one-and-a-half eggs in one-and-a-half days, how many eggs will three geese lay in eight days?'

4 Lune = 1 gold crown, fyi

The answer, of course, is 16. 3 geese make 3 eggs in 1 and a half days, which means they make 2 eggs a day. 2x8 = 16. I shout out the answer and Count Conundrum and he is a little flustered and asks me my logic and I explain. I win 5 crowns.

Abe Sargent 11-26-2009 11:10 PM

Quote:

'Very well,' says Count Conundrum. 'Just to make our journey to Tharro a little more interesting, if there is anyone here who can answer my next puzzle correctly they will receive from me forty Lune.' A chorus of delighted whisperings emanates from the crowd.

'In winter,' he begins, 'the ice-lilies of Lake Adon double in area every twenty-four hours. It takes sixty days from the time the first ice-lily appears until the lake is completely covered with them. On what day is the lake half covered with lilies?'



The obvious answer here is 59, since it doubles each day, quite easy. The colour in Count Conundrum;s face drains away more and I win 10 crowns of Lune.

Abe Sargent 11-26-2009 11:18 PM

Quote:

'And finally, for my last puzzle, I offer this beautiful treasure,' he says, as he draws a small silver box inlaid with pearls from the pocket of his robes. 'This priceless artefact was stolen from the treasure hoard of Valborg the Enchanter,' he exclaims.

On hearing this wondrous revelation the tap-room comes alive with excited chatter. You are inclined to disbelieve the tale of the box's origin but, nevertheless, it is a beautiful object and is undoubtedly worth at least 100 Lune, perhaps more.

Silence descends on the hold as all await the Count's final puzzle. 'When I was last in the market of Garthen,' the Count begins, 'I asked an egg trader how many eggs he had sold that day. He replied: "My first customer said that he would buy half my eggs and half an egg more. My second and third customers said exactly the same thing. When I had filled all three orders I was completely sold out of eggs and yet I hadn't broken a single egg all day." How many eggs had the egg trader sold in all?'


Just work backwards. 1 was left when the last one came (half is ½ and then ½ an egg more). Then 3 before that (half is 3/2 plus ½ is 2 total, leaving just one). Then 7 before that. (Half is 7/2, plus ½ = four, leaving just 3).

Quote:

The Count looks flabbergasted when you call out the correct answer. Dejectedly he hands over the beautiful Silver Box and quietly leaves the hold, oblivious to the cheers of the passengers who have seen him meet his match at last. If you wish to keep the Silver Box, mark it on your Action Chart as a Backpack Item.

Abe Sargent 11-26-2009 11:25 PM

We have arrived at Honey Lodge, a small hamlet. I stay in the tap-room. Trost, Paido and I talk for a bit about war and such. The talk of soldiers.


Trost swallows the last drop of ale and turns his head to see what is attracting your attention. He catches sight of the new passenger and begins to choke.

'By the stars!' he hisses. 'It's him . . . it's Kezoor the Necromancer!' He pulls a crumpled scroll from within his tunic and unfurls it on the table. On it is a picture of a man's face--the cruel features bear an uncanny resemblance to those of the stranger. Beneath the picture you read:

Notice of Death

Kezoor the Necromancer

Renegade Shaman of Mogaruith.
Leader of the forbidden sect of Dazudskul.

It is hereby proclaimed by lawful authority that in just retribution for vile acts of black sorcery perpetrated throughout the Freelands of Talestria, a bounty of TEN THOUSAND LUNE is offered for the head of Kezoor the Necromancer.

By order of Queen Evaine of Talestria
MS 5060

'This could be our chance to make a fortune,' whispers Trost. 'Help me take him and we'll split the reward. Agreed?'

Abe Sargent 11-26-2009 11:34 PM

I agree. Sounds like fun.

Paido and Trost will approach the Necromancer while I guard the stairs and make sure that he doesn’t leave, and I am the reserve force. I leave my seat and walk to the tap-room stairs. Then Paido and Trost get up and Trost challenges Kezoor. We get proof that he actually is the Necromancer when a spell in cast on Trost that causes his skin to erupt in boils.



Paido swings at Kezoor but he parries with a black blade. The Necromancer summons a huge horde of hairy spiders at Paido. I choose to use my bow. I add 6 to my number for Weaponmastery and the Silver Bow of Duadon. I roll a 3 and add 6, giving me 9. I hit him badly and turn him around, but he is still raring for a fight.

Kezoor shrieks in pain and sends more summonings towards Paido, but Paido ses his battle-magic to burn them away. I grab my Bronin Warhammer and charge and the two of us battle Kezoor.

Kezoor - CS 26, EP 43

I half all EP lost because Paido takes half of the blows. Kezoor is immune to Psi-Surge and Mindblast.

I am at -2 CS. Let’s make some rolls. I roll 8, 2, 2, 3. Total lost by Kezoor - 19. Total lost by me - 15 halved at end of combat. I roll some more - 2, 4, 2, 0. Total lost by Kezoor - 40. Total lost by me: 29. I roll a 6 and Kezoor dies. Paido and I split 31 damage, so I take 16 and have 18/34 left.

We kill him and Paido dismembers his head. We find Trost dead. The captain of the ship comes down and is quite upset at the damage to his tap-room. Paido gives the captain Kezoor’s head, the poster Trost had, and then tells him to give the money to Trost’s family after paying for repairs. I notice Kezoor’s black book on the floor. I can use Divination so I do.

It tells me that the book, while evil, is not cursed or trapped. I decide to pick it up and look at it. The pages are made of a very thin metal. I am about to toss the book when out falls a scroll written in Giak. I keep the scroll.


Abe Sargent 11-26-2009 11:43 PM

Quote:

The stench of scorched fur hangs heavily in the tap-room, a reminder of the ghastly spiders. The smell turns your stomach, and you motion to Paido to follow as you go up on deck to watch the bargees dispose of the bodies. Contemptuously they weight Kezoor's corpse with bricks and hurl it over the side, but Trost they lie in an oaken chest and the captain leads your fellow passengers in prayer as it is lowered respectfully into the Phoen.

The heavy rain and the burial have delayed the journey. The bargees try to make up lost time by whipping the ghorkas, but to no avail. The muddy towpath and their waterlogged fur prevent them from pulling any faster. It is mid-afternoon by the time the barge arrives at the next stopping place--Ferry House. A ramshackle building is perched precariously on the edge of the river bank, and an old wooden jetty juts out from the side, its empty platform almost submerged by the swollen river. Two plains farmers disembark here. You hear them talking excitedly about the events they have witnessed, their voices gradually fading as the barge moves forward again.


You stare across the lush open plains that border the river, contemplating the quest that lies ahead. A flock of long-necked okrils fly overhead, their melodic call echoing across the grasslands as they return to their nests at the river's edge. Paido sits silently beside you at the prow, his thoughts, like yours, on the perils of the Danarg that have yet to be faced.

The sun is low in the sky when you catch sight of Tharro, its mud-coloured walls--thick, high and crenellated--dominating the hill on which it was built centuries ago. The barge passes beneath a stout wooden bridge, supported by rough-hewn pillars of stone, along a canal running parallel to the river, and draws to a halt before two massive metal-bound doors which span the waterway. You collect your horses and disembark with the other mounted passengers, riding in line towards the fortified town gate. At first you are turned away by the guards, but when you show your pass, signed and sealed by Lord Adamas, you are both ushered to the front of the queue and saluted like lords as you ride through the archway and into the square beyond. Three streets converge at the river gate square: Copperpiece Lane, Globe Walk and Flagon Alley.

Abe Sargent 11-26-2009 11:51 PM

I take Copperpiece Lance and find a bowery shop. I can go in or keep following the street. I go in and find some items for sale. I purchase, for 2 crowns, Wrist and Finger Guards. I am asked if I have the Silver Bow, and I do. He likes it and wants to use it in the archery range but I don’t have time so I bid him goodbye.
.
Copperpiece Lane arrives at a square. I can continue on or enter Hog-Foot Lane. I enter it.

Quote:

You follow the narrow, winding street, passing rows of dusty houses and shops. The noisy clack of window shutters signifies an end to another day's business as the shopkeepers close for the night. The street turns eastwards and begins to climb Fortress Hill.

Halfway up the rise you approach a squat building of green-glazed stone. A fat merchant stands in the doorway, waiting impatiently for customers despite the late hour. 'Good evening, gentlemen,' he says, in a thin and wheedling voice. 'Welcome to the emporium of Rath Radis, the storehouse of miracles.' Through the open doorway you can see that the shop is brim-full of curious magical paraphernalia.

(I choose to enter)

Row upon row of glass-fronted cases fill the shop. They house many thousands of curios, each one bearing a tag neatly displaying the price of the item. There is scroll parchment for spells, cubes of rare metal, amulets, talismans, ritual candles, potions and powders, rings and rods and relics of long-dead heroes.

The display is fascinating but your attention is drawn to one item in particular--a ring of translucent grey crystal. Your basic Kai senses reveal that nearly all the mystical items for sale in the shop are simply clever fakes designed to fool the gullible, but the Grey Crystal Ring radiates an energy that is genuinely magical. The price of the Grey Crystal Ring is 120 Lune.



I pick it up.

Abe Sargent 11-27-2009 12:14 AM

You arrive at a flagstoned quadrangle. It is well lit by street lanterns, which hang from the first-floor balcony of a large and unusual building. Constructed of blue stone, with silver and scarlet veins running through it. The bricks have been polished to give a mirror-like shine. A huge wooden door banded with copper dominates the entrance, above which a bronze cast depicts a flaming broadsword with the words 'TEMPLE OF THE SWORD' engraved along the blade.

Beyond the temple, a street ascends to a stone watchtower. It is built on the peak of a hill and dominates the town.

I choose to use Pathsmanship and it tells me that the symbol by the temple says they will offer free food and lodging to travelers, but usually only temples away from cities will do so, since there could be a large number of people who want food and shelter. Before I find a place for the night, let’s check in and see what we can see. I go to the watchtower. I find some gruff and unaccommodating soldiers guiding it. I choose to show the Pass.

They barely blink an eye and tell me that the Shieldmaiden won’t be back until tomorrow. Well, time to check out that temple.

Abe Sargent 11-27-2009 12:43 AM

Quote:

You dismount and climb the steps leading to the temple doors. An old man in brown robes answers your knock and invites you and Paido inside; a novice attends to your horses.

Stepping through the door is like stepping into another world. The air is sweet with incense and the flickering light, cast by a long row of squat red candles, does little to illuminate the interior. You follow the old man along a vaulted corridor, down several flights of stairs, and finally into a torchlit refectory. A delicious smell of cooking wafts from an open hatch in the wall together with the sounds of people in the kitchen beyond.

'Be seated,' says the old man, pointing to a stout oak table laid for supper, 'and enjoy our humble food. May it revive you after your travels and fortify you for the road ahead.'

Another monk enters the chamber, carrying two steaming plates of meat stew. He sets them down before you and blesses the food with the words, 'gaj kog zutag'. You are hungry after your day's journey and must now eat a Meal or lose 3 ENDURANCE points.

Now, that’s either Giak or Darklord tongue, and frankly, Lone Wolf should be able to recognize it by now. I choose to eat a meal through another method (Huntmastery). The monks appear upset by my refusal to eat their stew. They enter in the company of an elderly man in their robes with a long black staff. He asks if we have eaten, but I have not eaten their food. I use Divination and it tells me this man is very, very evil. Like off the scale evil. He says to summon the brothers, and as they leave, I use my bow to take down one of the monks that are rushing to the door., but he other escapes. I choose to fire an arrow at the uber-evil one but, we’ll, you’ll want to see:

Quote:

You draw and fire an arrow at the monk's head. At the same time he spins his black staff with incredible speed and dexterity, creating a whirl of darkness. There is a brief flash as your arrow enters this spinning vortex and is smashed to fragments. Before the fragments have settled on the floor, you shoulder your bow, draw a hand weapon, and leap forward to catch your enemy off his guard.


(That’s pretty nasty. This is going to hurt without my Sommerswerd. Incidentally, I have healed all of my wounds like Kezoor, so I have that going for me. )

The sinister monk is shocked by the speed and ferocity of your attack, but he recovers his senses in time to parry your first blow with his black staff. A splash of hissing sparks lights the room as your weapon scrapes along the jet-black pole and glances off its twisted tip. You raise your arm to strike again, but you are distracted by Paido's scream of alarm. His face is deathly pale and his hands and arms are trembling uncontrollably. With a groan he collapses, scattering plates and cutlery as he hits the table and rolls unconscious to the floor.

A distant echoing whistle issues from the monk's open mouth. Steadily it rises in pitch until it passes beyond the range of your hearing. At that moment a terrible pain courses through your head. The pain and pressure grows until your skull feels ready to explode.

Do I have Psi-Screen? Nope. I take 8 EP in damage from the stupid mind wrenching attack.

Quote:

A ghastly transformation is taking place before your eyes. The monk's face is writhing and contorting as the skin tightens and grows darker. Tattered flesh drops from his sunken cheeks to hang in festoons beneath the exposed jawbone. A sickening dread fills your heart as you recognize the creature standing before you. It is a Helghast, a nightmarish agent of the Darklords. Its demonic eyes glow like red-hot coals as it shrieks and raises its long black staff.


I quaff some Laranuma now, both halves. This is going to hurt. Do I have the Sommerswerd. Nope, but the text will then assume I do not have any other magic weapons, when I could have the Dagger of Vashna, Jeweled Mace, Magic Spear, Bronin Warhammer, etc.

The Helghast fires a ball of blue flame at me. I can try to deflect it with my Bronin Warhammer, Fire an arrow at it, or just dodge. let’s not over think this, let’s just dodge.

Quote:

You hit the floor and roll behind the table, the only cover available on this side of the refectory. The fireball scorches your back as it speeds across the room and explodes against the wall with a deafening crack. You find yourself lying beside Paido, who is unconscious but still alive. His blue-steel sword rests across the back of his legs, and the hilt of a dagger protrudes from the top of his boot.

Do I have Divination and Tutelary? Yup. It tells me Paido’s sword is Magical so I grab it (In reality I’m just using my Warhammer, because the text assumes you have no magic weapons - a bad assumption). The Helghast fires another blue flame and this time I can deflect it easily off my magic weapon. I hit the Helghast with it, and it drops its staff. I see the opportunity and strike.

Gnaag Helghast CS 28, EP 40

Immune to Mindblast. Unless I have Psi-Screen I lose two CS. Okay, so I have a CS of 22 against him. Ick. Alright, let’s see what sort of damage I can do. This is a lose-able battle.

I roll a 4, 5, 9 and 6. I lost 14. The Helghast lost 21. Let’s keep going. 3, 5, 9. I lost 23. The Helghast lost 33. I have 9 left, the Helghast has 8 left. I roll a 7. 6 to it and 3 to me. I quaff the last draught. I roll a 9. The Helghast dies and I have 6 EP left. Whew.

I save my Laumspur for now.

Abe Sargent 11-27-2009 01:02 AM

Quote:

The Helghast vents a cry of rage and despair as you strike the blow that seals its doom. It crumples and falls, its flesh transforming into a vile green gas. All that remains is the torn and shredded robe that once concealed its identity.

Your mind reels at what has just occurred, but you dare not dwell on the fearful implications, for you can make out the sound of feet running down the stairs beyond the locked refectory door. You rush to Paido's side and shake him, trying desperately to revive him. He groans, his head lolling from side to side as you drag him to his feet. There is now only one escape route from the refectory--the hatch in the wall that leads to the kitchens. You lift Paido across your shoulder and bundle him through the narrow opening. But, before you can pull yourself through, the door slams open and a rush of monks pour into the refectory.

I choose to flee them, because my senses are that they were unaware their leader was a Helghast. We almost make it out, but one of them manages to swing a sword at me and I lose 1d10 hp to it. I have gained two from healing and have 8, so I can survive 0-7, or a 80% chance. I roll a 6. Down to 2.

We arrive in the kitchen as I half carry Paido. As we flee, I find a stopped vial of clear fluid and I pocket it. I can climb stairs or go to the door ahead. I use Divination which tells me above is a place of good. I take it and it is a chapel. I investigate the poison and it is gnadurn sap. I hear the sound of dogs and the monks so I choose to hide in the pulpit. We find a secret chamber back here and enter it.

Paido has entered a coma. I can use Curing if I have it. I don’t. He will die if he is not healed. Do I have: Oede, Laumspur, or Rendalim’s Elixir? I give him my Laumspur. I combine the Laumspur with his water jug and since he is in a coma, I cannot suffocate him. I can only put a tiny bit in at a time and it takes hours.

Abe Sargent 11-27-2009 01:13 AM

Quote:

A bead of sweat on Paido's forehead is the first sign of his recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. 'A Helghast?' he says, incredulously. 'How can it be?'

'The servants of Darklord Gnaag have infiltrated this monastery,' you reply. 'They have kept themselves hidden, but I fear the day is fast approaching when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.'

'This is bitter news, Lone Wolf,' replies Paido, his face etched with worry. 'We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.' You nod in agreement, and as you cast your eyes along the gloomy passageway, you cannot help but wonder if the quest is already lost. With a shake of your head you dismiss the thought and help Paido to his feet.

The passage follows a tortuous path that leads eventually to a paneled door. A raised button activates the lock, and the door slides into the wall to reveal a strange room. Domed and hexagonal, its walls are hung with tapestries depicting strange and grotesque creatures. Numerous plinths stand upon the richly carpeted floor, each supporting a large bowl filled to the brim with a silvery liquid. Cautiously you step through the secret portal and into this sumptuous chamber.

One of the bowls begins to emit a faint humming sound. The surface of its silvery liquid swirls and glows brighter, casting a phosphorescent light on to the domed ceiling. The sparkling mist slowly clears and a strange image takes shape, condensing and forming into something wholly alien, something that resembles the head of a monstrous fly. Its great multi-faceted eyes stare down at you, gleaming darkly with black fire, like two huge clusters of evil jewels.



'Tan-ash-oka, Nadoknar Gnaag!' booms a ghastly, rasping voice. Then, with a stifled cry of rage and recognition, the image clouds over and the light fades to a dull glow. The terrible visage of Darklord Gnaag has disappeared.

'By the gods!' gasps Paido, shocked to the core by what he has seen. 'What manner of beast was that?' But you do not reply, for you sense that he already knows the dreadful answer.

Swiftly you search the chamber. Behind a throne-like chair of chiseled stone you discover several useful items: a Sword, a Bow, 3 Arrows and enough food for 2 Meals. Also, set into the back of the chair, is a lever. It activates a portal in the opposite wall. The tapestry that conceals it is drawn aside, and you can see a stairway, flanked by torches, descending to a passage far below.

'Come,' says Paido. 'This room chills my blood.' You move to follow him as he descends the stairs, stopping briefly to kick over the bowl of glowing, silvery liquid that projected the image of Darklord Gnaag.

(I take the arrows and the Helghast’s Sword.)

Abe Sargent 11-27-2009 01:29 AM

The stairs lead down to a vast network of catacombs that stretch in every direction. It would be easy to lose yourself in this maze of tunnels, but your Kai tracking skills, heightened by the pressing need to escape from the monastery, help you avoid the hazards and dead ends of these sprawling burial vaults. Following the sound of dripping water, you discover a circular stone trapdoor in the ceiling. Paido cups his hands around your foot and lifts you nearer the tunnel roof, enabling you to open the trapdoor. Early morning daylight streams into the passage as you lift the slab of wet stone and slide it aside.

You have emerged at the courtyard on the north side of the monastery. Two monks stand guard at the double doors of a low, timber-framed building on the other side of the paved enclosure. Fortunately a line of bushy fruit trees that encircles the courtyard provide all the cover you need to avoid their watchful eyes. You crouch in the shadows and watch as the monks leave their posts to enter the building. Minutes later the doors swing open and they reappear, both on horseback, and ride off through an archway to the right. The courtyard is now empty but you curse their departure, for the horses they are riding belong to you and Paido.

Enter the stables or escape on foot? We need horses so I take us to the stables. There some nice horses here too and we grab them and make our escape. On our way out, we crash into some monks, one of whom throws his sword at my back as we gallop away. I am to pick a number and add 3 if I have Huntmastery. I do so I automatically win and the sword misses. We ride out of the north gate and make our way out.

Abe Sargent 11-27-2009 01:38 AM

Halfway through the morning we reach an area with a cabin, a mine. I can keep going, check the mine, or check the cabin. I check the cabin. Info is great right now. I call out to see if someone ins in, but no answer. I use Divination and it tells me someone wants to ambush me if I enter. Do I want to enter yes or no? Sure, let’s piss off the gods.

My weapon is poised to strike and I am attacked by a rogue miner wielding a pickaxe handle.




Rogue Miner: CS 17, EP 25

I have 14 EP right now. I roll a 9 and auto kill him. We find a ton of silver nuggets in here, it looks like a very incognito operation, and I take 6 sacks of silver (6 BP items) Only rope, sack of silver and silver box in my BP now that I’ve used my medicines.

Abe Sargent 11-27-2009 01:50 AM

I head over to the mine. It just looks like an abandoned mine that had several rock falls. I leave. We keep going, I eat a meal, and we find a stream and let our horses drink. In the distance I see a lot of black smoke and refugees, wounded soldiers, and such.



I am told to turn back because the armies of darkness are coming. I cannot continue along this track. I can turn around and go back or go off the track and head west. I head west. We make a bit of time, and then we see the first signs of Warchief Zegron‘s army twenty miles away or so.

We follow a stream until is enters the beginning of a wood and hit’s a river. We have entered the Mordril Forest. It was once a place of light. Now? Not so much. We cross the earth and I notice some tracks. Use Pathsmanship? Yup! It is a biped and big, but I cannot make out the species.

Abe Sargent 11-27-2009 02:02 AM

We spend some time scaling and going down these tree-filled hills. Finally we approach a wide and old tree bridge when I see what made those tracks, and it is ugly.



Use a bow? Yup. My horse is getting frightened. Tree bridge plus big nasty to its rear. I fire.

Quote:

Your arrow enters the creature's mouth, transfixing its tongue to the back of its throat. It gurgles and chomps on the feathered shaft, its clawed fingers scrabbling to pull it free. In its frenzy it loses its footing and slips, throwing open its arms instinctively to steady itself. Its claws ensnare your horse's bridle and, as it topples from the tree-bridge, it pulls your horse and you over the edge.


I roll and add for Huntmastery. I auto win with Huntmastery. I manage to leap from the saddle to the tree bridge and save myself. The horse is dead, but I‘m fine. Paido’s horse goes crazy and falls off and he is able to jump clear too. Damn. No horse-age. We continue on, but wow.

Abe Sargent 11-27-2009 02:15 AM

Quote:

Twilight is approaching. As the sky above darkens, a black bird flies among the upper branches, emitting a shrill cry, which sounds unnaturally loud in the silent forest. It settles, stares at you for a few minutes, then flaps away. A little later you stumble upon a clearing. Shafts of ghostly moonlight pour through a gap in the black canopy of leaves, revealing a mound of earth, rising out of the forest mist. You are both exhausted after the day's events and agree to stop here to rest. Paido takes a Gold Crown from his pocket and tosses it in the air to decide who should take the first watch. 'Heads or tails?' he asks, the Crown clenched in his fist.


I use Divination and tell that it is heads. Which do I call. I take heads and get second watch, and I gain 3 EP from the rest. I am fully healed now, including the mental damage which healed with that.

Grey trees. That’s all there is. Grey trees. Boring. Paido says we are approaching the Danarg crater. I say more grey trees. After some time we come across a swampy area with whirls and eddys below. don’t want to go there, so do I go south, north or use Pathsmanship with Tutelary rank (telescopic vision). It tells me that north there are some swamp creatures. Go south or north and fight them. Let’s not be stupid, south.

We continue through the scum and Paido wants dry land, and we soon come across a spur of volcanic rock. South or west along it. West is the way to the center of the Danarg, so we keep going that way. After a bit we are back in the mire. I have to eat a meal but Huntmastery gets me one even here.

Abe Sargent 11-27-2009 02:20 AM

Quote:

You arrive at a mound where a tree bearing blood-red fruit overhangs a pool of crystal-clear water. You stop to rest and to dislodge the tiny leeches that are feasting on your legs.

Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations given off by korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of the signals, it is hoped that you will be able to find the lost temple.

Whilst Paido is busy adjusting the starguider, you decide to investigate your surroundings.

I try to look at the fruit. They look delicious. Do I have Huntmastery? Yup. It tells me the tree is dead and these cannot be fruit, they are carnivorous animals. I choose attack a fruit. It dies and the others choose to fall off the tree and open up, revealing legs, and scurry away.

Quote:

When Paido finally climbs down from the tree, his face betrays his anxiety. 'What is wrong?' you ask impatiently.

'There is no signal,' he replies. 'I have scanned every direction with the starguider, but it can detect no korlinium signal. It isn't damaged, of that I'm sure. It's simply as if the temple has disappeared.'

You take the device from Paido's hand and climb the twisted tree trunk. He shouts instructions and you set the starguider into operation, scanning the distant horizon and waiting for the tell-tale click that will reveal the direction of the lost temple of the Elder Magi. But Paido is right--there is no signal; and without a signal there is no hope of finding the Lorestone of Ohrido.

You are about to abandon the search and jump down from the tree when you see something on the northern horizon that you hadn't noticed before. An island of red volcanic rock rises out of the mire, one of four flat-topped islands grouped in a diamond close to the eastern edge of the crater. Perhaps the temple is on the other side of that island. Perhaps that is why the starguider will emit no signal?

You climb down and ask Paido what he thinks. He stares to the north and ponders the problem. 'Yes, it is possible,' he says thoughtfully, 'it is just possible.'

Hope returns and your spirits rise with the expectation of finding the lost temple beyond the isle of red rock. You set off without delay, anxious to cover the ten-mile trek before the sun sets and darkness engulfs the Danarg.

Abe Sargent 11-27-2009 02:27 AM

For the most part the swamp mire is firm underfoot and the inhabitants pose no problems that cannot be solved by a few shouts or well-placed weapon blows. But, as the sky darkens and you draw nearer to the plateau, the going becomes more difficult. A carpet of vines, thick with mould, covers a surface of muddy holes and hollows. Often a seeming puddle proves to be a bottomless fissure. Progress becomes so slow that you fear you will never reach the island before dark.

Paido is leading the way across a tangled mat of barbed vines when a wave disturbs the muddy ooze below. Suddenly the great head of a silver swamp python bursts through the rotting creepers and raises its tree-thick coils high in the air. Awesome jaws set with double-tiered fangs tower above you, glistening in the fading light. A drop of venom falls from the fangs and sets the quagmire boiling.




I am asked if I have Animal Control plus Primate rank. Yup. I mask my own scent but it likes Paido’s, but I manage to keep it away with a good roll of a 7. It frightened away the swamp denizens but they begin to return so let’s keep moving. More moss issues, and the sun is beginning to set. We discover an actual trail. I use Pathsmanship.

Quote:

Even in the failing light, you can see that this trail is frequently used: the spongy vegetation is crushed flat, and a profusion of tracks are imprinted on the loamy soil. The tracks were made by man-sized creatures, bare-footed and web-toed. Close to the main trail winds another, less obvious, track. For some reason someone or something has gone to great lengths to keep this trail secret.

I choose the secret trail. It comes across a Ghagrim settlement, a group of lizard-ish humanoids that are not always friendly, so I choose to continue along secret track. Yay Pathsmanship allowing me to skip an encounter. We find a rock and grab a few hours sleep before dawn.

Day breaks and we can finally see the temple. It’s pretty close, actually. We should be there soon. I pick a number and it’s 6. We stop at noon to check the Starguider and it still works. Another meal of love.

Abe Sargent 11-27-2009 02:39 AM

Quote:

It is late afternoon when you reach the Temple of Ohrido, rising majestically out of the swamp mists and tangled vegetation. The sight of this towering ziggurat is so breathtaking that you are both stunned into silence as you feast your eyes on its untarnished splendour. Tier upon tier of gleaming white stone, shaped and formed into perfect symmetry, confront you. Huge foundation slabs support a level carved of golden rock, inlaid and decorated with gemstones. Above that sit strata of precious metals and then levels made up of crystal slabs, whose facets refract the colours of the rainbow. Upward climb tiers of ruby, sapphire and emerald, that offer up a wedge-shaped spire of pure korlinium crystal to the sky.

At its base the swamp has shrunk back as if repelled by the radiant goodness of the temple. A perimeter of lush grass leads to a staircase of solid amber. You follow Paido as he ascends towards a pair of huge triangular doors set into the second level. Everywhere the glitter of gemstones and the gleam of precious metals radiate a purity unspoiled by the Danarg. Paido completes the complex procedures that open the great doors, taught to him by the Elder Magi in preparation for this mission. They part and you enter, stepping on a floor of glistening gold, a floor that has lain undisturbed for seven thousand years.


The great doors close with a whisper. You follow Paido along a corridor of gleaming silvery metal that dazzles your eyes to a hall carved from solid crystal. Icicles of diamond hang from its ceiling and reflect in a floor set with mosaics of a thousand shimmering squares.

'Approach the crystal dais, Lone Wolf,' instructs Paido, pointing to a radiant circular plateau of pure quartz.

But even as his words leave his lips you are already walking towards the plinth, drawn by a strange compulsion. You mount the dais and a flood of golden light pours down from above, bathing you in its warm, cleansing rays. You raise your cupped hands, as if offering up an invisible gift, and a tingling sensation runs the length of your arms and spreads through your body, giving you an incredible sense of well being. A ball of sparkling light is taking shape in your hands. It condenses into a radiant crystal filled with golden fire: it is the Lorestone of Ohrido.





The light fades and you step down from the dais, your senses aglow with a new-found wisdom and strength. Having witnessed the fulfillment of your quest, Paido beams with joy as you return to his side. He congratulates you and bids you follow as he turns towards an archway of silver set into the crystal walls of the chamber. 'Come, Lone Wolf. We have a long journey ahead of us. We must leave without delay.'

Abe Sargent 11-27-2009 02:51 AM

The thought of returning to the dangers of the Danarg fills you with dread. Paido senses your anxiety. 'Don't look so dismayed,' he says, still smiling. 'This temple will provide the means for our safe return, you will see.' Intrigued by his answer, you follow in silence as he leads you through the archway and up a long flight of marble stairs to another chamber, also constructed of crystal but veined with a marble that glistens like liquid fire. It is solid korlinium. At the centre of the chamber, its hull resting on a cradle of steel, is a Levitron--an ancient skyship. Like everything else that you have seen in this wondrous temple, the craft is untarnished by time. Paido ushers you aboard and prepares to power the craft. A shudder runs through the hull as the engines rise in pitch and slowly it lifts from its bed of steel. The chamber is built in the spire of the temple and the roof now slides open to allow the Levitron to rise into the darkening sky above the Danarg.

Paido sets the controls and sets the ship's starguider on a course for Elzian. Then he joins you at the bow-rail for one last look at the Temple of Ohrido. It glows red in the light of the setting sun, but the shimmering glow is blemished by shadows that swoop back and forth across its tiers. You assume it is just a trick of the twilight, until your ears are filled by a sudden and terrifying shriek.

You look up to see a squadron of black-winged Kraan swooping down on the Levitron. On the backs of these leathery creatures ride red-robed Vordaks, hideous servants of the Darklords of Helgedad. In their skeletal hands they wield staves of black iron which crackle with blue fire. As a Kraan screams past, a stream of liquid blue flame pours from its rider's staff.


Do I have the Sommerswerd? Nope. Two Vordaks leap to the vessel and I have to fight them both, quickly. If I have not killed them both in 4 rounds, the gig is up.

Vordak 1 CS 22, EP 28
Vordak 2 CS 21, EP 26

I have - 2 to my CS because of immunity to Mindblast and no Psi-Screen. I roll 8 twice and actually kill the first one, amazingly. I have two rounds to kill the second. It’s a bit easier because my CV is raised to the next column.. I roll a 3rd 8, and it takes 14. 7, 8, 9 and 0 kill it. I roll a FOURTH freakin.8 8 in a row. Dang. Now, in fact, I’d do what most do in this combat and make it 5 rounds not 4, because Joe Dever made this battle WAAAAAY too hard, and we’ll talk about how in a bit.

Abe Sargent 11-27-2009 03:00 AM

Quote:

Suddenly more shrieking Vordaks crash down on the deck. Paido is immediately engulfed by the red-robed figures. He is out-numbered but he fights with a tiger-like tenacity, his blue-bladed sword tearing deep into their loathsome bodies. You are running back across the main deck when a new danger confronts you. A Kraan sweeps low across the skyship, dropping a cluster of black crystal cubes that scatter across the deck.


Do I have Divination? Yup. It tells me these are set to explodes, and that would take us out permanently. I do the black cubes first. I manage to toss them all off.


Quote:

Paido screams for your help. A swooping Kraan-rider has cast a large net, smothering his body. The net is sewn with hundreds of tiny barbed hooks which have worked their way into his skin and clothes, and he cannot free himself without the hooks inflicting fearful wounds. Only one Vordak remains to confront him, all the others having perished on his blade, but he is now unable to defend himself against this creature. He is at the mercy of a merciless foe.

You scramble to your feet and rush to save him as the Vordak creeps closer. Suddenly the Kraan-rider reappears, gliding low across the deck before hovering over the bow. A length of thin black rope dangles from its saddle and hurriedly the Vordak threads it through the corners of the net. You race up the steps, shouting 'For Sommerlund' and launch your attack. The Vordak turns to face you, its skeletal features frozen in a mask of terror. An instant later your weapon shears its bony neck and sends its skull-like head spinning down into the Danarg. A ghastly cry pierces your ears, but it is not a shriek of pain or despair: it is a malicious caw of triumph. The Kraan beats its massive wings, and the down-draught forces you to your knees as the creature climbs higher into the darkening sky. You stare aghast as the rope closes the net around Paido and lifts him off the deck. Instinctively you leap upwards, your hands outstretched to grab the barbed net, but it is too late. The Kraan turns in mid-air and flies off to the north with Paido, wounded and helpless, swinging like a netted fish below its leathery black belly.

Anger and frustration well up inside you as helplessly you watch the Kraan and your captured companion disappear beyond the horizon. Gradually your anger gives way to sadness as you ponder his fate and wonder if he will ever survive this cruel abduction. You pray for his safety, calling on the spirits of your ancestors to watch over and protect him and, as if in answer to your prayer, you feel a sudden calm engulf your senses. The power of the Lorestone, transfused into your being the instant it appeared in your hands, has greatly increased your intellect and awareness. With confidence you know that Paido will survive his ordeal and that one day you will meet and fight again, side by side.

The return voyage to Dessi is a swift but lonely journey. The starguider ensures that the Levitron stays on course for Elzian and as you cross the canal which encircles the city, a pilot skyship arrives to escort you down. During the voyage you have discovered how to control the Levitron, and now, as slowly you approach the landing platform of the Tower of Truth, you disengage the starguider and make a faultless landing. Lord Rimoah and the High Council have gathered to greet your return, and upon hearing of your successful quest their hopes for the future are renewed in spite of the sad news of Lord Paido's capture by agents of the Darklords.

The High Council listens avidly as you recall your treacherous journey through Talestria, the perilous trek across the Danarg, and the wondrous discovery of their lost temple. When finally you have completed your account they applaud and pay tribute to your courage and daring, their faces beaming with pride. But, despite their joyous greeting, you sense that something is wrong; they seem distant, as if their minds were preoccupied with the solving of a difficult and perplexing problem.

You ask Lord Rimoah if all is well, and he replies: 'You have grown in perception, Lone Wolf. Many things have occurred since last we spoke, and although your quest for the Lorestone of Ohrido has succeeded, the peril of our age has grown ever more deadly. The Darklords now wage open war throughout Magnamund, and many lands have fallen before their Giak legions. Talestria has been overrun. So too have the Stornland nations. Sommerlund stands firm against the armies of Darklord Gnaag, but she has lost her southern province of Ruanon.'

This shocking news fills you with an urge to return to your homeland, yet to do so would defeat the Magnakai quest.

Lord Rimoah bids you follow him to the chamber of the High Council. Set into the floor is a circular well, brimming with a silvery liquid metal. Rimoah kneels and touches the surface and slowly a vision takes form within the shimmering depths of the pool: it is a fortified city surrounded by rolling hills. 'You look upon the city of Tahou in the land of Anari,' says Rimoah, his voice now solemn and composed. 'The Lorestone you must find next lies deep below its streets, in an ancient city that was built during the dawn of Magnamund.'

The vision of Tahou heralds the start of a new and perilous episode in your quest for the Magnakai. If you possess the bravery and courage of a true Kai Master, the challenge of Tahou awaits you in Book 9 of the Lone Wolf series entitled:

The Cauldron of Fear.

Abe Sargent 11-27-2009 03:17 AM

Okay, review time. The end Vordak fight really is the worst end fight in the books for a beginner. If you start with Book 8, and take Psi-Surge, Weaponmastery, and quaff an Alether pot you can find in the book, you add 9 to your starting CS for the final battle. If you roll a 0, 1, 2, or 3, for your initial CS it is impossible to win the battle. The original text actually read more than 5 rounds turn immediately to the section that destroys your ship. So it is possible it is an editing screw up. Even if you roll a 4, 5, or 6 you do not even have a ONE PERCENT chance of winning the final battle in 4 rounds. If you started with a 17, and had perfect skills and the path to get the Alether, you would have a 1.62% chance of winning. An 8, 4.59% chance. You needed the Silver Helmets and Bronin Warhammer and Circle bonuses, and shield, etc.

Now, if you had the Sommerswerd, they have the exact same stats, so that is one of the few places in the Magnakai series where having the Sommerswerd is a good thing.

Now, I like the Black Shadow Against the World feel of The Jungle of Horrors, although it all seems very fast. Gnaag goes from winning to all out nasty war in just a few months. It seems like it would take more.

Oh, as a little aside, you won’t learn this for a long while, but two Darklords died from the civil war that Gnaag won. That means five of the original 20 Darklords have now died, two at my hand, Zagorna and Haakon, two in the civil war, and Vashna by King Ulnar and the Sommerswerd at the Maakengorge.

Okay, the book is alright. It’s not super great or anything, but is better than the previous two. I’d put it on Caverns of Kalte level. There are still some annoying auto deaths. For example, drink that water, and you die. The Gnaag Helghast was written poorly with its assumption that if you didn’t have the Sommerswerd, you didn’t have anything magical at all.



End of The Jungle of Horrors.

Abe Sargent 11-27-2009 03:31 AM

The Cauldron of Fear

The story thus far:

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

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power, known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over one thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

Already your quest has taken you far from your northern homeland. Following in the footsteps of the first Kai Grand Master, you journeyed to Dessi and sought the help of the Elder Magi, the magicians that aided Sun Eagle on his quest long ago. There you learned that one of the seven Lorestones was still present in their land, hidden deep inside an island stronghold known as Kazan-Oud, or Castle Death. You survived the perils of Castle Death and emerged triumphant, having achieved what the Elder Magi had believed to be impossible. During the victory celebrations held in your honour, you learned that for centuries the Elder Magi had been expecting your coming. An ancient Dessi legend tells of the birth and rise to greatness of two koura-tas-kai, which means 'sons of the sun'. One was named Ikar, which means 'eagle', and the other was named Skarn, which means 'wolf'. A prophecy foretold that the koura-tas-kai would each come from the north to seek the council of the Elder Magi in order that they might fulfil a great quest. Although separated by several centuries, they would share one spirit, one purpose and one destiny--to triumph over the champions of darkness in an age of great peril. Your victory at Kazan-Oud proved that you were Skarn--the wolf of Dessi legend--and in keeping with their ancient vows the Elder Magi promised to help you complete the Magnakai quest.

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from Kai Masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery eleven years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. So swiftly did their Giak legions grow in numbers that the Elder Magi ceased their counselling and arranged for you to begin at once the search for the third Lorestone. Guided by Lord Paido, a warrior-magician of Dessi, you set off on a perilous journey across the Freelands of Talestria on your way to the jungle-swamps of the Danarg. There, in an ancient temple that was once the Elder Magi's most sacred place of worship, you succeeded in discovering the object of your quest. However, during your escape from the Danarg, your guide, Lord Paido, was captured by Darklord agents, and upon your return to Elzian you learned the fearful news that the Darklords were now waging open war throughout Magnamund. Several lands, after brief but futile resistance, had been overrun completely by Darklord armies, others had surrendered without fighting in the face of their determined might, and sadly there were others who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. Already her armies had invaded the neighbouring territories of Casiorn and Cloeasia, and were preparing to march through the Republic of Anari in order to join Gnaag's horde now advancing across the plain of Slovia. The thought of such an eventuality filled the Elder Magi with dread, for the Lorestone you must find next lies deep below the streets of Tahou, the capital of Anari, in an ancient city built during the dawn of Magnamund. If Tahou were to fall before your arrival the chances of your completing your quest successfully would be slim indeed, even for a warrior of your renowned skill and daring.

Whilst preparations were being made for your journey you learned that the Darklords had attacked and captured Ruanon, the southernmost province of your homeland of Sommerlund. The news of this calamity shook your resolve and filled you with the desire to forego the journey to Tahou and return home without delay. The Elder Magi implored you not to abandon your quest and you faced a difficult and crucial decision. Which should you honour: your vow to complete the Magnakai quest or your oath of loyalty to your King, an oath which pledged your service in the defense of the sun-realm? Fortunately, the surprise arrival of an old friend was to decide the matter for you. Magemaster Banedon, envoy of the Brotherhood of the Crystal Star--the magician's guild of Sommerlund--landed unexpectedly at Elzian aboard his flying ship Skyrider. He and his dwarven crew were warmly greeted, for Banedon, a frequent and favoured visitor to Dessi, was highly respected by the Elder Magi for his mastery of new magic. Six years had passed since last you met and there was much you wished to discuss and reminisce about, but there was an urgent matter of duty to perform first. Banedon had been sent by King Ulnar of Sommerlund to deliver into your hand a royal missive concerning your quest. The scroll, written and sealed by the King himself, ordered you to pursue the Magnakai quest above all other duties. It ended with the words: 'Sommerlund has suffered a grievous defeat at Ruanon, but the will of the people is undaunted and the strength of our army undiminished. Boldly we will resist our enemies so long as there is hope of the rebirth of the Kai.'


Banedon informed you that the King had ordered that he and his skyship be placed under your command. He also delivered the news that the King had bestowed upon you the rank of Warmarshall of the Royal Estates. Proudly you accepted from Banedon two platinum badges, each crafted in the shape of a blazing sun, and affixed them to the collar of your Kai tunic. They signified that you were now a general of the Sommlending army, the youngest general there had ever been. The honour bestowed upon you lifted your spirits, and the news that Banedon would be joining your quest helped greatly to allay your fear of the dangers that lay ahead. For two years Banedon had lived in Tahou as Journeymaster to his guild; his knowledge of the city and of the Tahou Cauldron, the entrance to the ancient metropolis, which lies buried deep beneath the city streets, would be especially useful.

On the eve of your journey to Tahou, the Elder Magi convened a meeting of the High Council. A golden torch was lit and placed in the centre of their great cylindrical council chamber as a symbol of their hopes and prayers for your success.

'This torch shall burn so long as you, Lone Wolf, pursue your destiny along the path of the Magnakai,' said Lord Rimoah, speaker for the High Council. Before the gathering of Elders you reaffirmed your vow to restore the Kai and, as if kindled by a sudden gust of wind, the torch flared brightly, bathing the chamber in its vivid golden glow. As one, the Elders rose from their seats and intoned their blessing: 'May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn.'



The old illustrator is gone, so it is a change in the art style.

Abe Sargent 11-27-2009 03:34 AM

Map of Anari



You might recall that, on this map, Slovia was one of the nations in the Stornlands that I passed through in Book 6. You can see how most of these lands connect except for the last book. Suentina, a city in the corner of this map, was in the corner of the Stornlands map. The Chah mountains in the upper right corner are the same mountains in the lower left on the Vassagonia map.

Abe Sargent 11-27-2009 04:50 PM

A full moon lights the sky above Elzian on the evening you begin your journey to Tahou. Its ashen rays glimmer along the polished wooden outriggers that run the length of the hull of the Skyrider, and illuminate the crystal star ensign and the Sommlending flag as it flutters proudly from the mizzen-mast. The Elders of the High Council have gathered on the roof of their council chamber and, as you and Banedon climb the boarding ladder to the skyship, you pause to return their farewell salute. Bo'sun Nolrim, senior member of Banedon's crew of dwarves, welcomes you and his captain aboard. Surveying the craft, you notice that the Skyrider has changed very little since you were last aboard her, when you sailed the desert skies of Vassagonia in search of The Book of the Magnakai. The crew remember that voyage fondly and are justly proud of the part they played in the success of that perilous mission. 'Take the helm, bo'sun, and set a course for Navasari!' commands Banedon, as he leads you across the busy deck to his cabin at the prow.

Swiftly the lights of Elzian vanish as the Skyrider speeds into the night. A mile below, the jungle of Dessi and the barren peaks of the Xulun Mountains race past beneath the keel, but in the comforting warmth of Banedon's cabin you feel no sensation of movement; only the hum of the powerful engine indicates how rapidly you are travelling. Over a delicious meal of salt beef and spiced fruit, Banedon explains the purpose of your journey to Navasari, a city that lies over a hundred miles south of Tahou. 'Our enemies are advancing across Magnamund like a tidal wave, destroying or carrying with them all in their path,' says the blond-haired magician, pointing to a map of the continent that adorns the cabin wall. 'Every day a new battle is being fought, and every day we lose another town or village to the Darklords. Before we venture into Tahou we must be sure that the city has not already fallen to Darklord Gnaag, lest we fly straight into a trap. I have many friends in Navasari, reliable friends, friends who are highly placed in the Senate of Anari. From them we will learn if the city still stands, and if it does, how long we can expect it to resist a Darklord assault.'

Mid-morning of the following day, the lookout catches a glimpse of Navasari as the Skyrider emerges from the Yajo Pass. Banedon takes control of the helm and steers the craft towards the east quarter of the city, landing it on the spacious roof of a magnificent, star-shaped building that overlooks the River Chah. A group of dignitaries, resplendent in high-necked robes of green and yellow silk, greet your arrival: these are some of the friends of whom Banedon spoke. Sadly they recount the grim course of events that has recently befallen their country. In the far north, the town of Resa was destroyed and its people massacred by an army of Giaks. Two days later, a similar attack was launched by a Vassagonian army against the town of Zila.

They swept along the Anari Pass, burning and looting every village through which they rode, and giving no quarter to those who dared resist them. And three days ago, on the western border, a fierce battle was fought at the Slovian town of Lovka for control of the bridge across the River Churdas. Shortly before midnight the might of Darklord Gnaag's horde fell upon the beleaguered garrison. They fought bravely, but by the dawn of the following day, all that remained of the town and is defenders were an acre of scorched earth and a cart full of charred bones. The three enemy armies are now advancing towards Tahou. President Toltuda, the head of state, has ordered the evacuation of all women and children from the capital, and has begun strengthening the city's defences to increase its chances of withstanding the impending siege. When Banedon tells of your intention to go to Tahou, one of his friends offers a few words of caution. 'It would be unwise to attempt a landing at the capital,' he warns. 'Heavy bolt throwers have been positioned on every rooftop and tower in case the city is attacked from the air. The Darklords captured Suentina in such a fashion and the Tahouese have learnt from their neighbour's misfortune. Skyships rarely visit Tahou, which makes it all the more likely that your craft would be mistaken for a hostile attacker.'

After long deliberation, you and Banedon decide to leave the Skyrider in Navasari and journey to Tahou by horse. Nolrim is left in charge of the craft and crew with instructions to wait here for your return. If Tahou is besieged and he has not received word from you after two weeks, he is to return to Dessi and report that your quest has failed.


Early next morning, you and Banedon climb into the saddles of two white Anarian steeds provided by his friends, and set off on your two-day ride to Tahou. Less than an hour after leaving Navasari you see a long line of wagons approaching. They are escorted by a troop of cavalry, and each one is crowded with women and children.

Abe Sargent 11-27-2009 04:56 PM

(I can stop and question them, or allow them to pass. I stop them.)

The officer in charge of the mounted escort rides forward to meet you. He wears silvered Anarian mail and a winged helmet embossed with the crest of Tahou.



'Hail, captain!' says Banedon, upon seeing his crown-shaped badge of rank. The man narrows his eyes and regards you both with suspicion. He is about to reach for his sword when a woman shouts from the leading wagon.

'Banedon! Banedon! Is that you?'

Your companion recognizes the woman and returns her wave. 'Lortha! By the stars, I had not expected to meet you here,' he says in a surprised tone. The captain relaxes his guard and motions to the wagons to move on, anxious that his entourage is not delayed on the highway.

'You can fall in with us or save your reunion till we reach Navasari,' he says, curtly, and rides on without waiting for a reply.

'Lortha is the wife of Chiban, a famous Tahouese magician. He was my mentor when I lived and studied in the city,' says Banedon.


(I encourage them to talk)

Banedon rides alongside the crowded wagon and talks with Lortha as the procession continues on its way to Navasari. After a few minutes' conversation she hands him a scrap of parchment, and they bid each other farewell.

'They are the last of the evacuees,' he says, as you continue your ride north. 'They expect the enemy to reach Tahou in two days' time. They've already seen Giak scouts and early this morning a squadron of Kraan were sighted high in the western skies. She advises us to steer clear of a village called Sidara. It's rumoured to have already fallen to the enemy. She also gave me this. . . .'

Banedon hands you the scrap of parchment. It contains a few lines of Anarian script, an address and a signature. 'It's an invitation to stay at Chiban and Lortha's house in Tahou. It may be useful when we reach the city gate.'

Abe Sargent 11-27-2009 05:10 PM

For three hours we continue along our way and we enter a small hamlet. As we do, a small bell is rung and many peasants appear out of their houses with baskets of goods they want to sell us. DO I stop to look or carry on? I stop.

Most of the baskets contain food and a few contain earthenware flasks with a local wine - Boza. I purchase two Flasks of Boza. I choose not to give any money to the beggars here, because I might need it later for supplies and such, and my mission is vital. I would totally otherwise, though.

Noon arrives and we begin to see some hills. We ride near a farmhouse and the road has a branch on it, and a main sign that point along branch saying Tahou - 95 miles. I can use Pathsmanship, talk to the farm folks, stay on the highway or follow the side track. Pathsmanship tells me the sign is pointing the wrong way. Tahou is still along the main road, not the branch. I’m going to take the track to see where it goes. Why is the sign the wrong way?

Abe Sargent 11-27-2009 05:20 PM

It narrows and we begin to ride along the River Churdas. After an hour, we spy a village along the river. I am asked if I have Divination and the rank of Primate. Yup. It tells me there are enemies in the village. I choose to explore it. It appears to be deserted and then I can make out the sounds of Giak voices.


Quote:

Silently you slip from the saddle and peer around the corner. In the middle of the street beyond, a company of Giak scouts are sifting through items they have looted from the village. Two of the evil creatures are loading their booty on to the back of a Kraan, a large, black-winged creature, while the others cram their ill-gotten gains in their pockets and packs. What they cannot carry they delight in despoiling, leaving behind a trail of filth and debris in the buildings they have ransacked.

'Oka der!' shouts their officer, brandishing a long, black sword with a jagged edge. 'Akamaza ek!' His greedy soldiers are reluctant to obey his commands, but a few blows with the flat of his blade quickly change their minds. Muttering and snarling, they scurry off into a side alley, reappearing a few minutes later astride large, grey wolves. 'Rekenara kluz!' growls the officer, and the pack ride out of the village, heading north along the bank of the River Churdas.




The Kraan and its two riders take to the air, but the beast is so overburdened with loot that it cannot clear the rooftops. Frantically it beats its leathery wings, hovering erratically just a few feet off the ground. The Giaks urge it on with kicks and punches, but to no avail. Suddenly it lurches forward and the Giaks tumble headfirst on to the cobblestones a few feet from where you stand. 'Orgadaka!' they cry, as they catch sight of you and Banedon hiding at the corner.

I choose to use a bow. My arrow pierces one’s heart. I choose to use it again. The other Giak is running. I roll a die. I pierce its throat and it dies. I search the bodies of the Giaks. I find the following:

Enough food for 6 Meals (Meals)
Dagger (Weapons)
Sword (Weapons)
Silver Candlestick
Lantern
Brass Whistle
Blanket
Silver Goblet
Silk Jacket
Torch
Crystal Decanter


I can take any of it. I take the Candlestick, Decanter, Goblet, Jacket, and the Brass Whistle again. The track winds through the village and back to the main road to Tahou.

Abe Sargent 11-27-2009 05:26 PM

Grassland, treeless, boring, just a few hills to mark our passage. Afternoon crawls to evening and we arrive at the village of Chadi and the warmth of Guyuk’s Tavern. A single room with abed is 4 crowns and I pays it. There are no bars or counters in Anarian tavern, there are just long tables that everyone sits at, together. I get a key and a glass of lovka, a local liquor, on the house. A main, with some kids is gambling with some farmers. I can order food, talk to Guyuk or head down to gamble city.

In Anari it is illegal to gamble on games of chance, so instead people tell riddles. I choose to bet:

A hush descends as you wait for the riddle patiently. The father, whose name is Khmar, draws his dagger from its scabbard and lays it on the table. Then he rests his hand on the shoulder of his eldest son and says, 'This dagger is now half as old as my son Loen was when the dagger was new. Loen is now fifteen years old. How old is the dagger?'


5 years is the obvious answer. Loen would have been ten when it was new, so the dagger now, at 5, is half that.

I am right, and I can take two items from Khmar. I take Jadin Anklets and Scroll of Honour. I order a meal. It’s very tasty and Banedon is feeling generous and pays.

Abe Sargent 11-27-2009 05:38 PM

Quote:

The room, which overlooks the courtyard and stables, is small yet surprisingly clean and comfortable. You sleep well, but you are rudely awoken at dawn by the clang of a brass hand-bell. Guyuk's wife is walking around the courtyard ringing it for all she's worth. 'Daybreak, daybreak! All awake, all awake!' she cries, her voice only slightly less piercing than her bell. Quickly you wash and dress before gathering together your equipment and heading for the stables. Banedon is already there, having risen before dawn to prepare the horses.

The sky is cloudless and the air is warm and still as you ride out of Chadi. Open grasslands stretch before you, broken occasionally by the low, whitewashed farm buildings and peasant dwellings. It is noon when you arrive at a mass of standing stones that line the highway approaches to the village of Phea. Banedon recalls a local legend that the Black Zakhan of Vassagonia once came to wage war on the defenceless inhabitants of Phea, who had no army. The besieged people offered up prayers to the goddess Ishir, who was sufficiently moved by their plight to cause the wicked Vassagonians to become petrified right where they stood, clad in full armour and clasping their weapons. It strikes you that the Pheans may very soon have cause to pray for Ishir's help a second time.

A mile beyond the village you see a cloud of dust on the highway.


I use Huntmastery plus Principalin for telescopic vision. It is a patrol of Anarian cavalry. I choose to ride forward and meet them. My Kai instincts confirm these are loyal rangers, and they state my purpose. We show him our Invitation. He tells us that if we stay on the highway we should reach Tahou by sunset, it’s clear for now but tomorrow could be a different story. They have found many enemy scouts in the hills, so we need speed. We thank him for the info and continue on.

After a lot of quicker riding, my afternoon we see the hills surrounding Tahou. We hurry our horses after seeing the Hills. A stone watchtower guards the entrance to the hills. Do I have Pathsmanship + Tutelary? Yup. It tells me there is an enemy in the watchtower and the huts around it, laying in ambush. But, this is the most direct way to Tahou. Make a wide detour or gallop in? I make a detour.

As we move into the hills away from the ambush, we eventually spy a small hut with a candle in the window. I choose to stop and investigate. I enter and no one is there. I use Divination and it tells me someone is under a trapdoor. I choose to open the trapdoor and pull out an old man, almost blind. I tell him he has nothing to fear from us. He is hunchbacked, marked by poverty, and a hermit out here at a gorge. The hermit offers use some of his smelly gruel, and I decide to be nice and accept. We talk, and the hermit tells us there is a cave that cuts through the hills to Tahou and shows it to us.

We enter the concealed cave. I pull out my Firesphere. After a while, we exit in a hill above a small village called Varta. It looks completely deserted, probably the people have been evacuated to moved to Tahou. After more riding, we reach Tahou.

Abe Sargent 11-27-2009 05:52 PM

Quote:

Tahou, an ancient stronghold containing a vast city, is a formidable and wondrous sight in the moonlight, the imposing walls and towers of red stone and grey rock assume the softening sheen of velvet, and the city is often referred to as 'The velvet fortress'. Beyond the towers and high curtain wall you can see a thousand spires and minarets, grouped as thickly as the trees of a forest. Tiny lights twinkle in countless windows and portals, adding to the splendour of the mighty capital.

Near to the city's South Gate, the highway is flanked by beacons which illuminate those who approach the gatehouse. A drawbridge spans a moat of black water and, as you ride across, a bell tolls from the portcullised archway ahead.

'Two civilian riders at the South Gate,' yells a soldierly voice.

'Raise the postern,' shouts another.

There is a clatter of chains and a scraping of stone. You watch the portcullis, expecting it to rise, but it does not move, Instead, a narrow portal opens at the base of the wall and an armoured guard steps from the shadows. He motions you to enter and you follow Banedon along a corridor of stone, leading to a secure enclosure. You glance upwards to see the faces of a dozen soldiers, peering down at you from behind a parapet that encircles the high enclosure walls. All of them grasp loaded crossbows which they train on you as you move. Then a small gate creaks open and two guards appear, armed with broad-bladed spears.

'Who are you?' one demands in a gruff tone. 'Why do you seek entry to Tahou?'

(We show the Invitation)

The guards inspect the Invitation, their expressions conveying their doubt that the signature it bears is genuine. They order you to dismount and one of them hurries off to summon the gatehouse commander. Fortunately, when he arrives he recognizes Lortha's mark and allows you to leave the enclosure, although he impounds both your horses. You protest and demand that they be returned, but to no avail.

'Orders of the Senate,' says the commander, offhandedly; 'an emergency decree. All horses belonging to the civil population must be delivered into the care of the garrison stables until the state of emergency is lifted.'

Reluctantly you allow the guards to take your steeds and, as they are being led away, the commander hands you each a piece of vellum stamped with a date and a number. 'Receipts,' he explains, his tone noticeably more friendly. You pocket your Receipt (mark this as a Special Item on your Action Chart; owing to its size, you need not delete another Special Item should you already carry the maximum quota) and are about to walk away when he calls out, 'Report to the citadel first thing in the morning. You'll be allocated your battle positions for when the enemy attack.'

Leaving your horses and the South Gate tower behind, you enter a wide avenue flanked by workshops and houses, all built of red stone or rock sheathed in red plaster. The buildings themselves are small and densely packed, yet each one, no matter how humble, has a spire or tower that soars into the sky.

The large sleepy-eyed heads of stone dragons gaze down from the balconies of minarets, crowned either with bulbous, onion-shaped domes of copper, or with platforms housing engines of war recently installed.

Banedon points to an eating house and suggests that you stop there for some refreshment. Chiban's house is more than an hour's walk from here, and you are ravenous after your long ride.




I just want to get there though. Keep going.

Abe Sargent 11-27-2009 06:00 PM

Soon you arrive at a part of the city that Banedon remembers well. It borders a large public garden called the Rainbow Park, so named because of the vast number of rare and colourful flowers that grow there. The park is now an encampment for those who have answered the President's desperate call for defenders. Survivors from the towns of Resa and Zila have joined forces with green-clad Daroga woodsmen, tough hill-dwellers from the Chah mountain valley, and river-folk from the Churdas, forming regiments to reinforce the Tahou garrison. Their battle-stained banners, lit by the flickering glow of a hundred camp fires, flutter above the tents that fill the great park.

Opposite the entrance stands the Guildhall of Tailors. You turn into an avenue running beside this imposing hall, then cross into the North District by means of alleys and side streets, and finally emerge at Leech Street, just opposite the house of Chiban the Magician. His is a grand building of polished red stone set with small, diamond-paned windows that twinkle like cat's eyes in the moonlight. You pass beneath its arched gateway and climb the magnificent tiled steps that lead to a black oak door. Banedon raps the knocker and you wait patiently for it to open.

Minutes later the great door swings aside and the aristocratic figure of Chiban stands framed in the doorway. Keen-eyed and grey-haired, he welcomes you both with surprise and delight.

'Banedon!' he exclaims, like a father reunited with a long lost son. 'How good it is to see you. But what brings you to Tahou at this darkest of hours? Have you come to offer your skills in the defence of our beleaguered city?'

'My services are yours to command, my lord Chiban,' answers Banedon, bowing respectfully to his former mentor. 'Yet also I return to your esteemed household to seek your help at the behest of King Ulnar of Sommerlund. May I introduce my companion--Lone Wolf.'

Chiban turns his kindly gaze on you and smiles knowingly. 'I am honoured to meet you, Kai Lord,' he says. 'I have knowledge of that which you seek and I shall aid you all I can in your search for it.'


He beckons you to enter and the door closes behind you, seemingly of its own accord. You follow Chiban to his study. The musty room is lined with massive wooden racks full of books and papers. At its centre a large, circular table is completely covered with the implements of his magical researches. He clears a space amid the clutter and motions you to sit. 'You must both be famished after your journey here. Come, eat and enjoy!' For a few seconds, a shimmering pool of light fills the space, then fades, leaving a sumptuous meal of grilled trout, baked potatoes, hakeroot and sparkling Anarian wine.

If you have lost any ENDURANCE points on your adventure so far, you may now restore 3 points as you consume this delicious meal.

When you have finished your meal, you talk at length about your journey from Dessi and your quest for the Lorestone of Tahou. Chiban produces a map of the city, which he unfurls on the floor of his study, the only surface not cluttered with magical equipment. With his toe he points to the location of the Tahou Cauldron: it is in the Square of the Dragons in the West District of the city.

'The Cauldron is a funnel-shaped hollow with a circular shaft at its base. The shaft descends to the ruins of the ancient city of Zaaryx, 500 feet below the streets of Tahou. Legend tells us that the Lorestone was thrown into the Cauldron to prevent the Black Zakhan of Vassagonia from capturing it during the Great Khordaim War. The shaft was closed off and has remained sealed for the past 360 years.' He looks up from the map and you notice that his smiling features are now sad and composed.

'At dawn the armies of Darklord Gnaag will be at the gates of the city and the battle of Tahou will have begun. My duty is here, in the defence of my beloved city, otherwise I would willingly accompany you on our search. There is only one man who can help you now, for he is the only one that can grant you access to the shaft that descends to Zaaryx. He is President Toltuda of Anari. Come, I will arrange an audience with him immediately.'

With a casual wave of his hand, Chiban conjures up a quill and sheet of parchment. He begins to dictate the request for an audience, and the quill moves of its own accord, as if guided by an invisible hand. The request, once completed, is then dispatched by messenger to the Anarium, the House of the Senate, where members of the governing council have gathered for an emergency assembly called for by the President himself. Within the hour the messenger returns with a scroll bearing the presidential seal.

'He has agreed to hear your plea, Lone Wolf,' says the aged magician, his ice-blue eyes scanning the official reply. Banedon congratulates you and you feel your spirits rise, but Chiban seems a little disappointed. 'I was expecting a private audience,' he says, 'but in view of the current situation, I suppose it is the best we can hope for. You must appear before the Senate this evening and state your reasons for wishing to enter the Tahou Cauldron. They will consider your request and vote accordingly. If they grant their approval, only you may enter. If they forbid you entry, you may not appeal against it. Their decision will be final.'

He hands you the scroll and arranges for his personal coach to take you to the Anarium. As you climb into the passenger seat, he and Banedon wish you good luck. 'I shall pray for your success,' says Chiban. 'And I shall pray that we are still alive to see your triumphant return, old friend,' says Banedon, as you exchange a farewell wave.

Abe Sargent 11-27-2009 06:25 PM

The great flagstoned precinct at the entrance to the Anarium is packed with hundreds of people. Senate officials, soldiers and citizens crowd the steps that give access to the grand foyer and outer chambers of the hall. You notice that a side entrance is being used exclusively by army scouts who arrive with dispatches and leave with orders for the lookouts hidden in the surrounding hills. You take a calculated gamble and order the carriage driver to draw up at the side entrance. This bold move pays off; upon seeing your presidential scroll not only do the guards allow you into the Anarium, but you are escorted to the Appellant's Gallery inside the assembly hall itself.



From your seat in the gallery you stare down at an oval hall, ringed by twelve arches beneath which the senators of Anari sit upon their throne-like chairs of lacquered oak. President Toltuda occupies a seat in the centre of the hall and presides over a heated discussion that is raging back and forth. Having heard all sides of the argument he calls for a vote, and the issue is decided by a show of hands.

'We now come to a quite extraordinary matter, which has been raised by one of our most eminent citizens,' says President Toltuda, introducing your appeal to the Senate. He turns to the gallery and calls out, 'Sommlending Lord, Lone Wolf, please make yourself known to the assembly.'

You rise from your seat and bow to the senators. 'Please present your request to us, Lone Wolf,' says the President, and a hush descends on the hall as you explain the purpose of your journey to Tahou. When you have finished, the President calls upon the senators to speak.

'I say we should help the Sommlending,' pipes the shrill voice of Senator Zilaris. 'If he finds the Lorestone, its power could turn the tide and save Tahou from the clutches of Darklord Gnaag.' A murmur of agreement stirs in the hall.

'And I say we should refuse to open the Cauldron,' booms the powerful voice of Senator Chil. 'I say that if it were not for his presence in our city, we would be spared the attention of the Darklords. He is the object of their anger and spite. I say we should give him to them, and in doing so we will save our city, our country, our people and ourselves!' A surge of support echoes from the arches, and your skin prickles at the thought of what could happen. President Toltuda calls for a vote to decide whether the Senate should allow you to enter the Cauldron, or use you to bargain for peace with the Darklords.

Tensely you await the result. The votes are cast and counted and the Senate is split evenly: six votes for you and six votes against. The decision now rests with the President himself. He must cast the deciding vote.

(I must pick a number. I roll a…2)

Abe Sargent 11-27-2009 08:06 PM

Standing beside the President's chair is a solid marble plinth with a bronze beacon--the Anarian symbol of law and order--fixed to the top. The President moves his hand to the padded arm of his chair and presses a button. All eyes are on the beacon. There is a flash of ignition and a jet of green flame roars upwards towards the domed ceiling

'The Senate votes to aid your quest, Lone Wolf,' says Senator Zilaris. 'Come, we will escort you to the Square of the Dragons and make preparation for the Cauldron to be opened.'

The assembly is dissolved and the state coaches are summoned to take you and all the senators to the Tahou Cauldron. You share a carriage with the President, Senator Zilaris, and Senator Chil, who is anxious to apologize for opposing the majority vote. 'I trust you will forgive me, Lone Wolf,' he says, unctuously. 'I merely proposed what I thought was best for my country, but I now realize I was wrong.' You nod benignly, in the hope that he will cease his fawning. He smiles and turns to the President. 'Sir, I feel I must make amends for my misguided action in the Senate. If Lone Wolf is to enter the Cauldron tonight, surely it is our duty to ensure that he is adequately equipped. I propose that we visit one of my warehouses, where he is free to take anything he requires.'

The President agrees and the carriage is redirected to a warehouse near the Square of the Dragons. Senator Chil has many business interests in the city, and he supplies much of the weaponry and armour that equips the army. His warehouse is full of supplies, and you are encouraged to take whatever you need. From the vast stores you select the following:



Rope
Short Sword
Blanket
Mace
Bow
Flask of Water
6 Arrows
Quiver
Broadsword
Lantern
Dagger


I fill up my quiver. I take Senator Chil’s Mace. Sorry about all of the quotes, but there was a ton of exposition, and I felt it was better just to quote it. I am a little disappointed that I rolled a 2. The other one, when you don’t win, it a lot more fun. It involves you finding the Tahou crime elements and getting their help with an alternate route to the underground city. It’s a lot more fun. Ah well, let me finish this up:

Quote:

In addition to your supplies, Senator Chil provides the winch, ropes and cradle by which you will be lowered into the shaft that descends to Zaaryx. Upon your arrival at the Square of the Dragons he supervises the assembly of these vital components, while you stand with Senator Zilaris and stare in awe at the Cauldron itself.





In the glow of a hundred lanterns it takes on the appearance of a huge, steep-sided sink that is stoppered with a plug of stone. The key to this plug is a rod of Korlinium that, until this evening, was kept locked in the vaults of the Anarium. Now it rests in the hands of the President. Senator Chil signals that his work is complete and the President inserts the crystal rod into the plug of ancient stone. At first nothing happens. Then you sense a vibration beneath your feet. Crackling tongues of pale blue fire lap the rim of the plug and the hiss of escaping air breaks the seal of three centuries' grime that holds the plug in place. Levers and ropes are brought into action and slowly the great block is lifted and the shaft to Zaaryx uncovered.

'There will be troops posted here at the Cauldron, ready day and night to pull you up when you are ready to leave Zaaryx,' says Senator Zilaris, as he helps you into the cradle that will lower you into the shaft. 'Just give the rope three stout tugs--that is the signal.'

Senator Chil appears to tell you everything is prepared for your descent. 'Good luck, Lone Wolf. I hope I will be here to welcome your safe and successful return, and that you will come to know me as a friend.'

The cradle rises and you are swung into position above the entrance. You stare down into the black abyss, your pulse quickening as a damp and icy wind whistles out of the shaft, carrying with it the cloying smell of decay.

With a wave, you signal your readiness and you are slowly lowered into the void.

Abe Sargent 11-27-2009 08:15 PM

For the first few minutes of your descent you can see the red stone walls encircling the cradle. Then a jagged rim of rock marks the end of the shaft, and you are plunged into total blackness. You can make out no walls or floor and the shaft itself is now just a small circle of grey in the darkness above.

(Do I have Divination? Yup)

Deprived of your sight as you descend into the Stygian void, your Kai perception compensates by becoming more sensitive and more acute. An image forms in your mind of the events taking place around the Cauldron. You see the winch and the faces of the Senate guards, who are feeding the rope that supports your cradle. They are joined by another, who has come to help with their task. He takes his place at the lip of the shaft and grips the rope, but hidden in his hand is a razor-sharp blade! Your throat tightens with fear as you picture the gloating face of Senator Chil.

The rope shudders and instinctively you grab the rim of the cradle as it jerks violently to one side. Your knuckles whiten and cold sweat bathes your brow. The cradle swings and twists wildly, then a crack echoes in the darkness above as the rope snaps and you plunge headlong into the abyss.

You fall like a stone into the whirling blackness. In desperation you thrust out your arms, hoping to seize an outcrop or ledge, but there is nothing in the void for you to grasp. The freezing wind screams past your face and your senses are overwhelmed by the horror of your impending doom. Suddenly an icy shock engulfs you as you strike the surface of a lake and plunge into its lightless depths. Stunned by the sudden impact and numbed by the icy water, you sink several fathoms before you can muster your strength and strike out for the surface.

Alright, end of exposition until I near the Lorestone of Tahou. I have to pick a number, and add 4 if I have Nexus. I get an 8, lucky roll. Note that a 0, 1, 2, 3 is death, so you have a 40% chance of dying even though you did nothing wrong, which, in my opinion, is totally unfair.

I land in a lake and make my way to the shore. I finally heave myself onto the shore. Do I have Divination? Yup. Apparently, I can sense that the Senate believed I died in the fall and have ordered the plug covered and the Cauldron again sealed.

Abe Sargent 11-27-2009 08:22 PM

As I sit and gather my senses, I can sense the Lorestone down here. It’s not nearby, but I can feel it. I skirt the edge of this lake and arrive at some steps. There is a half-light down here. I find an empty hollow, and since it is well past midnight, I decide to grab a few hours of sleep in the hollow. I have to eat a meal, yay Huntmastery.

I awaken to find a grey-skinned nasty smelling man-thing crouched over me.



Due to the speed of this attack, I lose 3 CS unless I have Huntmastery.

Zaaryx Ghoul, CS 19, EP 27

I roll a 7. This is, by the way, the VERY FIRST BATTLE in the book for me. I used a bow on the Giaks in that village, and I skirted around the ambush. It takes 16. I roll a 1. It takes 7 and me 4. I follow with a 5 and it dies and I take another 2.

My killing blow knocks it over the steps and I can see more of these things. I choose to use a bow and kill another. They hesitate and I draw my Bronin Warhammer and they retreat. I find a token on the corpse of one of the dead ghouls. I choose to investigate. It is hexagonal in shape and reads 6. It catches fir as I hold it and burns away.

Abe Sargent 11-27-2009 08:30 PM

Several hours pass along the wide tunnel and then I arrive at the entrance to Zaaryx.



This ancient city was once home to dragons, and it is the only city to survive the Age of Chaos. I follow a wide avenue, eat a meal, and spy a shadow off the left. Do I have the Circle of the Spirit? Nope. Follow the shadow or ignore it. I choose follow.

As I approach, it looks like one of the ghouls I fought against earlier, but it appears to be less human. Suddenly, it attacks me psychically. Do I have Psi-Screen? Nope. I take 3 EP loss.




It pounces at me and I must fight it:

Psi-Ghoul CS 20, EP 30

I am surprised that Mindblast and Psi-Surge work on it. I get a 1 and I lose 4, and it 7. Then a 4 and it loses 10 and me 2. A 9 follows and my Hammer crushes it for 18 damage and it dies exactly. I lost 6.

I finally kill and it and it leaves behind a shiny ring.



I choose to keep this Psychic Ring.

Abe Sargent 11-27-2009 08:47 PM

For countless hours I continue through the city, and I eat two meals. Some buildings still stand and others are almost completely destroyed. I even grab a nap before continuing. Finally I am in a great hall when I notice something odd. I come across a large number of lizard-like humanoids with their hands around this large leathery egg.



I choose to sneak up to them. Do I have Invisibility and Principalin? Yup. I manage to move from behind one pillar to the other until I am very close. They chatter incessantly and appear to be quite intelligent. Do I have Divination? Yup.


Quote:

You detect that these creatures have the ability to communicate telepathically, although it is one of their less developed skills. Their leader appears to be a female, she is taller and lighter in colour than the rest. You take the risk of calling to her telepathically, and she responds by turning to face you. When her companions see what has attracted her attention, they shriek with fear and scurry down the stairs, carrying with them the egg, which they cradle protectively in their webbed hands. But she remains and speaks to you with her mind. 'You are unlike the other man-things that have ventured into our domain. What is it that you seek? Care you not what happens to those of your kind who trespass here?' The reptilian points to the far end of the hall, where a group of ghouls are huddled in the shadows. Your skin creeps as you realize they were once men like you.

'I seek the Lorestone,' you reply, boldly. 'I am the Kai Lord Lone Wolf and I quest for the wisdom of Nyxator that I may vanquish the spawn of his enemies and save my people from destruction.'

Her harsh gaze softens as your proud words fill her mind. You sense a sadness within her, but she replies with words of joy. 'Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming, Skarn, and we will fulfil our duty to He that gave us life.'

Without an outward sign she beckons you to follow her, and you comply without hesitation.

(If you do not have Invisibility + Divianation. Every other option involves you fighting the guardians of the Lorestone.)

You follow her along passages and sloping tunnels, down long flights of stairs and through magnificent chambers that no human eye has ever seen before. The alien splendour of this ancient city leaves you in awe of the race that once dwelt in these halls. For interminable hours you follow in her wake until you arrive at a circular chamber of rust-red stone. The floor descends in a series of wide steps that encircle the room, and in the middle of the tiers is a shallow pit with a stone dais at its centre.



At your approach, the dais glows with a crimson light that pulses like a living heart. Shimmering waves of silvery radiance sweep the steps and a chorus of voices, soft and sirenic, echo through the upper reaches of the chamber. You surrender yourself to instinct and step upon the dais, cupping your hands before you and raising your face to the roof. A golden light pours out of the darkness, soaking you in its brilliance and filling your senses with a glowing warmth. A gasp of awe arises from the tiers, now crowded with reptilians. They are the Crocaryx, the guardians of this city, the stewards of the Lorestone, who were placed here by the great God Kai. With joy and sorrow they have gathered to witness the fulfillment of their purpose, for your coming marks the end of their stewardship and the beginning of their demise.

High above you a shadow is taking form at the core of the golden light. It is dark and leathery and shaped like an egg. Slowly it breaks and peels open to reveal a sparkling crystal sphere: it is the Lorestone of Tahou, the object of your quest.

A warm tingling runs through your body as the Lorestone descends into your hands and, as you touch the crystal, your senses become charged with a new vitality that obliterates the fatigue of your ordeal and fills you with new-found wisdom and strength (restore your ENDURANCE score to its original total).



Then a swirl of colour engulfs your body and you feel yourself fall forward into the throat of a spinning vortex. The chamber dissolves and you begin to rise at an ever-increasing speed, as if you were falling upwards. A surge of light makes you close your eyes, but it passes in an instant and you find yourself staring down at an incredible and terrible sight.

Abe Sargent 11-27-2009 08:59 PM

You look upon the city of Tahou from the balcony of a tall tower, the spire of the Thalis Temple, situated at the heart of the Rainbow Park. It is noon, but there is no brightness in this day, for a grey blanket of smoke covers the sky. Below you lies a shattered city, its once proud buildings now seething infernos, its streets and squares choked with rubble. Hasty defenses have been constructed where the city wall is holed or fallen, and the battlements to the north and east are covered with unburied dead.



Beyond the wall, the flats lie shrouded in a mist that curls like the smoke of a thousand campfires. Its thickness is unnatural and you sense at once that it has been conjured to hide the enemy. You leave the tower and make your own way through the burning streets towards the West District, where the fighting at the wall is fiercest. You pass the smouldering ruins of the Anarium and take a fire-swept street that leads to the West Gate. A building at the end of this street is being used as a shelter for the wounded. The roof has caught fire and a handful of soldiers are trying desperately to evacuate the wounded before it collapses.

I can help the soldiers or keep going to the West Gate. I choose to help. I find a wounded soldier and help him out and he tells me the captain ran in there to help his brother. Do I have Nexus + Principalin(which allows you to put out fires with your mind). Nope. I start up the stairs but the inferno s too strong. I lose 2 EP and cannot help the captain.

Abe Sargent 11-27-2009 09:07 PM

I reach the west gate and climb the body strewn stairs. I can see regiments of Drakkarim soldiers attacking Tahou. Siege Towers assault the city’s walls.



At the base, a group of enemy engineers are building a bridge and almost done spanning the moat. I can use a bow, and choose to do so. There are soldiers with shields helping them, so I await my chance, and then roll a die.

I roll a 1, and add 6 (Weapon master + Silver Bow) and its just enough to make it. My arrow pierces the engineer’s skull and he falls without a scream. The defenders get a few extra minutes. Suddenly, a new threat to the north approaches.

A group of determined Giak soldiers have managed to get siege ladders on the wall and the first creature on the wall is a large Gourgaz, a nasty reptilian foe, I first encountered when defending Prince Pelathar a long time ago. I charge it:

Gourgaz: CS 23, EP 34

Immune to Mindblast it is. I roll 7, 2, and 8. It takes 26 and I took 5. I roll a 5 and it dies, I took a total of 7. Plus the 2 lost in fire means I am currently at 28/37.

Abe Sargent 11-27-2009 09:13 PM

I focus my vision on various walls and towers until I find one and see Banedon fighting and still alive.

Quote:

The iron door to the tower is unlocked and you enter unopposed. At the top of the steep stone steps you find a ladder to a trapdoor. Quickly you climb the ladder and emerge on to the roof. 'By the gods!' exclaims Banedon, when you appear. 'My prayers have been answered. You are alive, Lone Wolf. You are alive!' Tears of joy fill his eyes as he welcomes your return warmly.

He and his mentor Chiban have been viewing the siege from this vantage point for the last three days. From this position they control the movement of the few reserves allocated to the north and west city walls, using them to fill in the gaps where the enemy's attacks have weakened the defenses. Banedon recounts how the siege has progressed; how twice the enemy have broken into the city and been repelled by the determined defenders. Attacks from the air have set the city ablaze, but the enemy have lost great numbers of their flying Kraan, and now they are too weak to dare use the few that remain. The Anarium was destroyed in the first few hours of the siege and many senators lost their lives, including Senator Chil and President Toltuda.

Then he asks of your quest and is overjoyed to hear of its success. 'The gods smile on you, Lone Wolf. So long as you live there is hope for us all.'



Okay folks, time for the big nasty. Here we go

Abe Sargent 11-27-2009 09:27 PM

Quote:

Relentlessly the enemy pour their fire upon the north and west city walls, until the black sky above Tahou takes on a vivid scarlet glow. The defenders look to their weapons uneasily and pray that the gods are with them, at least until dawn. And when the first rays of dawn light show above the eastern hills, no mists enshroud the armies of Darklord Gnaag--they are massed in all their glory, awaiting the order to attack. You cast your eye across this sea of doom and mark the many regiments of evil that are ranged against the walls of Tahou.

The armoured legions of Vassagonia are the first to advance, moving in ordered columns towards the West Gate. At their head walks a figure sheathed in gold around whom a cold blue fire glows intensely. He strides within range of the city archers and they send a cloud of arrows to greet him, but these shatter and crackle when they encounter his impregnable glowing shield. He crosses the siege bridge and halts before the West Gate. In his hand is an orb of black metal. He holds it before him and mouths an incantation. Instantly a bolt of scarlet flame lances from the orb, destroying the great doors with a thunderous boom. Proudly he strides into the city and the defenders melt before him. One summons enough courage to attack him with a spear. There is a crackling flash and in an instant the soldier is transformed into a pile of glowing ash.



He advances unchecked and undaunted by all attacks, for they cannot penetrate his magical shield. Only when he comes face to face with you does he stop.

'I have come for you, Lone Wolf,' he says, a cruel smile on his lips. You gaze into the ice-cold eyes of Zakhan Kimah, ruler of Vassagonia. As he raises his orb of black metal, you steel yourself for the battle that is about to commence.


If you remember, Zakhan Kimah and Darklord Haakon were discussing my situation in Book 5 when I overheard them. The deal was Kimah got the Orb of Death and Haakon got me and the Book of the Magnakai. Kimah failed to deliver his half of the bargain, but since I banished Haakon to another dimension, Kimah got to keep it. You can see its power now. I took out Haakon then, I have a chance to take out Zakhan Kimah now. Vassagonia deserves better.

Do I have the Sommerswerd? Nope.


Quote:

A surge of scarlet energy leaps from the orb and rips into your arm, hurling you backwards on to the ground (lose 5 ENDURANCE points). The Zakhan laughs mockingly as he raises the orb once more, this time to finish you for good. You are aware of the Zakhan's troops fighting a desperate battle at the West Gate, and you know you must defeat him or else the city will be lost.


Do I have a Psychic Ring? Do I have the Dagger of Vashna?

I draw the Dagger.

Quote:

The evil blade crackles and spits as you draw it from your belt. A flicker of fear in the Zakhan's eye tells you that he recognizes the weapon you wield and knows that it has the power to penetrate his energy shield.

(I throw the Dagger at him. Pick a number and add +3 for Weaponmastery with a Dagger and +1 for Circle of Fire. I roll a 4. Result: 8)

The Dagger strikes Zakhan Kimah in the heart.

At the very moment of his death, the shimmering web of energy that encases the Zakhan's body flares with a scarlet brilliance so intense that you are forced to avert your eyes for fear of it blinding you. The light surges and fades, leaving behind a mound of glowing fragments that crumble and dissolve noisily until all that remains of the Zakhan and the Orb of Death is a dark stain on the earth where they fell.





Spurred on by your triumph, the Anarian defenders rally themselves and counter-attack to secure the West Gate. The Vassagonians who gained entry are either killed or forced back into the moat as the gate is quickly retaken. A cheer resounds from the city wall, a cheer that becomes a chant carrying word of Kimah's demise to the enemy beyond the moat, and gradually the advancing legions slow to a halt as their hope of an easy victory dies. Officers ride to and fro, cursing and threatening their men with all manner of punishment, but their morale is severely shaken; the ranks of armoured warriors merely stand in shocked silence and refuse to advance. The sound of distant trumpets is heard and all eyes turn to the south to see wave upon wave of mounted warriors emerging from the hills around Varta. They pour from every valley and pass to fill the southern flats with regiments of horsemen resplendent in uniforms of blue, white and grey.

'Our prayers have been answered,' says Chiban, as he and Banedon rejoin you at the city wall. 'Behold, the allies of Anari have come to aid us in our darkest hour.' He points to the advancing cavalry and you recognize, fluttering from their lances, the battle standards of three countries: Firalond, Lourden, and Kakush. Then the thunder of their horses' hooves fills the air and a wave of joy surges through you as you witness their first charge devastate the enemy's ranks, throwing them into chaos and confusion. A great battle ensues as the enemy slowly gather themselves to resist this unexpected assault. By noon two of their armies have been smashed and routed, and the third fights a desperate rearguard action as it covers the chaotic retreat westwards.

At last the fighting around the city comes to an end, and the defenders give voice to their elation that their home has been saved from the hordes of Darklord Gnaag. Senator Zilaris proclaims you 'the saviour of Tahou', and the victorious cheers of the citizens echo through the burning streets and across the flats that lie strewn with enemy dead. You gaze at this grim panorama and your blood runs cold. But it is not the sight of the carnage that grips you with fear, it is your growing awareness of a powerful evil that is taking shape above the West Gate. A billowing black cloud forms in the sky, and from out of this cloud there comes a harsh and terrible voice.


'I will be avenged,' it booms, its resonance shaking the battlements on which you stand. You steel yourself, half expecting a bolt of lightning to leap from the cloud and hurtle towards you, but no such attack materializes. Instead, the chilling voice continues in a mocking tone. 'Know this: you will pay for your defiance with your life. I, Gnaag of Mozgôar, have the three remaining Lorestones that you seek, and I shall destroy them when I destroy you, Kai Lord.'

A gust of wind catches the cloud and it clears swiftly, but it leaves behind a numbing dread that fills your heart, for you sense that the words were no idle threat--the terrible voice of Darklord Gnaag spoke the truth.

Your quest has succeeded, for the wisdom and strength of the Lorestone of Tahou is now a part of your body and spirit, and your defeat of Zakhan Kimah has turned the tide of war decisively against the Darklord armies. But the shocking news that the Darklords now possess the remaining Lorestones of Nyxator heralds the start of a new and deadly perilous episode of the Magnakai quest.

If you have the courage of a true Kai Master, the challenge of recovering the last Lorestones from the clutches of your mortal enemies awaits you, beginning in Book 10 of the Lone Wolf series, entitled:

The Dungeons of Torgar

Abe Sargent 11-27-2009 09:45 PM

Review of the Cauldron of Fear:

I like the story. The book has a couple of branches in Tahou. One gets you captured and you have to escape, then you either get the free pass to the Cauldron or find the criminal element for assistance. The skills used are not balanced. I was never asked about my Animal Control. Curing never mentioned. I actually made it through with just three fights, Ghoul, Psi-Ghoul and Gourgaz. The book has a ton of exposition and straight plotlines in several cases.

One of the “tricks“ Joe Dever uses is to either get you in a city when you have to do a major quest and don’t have time to look around, or in the evening when everything is closed. It would take forever to document all of the streets and shops that are of interest, so instead, nope. For example, you arrive in Holmgard in Flight from the Dark, but no time to shop. You arrive in Hammerdal in Fire on the Water, and yet no time to shop. You arrive in Tahou, Tharro or Varetta after dark, sorry (in Tharro’s case, it was a just an hour before the curfew bell rung).

The book is notorious for having the hardest fight if you have the Sommerswerd up until now (but just wait until Book 11). Here is Zakhan Kimah with the Sommerswerd.


CS 44, EP 50. Now, imagine I has the 7 extra CS. That’s 34 CS vs. his 44, and he is immune to MB so it’s 32 vs. 44. That’s a battle that is virtually impossible to win. If you roll a 1 or 2, you automatically die. If you roll a 3 or 4, the enemy doesn’t even take damage. Only at 8 will you each lose the same life, and so just 9 and 0 result in you dealing more than you lose, while 7 and smaller results in you dying quickly. Since he starts with 50 EP to my 37 - damage I had taken, it’s not fair.

Now, if I just attack with the Dagger of Vashna, or use the Psychic Ring, here is Kimah

CS 34, EP 40. If you started with this book, and had the Psychic Ring, you would still have a virtually impossible time. Even if you rolled a 19 CS, and has Psi-Surge AND Weaponmastery, you would have -8 CS and lose 2 EP every turn for Psi-Surge. The liklihood of winning would be very, very low, and that assumes you rolled the best possible roll. A 16 or lowers gives you the same ratio as me with the Sommerswerd. (Remember I rolled a15 initially, so the Sommerswerd builds off my 15).

When I left behind the Sommerswerd, I knew I would have a harder time in some battles, but the death dealing capacity of Zakhan Kimah convinced me to do it, because then I could get through this. Note that it you use the Psychic Ring against him, you can hit him with MB. If I had just done that, I would have had -7 CS against him with my Warhammer. It still would have been deathly hard to win. Throwing the Dagger, which has an auto lose if you miss, was the best option by far, although with my bonuses I would only fail on a 0.

Anyway, tough battle any way you slice it.

The book is fun, but as a game, it has many limitations. I like the story, but there are issues game wise. How often did I use Huntmastery and Pathsmanship?

Next up is my 2nd favorite Magnakai book.


End of The Cauldron of Fear

Abe Sargent 11-27-2009 09:48 PM

The Dungeons of Torgar


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

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over a thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

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

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery twelve years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. Several countries, after brief but futile resistance, were completely overrun by Darklord armies; others surrendered without fighting in the face of their determined might. And sadly there were others who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. Her armies mobilized and invaded the neighbouring states of Casiorn and Cloeasia, then marched west through the republic of Anari in order to join with Gnaag's horde as it steamrollered across central Magnamund. The Elder Magi urged you to begin the quest for the fourth Lorestone at once. The enemy armies were converging on the Anarian capital of Tahou, and beneath that ancient city the Lorestone lay hidden.

Aided by Magemaster Banedon, an old friend and fellow countryman, you set off in haste for Tahou and arrived barely hours ahead of the enemy. Successfully you made your descent and discovered the object of your quest, but on returning to the surface you found Tahou transformed into a blazing inferno. Darklord Gnaag and Zakhan Kimah, the ruler of Vassagonia, had learnt of your presence and were determined to destroy you at all costs. For days their engines of war had hurled fire and rock across the walls of Tahou with devastating effect. Then a massive assault, led by the Zakhan himself, breached the west gate and gained entry to the burning city. Armed with a weapon of awesome power, the evil Zakhan sought you out and challenged you to a fight to the death. The struggle was desperate but you emerged victorious and led the Anarians in a counter-attack that cleared the city of the invading foe. The allies of Anari arrived to raise the siege and in the ensuing battle the demoralized armies of Gnaag and Kimah were smashed and routed.

Your defeat of Zakhan Kimah turned the tide of war decisively against the Darklord armies and paved the way for the liberation of the lands they had taken by force. But the sweet taste of victory turned sour when you discovered that Darklord Gnaag had captured the last three remaining Lorestones of Nyxator. Lord Rimoah and other members of the High Council of the Elder Magi joined you in Tahou to help formulate a plan of action. They had already received word from Prince Graygor, the ruler of Eru, that one of his patrols had found a man near the borders of the Hellswamp. He was a Talestrian soldier who had escaped from the dread city-fortress of Torgar where he had been imprisoned after being captured in battle. He had suffered terribly at the hands of the Drakkarim--evil humans in the service of the Darklords--and when found he was so badly injured that he was almost unrecognizable. Before he died he spoke of three radiant gems filled with golden light that had been brought to Torgar from the Darklord city of Mozgôar.

'We are now sure that what he saw was the arrival of the stolen Lorestones,' said Rimoah, speaking on behalf of the High Council. 'They radiate a goodness so strong that Gnaag could not hold them in the Darklands but had to move them to Torgar. There his sorcerers--the Nadziranim--are searching for the means to destroy them. The black art of the Nadziranim has grown powerful of late and we fear they may achieve the task set them by Gnaag. Therefore we must act quickly and with utmost secrecy if the Lorestones and the Magnakai quest are to be saved.'

The Elder Magi had already made preparations for your secret journey to Eru where, upon your arrival, Prince Graygor will help you reach the grim city of Torgar. The thought of having to enter the terrible Drakkarim stronghold fills you with dread, but your pledge to destroy the Darklords and restore the Kai strengthens your resolve and helps you suppress your fear.

On the eve of your journey to Eru, the Elder Magi convene a special meeting of the High Council to pray for the success of your mission. For several hours they kneel in prayer until finally they arise and intone the blessing that has sustained you in the past: 'May the gods Ishir and Kai protect you on your journey into darkness, Kor-Skarn.'




Abe Sargent 11-27-2009 09:49 PM

The Map of Ghatan:


Abe Sargent 11-28-2009 12:23 AM

Here are the Improved Disciplines:

Mentora

Weaponmastery
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g., a bow) or thrown (e.g., a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.

Curing
Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.

Pathsmanship
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.

Psi-screen
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.

Divination
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.

Abe Sargent 11-28-2009 12:29 AM

I now add 8 to all numbers rolled with the Bow, which is auto success constantly. I have to choose from these Disciplines: Curing, Psi-Surge, Nexus, Psi-Screen. Curing completes my Circle of the Light and I get 3 more EP permanently. I already get some of its benefits from healing, same with Psi-Surge. Let’s take Nexus. I add Mace to my Weaponmastery list.

Abe Sargent 11-28-2009 12:30 AM

I get a Map of Ghatan, a full quiver of arrows, some gold crowns, Pot of Laumspur, their Mace, and that’s all I take.

Abe Sargent 11-28-2009 12:34 AM

Safekeeping:


Golden Key
Prince Pelethar’s Sword
Kai Axe
Burrowcrawler Dagger
Warhammer from Farmhouse
Red Pass
Coach Ticket
Black Sword of Parsion
Map of Sommerlund, Kalte, Southlands, Vassagonia, Stornlands, Tekaro, The Danarg, Anari
Fur Blanket
93 Gold Crowns
1 Meal
2 Potion of Laumspur - +5 EP
3 Potion of Laumspur - +4 EP
Fur Backpack
Bone Sword
Effigy
Concentrated Graveweed
Kalte Diamond
Ragadorn Dagger
Magic Spear
Holy Water
Brass Key
Iron Key
Whip
Sommlending Cavalry Spear (Normal)
Quarterstaff, Royal Guard (Normal)
Scroll of Prophecy
Shield
Jeweled Mace
Bottle of Kourshah - +4 EP
Copper Key
Gold Key
Black Sash
Prism
Barrakeesh Public Bath Towel
Jakan - Vassagonian Coastal Hunting Bow
Zakhan’s Quarterstaff (Normal)
3 Brass Whistle
Pink and Orange Waistcoast
Mirror
Bottle of Wine
Silver Key
Ticket to Eula
Rope
Lantern
Quivers w/ 11 arrows
Sommerswerd
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


Keeping:



30 Gold Crowns
Crystal Star Pendant
Platinum Amulet
Blue Stone Triangle
Grey Crystal Ring
Psychic Ring
Bronin Warhammer
Silver Bow of Duadon
Firesphere
Map of Ghatan
Shield
Silver Helmet
Chainmail Waistcoat
Padded Leather Waistcoat
Wrist and Finger Guards
Rope
Quiver w/ 6 arrows
2 Potion of Laumspur: 4 EP
Distilled Alether +4 CS
9 Fireseeds
Magi Mace (Normal)

Count as special items is still 9. Since I am going to an uber-bad place right next to the Darklands, should I take the Dagger of Vashna? Hmm. I’m not sure. Let’s say no. I leave it behind. It did prove useful, but I want to make sure I have space, and if I die or get captured, and the Dagger of Vashna falls into Darklord hands, they’ve captured Ruanon and thus the ruins, so right now, it doesn’t make sense to get this close with the Dagger, just like the Sommerswerd stays for now. I am tossing the Alether in my backpack from Kalte way back in Book 3. It could come in handy in the big bad dark.

Abe Sargent 11-28-2009 12:41 AM

Lone Wolf, Kai Mentora, Kor-Skarn, Fryearl, Warmartial of Sommerlund, Savior of Tahou


CS 27
EP 37

Divination
Pathsmanship
Weaponmastery
Huntmastery
Animal Control
Invisibility
Nexus



Okay, here we go.

Abe Sargent 11-28-2009 12:45 AM

It is dawn on midsummer's day when you ride out of Tahou. Since your victory over Zakhan Kimah, your appearance in a public place has been enough to provoke spontaneous cheering from the Tahouese, who regard you as their saviour. But on this warm, sunny morning you leave the city unnoticed, for on this occasion you appear to be just another messenger.

The army uniform you wear and the white horse you ride are part of an elaborate deception conceived by the Elder Magi. In order to make Darklord Gnaag believe that you are returning to Sommerlund, you have given your Kai cloak and tunic to your friend Banedon. Disguised as you, he will leave for Sommerlund aboard his flying ship Skyrider this afternoon. A formal ceremony is planned to mark his departure and another awaits his arrival at the King's Citadel in Holmgard. Gnaag has vowed to kill you: it is a vow which has become an obsession that torments him like a poisoned wound. It is hoped that Banedon's much-publicized flight home will lure Gnaag's vengeful eyes away to the north and raise your chances of success at Torgar considerably.

Your ride ends in Firma, where you catch a barge down-river to the port of Talon. There you hear news of a rebellion in Barrakeesh, the Vassagonian capital, and reports of the sudden withdrawal of all Vassagonia's troops from the lands she invaded early in the war. It bodes well for the continuing struggle against the Darklords, for Vassagonia was their only major ally. You spend one night in Talon before buying passage aboard a merchantman on its way along the Tentarias, and five days later you disembark at Garthen, the capital of Talestria.

Talestria was overrun in the early days of the war but the neighbouring country of Palmyrion came quickly to her aid. The armies of Talestria and Palmyrion united and fought the invading horde, led by Warlord Zegron of Ogia, on the battle-plains to the north of Garthen. For three days and three nights a bitter struggle raged and the allies were sorely pressed to withstand the overwhelming numbers of the enemy ranged against them. But on the morning of the fourth day, the unexpected arrival of the dwarven army of Bor was to seal Zegron's doom. His mighty force crumbled and the survivors, fleeing northwards in chaos, were pursued relentlessly. The latest news tells of the allies' capture of Xanar, a major Ogian stronghold, and their continued advance westward along the Blackshroud Trail.

The Royal Court of Queen Evaine would be honoured to assist you, but secrecy is paramount to the success of your quest and so you shun the Royal Palace and take lodgings instead at a humble dockside tavern. There you arrange transportation to Eru aboard a brigantine bound for Humbold, the Eruan capital, and leave next day on the noon tide. Upon your arrival, you make your way to the city's ancient quarter where the Elder Magi have arranged a clandestine meeting with Prince Graygor. In the cellar of a disused warehouse, the young Prince waits patiently for your coming. Like you, he is dressed in the clothes of a messenger in order that he can walk the streets of his city incognito. He welcomes you with a salute, bringing his hand diagonally across his chest, and assures you that your true identity is known only to him. For over an hour you discuss your plans and listen to the Prince recount some of the events that have disturbed the peace of Eru. Two years ago, Drakkarim renegades from the Hammerlands attacked and overran his northern city of Luomi. The inhabitants were slaughtered and the holy temple of Luomi, around which the city was founded, was looted and burnt to the ground. Only recently did he learn from the Elder Magi that the ancient temple held the Lorestone of Luomi, one of the three Lorestones now locked in Torgar. At the time of the attack the Prince's army was too small to repel the invaders and he was forced to abandon the city, as well as the border town of Cetza. But in the past month he has joined forces with King Sarnac of Lencia, and together they have recaptured Luomi and driven Baron Shinzar and his Hammerland rebels all the way back to Cetza, within thirty miles of the border.

The Prince invites you to accompany him to Luomi where he is to resume command of his army and lead them to battle. He provides you with a fine Eruan steed and a new disguise that will enable you to travel through Eru without drawing undue attention to yourself.

Dressed as an Eruan Pathfinder, one of an élite unit of woodsmen who operate in the harsh territories bordering the Hellswamp, you ride north with the Prince's entourage and arrive at the city five days later. Every house, stable, tavern and municipal building is filled to overflowing with knights and men at arms. But, despite their cramped billets and meagre rations, the soldiers of Eru and Lencia are in good spirits, for tomorrow they march against a foe they have already beaten in battle, and most are eager to finish the job once and for all. You are given lodgings within the main citadel of Luomi and later that evening, after the Prince has attended a war conference with King Sarnac, you meet in private to discuss the next stage of your quest.

'There are two ways to reach Torgar,' says the Prince, as you study the map given to you by the Senate of Tahou. 'You can cross the River Brol and make your way northwards through the Moggador Forest, or you can go to Pirsi and seek out Sebb Jarel. He is the leader of a brave band of partisans who have ambushed and resisted the Drakkarim ever since they invaded. If there is a path to Torgar between the Hellswamp and the Isle of Ghosts, he will know it.'

You ponder the choices and wonder why the Prince has not suggested the simplest route of all: north across the Isle of Ghosts. When you mention this he shakes his head ominously. 'The isle is cursed,' he says, pointing at the map with an accusing finger. 'Few have ever come out of that dreadful place alive. And of those poor wretches who have survived, only one has kept a grip of his sanity. His name is Sebb Jarel.'

Next day you rise with the dawn and prepare to set off on your journey to Torgar. There are two routes open to you: you can ride to Pirsi and seek out Sebb Jarel, the partisan leader, and the only man who can guide you through this treacherous wilderness; or you can accompany Prince Graygor to battle at Cetza. If his army beats the Drakkarim and forces them to retreat, the way across the River Brol will be open and you will be able to approach Torgar under cover of the Moggador Forest. Consult the map before you decide which route to take.



Go to Pirsi or head to Cetza with prince Graygor.


Note how Joe tells you about some of the places you’ve been in previous books. Vassagonia, Dessi, Sommerlund, Talestria. This is also one of the fun things about this book, you get two very different experiences by going with Cetza or Pirsi. Let’s do Cetza, because it is the most fun you are going to have before Masters of Darkness.

Abe Sargent 11-28-2009 12:53 AM

Quote:

Since the first rays of dawn light brightened the eastern sky, the streets of Luomi echoed to the shouts of sergeants and the crunch of booted feet. The regiments of Lencia and Eru are taking their places in the column of march, and by mid-morning this column, 6500 strong, is ready to leave for battle. Company by company, through the city's east gate, they depart, tramping the dusty road that leads to Cetza. When the time comes for you to join them you take your place with Prince Graygor's escort and fall in line behind the armoured knights of the Palace Guard.




The army is well protected by Lencian horse scouts before, behind and on both sides, to make sure it is not ambushed whilst crossing the twenty miles of open grasslands to Cetza. During the afternoon a troop of scouts are sent ahead to spy on the enemy. They return to report that Baron Shinzar has fortified the town and received reinforcements from Blackshroud since his defeat at Luomi. The news does not cheer Prince Graygor, for he knows the ground around Cetza does not favour the attacker.

It is dusk when the army arrives on the outskirts of the town. In the gloom you can see the enemy campfires flickering between the ruins of cottages that were destroyed when the Drakkarim first invaded this land. Occasionally their gruff voices can be heard on the chill evening wind as they shout orders and call the names of slaves and attendants. After a whole tiring day's marching, and with night drawing close, the order goes round that there will be no battle offensive this evening. Quickly the regiments disperse and many fires are lit. Tents are erected for the knights and the baggage carts are unloaded to provide the men with stores that should make their night in the open less uncomfortable. The Prince chooses to position his headquarters on a hill to the north that overlooks the town, and King Sarnac of Lencia chooses a similar position on a hill beyond the road, half a mile to the south. Shortly after the tents are constructed, a message arrives from King Sarnac's headquarters, inviting the Prince to join him and draw up plans for tomorrow's battle. The Prince accepts the invitation and says that you may accompany him if you wish.

(I choose to totally join him.)

In the company of a dozen bodyguards and court heralds, you follow the Prince as he makes his way on foot to King Sarnac's camp. It is his usual practice to inspect his soldiers on the eve of battle, to see for himself that all is well and to raise their spirits with a few words of praise and encouragement. He is heartened to discover their morale is already high and that they are all confident that he will lead them to victory.

At length you arrive at the Lencian headquarters. A huge yellow flag, bearing the emblem of a white swan and blue dragon, flutters in the breeze above the royal tent where a unit of silver-clad knights stands stiffly to attention. A trumpet announces your arrival and the knights escort you inside to meet the King. After formal greetings have been exchanged, the grey-haired King begins to discuss the impending battle. The Prince has brought with him a detailed map of the town and, as the two leaders formulate their plans, it is used to mark the places where their regiments will assemble and attack the enemy.




'If only we knew the number of reinforcements Baron Shinzar has received,' says the King, uneasily. 'Then we could be sure our plans would succeed.' The Prince nods in agreement. 'We must send a scout to reconnoitre their defenses, or hundreds of our soldiers could lose their lives needlessly in the assault.'

The King looks in your direction then returns his eyes to the Prince. 'I have no scouts trained for such a delicate operation,' he says, 'but I see you have a Pathfinder. Send him. His skills would be well suited to this task.'

The Prince hesitates. He cannot reasonably refuse the King's suggestion, yet to send you into the enemy camp would endanger your life and your quest.



(I totally speak up and say I will HAPPILY do it. I’m a Kai Lord, this is my job)

Abe Sargent 11-28-2009 01:05 AM

'Excellent!' says King Sarnac. 'I wish I had a few like you in my own army.'

He bids you step forward and shows you the extent of the known enemy positions using Prince Graygor's map. Once you have been briefed, he sends for some black clothing for you to wear instead of your grey Pathfinder's uniform and some burnt cork with which to blacken your face and hands. You are then escorted to the edge of the encampment, close to the dusty road on which the army marched from Luomi. The guards tell you that the password is 'broadsword'. When you return you must use this word or the pickets--the sentries who guard the perimeter of the camp--may mistake you for one of the enemy.

The ground to the west of Cetza is flat and featureless and offers very little cover to conceal your approach. Slowly you work your way through the knee-high grasses to within twenty yards of a stone bridge, where the roadway crosses a foul-smelling ditch and enters the town. Your every movement is stiff with caution now, for the bridge is barricaded and you can see the spiky black helmets of the enemy defenders glinting in the moonlight. Snake-like you wriggle forwards, slide down into the ditch and take shelter beneath the stone bridge. With one cheek pressed against the wet stone you strain your ears to hear what the enemy are saying. You recognize their harsh, ugly language--it is Giak--but it is being spoken by human voices. The only humans to speak it so fluently are the Death Knights, the élite of the Drakkarim.



Suddenly there is a loud splash that sends your pulse racing: a spear has fallen close to where you are hiding and its shaft stands upright in the muddy water. A growling curse is followed by the sound of heavy boots descending the bank as an angry Death Knight comes to retrieve the weapon he dropped.

(Do I have the Circle of the Solaris completed? Yup).

Drawing on your Kai skills you blend with the shadows and stand absolutely still. The Death Knight warrior appears, filling the archway with his massive frame. He snatches up the spear in his mailed fist, turns, and then hauls himself out of the ditch, grunting and cursing his carelessness as he struggles in his heavy armour.

You wait for about twenty minutes before leaving your hiding place and working your way along the ditch.

Silently you move through the shallow sludge of water and mud, hidden by the bank of the ditch from the watchful eyes of the Drakkarim sentries. Beyond the ditch the ground rises to a low wall, which encircles a field of cultivated trees. It is an apple orchard and it is full of enemy soldiers, huddled around their campfires or asleep beneath the fruit-laden branches. Beyond the orchard lies an expanse of open grassland covered with tents and makeshift paddocks full of horses. Here then are Baron Shinzar's reinforcements--over 600 cavalry newly arrived from Blackshroud. You commit every detail to memory before leaving the ditch and making your way back stealthily to the allies' camp.

The King and Prince Graygor praise the success of your scouting mission: the information you have gathered is of vital importance to their battle plans. The Prince senses that you are tired and orders his heralds to escort you back to his headquarters and prepare a comfortable bed for you. After the long day's march and the exertions of your scouting mission, you accept gratefully the chance of a good night's sleep.

Abe Sargent 11-28-2009 01:09 AM

At the break of dawn the soldiers of Lencia and Eru rouse themselves and adopt their positions for the fight. You gather your equipment and join the Prince at the top of the hill on which he has established his command post. He is observing the enemy line through a telescope and dictating orders to his heralds, who commit his words to parchment and dispatch them to his regiments in the field.



'We outnumber the enemy two to one, but they are well positioned to receive our attack,' comments the Prince, handing you his telescope so that you can scan their lines.

The town of Cetza is little more than a handful of ruined cottages clustered on a flat-topped hill. To the north lies a wood and a small hill on which a ruined temple stands; to the south lies an orchard surrounded by a low wall, and further on, open grassland bisected by a ditch that runs the whole length of the battlefield. The road from Luomi crosses the ditch at a stone bridge which is barricaded and heavily defended. The enemy have also been busy to the north. A mass of pointed stakes form a barrier between the two hills to impede any attempt by cavalry to break through the centre, and all along this defensive line are row upon row of Drakkarim archers.

An unnatural calm descends on the field, as though time momentarily stands still. Suddenly the quiet is shattered by a fanfare of trumpets from King Sarnac's camp. It is the signal to advance.

Abe Sargent 11-28-2009 01:26 AM

They try to advance but are knocked back by arrows and lose many troops. Prince Graygor orders his forces forward and suddenly a crack of blue lightning launches at our troops, scattering them. This was unexpected, but that’s why I am here. I am our side’s Deus Ex Machina. Do I have Divination and Tutelary? What about Huntmastery and Principalin? Divination shows me silver mail and gold spiked helmet foe firing these blasts. I can see where he is at, and I inform Prince Graygor. He makes a quick decision and brings his own Palace Guard and himself to the fray. I can follow or stay where I am. I follow.

The Palace Guard advance and they include some of the best soldiers Graygor has. Arrows fly at us but many rattle off our armour, but the Prince advances to the area held by the person with the magic lightning. The battle gets thicker. I am knocked from my saddle and have to roll a die. I can add 3 if I have Animal Control. I roll a 9 and get a 12. I land in a puddle and roll into a ditch in order to get away from the horses.

I see a knight pinned beneath his dead horse and drowning in a large mud puddle. I can help the knight, follow the prince, or remount my horse. I help the knight. I grab his arms and pull him out, and then get him to a drier place to grab some air. He thanks me and gives me a Medal he won at the Battle of Luoni as thanks. I take it. It will remind me to never get so caught up you forget the smaller battles. I can look for a horse or follow the knight to the prince.

Abe Sargent 11-28-2009 01:36 AM

Quote:

Prince Graygor's voice rings out above the din of battle as he orders the Palace Guard to charge the pikemen. The ground shakes beneath the pounding of the horse's hooves as they gather speed, their pennons streaming from their levelled lances. The Drakkarim huddle shoulder to shoulder and nervously dig the butts of their pikes into the hillside to steady their shaky hands. The knights reach the hill. They thunder up the slope. A blaze of lightning hurtles from the top of the temple but it is mistimed: it crackles harmlessly over their heads and explodes behind them, hurling nothing but scorched earth into the sky. The Prince screams his battle-cry and the knights slam into the Drakkarim with a deafening roar. Men and metal howl in agony as the heavy horses break like a wave against the wall of pikes. You see a rider lifted out of his saddle on the point of a pike, and a ramp of black metal suddenly appears where a score of Drakkarim have been trampled into the ground. The Prince and a dozen of his bravest knights break through and gallop on towards the temple, but the Drakkarim quickly close ranks and seal the gap. The remaining Palace Guard are forced to a halt and engage the pikemen in fierce hand-to-hand combat.

You reach the hill and leap over the steel-clad bodies that litter the slope. As you near the melee you see two Drakkarim rushing towards you from the side, their axes raised to hack you down. 'For Sommerlund!' you cry, and turn to face their attack.


Drakkarim: CS 22, EP 32

Don’t know why I am making my normal battle cry here. That’s kinda silly since I’m incognito. I start with an 8. They lose 14. I follow with a 9. They lose 16. I finish with a 2. I lost 3.

The Drakkarim begin to disperse before them, and I notice that Prince Graygor is fighting the guy I pointed out was the source of the hellish bolts. The warrior is trying to regather his rod. Do I have the Sommerswerd? Nope.

The warrior tries to reach his Powerstave but the Prince leaps forward and kicks it from his grasp as I close. However, the Prince appears to be injured with contact on the Powerstave, so I am facing the Ziran alone.

Ziran w/out Powerstave CS 25, EP 33 (with the Sommerswerd, he reclaims the Powerstave)

I roll a 4 and he takes 7 and me 3. I rolls a 2 and he takes 5 and me 4. Roll a 7 and he takes 10 and me 1. He has 11 left. I roll a 6 and he takes 9 and me 2. Finally I finish with a 0. I took 10.

I am at 25/37.

The Ziran dies and the Powerstave disintegrates. I grab the Prince and carry him out.

Abe Sargent 11-28-2009 01:49 AM

Quote:

Using your innate Kai skill of healing, you tend to the Prince's wounded leg and he soon stirs to consciousness. The Palace Guard have captured the hill and their banner flutters overhead proudly proclaiming their victory and inspiring the Lencians who are fighting at the bridge.

The Prince orders that a signal be sent to his reserves, instructing them to advance without delay, for the enemy are rallying to counter-attack. Tensely you watch as a mass of leather-clad Hammerlanders, supported by a regiment of grim-faced Brigandi, advance up the hill. The Palace Guard link their shields and prepare to welcome the enemy with sharpened steel. Onward they come, their banners held high, their war-horns filling the air with a noisy clamour. They surge forward and with a yell the front rank slams into the shield-wall. Sword blades fly, striking sparks and drawing blood. Axes and maces fall with crushing blows. A knight falls dead at your side and his slayer hurls himself through the gap. He scrambles to his feet and attacks you with his reddened blade.

Hammerlander - CS 24, EP 31.

Immune to Mindblast. I roll a 7 and he takes 8 and me 2. 9, 10/0. 2, 3/5. 0, 11/0. 3, 4/4. I took 9 more damage and I am at 17/37.


Four men die before the shield-wall knits together and the lost ground is regained. The Hammerlanders reel back and the Brigandi surge forward, but they too cannot break through the Palace Guard. A trumpet sounds in the distance and the Prince's men cheer when they see their reserves streaming up the hill to support them. Two hundred Eruan pikemen press forward behind their bristling steel and take the enemy in the flank. The attack is devastating. The enemy are split asunder and swept from the slope. The pikemen halt and through their ranks a wave of archers moves forward to fire at the backs of the retreating foe. Retreat turns to rout as the Hammerlanders and Brigandi flee the field in chaos.

'On to Cetza!' shouts Prince Graygor. The battle-cry is taken up by his valiant soldiers as he leads them across the corpse-strewn field towards the town.

Heavy fighting is raging along the main street. The Lencian knights have taken the bridge and King Sarnac's spearmen have breached the wall that surrounds the apple orchard. However, the Drakkarim are determined to stand their ground and they fight back viciously like starving wolves. You run with a group of longbowmen towards the centre of Cetza and find yourself approaching a barn-like building which overlooks the bridge. Standing at a window on its upper floor is a Drakkar sniper with an arrow notched ready to fire. Patiently he watches you weaving through the smoky ruins until you present a clear target. He releases his straining bowstring and sends an arrow whistling towards your heart.

I roll a die and add 3 for Huntmastery, I roll a 4. A 7 is complete success and the bolt misses me. I grab my bow and use it. My arrow penetrates his throat and he dies. I choose to search him. I find:

Sword
Dagger
Bow
Blanket
Quiver
3 Arrows
16 Lune (4 Gold Crowns)

I take the gold, dagger, blanket and an arrow.

Abe Sargent 11-28-2009 02:04 AM

Quote:

You reach a square near the centre of the town where a unit of enemy reserves are gathered, awaiting the order to join the battle. They are Krorn--hideous-looking creatures from the Moggador and Akamazim forests. They are approached by a swarthy giant of a man, with a short black beard and shiny bald head, who brandishes a massive war-axe fashioned from a fiery red metal. The axe must weigh more that its wielder but he waves it above his head as if it were no heavier than a stick of wood. Judging from his features and from what you have heard during your travels through Eru, this warrior is Baron Shinzar--the enemy commander.

I choose to use my bow. I need an 8 or higher, and I add 8, success. My arrow hits him, but he protected from the injury by a minor piece of steel armor. Do I have the Sommerswerd? Nope. So I won’t tangle with Mr. 40 CS, and instead, I have to deal with the Krorn.



Krorn Pack CS 23, EP 60

60 is going to take a while. I now have 25/37 due to Healing. Alright, here we goes.

I roll a 2, 4, 9, and 5. They lost: 37. I lost: 7. I roll a 6, 7, 1. They lost: 21 more - total 58. I have lost 7 more for 14. One more smash of a 6. I lost 16 EP. I am at 9/37.

Abe Sargent 11-28-2009 02:06 AM

Quote:

A trumpet announces the arrival of Prince Graygor's men as they swarm around the west side of the square. Baron Shinzar screams in anger and lifts his axe on high, daring them all to step forward and feel its lethal caress. His offer is met by a dozen arrows, loosed by Eruan archers from the houses bordering the square, but the shafts are drawn to the blade of the sorcerous axe where they disintegrate in a sizzling splash of glowing splinters. With an evil laugh, the Baron mounts his charger and gallops through the soldiers, cutting down those brave enough to stand in his way. But as he leaves the town he finds his escape blocked by a new and formidable enemy.

King Sarnac and a host of mounted knights block the road that leads to Blackshroud. They sit astride their warhorses, their armour dented and stained with the blood of the Baron's cavalry, all of whom they have slain in battle or put to flight. The Baron thunders towards them at breakneck speed, but the King and his knights remain grimly immobile, like a wall of tarnished steel. Slowly they lower their lances as the Baron speeds nearer and nearer. With a last defiant cry of anger, the Baron and his horse smash headlong into the line. There is a sickening screech of buckling metal and rearing horses, then the Baron reappears, hoisted into the air, impaled on the tip of King Sarnac's lance.

A triumphant cheer fills the air as the soldiers of Prince Graygor and King Sarnac flood into the square; Cetza has been recaptured and the enemy have been smashed beyond recovery. Everywhere you look there are joyous faces, for the death of Baron Shinzar has sealed a victory that will liberate all of Eru from the cruel yoke of Drakkarim occupation.

As you watch the defeated remnants of the enemy escape across the ruins of the Cetza Wall and scurry like rats for the safety of Blackshroud, Prince Graygor joins you in celebration of the victory. 'We have triumphed, Lone Wolf,' he says. 'Our land is now free and the way is open for you to reach Torgar and fulfil your quest.'

An hour before dawn, you leave Cetza and ride across the open grasslands that slope gently towards the River Brol. A full moon and the gathering light of day help you identify the landmarks that Prince Graygor told you to look out for to help guide you to a ford close to the site of an abandoned copper mine. His directions prove accurate and by mid-morning you find yourself on a ridge that overlooks the ford and its cluster of derelict mining huts.

Abe Sargent 11-28-2009 02:15 AM

Do I have Huntmastery and Principalin, or Pathsmanship and Tutelary? Yup. The huts conceal an ambush. I can only see here to cross the river though. Go in, or search for another ford? Let’s do the ambush thing. I gallop it and an arrow lances in and kills my horse. I fall down. I can use my bow. I do. It hits his chest and kills him. 5 more more are approaching, two with bows. I have two arrows, so I use my bow twice more and two more enemies have died. However, the three remaining soldiers have arrived.



Zagganozod - CS 20, EP 32

I roll a 4 and a 6. They take 22 and me 3. I finish with a 9 and they die.

These are Drakkarim cavalry, and I took out six. I search them and find:

2 Swords
3 Quivers
2 Daggers
11 Arrows
3 Bows
2 Axes
1 Mace
1 Broadsword
16 Lune (4 Gold Crowns)
Enough food for 4 Meals


I refill my quiver, take the gold, and I grab a Zagganozod Sword.

Abe Sargent 11-28-2009 02:26 AM

I am in hills and a forest pretty quickly. I have to eat a meal and do. I spend the night in a tree.

I spend nine days in this forest and move about without issue. I am now about 20 miles from Torgar. I cross 10 miles by noon but I have to eat a meal. I see and hear a group of horsemen in the distance. I use Huntmastery and Principalin.

They appear to be cavalry if Talestria. That makes them allies. I wave them down:

Quote

The Talestrians bring their horses to a halt and regard you with suspicion. Their officer draws his sword and demands to know your nationality and the name of your regiment. You reply in his native tongue that you are an Eruan Pathfinder, and a smile spreads slowly across his rugged face. He tells you that he and his men are scouts who have been sent to make sure that the hills are free of enemy troops. Your Kai sixth sense confirms that he speaks the truth, and when he offers to take you to meet his commander, you accept the invitation gladly.

You share the officer's horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.



The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defenses seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.

In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkar fortress.

The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse's reins. You dismount with the officer and follow as he enters the largest tent.

Abe Sargent 11-28-2009 02:38 AM

Inside the tent a group of senior officers are poring over their battle-maps and planning their troop dispositions for an assault across the causeway. Their leader has his back to you, but when he turns to see who has entered his tent, you recognize him at once: he is Adamas, Lord Constable of Garthen. 'By the gods!' he exclaims. 'I thought the Danarg had claimed you, Lone Wolf. How good it is to see you alive.'

He dismisses his captains and bids you tell all that has happened since last you met. 'So you wish to break into Torgar,' he says, thoughtfully. 'How strange it is that our goals should be so similar. Come, follow me, perhaps cooperation will hasten our success.'

A short distance from Lord Adamas's tent stands a wooden watchtower, constructed by his army engineers, which offers an unobstructed view of the causeway and the great gate of Torgar. As you reach the top of its rickety ladder and step on to the platform beside the Lord Constable, he recounts the events that have led to the siege of this city-fortress.

Following his victory over the Ogians and the destruction of Xanar, Adamas led the allied armies of Bor, Talestria and Palmyrion along the Blackshroud Trail in pursuit of the shattered enemy. When they reached the Agna-kor-kuzim, the 'road of slaves', the army of Bor was detached and sent to assail Blackshroud from the east, while the bulk of the allied forces marched north towards Torgar. When Talestria was overrun in the early days of the war, thousands of her people were taken as slaves and imprisoned here in this fortress. Lord Adamas had sworn that one day he would free them and he was determined to fulfil his pledge.

During the march north, a great battle was fought near the wastelands of Zuttezna, against two Giak armies led by Darklord Kraagenskûl and Darklord Chlanzor. Both were soundly defeated by the allies and sent back to Cragmantle to lick their wounds. Although victorious at Zuttezna, the allies had suffered heavy losses and Adamas feared they would be too weak to storm Torgar. He was too far from his homeland for reinforcements to reach him swiftly, and there was the growing threat that the Darklords would muster their troops in Tanoz and Mozgôar and attack again. Faced with this grave dilemma he decided to risk an assault on Torgar.

'We have means to breach their iron gate,' he says, staring purposefully at the great door of Torgar. 'The Elder Magi have given us a device that will reduce it to twisted scrap, and when we march through that portal and free our people, we shall have all the reinforcements we need.'

The hoarse cries of soldiers and the blare of war trumpets announce preparations for an assault across the causeway. Armoured infantry gather in a spearhead formation and wait for the order to advance towards a wall of logs and earth, which has been thrown up to protect the vanguard troops dug in on the causeway itself. These warriors scuttle about behind their ramparts, holding arched wooden shields over their bent backs to protect them against the arrows raining down from the battlements. The iron gate stands less than fifty yards from their position, and this approach is heaped with the bodies of those who have fallen during previous assaults.

You accompany Lord Adamas as he makes his way through the massed ranks of infantry and enters a trench which zig-zags towards the causeway. He stops at a log-lined hollow dug out of the trench wall and speaks with a captain who is lying there nursing a broken arm. The wounded officer hands him his leather satchel, and Adamas continues along the trench until he reaches the centre of the causeway. There you both take cover with the vanguard and peer through a slit in the log wall at the formidable entrance to Torgar.

'It's an impressive-looking door,' says Adamas, studying the wall of black iron, pitted and streaked with age. 'But every door has its key, and we have the key to this one.' He flips open the leather satchel and removes what appears to be a mass of triangular crystals fused into one solid lump. 'This is the device that the Elder Magi prepared for us. It has to be placed at the foot of the door and it is activated by pressing this shard,' he says, pointing to a sliver of crystal protruding from the side. 'The thing explodes ten seconds after the shard is pressed.'



Calmly he takes a coin from his pocket and flicks it in the air. 'One of us must place the device,' he says, as he catches the coin. 'We're the only two left who stand a chance of surviving the run.' He nods at his clenched fist and invites you to call 'heads' or 'tails'.

I use Divination. He has a strong magical aura and I cannot tell. I guess Heads. It’s tails, so I have to do it (I wanted to anyway). I grab the satchel and begin the run to the gate of Torgar with a giant explosive magic device in my hand. I pick a number and add 4. I rolled a 0.

Abe Sargent 11-28-2009 02:46 AM

Quote:

The shouts of the defenders and the metallic twang of the vanguard's crossbows echo across the causeway as you sprint headlong towards the door. A rain of boulders begins to fall, smashing around you with terrific force, but you manage to dodge these and reach your goal unscathed. Quickly you tear the satchel from your shoulder, prime the crystal explosive, and sprint back, counting the seconds with every step. Suddenly a terrific jolt throws you forward and a dull throbbing pain spreads across your back. A falling rock has clipped your shoulder blade and knocked you to the ground: lose 4 ENDURANCE points.

Desperation suppresses the pain and you scramble over the rampart with only one second to spare.

The crystal explodes with a blinding flash, releasing a bolt of sun-like energy that tears a massive hole in the one-foot-thick iron plate and transforms what little remains into red-hot slag. The shuddering concussion jars the entire causeway and fragments of glowing metal fall all around you. Triumphant cheers rise above the thunderous boom that is rumbling through the ravine, as the spearpoint of Adamas's army surges across the causeway towards the ruined gate.



You take your place beside Lord Adamas and charge through the smouldering gap, leaping over the charred and broken remains of the Drakkarim who were caught by the blast. The allied soldiers follow your lead and sweep into the startled city, through a gate now guarded only by the slain. Despite their shock, the defenders begin to rally as they receive fresh reinforcements from other parts of the city, and soon a vicious battle rages in the cramped, gloomy streets.

You lead a group of Palmyrion men-at-arms across a courtyard and into a dingy street where you find yourselves confronted by a regiment of Drakkarim garrison troops. They have gathered to make a wall of shields behind a pair of small figures, black-robed and cowled, each holding a yellow globe.

Abe Sargent 11-28-2009 02:51 AM

I use Divination + Tutelary. It tells me that the robed figures can use magic and the globes are a powerful mixture of poisonous gas and magic flame. I choose to use a bow. They see me ready the bow. Only an 8 or more wins, but I get +8. It shatters a globe and the gas and flame engulfs its wielder. The adjacent wielder is damaged and drops his too, adding to the chaos.

The surviving Drakkarim have been scattered and the attackers have the courtyard. There are tons of passages here, and I am asked to roll a die. I get a 5. As I descend a stairway, I run into a Drakkar Assault-Captain coming up the stairs, and we each draw our weapons.



Drakkar Assault-Captain CS 31, EP 35. Nasty.

I roll 7, 0, 2, and 6. He lost 25 and me 11. I roll a 2 and a 9. He is dead and I lost 16 total. 21/37 EP.

I search his body and take some gold and a Black Key.

Beyond the staircase is a parapet and then thousands of human slaves can be seen with a Drakkar master beating them to work. I descend to a door. I try my key.

Abe Sargent 11-28-2009 03:01 AM

Quote:

The lock clicks and the door opens on to a passage lined with torches that splutter and crackle noisily. Halfway along there is another door--a solid slab of iron broken only by a small, barred window. Silently you approach this door and peer in through the grille.

Beyond the door you see a dank dungeon cell. A prisoner sits cross-legged on the cold stone floor, his head resting on his chest. The dark skin on his hands and arms is covered in tiny scars, and his plaited hair is matted with grime and dried blood. Wearily he raises his head and your pulse races as you recognize the face of Lord Paido, warrior-magician of Dessi.

A key to the cell door hangs on a hook nearby. You grab it, twist it in the lock, and kick the heavy slab of metal. It creaks open and Paido rushes forward to embrace you.

'Thank the Gods you have found me, Lone Wolf,' he says, his voice filled with emotion. 'The Drakkarim said you were dead, that your body lay rotting in the Danarg, but I never once believed their lies.'

Paido is overjoyed to hear that the Torgar Gate has fallen and that a battle is raging in the streets above.

And when you inform him of your mission he replies with news that raises your hopes of success.

'I can help you, Lone Wolf,' he says, his warrior pride restored by the thought of avenging his cruel imprisonment. 'I know where the Lorestones are being held and I will take you there.'

Stealthily you follow Paido through the dungeons of Torgar, using the shadows to avoid being seen. Ragged columns of slaves stumble along the passages, dragging their tortured, half-starved bodies to and from the work pits. They are beaten, cursed and whipped relentlessly by their Drakkarim guards, who seem to delight in their suffering.



You emerge from a corridor into the shadows of a circular chamber, where a staircase ascends to a pair of huge triangular iron doors guarded by a squad of crack Drakkarim Death Knights. A tingling sensation electrifies your skin as your senses detect the presence of the Lorestones somewhere behind these doors. Suddenly an alarm bell fills the chamber with a deafening clamour; the Death Knights begin to descend the stairs and your stomach chums with the fear that you have been detected.

(I use Divination )

The alarm bell signifies that the entrance to the tower is under attack. Adamas and his army have reached the centre of the city and are now fighting their way down into the dungeons in an attempt to free the slaves. The Death Knights are hurrying to their battle stations and they are unaware of your presence in this chamber.

The Death Knights tramp past your hiding place and hurry out of the chamber. Paido breathes a sigh of relief as the sound of their heavy footfalls is quickly lost in the noise of the alarm bell; but only when you are sure you are alone do you leave your hiding place and approach the triangular doors.

Abe Sargent 11-28-2009 03:17 AM

You pull a metal bar set into the wall and the huge lead-lined doors rumble open to reveal an incredible sight. Before you stands a domed chamber, its ceiling criss-crossed with gantries of rusted iron. At its centre is a circular black pit around which are gathered groups of ghoulish creatures clad in transparent robes and masks. Angled upwards from the floor are slender crystal rods that glow with green fire. They pour forth a constant stream of pencil-thin light which focuses at a point directly above the centre of the pit. Your eyes are drawn to this point, for here you can see the three remaining Lorestones of Nyxator, the objects of your quest, held suspended in a ball of flickering green flame.



The harsh clang of the alarm bell, and the sudden sight of you silhouetted in the doorway, has startled the creatures. They slink away from the pit and escape through an archway, leaving you and Paido alone in the chamber.

Cautiously you approach the edge of the pit and look down into its midnight depths. No light penetrates the blackness and no sounds can be heard in this seemingly bottomless abyss.

Above you the Lorestones hang suspended in a ball of green flame, beyond reach from the ground but within a hand's breadth of the gantries which criss-cross above the pit.

(I can climb the gantry, look at the rods, or search for a way from below)

You sense that the crystal rods are generating a powerful charge of negative energy. The Lorestones are being bombarded with this energy in the hope that eventually it will destroy them. If you are to retrieve the Lorestones safely you must first shut off this power. However, by doing so, you would remove the means by which they are being kept suspended in the air, and they would then fall into the pit.



You ponder the problem for several minutes before you hit upon a solution.

You notice there is a spot where a gantry passes directly over the ball of green flame. If you could crawl to that spot you would be able to cup your hands below the Lorestones. Paido could then destroy the crystal rods, and the Lorestones, freed of the energy beams, would drop into your hands.

It is a bold plan but you feel confident that it will succeed.

The corroded iron gantry shakes violently as you inch your way nearer to the flaming green ball. Once you are in position, you call to Paido and, one by one, he smashes the crystal rods.

As each rod is broken its beam disappears and the fireball grows weaker. The golden light of the Lorestones begins to radiate through the evil green flames, and when Paido has destroyed half the rods, one of them tips and falls into your waiting hands. Immediately, a wave of energy courses through your body, filling you with renewed strength and sharpening your thoughts and perceptions. You shout encouragement to your companion and he raises his head to reply, but his words are drowned by a harsh and terrible voice.

'Vengeance is mine, Lone Wolf!' booms the thunderous voice. Terror strikes deep in your heart when you turn and see the ghastly form of Darklord Gnaag, filling the archway through which his minions escaped when first you entered this chamber. A ghastly rasping laugh echoes from his fly-like head as he raises a black crystal and points it at the gantry. 'The vow I gave at Tahou shall be fulfilled. Now I shall destroy you and the Lorestones!'

There is a deafening crack and a bolt of blue lightning streaks from the stone held in his pincer-like claw. It shears through the rusty metal and you are peppered with red-hot iron splinters. As the shock wave hits the weakened ball of fire, the two Lorestones are sent tumbling into the black abyss. Then a second bolt from the black stone tears the gantry in two, and with the ghastly laugh of Darklord Gnaag ringing in your ears, you plummet headlong into the icy cold pit.

You have fallen into a portal of total darkness, a Shadow Gate that leads to the twilight world of Daziarn. The wisdom and strength of the Lorestone of Luomi is now a part of your body and spirit, and the last remaining Lorestones are still within your reach, but your descent into the Daziarn heralds the beginning of a deadly, supernatural episode of the Magnakai Quest.

If you have the courage of a true Kai master, the wonders and the horrors of the twilight plane await you in Book 11, the penultimate Magnakai adventure, entitled:

The Prisoners of Time

Abe Sargent 11-28-2009 03:20 AM

Review of The Dungeons of Torgar. The book is great. I love the whole battle, siege, thing. If you take the other path, it’s a completely different story, more a ranger in the wilderness story, and you can run into Roark, the guy who killed Cyrilus from Kingdoms of Terror. You can also get the Bullwhip, and I missed it. This way is more fun, though, and probably shorter. If you have the Sommerswerd it’s very hard to do the siege because you have to fight the Powerstave version of Zilan with 40 CS and then the Baron with around 40 CS before you have a chance to heal. Tough.

The other way is fun too, and a very different adventure, so that’s cool. The book is great, I loves it.


End of The Dungeons of Torgar

Abe Sargent 11-28-2009 03:21 AM

The Prisoners of Time

The story so far:


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

Many centuries have passed since Sun Eagle, the first of your kind, established the Order of the Kai. Aided by the magicians of Dessi, he completed a perilous quest to find seven crystals of power known as the Lorestones of Nyxator, and upon their discovery he unlocked a wisdom and strength that lay within both the Lorestones and himself. He recorded the nature of his discoveries and his experiences in a great tome entitled The Book of the Magnakai. You have discovered this lost Kai treasure and have given a solemn pledge to restore the Kai to their former glory, thereby ensuring the security of your land in the years to come. However, your diligent study of this ancient book has enabled you to master only three of the ten Magnakai Disciplines. To fulfil your pledge, you must complete the quest first undertaken by Sun Eagle over a thousand years ago. By doing so successfully, you, too, will acquire the power and wisdom of the Magnakai, which is held within the Lorestones' crystal forms.

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

In Elzian, the capital of Dessi, you were tutored in the histories of Magnamund and received lessons in lore that you would have learned from the Kai masters if only they, like you, had survived the murderous Darklord attack on the Kai monastery twelve years ago. You were eager to learn all that your tutor, Lord Rimoah, could teach you in preparation for the next stage of your quest, but grim news from the Darklands cut short your tuition. In the Darklord city of Helgedad a civil war had erupted, following your defeat of Haakon, Archlord of the Black City. After five years, the battle for the throne of Helgedad had finally been won by a Darklord called Gnaag. The other Darklords, now united behind this new leader, were ordered to amass huge armies in preparation for the conquest of Magnamund. Swiftly their Giak legions grew in number, enabling Gnaag to launch a sweeping invasion that was to catch the freelands unprepared. Many countries were completely overrun by Darklord armies; others surrendered without fighting, and sadly there were those who chose to betray former friends and allies by joining the Darklord cause, in the misguided hope that they would share in the spoils of victory, following the triumph of Darklord Gnaag. One such land was Vassagonia, a powerful desert realm to the north of Dessi. It mobilized its formidable army and marched west to join Gnaag's horde as it steamrollered across central Magnamund. They were destined to meet at the city of Tahou where, beneath the ancient streets, lay hidden one of the seven Lorestones of Nyxator. You set off in haste for Tahou and arrived barely hours ahead of the enemy. Successfully you made your descent and discovered the object of your quest, but on returning to the surface you found Tahou transformed into a blazing inferno. Darklord Gnaag and Zakhan Kimah, the cruel ruler of Vassagonia, had learnt of your presence and were determined to destroy you at all costs. For days their engines of war had hurled fire and rock across the walls of Tahou with devastating effect. Then a massive assault, led by the Zakhan himself, breached the city gate and gained entry to the burning capital. Armed with a weapon of awesome power, the evil Zakhan sought you out and challenged you to a fight to the death. The struggle was desperate but you emerged victorious and led the Anarians in a counter-attack that cleared the city of the invading foe. The allies of Anari arrived to raise the siege and in the ensuing battle the demoralized armies of Gnaag and Kimah were smashed and routed.

Your defeat of Zakhan Kimah turned the tide of war decisively against the Darklord armies and paved the way for the liberation of the lands they had taken by force. But the sweet taste of victory turned sour when you discovered that Darklord Gnaag had captured the last three remaining Lorestones of Nyxator, and had vowed to avenge his defeat by destroying them and killing you. Alarmed by this, the High Council of the Elder Magi joined you in Tahou to help formulate a plan of action. They had already received word from Prince Graygor, the ruler of Eru, that three radiant gems filled with golden light had been transported to the fortress of Torgar from the Darklord city of Mozgôar. Unable to tolerate the goodly power of the Lorestones within his own domain, Gnaag had been forced to move them to Torgar where his sorcerers--the Nadziranim--set about searching for a means to destroy them. Fearing that they might achieve their task, the Elder Magi made preparations for your secret journey to Eru and, in order to safeguard your true identity, you adopted the guise of a Pathfinder--one of Prince Graygor's élite woodland scouts.

After a long and perilous journey you arrived at Torgar to find it besieged by the armies of Talestria and Palmyrion. During the early months of the Darklord invasion, hundreds of Talestrians were enslaved and sent to labour in the dungeons and sulphur mines deep within the bowels of this grim city-fortress. Their plight seemed hopeless until the allied armies, under the command of Lord Adamas of Garthen, finally arrived to liberate them. Due in part to your bravery and skill during the assault, Lord Adamas's troops were able to breach the great Torgar gate and storm its citadel. During this fierce battle you gained entry to the chamber at the heart of the citadel where the Nadziranim were attempting to destroy the Lorestones. They were hung above a circular black pit and suspended in a fireball of negative energy, the focal point of several beams of power emanating from crystals set around the edge of the pit. By means of a gantry you were able to climb above these energy beams and retrieve one of the Lorestones. But, as you reached out for the remaining two, a terrible voice filled the chamber.

'Vengeance is mine, Lone Wolf!' Terror struck deer in your heart as you turned and saw the ghastly form of Darklord Gnaag. A rasping laugh echoed from his fly-like head as he raised a black crystal and pointed it at the gantry. 'The vow I gave at Tahou shall be fulfilled. Now I shall destroy you and the Lorestones!' he gloated.

There was a deafening crack and a bolt of blue lightning leapt from the stone towards the rusty iron gantry. As the shock wave hit the fireball the two remaining Lorestones were sent tumbling into the black abyss. A second bolt ripped the gantry in two and, with the ghastly laugh of Darklord Gnaag ringing in your ears, you fell headlong into a portal of total darkness, a Shadow Gate which leads to the twilight world of the Daziarn Plane.


Abe Sargent 11-28-2009 03:22 AM

I do not get any new items or a chance for Safekeeping.


Here is a Map of Northern Magnamund, info for you to see where everything is:


Abe Sargent 11-28-2009 03:25 AM

Improved Disciplines for my newest rank:

Scion-kai

Weaponmastery
When entering combat with a weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a weapon they lose only 1 point from their COMBAT SKILL.

Invisibility
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.

Pathsmanship
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.

Psi-screen
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.

Divination
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called 'spirit walking'. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.


As you can see, I gained a CS from Weaponmastery. I add broad sword to my Weaponmastery list.

I only have Psi-Surge, Psi-Screen, and Curing left. I take Psi-Screen.

Abe Sargent 11-28-2009 02:04 PM

Items:

50 Gold Crowns
Crystal Star Pendant
Platinum Amulet
Blue Stone Triangle
Grey Crystal Ring
Psychic Ring
Bronin Warhammer
Silver Bow of Duadon
Firesphere
Map of Ghatan
Shield
Silver Helmet
Chainmail Waistcoat
Padded Leather Waistcoat
Wrist and Finger Guards
Rope
Quiver w/ 6 arrows
2 Potion of Laumspur: 4 EP
Distilled Alether +4 CS
9 Fireseeds
Magi Mace (Normal)
Zagganozod Sword
Drakkar Dagger
Drakkar Blanket
Black Key
Medal: Battle of Luoni


My gold pouch is full, I have a mace and sword, I have a dagger, two pots of Laumspur, blanket, alether and rope in the backpack leaving room for just two spots, so I am mostly full already.

Abe Sargent 11-28-2009 02:10 PM

Lone Wolf, Scion-Kai, Kor-Skarn, Fryearl, Warmartial of Sommerlund, Savior of Tahou

CS 28
EP 37


Divination
Pathsmanship
Weaponmastery
Huntmastery
Animal Control
Invisibility
Nexus
Psi-Screen



Alright, here we go.

Abe Sargent 11-28-2009 02:22 PM

All sense of time and space is lost as you plunge headlong into the whirling black throat of the abyss. Only a numbing chill and a mournful sound, like a million voices crying in despair, accompany you on your descent into the unknown. Gradually your mind is filled with fearful visions, nightmare shapes that reach out of the darkness to claw and bite and scream at your passing. They grow in menace until they are swiftly dispelled by diamond-shaped motes of light, which streak past at incredible speeds. The tiny lights engulf you in a cone of fiery brilliance and a metallic smell of ozone, sharp and pungent, assails your nostrils. A sensation of warmth surges through your frozen limbs. Then, an instant later, you strike solid ground with such a suddenness that you are left stunned and panting for breath.



(I roll a die and get 3. I lose 3 EP from the trip.)

With dread anticipation you stagger to your feet to survey your new surroundings. A bleak and desolate plateau, seemingly devoid of life, stretches into the distance on all sides. Jagged boulders litter a desert of crimson sand, which is stirred to restless motion by fierce and scorching winds. Neither sun nor moon hang in the amber skies above, yet their absence does not leave this world in darkness, for all along the horizon blazes a fire which glows brighter than a thousand sunsets. You stare across this alien landscape and a feeling of helplessness grips your senses as you realize where you have emerged. This is the twilight world of the Daziarn Plane.

A knot of fear tightens in your stomach as you recall what little you have heard about this world. The magicians of Sommerlund believe it to be an astral corridor that connects Magnamund with other planes of existence. So, by passing through a Shadow Gate, one of which is situated below the Guildhall in Toran, a person can gain entry to the Daziarn. However, those who have passed through the Shadow Gate in Toran have never been seen again and the magicians believe that the journey can be made in only one direction. They say there is no escape from the Daziarn.

Your vow to restore the Kai and your stubborn will to survive against all odds refuse to let you believe that there is no way back to your home world. You cast aside your fear and steel yourself for the task of finding a means of escaping from this desolate place. But firstly you must recover the two Lorestones that fell into the Shadow Gate shortly before you.


(I use Divination + Tutelary)

You scan the barren wasteland, straining your senses to detect the missing Lorestones, which must be somewhere among the millions of rocks and wind-smoothed boulders that cover the vast plateau. But it proves a fruitless search: you can find no trace of the Lorestones nor even the slightest indication that a Shadow Gate opened here.

The torrid winds sweep across the landscape with increasing ferocity, forcing you to protect your eyes from the gusts of sharp, stinging sand. The need to find cover takes priority when you sense that the winds are merely the prelude to a storm. To remain here in the open could prove a fatal mistake.

Peering through your fingers you try to find somewhere to take shelter. To your left, in the middle distance, you can see what appears to be a mound of volcanic stone slabs; to your right, but further away, you notice a shallow gully running lee to the wind.

(I choose the cairn)

With plodding steps you set off towards the rocky cairn. Your feet sink ankle-deep into the hot red sand and you can only maintain your balance by leaning heavily into the wind. Walking soon becomes an ordeal and by the time you reach shelter you are near to exhaustion.

Breathless and weary you crouch beside the mound and pray that the storm will soon subside. Then it occurs to you that the cairn is not a natural structure: the rocks have been stacked symmetrically, one upon the other, by someone or something who wished to leave their mark upon this wilderness. You examine the slabs more closely and discover one that is quite unlike the others. Its rectangular edges are even and its surface is mirror-smooth. Inscribed upon this slab are curious spidery markings.

Abe Sargent 11-28-2009 02:29 PM

Pathsmanship tells me this is letters and writing, made out to someone called Ztuul. The rock here has been sandblasted by the winds. I need shelter, so I go in, but it’s dark, so I use my Firesphere. There is a statue here that has a metallic skin. I peel it away to reveal a skeleton:



As you can see, within the skeleton is a silver rod and I take it. Outside the wind howls and cries. I have to eat a meal and I fall asleep.

Quote:

Slowly you awaken and for a long moment you lie on the hard floor blinking sleepily at the pitted rock ceiling. The storm died down while you slept and all is quiet save for a sound that sets your pulse racing: the distant slap of large wings beating the air. The sound is becoming louder and you gather your equipment quickly and climb out of the cairn to investigate its source.

Silhouetted against the blazing horizon are six black shapes. They resemble dragons with snaky necks and ragged, bat-like wings, and upon their backs they carry golden-skinned creatures, vaguely human in appearance save for their lack of hair and their massive size. From their flight formation you can tell that they are hunting something on the ground, but it is not until you climb to the top of the cairn that you are able to see their prey. A brace of huge, lizard-like creatures are thundering across the plateau, darting this way and that to avoid the shadows cast by their winged pursuers. They reach the top of a rock-strewn ridge and one of the crimson reptilians comes pounding across the sand towards the cairn. The leading flyer sees you. He banks his dragon mount towards the cairn and the others follow closely in his wake. You fear that they are about to attack but at the last moment they veer away and circle the cairn before landing nearby.

With deceptive ease the leader and two of his followers dismount from their massive, winged steeds. They each dwarf you by an arm's length and, although their heavy, muscular bodies seem incapable of stealth, they approach the cairn with animal grace.
'Zeeu klo-ka kilkora dau Ztuul n'ra?' speaks the leader, his voice deep and resonant.

'Ryl'aan noorna?' says the being by his side, his eyes blazing like twin discs of amber flame.

(I have Pathsmanship + Scion-Kai.)

Your advanced Magnakai skill enables you to understand what these beings are saying. One demands to know why you are violating the sacred burial tomb of Ztuul, one of their most revered hunters, and the other asks how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.

(I tell them I came from Magnamund in a Shadow gate)

Having listened to your explanation the giants react with scepticism, but, despite their doubts, they are clearly fascinated by your appearance and the sound of your voice. 'We are the Yoacor,' says the leader, proudly. 'We are the Lords of Yanis--the Shining City--and masters of the Abaxial of Czenos. Come, we will take you to our realm where you may tell your strange story to the Beholder. He will divine its worth.'

Abe Sargent 11-28-2009 02:34 PM

He beckons you to approach his dragonmount and you step forward. The thought of being left marooned in this wilderness is all you need to persuade you to obey his command.

With a mighty screech, the dragonmounts take to the air in unison, the beat of their great wings filling your ears with a thunderous drumming noise. Your stomach heaves as the leader tugs at the reins, sending the beast labouring steeply into the fire-orange sky. The ground below falls away at an alarming rate and within minutes you are traveling hundreds of feet above the plateau, your vision blurred by the speed of the rushing wind.

Beneath you the trackless waste stretches away to the burning horizon. Without sun or moon or any change in the brightness of the sky you find it impossible to gauge the passage of time. Twice you lapse into sleep, for how long you cannot guess, yet each time you wake the arrow-shaped flight formation of the dragonmounts remains unchanged and the Yoacor themselves show not the slightest sign of fatigue.

At length the featureless wastes give way to thick, violet-coloured grasslands dotted with scab-like patches of marsh and bog. The air becomes humid and the faint smell of rotting vegetation conjures up memories of time spent in the Danarg. Gradually the lowlands rise and you soar above high valleys and rock-strewn meadows, broken hills and weather-worn crags. As you approach a narrow cleft between two mountainous peaks the leader raises his hand. Upon this signal the others close into single file. An immense crater lies beyond the pass and at its heart stands a city, the most beautiful city you have ever seen.

The shining City of Yanis lies before you, rising in circular levels around a turreted citadel of sparkling crystal which dominates the vast, alien metropolis. Constructed out of sheeted platinum, silver, glass and mirrored steel, it reflects the light in a thousand colours from its walls, windows and huge, conical towers, giving it the appearance and splendour of a glowing sun. As the dragonmount glides over the outer walls, you feast your eyes upon a network of broad avenues lined with fragrant, tree-like plants, squares with fountains, and huge, silver, bell-shaped dwellings.



Directly ahead stands the citadel. The leader signals once more and together the Yoacor land their winged steeds upon a glassy platform adjacent to one of the citadel's five circular watchtowers. There you are met by Yoacor guards, resplendent in armour of burnished silver, who attend to the dragonmounts with dutiful efficiency. The leader helps you dismount before dismissing his company and escorting you to a room in the watchtower.

'You will rest here,' he says, using only his mind. 'I shall take word to the Beholder and he shall speak with you. Refresh yourself and sleep if you wish.' He motions towards an adjoining room then turns and leaves, the door closing behind him seemingly of its own accord.


I choose to explore the adjacent room. The furniture is large, but there is Yoacor food here . I can use Curing, eat a meal from my backpack, eat the food on the table, or go without. I choose to eat their food. The food tastes unlike anything I have ever eaten before, but it is quite delicious and I regain 3 EP. I can also take a meal that can be eaten for +3 EP if I want. I do so.

I return to the first room and look out the window at the city below. The Yoacor move about like ants. For hours I stare at this beautiful city, there is always something new to catch my eye.

I am escorted to the Beholder. I pass by guards, offices and more. Then I arrive with an audience with th Beholder.

Abe Sargent 11-28-2009 02:41 PM

Quote:

Cradled in the muscular arms of a Yoacor guard lies the loathsome, stunted form of the Beholder. His withered, corpse-green body is no bigger than a human child's, yet his bulbous head is enormous by comparison, far larger even than that of the giant who is holding him. It wobbles and sways repulsively when he turns to focus his eyes on you. Like polished gemstones these two blank orbs glint in the flickering light of the chamber, their cold sharpness revealing the intelligent being that lies imprisoned within the crippled shell.



'Be not afraid of me, human,' he says, using a language similar to your native tongue. 'I mean you no harm. My shape may not find favour with those of your species, but here in the Daziarn you must be prepared to disregard appearances if you are to discern the truth.'

With a languid blink he dismisses the Yoacor leader and his guards and watches like a doting father as they descend the spiral staircase.

(I use Divination)

You focus your Kai skill on the Beholder and try to fathom if his intentions are for good or ill. You sense he possesses immense powers, both physical and psychic, which radiate from his body like the rays of an invisible sun. You concentrate on this power but all you can discern is that he is capable of using it to further both good and evil.

'Come, let me show you some of the wonders of my realm,' says the Beholder, as the great black door swings slowly shut. 'It is so rare that I am able to entertain a guest, I would deem it an honour if you would accept my invitation.'

With the only exit from the chamber now sealed off you have no option but to accept, yet his politeness makes you feel uneasy. You are his prisoner, yet he speaks to you as if you were free to leave at any time.

You walk beside the Beholder along a corridor which leads to a vast, circular gallery. At its centre stands a towering, bell-shaped vessel made out of transparent, glass-like material and filled with a huge, seething ball of fire. Its brilliant light illuminates some strange equipment standing against the walls and cluttering the tables, but little of its heat radiates into the room. You pass on until you come to another gallery which is floored with shining steel like a gigantic mirror. The domed roof is lost in the dim shadows, but at its centre you notice a tiny, disc-shaped portal. The Beholder glances at a row of crystals embedded in the wall and they glow in response to his psychic commands.

'I am called the Beholder,' he says, his thin voice echoing loudly in the emptiness of the dome. 'I observe all that transpires in the Daziarn. I saw your arrival upon the Zhamin Plateau and I know from whence you came. So few of your kind survive transference that I abandoned all hope of meeting you. Indeed had you not met with one of my hunting parties your bones would now lie bleaching upon the sands of that arid plain. It seems that you are by nature a survivor.'


Suddenly a swirling column of light appears, projected from the disc in the centre of the dome. It casts a pool of brilliance in the middle of the gallery and gradually widens until it encompasses the whole floor.

'Come, observe, and perhaps you will learn the nature of your new world. For you will need to adapt if you are to survive here . . . for the rest of your life.’

Abe Sargent 11-28-2009 02:50 PM

The swirling light draws into focus upon the mirrored floor and you find yourself surrounded by a spectacular cosmic image. At the centre spins a shadow, as dark as deep space, populated with suns and stars and the myriad planets that revolve about them. This microscopic universe is in turn surrounded by a ring of total darkness, and beyond that radiate four beams of differing colour, like the spokes of a gigantic wheel. Between these beams are many areas of light and shade, some running parallel and some in isolation, but all of them connected by a pale, shimmering mist. 'What you see before you is a tableau of our worlds, a light-painting that depicts the universe of Aon and the Daziarn Plane,' says the Beholder, as his servant carries him to the dark centre of the floor. 'Here, among the suns and stars of Aon, is the planet you know as Magnamund, and beyond it lies the Shadow Gate through which you fell into the Daziarn.' Slowly the Yoacor moves towards you, bearing his master with care as he continues his monologue proudly. 'And here, balanced between the elemental strongholds of Fire and Water, lies the Abaxial of Czenos. This is my realm. I have chosen to live here, to shape it as I wish and to populate it with beings who embody my ideals.'



Coldly the Beholder stares into your eyes and you feel your body stiffen as he probes deep into your mind.


(I use Psi-Screen)

The unexpected speed and intensity of the Beholder's psychic intrusion leaves you fumbling for defense. You draw on your psychic reserves and manage to erect a thought-wall to protect your nervous system, but it is too late to prevent the Beholder from scanning your mind: lose 1 ENDURANCE point.

Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.

'I perceive much in your character that pleases me, human. You possess inner strength, honour and a fiery courage uncommon among the mortals of Aon. Were it not for these traits I would have no hesitation in ridding myself of you, for I will not tolerate the weak and untrustworthy in my realm.'

He pauses for a moment and gazes fixedly at the shapes swirling near the centre of the room. 'I have looked into your mind and the reasons why you are here in the Daziarn are now known to me. The quests and struggles of Magnamund are of no significance to the Shining City, but there are those of this world who would rejoice to learn that the last of the Kai is here, if only to seek you out and destroy you. For this reason you must leave Yanis. But I shall not send you away without guidance, for you have my respect and I shall help you all I can.'

The Beholder deactivates the light-picture and wills his servant to carry him back to the first gallery. There, bathed in the shadowless glow of the fireball, stands a huge globe of silvery metal. At his approach it radiates an eerie phosphorescent light and symbols appear upon its surface.

'The Lorestones entered the Shadow Gate some moments before you fell, is that not so?' asks the Beholder, incisively. You confirm this to be the case and watch with fascination as the symbols shift and change colour. 'There are many channels within the Shadow Gate that are warped by the vagaries of time and space. Usually it is an impossible task to predict where an object passing through to the Daziarn will materialize, but the coordinates of your arrival are known and this will help my calculations.'

Slowly the symbols begin to disappear until just three remain. 'Without knowing the precise Aon-time they entered the Shadow Gate I can find only an approximate location,' he says, scrutinizing the symbols. 'As reckoned by the time-scale of your planet, the Lorestones arrived on the Daziarn forty-one hours ago. They materialized together and intact in the forest of the Khat Trisect of Vhozada--a realm situated between the elemental strongholds of Earth and Water. This bodes well for you, human. Vhozada is a temperate and stable domain, rich in those elements necessary to sustain mortal life-forms. Also, there is one of great vision who has made this her home. Her name is Serocca. It would be wise to seek her help in finding these stones of power, for she is sure to know their whereabouts.'

Although his words revive your flagging hopes, you are still fearful that the Lorestones are beyond your recovery. The Beholder senses your apprehension and tries to allay your fears by offering you a means of transportation to the realm of Vhozada. He promises that your passage will be swift, but, when you learn what the journey entails, your blood runs cold.

'This device,' says the Beholder, pointing with pride at the huge, fiery vessel that dominates the gallery, 'is a Dimension Door. It will enable you to pass directly into the realm of Vhozada through a rent in the fabric of the Daziarn.' You stare in awe at the sun-like ball trapped within the vessel and try to comprehend the secret sorceries that enable such a thing to exist.

'You will come to learn that the laws which govern my world are quite unlike those which shape Aon. Here, time and space can be manipulated by those with power enough to craft them to their needs,' he says, in answer to your thoughts. He wills his servant to carry him to another globe which stands close by. There he manipulates a bank of crystals and gradually a swirling circular grey shadow forms on the glassy surface of the vessel. It shimmers and you find that you cannot fully focus your eyes on it. 'Step forward and enter,' commands the Beholder. 'The door to Vhozada is open.'



Your skin prickles and your stomach churns, but you fight to control your fear by relying solely on your Kai skills. You sense that the Beholder is speaking the truth: the grey portal does lead to the realm of Vhozada. And so, with great trepidation, you bid him farewell and step into the void.

Abe Sargent 11-28-2009 03:00 PM

I lose another 3 EP from the transfer. The world is weird, but I arrive out of breath, and in Vhozada.

The world here looks more familiar. I am on a grassy hill. There are streams and trees. Except for the sky, the world would look like Sommerlund. I scan the horizon looking for anything out of place. I use Huntmastery + Principalin. I can make out some pyramids in the distance, so I follow a stream is that direction.

The stream nears a strange grey, metallic monolith. I choose to investigate it. It has been here for some time. It is tipped with a transparent spike. I can hear a faint humming sound. Do I have Pathsmanship + Tutelary? Yup.

There is an ambush about to be sprung. I choose to confront them.

Quote:

A group of hairy, squat-limbed creatures step from the shadow of the trees. They are armed with crude spears, which they clasp in their ape-like hands as they approach nervously. They surround you in a wide circle and one of their number utters a loud, twittering sound. Then he narrows his eyes and tilts his head as if expecting you to answer his call.

(I use Pathsmanship + Scion-Kai to converse with them)

Your Kai mastery enables you to understand the bizarre language these creatures use. The one who spoke introduced himself as L'yan-K'ril, an elder of the Ookor. He then asked if you came from somewhere called Meledor, and from the tone of his voice you get the distinct impression that he is hoping you will answer 'yes'.

(I answer no)

The stumpy little Ookor takes a rapid step backwards when you tell him you do not come from Meledor. Nervously his followers close around him and raise their spears, forming a defensive wall to protect their leader. You assure them that you mean no harm and try to explain how you arrived in their land, but fear and suspicion cloud their eyes until you mention Serocca, the name of the one whose help you seek.

'Very well,' says L'yan-K'ril, pensively. 'We will take you to Serocca, if that is truly your wish.'

Abe Sargent 11-28-2009 03:07 PM

For several hours you accompany the Ookor across a vast tract of grassland, featureless save for a narrow trail and a line of low hills, which rest on the horizon like a sleeping colossus. During the trek you become very hungry: you must eat a Meal or lose 3 ENDURANCE points. Eventually the trail ascends to the peak of the hills and, as you clear the crest, you see a remarkable sight beyond.

The walled city of Thas, home of the Ookor, lies before you, spread out along the centre of a narrow wooded valley. The low, pyramid-shaped dwellings are built around a tower of stone, its colour identical to the drab grey of the sky. Straight thoroughfares teem with Ookor, who pass freely and leisurely through the criss-cross of narrow streets.

The path leads down to an open gate in the city wall, guarded by two of the squat-limbed humanoids. When they see L'yan-K'ril and his patrol approaching with you in their midst they give a call and a crowd comes rushing out of the city. They gather round you, chirruping and twittering excitedly, while L'yan-K'ril tries his best to calm them down.

In a frenzy of excitement the citizens of Thas press forward on all sides, pawing, prodding and staring slack-jawed, as you are brought along the main street, which leads directly to the grey tower. Your escort are hard-pressed to keep the crowd at bay and, by the time you reach the tower door, your clothes are dishevelled and you are scratched and bruised: lose 2 ENDURANCE points.

With a loud, grating rumble the stone door moves inwards and you are given into the charge of three bronze-clad Ookor wardens. They usher you up a winding stair to a bare chamber, floored and walled with smooth stone slabs. Silently a section of the drab wall moves aside and silhouetted in the opening stands the tall, feline shape of a remarkable creature. 'I am Serocca,' she purrs, hypnotically, 'and I bid you welcome, Lone Wolf. Come, enter my chamber, so that we may discuss your reasons for journeying so far to seek my help.'

(I have Psi-Screen and have reached Tutelary)

You sense that Serocca is imprisoned in a cage of psychic energy which surrounds her chamber and prevents her from passing through the opening. This energy is extremely powerful and has been synchronized to react to her brainwaves alone. To enter the chamber would cause you no injury, but if she ever attempted to pass through the invisible wall, the resulting release of force would be enough to destroy both her and the entire city of Thas.

Cautiously you pass through the opening and follow Serocca into a tall, domed chamber that is supported by a circle of huge, rose-veined marble pillars. At its centre stands a large table and, from the ceiling directly above, a flood of light pours down, reflecting and refracting upon its crystal mosaic surface and bathing the chamber walls in spectral colours. She bids you take a seat at the table and, as she lowers herself elegantly into a seat opposite, you cannot but admire her beauty. Her face has the feline characteristics of a young lioness, yet her eyes and her youthful body are distinctly human, save for the soft, velvety nap which covers her flesh. She bears an aura that is powerful and confident, and yet at the same time she seems vulnerable and sad.



'How do you know my name?' you ask, slightly unnerved by the familiar way in which she welcomed you to her chamber.

'There is much I know about you,' she replies, veraciously, and at once you sense that you are in the presence of a god-like being. 'Your land, and your fight against the forces of darkness who threaten to conquer it, are but a part of the struggle which rages throughout the Planes of Existence. Yet it is your world and your fight that has become the focus of this conflict between the powers of Good and Evil.' She pauses, then staring deeply into your eyes, she continues: 'Upon you depends the future of us all.'

Abe Sargent 11-28-2009 03:16 PM

Stunned by the enormity of what she has said, you shake your head in open-mouthed silence: 'No! How can this be?' you breathe incredulously.

'There are those who seek to shape destiny and those upon whom destiny falls. Destiny has chosen you, Lone Wolf, and you cannot refuse it, for it will force itself upon you.'

'But how have I become the focus of such a struggle?' you reply.

'We are all a part of it,' she says. 'The worlds of Aon and the Daziarn are shaped by the actions of those who exist there. Yet the time has now come when the actions of one individual will shape the future of both worlds. You are that individual, Lone Wolf, and your actions are destined to shape the future of every living thing.'

'But what if I refuse?' you say, nervously. 'What then will happen to the future?'

'You cannot refuse,' she says, softly. 'For everything you do is bound up with your destiny. Your vow to complete the Magnakai quest and restore the Kai, will you give that up? Will you forsake your country and its future security? Will you abandon Magnamund to the evil of the Darklords? No, by your very nature--because of your honour and your courage--you will act out your part.'

'What then must I do?' you ask.

'You must do what you have always done. You must listen to the words of those who will help you and you must let your skills and instincts be your guide.' She leans forward and sweeps her hands slowly across the surface of the table. The light dims and patterns take shape among the tiny squares of crystal. 'Observe and learn,' she says. 'For the images will impart knowledge that will aid your quest for the Lorestones of your ancestors.'

The flickering patterns draw into focus and you see before you a panoply of strange scenes, and the faces of many unknown creatures, some human, some bestial, and some that defy description.

'Many of the events which have befallen your world are mirrored here in the Daziarn,' says Serocca, as you watch, with growing fascination, the image of a battle taking place between men and beasts. 'We too are threatened by the forces of darkness. Many ages ago we triumphed over evil, but our victory was incomplete. Now our nemesis has come in the guise of the Chaos-master. Everywhere his seething corruptions encroach upon the goodly realms of the Daziarn, twisting and consuming all they touch.'

The vision of the battle fades and is replaced by a living map, similar to the light-picture you were shown by the Beholder of Yanis. 'Here are the realms that lie between the elemental strongholds of Earth and Water. Once this region was rich and populous with the creatures of light, but now it lies ravaged by the cancerous Realm of Paradox. Only Vhozada and Meledor continue to resist; the others have either disappeared into the Neverness or been transformed into desolate wastelands. Here . . .' she says, pointing to the middle of the table, 'is the Nahgoth Forest, once the most fertile of the great timberlands; now the scourge of chaos splits it asunder. And here, the Plain of Guakor, the mightiest realm the Daziarn has ever known, reduced to dust by a plague of fire-breathing Zhengha.'

Tears well up in her eyes and you sense that the vision of Guakor has stirred painful memories.

(I ask what troubles her)

'It is the cruelty of the Chaos-master that saddens me so,' she says in a whisper, as if fearing to be overheard. 'Before his coming, the Plain of Guakor was ruled by a great warrior called Sinay, whose only fault, it was said, was a surfeit of pride. He loved me and wished for the union of our realms, but, alas, his love was unrequited; the joining of Guakor and Vhozada was not to be. To win my love and restore his injured pride, Sinay struck a bargain with the Chaos-master, for in keeping with the paradoxical nature of that god, he is obliged to indulge in the granting of wishes to those who would dare demand them of him. The Chaos-master wove a spell to enchant me and Sinay was granted his wish: I became enamoured of him. But the bargains of the Chaos-master are in keeping with his nature--they are cruel and fickle. Upon the hour of our wedding he appeared and demanded that Sinay pay for his wish by ceding him half his realm. He was refused, and in retribution he imprisoned me here in this tower and wrought upon Sinay such physical mutation that he fled Guakor and hid himself in shame.'

'Do you know what became of him?' you ask.

'Yes,' she replies, sadly. 'He is the ruler of a new realm. He has regained his power but his body is forever a cruel reminder of his pact with the Chaos-master. He is the one who sent you to me--he is the Beholder of Yanis.'

Abe Sargent 11-28-2009 03:22 PM

Serocca blinks away her tears and forces herself to concentrate on the matter in hand. Again the image fades from the table and a new one takes its place: a picture of forested hills and steep-sided valleys. 'This is where the Lorestones emerged from the Shadow Gate,' she says, her voice now calm and controlled. 'I detected their presence immediately, for the power they radiate is extraordinary.'

'Where is this place?' you ask.

'It is the Nahgoth Forest, close to the border with Meledor. I estimate that the Lorestones lie within a few hundred yards of Tolakos, the ancient burial ground of the Meledorians,' she replies, but with caution in her voice.

'Is this not good news?' you ask, relieved to know at last where the objects of your quest are situated.

'Yes, it is, but for the struggle now taking place in the region. The Meledorians are locked in battle against the forces of the Chaos-master, who is determined to claim all of the Nahgoth for himself. Tolakos is but a few leagues from where the fighting is fiercest.'



'Then I must retrieve the Lorestones quickly,' you say, rising from your seat in your eagerness to press on with your quest.

'Indeed you must, but it would benefit you nought if you were to reclaim them and then be unable to return to your home world for the lack of knowing where to go. Be patient a little longer, Lone Wolf, and I shall show you where, in all this vast region of the Daziarn, you can find the one Shadow Gate that leads to Magnamund.'

The vision of the Nahgoth Forest dissolves and a new one takes its place. It is of a city, perched atop a rocky cliff, surrounded by a wall fortified with towers and grim bastions. Red flames glare from a row of tiny windows and its huge stone gate is emblazoned with the symbol of a fiery dragon.



'This is Haagadar,' says Serocca, cheerlessly. 'Once it was the home of the Sandai, the rulers of the Great Plains that stretched to the very edge of the strongholds of Earth. They were the first to fall to chaos and now their plains are dead and empty wastelands of sterile rock and poisoned sand. Haagadar was claimed by the Chaos-master and it became his abode but, as his foul empire expanded, he grew tired of it and abandoned it for other, less remote, cities. It lay deserted for an age before outlaws and refugees from Guakor sought sanctuary there from the creatures of chaos. It is now a forgotten city, yet within its heart there lies a secret that even the Chaos-master failed to discover: the Sandai were the guardians of a Shadow Gate. Long had they kept hidden this portal whilst they searched for a means to enter it, for unlike the Shadow Gates of your world, those of the Daziarn are closed. Only those who possess a key can pass from this realm into the universe of Aon.'

'Where is this key which allows entry to the Shadow Gate of Haagadar?' you ask, anxiously.

Serocca raises her eyes from the table and smiles. 'Power is the key, and the power is now within your grasp. The two Lorestones of Nyxator are the power--they are the key to your escape from the Daziarn. You must retrieve them from Tolakos, in the Nahgoth Forest, then go to Haagadar. The Shadow Gate is to be found in the Temple of the Sandai at the centre of the city. I can help you reach Tolakos but beyond the Nahgoth my powers of vision grow dim. You must let your skills and this map be your guide there.'



From the pocket of her silken robes she produces a Map which she presses into your hand (mark this on your Action Chart as a Special Item which you carry inside your tunic). You unfurl the parchment and study its contents (see the accompanying illustration), noting with dismay the great distance which separates the Nahgoth Forest from the city of Haagadar.

'Come, you must rest before your journey to Tolakos. I shall arrange for my Ookor to take you there after you have slept and recovered your strength.'

Serocca rises from her seat and bids you follow her to an adjoining room where there is food, a bath and a comfortable bed. There she leaves you, returning to the table to consult its visions, while you try to relax despite the heavy sense of foreboding that haunts your mind.

Abe Sargent 11-28-2009 08:06 PM

I am sorry about all of that quoting, but I think Joe Dever knows this is the only book to take place in the Daziarn, so he wants to dazzle you with its people, history, places, etc. I mean, he could have just had you arrive here instead of in the desert, but nope. Anyway, know I have a plan. I know where the Lorestones are, where the exit is, and how to get there.

Serocca awakens me and tells me the time of my journey is at hand. I have been given some guards to escort me to Tolakos. She hands me an Obsidian Seal. This will prove to them that I am who I say I am, but I am not to reveal my quest to any but their leader, Lorkan Ironheart. He has agreed to help me. While I slept, she contacted him psychically.

She tells me I will succeed and I leave with my guard, led by T’uk T’ron. We ride on special chariots led by these bronze horse like things.



After a few hours, we arrive at an Ookor village and he asks me if I want to eat here. Sure. We stop and the Ookor are happy to see us. T’uk T’ron tells me that the village has a fortuneteller and asks if I want my fortune told. Sure. I roll a die



'She say that you will go to a castle far away where dragon breathes fire. In this castle is a snake. Beware this snake for it is very poisonous. If it bite you--you dead!'

My guards all belch and the Ookor appear pleased. It appears belching is a high compliment after a meal. We leave. Several hours roll by in the chariots. We near a bridge that looks suspicious so I use Huntmastery + Principalin.

I see that the middle of the bridge is damaged. Many of the planks have been torn up and strewn across the surface at random, crudely disguising the gaping hole. I scream a warning and we turn just in time. I use Pathsmanship + Tutelary.

The nearby trees harbour hidden enemies. They are ready to ambush anyone who tries to cross the bridge. I inform T’uk T’ron. He orders the men to hide behind the chariots while he and his driver go out on the bridge to look at the damage. I can defend the chariots or go out with him I stay with the guards.

Abe Sargent 11-28-2009 08:22 PM

Quote:

You watch T'uk T'ron and the driver scurry across the planks, using the parapet of the bridge as cover. They reach the centre and are examining the damage when a chilling scream, like the baying of a crazed wolf pack, echoes from the trees. Grey shapes jostle in the shadows and your heart freezes in a moment of horror as they advance into the light.



Lumbering hordes of twisted shapes stagger from the trees on both sides of the bridge. They appear to be neither human nor animal but a ghastly fusion of the two. Their heads are of differing types: some are like cats with huge, green eyes; some are like boars with snouts and twisting tusks; others have rams' heads, sabre-toothed and riddled with decay. The Ookor guards tremble with fear and whisper the word 'Agtah' as these monstrosities draw closer.

I choose to use my bow. I manage to pierce one’s heart.

Agtah - CS 26, EP 38

Immune to Mindblast. I roll a 4, 2, 8, and 2. I take 11. It takes 24/. I roll a 1 and a 9. It dies and I took another 5. I am at 21/37.

I kill the Agtah, and a hound pounces at me, another battle of fun.

Agtah-Hound - CS 20 ,EP25.

Immune to Mindblast. I roll 4, 4, 9. I lose four more and am at 17/37. It dies.

Only T‘uk T’ron and two guards are left alive and he pushes me to the bridge and tells me to go. The Agtah are increasing in number, and after I cross the bridge, all of the Ookor have died.

Abe Sargent 11-28-2009 08:33 PM

Because of the Agtah encounter, I move off the road and yet see it from where I am. Hours pass as I march. I find a pool of crystal clear water by the road. Three human-clad warriors are there. I use Divination. They are Meledorian scouts send by Ironheart to meet me.

I decide to greet them and they fire a crossbow bolt at me. I roll a number and add stuff for Huntmastery. I easily twist aside. I hide and use Divination to call to them telepathically. One is psychic and orders me to show myself and I do. They other two spin and if to attack me but the psychic one stops them. They doubt my story until I have the Obsidian Seal shown. They take and keep the Seal. After some time, we arrive at their war camp.


Quote:

Seated before you at a desk lit by tall candles, one set at each corner, are two pale-skinned Meledorian nobles. The flickering yellow flame glints on the fine antique workmanship of their armour and exaggerates the shadows that play on their faces as they argue their strategies for an impending battle.

On seeing you enter, the conference is brought to an abrupt close. One of the officers bows and takes his leave; the other beckons a scout to approach the desk and make his report. Briefly the scout tells of how they met you and what has become of your Ookor escort. He shows the officer the Obsidian Seal given to you by Serocca before leaving the city of Thas. The officer clasps the pyramidal stone in the palm of his hand then stares directly into your eyes. A tingle of surprise prickles your skin when you return his gaze, for you notice that his eyes are misty blue, without whites or any obvious pupil.


(I use Psi-Screen)

A wave of psychic energy rushes through your mind, washing across your thoughts, searching for some sign of hostile intent. You resist the intrusion and the wave quickly recedes.

With a gesture of his hand Lorkon Ironheart dismisses the scouts and you are left alone in his company.

'So you are the Aonian for whom Mistress Serocca would have me postpone the war against chaos,' he says sardonically, reaching for a decanter of ruby red wine. He fills two crystal goblets and offers one to you. 'Let us toast the success of your treasure hunt,' he says, raising his glass on high.



'And to your triumph over chaos,' you add diplomatically.

He smiles as he sips the bitter vintage and you regard each other with thoughtful curiosity. He has a youthful face, with high cheek-bones, narrow jaw and a thin, chiselled, aristocratic nose. His silver hair is a mass of silken threads flowing from beneath the rim of his ornate conical helmet to fan across his wide shoulders and thick, vermilion cloak. But it is his eyes that fascinate you most, for they are filled with knowledge and ancient wisdom.

You talk at length about events which have brought you to the Nahgoth Forest in search of Lorkon's help, and in return he tells you of the dangers you may face at Tolakos.


From a gold-capped leather tube Lorkon produces a map of the Nahgoth which details the location of his encampment, the burial grounds of Tolakos, and the last known position of the Chaos-master's horde. The scale is measured in leagues but you are able to calculate that Tolakos lies only ten miles from Lorkon's camp. A curvy red line has been drawn diagonally across the map to show where scouts last sighted the Chaos-master's troops, and this line passes dangerously close to the burial grounds.

'You must leave as soon as possible if you are to be sure of reaching Tolakos before it is claimed by the enemy,' says Lorkon, pointing to the bold red line. 'This was drawn three hours ago. If the Chaos-master decides to advance, he is within eight hours' march of the burial grounds. This means that in only the next five hours can you be sure to find Tolakos unoccupied. I intend to march my army forward and hold Tolakos but I await reinforcements and I dare not move until they arrive. Therefore I will provide you with a scout who knows the area well. He will guide you to your destination--the rest is up to you.'

Lorkon sends for the scout, a Meledorian called Odel. When he arrives he suggests that you visit the equipment tent before setting off through the forest.

'Luck be with you, Aonian,' says Lorkon, as you turn to leave his cabin. 'Remember, I will be marching to Tolakos as soon as my reinforcements arrive.'

You thank him and bid him farewell, before following Odel the scout as he wends his way through the busy encampment to the equipment tent. Two grim-faced guards bar your entry, but when Odel tells them on whose authority you are here, they quickly lower their spears and allow you to pass. The tent is full of weapons and provisions and Odel suggests that you take whatever you need. You may select from the following:

Sword
Spear
Mace
Dagger
6 Arrows
Bow
Quiver
Backpack
Quarterstaff
Short Sword

I fill my quiver and put a Meledorian Dagger in my backpack.


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