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nelson
Apr 12, 2009
College Slice

achtungnight posted:

Loot the unlocked room. Door!

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Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Loot the unlocked room. Door!

Maugrim
Feb 16, 2011

I eat your face
Loot the door (while ignoring the room behind it)

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Plague Lords of Ruel posted:

You enter a small foul-smelling chamber lit by a single candle perched atop a three-legged stool. A bed with a straw mattress fills one corner, and a bench with drawers stands by its side. A shelf on the wall displays three cracked plates, a lump of stale cheese, some dried meat, some bread, and a bottle of brownish water (in all, enough provisions for 1 Meal).

You pull open the drawers and find some assorted clothing, infested with fleas, and a Copper Key. If you decide to keep the Key, remember to record it on your Action Chart as a Backpack Item. Satisfied that nothing has been overlooked, you leave the room and descend the stairs at the end of the tunnel.

Curing: +1 EP (22/33).

At the bottom of the stairs the tunnel continues in a straight line towards a stout wooden door that is studded and braced with iron. You sense that it is locked even before you have reached it. When you do reach the door you notice a keyhole located beneath its rust-pitted handle.

Curing: +1 EP (23/33).

You insert the Copper Key and twist it. The lock opens with a satisfying clunk, allowing you to open the door and enter a strange and eerie hall.

Curing: +1 EP (24/33).

Before you stretches a cavernous hall, lit by the glow from fire-filled orbs hanging by chains from the ceiling. Facing each other are two rows of stone statues which form a grotesque corridor leading to an archway on the far side. A flicker of fear chills your heart when you notice that the expressions frozen upon their misshapen faces are those of pain and despair.

Cautiously you advance. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Then you detect something which makes you freeze in mid-step. Your Kai senses warn you that something is sleeping in a shadowy alcove close to the distant archway. Anxious not to disturb whatever is resting there, you call upon your camouflage skills to mask your presence before moving any nearer.

Curing: +1 EP (25/33).
We roll: 1.


You are within twenty feet of the archway when suddenly a tremendous roar echoes around the hall. You start to run, hoping to make it through the arch and escape a confrontation, but almost immediately you are brought skidding to a halt by a terrifying sight.

Advancing from the alcove is a creature whose ghastly visage is the very stuff of nightmares. From its bear-like torso there protrude four tentacles and two powerful legs, all sheathed in shaggy scales. The limbs are surmounted with horny talons which glint menacingly, and its head, set with huge fishy eyes, is bulbous and disfigured by disease. It rests awkwardly upon a crooked neck which wobbles with every movement the lumbering beast makes. A livid crimson gash just below the eyes serves as its mouth, and a long tail with sharp spines swishes behind it, gouging furrows in the surface of the marble floor.

With surprising speed the beast is suddenly upon you, stabbing and slashing at your body with its sword-sharp talons.

Degradon: COMBAT SKILL 49 ENDURANCE 36

This creature is immune to Mindblast and Psi-surge (but not Kai-surge).
This fight is tough enough to trigger our automatic use of alether.

Lone Wolf: COMBAT SKILL 41 ENDURANCE 25
Degradon: COMBAT SKILL 49 ENDURANCE 36
Combat Ratio: -8

We roll: 6
Lone Wolf: COMBAT SKILL 41 ENDURANCE 20
Degradon: COMBAT SKILL 49 ENDURANCE 32

We roll: 4
Lone Wolf: COMBAT SKILL 41 ENDURANCE 14
Degradon: COMBAT SKILL 49 ENDURANCE 30

We roll: 4
Lone Wolf: COMBAT SKILL 41 ENDURANCE 8
Degradon: COMBAT SKILL 49 ENDURANCE 28

We roll: 4
Lone Wolf: COMBAT SKILL 41 ENDURANCE 2
Degradon: COMBAT SKILL 49 ENDURANCE 26

We roll: 4
Lone Wolf: COMBAT SKILL 41 ENDURANCE 0
Degradon: COMBAT SKILL 49 ENDURANCE 23

Death count: 18

Tiggum
Oct 24, 2007

Your life and your quest end here.


Let's treat that as an unavoidable death due to a bad roll and go back to before we encountered the degradon.

The Plague Lords of Ruel posted:

Cautiously you advance. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Then you detect something which makes you freeze in mid-step. Your Kai senses warn you that something is sleeping in a shadowy alcove close to the distant archway. Anxious not to disturb whatever is resting there, you call upon your camouflage skills to mask your presence before moving any nearer.

Curing: +1 EP (25/33).
We roll: 6.


With bated breath you tiptoe past the alcove, your weapon unsheathed and held ready in case the sleeping creature should awaken. Fortunately, your Kai skills serve you well and you are able to reach the archway and leave the hall without incident.

A short passage leads to a junction where a wider corridor crosses from left to right. Your skin prickles in reaction to the concentration of evil you detect in this subterranean part of Mogaruith, and silently you call upon your creator, the noble God Kai, for protection and guidance before continuing.

Instinct prompts you to turn left, and within a few minutes you arrive at a chamber where a vast staircase of black marble ascends to many levels, lost in the gloom above. Opposite this grand staircase stands a large door, carved from a solid sheet of strange green metal, the like of which you have never seen before. It gives off a pulsating radiance which washes over the empty chamber, illuminating symbols carved into the walls and floor. You focus on these symbols and, in a chilling moment of realization, you decipher their meaning.

Curing: +1 EP (26/33).

The symbols form concentric circles which spell out a grim message:

‘Humble thyself for thou art worthless like the dust before He who dwells herein. Pay homage to the emissary of the Lords of Decay for He is the instrument of their intention. Abase thyself afore His power. Hail, mighty Cadak of Mogaruith!’

Fear and uncertainty knot your stomach as you stand and stare at the door to Arch Druid Cadak’s throne hall. Your senses scream at you to turn and run from this place for the air is so heavy with evil that you feel as if you are being slowly suffocated to death. But on this occasion you resist your instincts, for you have yet to discover where the Cenerese are cultivating their deadly plague virus and you know that the answer to that question can most likely be found here.

With fear running cold in your veins, you steel yourself and step towards the glowing door. As you come within a few feet of its pulsating surface, a band of intense light washes over you from head to toe.

Curing: +1 EP (27/33).

A sudden rush of pain and nausea makes you drop to your knees (lose 3 ENDURANCE points), leaving you shivering fitfully. Your psychic Magnakai Disciplines were insufficient to protect you against the physical effects of the powerful mind probe which you have just experienced, but they were at least able to shield your true identity.

The light, reflected from the Cener Mask you are wearing, activates a sensor and as you rise to your feet you see the great metal door begin to slide open.

Endurance: 24/33.

Beyond the door awaits an echoing hall which reeks of decay. Its walls are adorned with gruesome paintings which depict terrible scenes of human slaughter. One in particular catches your eye and, although you try hard to ignore it, you find you cannot turn your head away. It shows a pit of helpless humans, writhing and screaming in anguish as they are slowly consumed by packs of wild-eyed plague dogs. The scene shocks you deeply for the doomed humans all have distinct Sommlending features.

With difficulty you tear your eyes away and force yourself to look elsewhere in this unfriendly hall. You see columns rising to the roof, each wound round with creepers and fungi which give off an unwholesome, pallid light. Ahead you see another door, identical to that by which you have entered, and before it there stands a desk on top of a plinth of green stone. A creature sits at the desk, huddled over the open pages of a ledger upon which it is writing with a feathered quill pen. As you draw closer it stops scrawling and places its quill into a nearby pot of ink, fashioned from the crown of a human skull. The creature raises its hairless head and stares at you unblinkingly with its solitary eye.



‘Who seeks an audience with He?’ it croaks, hoarsely. ‘State your name, brother, and your purpose here.’

You are standing in the antechamber of Arch Druid Cadak’s throne hall. To enter the hall itself and, hopefully, discover where the deadly virus is being cultivated, you know that you must first persuade this creature to allow you to pass.

Curing: +1 EP (25/33).
Do we say that we've come from the battlefront with important news, say that we're a spy just returned with secret intelligence, or attempt to use Animal Mastery on this... being?

Comstar
Apr 20, 2007

Are you happy now?
We're a spy just returned with secret intelligence and only the Arch Druid can hear it.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Man are we unlucky with our rolls in this book.

Let's be an rear end in a top hat and try to use Animal Mastery on this clearly intelligent being.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Warrior with important battlefield news. Let’s represent all choices!

Runcible Cat
May 28, 2007

Ignoring this post

Comstar posted:

We're a spy just returned with secret intelligence and only the Arch Druid can hear it.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
:bignews:

nelson
Apr 12, 2009
College Slice

Comstar posted:

We're a spy just returned with secret intelligence and only the Arch Druid can hear it.

The_White_Crane
May 10, 2008

Lone Wolf posted:

The scene shocks you deeply for the doomed humans all have distinct Sommlending features.
Had the humans been more swarthy, of course, you would not have been so shocked.

We have secret intelligence you fool, admit us at once!

Xarn
Jun 26, 2015

Helios Grime posted:

Man are we unlucky with our rolls in this book.

Let's be an rear end in a top hat and try to use Animal Mastery on this clearly intelligent being.

I really want to see this

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Anything that isn't human is an animal, right?

nelson
Apr 12, 2009
College Slice
I thought magnakai psi-surge was supposed to give us a jedi mind trick.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
We've come back from the battlefront with important news.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Animal Mastery that poo poo.

I've never seen that fight with the degradon before, so you have to go into the vestibule and then check the door to get the copper key to see it?

Tiggum
Oct 24, 2007

Your life and your quest end here.


Runcible Cat posted:

We're a spy just returned with secret intelligence and only the Arch Druid can hear it.

Slavic Crime Yacht posted:

I've never seen that fight with the degradon before, so you have to go into the vestibule and then check the door to get the copper key to see it?
You can see it without the key if you have Kai-alchemy.

The Plague Lords of Ruel posted:

You notice a flicker of suspicion register in the creature’s eye.

‘The Arch Druid is not present in his chamber at this hour,’ he says, reaching once more for his quill. ‘Dictate your report to me and I shall see that he receives it this day.’



You approach the desk and, as you draw closer, you see that the creature has no legs. Its body rests in a crevice hollowed out from the seat of its stool. Its bulbous body is wedged there like an egg in a cup.

Carefully it charges its pen with ink and prepares to commence writing.

‘Report your news, brother,’ it says, impatiently, ‘I am waiting for you to begin.’

Curing: +1 EP (26/33).
Do we attack it, or keep trying to bluff our way past?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Bluff, bluff, bluff the stupid monster!

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Attack it to call it on its own bluff! Like we could ever share the important information with such a lowly creature.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Yeah uh, there was a slight weapons malfunction, but we're fine now, everyone's fine. How are you?

Runcible Cat
May 28, 2007

Ignoring this post

What's it gonna do, run away? KILL!

Maugrim
Feb 16, 2011

I eat your face
I'm betting, to continue a theme in this book, this creature is ridiculously psychically powerful. Just look at that forehead. Better to try and bluff than to fight it.

nelson
Apr 12, 2009
College Slice
“Take this down, it is very important. I have learned that Sommerlund has sent a secret agent to infiltra” Sneak Attack!

nelson fucked around with this message at 03:19 on May 2, 2018

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
Oh, it's time for us to do shivvings again.

Deathwind
Mar 3, 2013

Time to lie our asses off

ShadowWraith
Mar 28, 2011
Bluff.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Leraika posted:

Oh, it's time for us to do shivvings again.
How tough can a guy with no legs even be?

The Plague Lords of Ruel posted:

The creature is totally unprepared for your attack. You strike out and hit the back of its head, killing it instantly, the force of the blow lifting it clean out of its hollowed stool. It crashes to the floor where it wobbles back and forth grotesquely, like a giant fleshy egg, before coming to rest on its side.

Curing: +1 EP (27/33).

Swiftly you search the drawers of the dead creature’s desk, sifting through papers and ledgers for clues as to where in Mogaruith the plague virus is being cultivated. The papers yield no useful information, but you do find two small levers set into the desk’s surface.

You examine them closely and your Kai senses reveal that they operate the two metal doors to this antechamber. You flip the right-hand lever and the door by which you entered glides shut. Then you pause for a moment to prepare yourself before flipping the left lever, for this will open the door which leads to Cadak’s throne room.

Curing: +1 EP (28/33).

You flick the lever and turn to approach the throne room door. There is a faint rumble and the great metallic portal slowly glides open to reveal Arch Druid Cadak’s private domain.

The room is little larger than the antechamber; however its furnishings and appointments are lavish in the extreme. Ornately carved furniture, inlaid with gold and precious gems, lines walls hung with priceless tapestries and paintings. At the centre of the chamber stands a great black chair, sculpted to display demonic creatures paying homage to the Cenerese. Glowing orbs hang suspended from the ceiling, bathing the chamber in a multi-hued light which is continually changing in colour and intensity.



Although your eyes and your Kai senses tell you that the chamber is empty, you are reluctant to pass through the door. A stench of pure evil is flooding out from this room, wafting over you like an invisible sea that seeks to soil and corrupt all it touches. Fighting back your nausea, you force yourself to cross the threshold and search the chamber before its owner returns.

Of all the precious items which crowd this room, your eye is attracted to three that seem to stand out from the rest. The first is a large crystal sphere which rests on a table beside the great chair. The second is a tapestry, the largest of them all, which hangs directly opposite the door. And the third is a gold statuette which rests on a shelf to your left.

Curing: +1 EP (29/33).

Using Telegnosis, you detect that the crystal sphere is the source of the evil which saturates this room. The closer you move towards it, the harder it becomes for you to suppress the feeling of nausea and revulsion which you are currently experiencing.

Curing: +1 EP (30/33).

You are sorely aware that time is running out. It cannot be long before either Cadak returns to his chamber or the Cenerese discover that they have an intruder in their midst. With this thought in mind you set about searching the throne room for clues that could reveal the whereabouts of the lethal plague virus you have come to destroy.

Curing: +1 EP (31/33).
Shall we examine the glass sphere, the tapestry, or the golden statuette?

Runcible Cat
May 28, 2007

Ignoring this post

Tapestry seems the likeliest to hide a plague factory; the others sound like traps.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Look into the crystal ball and tell me what you see.

Helios Grime
Jan 27, 2012

Where we are going we won't need shirts
Pillbug
Obviously it is the golden statuette that is hiding a secret switch that opens a pathway to the poision laboratory.

Comrade Blyatlov
Aug 4, 2007


should have picked four fingers





Helios Grime posted:

Steal his Oscar

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Quick, before Claudius returns, make sure Polonius isn’t hiding behind the tapestry!

nelson
Apr 12, 2009
College Slice
Check out the statue.

Maugrim
Feb 16, 2011

I eat your face
For god's sake Pippin, leave the palantir alone! Go look at that tapestry instead.

ShadowWraith
Mar 28, 2011
Well, the super obviously evil ball is probably a trap. The golden statuette is far too obvious to also not be a trap. Check the tapestry.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
If the sphere is the source of the Bad Stuff, we should do something about it

Materant
Jul 22, 2010

see, what you don't understand is he now has

THE MANLIEST MUSTACHE

it defies physics


I see nothing wrong with hanging out with the Doom Orb.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

"Tapestry" is an anagram of "Etsy trap". Check out the Sphere.

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Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Check the Sphere.

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