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Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
cast shield

hey save some for us we’re hungry :blastu:

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Comstar
Apr 20, 2007

Are you happy now?
Tactical, Conn. Shields up!.

Fire at targets, close
.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Shield

Blast doggos for (per Grey Star, what I assume are) WP-saving loots

nelson
Apr 12, 2009
College Slice

Comstar posted:

Tactical, Conn. Shields up!.

Fire at targets, close
.

Runcible Cat
May 28, 2007

Ignoring this post

Comstar posted:

Tactical, Conn. Shields up!.

Fire at targets, close
.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Comstar posted:

Tactical, Conn. Shields up!.

Fire at targets, close
.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Lost in the Kelderwastes posted:

The three of you spread out and raise your left hands in unison; three bolts of lightning strike the canine monsters (at the cost of 3 WILLPOWER). Yours and Aberel's strikes slay one of the creatures instantly, but Gardan's bolt proves insufficient to slay its fellow. Rather than flee, it turns, leaping to tear out Gardan's throat with a bone-chilling howl. Your compatriot erects a hasty Invisible Shield, which saves his life, but fails under the impact of the creature's body; you and Aberel rush to his side to finish off this terrible creature.

Kelderhound (wounded): COMBAT SKILL: 17 ENDURANCE: 15

Due to Aberel's presence, add 2 points to your COMBAT SKILL and halve (rounded up) any ENDURANCE loss you take for the duration of the fight.
Acraban and Aberel: COMBAT SKILL: 19 ENDURANCE: 26
Kelderhound (wounded): COMBAT SKILL: 17 ENDURANCE: 15
Combat Ratio: 2

We roll: 7
Acraban and Aberel: COMBAT SKILL: 19 ENDURANCE: 25
Kelderhound (wounded): COMBAT SKILL: 17 ENDURANCE: 5

We roll: 9
Acraban and Aberel: COMBAT SKILL: 19 ENDURANCE: 25
Kelderhound (wounded): COMBAT SKILL: 17 ENDURANCE: 0

Lost in the Kelderwastes posted:

You hastily harvest the Tarama Seeds in case there should be other Kelderhounds in the vicinity. Those devolved feral Agarashi beings are fearsomely powerful and you hope your patrol has not been ambushed by a pack of these howling horrors.

You manage to collect 3 Tarama Seeds each. Swallowing 1 seed permits a Magician to use a Brotherhood Spell without losing any WILLPOWER or ENDURANCE points. Tarama Seeds may be recorded as Special Items. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks.

Fearing the arrival of new Kelderhounds, you leave the clearing without further ado. You find a new game trail heading west. On this trail you discover tracks which could have been made by three booted humanoids - your missing acolytes perhaps? You decide to follow this track.

For two hours you continue across endless timberland, venturing far beyond the limits of the perimeter established by your patrols during the previous weeks, until you note signs of exploitation of this forest along the track. Indeed, you observe that primitive wooden ladders have been set in the trunks of several high pine trees. They all lead to tubes horizontally stuck in the trunks several meters above the ground. Some are plugged by wooden stoppers, but others support wooden buckets inaccessible for creatures unable to climb. Driven by curiosity, Aberel climbs one of the ladders to examine a bucket. He finds it is filled with a thick, honeyed, sap. Boldly he tastes and reports this sap is deliciously sweet. You advise him however not to eat too much as you do not know the properties of this syrup. Clearly, it is collected by someone, and probably for consumption, but you are in a jungle thousands of miles from Sommerlund. If you have an empty Vial in your Backpack, and if you wish to keep some Kerlderpine Sap, record it on your Action Chart.

As Aberel begins to quarrel that you should collect more, you see the broken corpse of a large creature lying at the foot of one the pine trees.

It is a bipedal reptilian, with a tough hide composed of thick yet flexible scales, humanoid hands grabbing a crude spear, wide yellow eyes and webbed feet. It seems a missile has gone through its belly, but you see no arrow or bolt. You establish the reptilian's neck is broken, and the abdominal wound could have been made in a fall from the trees. You climb the ladder until you reach a thick horizontal branch that could have supported its weight, in front of the sap tube. Tied to the branch you find a small leathery bag, and notice the trunk near this branch is covered with blood. Stuck into the bark of the tree trunk you find a small round ball of metal. This was probably the missile that killed the reptilian, but you have never seen anything like this before. You return to the forest floor and open the bag. Inside, you find pieces of jerky of unknown origin and a necklace made of strange rings lined with chitinous horny teeth. You can keep this Chitinous Necklace as a Special Item.

This creature was clearly sentient and seems to have been some kind of scout. More worryingly, it has been killed by an unknown type of lethal weapon... Suddenly the sound of an explosion rips through the canopy.



The blast comes from beyond a gentle slope you had not noticed. The trail leads you there. The detonation is followed by another.

By Kai, did the army of Bor got lost? jokes Gardan.

You motion to him for silence, and to get moving again, this time using the cover of the undergrowth. The game trail leads you onto a gentle hill, part of a small range oriented east-west. From the sparsely wooded top of the ridge you can scan the surrounding forest. East and south, there is thick timberland as far as the eye can see but, twenty miles to the west, a silver sliver of light marks the outline of a long lake nestled among great pine trees. To the north, the landscape is quite different - the Great Forest of Kelderwood ends after about thirty miles, giving way to barren, dry, hills rolling along the horizon. Between the hills to the north and your position a marsh breaks up the forest, and you soon confirm that the detonations are coming from this area as a huge column of fire lifts over the canopy followed by a distant boom. Gardan retrieves a spyglass from his backpack and hands it to you.

What you observe shocks you. At the heart of the swamp there is a primitive village of wooden huts, inhabited by a tribe of humanoid lizard-men similar to the one you found dead. You recall a story you heard in the city of Mydnight a few weeks ago when you were looking for information about the location of Prince Karvas. The citizens of the Isle of Sheasu feared raids from the Keldrathe, a race of sentient reptilians who inhabit the Great Forest of Kelderwood. As amphibians, they are very strong swimmers - able to swim across the strait which separates the mainland from the Isle of Sheasu - and they have already launched audacious nocturnal raids upon the harbour of the city of Mydnight. Keldrathe are said to be carnivorous and ruthlessly territorial, and yet their village here is being besieged by a battalion of human soldiers clad in suits of shiny armour made from lacquered steel scales and hardened leather.

The marshland encloses thick bubbling ponds, and these men appear to be using long torches to ignite the swamp gasses. This must be the cause of the explosions that have attracted you here.

Some of the soldiers wield truly extraordinary devices hollow, stubby, spears connected by metallic piping to cylindrical backpacks. One of the Keldrathe bursts from his defences towards one of these soldiers and you watch as puffs of bubbling steam gush from the tip of the soldier's strange spear which he levels at his attacker. Suddenly the reptilian drops dead; solid projectiles appear to have passed through its chest.

Just then a swarm of flying reptilians with leathery wings and long claw-tipped limbs comes from the north and swoops upon the village. To your astonishment, these new monsters attack the villagers and not the human assailants. You see a flying monster snatching up a young reptilian, soaring it skywards before releasing it into a huge caged cart imprisoning others of its kin. You realise the human attackers do not seek to exterminate the reptilians: they only kill those that resist, and capture the others using nets, supported by the flying abominations.

You are fascinated by the murmuration of the swarm, but panic rises fast as it turns towards your location! You realise the reflection of the sun on the lens of your spyglass has acted as a beacon and you curse your own foolishness... These horrors seem powerful, and they are clearly too numerous to fight, even with magic. You and your companions turn and dash as one, descending the trail along the southern flank of the hill to take shelter in the Great Forest.

Your heart sinks when you hear a hellish chorus of cackling shrieks above and behind you. The flying monsters have already reached your vantage point and burst over the ridge line, spreading out over the canopy above you like a volcanic cloud and swooping down on you greedily. Courageously, Gardan turns around and hurls a terrible blast of lightning at the first creature, turning it into a puff of ash. Unfortunately, two other monsters dodge and hurl themselves onto your fellow magician, pinning him to the rocky ground.

Desperately, you cast a lightning bolt (delete 3 WILLPOWER points from your Action Chart) and disintegrate another spine-covered beast, but you are forced to retreat in order not to suffer the same fate as Gardan. With a pitiful cry, your friend is snatched up and lifted away.

Your heart cries out but you must discard your despair, there is no time for it. You dodge a swooping monster which crashes onto the rocky slope, and dive with new strength towards the Great Forest at the bottom of the slope. But the closer you get to the dense tree line, the further safety seems. You activate your Brotherhood spell of Sense Evil (deduct 1 point of WILLPOWER from your Action Chart) and immediately perceive several auras of evil in the woods ahead of you. Invisible foes are hiding in the undergrowth waiting to ambush you! You must prepare a response to outwit them.

Willpower: 27.
  1. Do we keep the Chitinous Necklace?
  2. Should we attack with Lightning Hand (3 WP) or cast Invisible Shield (2 WP) and run away?

anakha
Sep 16, 2009


UNLIMITED POWAH

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
keep necklace and cast shield

Runcible Cat
May 28, 2007

Ignoring this post

Keep necklace, zap evil

nelson
Apr 12, 2009
College Slice

Cry Havoc posted:

keep necklace and cast shield

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Given the book that contains this bonus adventure has a lengthy walking-dead march for picking up an otherwise innocuous item, my suspicions are aroused and I'm going to vote leave the necklace where it be.

Shield up and book it through the ambush.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Cry Havoc posted:

keep necklace and cast shield

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

keep necklace

Lost in the Kelderwastes posted:

An invisible barrier forms around you as you rush towards the tree line to the east (deduct 2 WILLPOWER points from your Action Chart). An instant later a projectile strikes your back. Your magical shield saves you, but the impact hurls you forward to the ground (lose 1 ENDURANCE point). Aberel turns to help you but you roar at him to continue running. You turn over to see a squad of soldiers clad in the same armour as those attacking the village emerging from the undergrowth. Several wield steam-spears and you realise you are lucky to have taken a blow from one of these weapons and still live. In desperation you hurl a bolt of lightning at the closest gunner (deduct 3 more WILLPOWER points). Your bolt by chance hits the cylindrical backpack of the steam-gunner. The impact of your spell ruptures the pressure cylinder housed in the backpack and it erupts like a geyser, splitting the gunner in two and spraying the other soldiers with pieces of jagged shrapnel. This buys you precious time to reach your feet and dash to the forest, dodging their poorly aimed projectiles.

Endurance: 24/26.
Willpower: 22.


Hope turns to despair. The woods are teeming with soldiers. You grab Aberel and plunge into a tangle of thorns to avoid them, ripping your magician's robes and the skin of your hands and face (deduct 1 ENDURANCE point). Desperately, you cast the Brotherhood Spell of Silence, muffling the sound of any movement that you make (deduct 2 WILLPOWER points from your Action Chart).

You twist yourselves to avoid any further injury from the mess of spines and barbs, the sound completely silenced. You both freeze as the soldiers convene mere feet from you. They appear to be arguing. A sudden movement in the woods ahead sends them in pursuit and you both breath silent sighs of relief.

As you retreat across the woods, you perceive a cry of distress. ...Gardan?!

It is not possible. Your heart drops in your chest as your companion is brought to mind. Then you realise you have not really heard a cry. It was a psychic emanation. You are quite certain about that. A creature with psychic powers is as desperate as you in this forest...

Endurance: 23/26.
Willpower: 20.


You have travelled barely 500 yards when the familiar cries of battle ring through the forest from up ahead. Approaching carefully, you reach the border of a large clearing in which the ruins of an ancient forest temple rise from the top of a gentle knoll. A dozen or so soldiers belonging to the same army that attacked you surround the ruins. A dozen more lie dead or dying among the marble temple remains. Despite their casualties, the survivors continue to press their attack. What force could be hiding in these ruins? You decide to ignore it and move away.

One of the attackers rushes towards the temple and drops silently as an arrow passes through his skull. His lifeless body rolls to the foot of the hillock. The company takes a collective backwards step in shock. The largest of them, decorated in chainmail from head to foot, curses the soldiers and tries to rally them to the attack again.



Curious, you approach under cover of the foliage, signalling to Aberel to do likewise. You try to catch sight of who is defending the temple ruins so valiantly, and to your astonishment, you discover it is a humanoid reptilian alone and armed with a rudimentary bow. You immediately identify it as a Keldrathe, probably one of the inhabitants of the village besieged by the soldiers. You intuit that this fearsome creature with blood-drenched claws is the source of the mental emanations you detected during your escape. Five soldiers suddenly charge at the reptilian with raised spears, and it retreats to the inner part of the ruins. You can just make out the silhouette of the Keldrathe turning and raising its left hand. You feel a powerful wave of psychic energy and one of the assailants screams in pain, dropping his weapon and grabbing his head with both hands. Powerless, the soldier collapses unconscious.

Not far from your hiding place, a young soldier skirts around the ruins and scrambles quickly to the top of one of the high columns overlooking the Keldrathe. The daring soldier unsheathes a long curved dagger.

What will you do?
    Should we:
  1. Throw a stone to distract the Keldrathe so the soldier can sneak up on her?
  2. Step out of hiding and confront the Keldrathe?
  3. Use our psychic powers to distract the Keldrathe?
  4. Use our psychic powers to warn the Keldrathe?
  5. Shout a warning to the Keldrathe?
  6. Psychically attack the soldier?
    or
  7. Piss off back to the forest?

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
cast psychic warning

Runcible Cat
May 28, 2007

Ignoring this post

Oh god, why do I just know that this lizard drawn with tits turns out to be friendly? Psych a warning her way.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

nelson
Apr 12, 2009
College Slice

Cry Havoc posted:

cast psychic warning

Comstar
Apr 20, 2007

Are you happy now?
Send a sonar ping Use our psychic powers to warn the Keldrathe please.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

quote:

bad... dragon... good...

Warn her

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Cry Havoc posted:

cast psychic warning

Tiggum
Oct 24, 2007

Your life and your quest end here.


Lost in the Kelderwastes posted:

The Keldrathe reacts to your mental warning, immediately turning around to hurl a psychic blast of its own at the soldier. The man loses his balance at the shock of the mental assault and tumbles backwards, crashing heavily at the foot of the pillar.

The leader of the soldiers shouts in Mythenian: "The stinking lizard is beginning to tire! It cannot sneak off this time, and it cannot strike more than one man at the same time. Everyone! For the Autarch! Charge!"

His men hesitate, but prepare themselves for the final assault against the creature. With these numbers they should prevail, though some will certainly die in the attempt.
Should we (and Aberel) attack the soldiers from the rear or try to help the Keldrathe from a distance?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
From a distance... we are helping you. From a distance...

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

From a distance... we are helping you. From a distance...

Yeah, we're wizards. Rumble from a distance.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Always be Lightning Handing

nelson
Apr 12, 2009
College Slice
Attack from the rear.

anakha
Sep 16, 2009


nelson posted:

Attack from the rear.

:quagmire:

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Attack from the rear.

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

From a distance... we are helping you. From a distance...

Lost in the Kelderwastes posted:

To reduce the risk of detection, you let the soldiers pass, and assault the rear guard. This way their neutralization should remain unnoticed.

This cautious strategy allows you to eliminate only two guards, but draws no attention. The Keldrathe you are trying to assist bears the brunt of the assault, and after shooting down a further soldier with its bow and knocking out another with its psychic powers, it finds itself locked in hand-to-hand combat against all the other troopers. It manages to kill another assailant with its powerful claws, but is finally overwhelmed and dies under their combined blows before you can help.

Realizing you should leave before the soldiers discover the corpses of their rear guard, you motion to Aberel and return to the cover of the forest.

The tumult of the battle vanishes behind you, but in the silence that ensues an inner voice calls you a coward for having abandoned a brave warrior to an unequal fight. You try hard to silence your conscience. Your mission is much more important than one unknown reptilian, regardless of its bravery. The look in Aberel's eyes does not help take the weight off your mind.

You leave the area as fast as possible, hoping none of the soldiers are still in pursuit. You have wasted valuable time.

Having penetrated deeper into the woods you spot a trail that will speed your retreat. You have only moved a few steps along the game trail when steam-gun projectiles fill the air around you. Again you start to run but you cannot locate where the soldiers are hiding. Shadows move above your head: the flying monsters have not abandoned the chase. Darkness seems to engulf the forest and a single soldier steps out onto the game trail a few yards ahead of you. He looks more like an animated corpse than a living man. His face and hands are white, his hair is grey, and the pupils of his red-rimmed eyes have a pale and translucent amber colour. He raises a hand and a wave of coldness sweeps along the trail towards you, covering the foliage in a thin frost. It is glacially cold, as cold as Death itself. You cast the Brotherhood spell of Counterspell, but a steam-gun projectile ricochets off a tree trunk to your left and strikes you in the temple. You pass out and collapse (lose 4 ENDURANCE points).

Endurance: 19/26.

When you are jolted awake it is dawn. Or could it be dusk? You are bound hand and foot to a thick staff carried by a patrol of soldiers. Without drawing attention to yourself you crane your neck backwards. With huge relief you discover Aberel is similarly bound to the staff. The soldiers are conveying you across a swamp. You presume the marsh is the same one you observed from the hilltop. A pool of oil burns fiercely as you pass it. The soldiers lead you to what is left of the Keldrathe village. Barely any of the buildings remain standing. The surviving Keldrathe have been packed into caged wagons.

Careful not to draw attention to yourself you take this opportunity to study the soldiers up close. You note that some of the officers wear a scarlet armband displaying the head of a tiger-like creature baring ferocious fangs. You recognise the emblem of Autarch Sejanoz, the ruler of the Empire of Bhanar, a vast country which borders the Kelderwastes to the east, and which Prince Karvas was forced to cross to reach his own country after he left you. In Toran, you learned how Sejanoz openly worships the forces of Darkness; how he has turned his country into a fearful dictatorship, threatening the safety of all the surrounding lands. You cannot expect any mercy from his soldiers, not to mention the terrifying flying reptilians that helped to conquer the village. A group of the spiny monstrosities have landed and are feasting on a heaped pile of the slain Keldrathe. You infer from their glowing eyes that they are Agarashi. The Autarch of Bhanar has now gone so far as to ally himself with Creatures of Darkness, the twisted and wholly evil grand-children of the most powerful champion of Darkness Magnamund has ever known.

You and Aberel are carried to the central square of the primitive village. The soldiers lower the staff you are hanging from, laying you upon the ground. You feel the blood rush into your numbed feet and hands. They untie your legs but keep your hands bound. With some effort you and Aberel are able to stand. In the centre of the square a strange ritual is being performed. The Bhanarians have brought an elaborate idol, fashioned from gold and jewels and crafted into the likeness of a tiger's head, strikingly similar to the emblem of Sejanoz. Two huge ivory fangs protrude from its jaws, and its jewelled eyes glow with a flickering scarlet light. It sits atop a huge slab white marble in the centre of the square. The idol is guarded by four formidable Bhanarian warriors clad in black quilted tunics edged with gold braid and emblazoned with the tiger's-head. You identify these soldiers as Imperial Guard, the élite bodyguard of the Autarch. A Keldrathe prisoner is dragged from a penned group of captives, and held in front of the sorcerous idol. The prisoner is barely conscious, but struggles desperately with all that remains of its strength, as the tiger head slowly rotates to face it. An awful stillness falls on the square. Suddenly two thin beams of light shoot from the eyes of the idol, bathing the Keldrathe in a pale red glow. Just as suddenly the light vanishes and the Keldrathe is released from the grasp of the Bhanarians. With renewed strength the prisoner kneels and bows its head. The creature then rises purposefully and walks towards a pack of Keldrathe you had not yet noticed. Unlike their caged brethren they all stand at attention as if awaiting orders. This sorcerous idol appears capable of subjugating the Keldrathes will. The Bhanarians are here to build an army of these powerful creatures.



The Imperial Guard are led by an even more fearsome warrior, flanked by a patrol of soldiers. Well over six feet high, he is sheathed from head to toe in shiny black armour and holds a metal staff in his gauntleted hand, which emanates an unmistakably evil aura.

Another Keldrathe has been dragged into the gaze of the idol. The thin red glow illuminates it, but rather than submit it roars in crazed anger, seemingly insensitive to the power of the tiger's-head. It throws off the two guards that grasp it and rushes at the tall Bhanarian officer, its claws raised to strike. The officer barely turns. As he calmly raises his staff it grows in length and tapers to a point at one end. The charging Keldrathe impales itself on the newly formed spear. The reptilian's head and limbs slowly go limp. Its lifeless body is held motionless at the end of the spear, wielded one-handed by the armoured warrior. You are impressed by this show of strength. The warrior very slowly turns, the Keldrathe's lifeless legs drawing a line in the dust as he pivots to face you. As you lock eyes his staff slowly returns to its original form and the slain Keldrathe collapses into a heap on the ground.

'Ah, new guests from the distinguished Brotherhood of the Crystal Star. I am so... honoured.' His tone oozes contempt and sarcasm. 'l am Kia-Tzing, commander of this glorious army. On behalf of the Autarch Sejanoz, Lord of Bhanar and rightful Heir of the Agarashi and Vaduzian Empires, I bid you welcome.'

Boldly, you retort 'So you know us? You may also know it is dedicated to the eradication of all the worshippers of Darkness. You think your allegiance to these forces intimidates us? We have allies of our own. Perhaps have you heard of Supreme Master Lone Wolf and his New Order Kai?'

At this the commander drops his pretence, and in a low, angry, voice drawls 'What are you doing in this remote timberland, Sommlending?'

You push the thoughts of Prince Karvas' voyage across their country from your mind. 'Well, you know our Guild is also an assembly of scholars. We are in these wastes to study...'

'Lies!' Booms the warrior-mage. He laughs condescendingly. 'Are you really so foolish that you would send out your minions with no common story? You are like children fumbling in the dark.'

A coldness fills your stomach realisation dawns that your patrol is indeed captured by this man. But how many have been caught?

'Do you want to see them?' The Bhanarian laughs.

Kia-Tzing, who is one of the Zhakka, the élite band of warrior-mages specially trained in the Black Arts by the Autarch Sejanoz himself, leads you to one of the remaining huts. Inside, you find not only Gardan but also all the members of the missing Lof patrol. They lie unconscious on filthy straw mattresses. They unsoundly sleep, twitching as if locked in terrifying nightmares. Pitiful cries of distress break the silence. You try to wake them using your psychic powers, but in vain. The Zhakka laughs.

'That was the final time you exercise your powers in my camp without my say-so, wizardling. You are experienced and not without strength, unlike these laughable novices. However, your tricks are nothing besides the dark radiance of my Master.'

He gestures through the door frame of the hut to the centre of the clearing and the tiger-head idol.

'These men were subjected to the will of the Tiger. My master has seen their souls and decided to amuse himself with them. They are in His thrall now. Only He can decide to release them, or else banish them forever in the Oblivion of the Tortured Souls.'

You cannot hide the horror you feel. Kia-Tzing mockingly continues. 'Whatever am I going to do with you, Magician? Perhaps you, too, want to gaze into the eyes of the Tiger and join your companions in the realm of nightmares? Oh! Such a pity this would be indeed!'

'What do you expect from me?'

'Ah! I propose a bargain, wizardling. The life of these men, in exchange for a small favour.'

You follow him, trepidation filling your heart, back the way you came. The Zhakka glances briefly with contempt at the slain Keldrathe lying broken in a dirty heap outside.

'My Master, may His name darken the kingdoms, has gained the power to command the Children of Agarash. Know this, guildling: the Keldrathe are descendants of a breed of Agarashi of Naaros which fled into the Great Forest of Kelderwood millennia ago. They have devolved into these pitiful creatures, insatiable no more for the bloody conquest of Magnamund! But my Master can give their will back to them. He has sent me to enslave the Keldrathe race to fill the ranks of His glorious army!'

Kia-Tzing leads you to a strange altar made of bones on a small prominence at the highest point in the village. On the altar lies the body of a very old Keldrathe shaman, wearing charms and talismans. It seems entranced, but in a different way from your unfortunate companions.

'He is connected to the Keldrathe Psychic Plexus,' explains the Zhakka. 'I do not know how, but these creatures have developed fascinating natural mental capabilities. All Keldrathe can psychically communicate with each other on sight. But rare individuals, like this shaman, are able to draw psychic energy from their fellow Keldrathe, to communicate at long range and focus it on specific individuals to boost their mental capacities.'

He laughs.

'This was first discovered by your own Guildmaster six years ago, when he came to Bhanar to perpetrate his despicable acts and pronounce his blasphemies against our Autarch. Now this discovery may be used for His Autarchic Majesty's own glory. The Keldrathe shamans have established a form of telepathic network connecting each Keldrathe village scattered across the Great Forest of Kelderwood. This village is far from being the largest settlement. In the west and the south are countless Keldrathe waiting to serve the Heir of Agarash. Connecting the tiger-head idol to the mind of this shaman could penetrate the entire Keldrathe Psychic Plexus.'

'However, the idol needs more power to permeate a psychic plexus sustained by so many minds. I cannot return to Bakhasa and demand a more powerful device from my Master. And so I must improvise. Once again your own master has shown us the way. He discovered the Elder Magi had established a temple in this forest millennia ago. My Master knows Banedon found it, and it is still protected by the spells of the Elder Magi. The Elder Magi are known specialists of Old Kingdom Magic. If their spells have been active since the Age of War, then there must be items inside capable of empowering them. I know the Elder Magi crafted Power Crystals to empower their long-lasting spells. With this power the Tiger-head Idol could enslave many thousands of these creatures, everywhere in the Great Forest, all at once.'

He breaks from his reverie and fixes your gaze.

'The bargain is simple, Magician. I know the Brothers of the Crystal Star are experts at penetrating magical illusions and counterspelling. You are an excellent choice to explore the Temple of Ghazam and bring back a Power Crystal to me.'

'And if I refuse?'

'Your men's souls will be damned. Forever.'

You don to have a choice. The Zhakka is a formidable foe on his own, and he is surrounded by lmperial Guards: an entire battalion of soldiers armed with steam-guns, and a squadron of Bavazanurs - winged Agarashi. Moreover, you are not sure you can cure your men even if you are able to free them. You consider psychically contacting Bo'sun Gora at the Starstrider crash site, and urging him to flee to Toran immediately. But the Zhakka would sense this instantly, and it would reveal the location of your crew. In order to save them, and perhaps also to save your unfortunate companions imprisoned in the Keldrathe village, you must for now cooperate. Aberel, who has been wounded more seriously than you during the escape, will stay in the village as a supplementary hostage.

Kia-Tzing allocates you a patrol of fifteen Bhanarian soldiers. They are commanded by the corpse-like man you encountered in the Great Forest as you were captured, a chilling sergeant named Kanoz. Sergeant Kanoz and his troops will guard and escort you to the Temple of Ghazam. Once there, you must retrieve an Elder Magi Power Crystal and return it to the village. The Zhakka promises to hand over your men in turn. You do not trust any word of this agent of Darkness, but you need time. Time to find a way to save them all.

As you leave the Keldrathe settlement you make a silent promise to return. You cross the burning swamp and head south-westwards. Kanoz explains that the temple lies 90 miles to the southwest as the crow flies, surrounded by a deep timberland where no Keldrathe tribe has dared to settle, possibly due to the magic of the temple. To the south-west lies Lake Shezess, which you spotted before being captured, fed by a small river flowing north-eastwards. To the south lies the small range of hills you crossed to discover the village. Kanoz is aware the Great Forest is a dangerous place, and to your surprise he asks your opinion regarding the first part of your journey. It seems Banedon's prowess during his mission - whatever it was - in Bhanar in MS 5077, deeply impressed the Bhanarians. They appear to hold the members of your Guild in high esteem, even if you are sworn enemies.

What will you advise?
Should we cross the hills or follow the river?


I really hope we get to kill this guy just because of how much I hate having to scan and edit so much text all at once.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Agreed. Also, he's a jerk.

Follow the river.

Ofecks
May 4, 2009

A portly feline wizard waddles forth, muttering something about conjured food.

Run to the Hills

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
follow the river

nelson
Apr 12, 2009
College Slice
I’m incredibly disappointed we let the lizard lady die.

Cry Havoc posted:

follow the river

Runcible Cat
May 28, 2007

Ignoring this post

Head for the hills!

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

follow the river

Lost in the Kelderwastes posted:

You head south-westwards escorted by the Bhanarian patrol, until you reach the shore of Lake Shezess. You notice for the first time your intense hunger. You must now eat a Meal while you walk or lose 3 ENDURANCE points (if you have some Kelderpine Sap, you may drink it as a substitute for a meal; you will lose only 1 ENDURANCE point and gain 1 WILLPOWER point).

Lake Shezess offers a bleak, unwelcoming view. Its muddy shore is dotted with worm trails and burrows and its murky waters are shrouded by swarms of huge mosquitoes, and teem with water spiders. None of the Bhanarians are eager to stay in this putrid place longer than necessary, and you continue marching southwards along the bank. During your trek you cross an islet of dry land where you find the decaying corpse of a Keldrathe. Its hide has been horribly ripped apart, as if shreds of scaly skin had been torn off in many places. The reptilian had a crude backpack which has been torn into strips and cleared out, but also a satchel which has remained intact. Inside you find a knotted pile of pads made of purple leaves. You identify them as Golta leaves, a plant famous in Northern Magnamund for countering the effect of intoxicating scents, pollens and spores. It seems a purple variety of this plant grows in the Great Forest of Kelderwood. There are 10 pads in the pile. You may keep this Pile of Golta Pads as a single Backpack Item.

You wonder what happened to the unfortunate reptilian, for you see no footprint in the dried mud of the islet, just strange long and unbroken curved markings. You leave the islet. As you move forwards, the mud becomes increasingly deeper, and soon you are wading at mid-calf.

Suddenly you feel something moving swiftly near your right leg. It is fleeting, but you sense it was something large. At the same time one of the Bhanarian soldiers shouts in surprise. You glance over just as he is brutally wrenched into the mud and disappears completely.
Should we cast Levitation (2 WP) or stand still?

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Wingardium Leviosa! (Levitation)

anakha
Sep 16, 2009


Get our Dhalsim on.

Cry Havoc
May 10, 2004

This cyberpunk cartoon avatar is pretty dang ol' good, I tell you what.
haha yes our plan to lose them by the river is working

cast levitation

nelson
Apr 12, 2009
College Slice

Cry Havoc posted:

cast levitation

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Runcible Cat
May 28, 2007

Ignoring this post

Upsy dupsy!

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