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Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

Correction:

Thanks. Fixed that in my post now. :)

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nelson
Apr 12, 2009
College Slice
I vote for evade immediately. But if we fight, fight to the death and use the poison immediately.

nelson fucked around with this message at 04:31 on Mar 10, 2024

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

That's a lot of endurance, so use Viper's Bite, and fight to the death. We're the huntress, not the hunted :colbert:

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Wafflecopper posted:

That's a lot of endurance, so use Viper's Bite, and fight to the death. We're the huntress, not the hunted :colbert:

This

Decoy Badger
May 16, 2009

nelson posted:

I vote for evade immediately. But if we fight, fight to the death and use the poison immediately.

Voting for this.

Tiggum
Oct 24, 2007

Your life and your quest end here.


Wafflecopper posted:

That's a lot of endurance, so use Viper's Bite, and fight to the death. We're the huntress, not the hunted :colbert:

Marked for Death posted:

Fang and blade come together in a horrible clash. The Elix has the advantage of size, so instead you try to match its ferocity and speed, slashing at its face whenever it dares try to bite you, cutting at its belly whenever it raises itself onto its hind legs to swipe at you with its claws.

Perform a single round of combat at a Combat Ratio of -5, or -4 if you wield the Whip in one hand.
We roll: 3

Huntress: 20
Trained Elix: 34

Marked for Death posted:

Hot spittle sprays your face as the Elix closes its jaws around and your arm. Your weapon is knocked from your hand, sent spinning into the shadows. Lose your wielded Weapon (erase it the from your Action Chart). If you had a Whip held in one hand, lose the Whip instead of the other Weapon.

The Elix unexpectedly releases you, stepping back several paces and standing still as stone, its eyes miniature fires in the gloom. You pull back as well, cradling your wounded arm. The Elix pads after you slowly, stalking. It is toying with you, the way a cat toys with a mouse before pouncing on it. You must act quickly and either draw a new Weapon(s) or try to flee from this dangerous predator (you must flee if you have no Weapon to draw).

Your heart pounds in your chest as you flee past the stacked crates. Ahead of you, you see Valeska disappearing down a trapdoor. In his haste, he leaves the door open. You put on an extra burst of speed but even as you do there is a horrible yowl from behind you and you hear the swift padding of the Elix's paws.

We roll: 4 - 3 (Elix) = 1

The Elix is upon you in three bounds. You are slammed face- first into the hard stone floor, breaking your nose. The pain of this is replaced by a new one as the Elix bends its head and begins ripping chunks of flesh from your back. Your screams fill the basement as you are eaten alive, a process you endure for too many long minutes before finally being graced with unconsciousness.

You have become another victim of the Elix.

Tiggum fucked around with this message at 03:06 on Mar 11, 2024

Tiggum
Oct 24, 2007

Your life and your quest end here.


Here's what we did in this run:



How would we like to proceed?
  1. We could restart the Elix fight and flee immediately, and fudge the roll to escape.
  2. or try the fight again and fudge the roll till we're able to reach section 23 and see what happens there
  3. or go right back to the start and pick different Hunting Arts, equipment, etc.
  4. Or some other option? (please specify)

Black Robe
Sep 12, 2017

Generic Magic User


Run away!

Toplowtech
Aug 31, 2004

nelson
Apr 12, 2009
College Slice

Tiggum
Oct 24, 2007

Your life and your quest end here.


Marked for Death posted:

"Valeska," you begin. "I've been sent by-"

But you never get to finish. Valeska drops his book in surprise and looks up with a horrified expression on his face. "You'll never get it," he says and darts to the cell door, drawing back the bolt keeping it shut. The door swings open and bangs against the stone wall loudly. Valeska fumbles in a coat pocket and draws out a silver whistle, which he blows into as he retreats around a corner.

From within the cage, the Elix opens luminous yellow-green eyes and lets out a hiss like a geyser erupting. Scars line its feline face, the results of years of training at the end of cruel Vassagonian whips.

Your heart pounds in your chest as you flee past the stacked crates. Ahead of you, you see Valeska disappearing down a trapdoor. In his haste, he leaves the door open. You put on an extra burst of speed but even as you do there is a horrible yowl from behind you and you hear the swift padding of the Elix's paws.

You reach the open door and see a ladder leading down. With the Elix's jaws snapping at your heels you swing down onto the ladder and pull the trapdoor shut, just managing to slide a deadbolt across it before it shakes with the full weight of the Elix slamming into it. The reverberation is so strong that it sends you falling backwards off the ladder. You land hard on the wooden floor ten feet below (lose 2 ENDURANCE).

If you survive this fall, then you are swift to push yourself to your feet and get your bearings.

Endurance: 23/25

Beneath the warehouse is an underground dock set upon a river whose rushing waters make a sound like thunder, so amplified is the noise by the small indoor space. The waters sweep away down several large tunnels. This must be a way for Valeska to quickly leave the warehouse and escape out to the River Tor.

The proof of your theory rocks back and forth in the canal. It is a small boat with a lit lantern set in it which illuminates this entire secret dock. Above it stands Valeska. When he sees you he draws a dagger and backs away down the dock still gripping in one hand the rope that holds the boat anchored. "Get away!" he shouts. "Go back to the grave, where you came from, you and your brethren!"

Even as Valeska's curse leaves his lips the shadows behind him roil and a man crawls out on all fours, trailing the shadows like wisps of clothing. The questions you had die in your throat as the man stands to his full height, which must be eight feet tall. He has the appearance of a drowned corpse. His body sags with water weight, his flesh hangs like drapery from his muscles. His face is so bloated that the skin around his eyes has been pressed shut, leaving him blind. From his shoulders hangs his only clothing, a rat-chewed cloak. His grin is a maniac's grin, wide and white. In an upsetting contrast to the rest of his rotten body, the teeth gleam like the fresh teeth of a toddler. Each is oversized, as though blocks of white quartz were embedded in his gums.

Valeska spins around, letting loose a scream upon seeing the horrible apparition, naming it in his terror as "The Tall Man." He drives his dagger into the horror's belly, puncturing the thick folds of skin. The Tall Man ignores the attack, reaching out for Valeska with unerring accuracy despite his blindness, closing one long fingered wet hand around his throat. In the other is a bloody sickle which he hooks in Valeska's sternum. When he pulls the weapon back it splits the smuggler open in a rain of blood. The rope falls from the smuggler's hand and the boat begins to drift down the river.

You do not stop to think. You take a running leap off the dock and land in the boat before it can escape. The monstrosity on the docks turns its fat-folded eyes towards you and smiles, watching you until you drift into the left-most tunnel and are obscured from view.



In the lantern's spotlight you see old stone walls and ceilings rushing past. You can tell by the way your stomach lurches that you go over several significant drops but thankfully the boat does not capsize. You realize that the canal is not going to empty you into the River Tor like you thought, instead it is taking you underneath it via tunnels that must have been dug eons ago. The thought of the entire river sitting above your head fills you with a queasy anxiety.

Eventually the canal slows its pace and spills into a vast subterranean lake. The lake has an odd luminescence to it, the result of millions of tiny glowing krill living in the water.

Your momentum carries you across the lake towards a cave entrance lit by a flickering blue light. You take up the oars and steer yourself inside, curious about the source of the light. As you draw closer, a mysterious globe comes into view, affixed at head level on the wall. Pipes run from this globe across the wall and continue down the cave ceiling. You continue to paddle, following the pipes to another globe and from there to another. All of them are emanating the same pulsing blue light, like flames sputtering in a strong wind.

Eventually the boat bumps up against the bottom of stone stairs. A rope trails from a hitching post and you use it to anchor the boat before stepping out, encouraged by finding dry land. You take the Lantern with you - mark this on your Action Chart as a Special Item. Also, there is a hastily packed sling-sack sitting on the boat's floorboards. Here you find a Dagger (which you must keep if you have no other Weapon) as well as the following Backpack Items, any of which you may take with you. If you do not have a Backpack, you can use the sling-sack as a new Backpack:
  • A set of Exquisite Clothes
  • Sabito Tincture (allows user to breathe underwater)
  • A Golden Rod
  • An Herbal Face Mask. A face mask stuffed with sweet smelling herbs
  • Lantern Oil
  • An Empty Flask



At the bottom of the sack you find a box made of gray metal, of a type you cannot identify. It is simple enough in design, crude even, with its only identifying mark being the Haert crest carved into its lid. This is the Sindarin Vessel, you have no doubt of it. Oddly, you feel as though you have seen it before, even held it before. You are filled with the temptation to open the box but you find no latch, keyhole, or hinge. Mark the Sindarin Vessel as a Backpack Item. You must discard another in favor of it if you already have the maximum amount of items and may not discard it at any time.
We'll take the dagger, lantern and, obviously, the Sindarin Vessel, but that leaves us with only five spaces free in our Backpack. We'll take at least five of these six items (because why not) but we'll have to choose either one of them to leave, or one of the items currently in our backpack to swap out. So which item do we leave behind?


    Backpack
  1. Thieves' Lockpicks
  2. Heavy Padlock
  3. Healer's Kit (used 0/10)
  4. Viper's Bite Poison (+2 damage per round for one combat)
  5. Sindarin Vessel


    Leather Satchel




I've noticed the American spellings several times already in this book but "an herbal mask" really stands out. :barf:

moosecow333
Mar 15, 2007

Super-Duper Supermen!
We don’t need no empty flask.

nelson
Apr 12, 2009
College Slice
Drop the golden rod.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

moosecow333 posted:

We don’t need no empty flask.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Tiggum posted:

I've noticed the American spellings several times already in this book but "an herbal mask" really stands out. :barf:

Americans be like: You know what English needs? More silent consonants

Black Robe
Sep 12, 2017

Generic Magic User


I know why inventory limits exist, obviously, but I really don't think a set of lockpicks take up enough space to prevent us picking anything else up.

Anyway,

moosecow333 posted:

We don’t need no empty flask.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

moosecow333 posted:

We don’t need no empty flask.

Tiggum
Oct 24, 2007

Your life and your quest end here.


moosecow333 posted:

We don’t need no empty flask.


Marked for Death posted:

The steps take you up to a man-made doorway and into a large and wondrous room. It is carved from stone just like the passage, though the thick rugs that cover the floor make it feel like you have stepped into a noble's home. The room is lit by the same blue lights, illuminating lines of drawers and shelves, cabinets and cupboards. Strange instruments that almost look like navigational tools liter [sic] various surfaces. A fine layer of dust covers everything and you do not believe anyone has been here in some time.

At the back of the room is a large arched opening. You approach and hold your lantern high to reveal an awe-inspiring sight. The chasm beyond is filled with waterwheels of the sort you might see turning in a lazy Sommerlund stream. Only, these are gigantic, ten times the size of any waterwheel you have ever seen, with paddles so grand that you could easily fit four men on them. The wheels sit still, and though you notice they glisten wetly you can see no source of any water that might turn them. You decide to take a small rest here, to regather your strength. You do not need to eat a Meal but if you have one and wish to eat it you can recover 3 ENDURANCE.

Shall we rest and heal or search this place?


Endurance: 23/25

nelson
Apr 12, 2009
College Slice
Search

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Search for loot

Black Robe
Sep 12, 2017

Generic Magic User


We're only 2 points down, we're fine. Search.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Always Search

Tiggum
Oct 24, 2007

Your life and your quest end here.


Marked for Death posted:

Too curious to rest, you busy yourself instead with searching the room. As you search you try to gain some insight into the mind of the person who constructed it. You find various tools for excavation as well as those used by sailors to mark maps and chart stars, leading to the conclusion that this person must have been someone with a wide range of talents and interests. Of the items you find, the following may be of use to you:
  • Packet of Boom Powder. This Backpack Item can be used to make an additional shot with your Borese Hand Cannon when you run out of shots. May have other uses, as well.
  • Concentrated Gallowbrush. This Potion puts the drinker to sleep and must be ingested to have effect.
  • A Glow Bottle (Emits bright light).
  • Necklace of Teeth. This necklace, apparently made from human teeth, counts as a Special Item, if you dare to wear it.
  • A bone-hilt Dagger, serrated on both edges and viciously sharp. It counts as a Weapon and when wielded deals double damage on any result of 0 on the Combat Table but then breaks after this.
Also, you find a perfectly serviceable set of Alchemist tools and ingredients in the chamber and can make a single Poison/ Potion if you have the Art of Alchemy.
  1. What do we take? What do we drop to make room?
  2. Shall we keep searching or rest (and restore 2 Endurance)?

We can wield our axe and the bone-hilt Dagger at the same time to take advantage of the dagger's extra damage without risk of ending up without a weapon to hand, but will not be able to make use of Salas-Zan: The Cleaver's Cut until the dagger breaks or we choose to stop using it. We can make the decision of which weapon(s) to use on a per-combat basis though so we can carry the dagger without using it if we want to.

    Endurance: 23/25

    Weapons
  1. Axe
  2. Dagger
    Belt Pouch (money):
  • 25 Gold Crowns
    Backpack
  1. Thieves' Lockpicks
  2. Heavy Padlock
  3. Healer's Kit (used 0/10)
  4. Viper's Bite Poison (+2 damage per round for one combat)
  5. Sindarin Vessel
  6. Exquisite Clothes
  7. Sabito Tincture
  8. Golden Rod
    Leather Satchel
  1. Herbal Face Mask
  2. Lantern Oil
    Special Items
  • Flint and Tinder
  • Lucky Coin
  • Lantern

Black Robe
Sep 12, 2017

Generic Magic User


We already have a freaky demon mark, let's wear the teeth necklace

Drop the padlock to make room to take the boom powder

Leave the rest.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

Black Robe posted:

We already have a freaky demon mark, let's wear the teeth necklace

Drop the padlock to make room to take the boom powder

Leave the rest.

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Black Robe posted:

We already have a freaky demon mark, let's wear the teeth necklace

Drop the padlock to make room to take the boom powder

Leave the rest.

nelson
Apr 12, 2009
College Slice

Black Robe posted:

We already have a freaky demon mark, let's wear the teeth necklace

Drop the padlock to make room to
take the gallowbrush

quote:

Leave the rest.

Tiggum
Oct 24, 2007

Your life and your quest end here.


OK, no one answered question 2:

Shall we keep searching or rest (and restore 2 Endurance)?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

keep searching

nelson
Apr 12, 2009
College Slice

Wafflecopper posted:

keep searching

Decoy Badger
May 16, 2009
Keep looting!

Black Robe
Sep 12, 2017

Generic Magic User


Decoy Badger posted:

Keep looting!

Toplowtech
Aug 31, 2004

Tiggum posted:

OK, no one answered question 2:

Shall we keep searching or rest (and restore 2 Endurance)?
We have an insatiable appetite for loot and we wish to use it. (WHAIAFLAWWTUI)

Tiggum
Oct 24, 2007

Your life and your quest end here.


Black Robe posted:

We already have a freaky demon mark, let's wear the teeth necklace

Drop the padlock to make room to take the boom powder

Marked for Death posted:

Tucked away on one of the bookshelves you find a musty-smelling scroll tube holding an ancient scrap of parchment, so thin that it begins to crumble even as you unroll it. Before it dissipates into dust, you read:
    Myself and my demons gathered to greet the King of the Darkness for a night of fire and blood. But demons rarely get along and each had their own requests. Demoness Shamath of course would be attended by her four loyal demonic followers. Thanojax is finicky and needed there to be an even number of demons at the gathering. Tagazin hates answering to a human like me but agreed to come if he can bring his brothers and sisters, of which he has both in equal number. And the Unnameable believes in the power of 3: the number of demons present must be divisible by that magic number. At least how many gathered to greet the Dark One?
If you know the answer to this riddle, you should write that number down in the margins of your Action Chart. It may come in useful later.

A rush of noise outside of the chamber draws you back to the opening. A waterfall which was not there before now cascades down from the darkness. The water strikes the ancient boards of the waterwheels, turning them with a symphony of creaks and groans. As the wheels turn there is a loud thunking and clanging and the flickering blue lights become bright and steady. New lights spring to life as well, each like a bright blue star illuminating gears, mechanisms, and catwalks covering the entire massive area. What at first you took for magical lights you now realize are being powered by an incomprehensible machine of which the waterwheels are a part.

Dust and small bits of rock tumble down from above and you look up to see a spindly-limbed feminine figure clinging to the rock wall, descending it upside down. Rags are wrapped tight around her like a mummy. Her face is obscured by a red hood and cowl except for her rotted teeth, between which is clenched a rusty butcher's cleaver. She drops the last five feet into the room and brandishes the knife at you.

"Give... usss... the vesssssel," the woman hisses unevenly as she attacks you.

Red Cowl: ENDURANCE 14

You fight this combat at a Combat Ratio of +4 but your opponent only takes half damage each round from all sources of damage (round down). If you have the Art of Salas-Zan and are wielding an Axe two-handed, you ignore this penalty on results of 7 or higher.

  1. What is the answer to the riddle?
  2. Shall we evade immediately or if our Endurance reaches a particular number, or fight to the death?

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

1. 12. Shamath plus four attendants (5), Thanojax (6), Unnameable (7), Tagazin (8), +the smallest even number of siblings to make an even number divisible by 3 (4) = 12
2: Fight to the death

e: wait 12 might be wrong, depending on if "myself" is counted and if they are a demon. I don't think they can be a demon since that would give us an odd number before adding Tag's siblings, which have to be even in number, which would make this puzzle impossible. So maybe 13 if they are a non-demon but still included in the count?

Wafflecopper fucked around with this message at 04:22 on Mar 16, 2024

nelson
Apr 12, 2009
College Slice
12

Fight to the death!

Xarn
Jun 26, 2015

Wafflecopper posted:

1. 12. Shamath plus four attendants (5), Thanojax (6), Unnameable (7), Tagazin (8), +the smallest even number of siblings to make an even number divisible by 3 (4) = 12
2: Fight to the death

e: wait 12 might be wrong, depending on if "myself" is counted and if they are a demon. I don't think they can be a demon since that would give us an odd number before adding Tag's siblings, which have to be even in number, which would make this puzzle impossible. So maybe 13 if they are a non-demon but still included in the count?

"Myself" is not a demon in the puzzle, they say that one of the demons hates answering to "a human like me".

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Oh yeah good point. Still doesn’t say if they’re included in the count though, since it just asks how many gathered to greet the dark one, not how many demons specifically. Although you could argue that since demons are mentioned in the previous sentence they’re still the subject of the last one. It’s ambiguous

Decoy Badger
May 16, 2009
There's also "my demons" which implies that there's an arbitrary number you can add on as you see fit, which would make the answer 12, even assuming that the Nameless One is a god they're honouring and not another demon?

Fight unto death!

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Tiggum
Oct 24, 2007

Your life and your quest end here.


Marked for Death posted:

Red Cowl: ENDURANCE 14

You fight this combat at a Combat Ratio of +4 but your opponent only takes half damage each round from all sources of damage (round down). If you have the Art of Salas-Zan and are wielding an Axe two-handed, you ignore this penalty on results of 7 or higher.
Huntress: 23
Red Cowl: 14

We roll: 4

Huntress: 21
Red Cowl: 10

We roll: 7

Huntress: 20
Red Cowl: 0

Marked for Death posted:

It takes many blows before your opponent finally falls to the ground and stops moving. You turn the body over with the toe of your boot and what you see is something out of a nightmare. The rags have been cut away by your many attacks, revealing gray, swollen skin covered in lesions. Slow, black blood oozes through the multitude of wounds you made. With the tip of your blade, you pull back the red veil hanging over the woman's face to see empty eye sockets, skin stretched gray and tight over bony jaws, a grin full of rotten teeth. Then a crossbow bolt strikes against the wall next to your head. You look out into the large cavern and see at least a dozen hooded figures rushing down the catwalks, like hornets out of a disturbed nest.
Shall we return to the boat or leap onto a waterwheel and ride it up?

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