[LP] The Way of the Tiger. (Complete)

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angelfromanotherpin
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Post by angelfromanotherpin »

'Thaum was unwell following our last meeting with you. So unwell that we had, at great cost, to secure the services of a High Priest. It left Thaum a pauper.' Cassandra may be suggesting that he has been brought back from the dead, or perhaps that he was near mortally wounded. She goes on: 'There are many dark places in the Rift in which to hide. There is no telling whom you might meet, Avenger, in the everlasting darkness.' Then: 'I will answer no more questions, but I will tell you this. When you reach the fourth tier, take the narrow way. The Way of Thrones has been baited as a trap for you, Avenger, a trap that even you cannot hope to survive.'
Ughhhhh, look Mark & Jamie, I know this is openly your homebrew D&D world, but you can't just casually drop high priests bringing back the dead for money into your setting. Avenger's fucking name is about the consequences of irrevocable death. All the emotional weight of the personal losses and daring assassinations in this series is badly undermined by commercial rezzing. Pay better attention.
It would mean certain death for Glaivas, if he still lives, were you to detain Cassandra, so you tell her that she is free to leaveand forbid her to enter the city again on pain of death. If you have Cassandra's sword, you may decide for yourself whether she should be allowed to depart with it.

As she leaves, she says 'We may yet meet again, Avenger, or are you too craven to take up the quest?' Now you must decide what to do about the plight of your poor friend Glaivas. Any action you make should be taken quickly, lest Cassandra be spending her time brewing some terrible trap or ambush for you in the Rift.
To take the Sceptre into the Bowels of Orb is to expose it and yourself to the gravest danger. Yet you remember how Glaivas has already indebted you to him many times over. If it were not for the warning of Glaivas that fateful day on the Isle of Tranquil Dreams, your god Kwon would have been incarcerated in Inferno. Today you would probably not now be Overlord of the city, as he risked his life for you in battle against the Legion of the Sword of Doom. Your course is clear: you will risk all to save your friend.

You cannot ask another o share with you the dangers of the Rift. Foxglove must come with you as punishment for deserting her city in its time of need. She may be useful to you. But there is no point in taking an armed band. No matter how large, it would be outnumbered by the denizens of the Rift. Stealth will be your greatest asset. You take the Sceptre and swathe it in black cloth, then hide it inside your ninja costume.

Leaving Gwyneth orders to publish the news that you are journeying to meet two saviors of the city, you prepare to set off to that darkest pit of evil, the Bowels of Orb. one other artefact you take from the royal armory, Torch of Lumen, an ebony rod topped by a cone of alabaster. When the alabaster is touched, it gives off a constant light that will be invaluable in the eternal darkness of the Rift. It was enchanted by your father's most powerful sorcerer and looks to all but its bearer as an ordinary brazier.

If you have been injured, you can receive healing before you depart. Restore your Endurance to 20.
If there's a reason you can't just leave the Sceptre safely at home, I missed it.
The Rift has been a cauldron of evil since time immemorial. All manner of wicked and unnatural creatures spawn there, giving rise to an endless stream of evil pouring from the dark chasm across the lands of men. Dark Elves, sisters of Nullaq, Orcs, Old Ones, Sons of Nil, Plague-Trolls, these are but a few of the denizens lurking in the unending darkness.

The chasm itself is like an immense gorge surrounded by a honeycomb of natural tunnels and carven halls which stretch to the very center of Orb. A man could walk for a lifetime in the Bowels of Orb and still not trace every catacomb and vault. You decide to make for the northern end of the Rift.

Foxglove retrieves a few of her old clothes before you leave and you have to keep her from packing an entire trousseau. She rides out behind you on a white mare which you hold on a leading rein, wearing scarlet and black, kept warm by a sable cloak. you leave the city under cover of darkness and camp the following evening, by which time Foxglove is complaining of exhaustion, though she has ridden and you have walked. You are not far from the River of Beasts.

• Stay up all night in case she tries to escape?
• Sleep soundly and trust to your alertness to awake you if anything is amiss?
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Darth Rabbitt
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Post by Darth Rabbitt »

Yeah, if characters can just fucking get raised in this series then it makes literally no sense that Yaemon and Manse weren't resurrected by their many followers who had a lot of wealth and knowledge of all sorts of powerful magic.

We're at full health so I doubt we need the rest as badly as we need to keep an eye on Foxglove.
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Dr_Noface
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Post by Dr_Noface »

Was she necessarily implying Thaum was dead and not just crippled in some way? I don't remember what happened in our Book 2 encounter with the group.
Mr Shine
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Post by Mr Shine »

Dr_Noface wrote:Was she necessarily implying Thaum was dead and not just crippled in some way? I don't remember what happened in our Book 2 encounter with the group.
We didn't encounter them in book 2. Angel, is it possible to kill him in book 2 and thus this is neccesary continuity? (They already bought Honoric "back from the dead", given how much stress ther gave to how extremely fatal the poison is.)

Half a vote to take a rest. If we're keeping Foxglove around we've got to sleep sometime and may as well get it over with now.
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angelfromanotherpin
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Post by angelfromanotherpin »

Mr Shine wrote:Angel, is it possible to kill him in book 2 and thus this is neccesary continuity?
No. The last you see of Thaum he's still able to walk and cast spells. The whole thing is completely pointless.
Foxglove sleeps soundly, but you do not. Lack of sleep takes its toll when you begin to trudge on soon after dawn. Lose 2 Endurance.
On the next day Foxglove is sullen and will not speak to you. Tomorrow you will sight the last hills and forest before the Rift and you will have to set the horse free and continue on foot. When you camp at evening, however, she comes close to you, her eyes shining with tears, and says that she is too lonely and afraid to go on.

Image

'Avenger, no one has shown me the smallest shred of kindness for longer than I can remember. I will go with you to the Rift, but if you do not embrace me now, my heart will break and I shall lose my mind.'

• Comfort her as she desires?
• Refuse her this kindness?
The new books have new art, but I'm using the older pic because I'm not near my scanner at the moment.
Omegonthesane
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Post by Omegonthesane »

Image

You'd think ShinRen would be of nonzero help, but no, apparently not even in revised Inferno.

Half a vote to get dunked on.
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SGamerz
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Post by SGamerz »

We're Ninja, not Care Bear. Refuse.
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angelfromanotherpin
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Post by angelfromanotherpin »

You inform Foxglove that it is not fitting for an Overlord to embrace a commoner, but she is hurt. 'Then I shall kill myself. I cannot live despised by all.' She is suddenly wracked by sobs and seems to be completely distraught. It seems she really has nothing left to live for. Fear fills her life and you are leading her into the direst peril.

• Take her into your arms and comfort her?
• Tell her to go to sleep and save her strength for the descent into the Bowels of Orb?
• Tell her that you wish to search her before you allow her to touch you?
You'd think that being able to read someone's heart would be relevant here, right? That skill doesn't get called up nearly enough.
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Post by SGamerz »

Is it just me or has the theme of this book taken a weird turn? I'm getting the feeling that we've gone into some AIF Dating game.

I think one of first things ninjas and assassins should learn is never let a potential enemy get up close enough to stick a knife into you unless you plan to do the same to him or her first.

Tell her to go back to sleep.
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Darth Rabbitt
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Post by Darth Rabbitt »

Ask to search her. We want to sound like we're willing to trust her, but not stupid.
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Mr Shine
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Post by Mr Shine »

Don't trust her at all. Sorry Foxglove, Mark and Jamie are forcing us to bring you along, but nw you're here we can't fall for stunts like this.
Omegonthesane
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Post by Omegonthesane »

Search her. If the reactions of Avenger plus our basic search procedures aren't enough to stop her trying anything, then we're not Avenger.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Mr Shine
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Post by Mr Shine »

I'll change my vote to simply searching her, to avoid a tie.
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angelfromanotherpin
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Post by angelfromanotherpin »

'That will not be necessary, Avenger,' says Foxglove. 'This is what you would have been looking for.' She slips a stiletto knife out of a pocket in the lining of her sable cloak, unsheathes it, and holds the blade up before you. The point glistens with green venom. She sheathes the knife and throws it to the ground beside you, saying: 'My only defense against the Riftspawn.' Then she holds out her arms to embrace you. Reasonably certain she is not going to try to kill you, you stretch your arms out warily.
Foxglove comes into your arms and rests her head on your shoulder. An intoxicating aroma of exotic perfume, the scent of passion-flowers from the Island of the Goddess, wafts over you. You look into here eyes and marvel at her frail beauty. Before you can stop her she has stolen a kiss.
(Avenger has the skill of ShinRen.)
Foxglove's kiss has a strange effect on you. You find yourself gazing into her eyes and wondering how you could be taking such a noble and perfect person into grave peril. Rumors told in Irsmuncast say that Foxglove could seduce anyone, man or woman. You had imagined these tales to be a mix between fact and slander, but now you know the truth: Foxglove is an enchantress and you have almost fallen under her spell.

The Training of the Heart that you learned on the far away Island of Tranquil Dreams is enough to stop you becoming her slave, but her enchantment is powerful. Seeing your reaction, she mounts the white horse, smiles, and waves goodbye. 'Farewell, Avenger.' As she rides away, you feel a pang of anguish at losing her, but you are gladdened by the thought that she is out of danger.

• Ignore your training and call her back, heedless of her enchanting ways?
• Settle down, a solitary dark figure lit by the dying embers of the campfire?
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Darth Rabbitt
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Post by Darth Rabbitt »

So only after Foxglove charms us do we get a chance to use ShinRen?

Half a vote to let Foxglove go. She doesn't want to be near the Rift and she'll be killed if she goes back to Irsmuncast so really she's less dangerous away from us than near us.
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Post by SGamerz »

We " feel a pang of anguish at losing her" and "are gladdened by the thought that she is out of danger". Clearly, Shin-Ren didn't protect us completely, so the last thing we want is let her near us again.
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angelfromanotherpin
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Post by angelfromanotherpin »

At least without Foxglove by your side you can make full use of your stealth and agility. It is not long before you are nearing the northern end of the Rift. A war band of crooked misshapen creatures, their eyes to the ground as they shuffle across the stony fissured earth, causes you to lie low for a while, but when the creatures are safely past you approach the chasm. Note that Foxglove has become separated from you.
You reach the edge of the great chasm without glimpsing any of the Dark Elf magicians who might be on the lookout for you. The air is rank with the smells of sulphur and ammonia. Stale hot air seeps out of the great fissures that split the barren rock. There are no wild animals here at the edge of the Bowels of Orb, only dust.

At the lip of the chasm you pause to look down. There is no bottom – or if there is it is lost in darkness kilometers below. To the east you can dimly see the other wall, towering a kilometer above you like a distant bank of cloud. There are many twisting stairways and tracks leading down the side of the canyon wall, and there is even a road, wide enough for carts and siege machines, winding snake-like into the depths of the earth. It must have been a terrible labor to haul up to the light the engines that attacked your city.

• Take one of the twisting stairways?
• Take the road?
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Post by SGamerz »

Stairways. As a ninja, we should probably stay away from the plain wide road that might make stealth more difficult.
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Post by Darth Rabbitt »

Agreed.
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Post by angelfromanotherpin »

The nearest wtairway is crumbling and unused, and the steps are half-eroded in places, but you make your way steadily down into the gloom. After half an hour's climb, in which time you have seen no living creature, you come to a gallery of caves served by many tunnels and paths cut into the side of the canyon wall. You have reached the first tier and are already in a twilit world. You touch the Torch of Lumen and it casts a gentle glow about you. You will need its light from here on.
The gallery of caves is enormous. There are storerooms, mostly plundered, and a forge and an armory, both deserted, but further down you can hear sounds of life. There is a certain amount of growling and wailing and much low chatter in guttural complaining voices. The sounds are familiar as those of a slum.

Here the refuse, the helpless or foolishly scrupulous inhabitants of the Rift are forced to eke out their days. Here they are closest to the danger of crusaders, madmen like the Paladin Doré le Jeune, who come to the Bowels of Orb to attempt to slay evil beings indiscriminately, or to the many renegade orcish tribes who do not obey the Black Widow. You decide to take to the tunnels and descend to the next tier away from the chasm's edge.

(Avenger was not spotted on the road.)
You duck into the tunnel before anyone notices you and creep onwards, taking care always to descend towards the second tier.
Many tunnels converge on a cavern where you make out a fresco that chills your blood. It shows a great web with a black widow spider, identifiable by the scarlet hour-glass shape on its back, testing all the lines from the web with her legs. At each extremity is a smaller version of her, crawling over some poor unfortunate – Orc, Dark Elf, or human; even an Old One is shown trying in vain to free itself from a silken web.

Another fresco shows a Paladin in full armor but without helm. He is being assailed by the small spiders, which seem to be creeping into his ears, nose, and as he screams, his mouth.
The tunnel you are in is joined by several others and then winds down steadily into the depths of Orb. Soon you are down to the populous second tier. here, complete mining villages and towns exist, trading with one another, mining, and raiding each other for slaves and booty. You take a moment, just a moment, to rest and eat of the supplies you brought with you. After this point you will have to start going even more carefully.

Countless tunnels diverge in all directions at this level. Finding your way, if you keep to the smaller tunnels, will be difficult. If you take the broader tunnels, you run a greater risk of being spotted.

• Try to find a disguise so you can bluff your way down to the lower levels?
• Rely on stealth?
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Darth Rabbitt
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Post by Darth Rabbitt »

Disguise.
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Post by Mr Shine »

Find a disguise
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angelfromanotherpin
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Post by angelfromanotherpin »

(Foxglove is not with you.)
It should not be too hard to find yourself a disguise here onthe second tier. You wait and listen for some time before deciding on the direction to take, hoping it is one that will lead you to creatures of some sort but not into the arms of too many at once.
For an hour you scour the the tunnels and caverns of the second tier. They are as lively as the streets of a market town, but the darkness discourages conversation. The people of the second tier, low in the hierarchy of power, are too busy conserving enough energy to keep alive to indulge in frivolity. Several times you are almost spotted, but at length you come to a cavern with a stone façade built across its front, like a house.

You can clearly hear the sinisterly musical voices of two Dark Elves inside. They must have clothes that you could use as a disguise. Nearby is a small hole in the rock through which a shifty-looking monkey-like ball of fur squeezes, thumbing its nose at the little cavern-house as it goes. The fur is the coat of a wolf, and the shambler is an intelligent man-like being with short arms and bandy legs. It is shaped like an Orc but is fairer of face.

• Steal into the cavern-house?
• Follow the shambler through the hole?
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Post by Mr Shine »

Follow the shambler.
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Darth Rabbitt
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Post by Darth Rabbitt »

Yeah, "humanoid that covers itself in furs" is more likely to work than "dark elves who are visibly elfy."
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