[Let's Play] Rider of the Black Sun

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Sell everything but the Star Stone and Damaged Eyepiece. If my calculations are correct then that should be just enough to buy the thing. I could be convinced to hold on to a different item than the Star Stone.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

We need to sell eight things including the bullseye lantern or nine without (need 26 dinar divided by three). We have ten items counting the contents of the saddlebags. I agree we keep star stone, and damaged eyepiece. I will miss the obsidian potion.
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

803     Satisfied, the blind crone weighs out her new riches, letting the golden pendant fall into your hand. "Treasure for treasure, traveller. We found this piece of jewelry weeks ago with a dead Baronyak rider at the edge of the desert. She was badly burned on her arms and chest. And her neck was broken. It is likely her lizard threw her off."

You thank her for the transaction and the information and return to the other refugees at the campfire.

Write down the Pyramid Neckband (special Item) on your adventure sheet.
Turn to 839.

839     The burning Kar has just set behind the rolling dunes of the Gawana desert, and icy cold envelops the barren land. Huddled together under patched blankets, the refugees have drawn closer to the campire, where a bald giant of a man is using exaggerated gestures to tell a story. The Rigem children listen with wide eyes and open mouths. At the end, the storyteller recapitulates the moral of the tale for the children, and you realize that his wise words apply to your situation as well: "When the good despair, that is enough for evil to triumph."

Finally, the dust is settling that enshrouded all of you during the entire day. Wonderfully clear air flows through your lungs. Even Kyrna, who out of respect for the fearful humans has stretched out safely away from the camp, seems to be enjoying the fresh air and gives a relieved snort. After some minutes, all around you have fallen asleep, exhausted. Stars are twinkling over the desert.
If you want to keep guard, turn to 795.
If you want to sleep as well, turn to 780.

Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 7, VITALITY: Fit (5/5)
KARMA: 3, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11. Power of Xorox

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Thaluikhain
Overlord
Posts: 7564
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Rider of the Black Sun

Post by Thaluikhain »

Keep guard. It would have been much smarter to organise a watch rotation rather than just have some random guy stand guard all night, but someone has to keep guard.
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Keep guard
User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Agreed, keep guard.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

795     You are gripped by an inexplicable suspicion. You decide to keep watch. At least you try.
If your VITALITY is hurt or critical, turn to 780.
If your VITALITY is better or if you have Tobacco from Kyphi you can smoke during your watch (remove it from your adventure sheet), turn to 844.

844     Nervously, you keep guard. The landscape may look dead, but you sense that there are countless dangers lurking here. With an iron will, you force yourself to stay awake hour after hour. To busy yourself, you thoroughly check your equipment again.
If you have a Damaged Eyepiece, turn to 832.
If not, turn to 789.

832     Checking your equipment, you find your booty from the combat with the Shadow Assassin. It annoys you that the interesting piece is broken. Not only are the easily replaceable leather holding straps torn, but the brass frame between the two lenses has snapped in half as well.
If you have a Repair Kit, turn to 812.
If not, turn to 789.

789     With the utmost care, you check your equipment and weapons. Kyrna grumbles in her half-sleep when you fasten the saddle, but she is so exhausted that she suffers you obsessive inspection with a mixture of snarling and snoring.

This is the perfect moment to check the notes on your adventure sheet and perhaps redistribute items between Kyrna's Saddlebag and your carry bag!

When finally the warning rays of the sun pour over the desert, the refugees appear again. The women prepare the first — if sparse — meal of the day. After you have politely declined the offer to eat with them, you take the opportunity to doze off while sitting on a wagon wheel.
Turn to 828.

828     Your instinct wakes you.

> Damn, how long have I been in this torpor? <

Squinting desperately into the glaring sun, you make out the silhouette of a small refugee boy, barely six years old, staring at you curiously through the matted strands of his black hair. Bravely, he sticks out his thin arm and reaches for the handle of the Moon Sickle on your belt.
If you have found FATE POINT #9, turn to 791.
If not, turn to 779.

791     Before the boy can touch the sickle, a strong bolt of lightning shoots from the handle. With mighty discharges, the power of your divine weapon whips across the boy's twitching body. The energy dissipates quickly, while leaving only crackling air and the lifeless body in the dust. Appalled, you try everything to bring him back to life. You pray to the gods for mercy, and as if through a miracle, the boy opens his eyes.

Relieved, you embrace the boy, but it appears that he has not noticed anything. If he remembers dying at all, it is as but a fever dream. He runs into his mother's arms, crying. Death has released him again. Suddenly, the ground beneath your feet starts to quake.

Write down the mysterious ability of Ahimsa in line 12 on your adventure sheet. In addition, mark the number 791 there, the number of this section, so that you can look up something if necessary.
Turn to C70!

C70     You seem to be the only one so fart who heels the vibrations. Nevertheless, you have an oppressive feeling of imminent danger. "Boy," you say in deadly earnest, drawing the Moon Sickle from its sheath. "Run to your mother!"

Whereupon the boy runs away screaming.
If you have the ability Warfare, turn to C89.
If not, turn to C31.

Hm, minor continuity error there.
C31     Mothers grab their crying children and flee to the rocky hill beside the campsite. But the earth is now quaking so violently that they are constantly falling down. The few able men look over to you with uncertainty, but are relieved as you command them to go to the hill as well. The ground shakes again. Some gigantic monster is moving with incredible speed beneath your feet!

Directly in front of you, a maelstrom of sand swallows up a firepit and a wagon with all its equipment.

You now try to get to the hill yourself just as a giant worm-like monster shoots from the ground and rushes past just overhead, only to break through the earth's surface again directly next to you. For a brief moment, you stare into the endless black maw of the giant Sand Worm.
Image

Not until this body, with the length of a ship and the color of mother-of-pearl, has disappeared into the earth again, do you realize that you have never before faced such a perverse and fascinating monster.
Turn to C80.

C80     While the refugees continue to flee towards the rocky hills, you must face the horrible monster rising from the bowels of the underworld.
MACRA DOURA,
GIANT SAND WORM
ATTACK 19
DEFENSE 21 20 19 18
RESISTANCE (1) (2) (3) (4) (5) (6) (7) (8)
COMBAT ROUND (1) (2) (3) (4) (5) (6)

The monster's DEFENSE falls by 1 point if you take its third, fifth, and seventh RESISTANCE point.
If you reach at least the sixth COMBAT ROUND (or the fourth, if you have the ability Warfare), the refugees are saved and you can abort the fight (turn to C13). Otherwise you must fight the monster to the bitter end.
If you survive the fight, turn to C97.
In addition, you can take one of the following actions per COMBAT ROUND:
Call Kyrna to use her Fire Breath (turn to C94).
Use a Bomb or a Heavy Bomb, if you have one (turn to C18).
Run to Kyrna and flee with her (turn to C73).

This is a relatively complex setup, so I'm asking for input before we get started.
Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 7, VITALITY: Fit (5/5)
KARMA: 3, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Ahimsa

Money:
13 Shekels

Kyrna
Vitality: Battered (3/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Omegonthesane
Prince
Posts: 3712
Joined: Sat Sep 26, 2009 3:55 pm

Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

I don't think we're coming out of this one without assistance, what with the needing literally the highest dice value to just match the thing's attack number.

Call Kyrna immediately (and wonder how the fuck a Gamebook Veteran(TM) is meant to cope with the lower stats).
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Yeah, attacking here is a fools errand. Call Kyrna to see what happens. Take our licks and heal up with the start stone to make it to six rounds. Flee if we're one round away from death.
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Also, shocked that (a) the heavy bomb came up again and (b) that it came up right after we sold it!
User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Yeah, and I’m guessing that the eyepiece is worthless without the repair kit we apparently missed. Heal and call on Kyrna. Hopefully we can do something cool with the moon sickle since otherwise I don’t know if anything but really good dice rolls can beat this thing.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

The entry for Kyrna breathing fire is obnoxiously long, so here's the short version: It knocks one resistance off the worm, and the worm mauls her for one wound level in return.

Anyway, we hit on a 4 and defend on a 10, so this is super likely to just be a health grind.

Round 1: A[1]/[4]/D[2]; hit and get hit, we're at 4/5 health.
Round 2: A[1]/[6]/D[1]; hit and get hit, we're at 3/5 health.
Round 3: A[2]/[6]/D[5]; hit and defend(!). It's defense comes down by 1.
Round 4: A[3]/[1]/D[1]; hit and get hit, we're at 2/5 health.
Round 5: A[1]/[2]/D[5]; hit and get hit, we're at 1/5 health.

But we have made it to round 6, so we can peace out here, having saved the refugees.
Or we could eat the Star Stone and finish the thing. Spending 2 Karma would drop it next round no quesions. But that's a significant cost and there's no guarantee it'll result in better rewards. Up to you guys.
Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 7, VITALITY: Critical (1/5)
KARMA: 3, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Ahimsa

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Omegonthesane
Prince
Posts: 3712
Joined: Sat Sep 26, 2009 3:55 pm

Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Is there any, any, any version of this where we could've ended up with the skill required to beat this thing fairly? No? Then bail.

I also cite the fact that our reward for having Warfare ahead of time would've been that we only had to live to round 4 instead of round 6.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

This doesn't seem like the kind of book that would give us significant rewards for killing it. We've accomplished our mission, so retreat.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Yup, it doesn't seem to have treasure. Scoot with the refugees.
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

C13     Relieved, you watch the last refugees reach the safety of the hill. You also seize the opportunity and dash towards the rocks that apparently prevent the Sand Worm from shooting through the ground. Behidn you, two wagons sink into the depths and disappear along with their bellowing Toka. Then there is a deadly silence.
You get 2 KARMA points for saving the Rigem.
Return to the 6th chapter at section 827.

827     What a relief! The sand worm is no longer a danger. In no time at all, the refugees come running, surrounding you with cheers, patting the dust from your shoulders and kissing you on the cheek and the back of your hands.

Your DEXTERITY rises by 1 point!

"The tribe of the Rigem is in your debt, Non-Empire." The people of this wayward tribe fall suddenly silent, all turning towards the old woman standing on a somewhat elevated rock and leaning on her staff.
If you have a Pyramid Neckband, turn to 785.
If not, turn to 842.

785     "You have proven to be a true friend of the Rigem," she begins solemnly. "I would like to try to settle part of our debt."
Turn to B11!

B11     The old woman feels for your armor, pulling you down to her level so she can whisper into your ear over the applause of the refugees.

"The Kar temple in the Ashen Sea is protected with an ancient spell, but nobody knows how to defeat it. The minions of the Shadow Master often despair over it." Only now do you realize that the blind woman has taken both of your hands in hers and is stroking the back of your claws with her thumbs. "Oh yes," she murmurs. "Hope has returned, and the children of Rigem will live freely in the future," she prophecies with tears in her cloudy eyes.

The old woman recovers herself once more. She calls out for a small wooden casket to be brought from among her personal belongings. From out of it, she hands you a parchment bearing strange symbols around an eight-pointed star. She tells you it is a relic of the primal tribe of Rigem and that it is said to show the protective spell on the Kar temple.

Image

The tribal elder cannot give you the parchment, so you memorize its patterns. You cannot understand its mysteries at the moment, but at least you can recall it from now on.
Write down FATE POINT #11!


With deep gratitude you say your farewell to the refugees and rise into the air with Kyrna. For a long time, the women and the children wave after you.
Return to the 6th chapter with section 810.

810     Impressed, you let your gaze wander over the wasteland of the Fire Plains with their constantly changing surface. From the ground, the landscape looked bleak and hostile, but from Kyrna's back, you can see a marvelous spectacle. Gnarled trees, twisted bushes and bright yellow pools of sulfur make up a fascinating pattern of colors and shapes.

Unexpectedly, a grey dome of haze appears on the horizon. The sun bathes it in summery yellows from above, but from below it looks almost impossibly black. As you get closer, you can see its origin. A giant wasteland stretches over the plains for miles. Driven by the heat of the sun, its dark dust is being constantly swirled up into small funnels of air.

> There it is, the Ashen Sea... <

Recklessly, you rush towards the ground, flying only a few feet above the crusted dust. Large swirls of dust form on Kyrna's wingtips and follow your course. With a mind dizzy from the rush of speed you give a shout and enjoy the feeling of freedom. Cowardly thoughts shot through your mind:

> Why not leave it all behind? Why not start a new life far away from the war... <

But then you realize that it is this very freedom you are fighting for. Countless creaturs have no freedom at all, trapped as they are by the war brought about by the Shadow Master's ambition. You alone can free them by thwarting Calderal's mad plans. Kyrna's scream embarrasses you because you understand that she has read your thoughts of weakness.
If you have a Pyramid Neckband, turn to 833.
If not, turn to 837.

833     After hours, you still haven't found the location of the temple of Kar, and your euphoria gives way to slow resignation. You feel warming power beneath your cloak. The neckband you have received from the crone catches the rays of the sun and reflects them focused over the pyramid pendant. In fascination, yyou turn the artefact, but the rays are always being reflected in the same direction. It appears to be some kind of optical compass.
If you want to follow the ray of light, turn to 811.
If you want to ignore the artefact, turn to 837.

Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 8, VITALITY: Critical (1/5)
KARMA: 5, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Ahimsa

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Oh, would she have given us that pendant for helping them if we didn't buy it? Damn.

Follow the ray of light since we paid so much for that thing in the first place.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Follow the tray of light
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

811     The golden glitter of the neckband leads you farther across the Ashen Sea. With an optimistic feeling, you drive Kyrna forward.
If you want to continue flying low in the direction of the light, turn to 816.
If you want to fly higher to have a better vantage point, turn to 848.

Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 8, VITALITY: Critical (1/5)
KARMA: 5, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Ahimsa

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
pragma
Knight-Baron
Posts: 849
Joined: Mon May 05, 2014 8:39 am

Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Follow the light. This seems like a wash because I can't see how the puzzle picture is relevant to this decision. That said, the book seems to like blind faith.
Thaluikhain
Overlord
Posts: 7564
Joined: Thu Sep 29, 2016 3:30 pm

Re: [Let's Play] Rider of the Black Sun

Post by Thaluikhain »

Follow the light.
Omegonthesane
Prince
Posts: 3712
Joined: Sat Sep 26, 2009 3:55 pm

Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Fly low, trust the artefact (and our lack of ability to find cursed temples from the sky).
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
User avatar
Darth Rabbitt
Overlord
Posts: 8872
Joined: Thu Feb 05, 2009 8:31 pm
Location: In "In The Trenches," mostly.
Contact:

Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Continue flying low.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
User avatar
angelfromanotherpin
Overlord
Posts: 9752
Joined: Fri Mar 07, 2008 7:54 pm

Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

816     In the dome of haze over the Ashen Sea, you have trouble recognizing shapes on the ground. Finally, however, you discover an unusual stone structure some two miles ahead of you. It is only barely visible against the grey dust. You circle until you are sure, but this is the place. You have found the remains of the ancient Kar sanctum beyond the Gawana desert!
If you have a Pyramid Neckband, turn to 835.
If you do not have this special item but do have the ability Premonition, turn to 802.
If you have neither the ability nor the item, turn to 782.

835     The neckband, which for countless miles has guided you towards the temple, is pulsating with a golden light. Though it is beautiful to look at, you feel a growing unease.

Instinctively, you pull on Kyrna's reins, making her take a sharp turn, when a sudden burst of light cuts through the fog and barely misses Kyrna's left wing. The air is crackling with energy, and the acrid stench of combustion burns in your nose. Where just a moment ago the light severed the sky, now countless ashen flakes are drifting to the ground. You have just barely dodged a magical projectile coming directly from the top of the temple of Kar!

Following this scare, you want to check the pyramid artefact. But only the loop is hanging from the leather strap — the small golden pyramid has disappeared. Annoyed at your own carelessness, you throw the worthless remains of the Rigem artefact away.
Remove the Pyramid Neckband from your adventure sheet.
If you have found FATE POINT #11, turn to 800.
If not, turn to 790.

800 is just a reminder to consult the parchment at B11 before continuing to 790.
835     From a safe distance you examine the brilliant beams of light projected by the large metal cylinders at the top of the ziggurat. You are quick to ascertain that the volleys follow a fixed rhythm. Each cycle is made up of six shots, and with every second shot another light cannon is activated. By the sixth ad final step, all but one have fired.
You have to find the gap in the defense system of the Kar pyramid if you intend to enter the sanctum!
If you have the ability Mental Focus, turn to 847.
If not, you must trust your instincts and fly into the danger zone, turn to 777.

847     You have only seen a few of the cycles of the dangerous rays of light, but you know now when and how the sequence starts. It begins with the ray on the eastern flank of the pyramid, in the fire sector.
Turn to 777.

777     Quickly Kyrna flies on towards the pyramid. You cannot stay in one location for very long, for you must avoid the deadly light that turns the air itself to ash. Below you, the rays of sun are gathering for another volley.

LIGHT GUNS     COMBAT ROUND (1) (2) (3) (4) (5) (6) (7)

Note the current round by marking the seven COMBAT ROUND circles. (When flying over the next sector, cross off 1, then 2, and so on.) The sectors have the classical names of the elemental cardinal directions as used by the Ancients.

When you reach the seventh COMBAT ROUND, turn to 821 at once. Other than that, you must fly on with Kyrna through the defensive structure.

What sector do you want to head for?
Water (west), turn to 809.
Air (north), turn to 826.
Fire (east), turn to 787.
Earth (south), turn to 814.

Do not forget that you cannot stay in the same sector twice in a row! Of course, you can continue to use your knowledge of the defensive structure if you have seen an old Rigem parchment before.
The book uses the directional symbols on the parchment instead of the cardinal direction names, but I can't readily replicate that.
Character Sheet
Stats:
STRENGTH: 10, DEXTERITY: 8, VITALITY: Critical (1/5)
KARMA: 5, RAGE 2/5

Weapons (max 3):
1: Captain's Sword +4 (+1 Defense if Strength 10+)
2: Epee +3 (+1 Defense)
3: Moon Sickle of the Keșra +5 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Body: Empire Uniform +1
Legs: Soldier Boots +1
Disguise: Fisher Coat

Special Items (max 12):
1: Figurine of the Ancients
2: Signet Ring
3: Lump of Gold
4: Captain's Doubloon
5: Pyramid Neckband

Utensils (max 6):
1: Star Stone (+3 Vitality)
2: Damaged Eyepiece

Abilities:
2: Sharpened Senses
3: Free Breath
4: Mental Focus
5: Magical Lore
6: History Knowledge
7: Good Fighter (+2 Melee Attack)
8: Power of the Full Moon
9: Immune to Sunlight
10: Shadow Walk
11: Power of Xorox
12: Ahimsa

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Omegonthesane
Prince
Posts: 3712
Joined: Sat Sep 26, 2009 3:55 pm

Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

So we know the cycle starts east. Looking at the parchment, there are symbols which look like a number of chunks cut out of a circle. These can be interpreted as numbers 1 through 6. The number 1 symbol on the east flank is marked white and its correspondents on the other three are marked black, and we know from Mental Focus that the cycle starts with the east cannon shooting alone and ends with there being only one safe space.

On that basis I suggest we go south, then east, then west, then north, then east, then south.
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.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Post Reply