[LP] DestinyQuest: The Legion of Shadow

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SGamerz
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Post by SGamerz »

Ogre!
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Darth Rabbitt
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Post by Darth Rabbitt »

It's all ogre now.
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angelfromanotherpin
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Post by angelfromanotherpin »

You propel yourself into the air to land in a roll ahead of the charging ogre. It spins a ball and chain above its ugly head. Your weapons fly into your hands as you prepare to take on this formidable opponent:
SpeedBrawnArmorHealth
The Wrecker151411120

- Clobbering time: At the end of every combat round, the Wrecker spins his ball and chain. Roll 4 dice, and if the result is higher than your speed, you have been struck by the wrecking ball and must take 15 damage that is only reduced by half your armor (round up).
- Inquisitor's wrath: If you have the word rival on your hero sheet, Mathis will arrive at the start of round 3, adding 2 to your damage scores for the remainder of the combat.
- Healer's gift: If you have the word companion on your hero sheet, Lansbury will heal you once at any time during this combat, restoring 12 health.
Round 1: (windblast'd) Us 8+16, Him 6+15; 4+22-11 damage (corrupt'd), he's at 105. *Fire* He's at 104. *Clobber* 14, miss.
Round 2: Us 9+16, Him 6+13; 2+22-11 damage, he's at 91. *Fire* He's at 90. *Clobber* 9, miss.
Round 3: Us 10+16, Him 9+13; 1+22-11 damage, he's at 78. *Fire* He's at 77. *Clobber* 14, miss.
Round 4: Us 12+16, Him 2+13; 6+22-11 damage, he's at 60. *Fire* He's at 69. *Clobber* 9, miss.
Round 5: Us 11+16, Him 10+13; 4+22-11 damage, he's at 54. *Fire* He's at 53. *Clobber* 14, miss.
Round 6: Us 3+16, Him 9+13; parry'd. *Fire* He's at 52. *Clobber* 9, miss.
Round 7: Us 2+16, Him 9+13; 3+12-6(+4 bright shield) damage, we're at 45. *Fire* He's at 51. *Clobber* 9, miss.
Round 8: Us 9+16, Him 7+13; 3+22-11 damage, he's at 37 (leech'd, we're at 47). *Fire* He's at 36. *Clobber* 15, miss.
Round 9: Us 7+16, Him 8+13; 1+22-11 damage, he's at 24 (leech'd, we're at 49). *Fire* He's at 23. *Clobber* 18, hit, we're at 37.
Round 10: Us 5+16, Him 7+13; 4+22-11 damage, he's at 8 (leech'd, we're at 39). *Fire* He's at 7. *Clobber* 5, miss.
Round 11: Us 9+16, Him 7+13; 2+22-11 damage, he's defeated!
Searching the ogre's filthy belongings, you find a leather pouch containing 50 gold crowns. You may also help yourself to one of the following special rewards:
Chains of the void (necklace) +1 speed, +1 magic, Ability: shackled (sp; 1/combat, your opponent rolls 1 fewer die for combat speed)
Seed of rage (talisman) +2 magic, Ability: dominate (1/combat, change the result of one damage die to 6)
Aged acromion (main hand: wand) +2 speed, +5 magic, Ability: rust (If your damage score deals damage to an opponent, their armor is reduced by 2 for the rest of the combat)
Pick a loot to proceed.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetElemental Greaves+2+2Fire Aura
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1
2Elixir of Invisibility
3
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority
Bright shield
Snakes alive!
Companion

Money Pouch: 1066 Crowns
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Darth Rabbitt
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Post by Darth Rabbitt »

If anything, I'd take the necklace, since shackled is probably better than heal. Rust is worse than windblast and the +2 magic isn't worth giving up Necromancer.
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Omegonthesane
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Post by Omegonthesane »

Necklace.
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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angelfromanotherpin
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Post by angelfromanotherpin »

Ravenwing rallies his forces, driving them into the mass of shadow spawn. Their dark general has fallen and already their ranks seem to have become confused. You are about to rejoin the battle when a deafening boom rips across the sky. Then black snow begins to fall, settling across the blood-streaked ground. You look up to see the doom orb is no more–where it had been hanging in the sky there is now only a cloud of ash the size of a city.

'The mages did it,' you gasp. There are cheers from all around you, and wails from the shadow spawn. The demoralized rabble turns and runs like rats.

(We have the word companion on our sheet.)
The battle is won, but at what cost? Looking at the soldiers who remain behind–not just the wounded, but the exhausted as well–many have a haunted look to them. You can't imagine what devastation awaits beyond the walls of the city where the doom orb's wrath was turned against the camp.

Across the square, you see Mathis lying on his side. The inquisitor looks badly wounded, possibly fatally. Caeleb kneels at his side, apparently listening intently. Nyms stumbles past you, helping to support an exhausted Lansbury. As he passes, he gives a silent nod of thanks.

'Nevarin!' You turn to see Caeleb stalking across the square towards you. The cavalier's armor is raked with black scars, his shield dented. 'It's over for your kind,' he sneers. 'I swore to Mathis, and to the One God, that I'd see all shadow spawn ended this day.'

'What madness is this?' You stare at Caeleb, disbelieving. 'I'm not your enemy.'

Caeleb raises his sword, and you feel an invisible force pin your arms to your sides. That same force pulls you away from Caeleb, and you realize he is not the source of it. Looking up, you see a man, his scarlet coat billowing, leap from the edge of a rooftop and run upon the air as if it were solid ground. Like a dog on a leash, you are dragged after him.

'More demons!' cries Caeleb. 'Don't think you can escape.'

You are pulled across a shattered plaza, towards an officious-looking building. Then something hard strikes your head, and darkness falls.
You awake to find yourself lying on your side. The room is dark and smoky–a vaulted hall lined with oil lamps. A row of statues stand against one wall. Next to the, the light catches on the bared rib-cage of some ancient beast.

'Back soon, oh yes.'

You arch your neck, seeking the source of the voice. The man in the red coat is leaning over one of a series of glass display cases. Glinting shards sparkle on the ground around his boots.

'Hush, hush. This is the one, yes? Just like we thought.' He lifts out a rectangular shield, holding it awkwardly. 'Are we sure? The sun, sun, sun.' He scratches the back of his head where you can see his grey hair balding around an ugly scar. 'Yes, like he said. Back soon.'

He twists something set in the shield, and a click echoes through the chamber. Then he lifts a golden disc out of the shield and holds it aloft. 'Lily, lily, lotus,' he repeats in a singsong voice, seemingly counting patterns on the disc. '...lotus. Ah!' He touches something, and the disc begins to twist and fold in on itself, forming the petals of a golden flower. The man produces an ivory wand and slides it into the flower, creating a flower-headed rod. It flickers with dim light.

'More magic.' The man sighs. 'Need more.'

You still have your weapons, and you shift your weight, preparing to take this man unawares, but even this miniscule movement alerts him.

'I hear you,' he says. 'Scrape, scrape. Calm. Breathe softer. You're not doing things you're supposed to.'

He is clearly deranged, but there is something familiar about him. A thin scar cuts down his left cheek, disfiguring his mouth into a perpetual sneer. Resting against his forehead is a gold crown, shaped to resemble three entwined serpents.

'Who are you? What is this?' you ask.

'Many names. In the shroud, the name doesn't matter. But they used to call me... Lorcan. You're important because I have to kill you.'

• Ask why he has to kill you?
• Ask if he is a Nevarin?
• Ask about the rod's purpose?
• Ask about Daarko's strange machine?
• Attack this lunatic?
If you want to question him, just in case the conversation bush isn't completely stable, let me know in what order you want to ask things.
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceChains of the Void+1+1Shackled
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetElemental Greaves+2+2Fire Aura
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1
2Elixir of Invisibility
3
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority
Bright shield
Snakes alive!
Companion

Money Pouch: 1066 Crowns
Omegonthesane
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Post by Omegonthesane »

Why's he gotta kill us?
What does the rod do?
Who is Daarko, what is its strange machine, and why do we know the name Daarko?
Is this guy another Nevarin?
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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Darth Rabbitt
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Post by Darth Rabbitt »

Daarko was a Nevarin general who we killed and looted his shoes like we were Dorothy.

Personally, I'd like to know who the "he" that Lorcan mentioned is, but that's not a question we can ask.

I feel like "why's he gotta kill us" is going to be the most likely topic to cause him to attack, so I'd make that our last question (still ask it before attacking him though). Otherwise I like Omegonthesane's order of questions.
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Omegonthesane
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Post by Omegonthesane »

I'll move "why's he gotta kill us" to last to break any ties.
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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angelfromanotherpin
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Post by angelfromanotherpin »

• Ask about the rod's purpose?
'Like the gate. Made by elves.' He gestures at the statues, carved to resembles men and women in ornate headdresses. 'We should not have ended such a great people. They made things. We could have learned. Instead we take, take...'

'And it does...'

'The shroud, fool! It takes me back to the shroud. I still hear it... calling. I hear him. He tells me what to do.'

'The shroud is a realm of demons. How is it possible to exist there?'

'This is not real. The shroud is real. I have seen such things. Now you must die so that I can go home.'
• Ask about Daarko's strange machine?
'An experiment. We were chosen–black guard. First through the gate. We led...' Lorcan blinks, his fingers caressing the scar on his cheek. 'Daarko made the machine. He was very good at making. Always in his high high high tower.'

'It wasn't elvish?'

'Built from elvish scraps, yes. Leftovers from the first invasion. Zul's plan could have worked. But the mage shield. It wouldn't let us back.'

'You couldn't use the Shadow Gate?'

'Are you not listening? We were the first–to go to the shroud.' He waves a hand airily. 'Didn't know it was possible. To exist there. The elves dragged their pyramids and cities through it, but they didn't exist there. Not like us.

'The man who speaks tolf me it would fail. That the machine would be broken. Daarko waited until the city was quiet, but it was broken. Now I go back. I must.'
• Ask if he is a Nevarin?
'They think us slaves. The Borellin-var. But in branding us, they made us gods.'

'They destroyed our cities, our people, tortured us,' you snarl.

'You've broken your bonds. I feel it... like music under the skin. If you were to live... No, the man tells me what to do.'
• Ask why he has to kill you?
'I need your power.' Lorcan taps the side of the staff. 'For this.' He leans forward, the hollows of his face giving him the look of a skull. 'I absorb you, then I am strong again, enough to make the rod work. There are no choices, he tells me, he tells me to do it.'

'Who tells you?'

'The man in the shroud. I don't hear him now, but he is there. Tells me the truth of things. I'll hear him again soon. When I go home.'
After that, there's no option but to fight.
'I can't talk you out of this, can I?'

Lorcan shakes his head. 'Need your magic. Need it for the rod.'

'I can't give you what you want.' You spring forward, and Lorcan sends a blast of air at you that throws you backwards. You tumble in an agile roll and land on your feet.

'So weak,' mutters Lorcan. He sweeps the rod around, indicating the row of statues. 'Defend your master!'

You advance again, this time aware of the stone figures coming to life around you, stretching their long-immobile limbs.
SpeedMagicArmorHealth
Lorcan15138100
Statue--1024
Statue--1024
Statue--1024

- Enduring spirit: Until he is defeated, Lorcan heals 4 health at the end of each round.
- Stomping statues: At the end of each round, each surviving statue deals 4 armor-ignoring damage to your hero.
- Magic of the makers: Each time a statue is destroyed, the power it it returns to the staff, increasing Lorcan's speed, magic, and armor by 1 each.
- Enchanted stone: The statues are immune to all passive effects, such as bleed, burn, and venom.

(When you win a round against Lorcan, choose one of your enemies to be damaged, etc.)
Ack. The statue DOT is brutal, but breaking them pumps the main enemy significantly. Gonna be rough.
Round 1: Us 12+16, Him 6+13; 2+22-10 damage, statue 1's at 10. *DOTs/HOT* We're at 38.
Round 2: Us 6+16, Him 8+13; 5+22-10 damage (leech'd, we're at 40), statue 1's crumbled. *DOTs/HOT* We're at 32.
Round 3: Us 7+16, Him 7+14; 5+22-10 damage (leech'd, we're at 34), statue 2's at 7. *DOTs/HOT* We're at 26.
Round 4: Us 8+16, Him 10+14; draw. *DOTs/HOT* We're at 18.
Round 5: (windblast'd) Us 6+16, Him 2+14; 5+22-10 damage (leech'd, we're at 20), statue 2's crumbled. *DOTs/HOT* We're at 16.
Round 6: (windblast'd) Us 7+16, Him 4+15; 2+22-10 damage (leech'd, we're at 18), statue 3's at 10. *DOTs/HOT* We're at 12.
Round 7: Us 11+16, Him 9+15; 2+22-12 damage (leech'd, we're at 14), statue 3's crumbled. *DOTs/HOT* No net effect.
Round 8: Us 6+16 (charm'd, 10+16), Him 8+16; 2+22-11 damage (leech'd, we're at 16. Corrupt'd), he's at 87. *Burn/Regen* He's at 90.
Round 9: Us 6+16, Him 7+16; parry'd. *Burn/Regen* He's at 93.
Round 10: Us 7+16, Him 8+16; 4+14-6 damage (bright shield, -4 damage), we're at 8. *Burn/Regen* He's at 96.
Round 11: Us 6+16, Him 4+16; 2+22-11 damage (leech'd, we're at 10), he's at 83. *Burn/Regen* He's at 86.
Round 12: Us 10+16, Him 9+16; 1+22-11 damage (leech'd, we're at 12), he's at 74. *Burn/Regen* He's at 77.
Round 13: Us 5+16, Him 11+16; 3+14-6 damage, we're at 1. *Burn/Regen* He's at 80.
Round 14: Us 4+16, Him 11+16; 3+14-6 damage (pot of mending, we're at 13), we're at 2. *Burn/Regen* He's at 83.
Round 15: Us 6+16, Him 4+16; 2+22-11 damage (leech'd, we're at 4), he's at 70. *Burn/Regen* He's at 73.
Round 16: Us 9+16, Him 5+16; 3+22-11 damage (leech'd, we're at 6), he's at 59. *Burn/Regen* He's at 62.
Round 17: Us 2+16, Him 6+16; (inviselix, vanish'd). *Burn/Regen* He's at 65.
Round 18: Us 10+16, Him 5+16; 5+22-11 damage (leech'd, we're at 8), he's at 49. *Burn/Regen* He's at 52.
Round 19: Us 10+16, Him 3+16; 5+22-11 damage (leech'd, we're at 10), he's at 36. *Burn/Regen* He's at 39.
Round 20: Us 6+16, Him 6+16; draw. *Burn/Regen* He's at 42.
Round 21: Us 6+16, Him 11+16; 6+14-6 damage (necro'd). *Burn/Regen* He's at 45.
Round 22: Us 9+16, Him 7+16; 6+20-11 damage (leech'd, we're at 12), he's at 30. *burn/Regen* He's at 33.
Round 23: Us 5+16, Him 2+16; 6+20-11 damage (leech'd, we're at 14), he's at 18. *Burn/Regen* He's at 21.
Round 24: Us 2+16, Him 5+16; 3+14-6 damage, we're at 3. *Burn/Regen* He's at 24.
Round 25: Us 7+16, Him 4+16; 4+20-11 damage (leech'd, we're at 5), he's at 11. *Burn/Regen* He's at 14.
Round 26: Us 5+16, Him 2+16; 5+20-11 damage (leech'd, we're at 7), he's defeated!
Such a close battle! Ate all our expendables and took us within a hair of death multiple times.
The wounded mage sprawls backwards into the broken fragments of his stone guardians. He tries to crawl away, but you kick him back to the ground.

'He never said, never told me it would end this way,' says Lorcan, panting.

'Today's been full of surprises,' you say. 'Any last requests?'

Lorcan sneers. 'I die on my own terms.' He throws himself forward, his body rushing out of his clothes in a torrent of dark energy. It slams into your shadow mark, pushing itself inside you. You cry out, feeling your body changing, the bones shifting, the skin and muscle flowing like liquid.

We are one.

You stagger to the golden shield and look at your reflection in its polished surface. Lorcan's face stares back at you, his scar on your cheek, his sneer in your mouth. 'This is not me!' You hurl the shield away.

Lorcan has fused his essence with your own. You gain the following ability:
Windwalker (co): 1/combat, use the dice you rolled for attack speed as your damage dice (adding brawn or magic as normal).
Behind you a door slams, followed by the rattle of metal boots on stone. You spin round, almost losing footing as your new body shifts balance quicker than the old. A figure strides towards you.

• If you have the word rival on your hero sheet...
• Otherwise...
You raise your weapons defensively. 'Who is it?' you call, flinching when you hear the sound of Lorcan's voice coming from your own lips.

Take the rod, fool.

And ringing inside your own head.

The figure steps forward. You had already guessed who it was. 'Caeleb.'

The cavalier has a made look about his eyes. 'More Nevarin scum.' He spits.

'Wait! It's me, Caeleb. We fought together with Redguard, Nyms, Lansbury.'

Caeleb steps forward again, raising his shield. 'I know you. You are a demon. Mathis told me what you did.'

'What did I do?'

'The machine. You brought the Legion here. Just like before, when you stole the Nexus.'

'I did nothing to the machine. It was Mathis who destroyed it–that's what brought the black guard to the city. He lied to you.'

Caeleb waves the point of his sword at you. 'Your whole body is a lie. You are a trickster. Your magic is a dark thing–evil!'

'You were glad enough of my magic when I was saving you–and everyone else!'

'While you live, there is still a shadow spawn in this city.' The cavalier charges, driving his shield forward like a ram, knocking you backward to smash a clay urn and lie among the shards.

Your notice that your wounds from the battle with Lorcan have not healed. A glance at your mark shows it dull and unresponsive.

Take the rod. We have to leave. Now!

Caeleb attacks again, and you roll out of the way.

Heal me, you think at Lorcan's remnant within you. Or we'll both die here.

Take the rod, comes the reply.

Distracted, you cannot avoid Caeleb's blows as well. His sword nicks your cheek. The edge of his shield crashes into your body, and you feel a rib crack.

Take the rod. Think of the possibilities. The gateway to other worlds. Other dreams. Don't die here.

You see in Caeleb's eyes that he will not stop until one of you is dead, and you are slowing from your wounds. You dive for the rod, and Caeleb raises his blade, then brings it down at you. Your fingers close on the stem-haft, and the bloom-head blazes with golden light.

Yes!

'No!' cries Caeleb as his sword slices down through emptiness to lodge in rubble. 'It can't be...'

All that remains of you is a faint outline of smoke, curling into the dusty air.

'Where are you, demon? Where did you go?' Caeleb roams the room, slashing at air, scouring the artefacts for a sign of you. All he finds is a tattered pierce of parchment lying in the dust. He picks it up and discovers it is a letter, a letter of recommendation for a young knight to apprentice with the great Avian Dale.

'Wherever you go, Nevarin, I will find you.' The parchment crumples in his fist. 'As the One God is my witness, this is not the end...'
But it was, in fact, the end.[/arrested development]
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceSilver Cross+1+1Heal
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetElemental Greaves+2+2Fire Aura
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1
2Elixir of Invisibility
3
4Pot of Mending (+12 health)
5Oil Flask 2/2

Rune Key
Plain Gold Ring
Air superiority
Bright shield
Snakes alive!
Companion

Money Pouch: 1066 Crowns
User avatar
angelfromanotherpin
Overlord
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Post by angelfromanotherpin »

So yeah, that's where the dude chose to end the narrative. I don't even. I'll do a wrap-up post soon. In the meantime, thanks for joining me on this inordinately long LP, and I welcome your questions, comments, and thoughts on the very WTF conclusion as well as a fairly WTF experience all round.
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Darth Rabbitt
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Post by Darth Rabbitt »

Wait, we get an ability that we literally can’t use, and then the book stops (I can’t call this as much an ending as an obvious attempt to set up a sequel)? If we even just got a fight with Caleb and/or a chance to not take the staff I would feel a lot less cheated. Are there other endings to this book/quest? What happens if we have the word rival on our character sheet?

Also, since both Trellis and Lorcan were Nevarin I’m pretty sure we can still shapeshift, since that appears to be a skill that they all have (see the first one we met, the boss of Act 2. And of course Daarko was literally able to turn into living fire or shadow.) So I don’t think that TreLorcan is stuck looking like the end boss. Though Caleb seemed to know who we are so it might not have helped.

More questions and comments to come when I’m not on my phone at my lunch break.
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Omegonthesane
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Post by Omegonthesane »

Somehow I got the impression Caeleb wanted to kill Trellis when she looked like Trellis, in spite of her being a crucial part of defeating the Legion of Shadow.

What changes if we pick the evil ending against the snail? What changes if we decide not to bother with "postgame content" after fighting the snail? Does the Rival keyword give us a bonus boss fight in which to use Lorcan's ability?
Last edited by Omegonthesane on Wed Nov 01, 2017 6:38 pm, edited 1 time in total.
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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angelfromanotherpin
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Post by angelfromanotherpin »

Darth Rabbitt wrote:Wait, we get an ability that we literally can’t use, and then the book stops (I can’t call this as much an ending as an obvious attempt to set up a sequel)?
Yes.
If we even just got a fight with Caleb and/or a chance to not take the staff I would feel a lot less cheated.
I agree. Indeed, I think that getting a final choice would make the ending feel more like an ending. If the options were:
• Don't listen to Lorcan, don't fight Caeleb, accept final death rather than be a pawn for your enemies.
• Flee into the unknown risks of the Shroud rather than fight your maddened former ally.
• Fight Caeleb, then go to ground to avoid further persecution or something.

...that would be a lot closer to okay. You still wouldn't get an answer to 'the man in the Shroud' issue, but there would be some decent agency.
Are there other endings to this book/quest? What happens if we have the word rival on our character sheet?
The only difference is that if you fight alongside Mathis in the big battle, he doesn't die and he comes after you personally (instead of duping Caeleb into doing it). It's a lot more fitting because he actually has been irrationally hostile to you for all of Act 3.
Omegonthesane wrote:What changes if we pick the evil ending against the snail?
You recover your previous memories, and realize (with a little help from Avian) that the power Sharroth offers is hollow because as a slave you'll never wield it by your own will, so you fight Sharroth, etc. Also, we get a damaging ability instead of a defensive ability, and our mark doesn't turn a pretty color, because we get a dose of Sharroth's power instead of Avian's.
What changes if we decide not to bother with "postgame content" after fighting the snail?
The story ends there and it's a much better ending.
Ikeren
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Post by Ikeren »

Wow. That was astonishing.
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Darth Rabbitt
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Post by Darth Rabbitt »

For the most part we DID ALL THE THINGS so I only have a few questions that I can think of right now:

What was in the chest that we couldn't get to because of failing the Magic Test?
What happens if we go with Avian Dale to blow up the Doom Orb?
What did The Compendium of Dwarven Runes do for us in the places it was prompted where we didn't have it?
Way back in the quest with the Dour King's Crown, what did the jar of night creeps do? It seemed like there was a way to not have the lamprey inside us when we got back to Raolin. Would that have allowed us to take the crown, and does it do anything cool if that's the case?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

Darth Rabbitt wrote:What was in the chest that we couldn't get to because of failing the Magic Test?
Elixir of life (backpack) 1 use, use any time in combat to restore your health to full.
Winged locket (necklace) +5 health, +1 armor, Ability: courage (sp; 1/combat, +4 speed)
Fluffy dice (backpack) The ultimate in backpack accessories.
What happens if we go with Avian Dale to blow up the Doom Orb?
It's a pretty cool action sequence where you contribute to blowing up the Doom Orb instead of the ground battle. It even had some decent loot, including a +3/+5 off-hand wand.
What did The Compendium of Dwarven Runes do for us in the places it was prompted where we didn't have it?
Having the compendium gives access to number puzzles. Solving those puzzles gives loot drops that include some special items (gemstones and a tablet). The tablet lets you find a merman scavenger's hidey-hole in the underwater city, and he'll sell you some stuff (including a borehole explosive to take out the stone golem), and just give you a jar of creeps.
Way back in the quest with the Dour King's Crown, what did the jar of night creeps do? It seemed like there was a way to not have the lamprey inside us when we got back to Raolin. Would that have allowed us to take the crown, and does it do anything cool if that's the case?
Yes, having your own source of creeps from the merman lets you remove the lamprey yourself after your surface and then just leave with the prize.

The crown is a head slot item that boosts your brawn and magic by +1-+5 depending on how many gems from Compendium puzzles you have. Its ability of Command is really sweet, it straight-up converts a lost combat round into a won combat round, no questions asked (1/combat).
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Darth Rabbitt
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Post by Darth Rabbitt »

Damn, that elixir is nice, and that crown sounds amazing.

Do the fluffy dice do anything or are they a joke/trap option?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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