[Let's Play] Rider of the Black Sun

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Thaluikhain
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Post by Thaluikhain »

Also seconding the above.
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angelfromanotherpin
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Post by angelfromanotherpin »

Holding back on guard-murder means that our blind-but-impatient companion tries it himself. Then he gets caught instead of us and we get to explore the tower without interference from Shouty the wonder muppet, which is presumably how the other Fate Points are found.

Interchapter New Rules
• You can gain Karma, up to a max of 10 (or 9, or 7 for harder modes). Karma is spent before non-combat stat checks to autopass them.
• You can also gain Rage, which has a variety of effects that aren't explicated here.

Now, pick whether we raised Strength or Dexterity to improve before we proceed.
Zaranthan
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Post by Zaranthan »

If we're voting between karma and rage, I'm voting for karma. Stabbing things doesn't seem to be how we solve problems.

Despite that, I'm voting for strength over dexterity, because ending what combat we DO get stuck with in the first roll seems like the best plan for survival. The best defense is a good offense.
Koumei wrote:...is the dead guy posthumously at fault for his own death and, due to the felony murder law, his own murderer?
hyzmarca wrote:A palace made out of poop is much more impressive than one made out of gold. Stinkier, but more impressive. One is an ostentatious display of wealth. The other is a miraculous engineering feat.
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Darth Rabbitt
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Post by Darth Rabbitt »

Zaranthan wrote:If we're voting between karma and rage, I'm voting for karma. Stabbing things doesn't seem to be how we solve problems.

Despite that, I'm voting for strength over dexterity, because ending what combat we DO get stuck with in the first roll seems like the best plan for survival. The best defense is a good offense.
This all sounds good to me.
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SGamerz
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Post by SGamerz »

Raise Strength
Thaluikhain
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Post by Thaluikhain »

Zaranthan wrote:If we're voting between karma and rage, I'm voting for karma. Stabbing things doesn't seem to be how we solve problems.

Despite that, I'm voting for strength over dexterity, because ending what combat we DO get stuck with in the first roll seems like the best plan for survival. The best defense is a good offense.
That sounds reasonable, yeah.
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angelfromanotherpin
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Post by angelfromanotherpin »

No, there's no vote between karma and rage; we're just being informed that those are both things from now on.

Strength Up! 6 > 7
CHAPTER 2
THE MASTER OF SHADOWS

Fill in the small Save Points on your Adventure sheet to record the progress of your journey. Take over your VITALITY from the last chapter!

"In the near future, far-reaching decisions will be demanded of the Child of Shadows. These decisions will deeply alter the world."
– THE ORACLE OF KABETH



301 The venerable Master's embrace is familiar to you. It is not the first time that the Emissary of Ugar has clasped you in his arms. A warm feeling of fond affection enflames your heart. "It is good that you are here again," Calderal breaks the silence.

His gaunt face is beaming with pride as he points to a detailed map of Kyphi, the capital of the Golden Realm. "Your mission was successful, my child! But as I can see, you still cannot remember."

Aonus, standing next to the door and frowning as he listens to your conversation, nods in agreement. "Indeed, lord. Your favored child's powers are strong, but mentally..."

(( "Your involuntary stay in the dungeon was a misunderstanding. The warden thought you were a war criminal." With a low cough the priest puts his wrinkly claw on your shoulder. He continues sardonically, "I hope that you don't bear as much of a grudge towards your father as I do towards the warden." ))
If you want to ask Master Calderal why you've lost your memory, turn to 313.
If you want to know about your mission, turn to 325.

The double parentheses are standing in for crescent moon symbols that I have no idea what they mean. Possibly one of the missing fate points is associated with context for those.
pragma
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Post by pragma »

Ask why we lost memory.
Omegonthesane
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Post by Omegonthesane »

yeah what happened to brain
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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Zaranthan
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Post by Zaranthan »

Lost memory
Koumei wrote:...is the dead guy posthumously at fault for his own death and, due to the felony murder law, his own murderer?
hyzmarca wrote:A palace made out of poop is much more impressive than one made out of gold. Stinkier, but more impressive. One is an ostentatious display of wealth. The other is a miraculous engineering feat.
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angelfromanotherpin
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Post by angelfromanotherpin »

313 Master Calderal's night-black face is furrowed with worry: "The sun-priest cursed your mind just before he died." In fatherly concern he places his arm on your shoulder. "Have no fear; I will help you to overcome your memory loss no matter how long it may take."

Then you direct the conversation to your mission.
Turn to 325.

Unconvincing.
325 "Killing the Hierarch was no simple task, but you have donw it!" Calderal's empty eyes light up as he laughs triumphantly: "Finally the heretics of Kyphi have seen their judgement!"
If you want to ask who the Shadow was that took you from the chapel, turn to 342.
If you want to know the reason for the war between Empire and Alliance, turn to 333.

pragma
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Post by pragma »

Ask who the shadow was

Though I'm more interested in exposition, the former seems more game useful in case the conversation is curtailed.
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Darth Rabbitt
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Post by Darth Rabbitt »

Yeah, the shadow question is more likely to be useful in this playthrough, and this doesn't seem to be a deal where you can ask one and then ask the other.
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SGamerz
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Post by SGamerz »

Ask about the shadow.
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angelfromanotherpin
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Post by angelfromanotherpin »

342 Calderal looks over at Aonus appreciatively. "He was by your side the whole time. Without him, you wouldn't have returned. It is, after all, a very powerful curse. The Empire and you owe Aonus much."
If you want to know why it wasn't then Aonus who went on the mission, turn to 317.
If you want to know the reason for the war between Empire and Alliance, turn to 333.

pragma
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Post by pragma »

Why wasn't it Aonus?

(Though I feel like he's already told us that we've been powerfully cursed.)
SGamerz
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Post by SGamerz »

Why me not Aonus?
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angelfromanotherpin
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Post by angelfromanotherpin »

317 "Aonus does not have your abilities. He would never have been able to successfully complete your mission," Master Calderal explains, without considering the feelings of the warrior. "It is only a matter of time before their fleet strikes in retaliation against the Ningal Tower. But do not worry! We're prepared for their assault."

Innocently, you ask what the reason for the war is.
Turn to 333.

These haven't quite been false choices in that we could have missed dialogue, but it would be nice if there were some consequence besides how much this dude blathers at us.
333 "An explanation for this war?" The words escape the priest in a mocking tone. He cannot understand why you are asking him this question. "For generations our people have been persecuted and killed – with out extermination as the only goal!"

Calderal relates to you instances of barbaric atrocities: the Massacre of Ravijk, the Battle for Greydeyk, or the Bloodbath of the Venizian Lake. Then suddenly, memories hit you like a blow. You endure every moment as if they were real – the clashing of blades, the stench of spurting blood, desperate screams, and the empty eyes of countless corpses.

> How is that possible? All these events lie decades in the past! I cannot have experienced them... <

"–and it is over now!" Calderal raises his voice, thus putting an end to his story. "It was and is my holy duty as leader of the Empire and Emissary of Ugar to lead the battle against oppression and claim our rightful place." Then he takes your clawed hand in his. "Stand by my side and we shall bring peace to the world."

Try as you might, you have no answer for him.

> Wage war for peace? How does that make sense? <

Your silence causes Calderal to end the conversation with a taut expression on his face; he orders Aonus, who is also frowning, to take you back to your room.
Turn to 306.

306 Aonus leads you through the many rooms and hallways of the upper floors of the Night Tower. Finally, you reach a heavy wooden door decorated with carvings of the moon in all its phases. Beyond the door, the flickering light of the torches reveals a luxurious room furnished with a large bed as well as a desk on which several books and scrolls lie, and in front of which a cushioned chair stands. You close your eyes. Familiar smells waft past your nose. Memories touch you.

> My room... I have lived and studied here for many years. <

Had you any doubts in the last few hours that you were in this tower before, they have now vanished. Aonus stands in the doorway, his hands on his hips. He notices your agitation. "You recognize it? Good! Then your soul may not yet be lost."

The elite warrior waits until you have entered the room, then suddenly causes a lantern dangling from the beams of the ceiling above to flare up. "Don't forget, I'll be watching you." With this warning, Aonus leaves you alone.

Absent-mindedly, you leaf through the books and scrolls. For the first time you experience your past with a conscious mind, for you have seen every word, every picture on the yellowed pages once before. You can remember the holy scriptures, but their contents appear disjointed.

In the wardrobe, next to piles of scarves, trousers, and fine shirts, hangs the impressive uniform of a soldier of the Empire. A braid of silver thread shimmers on each epaulette. So, you're a recrut in the third garrison. Reverently, you put on the jacket of thick black wool, straightening it over your chest. It is a perfect fit.

Exhausted, you sink onto the bed and fall into a deep slumber.

Write down on your adventure sheet the Empire Uniform (Clothing, Body, Protection +1) and the Soldier Boots (Clothing, Feet, Protection +1). Remove the clothes you've been wearing so far in these slots (Body and Feet).
If you still doubt that you're really a soldier of the Empire, turn to 330.
If you have accepted your Ugarith heritage, turn to 312.

Hey, this choice looks like it might be consequential. Also, we're apparently so out-of-it that we put on a jacket and boots to sleep in.
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Darth Rabbitt
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Post by Darth Rabbitt »

It seems likely that we’re an Ugarith soldier but doubting sounds more interesting.
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pragma
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Post by pragma »

Still doubt

We're definitely a soldier of this empire, or at least were at one point, but we can be whatever we want to be in our heart!
SGamerz
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Post by SGamerz »

I genuinely doubt it.
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angelfromanotherpin
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Post by angelfromanotherpin »

330 A vast wasteland. The sun burns down. Plants wither, animals perish. You drag yourself across a bleak dusty landscape. No life. For days. You look up at the sky and are forced to raise your left hand protectively not to be blinded by the sun.

Then you dare to do the impossible. You take the burning disc between thumb and forefinger, pluck it from the sky and let it roll across your palms! Finally, you squeeze the sunlight from it like the juice from a ripe orange. Utter blackness surrounds you, bitter and cold. You begin to shiver.
Turn to 335.

Trippy.
335 You wake with a start. Fierce knocking has interrupted your intense dream. Another knock rings out, but the images of your dream are still with you. They awaken old memories, memories of countless bloody battles.

A Gartak guardian who appears somewhat familiar to you stomps in without being asked.

"Can this world be saved at all?" you muse aloud.

In confusion, the Gartak scratches his boar skull and empties a rider's saddlebags with things you last had in the chapel. There are also some new items. Suspiciously, you examine the pile. At once you notice a fine short sword. Skillfully, you weigh the cool blade in your hand and realize that it is from the forge of a Menokian master.

You buckle on the Menokian Short Sword (Weapon, Hit Bonus +3, you feel a need to carry this weapon even if you must drop another weapon to make room).

Do you possess the Warden's Key Ring and/or the Guard's Chain? If so, the Gartak, with tusks bared, demands the return of his belongings. Remove the items from your adventure sheet!


Next you examine a leather pouch filled with numerous silver coins. Your first pay. You attach this purse with its contents to your belt. The remaining items are of no value to you. You examine them again nevertheless.

Write down 13 Dinar to the column Money on your adventure sheet. You can again take all the Utensils that you have found in the Prologue (they should be marked with a cross at Save Point). In this case, simply erase the cross. If you want the Gartak to throw away an item, erase it completely.

If there is a special item marked with a cross in a square, it remains lost no matter how long you search for it. Leave this information untouched.


Viewing the items, you are overwhelmed by dark memories of Hierarch Kathum, the man you killed in Kyphi. The agonizing questions and doubts return. Absent-mindedly, you dismiss the waiting Gartak.
If you doubt Calderal's motives, turn to 348.
If you're convinced that he is doing what is right, turn to 337.

I don't have the time right now, but I'll go back and figure out the current state of our sheet.
Zaranthan
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Post by Zaranthan »

We clearly bought into this at one point, but all that spiel about righteous war? That's fishy as hell.
Koumei wrote:...is the dead guy posthumously at fault for his own death and, due to the felony murder law, his own murderer?
hyzmarca wrote:A palace made out of poop is much more impressive than one made out of gold. Stinkier, but more impressive. One is an ostentatious display of wealth. The other is a miraculous engineering feat.
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Darth Rabbitt
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Post by Darth Rabbitt »

Calderal is pretty sus.
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pragma
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Post by pragma »

Oh yeah, I don't trust Calderal farther than I can throw him, and throwing Calderal is not an option that has been presented to us!
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