[Let's Play] Rider of the Black Sun

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

Post by angelfromanotherpin »

919     In fractions of seconds you must now make the right decision so as to escape the barrage of the guards.
What Dragon Rider command would you like to try to avoid the scouts?
If you want to loosen the reins and lean forward on Kyrna's back, turn to 949.
If you want to drum on Kyrna's back, turn to 880.
If you want to pull hard on her left wing and lean forward, turn to 984.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, VITALITY: Fit (5/5)
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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Critical (1/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
pragma
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

I think loosen reins. That will make us dive and let us time skip in the ground. I don't recall what pull on left wing means, but neither barrel roll not loop de loop seem relevant.
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Loosen the reins.

Drumming on the back is how you make her breathe fire IIRC and that really won't help.
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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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

I think left reign is a sharp dive and loosening reigns is a gradual one? In which case I would think we should left reign for a quicker evasive maneuver.
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

949     You realize that your plan has placed Kyrna in a hopeless situation. In torment, she flaps about without aim or reason. As the first arrows penetrate Kyrna's scaly body, you lose your last hope. Within moments, both of your bodies are riddled with arrows from the sharpshooters of the Golden Guard.
Your life ends here.

I think if you're going to insta-gib the player, they at least deserve a cogent explanation of how their choice led to that outcome. This vague shit feels completely arbitrary. Trying again with Darth's choice.
984     "Pagot, pagot!" you command Kyrna. Your black dragon lowers her head, folds her wings close to her body, and lets gravity do the rest. In free fall, you thunder towards the streets of Kyphi! You become dizzy as the buildings on the levels grow larger and larger. On the step pyramd, the inhabitants of the metropolis have built artificial waterways, gardens, and palm-tree boulevards. Before you can see more, Kyrna spreads her wings and you rush by, just above the roofs of Kyphi, up to the Heirarch's palace.

This daring maneuver buys you an advantage over the Golden Guard. Nevertheless, you have only a few moments left to use your ability to manipulate time.
Turn to 920, option (B).

920     You trust in the gods and close your eyes. Your breath is heavy and fast. You calm it. All your thoughts are confused. You focus them. You turn your thoughts back to the past, back to the day of Kathum's death—the night of your awakening. Back to the birth of the creature you are now.

> I am Keșra, master of the stars! <

You feel the wind tearing at your clothes, feel warmth and cool of sun and moon dance upon your skin, sense it becoming dark and bright in flashes before your closed lids. You fear to open your eyes. You fear the images of this journey.

Kyrna screams in fear. Her echoing cry shows you that you have done right. You really are on your way back.
Depending on the option you took in the last chapter,
turn to section (A) 914, (B) 861, or (C) 906.

861     Hesitantly, you open your eyes aagin. What in incredible ride into the past!

Remove 2 points of KARMA!

You are surrounded by a raging night storm. In the rain, Kyrna's wings beat irregularly to hold her position somewhat in the strong gusts of wind. The lights of the majestic city pyramid flicker directly ahead of you. Memories assault you.

> This raging storm was my constant companion on this fateful night. As if the gods already knew what would happen. <

The next flash of lightning darts across the sky, accompanied by a deafening clap of thunder. The air crackles.
If you have found FATE POINT #3, #9, and #12, turn to 924.
If not, turn to 930.

Alas, we missed 2,3,and 4 back in Chapter 1.
930     Again and again, bright white flashes of lightning blaze a path from the black clouds down to the ground. Their divine power has set ablaze a number of huts and houses on the middle level of the step pyramid. Filled with compassion, you watch the inhabitants' desperate attempts to put out the flames as suddenly another flash of lightning exits the clouds, striking you dead.
Your life ends here.

So the question is: Is there actually a way to proceed through the chapter without fate points we missed long ago, or have we been Steve Jackson'd on a level never seen before? I'll have to do some exploration and get back to you tomorrow.
Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, VITALITY: Fit (5/5)
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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Critical (1/4)
Rank: Familiar (3/5)
Saddlebags (Empty)
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

Okay, there is at least one path forward if we time-jump when Kyrna recommends it. *rewind noise*
900     You ride Kyrna away from the temple and toward Kyphi. The capital of Rhenus is not far, but it will be night before you arrive, which is good because the Golden Guard will try to stop you.

You see the monumental 88-level step pyramid of Kyphi against the night sky. Each level is filled with lights, for the golden metropolis never sleeps. The hierarch, the priests, and other high officals reside at the top; with the commoners on the middle levels, and the impoverished and outsiders vegetating at the bottom. The many-angled Hierarch's palace with the stylized Crown of Kar, consisting of eight curved thorns of pure gold extending in all directions like a star, sits atop the pyramid as a divine adornment. Even weeks after Kathum's assassination, all the white sun banners in the city are at half mast.

Your approach under cover of dark has gone unnoticed, but scouts of the Golden Guard, mounted on flying lizards, circle over the temple district. Kyrna sends, "Perhaps this would be a good time to visit your past, Keșra!"
If you want to travel to the past now, turn to 926.
If you want to come closer to the top of the pyramid before daring to jump, turn to 965.
If you have the ability Premonition, turn to 993.

926     "You are right, Kyrna! Let us not waste any time."

You suppress any unimportant thoughts and focus your mind on your divine ability. Led by intuition and hidden knowledge, you press your palms together and begin the ritual.
Turn to 920, option (A).

920     You trust in the gods and close your eyes. Your breath is heavy and fast. You calm it. All your thoughts are confused. You focus them. You turn your thoughts back to the past, back to the day of Kathum's death—the night of your awakening. Back to the birth of the creature you are now.

> I am Keșra, master of the stars! <

You feel the wind tearing at your clothes, feel warmth and cool of sun and moon dance upon your skin, sense it becoming dark and bright in flashes before your closed lids. You fear to open your eyes. You fear the images of this journey.

Kyrna screams in fear. Her echoing cry shows you that you have done right. You really are on your way back.
Depending on the option you took in the last chapter,
turn to section (A) 914, (B) 861, or (C) 906.

914     Then it is over, the wild dance of day and night. All around you rages a terrible storm. Cold rain lashes your face. After only a few beats of your dragon's wings, your drenched clothes are glued to your body. At some distance before you, you see the proud city pyramid of Kyphi. You remember...

> The storm was with me all the time in that fateful night. As if the gods already foresaw my shameful deed. <

Remove 2 points of KARMA!
If you want to fly low over the steps of the city pyramid, turn to 932.
If you want to remain at your present height so as to go straight to the temple levels, turn to 955.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Omegonthesane
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

go to temple, move directly to temple, do not pass go, presumably it'll be harder to hit Kyrna in the dark
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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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Half vote for flying low. I think there are more fate points down there.
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

I'm more in favor of Omegon's plan. Let's be cautious after all of that bullshit.
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

932     You race over Kyphi's houses and streets so fast that the light of the lamps blurs in your moist eyes. The few people outside in this weather are busy getting home safely and do not notice your approach. Even the Golden Guard appears not to expect such a daring attempt. As Kyrna glides up to the next to the last level of the step pyramid leading to the Kar temple, you notice that the esplanade is filled with the faithful. Fearful of the storm, they are crowding into the sanctum to pray for the assistance of the sun goddess.
Turn to 856.

856     You suppress thoughts of the past for you know that you are writing it anew in the here and now! Determined, you focus on your most important mission so far — saving Kathum.

You can already see the temple district, and after beating her wings a few more times, Kyrna starts to land on the flat roof of the main building. Above your head, the wind is tearing at the shreds of sun banners. In this weather, the Golden Guard probably does not dare to send somebody out to keep watch. Ugar's face, only rarely appearing from behind the black clouds, tells you that you have very little time before the events of the past take their course once more.

Remember to adjust the items you want to take with yo on your adventure sheet. There may be useful things in Kyrna's saddlebag after all.

Even before Kyrna's powerful paws touch the flat roof, you have already jumped from the saddle, sending her away with a forceful slap on the neck.

"I understand, Kesra. When you have finished your task, look for me on these roofs. I will hide here."

Somewhat dubious, you gaze after your dragon. You fear that the Guard will have little trouble seeing her massive body between the buildings.

Suddenly you are seized by the certainty that your past self is nearby. You can almost grasp his longing to kill Kathum. There is a dark force driving him, one that gives him monstrous abilities and at the same time robs him of his mind. Only with great effort can you keep these powerful instincts from your past away from your present self.
If you have the ability Premonition, turn to 946.
If not, you can enter Kathum's rooms directly over the facade of the building, turn to 994.
Or you can enter at the park side of the palace and the large walkabout, turn to 890.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
pragma
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

I think park side of the palace because we had a vision of plunging to our deaths when we hopped over the pyramid in the last chapter
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

That sounds good to me.
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

890     With new confidence, you climb down over the strong vines of a creeper on the inner wall to the second floor of the palace. From here, you have a perfect view of the rustling leaves of the Raan trees and the Kar chapel in the middle of the park. It takes you a little time to find a window that opens. You still remember the barely illuminated gallery. The portal to the Hierarch's room is only a jump away from the window ledge.

> Strange. Why are the guards not on patrol? <
If you want to seize this opportune moment and jump over to the door of Kathum's room, turn to 881.
If you want to wait outside the window to see what happens, turn to 985.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
Omegonthesane
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Over to the door, because we are a superpowered badass on a deadline and waiting might mean our past self gets enough time.
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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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Carpe diem.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Over to the door. I was leaning wait and see, but the reminder that we're on a deadline changed my mind.
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

881     Unseen, you push back the massive wooden portal with its clerical carvings of the sun goddess Kar to peek into Kathum's bed chamber. Diffuse light and the exotic smell of incense assail you. Before the unpredictable flashes of lightning can expose you, you slip inside.
Turn to 873.

873     You have just closed the partition when you have a true sense of déja vu. This majestic room with all its art treasures, the large standing mirror, the high windows and the large canopy bed wrench the suppressed experiences of this night back into your memory. You freeze and see movement behind the thin fabric hanging from the canopy bed – Kathum is tossing and turning in his sleep.

> Does he sense the destiny that awaits him? <

Outside, the storm reaches its climax. Rolls of thunder and flashes of lightning occur almost simultaneously. Torrents of rain are driven against the window panes. You wait behind a large standing mirror, and the long waiting seems unbearable. You know that your past self will enter the room any moment and change your destiny forever.

Image

But then something unexpected happens. Kathum awakes, gets up drowsily, and walks to one of the windows. He gazes out into the storm with a worried expression. Just at this moment, the door opens and a huge Shadow sneaks in. Kathum does not notice your self from the past standing behind him. In his right hand he is holding a round fist-sized object whose metallic sheen is surrounded by a negative but powerful aura. You hold your breath.

> So it is the presence of the Moonstone that I have been feeling the whole time! <
If you want to make a sound to warn Kathum, turn to 950.
If you want to personally confront your past self, turn to 917.
If you want to wait, unwavering, turn to 962.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
pragma
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

I think warn Kathum. I think he'll use the moonstone on our past self and then we can talk to him. Could also go for confronting the past self, which is metaphorically apt for the end of act 2.
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

Confront our past self. I feel like warning Kathum will distract him further and either result in our past self killing him again, or Kathum attacking us, or both.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

Initiate mirror match.
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
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angelfromanotherpin
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

917     Believing firmly that you can undo the bloody deed of the past, you leave your hiding place. Kathum and your other self look over at you in horror, and in the fraction of a moment when the gazes of the two Keșras meet, the fragile fabric of space and time shatters.
Both of your lives end here.

Actually it seems like everyone's lives end there due to the catastrophic failure of time-space. Fortunately, like all the other deaths, it's just a vision that our Keșra nature allows us to avoid by instead warning Kathum.
934     You grab a small brass figurine from the chest of drawers next to you and throw it in a high arc in the direction of the door. The loud noise startles Kathum. Turning around, he freezes when he sees your past self with the artefact raised for the blow.
Turn to 934.

934     "Who are you? And what do you want here?" demands Kathum imperiously.

Tauntingly, your past self holds out the back of his right hand with the silvery mark of Ugar and the mysterious moon artefact. "Emissary, meet your fate!"

Kathum appears unimpressed, replying darkly, "An assassin from the Ningal Tower?" The hierarch carefully observes the person opposite him. "You should know that you cannot kill me. Even this toy in your hand will not allow a mortal to do so."

"You are right," your other self answers confidently. "But the Child of Shadows is immortal!"

"Ch-child of Shadows?" Kathum's sudden uncertainty is palpable. His gaze then meets the scarred hand of your old self. At this moment, the Emissary of Kar understands who is standing opposite him. He is face-to-face with the corrupted Keșra — the only creature with the power to end his life!

Kathum lifts his hands in a protective gesture and shouts a brief impressive incantation. At once, dozens of Uraeus snakes made of burning rays of sun shoot from his open mouth towards the Child of Shadows. They swiftly wind themselves around him, wriggling through his eyes ears and nose into his body.

> That must be the Curse of Kar that Calderal fears so much! <

In awe you watch the serpents of flickering light as one after the other they first burn the clothes of the Child of Shadows and then greedily invade his body. Your other self fights desperately, rearing up once again. He seizes Kathum and bashes the Moonstone artefact over his head. Shock waves of divine power flood the body of the twitching priest of Kar. He staggers and falls forward upon his bloodied face.

> So that is how it happened... <

While both men lie motionless on the ground, the serpents slither out of the head of the Child of Shadows. At first they dart here and there without knowing where to go, eventually disappearing in gaps and cracks. Two of them, however, remain. These two stare at you! Their unquenched desire, the reason they were summoned — to stop the Keșra!
If you want to pick up the stone artefact before the divine hunters reach you, turn to 945.
If you want to ignore the artefact and immediately defend yourself, turn to 870.

Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 8, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
pragma
Knight-Baron
Posts: 822
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Re: [Let's Play] Rider of the Black Sun

Post by pragma »

Grab artefact.
Omegonthesane
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Re: [Let's Play] Rider of the Black Sun

Post by Omegonthesane »

GRAB SHINY
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
Overlord
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Joined: Thu Feb 05, 2009 8:31 pm
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Re: [Let's Play] Rider of the Black Sun

Post by Darth Rabbitt »

We didn’t come here to just see how we killed a guy, so grab the thing.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
Overlord
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Re: [Let's Play] Rider of the Black Sun

Post by angelfromanotherpin »

945     Only after a second try do you manage to grab the strangely heavy sphere of smooth marble, which looks as if it has fallen directly out of the sky. The beautiful play of its colors in silver and dark grey appears to be a perfect recreation of Ugar's face. Curiously, you listen to the power dwelling within the artefact. It seizes you at once. It is an ingratiating irrepressible feeling that you have felt before — but it is not divine. The formerly so pure orb has been corrupted by Calderal to strengthen but also to control the Child of Shadows!

You want to free yourself, but your claw cramps. Arrows of pure hatred bombard your mind as the sphere begins to tremble, finally exploding with a thunderclap. Glowing shards of metal rain to the ground. Some dance about on the ground, others melt away in the air. Each was once a dark part of the Child of Shadows.

Your DEXTERITY rises by 1 point.
Your VITALITY is reduced by two levels, but to no less than critical.
[iTurn to 870.[/i]

870     Wildly, you flail at the two serpents to protect yourself from the curse of Kar, but their hypnotic serpentine dance casts an ever-stronger spell on you. They want to poison your memory and coil their way into your head! You attempt to barricade yourself behind the standing mirror.
Turn to C90!

C90     You strike blindly at the wriggling reptile bodies. Finally, one of the serpents freezes before your eyes, opening wideits mouth and presenting its sharp poison fangs. In its narrow slitted eyes, memories of your life are reflected!
If you are wearing the Serpent Ring and the Serpent Armlet, turn to C48.
If you want to escape immediately from the cursed serpents, you have no choice but to jump through the closed window, turn to 899.

Otherwise, test your STRENGTH against 15! If you have the ability Mental Focus, you can roll the dice again if your first try fails!
If the roll is successful, turn to C64.
If it fails, turn to C32.

We obviously aren't jumping out the window because that leads to the death reference we previewed before, so Strength test it is. We get [1]+[2]+11, which is a narrow fail; but we have Mental Focus, and our reroll is [3]+[5]+11, a success.
C64     You do not no how, but you manage to grab a serpent and tear it apart. Golden blood flows from the twitching chunks of flesh, forming a shining puzzle. You are on the verge of turning away when you see familiar images on the surface of the puddle. They are memories from your past, from before you lost your memory. They must come from your former self, the self that just had its memories stolen by these serpents!

Within a moment, you absorb your history again, time you assumed was forever lost. You recollect your childhood, your foster parents, your hard work in the fields, the day your father went to war, your mother's tears as you were taken by an Ugar priest as a young boy, and the years of training in the Ningal Tower, side by side with Aonus, who was always envious of your close relationship with Calderal.

These decisive recollections bring 1 KARMA point.
Turn to C43.

C64     Before more memories haunt you, you are attacked by the second serpent!
Test your STRENGTH against 19! If you have the ability Mental Focus, you can roll the dice again should your first try fail!
If the attempt is successful, turn to C25.
If it fails, turn to C14.

Harder. Should we use a Karma, or take the chance?
Character Sheet
Stats:
STRENGTH: 11, DEXTERITY: 9, VITALITY: Battered (3/5)
KARMA: 4, 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 +6 (Add 20 to a ⚡️ reference to use its power and reveal yourself. Spend Karma for autohit/+1 damage)

Clothing:
Head: Sun Mask of the Keșra +2 (Spend 1-2 Karma for autodefend/+1 VITALITY)
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
6: Soul Urn

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: Keșrani

Money:
13 Shekels

Kyrna
Vitality: Hurt (2/4)
Rank: Ally (2/5)
Saddlebags (Empty)
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