[Let's Play] Legendary Kingdoms: The Valley of Bones

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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

Agree on attempting to boost Akihiro's Stealth, trading both blocks of incense for the boosts, rebuilding the Bronzeguard using the two gold bullions, trading off the Grey talisman, traveling to the Black Wall and using the wayfarer's rod.

And yeah, I remember that scene in Lone Wolf that SGamerz is referring to, which was book 6 IIRC. If Lone Wolf didn't break the door down, he would have probably been killed by the creature that was in the sewers with him.
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angelfromanotherpin
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

Akihiro attempts to raise stealth [2d6:6+1=7] and succeeds!
Ti'quon opens the magic cabinet, retrieves a block of incense and deposits the gold bullion.
We rest at the inn to refresh spells and recover from door-related strain.
We turn in incense blocks at a lesser temple of Cursus, raising Sar Jessica's and Ti'quon's Stealth scores.

The party then heads west, past the Mordain ruins, and into Lhasbreath (passing some Survival checks on the way), where we exchange a Grey Talisman for some extra Ti'quon fighty.
Then it's north to the tumblestones and east to the Blackwall. We follow the wall to the Shaded Gate, and pass through to the horrible draining otherworld beyond.
410

You step through the Shaded Gate, becoming engulfed in cool shadow. The land here is different, and you cannot make out the Granite Hills that should lie beyond the wall. The chill nags at you, but you resolve to carry on. If you have a wayfinder rod, turn to 481.
     Go south (turn to 886)?
     Go west (turn to 676)?
     Go east (turn to 589)?
     Go north through the Shaded Gate (turn to 140)?
481

The wayfinder rod seems to hum and vibrate in your pack. Pulling it out you see that the strength of the vibrations lead in a south-easterly direction. You follow it for some time, every so often the rod bidding you to change direction, and you walk through the strange, cool, sunless desert for many hours.
     Finally, you arrive at an obelisk, carved with mystic runes. The wayfinder rod crumbles away in your hands (cross it off your adventure sheet). Examining the obelisk you find a strange spell carved into its surface.

Shadow Door (Adventure)
You can detect the secret doors installed by the
penumbral lords when they ruled the land.
The text will tell you when you can cast this spell.
Recharge: 50 silver

Any of your spellcasters can add this spell to their spellbooks if they wish but remember that you cannot have more than six spells in a single spellbook at any given time.
     Oddly, the Shaded Gate has appeared again, the rich colour of the real world blazing through the aperture.
     Go through the Shaded Gate (turn to 140)?
     Head south, instead (turn to 537)?
Let me know if you want to learn the spell and if so what you want it to replace. (I'd probably replace Ice Bolt, which used to be effectively +7 fight for Ti'quon and is now only +2). iirc, we've found shadow doors in the nomad canyons, the Mordain ruins, and the depths of the Saltdad palace.

I assume that we aren't going to go south into the lifedrain maze, but do we want to continue with the plan to go back to Saltdad and rebuild the bronzeguard, or something else?


NameFightingSurvivalStealthCharismaLoreHealthCaster?GearNotes
Sar Jessica Dayne6(9)234(6)310/10xSteel Greatsword (Fighting +3)*, Shield (Armour +2), Bone Armour (Armour +2), Glittering Necklace (Charisma +2), Fairbrother Family Crest, Ring of the Patriarch, Seal of House Ross, Talisman of St. Elias, Royal Ledger:loveya: x3 for Tasha
:loveya: x1 for Akihiro
Lord Ti'quon4(6)232(3)6(8)6/6Steel Scimitar (Fighting +2), Shield (Armour +2), Chain Armour (Armour +2), Handsome Brooch (Charisma +1), Tome of Knowledge (Lore +2), Magical Weave, Scroll of Rage, Vial of Quicksilver
Tasha4(7)5(6)7(8)5(7)110/10xMasterwork Blade (Fighting +3), Steel Scimitar (Fighting +2), Shield (Armour +2), Bone Armour (Armour +2), Amulet of Defense (Armour +1), Warm Cloak (Survival +1), Soft Boots (Stealth +1), Glittering Necklace (Charisma +2), Dragonyak Horn, Potion of Invulnerability, Bar of Gold Bullion:loveya: x3 for Jessica
Akihiro7(10)65(7)2(3)3(5)10/10xSkallos Runeblade (Fighting +3, Lore +2), Crude Blade x3, Shield (Armour +2), Kensai Robes (Armour +3), Fine Boots (Stealth +2), Handsome Brooch (Charisma +1), Potion of InvulnerabilityEnlightenment
:loveya: x1 for Sar Jessica
Skullcracker8312112/12xClub (Fighting +0)No carrying, no cities, no boats

Money: 5090 silver coins.
Spellbook (Ti'quon): Armor of Heaven, Clinging Dread, Ice Bolt, Magic Cabinet, Soothing Touch, Unfailing Strike
The Vault: Bar of Gold Bullion x2
Codes: A1, A2, A8, A13, A14, A15, A16, A17, A20, A21, A23, A24, A25, A26, A27, A30, A32, A33, A34, A35, A36, A37, A41, A42, A43, A44, A52, A53, A54, A55, A56, A57, A58, A59, A62, A64, A65, A66, A67, A68, A69, A70, A71, A72, A74, A75, A76, A77, A78, A79, A80, A82, A83, A85, A86, A87, A89, A90, A91, A92, A93, A94
Your Armies: Luutanesh Spears (Strength 3, Morale 3, Saltdad Barracks), Faithful Irregulars (Strength 1, Morale 4, Saltdad Barracks), Kensai Warriors (Strength 4, Morale 3/4, Saltdad Barracks), Chalice Archers (Strength 2, Morale 3, Saltdad Barracks), Lhasbreath Berserkers (Strength 5, Morale 2, Saltdad Barracks), Spears of Unbraaki (Strength 3, Morale 4, Saltdad Barracks), Nomad Horsemen (Strength 4, Morale 3, Saltdad Barracks).
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

Yes, exchange Ice Bolt with Shadow Door.

And continue back to Saltdad to rebuild Bronze Guard. Even if we want to try our shiny new spell, there's a Shadow Gate right there too.
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

I vote to exchange Ice bolt with Shadow, rebuild the Bronzeguard with the two gold bullions, and use the spell at the Shadow Gate in Saltdad.
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angelfromanotherpin
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

We leave the netherworld, pass through a blistering desert (passing the associated Survival check and avoiding a random encounter), return to Saltdad, and visit the palace. There, we retrieve our gold bullion from The Vault and visit the garrison to reform the Bronzeguard.
143

You spend a full month with Che Long training up the Bronzeguard. They are a formidable sight in their gleaming bronze armour and powerful steel weapons. Only the best recruits are permitted to stay in training, and soon you have a unit of the Everchild’s fiercest supporters dressed in enchanted armour. The unit’s morale is exceptional, and they are sure to make a powerful impression on the battlefield.
     Add the following unit to the Saltdad garrison:

Bronzeguard – Strength 5, Morale 5

You cannot have more than one unit of Bronzeguard in existence at any given time as their equipment is irreplaceable. If the Bronzeguard are ever destroyed, you can train new recruits to use their equipment by spending another two gold bullion bars. Feeling nigh indestructible, you return to the palace. Turn to 620.
Then we revisit the ruined underparts of the palace, and cast the shadow door spell.
637

If you have the code A97, turn to 653. If not, read on.
     You gain the sense of something obscured in the stonework. Casting your spell, a section of the wall dissolves into darkness. Shining your lanterns within reveals a circular room filled with sturdy shelves and boxes. Your heart hammers in excitement. This is a treasury room, probably one of the smaller treasuries built during the reign of the first Everchild.
     Sadly, much of the money has already been taken, and many boxes are empty. Perhaps there was some sort of disaster in the waning years of the Everchild’s reign? There is still some money to be found, however, including 600 silver coins and a bar of gold bullion. Gain the code A97. Stuffing your bags with coins, you depart.
     Turn to 620.
I'm putting that gold and a healthy chunk of our money in The Vault, just in case. Since we can refresh the spell at half cost here, I've done that too. Let me know if you disagree. What's next? March the armies? More shadow doors? Something else?


NameFightingSurvivalStealthCharismaLoreHealthCaster?GearNotes
Sar Jessica Dayne6(9)234(6)310/10xSteel Greatsword (Fighting +3)*, Shield (Armour +2), Bone Armour (Armour +2), Glittering Necklace (Charisma +2), Fairbrother Family Crest, Ring of the Patriarch, Seal of House Ross, Talisman of St. Elias, Royal Ledger, Bar of Gold Bullion:loveya: x3 for Tasha
:loveya: x1 for Akihiro
Lord Ti'quon4(6)232(3)6(8)6/6Steel Scimitar (Fighting +2), Shield (Armour +2), Chain Armour (Armour +2), Handsome Brooch (Charisma +1), Tome of Knowledge (Lore +2), Magical Weave, Scroll of Rage, Vial of Quicksilver
Tasha4(7)5(6)7(8)5(7)110/10xMasterwork Blade (Fighting +3), Steel Scimitar (Fighting +2), Shield (Armour +2), Bone Armour (Armour +2), Amulet of Defense (Armour +1), Warm Cloak (Survival +1), Soft Boots (Stealth +1), Glittering Necklace (Charisma +2), Dragonyak Horn, Potion of Invulnerability:loveya: x3 for Jessica
Akihiro7(10)65(7)2(3)3(5)10/10xSkallos Runeblade (Fighting +3, Lore +2), Crude Blade x3, Shield (Armour +2), Kensai Robes (Armour +3), Fine Boots (Stealth +2), Handsome Brooch (Charisma +1), Potion of InvulnerabilityEnlightenment
:loveya: x1 for Sar Jessica
Skullcracker8312112/12xClub (Fighting +0)No carrying, no cities, no boats

Money: 2665 silver coins.
Spellbook (Ti'quon): Armor of Heaven, Clinging Dread, Magic Cabinet, Shadow Door, Soothing Touch, Unfailing Strike
The Vault: 3000 silver coins, Bar of Gold Bullion.
Codes: A1, A2, A8, A13, A14, A15, A16, A17, A20, A21, A23, A24, A25, A26, A27, A30, A32, A33, A34, A35, A36, A37, A41, A42, A43, A44, A52, A53, A54, A55, A56, A57, A58, A59, A62, A64, A65, A66, A67, A68, A69, A70, A71, A72, A74, A75, A76, A77, A78, A79, A80, A82, A83, A85, A86, A87, A89, A90, A91, A92, A93, A94, A97
Your Armies: Luutanesh Spears (Strength 3, Morale 3, Saltdad Barracks), Faithful Irregulars (Strength 1, Morale 4, Saltdad Barracks), Kensai Warriors (Strength 4, Morale 3/4, Saltdad Barracks), Chalice Archers (Strength 2, Morale 3, Saltdad Barracks), Lhasbreath Berserkers (Strength 5, Morale 2, Saltdad Barracks), Spears of Unbraaki (Strength 3, Morale 4, Saltdad Barracks), Nomad Horsemen (Strength 4, Morale 3, Saltdad Barracks), Bronzeguard (Strength 5, Morale 5, Saltdad Barracks).
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

I vote to proceed with the invasion of Cursus.

(I wonder if we should use our extra bullion to recruit a further infantry...but we already have more units than we can use, so I'm not sure if it's worth it. Will let the other players weigh in on this.)
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

I vote to invade Cursus and to save the gold Bullion in case we need to rebuild another Bronzeguard unit at a later stage.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Thaluikhain »

Makes sense, save the bullion for later.
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angelfromanotherpin
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

268

Through the desert haze, the legions of the Everchild go on the march. Dust rises on the Northroad as the combined forces of the valley descend upon the defiant city of Cursus. The Everchild calls a halt on a raised perch of land where the city and its harbour can be clearly seen. In the blood-red light of the setting sun you can see that the harbour of Cursus is packed with cogs, hulks and carracks of many nations and heraldry. The patriarch has emptied his treasury to gain followers for his last stand. Spies loyal to the Everchild report that the high priest of Cursus might have access to as many as six thousand fighting men.
     “They do not have space for such a large deployment in the field,” observes Che Long. “Or, if they did, such numbers would be unmanageable.”
     “Are those knights? Has the patriarch brought foreign knights here?” asks the Everchild, peering into the gloom.
     “They will not be able to wear their heavy armour in the desert,” says Che Long. “Unlike the Bronzeguard, their armour is not enchanted and does not keep them cool in the sun.”
     Lady Ayleta approaches the Everchild and bows. “My lady, your agents are assembled in the command tent.”
     The Everchild bids you follow her as she approaches the tent. “I have many agents who follow me now, but none are as experienced as you. I shall give you priority over which missions you wish to undertake. All are hazardous, so do not stretch yourselves too thinly.”
     Nodding, you enter the tent with the queen.
     Turn to 124.
124

The command tent contains half a dozen agents; men and women from Lhasbreath and Chalice rub shoulders with freed slaves from Saltdad and Clifftop. You stand by the Everchild’s side as she offers commissions.
     “There are three tasks that must be done tonight,” she says quietly. “The assassination of Descantos, the hired wizard of Cursus. Convincing the mercenaries to abandon the patriarch’s cause. And lastly, seeing to my personal security tonight. Each is important.”
     She turns to you. “Which of these missions, my friends, will you undertake?”
     You must now decide how many missions your party will undertake, and who will go on each mission.
     Any missions you don’t undertake will be performed by the Everchild’s other agents – although they have a slimmer chance of success. You can choose to undertake all three missions if you wish, or just one or two.
     Once you have decided who will undertake each mission, turn to 567.


NameFightingSurvivalStealthCharismaLoreHealthCaster?GearNotes
Sar Jessica Dayne6(9)234(6)310/10xSteel Greatsword (Fighting +3)*, Shield (Armour +2), Bone Armour (Armour +2), Glittering Necklace (Charisma +2), Fairbrother Family Crest, Ring of the Patriarch, Seal of House Ross, Talisman of St. Elias, Royal Ledger, Bar of Gold Bullion:loveya: x3 for Tasha
:loveya: x1 for Akihiro
Lord Ti'quon4(6)232(3)6(8)6/6Steel Scimitar (Fighting +2), Shield (Armour +2), Chain Armour (Armour +2), Handsome Brooch (Charisma +1), Tome of Knowledge (Lore +2), Magical Weave, Scroll of Rage, Vial of Quicksilver
Tasha4(7)5(6)7(8)5(7)110/10xMasterwork Blade (Fighting +3), Steel Scimitar (Fighting +2), Shield (Armour +2), Bone Armour (Armour +2), Amulet of Defense (Armour +1), Warm Cloak (Survival +1), Soft Boots (Stealth +1), Glittering Necklace (Charisma +2), Dragonyak Horn, Potion of Invulnerability:loveya: x3 for Jessica
Akihiro7(10)65(7)2(3)3(5)10/10xSkallos Runeblade (Fighting +3, Lore +2), Crude Blade x3, Shield (Armour +2), Kensai Robes (Armour +3), Fine Boots (Stealth +2), Handsome Brooch (Charisma +1), Potion of InvulnerabilityEnlightenment
:loveya: x1 for Sar Jessica
Skullcracker8312112/12xClub (Fighting +0)No carrying, no cities, no boats

Money: 2665 silver coins.
Spellbook (Ti'quon): Armor of Heaven, Clinging Dread, Magic Cabinet, Shadow Door, Soothing Touch, Unfailing Strike
The Vault: 3000 silver coins, Bar of Gold Bullion.
Codes: A1, A2, A8, A13, A14, A15, A16, A17, A20, A21, A23, A24, A25, A26, A27, A30, A32, A33, A34, A35, A36, A37, A41, A42, A43, A44, A52, A53, A54, A55, A56, A57, A58, A59, A62, A64, A65, A66, A67, A68, A69, A70, A71, A72, A74, A75, A76, A77, A78, A79, A80, A82, A83, A85, A86, A87, A89, A90, A91, A92, A93, A94, A97
Your Armies: Luutanesh Spears (Strength 3, Morale 3, Saltdad Barracks), Faithful Irregulars (Strength 1, Morale 4, Saltdad Barracks), Kensai Warriors (Strength 4, Morale 3/4, Saltdad Barracks), Chalice Archers (Strength 2, Morale 3, Saltdad Barracks), Lhasbreath Berserkers (Strength 5, Morale 2, Saltdad Barracks), Spears of Unbraaki (Strength 3, Morale 4, Saltdad Barracks), Nomad Horsemen (Strength 4, Morale 3, Saltdad Barracks), Bronzeguard (Strength 5, Morale 5, Saltdad Barracks).
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

We're in the wild, right? So does that mean Skullcracker can take a mission? :tongue:

Akhiro to assassinate, because we may need Stealth for assassination AND Lore to deal with a wizard.

Tasha to convince the mercenaries. Charisma is probably needed there.

Jessica to play bodyguard.
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

Agreed with SGamerz's assignment, but I would also like Lord Ti'quon to join Akihiro in the assassination attempt if that is allowed.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Thaluikhain »

Yeah, second that, we want our caster to deal with theirs.
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angelfromanotherpin
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

You can assign as many people to each mission as you like, so long as no person is assigned to more than one mission.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

Oh, I somehow mistakenly thought it's one person per mission. Yes, send Ti'quon along with Akhiro for the assassination.

If allowed, can we have Skullcracker join Jessica as double-bodyguard too? Since we're camped out in the desert and not in Cursus itself.

(In fact, I'm tempted to send Jessica along with her lover for the diplomatic mission and have Skullcracker fulfill the bodyguard duty.)
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Omegonthesane »

Ti'quon and Akihiro murder. Tasha for diplomacy. Sar Jessica for bodyguarding.

And also Skullcracker for bodyguarding if we interpret a war camp to not constitute a "city" for the purposes of being hostile to ogres.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

567

With your missions assigned the Everchild wishes you good luck as you vanish under the cover of night. If you have assigned anyone to the assassination mission, turn to 880. If not, turn to 639.
880

You must steal into the night, staying clear of the vigilant forces of Cursus, and find a way into the tent of Descantos. Only members assigned to the Assassination team can make this check.
     Sneak past the army (Team check)
     Skill and DC: Stealth (4+)
     Successes Required: 7

     If you succeed, turn to 365. If you fail, turn to 226.
Hoo, that's remarkably difficult. Our assassination team has 10d v 4+:2,4,3,5,5,6,1,3,4,4=6, close but not enough.
226

Security is much too tight around the archwizard. All the party members assigned to the assassination have been captured. What happens to them now is down to you. If you capture the city of Cursus you can free them from prison. If your army is defeated, the party members will be executed. Either way, the captured party members can take no further part in the battle until rescued. Turn to 96.
Stakes raised.
226

If you have any party members assigned to the mercenary mission, turn to 27. If not, turn to 545.
27

The Everchild presents you with a bar of gold bullion to help convince the mercenaries to change sides. Ayleta has been in private communication with the mercenaries for some time and has already negotiated a safe path between the mercenary encampment and the Everchild’s forces.
     You are received coolly by the unit captain, who cautiously welcomes you into his tent with his officers and bodyguards around him. You state your opinion that the Everchild’s victory in the coming conflict is all but certain, and that she is willing to let mercenary companies that co-operate with her depart safely. Matters soon turn to money, with the mercenary captain suggesting that quite a lot of additional money will be coming his way should the patriarch win the battle, and Saltdad and other cities need to be suppressed. He is also worried about his reputation if he plays turncoat without fighting even a single battle for his employer. Only party members assigned to the mercenary team may assist with this skill check.
     Bribe the Mercenaries (Team check)
     Skill and DC: Charisma (6+)
     Successes Required: 7

Note: If you give the mercenaries a bar of gold bullion, the DC of this check becomes 5+. If you give them two bars, the DC becomes 4+. If you give them three bars the DC becomes 2+.
If you are successful, turn to 122. If you fail, turn to 832.
Alas, while Tasha is quite persuasive, this will be very difficult for her to accomplish alone. Do we want to offer the bribe and pray for an unlikely success, or accept failure and keep the bullion?


NameFightingSurvivalStealthCharismaLoreHealthCaster?GearNotes
Sar Jessica Dayne6(9)234(6)310/10xSteel Greatsword (Fighting +3)*, Shield (Armour +2), Bone Armour (Armour +2), Glittering Necklace (Charisma +2), Fairbrother Family Crest, Ring of the Patriarch, Seal of House Ross, Talisman of St. Elias, Royal Ledger, Bar of Gold Bullion:loveya: x3 for Tasha
:loveya: x1 for Akihiro
Lord Ti'quon4(6)232(3)6(8)6/6Steel Scimitar (Fighting +2), Shield (Armour +2), Chain Armour (Armour +2), Handsome Brooch (Charisma +1), Tome of Knowledge (Lore +2), Magical Weave, Scroll of Rage, Vial of Quicksilver
Tasha4(7)5(6)7(8)5(7)110/10xMasterwork Blade (Fighting +3), Steel Scimitar (Fighting +2), Shield (Armour +2), Bone Armour (Armour +2), Amulet of Defense (Armour +1), Warm Cloak (Survival +1), Soft Boots (Stealth +1), Glittering Necklace (Charisma +2), Dragonyak Horn, Potion of Invulnerability:loveya: x3 for Jessica
Akihiro7(10)65(7)2(3)3(5)10/10xSkallos Runeblade (Fighting +3, Lore +2), Crude Blade x3, Shield (Armour +2), Kensai Robes (Armour +3), Fine Boots (Stealth +2), Handsome Brooch (Charisma +1), Potion of InvulnerabilityEnlightenment
:loveya: x1 for Sar Jessica
Skullcracker8312112/12xClub (Fighting +0)No carrying, no cities, no boats

Money: 2665 silver coins.
Spellbook (Ti'quon): Armor of Heaven, Clinging Dread, Magic Cabinet, Shadow Door, Soothing Touch, Unfailing Strike
The Vault: 3000 silver coins, Bar of Gold Bullion.
Codes: A1, A2, A8, A13, A14, A15, A16, A17, A20, A21, A23, A24, A25, A26, A27, A30, A32, A33, A34, A35, A36, A37, A41, A42, A43, A44, A52, A53, A54, A55, A56, A57, A58, A59, A62, A64, A65, A66, A67, A68, A69, A70, A71, A72, A74, A75, A76, A77, A78, A79, A80, A82, A83, A85, A86, A87, A89, A90, A91, A92, A93, A94, A97
Your Armies: Luutanesh Spears (Strength 3, Morale 3, Saltdad Barracks), Faithful Irregulars (Strength 1, Morale 4, Saltdad Barracks), Kensai Warriors (Strength 4, Morale 3/4, Saltdad Barracks), Chalice Archers (Strength 2, Morale 3, Saltdad Barracks), Lhasbreath Berserkers (Strength 5, Morale 2, Saltdad Barracks), Spears of Unbraaki (Strength 3, Morale 4, Saltdad Barracks), Nomad Horsemen (Strength 4, Morale 3, Saltdad Barracks), Bronzeguard (Strength 5, Morale 5, Saltdad Barracks).
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

I vote to just take the gold bullion and the failure. Jeez, is this becoming brutal.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

We don't even have access to our other bullion bar so the chances are way too low. Give up.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Omegonthesane »

Jesus fucking christ. If I was playing at home I'd have save scummed this. And I can't shake the feeling that failing to turn the mercenaries gets Tasha executed too. Obviously that would constitute cheating.

I genuinely don't feel it would constitute cheating to, having been told we are to bribe mercenaries, go get our other mercenary-bribing item from the vaults before we go to bribe mercenaries - but even if we paid up to make it a 2+, that would be a sub 25% chance with Tasha alone. So given there isn't a presumably lower stakes "oh well, see you on the field" option, just eat the loss outside the rather low chance of seven sixes.
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angelfromanotherpin
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by angelfromanotherpin »

Tasha's 7d v 6+:2 — Failure it is.
832

The mercenaries thank you for your offer, but politely decline. They have no ill will towards the Everchild, but they did not come all this way not to fight. “You are outnumbered,” the captain says flatly. “The odds sit in our favour. In the long run we shall make more money through service than through treachery.”
     You are escorted safely back to the Everchild’s camp. At least the mercenaries are honourable. You only hope they are not as fearsome as they seem. Turn to 301.
301

If you have anyone assigned to protect the Everchild, turn to 648. If not, turn to 591.
648

You stick to the Everchild like glue all evening. With so much at stake the Everchild cannot sleep, and spends the entire night in preparation, touring the troops, and discussing plans. The assassination attempt is so subtle you might have missed it. During a practical discussion concerning which avenues to secure first in the attack on Cursus city, a servant approaches with a flask of wine. He is indecently close before you realise that you don’t recognise his face. Acting on your gut instinct you shove the fellow away. He immediately draws a knife and tries to make for the queen.

OpponentAttackDefHealth
Assassin4(4+)4+7

Note: If at the end of any round you fail to inflict even a single point of damage on the Assassin, turn to 254.
     If you win, turn to 95.
Round 1:
Sar Jessica and Skullcracker attack Assassin: 17d v 4+:1,3,6,2,6,5,6,4,2,4,1,3,3,4,2,4,3=8 damage, assass defeated!
95

The assassin falls, his dagger clattering to the ground. You quickly escort the Everchild to a safer location. “I’m alright! I promise! I knew you would protect me,” she smiles. “You always have.”
     The Everchild looks unflustered and calm as the morning sun illuminates the horizon, and her presence on the field, astride a nomad steed, causes your army to cheer wildly. Confidence is high. Now it is time to see if your preparations for the coming battle have been enough. Turn to 162.
162

It is the morning of battle. About you the soldiers of the Everchild ready their weapons and armour, looking down the gentle incline towards the city. You doubt the soldiers of Cursus will oblige you by fighting you on the slopes – you will have to go down to meet them.
     Record this reference number (162) and turn to 300 to see the rules for mass combat. The Cursite forces are arrayed below. You may choose a maximum of six units from the Saltdad barracks to commit to this battle.
     If you have the code A40, the Cursite Zealots are absent in this battle.
     If you have the code A95, ignore any spells cast by Descantos, as he has been slain.
     If you have the code A96, any units with the word ‘mercenary’ in their title are absent in this battle.

     Descantos, the hired war wizard brought in by the patriarch, will cast the following spells at the start of each round:

     1st Round: Enfeeblement – Your front unit in the Centre zone loses 1 point of Strength.
     2nd Round: Clinging Dread – Your front unit in the Left Flank zone loses 1 point of Morale.
     3rd Round: Rout – Your front unit in the Left Flank must make an immediate Morale check or flee.
     4th Round onwards: Descantos casts no more spells.

Left Flank
Front: Cursite Zealots – Strength 4, Morale 5
Support: Cursite Infantry – Strength 4, Morale 4

Centre
Front: Mercenary Knights* – Strength 5, Morale 3
Support: Citizen Archers – Strength 2, Morale 4
*Knights gain a +1 bonus to their Strength on the 1st round of battle

Right Flank
Front: Cursite Riders – Strength 5, Morale 4
Support: Mercenary Spears – Strength 3, Morale 2

If you win, turn to 316. If you lose, turn to 220.
What shall our order of battle be?


NameFightingSurvivalStealthCharismaLoreHealthCaster?GearNotes
Sar Jessica Dayne6(9)234(6)310/10xSteel Greatsword (Fighting +3)*, Shield (Armour +2), Bone Armour (Armour +2), Glittering Necklace (Charisma +2), Fairbrother Family Crest, Ring of the Patriarch, Seal of House Ross, Talisman of St. Elias, Royal Ledger, Bar of Gold Bullion:loveya: x3 for Tasha
:loveya: x1 for Akihiro
Lord Ti'quon4(6)232(3)6(8)6/6Steel Scimitar (Fighting +2), Shield (Armour +2), Chain Armour (Armour +2), Handsome Brooch (Charisma +1), Tome of Knowledge (Lore +2), Magical Weave, Scroll of Rage, Vial of Quicksilver
Tasha4(7)5(6)7(8)5(7)110/10xMasterwork Blade (Fighting +3), Steel Scimitar (Fighting +2), Shield (Armour +2), Bone Armour (Armour +2), Amulet of Defense (Armour +1), Warm Cloak (Survival +1), Soft Boots (Stealth +1), Glittering Necklace (Charisma +2), Gold Bullion, Potion of Invulnerability:loveya: x3 for Jessica
Akihiro7(10)65(7)2(3)3(5)10/10xSkallos Runeblade (Fighting +3, Lore +2), Crude Blade x2, Shield (Armour +2), Kensai Robes (Armour +3), Fine Boots (Stealth +2), Handsome Brooch (Charisma +1), Dragonyak Horn, Potion of InvulnerabilityEnlightenment
:loveya: x1 for Sar Jessica
Skullcracker8312112/12xClub (Fighting +0)No carrying, no cities, no boats

Money: 2665 silver coins.
Spellbook (Ti'quon): Armor of Heaven, Clinging Dread, Magic Cabinet, Shadow Door, Soothing Touch, Unfailing Strike
The Vault: 3000 silver coins, Bar of Gold Bullion.
Codes: A1, A2, A8, A13, A14, A15, A16, A17, A20, A21, A23, A24, A25, A26, A27, A30, A32, A33, A34, A35, A36, A37, A41, A42, A43, A44, A52, A53, A54, A55, A56, A57, A58, A59, A62, A64, A65, A66, A67, A68, A69, A70, A71, A72, A74, A75, A76, A77, A78, A79, A80, A82, A83, A85, A86, A87, A89, A90, A91, A92, A93, A94, A97
Your Armies: Luutanesh Spears (Strength 3, Morale 3, Saltdad Barracks), Faithful Irregulars (Strength 1, Morale 4, Saltdad Barracks), Kensai Warriors (Strength 4, Morale 3/4, Saltdad Barracks), Chalice Archers (Strength 2, Morale 3, Saltdad Barracks), Lhasbreath Berserkers (Strength 5, Morale 2, Saltdad Barracks), Spears of Unbraaki (Strength 3, Morale 4, Saltdad Barracks), Nomad Horsemen (Strength 4, Morale 3, Saltdad Barracks), Bronzeguard (Strength 5, Morale 5, Saltdad Barracks).
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

I vote for the following setup:

Left: Kensai Warriors with Nomad Horsemen as support

Center: Faithful Irregulars with Lhasbreath Berserkers as support

Right: Bronzeguard with Spears of Unbraaki as support
Last edited by JourneymanN00b on Thu Dec 01, 2022 6:35 pm, edited 1 time in total.
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Thaluikhain
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Thaluikhain »

Hmmm, is that to sacrifice the Kensai Warriors and Faithful Irregulars and allow them to take the brunt of magic and being charged by mercenary knights?
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JourneymanN00b
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by JourneymanN00b »

Thaluikhain wrote:
Thu Dec 01, 2022 6:26 pm
Hmmm, is that to sacrifice the Kensai Warriors and Faithful Irregulars and allow them to take the brunt of magic and being charged by mercenary knights?
Yes, the Kensai Warriors and Faithful Irregulars are basically meat shields while the backup does their work.
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Thaluikhain
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by Thaluikhain »

That makes sense, it's a pity we can't use everyone, but I guess we have spares for later.

Second that plan.
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Re: [Let's Play] Legendary Kingdoms: The Valley of Bones

Post by SGamerz »

Huh, apparently we would probably have been fine leaving Skullcracker as lone bodyguard and letting Jessica go with her lover to assist in the diplomatic mission.

I still think we should stack our strongest units on 2 fields. In fact, I think we should use what angel suggested during the first field combat, and abandon one of the fields so that our enemy wasted 2 unit's and a spell.

Berserkers in centre supported by Kensai Warriors.

Bronze Guards on right supported by nomads.

Refuse left flank altogether and let the wizard throw his spell at empty air in the first round.
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