run away... screaming like a little girl if necessary.
donkyhotay on
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Page 279: You clamber out of the derelict hut and run towards a narrow gap in the trees. A thorny corridor lies beyond it, leading away into darkness. With the fanatical shrieks of the Vazhag echoing in your ears, you muster your courage and leap into the gap.
If you possess the Grand Master Discipline of Assimilance, turn to 190.
If you do not possess this ability, turn to 315.
Man you feel positively naked with less than a half a dozen disciplines now.
Eh, just as well. Even if we were able to defeat democracy, we would've had to contend with Kelor's "Biden Power". Kai-Screen is good, but Grand Pathsmanship and Grand Huntmastery also have strong points going for them.
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Page 315: You force your way through the narrow, thorny corridor but it soon comes to an abrupt end. The Vazhag are now streaming into the gap, close on your heels; in seconds they will be upon you.
Then you see them. With a foul, snickering cry the Vazhag swarm comes leaping towards you, three abreast. You steady yourself, then raise your weapon in readiness to meet their attack. The leading rat-men throw themselves upon you in a blood-crazed frenzy, hacking and stabbing with their rusty blades, yet you dispatch them in seconds with such precision and economy of movement that it would appear to an onlooker that you had hardly moved at all.
But for every Vazhag that falls, three more take its place, and within minutes you are in danger of being suffocated to death by the press of their loathsome bodies.
Vazhag pack: COMBAT SKILL 34 ENDURANCE 44
If you win this combat, turn to 172.
Combat ratio is 43 +4 (Psi Surge) -34 (Vazhag pack's CS) = 13.
First round is a three. The pack takes 11, we take two.
Second round is a four. The Vazhags take 12, we take two.
Third round is a one. They take 9, we take three.
Fourth round is a one again. They take 9, we take three.
Fifth round is an eight, instantly killing them.
Now might be the time to polish off that bottle of Laruma Liquer thats been fermenting since we picked it up waaaay back since we're on 2 Endurance.
Page 172: You struggle to extricate yourself from the bodies of the Vazhag you have slain. As you rise to the summit of the grisly heap, you glimpse the druid scurrying towards the gap in the trees by which he, and his late minions, entered the clearing.
You know that he must not be allowed to escape. If he were to reach Mogaruith and raise the alarm, your mission, and probably your life, would soon be over. With fear in your heart you clamber over the dead Vazhag and work your way back along the passage, determined to stop him before he can get away.
If you possess a Bow and Arrows and wish to use them, turn to 176.
If you possess mastery of Magi-magic and wish to use it, turn to 334.
If you possess Kai-alchemy and wish to use it, turn to 264.
If you possess none of the above, or choose not to make use of them, turn to 237.
As nice as it would be to test out our new magic, we can't really risk too much on 9 endurance and the bow has never let us down!
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
the silver bow of duradon hasn't let us down yet. (or whatever the name is...)
donkyhotay on
Do not be afraid to joust a giant just because some people insist on believing in windmills.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Page 334: You open your mouth and form your lips into an 'O' shape in readiness to utter the power word battle-spell you have learned from Lord Rimoah. Then, the instant the spell-thoughts focus in your mind, you project the power word--Gloar!--at the middle of the fleeing druid's back. Like a hammer, the sound hits him between the shoulder blades and sends him tumbling head over heels into a tangle of thorny briars.
Stunned and groaning, the Cener fumbles for his slender golden rod. His spindly fingers locate it, but before he can use it to retaliate, you sprint across the clearing, weapon in hand, and slay him with a single blow to the head. Curiosity prompts you to prise away the druid's green mask and look upon the face of this servant of evil. It is an ugly, disease-riddled face, human in shape yet lacking any trace of humanity.
Reluctantly you search him and discover the following items:
* Dagger
* Cener Robe (If kept, this item will occupy 2 spaces in your Backpack)
* Cener Mask
* 20 Lune (equivalent to 5 Gold Crowns)
If you decide to keep any of the above, remember to adjust your Action Chart accordingly.
Your Magnakai skills tell you that the golden rod no longer possesses any magical aura; its destructive powers vanished the moment its wielder breathed his last. You stoop to prise it from the dead druid's hand, but as soon as your fingers touch its metallic surface it disintegrates into a fine, foul-smelling dust.
With twilight but an hour away, you leave the clearing via the gap and hurry along the muddy track beyond.
Page 10: Warily you follow the track into the deepening gloom, your senses alive to the evil that permeates every root and branch of this forbidding forest. As darkness closes in there arises from out of the mire a mist, grey-green and sickly, which smothers the ground. Its corpse-like chill leaves you shivering, despite all your efforts to shield yourself from its clammy touch.
Night no longer restricts your vision and, as the track ascends towards a wooded peak, you see the outline of a ruined stone watchtower perched atop a rocky knoll. You sense that the tower is deserted and, keen to escape from the mist, you climb towards a crack in its granite base. You crouch to enter the jagged breach and, in doing so, you disturb a host of crab-creatures nesting within. In a frenzy they scuttle away from the tower, disappearing among the surrounding rocks in the blink of an eye.
Aching with fatigue, and mindful of the perils which still lie ahead, you settle yourself into a corner of the rubble-strewn tower and try to snatch a few hours of sleep. This night your slumber is disturbed by strange and unwholesome dreams, formed from the fears suppressed by your conscious mind. You are haunted by phantom shapes which take the form of friends and fellow countrymen. Kai initiates under your tutorage and simple Sommlending folk, their heads bowed and their faces pitted and disfigured by plague, drift past you in a seemingly endless procession.
You awake with a start, your pulse racing and your forehead glistening with beads of sweat. At first a sense of hopelessness washes over you, brought on by the vivid memory of your nightmare but, as your consciousness returns, so too does your inner strength. You perceive the dreams as a warning of what will happen should your quest fail, and this realization strengthens your resolve to reach Mogaruith and thwart the Cener's evil plan.
You have slept for several hours and, physically at least, you feel refreshed (restore 3 ENDURANCE points). In the half-light of early morning you gather together your equipment and weapons in readiness to resume your perilous journey to Mogaruith.
Page 160: You decide that to travel openly along the track would be too risky. Rather than chance falling foul of a Vazhag patrol, you set off through the forest, using the trees for cover, but all the while keeping the trail in sight as you trek north-eastwards toward the Cenerese stronghold.
Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.
It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest's edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defences. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.
Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your map and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.
In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.
If you possess a Cener Mask and a Cener Robe, turn to 292.
If you do not possess both of these items, turn to 193.
Page 292: Quickly you unshoulder your pack and remove the Cener Robe and Mask. The garment and the mask still bear the vile smell of the creature that once owned them, making you hesitate before puffing them on, but you are determined to enter Mogaruith undetected and, by wearing this Cenerese outfit, you hope to achieve that aim.
Once you have donned your disguise, you crawl to a clump of dense foliage at the edge of the forest and wait patiently for your opportunity to act. Eventually your patience is rewarded when you spy two Vazhag approaching Mogaruith from the Skardos Trail. They are leading on a chain what appears at first glance to be a man, although this impression is soon dispelled when they draw closer to your hiding place.
Trailing behind the Vazhag is a creature with no free will of its own, a being that was once human but is now consigned to the twilight world of the undead. The sight of this stiff-limbed zombie, propelling itself forward on withered grey limbs, fills you with revulsion and pity. With difficulty you suppress your anger at the creatures who have caused this transformation and, as the Vazhag draw level, you emerge from the foliage and order them to stop. At once the rat-men obey, deceived by your disguise and your command of the Cenerese dialect. Nervously their red eyes regard you and they shuffle uneasily as they wait for your next command.
If you wish to ask them what they are doing, turn to 122.
If you wish to order them to accompany you into Mogaruith, turn to 210.
Page 122: The Vazhag inform you that they are returning from a place called the Temple of Dzenya. Brother Hoylez, the druid in charge of the temple, recently resurrected this human from the temple's grave-pits. They have been ordered to deliver it to Brother Croumah at the Hall of Sacrifice in Mogaruith.
'Excellent!' you reply, convincingly. 'I myself am on my way to seek council with Brother Croumah this very instant. You will escort me there. Now, lead on!'
The Vazhag appear to relax upon hearing your order, as if they had half-expected you to punish them, and they set off readily towards the drawbridge with you following close behind.
Page 233: Walking across the age-blackened drawbridge towards the spiky arched tower of Mogaruith is an unnerving experience. It is as if you are walking along a blackened tongue towards the gaping throat of some gigantic dragon. On either side the bubbling moat releases foul fumes which fill your nostrils with a terrible sugary stench that clogs your lungs and blurs your vision. You draw upon your Magnakai skills and your vision clears, but the sight which lies ahead looks no more inviting than it did before.
At the tower you are challenged by a troop of Vazhag guards. Using your Magnakai Disciplines of Animal Control and Pathsmanship to aid your deception, you inform them that you have come to deliver the zombie to Brother Croumah at the Hall of Sacrifice. Immediately, the guards scurry aside, bowing subserviently as they part to allow you entry to the great keep of Mogaruith.
Posts
Run away!
3DS FC: 0817-3759-2788
This you never know we might even find a redshirt minstrel to eat.
Free Moonbase Commander remake @ http://code.google.com/p/tether
If you possess the Grand Master Discipline of Assimilance, turn to 190.
If you do not possess this ability, turn to 315.
Man you feel positively naked with less than a half a dozen disciplines now.
Curse Oppression by Majority! Democracy, you have foiled me for the last time, YET AGAIN!
indeed, whats on page 315?
Free Moonbase Commander remake @ http://code.google.com/p/tether
Then you see them. With a foul, snickering cry the Vazhag swarm comes leaping towards you, three abreast. You steady yourself, then raise your weapon in readiness to meet their attack. The leading rat-men throw themselves upon you in a blood-crazed frenzy, hacking and stabbing with their rusty blades, yet you dispatch them in seconds with such precision and economy of movement that it would appear to an onlooker that you had hardly moved at all.
But for every Vazhag that falls, three more take its place, and within minutes you are in danger of being suffocated to death by the press of their loathsome bodies.
Vazhag pack: COMBAT SKILL 34 ENDURANCE 44
If you win this combat, turn to 172.
Combat ratio is 43 +4 (Psi Surge) -34 (Vazhag pack's CS) = 13.
First round is a three. The pack takes 11, we take two.
Second round is a four. The Vazhags take 12, we take two.
Third round is a one. They take 9, we take three.
Fourth round is a one again. They take 9, we take three.
Fifth round is an eight, instantly killing them.
Now might be the time to polish off that bottle of Laruma Liquer thats been fermenting since we picked it up waaaay back since we're on 2 Endurance.
Two shots takes us back up to 8.
You know that he must not be allowed to escape. If he were to reach Mogaruith and raise the alarm, your mission, and probably your life, would soon be over. With fear in your heart you clamber over the dead Vazhag and work your way back along the passage, determined to stop him before he can get away.
If you possess a Bow and Arrows and wish to use them, turn to 176.
If you possess mastery of Magi-magic and wish to use it, turn to 334.
If you possess Kai-alchemy and wish to use it, turn to 264.
If you possess none of the above, or choose not to make use of them, turn to 237.
Yeah! Now we're talking!
9 Endurance.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Anyone remember what are the spells available to us?
Twang! Headshot!
Free Moonbase Commander remake @ http://code.google.com/p/tether
I just kind of want to see what Magi-Magic actually does.
Wimpy magic!
Page 334: You open your mouth and form your lips into an 'O' shape in readiness to utter the power word battle-spell you have learned from Lord Rimoah. Then, the instant the spell-thoughts focus in your mind, you project the power word--Gloar!--at the middle of the fleeing druid's back. Like a hammer, the sound hits him between the shoulder blades and sends him tumbling head over heels into a tangle of thorny briars.
Stunned and groaning, the Cener fumbles for his slender golden rod. His spindly fingers locate it, but before he can use it to retaliate, you sprint across the clearing, weapon in hand, and slay him with a single blow to the head. Curiosity prompts you to prise away the druid's green mask and look upon the face of this servant of evil. It is an ugly, disease-riddled face, human in shape yet lacking any trace of humanity.
Reluctantly you search him and discover the following items:
* Dagger
* Cener Robe (If kept, this item will occupy 2 spaces in your Backpack)
* Cener Mask
* 20 Lune (equivalent to 5 Gold Crowns)
If you decide to keep any of the above, remember to adjust your Action Chart accordingly.
Your Magnakai skills tell you that the golden rod no longer possesses any magical aura; its destructive powers vanished the moment its wielder breathed his last. You stoop to prise it from the dead druid's hand, but as soon as your fingers touch its metallic surface it disintegrates into a fine, foul-smelling dust.
With twilight but an hour away, you leave the clearing via the gap and hurry along the muddy track beyond.
Turn to 10.
10 Endurance.
Night no longer restricts your vision and, as the track ascends towards a wooded peak, you see the outline of a ruined stone watchtower perched atop a rocky knoll. You sense that the tower is deserted and, keen to escape from the mist, you climb towards a crack in its granite base. You crouch to enter the jagged breach and, in doing so, you disturb a host of crab-creatures nesting within. In a frenzy they scuttle away from the tower, disappearing among the surrounding rocks in the blink of an eye.
Aching with fatigue, and mindful of the perils which still lie ahead, you settle yourself into a corner of the rubble-strewn tower and try to snatch a few hours of sleep. This night your slumber is disturbed by strange and unwholesome dreams, formed from the fears suppressed by your conscious mind. You are haunted by phantom shapes which take the form of friends and fellow countrymen. Kai initiates under your tutorage and simple Sommlending folk, their heads bowed and their faces pitted and disfigured by plague, drift past you in a seemingly endless procession.
You awake with a start, your pulse racing and your forehead glistening with beads of sweat. At first a sense of hopelessness washes over you, brought on by the vivid memory of your nightmare but, as your consciousness returns, so too does your inner strength. You perceive the dreams as a warning of what will happen should your quest fail, and this realization strengthens your resolve to reach Mogaruith and thwart the Cener's evil plan.
You have slept for several hours and, physically at least, you feel refreshed (restore 3 ENDURANCE points). In the half-light of early morning you gather together your equipment and weapons in readiness to resume your perilous journey to Mogaruith.
Turn to 160.
14 Endurance.
Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.
It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest's edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defences. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.
Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your map and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.
In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.
If you possess a Cener Mask and a Cener Robe, turn to 292.
If you do not possess both of these items, turn to 193.
We have both items.
Once you have donned your disguise, you crawl to a clump of dense foliage at the edge of the forest and wait patiently for your opportunity to act. Eventually your patience is rewarded when you spy two Vazhag approaching Mogaruith from the Skardos Trail. They are leading on a chain what appears at first glance to be a man, although this impression is soon dispelled when they draw closer to your hiding place.
Trailing behind the Vazhag is a creature with no free will of its own, a being that was once human but is now consigned to the twilight world of the undead. The sight of this stiff-limbed zombie, propelling itself forward on withered grey limbs, fills you with revulsion and pity. With difficulty you suppress your anger at the creatures who have caused this transformation and, as the Vazhag draw level, you emerge from the foliage and order them to stop. At once the rat-men obey, deceived by your disguise and your command of the Cenerese dialect. Nervously their red eyes regard you and they shuffle uneasily as they wait for your next command.
If you wish to ask them what they are doing, turn to 122.
If you wish to order them to accompany you into Mogaruith, turn to 210.
EDIT: Ask them to take us into the fortress.
'Excellent!' you reply, convincingly. 'I myself am on my way to seek council with Brother Croumah this very instant. You will escort me there. Now, lead on!'
The Vazhag appear to relax upon hearing your order, as if they had half-expected you to punish them, and they set off readily towards the drawbridge with you following close behind.
Turn to 233.
17 Endurance.
At the tower you are challenged by a troop of Vazhag guards. Using your Magnakai Disciplines of Animal Control and Pathsmanship to aid your deception, you inform them that you have come to deliver the zombie to Brother Croumah at the Hall of Sacrifice. Immediately, the guards scurry aside, bowing subserviently as they part to allow you entry to the great keep of Mogaruith.
Turn to 224.
18 Endurance.