Page 119: Stealthily you make your way towards the stairwell and descend the steps without being seen. The circular stairs spiral down more than fifty feet to a chamber directly below the hall, empty save for a line of red robes and masks which hang from pegs driven into the marble wall.
If you already possess Cener Robes and a Cener Mask, turn to 158.
If you possess only one, or neither of these items, turn to 77.
Page 158: A narrow corridor connects the chamber to another, where there stands an imposing door made of sheeted copper, inlaid with a filigree of gold and silver. It is the only exit from this otherwise drab chamber.
A closer inspection of the door reveals that it is surrounded by an airtight seal. Furthermore, there is no keyhole, drawbolt, or handle. However, your keen eyesight is drawn to a pattern in the door's centre panel which, thanks to past experience, you recognize to be a sophisticated combination lock.
The gold inlays form three rows of three numbers within a grid of silver lines:
Page 15: 'Szalista,' you say, the ancient Cenerese word meaning 'fifteen', and immediately you hear the door's locking mechanism disengage itself.3 There is a hiss of escaping air and the heavy portal swings slowly inwards on massive hinges.
Without hesitation, you step through the doorway and enter the circular tunnel beyond.
Page 205: You follow a circular tunnel for several minutes until you come to a flight of steps leading down. Here, a few paces before the steps begin, you see a plain wooden door which is set into the tunnel wall. An inquisitive prod with the toe of your boot reveals it to be unlocked.
If you wish to investigate what lies behind the door, turn to 239.
If you choose to ignore the door and descend the steps instead, turn to 347.
Page 239: You enter a small foul-smelling chamber lit by a single candle perched atop a three-legged stool. A bed with a straw mattress fills one corner, and a bench with drawers stands by its side. A shelf on the wall displays three cracked plates, a lump of stale cheese, some dried meat, some bread, and a bottle of brownish water (in all, enough provisions for 1 Meal).
You pull open the drawers and find some assorted clothing, infested with fleas, and a Copper Key. If you decide to keep the Key, remember to adjust your Action Chart accordingly. Satisfied that nothing has been overlooked, you leave the room and descend the stairs at the end of the tunnel.
Page 347: At the bottom of the stairs the tunnel continues in a straight line towards a stout wooden door that is studded and braced with iron. You sense that it is locked even before you have reached it. When you do reach the door you notice a keyhole located beneath its rust-pitted handle.
If you possess a Copper Key, turn to 102.
Page 78: Before you stretches a cavernous hall, lit by the glow from fire-filled orbs hanging by chains from the ceiling. Facing each other are two rows of stone statues which form a grotesque corridor leading to an archway on the far side. A flicker of fear chills your heart when you notice that the expressions frozen upon their misshapen faces are those of pain and despair.
Cautiously you advance. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Then you detect something which makes you freeze in mid-step. Your Kai senses warn you that something is sleeping in a shadowy alcove close to the distant archway. Anxious not to disturb whatever is resting there, you call upon your camouflage skills to mask your presence before moving any nearer.
Pick a number from the Random Number Table. If you possess the Grand Mastery of Assimilance, add 3 to the number you have chosen.
Page 196: With bated breath you tiptoe past the alcove, your weapon unsheathed and held ready in case the sleeping creature should awaken. Fortunately, your Kai skills serve you well and you are able to reach the archway and leave the hall without incident.
A short passage leads to a junction where a wider corridor crosses from left to right. Your skin prickles in reaction to the concentration of evil you detect in this subterranean part of Mogaruith, and silently you call upon your creator, the noble god Kai, for protection and guidance before continuing.
Instinct prompts you to turn left, and within a few minutes you arrive at a chamber where a vast staircase of black marble ascends to many levels, lost in the gloom above. Opposite this grand staircase stands a large door, carved from a solid sheet of strange green metal, the like of which you have never seen before. It gives off a pulsating radiance which washes over the empty chamber, illuminating symbols carved into the walls and floor. You focus on these symbols and, in a chilling moment of realization, you decipher their meaning.
Turn to 300.
Page 300: The symbols form concentric circles which spell out a grim message:
'Humble thyself for thou art worthless like the dust before He who dwells herein. Pay homage to the emissary of the Lords of Decay for He is the instrument of their intention. Abase thyself afore His power. Hail, mighty Cadak of Mogaruith!'
Fear and uncertainty knot your stomach as you stand and stare at the door to Arch Druid Cadak's throne hall. Your senses scream at you to turn and run from this place for the air is so heavy with evil that you feel as if you are being slowly suffocated to death. But on this occasion you resist your instincts, for you have yet to discover where the Cenerese are cultivating their deadly plague virus and you know that the answer to that question can most likely be found here.
With fear running cold in your veins, you steel yourself and step towards the glowing door. As you come within a few feet of its pulsating surface, a band of intense light washes over you from head to toe.
If you possess the Grand Mastery of Kai-screen, turn to 236.
If you do not possess mastery of this skill, turn to 6.
Page 6: A sudden rush of pain and nausea makes you drop to your knees (lose 3 ENDURANCE points), leaving you shivering fitfully. Your psychic Magnakai Disciplines were insufficient to protect you against the physical effects of the powerful mind probe which you have just experienced, but they were at least able to shield your true identity.
The light, reflected from the Cener Mask you are wearing, activates a sensor and as you rise to your feet you see the great metal door begin to slide open.
Page 150: Beyond the door awaits an echoing hall which reeks of decay. Its walls are adorned with gruesome paintings which depict terrible scenes of human slaughter. One in particular catches your eye and, although you try hard to ignore it, you find you cannot turn your head away. It shows a pit of helpless humans, writhing and screaming in anguish as they are slowly consumed by packs of wild-eyed plague dogs. The scene shocks you deeply for the doomed humans all have distinct Sommlending features.
With difficulty you tear your eyes away and force yourself to look elsewhere in this unfriendly hall. You see columns rising to the roof, each wound round with creepers and fungi which give off an unwholesome, pallid light. Ahead you see another door, identical to that by which you have entered, and before it there stands a desk on top of a plinth of green stone. A creature sits at the desk, huddled over the open pages of a ledger upon which it is writing with a feathered quill pen. As you draw closer it stops scrawling and places its quill into a nearby pot of ink, fashioned from the crown of a human skull. The creature raises its hairless head and stares at you unblinkingly with its solitary eye.
'Who seeks an audience with He?' it croaks, hoarsely. 'State your name, brother, and your purpose here.'
You are standing in the antechamber of Arch Druid Cadak's throne hall. To enter the hall itself and, hopefully, discover where the deadly virus is being cultivated, you know that you must first persuade this creature to allow you to pass.
If you decide to say that you have come from the battlefront with important news for the Arch Druid, turn to 314.
If you wish to say that you are an agent who has just arrived from the Lastlands with vital information for Cadak's eyes only, turn to 208.
If you possess Animal Mastery and wish to use it to exert control over this creature's mind, turn to 91.
Let's do the old 'vital information' chestnut - simple news wouldn't be reason enough to bother him personally, and we possess sufficient skills to bluff our way through. I think.
(Tsk, why do dungeon architects always put a clue on the door, you would think smart intruders would be a bigger concern than dumb ones :P )
I agree with Bioptic, let's claim to have vital information. Hey, I hear there is an infiltrator in the base!
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
I agree with what almost everyone else says and that vital information is the proper choice.
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 208: You notice a flicker of suspicion register in the creature's eye.
'The Arch Druid is not present in his chamber at this hour,' he says, reaching once more for his quill. 'Dictate your report to me and I shall see that he receives it this day.'
You approach the desk and, as you draw closer, you see that the creature has no legs. Its body rests in a crevice hollowed out from the seat of its stool. Its bulbous body is wedged there like an egg in a cup.
Carefully it charges its pen with ink and prepares to commence writing.
'Report your news, brother,' it says, impatiently, 'I am waiting for you to begin.'
If you choose to attack the creature, turn to 310.
If you decide to try and bluff your way past, turn to 108.
You can't make an omlette without breaking a few eggs. It would be brilliant if we could just give him a gentle tip backwards and smash him on the floor.
You can't make an omlette without breaking a few eggs. It would be brilliant if we could just give him a gentle tip backwards and smash him on the floor.
Well done.
EDIT: I just realised that by praising him I also... yeah.
Bluster and bluff I am sure the book will give us the ability to poke a few holes in him if that doesn't work... Of course he'll probably mindrape us for 20 endurance first, but hey he'd probably do that anyway.
Besides, divination would totally warn us if we were on path.. right?
It's always the harmless things that kills us, bluff past!
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
Posts
Keep up the pace, Kelor! It's good
If you already possess Cener Robes and a Cener Mask, turn to 158.
If you possess only one, or neither of these items, turn to 77.
We're still in Bond mode.
A closer inspection of the door reveals that it is surrounded by an airtight seal. Furthermore, there is no keyhole, drawbolt, or handle. However, your keen eyesight is drawn to a pattern in the door's centre panel which, thanks to past experience, you recognize to be a sophisticated combination lock.
The gold inlays form three rows of three numbers within a grid of silver lines:
Grid
Below these numbers, in ancient Cenerese script, is carved the message:
'Declare ye the true number to pass this way'
Study the grid of numbers. When you think you know the answer to the riddle, turn to the page that bears the same number as your answer.
If you cannot solve this puzzle, turn to 132.
Have at it!
15
>.>
Ahem. 15!... Ladies.
15
Without hesitation, you step through the doorway and enter the circular tunnel beyond.
Turn to 205.
Success!
If you wish to investigate what lies behind the door, turn to 239.
If you choose to ignore the door and descend the steps instead, turn to 347.
Err... I mean... investigate what's behind the door.
3DS FC: 0817-3759-2788
You pull open the drawers and find some assorted clothing, infested with fleas, and a Copper Key. If you decide to keep the Key, remember to adjust your Action Chart accordingly. Satisfied that nothing has been overlooked, you leave the room and descend the stairs at the end of the tunnel.
Turn to 347.
If you possess a Copper Key, turn to 102.
If you do not, turn to 261.
Lone Wolf is a scout of sorts.
Turn to 78.
Cautiously you advance. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Then you detect something which makes you freeze in mid-step. Your Kai senses warn you that something is sleeping in a shadowy alcove close to the distant archway. Anxious not to disturb whatever is resting there, you call upon your camouflage skills to mask your presence before moving any nearer.
Pick a number from the Random Number Table. If you possess the Grand Mastery of Assimilance, add 3 to the number you have chosen.
If your total score is 5 or lower, turn to 186.
If your score is 6 or higher, turn to 196.
We do not have Assimilance, but rolled a seven.
Onwards!
A short passage leads to a junction where a wider corridor crosses from left to right. Your skin prickles in reaction to the concentration of evil you detect in this subterranean part of Mogaruith, and silently you call upon your creator, the noble god Kai, for protection and guidance before continuing.
Instinct prompts you to turn left, and within a few minutes you arrive at a chamber where a vast staircase of black marble ascends to many levels, lost in the gloom above. Opposite this grand staircase stands a large door, carved from a solid sheet of strange green metal, the like of which you have never seen before. It gives off a pulsating radiance which washes over the empty chamber, illuminating symbols carved into the walls and floor. You focus on these symbols and, in a chilling moment of realization, you decipher their meaning.
Turn to 300.
Dun DUN DUN!!
'Humble thyself for thou art worthless like the dust before He who dwells herein. Pay homage to the emissary of the Lords of Decay for He is the instrument of their intention. Abase thyself afore His power. Hail, mighty Cadak of Mogaruith!'
Fear and uncertainty knot your stomach as you stand and stare at the door to Arch Druid Cadak's throne hall. Your senses scream at you to turn and run from this place for the air is so heavy with evil that you feel as if you are being slowly suffocated to death. But on this occasion you resist your instincts, for you have yet to discover where the Cenerese are cultivating their deadly plague virus and you know that the answer to that question can most likely be found here.
With fear running cold in your veins, you steel yourself and step towards the glowing door. As you come within a few feet of its pulsating surface, a band of intense light washes over you from head to toe.
If you possess the Grand Mastery of Kai-screen, turn to 236.
If you do not possess mastery of this skill, turn to 6.
This is going to hurt isn't it?
The light, reflected from the Cener Mask you are wearing, activates a sensor and as you rise to your feet you see the great metal door begin to slide open.
Turn to 150.
Well that wasn't so bad...
With difficulty you tear your eyes away and force yourself to look elsewhere in this unfriendly hall. You see columns rising to the roof, each wound round with creepers and fungi which give off an unwholesome, pallid light. Ahead you see another door, identical to that by which you have entered, and before it there stands a desk on top of a plinth of green stone. A creature sits at the desk, huddled over the open pages of a ledger upon which it is writing with a feathered quill pen. As you draw closer it stops scrawling and places its quill into a nearby pot of ink, fashioned from the crown of a human skull. The creature raises its hairless head and stares at you unblinkingly with its solitary eye.
Sweet criminy, it's Polyphemus. (Okay, maybe not he's a tad smaller)
'Who seeks an audience with He?' it croaks, hoarsely. 'State your name, brother, and your purpose here.'
You are standing in the antechamber of Arch Druid Cadak's throne hall. To enter the hall itself and, hopefully, discover where the deadly virus is being cultivated, you know that you must first persuade this creature to allow you to pass.
If you decide to say that you have come from the battlefront with important news for the Arch Druid, turn to 314.
If you wish to say that you are an agent who has just arrived from the Lastlands with vital information for Cadak's eyes only, turn to 208.
If you possess Animal Mastery and wish to use it to exert control over this creature's mind, turn to 91.
I agree with Bioptic, let's claim to have vital information. Hey, I hear there is an infiltrator in the base!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Barring that Vital Information
Free Moonbase Commander remake @ http://code.google.com/p/tether
'The Arch Druid is not present in his chamber at this hour,' he says, reaching once more for his quill. 'Dictate your report to me and I shall see that he receives it this day.'
You approach the desk and, as you draw closer, you see that the creature has no legs. Its body rests in a crevice hollowed out from the seat of its stool. Its bulbous body is wedged there like an egg in a cup.
Carefully it charges its pen with ink and prepares to commence writing.
'Report your news, brother,' it says, impatiently, 'I am waiting for you to begin.'
If you choose to attack the creature, turn to 310.
If you decide to try and bluff your way past, turn to 108.
It will be hilarious if we die now because of that.
Well done.
EDIT: I just realised that by praising him I also... yeah.
Besides, divination would totally warn us if we were on path.. right?
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf