I'm suspicious of a mile long gap, it's probably magically warded while north more likely has patrols. However since we have magic and screening it'll be easier for us to sneak through magic so I agree we go east.
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
We're the ultimate Kai Master right? I say charge the North Gap lop a few heads off, explode a few people with left handed magic and end this book in under 20 pages! Or get insta gibbed, but really whats the chance of that happening?
Page 235: Drawing on your inner strength to quell your fears of what may lie ahead, you descend the ridge and approach the great, frowning bastions of Kaag. Through the swirling dust you see a pitted road which leads to the East Gate. Its storm-blown surface is littered with corpses, bleached bones, rusted weapons and armour. Crab-like scavengers scuttle among the debris, fighting for scraps to feed their young which nest in thousands of empty Giak skulls half-buried in the ground.
Shielded from detection by the storm and your Kai skills, you reach the breached east wall unobserved.
Swiftly you climb over the rubble, which is heaped between the huge cubes of marble that once comprised this section of Kaag's curtain-wall, and find yourself in a street lined with decaying halls and slum dwellings. A dun pall of choking smoke hovers above this quarter, which reeks of iron and sulphur. Moving among the ruins you see a ragged group of Giaks, led by a Gourgaz clad in a shirt of mail. They halt for a few moments, then the Gourgaz hisses an order and they continue at a lumbering pace, heading south. You notice that their tattered blue-green uniforms all bear the emblem of a broken skull.
If you wish to follow these troops, turn to 185.
If you choose to avoid them by heading in the opposite direction, turn to 104.
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 185: Stealthily you tail the group as they wend their way through the alleyways and ruined streets of this quarter. Shortly they arrive at a complex of stable-like buildings, each one devoid of all decoration or embellishment save for a liberal coating of coal-black grime. Here the party splits into two groups. One section enters the complex; the other, led by the Gourgaz, continues on its way southwards, heading deeper into Kaag towards the sound of a distant street battle.
If you wish to follow the Gourgaz and his troop of Giak soldiers, turn to 144.
If you choose to investigate the complex of buildings, turn to 160.
If you decide to avoid both of these groups, you can make your own way deeper into Kaag by turning to 65.
Buildings Maybe we can find a horse! Then get attached only to watch him get pulled underwater, never to re-appear after fighting random river monsters for 10 pages...
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 160: You enter the nearest building through a stable door in the north wall. Inside, you narrowly avoid colliding with a Drakkar warrior who is carrying two buckets of water, one in either hand. Your speedy reflexes, and your Kai camouflage skills, prevent this. They also prevent him from seeing you enter. You follow him and soon find yourself in a cavernous hall which is divided into scores of small pens. Each pen is barred with iron gates which keep secure the Doomwolves that are stabled within. You use your Magnakai skill of Animal Control to mask your scent, but even so, some of the larger Doomwolves are becoming noticeably restless in your presence.
You leave the hall by an archway which leads to a long, narrow passage. You have taken less than a dozen steps when you see a group of Drakkarim approaching in the distance. The passage is dark, but it is too narrow to risk hiding here; the Drakkarim would likely brush against you as they passed.
Looking around for a way to avoid them, you notice two doors, one on either side of the passageway.
If you wish to enter the door to your left, turn to 272.
If you choose to enter the door to your right, turn to 244.
Oh good. The classic 'left/right dichotomy with no additional information or options'. The '10 foot by 10 foot room with a treasure chest guarded by an Orc' of choose-your-own-adventure books.
Page 272: Beyond the door you find a small chamber, its wood-panelled walls hung with bridles and saddlery. You push the door closed and hold your breath as the footfalls of the Drakkarim steadily grow louder. To your relief, they pass by the door and continue without slowing down. When you can detect no sounds in the passageway, you leave this tack room and hurry away.
Page 332: The passage ends at an open door which leads to a covered courtyard. You wait for a group of Drakkarim stablehands to leave the yard, then you cross to the far side, climb over a low wall, and make your way into the ruins beyond.
For over a mile you wend your way through derelict buildings before you happen upon an avenue which is surprisingly clear of debris and obstructions. You are conscious that perhaps it is too clear, offering you no cover at all from the tall buildings which line this route to the centre of Kaag.
You decide to trust to the ruins rather than run the risk of being detected out in the open. However, within a matter of minutes you are confronted by a new hazard. The ground in this section of the city is unsafe. It is riddled with pot-holes and concealed cellars, covered by rotten wooden beams and slabs of paper-thin plaster. Suddenly one such section gives way beneath your feet and you find yourself falling headlong into coal-black darkness.
Pick a number from the Random Number Table. If you have the Discipline of Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 0-5, turn to 32.
Page 51: As you fall, you throw out your hands and manage to grab hold of a thick timber which lies across the gaping hole. Splinters of rotten wood dig deeply into your hands, causing you to cry out in pain (lose 2 ENDURANCE points), but the discomfort does not cause you to lose your grip. With grim determination, you haul yourself out of the hole and continue across these perilous ruins, taking more care than before as to where you tread.
Eventually you clear this section of the city and find yourself in the midst of a once-grand building which now lies derelict. Through one of its shattered windows you look out upon a concourse littered with more than a dozen Giak dead. Their posture, and the nature of their wounds, tell of a savage street battle fought here within the last few hours. Perched on nearby rooftops are a flock of vulture-like birds, cawing delightedly, their bellies distended by a surfeit of Giak meat.
The distant clang and clash of steel tell you that the fighting is not over, it has simply moved on. The noise prompts you to stay crouched in the ruins whilst you consider your next course of action. From this position you survey the street and notice a narrow stairway, directly opposite, which leads down to a crypt door. You focus on the dark portal and sense at once that it is open and unguarded.
If you wish to cross the street and investigate the crypt, turn to 228.
In our proud tradition, let's poorly decide to enter the crypt! :P
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
We haven't had our butts kicked by an over large squirrell yet this book... Crypt, Ho! Besides, our mastery of divination would surely warn us of issues.. Right?
Huntmastery for traps, Kai-screen for psychic assaults, Sommerswerd for undead. I think we'll be safe.
Well, we're boned.
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
we don't really *need* any more loot but we might as well use what we have. raid the crypt
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
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
Page 228: Once the coast is clear, you run across the street and down the short flight of stone steps leading to the crypt door. Hurriedly you press your shoulder to the cold iron and the portal creaks open to reveal a cramped, rough-walled chamber, dominated by a massive wooden chair, its back mostly destroyed by fire. Through the blackened timbers you see a mouldy tapestry covering part of the rear wall. The crypt is otherwise empty.
If you possess the Grand Master Disciplines of Telegnosis and Grand Pathsmanship, turn to 93.
If you do not have both of these skills, turn to 155.
Page 155: Your sixth sense prickles with the presentiment of danger. You can feel the presence of a hostile magical being who, although not in this chamber, is somewhere very near. Fearful of the risk of being trapped in this dingy crypt, you unsheathe your weapon and back slowly towards the door, your eyes scanning all around for the merest hint of movement. Then, suddenly, the heavy portal slams shut with a mighty crash that reverberates in your ears. Before you have time to take a breath there is another sound, stone grating on stone, which draws your eyes to the fire-blackened chair.
Turn to 167.
Page 167: Behind the chair, the tapestry is suddenly torn aside and you find yourself staring at a creature swathed in a hooded orange cloak. It sidesteps the chair and shrieks a defiant curse as it raises a warty, taloned fist. In the next instant you see it hurl a cube of shiny black stone, which comes streaking through the air towards your face.
If you wish to attempt to dodge this missile, turn to 117.
If you choose to try to bat it aside with your weapon turn to 322.
Yeah weren't those explosives from a couple books back black cubes? Dodge.
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
But we have the sommerswerd to absorb the nastiness and an explosion after it hits the wall behind us would be bad too. bat it out of the way.
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
Sommerswerd absorbs magic, not chemical explosions. Hitting the cube is a bad idea!
It's a cube of stone being thrown from some monster in a *crypt*. I'm going to assume it's magic rather then chemical and therefore the sommerswerd is better protection then a dodge.
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 179: You recognize the Black Cube to be a Nadziranim power crystal, an explosive device that can only be activated by creatures of the Darklands. Were you to take this item, it is possible that it could detonate and kill you at any time.
Device, detonate. No mention of magic.
Edit: Though, it does say shiny black stone, rather than cube.
Posts
Free Moonbase Commander remake @ http://code.google.com/p/tether
Shielded from detection by the storm and your Kai skills, you reach the breached east wall unobserved.
Swiftly you climb over the rubble, which is heaped between the huge cubes of marble that once comprised this section of Kaag's curtain-wall, and find yourself in a street lined with decaying halls and slum dwellings. A dun pall of choking smoke hovers above this quarter, which reeks of iron and sulphur. Moving among the ruins you see a ragged group of Giaks, led by a Gourgaz clad in a shirt of mail. They halt for a few moments, then the Gourgaz hisses an order and they continue at a lumbering pace, heading south. You notice that their tattered blue-green uniforms all bear the emblem of a broken skull.
If you wish to follow these troops, turn to 185.
If you choose to avoid them by heading in the opposite direction, turn to 104.
Free Moonbase Commander remake @ http://code.google.com/p/tether
If you wish to follow the Gourgaz and his troop of Giak soldiers, turn to 144.
If you choose to investigate the complex of buildings, turn to 160.
If you decide to avoid both of these groups, you can make your own way deeper into Kaag by turning to 65.
Free Moonbase Commander remake @ http://code.google.com/p/tether
You leave the hall by an archway which leads to a long, narrow passage. You have taken less than a dozen steps when you see a group of Drakkarim approaching in the distance. The passage is dark, but it is too narrow to risk hiding here; the Drakkarim would likely brush against you as they passed.
Looking around for a way to avoid them, you notice two doors, one on either side of the passageway.
If you wish to enter the door to your left, turn to 272.
If you choose to enter the door to your right, turn to 244.
Page 272: Beyond the door you find a small chamber, its wood-panelled walls hung with bridles and saddlery. You push the door closed and hold your breath as the footfalls of the Drakkarim steadily grow louder. To your relief, they pass by the door and continue without slowing down. When you can detect no sounds in the passageway, you leave this tack room and hurry away.
Turn to 332.
For over a mile you wend your way through derelict buildings before you happen upon an avenue which is surprisingly clear of debris and obstructions. You are conscious that perhaps it is too clear, offering you no cover at all from the tall buildings which line this route to the centre of Kaag.
You decide to trust to the ruins rather than run the risk of being detected out in the open. However, within a matter of minutes you are confronted by a new hazard. The ground in this section of the city is unsafe. It is riddled with pot-holes and concealed cellars, covered by rotten wooden beams and slabs of paper-thin plaster. Suddenly one such section gives way beneath your feet and you find yourself falling headlong into coal-black darkness.
Pick a number from the Random Number Table. If you have the Discipline of Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 0-5, turn to 32.
If it is 6 or more, turn to 51.
We got eleven.
Eventually you clear this section of the city and find yourself in the midst of a once-grand building which now lies derelict. Through one of its shattered windows you look out upon a concourse littered with more than a dozen Giak dead. Their posture, and the nature of their wounds, tell of a savage street battle fought here within the last few hours. Perched on nearby rooftops are a flock of vulture-like birds, cawing delightedly, their bellies distended by a surfeit of Giak meat.
The distant clang and clash of steel tell you that the fighting is not over, it has simply moved on. The noise prompts you to stay crouched in the ruins whilst you consider your next course of action. From this position you survey the street and notice a narrow stairway, directly opposite, which leads down to a crypt door. You focus on the dark portal and sense at once that it is open and unguarded.
If you wish to cross the street and investigate the crypt, turn to 228.
If you choose to ignore the crypt, turn to 303.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Huntmastery for traps, Kai-screen for psychic assaults, Sommerswerd for undead. I think we'll be safe.
Well, we're boned.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Free Moonbase Commander remake @ http://code.google.com/p/tether
I don't get it.
http://tvtropes.org/pmwiki/pmwiki.php/Main/TemptingFate
http://tvtropes.org/pmwiki/pmwiki.php/Main/WhatCouldPossiblyGoWrong
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
If you possess the Grand Master Disciplines of Telegnosis and Grand Pathsmanship, turn to 93.
If you do not have both of these skills, turn to 155.
Uh oh.....
Turn to 167.
If you wish to attempt to dodge this missile, turn to 117.
If you choose to try to bat it aside with your weapon turn to 322.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Free Moonbase Commander remake @ http://code.google.com/p/tether
I can has cheezburger, yes?
It's a cube of stone being thrown from some monster in a *crypt*. I'm going to assume it's magic rather then chemical and therefore the sommerswerd is better protection then a dodge.
Free Moonbase Commander remake @ http://code.google.com/p/tether
Device, detonate. No mention of magic.
Edit: Though, it does say shiny black stone, rather than cube.