As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

Let's Play Lone Wolf: Book 22, Mydnight's Hero. We need Grand Master Dicipline: Spelling.

18911131428

Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    So... we can teleport out of the cell, right?

    Can you update the bottom section of the OP with our currently known disciplines? Trying to remember what's left for us.

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Looks that way. But we haven't started yet... this is backstory. We might not be in a cell when we get to make the first decision.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    I'm thinking Telegnosis.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited April 2011
    A vote for Kai-Surge is a vote for slightly more efficient murder of our enemies!

    Neaden on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    I'm thinking Telegnosis.

    (Tommy Chong voice) Spirit walking man. It's like aparating and not going anywhere. cooooooool. Telegnosis... I gotta get me some of that.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • TagTag Registered User regular
    edited April 2011
    You guys are quick to denounce the bow, but somehow forget how divination forsook us for a dozen books :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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    Have we been subtracting endurance in combat when using psi-surge or mindblast?

    Anyway, Kai-Surge is too obvious; I'll echo Telegnosis!

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Tag wrote: »
    You guys are quick to denounce the bow, but somehow forget how divination forsook us for a dozen books :P

    The bow has never been useful!

    The bow has only ever been used once!

    The bow only ever saved our hides two times!

    Thrice has the bow saved us, but we should not trust this device!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • pslong9pslong9 Registered User regular
    edited April 2011
    The bow has let us down just as much as divination has.

    That said, I vote for Kai-Surge.

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    So, with three choices left, I figured I'd list all the enhancements for the choices from the previous books.

    Kai-Surge:
    Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

    Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast—a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

    Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    Telegnosis:
    Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

    Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increase as a Grand Master rises in rank.

    Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

    Grand Weaponmastery:
    Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

    Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

    Kai Grand Crowns with this Discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.

    Man in the Mists on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    I still vote Telegnosis.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • TagTag Registered User regular
    edited April 2011
    Lone Wolf: The MagnaKai Adentures


    Wolf's Bane


    The story thus far...
    You are Grand Master Lone Wolf, the sole survivor of a massacre that wiped out the First Order of the Kai—the warrior élite of Sommerlund.

    It is the year MS 5080, thirty years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain—the Darklands—and caused the destruction of their leader and the base of his power that was the infernal city of Helgedad.

    In the wake of their destruction, chaos befell the Darkland armies who had been poised to conquer all of Magnamund. This disorder escalated into a mutinous civil war, which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Against the odds, a swift and total victory was secured over the feuding Darkland armies.

    For ten unbroken years, peace has reigned in Sommerlund. Under your direction, the once-ruined Monastery of the Kai has been rebuilt and restored to its former glory, and the task of teaching a New Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess strong latent Kai skills and all show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

    Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai (which were thought to be the ultimate that a Kai Master could aspire to) was truly a revelation. Your discovery has inspired you to search for the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection—to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

    With diligence and determination you set about the restoration of the Kai Monastery and the training of the New Order recruits. Your efforts were soon rewarded and, within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. The Kai Masters rose readily to their newfound responsibilities, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

    In the deepest subterranean level of the monastery, one hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold you placed the seven Lorestones of Nyxator—gems of Kai power which you had recovered during your quest for Kai knowledge. In this vault, bathed in the golden light of those radiant gems, you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors—Banedon and Rimoah—you worked hard to develop your innate Grand Master Disciplines, and grasp the fundamental secrets of Brotherhood and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now for every five years that elapse you age but one year.

    In the years since your victory over the Darklords, peace has reigned victorious and the peoples of the Free Kingdoms have rejoiced in the knowledge that the evil which once threatened to destroy them has been banished from the face of Magnamund. Men have readily exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still some who maintain their vigilance, for the agents of the Dark God Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

    Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. Yet your continuing victories have enraged the Dark God and inflamed his lust for vengeance. Three years ago, you and your new Kai kinsmen achieved a glorious victory over a host of deadly Lavas. These dragon-like horrors were sent by Naar to destroy the Kai Monastery and lay waste to Sommerlund, and yet, despite their supernatural strength, they were defeated in battle by the sheer courage and skill of the New Order Kai who fought magnificently under your leadership.

    After the ignominious defeat of his minions, Naar retreated to the Plane of Darkness to plot and scheme anew. Victory at the monastery had won for you a respite in the Dark God's war against Sommerlund and the Kai. The following three years were peaceful for your homeland, yet elsewhere on Magnamund the agents of Naar continued their insidious work. On several occasions your special skills were sought by envoys from foreign realms whose leaders were desperate to rid themselves of Naar's minions. Courageously you undertook many of these dangerous missions and, by succeeding where no other mortal could, you brought fresh glories upon yourself and your fellow Kai.

    In the summer of MS 5080, during a return voyage by sea from a successful quest to distant Dessi, an act of sabotage very nearly wrecked the sailing ship that was transporting you home. Only fair weather and skilful repairs by the Sommlending crew saved the ship from being lost in the Gulf of Durenor. When the damaged craft limped into its home port of Anskaven, more than two weeks late, the reception you received was far from welcoming. The normally cheerful seafaring folk of this busy port were in a strangely sullen mood. Clearly they all recognized you, yet none cheered as you disembarked on Anskaven quay. The crowd was quietly hostile. Before you could determine their reasons, the uneasy silence was shattered by a troop of heavily-armoured cavalrymen who came galloping along the quayside, their gleaming swords drawn. The crowd scattered as the horsemen drew up in a circle around you. Their leader, a nervous young lieutenant whose coat bore the black eagle and three hearts motif of Avan Caldar, Baron of Anskaven, curtly ordered you to lay down your weapons. Not wishing to provoke these city troopers, you obeyed the command and allowed them to escort you to Baron Caldar's castle where you felt sure their inglorious mistake would be swiftly punished.

    Baron Caldar formally received you in the Great Hall of his castle. You had met previously on many state occasions at King Ulnar's court in Holmgard and had always held each other in high esteem. Yet Caldar, flanked by more than a dozen armed bodyguards, could barely bring himself to conceal his contempt. He spoke to you as if you were a hated criminal. You asked why you were being treated in such a manner, but your pleas fell on deaf ears. Without further explanation, he ordered that you be taken immediately to the dungeons and placed in irons.

    Later that evening, using your mental Kai Disciplines to help loosen the tight-lipped resolve of a dungeon guard, you learned the reasons for your apparent fall from grace.

    ‘You first arrived in Anskaven by ship eighteen days ago, as expected,’ said the gaoler, in response to your psychic commands. ‘Baron Caldar met you personally at the quayside and gave you a horse and six of his best troopers to escort you to Toran. During your ride to that city, they say you murdered his men and burnt their bodies. On arriving at Toran, you tried to assassinate Banedon—the Guildmaster of the Brotherhood of the Crystal Star. He survived, yet much of the Guildmaster's Hall was destroyed by your doing. To cover your escape from the city, you poisoned the wells causing hundreds of deaths. At first it was said that a Helghast had adopted your likeness to gain entry to the Guildhall, but Guildmaster Banedon refuted these claims. He is convinced that you are possessed by the spirit of Naar. The Guildmaster dispatched the Toran militia to spread this message across Sommerlund. A few days later at the forest village of Durnfallow, near Tyso, the Fryearl of Durnfallow was murdered and his manor house was torched to the ground. The villagers say they saw you riding away from the blazing ruins, howling like a crazed wolf. The people are terrified by the thought that Naar has corrupted you—their greatest hero—and turned you against your own. They are scared and they are demanding swift justice. King Ulnar has bowed to their will; he has sent all of his Border Rangers to Tyso with orders to find and kill you on sight.’

    The news of your alleged crimes comes as a bitter blow. You are sure that it is all the handiwork of an agent of Naar, and you resolve to find and vanquish this impostor at the first opportunity. However, as you cast your eyes around the damp walls of the castle dungeon, you can only pray to Ishir and Kai that the Baron and his guards will believe your story and allow you a chance to reclaim your honour.
    Grand Master Disciplines:


    Discipline List
    Grand Weaponmastery

    This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

    Animal Mastery

    Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

    Deliverance (Advanced Curing)

    Grand Masters are able to use their healing power to repair serious battle wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

    Assimilance (Advanced Invisibility)

    Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

    Grand Huntmastery

    Grand Masters are able to see in total darkness, and have greatly heightened senses of touch and taste.

    Grand Pathsmanship

    Grand Masters are able to resist entrapment by hostile plants, and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

    Kai-surge

    When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

    Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

    Kai-screen

    In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increases as a Grand Master advances in rank.

    Grand Nexus

    Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

    Telegnosis (Advanced Divination)

    This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration, and the protection of his inanimate body, increases as a Grand Master advances in rank.

    Magi-magic

    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle magic, as taught to the Vakeros--the native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    Kai-alchemy

    Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artifacts.

    Levels of Grand Kai Mastership

    The following table is a guide to the rank and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection--to become a Kai Supreme Master.

    1. Kai Grand Master Senior
    2. Kai Grand Master Superior
    3. Kai Grand Sentinel
    4. Kai Grand Defender
    5. Kai Grand Guardian
    6. Sun Knight
    7. Sun Lord
    8. Sun Thane
    9. Grand Thane
    10. Grand Crown -- We have reached this rank.
    11. Sun Prince
    12. Kai Supreme Master
    Improved Disciplines:

    As you rise through the higher levels of Kai Grand Mastery you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

    Kai Grand Guardian

    If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery: Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

    Assimilance: Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

    Grand Huntmastery: Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

    Kai-surge: Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

    Kai-screen: Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

    Magi-magic: Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

    * Splinter--This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.
    * Flameshaft--This causes the tip of any Arrow, or arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.

    Sun Knight

    If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, Spear) with full effect, using only one hand.

    Deliverance
    Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

    Grand Pathsmanship
    Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and numbers of insects so affected increases considerably as a Grand Master rises in rank.

    Grand Nexus
    Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

    Telegnosis
    Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

    Kai-alchemy
    Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood spells:

    * Halt Missile--This causes any projected or hurled missile (i.e. arrows, axes, crossbow bolts etc.) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2-3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.
    * Strength--By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy in unarmed combat.

    Sun Thane
    If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

    Animal Mastery
    Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

    Deliverance
    Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

    Grand Huntmastery
    Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

    Grand Pathsmanship
    Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

    Kai-screen

    Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

    Kai-alchemy
    Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:
    • Slow Fall--By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.
    • Breathe Water--Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.

    Grand Thane
    Deliverance
    Grand Thanes with this Discipline are able to call upon the God Kai for divine assistance should a situation warrant it. Kai cannot intervene to save a Grand Thane from physical danger, but he can give signs which may help a Grand Thane chose the best course of action. A Grand Thane can call upon the God Kai for assistance no more than once every month. The frequency of divine audiences will increase as a Grand Master rises in rank.

    Assimilance
    Grand Thanes who possess this skill are able to protect themselves from detection by creatures using infravision (the ability to see the heat radiating from a person or thing), or ultravision (the ability to detect objects or movement in the ultraviolet spectrum of light).

    Kai-surge
    Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

    Grand Nexus
    Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

    Telegnosis
    Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

    Magi-magic
    Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:
    • Power Glyph--By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
    • Hold Enemy--Using this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.

    Grand Crown
    If you are a Grand Master who has reached the rank of Grand Crown, you will now benefit from improvements to the following Grand Master Disciplines:

    Grand Weaponmastery
    Kai Grand Crowns with this Discipline are consummate masters of unarmed combat. When fighting bare-handed, i.e. without any weapons, they may add 3 points to their COMBAT SKILL.

    Animal Mastery
    Grand Crowns with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of a Kai Grand Crown.

    Grand Pathsmanship

    Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

    Kai-screen
    Grand Crowns who possess mastery of this Discipline are able to mask the goodly aura which radiates naturally from their minds and bodies. Additionally, Grand Crowns can deliberately alter these auras to give a false impression of themselves to creatures that are sensitive to such psychic auras.

    Grand Nexus

    Grand Crowns who possess this Discipline are able to speak a Kai Power Word—a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.

    Kai-alchemy
    Grand Masters who have reached the rank of Grand Crown are able to use the following Brotherhood Spells:
    • Teleport—By casting this spell, Kai Grand Crowns can transport themselves physically to any place which they can see with their own eyes. The spell will carry the caster, his equipment, and clothing to his chosen sighted destination. It cannot be used on any other living creature and it will not transport any other living creature along with the caster. Use of this spell will cost the caster between 1 and 5 ENDURANCE points every time it is used. This cost reduces as a Kai Grand Master increases in rank.
    • See Illusion—Using this spell, a Kai Grand Crown is able to detect an illusion and know immediately its true identity or purpose.



    The nature of these additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.


    Equipment:
    You have in your possession a map of Sommerlund and the Wildlands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart.
    We are at the 50 crown maximum.

    You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).
    • Broadsword (Weapons)
    • Bow (Weapons)
    • Quiver (Special Items) This contains six Arrows: record them on your weapons
    • Dagger (Weapons)
    • Sword (Weapons)
    • 2 Meals (Meals) Each Meal takes up one space in your Backpack.
    • Rope (Backpack Item)
    • Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

    Default is Quiver, Rope, Potion, 1xMeal. Let me know if you want differently.
    (I goofed and didn't realize these carried over. Since we never used our default setup last adventure, I will take 2 meals and a potion from this group, giving us a "normal" inventory of: a quiver, a rope, 2 potions, 3 meals. Let me know you want any changes.)

    The following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):
    • Crystal Star Pendant
    • Sommerswerd
    • Silver Helm
    • Silver Bracers
    • Jewelled Mace
    • Silver Bow of Duadon
    • Korlinium Scabbard
    • Kagonite Chainmail

    I will take them all (unless otherwise instructed) and try to remember to use them, but I only really remember the weapon effects.


    Our Current Status:
    Combat Status:
    Combat Ratio:
    48 base from last book +1 for the new discipline. Total is now 49 (+6 psi-surge)

    Endurance:
    57 base from last book +2 for new discipline. Total is now 59.

    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
  • TagTag Registered User regular
    edited April 2011
    Page 1: The jangle of keys and the metallic squeal of a rusty iron bolt makes your pulse quicken. Moments later, the heavy dungeon door creaks open and two imperious figures step with caution into the dingy cell. They are protected by a dome of radiant magical energy, yet you can see enough of their features through this shimmering force field to recognize them to be Baron Caldar and Guildmaster Banedon.

    ‘Well met, old friend!’ you call out, but Banedon does not return your greeting. His countenance is one of fearful suspicion. Clearly he and the Baron suspect you are the evil impostor who has wrought havoc across Sommerlund.

    ‘Come now, Banedon. Truly, it is I—Lone Wolf. Won't you release me from these shackles?’

    Banedon takes hold of a crystal pendant that hangs from a chain around his neck and a wave of strong psychic energy washes over you. The sensation is deeply unpleasant, but you resist the urge to use your psychic Kai defences to repel it. Instead, you allow this mental probe to access the recesses of your mind and gradually Banedon's grim expression is replaced by a smile. He nods approvingly and, in an instant, the magical barrier which protects the two men blinks out of existence.

    If you possess a Platinum Amulet, turn to 195.

    If you do not possess this Special Item, turn to 302.

    ______________________________________________

    Page 195: ‘Release him, my lord,’ says Banedon. The Baron, caught off-guard by the sudden disappearance of the magical shield and the Guildmaster's unexpected request, takes a step backwards and reaches nervously for his sword.

    ‘Have no fear,’ says Banedon, staying the Baron's hand, ‘for we have here the real Grand Master of the Kai.’

    ‘How can you be so sure?’ retorts Caldar. Banedon smiles and points to the amulet that you wear around your neck.

    ‘Look there,’ he says. ‘No agent of Naar could tolerate the touch of that goodly artefact. Banish your doubts, my lord. This man is Lone Wolf.’

    Turn to 88.

    ______________________________________________

    Page 88: Caldar removes his hand from his sword and heaves a sigh of relief. ‘Thank Ishir you've returned to us, Grand Master. Perhaps now the evil that has befallen Sommerlund will be avenged.’

    The Baron summons his gaoler who unlocks the shackles that encase your wrists. Then, as the three of you hurriedly ascend from the castle dungeons to the Great Hall, Caldar and Banedon confirm the account of events that you extracted earlier from the gaoler. In addition to these facts you also learn that several days ago an angry mob, composed in the main of soldiers and citizens from Holmgard, marched upon the Kai Monastery. Firestone, the most senior of the New Order Kai, pleaded with the mob for calm. Fortunately they heeded his call and allowed him to send four Kai Masters to Tyso—the city where the impostor was last sighted. Firestone has ordered these four Kai to track down and slay the impostor as quickly as possible.

    You are in no doubt that this impostor is a formidable enemy, one who could easily prove more than a match for the four young Kai. Anxious for their safety, you request that you be allowed to ride to Tyso to join with them. Banedon is in agreement, but he suggests a swifter and surer way that you may reach Tyso. Moored to the tower of Baron Caldar's castle is Cloud-dancer—the Guildmaster's skyship—which he places at your disposal. Gratefully you accept his generous offer.

    You are keen to leave for Tyso without further delay, but before you depart, Baron Caldar offers you the chance to equip yourself with weapons and stores from his well-stocked armoury.

    If you wish to accept the Baron's offer, turn to 149.

    If you decide to decline his offer, turn to 260.

    ______________________________________________

    Pqge 149: Caldar instructs one of his guards to escort you to the castle armoury, where you are encouraged to take whatever you need. From among the many racks of fine weapons and equipment, the following items catch your eye:

    Broadsword
    Sword
    Axe
    Warhammer
    Short Sword
    Mace
    Spear
    Arrows (6)
    Quiver (counts as a Special Item if you choose this in addition to any Quiver you may already possess)
    Naphtha Bomb (small explosive incendiary—counts as a Backpack Item)

    If you choose to take any of the above items, make the appropriate adjustments to your Action Chart. You may then leave the armoury by turning to 260.

    Vote, etc.
    ______________________________________________

    Page 260: Baron Caldar escorts you and Banedon to the roof of his castle's main tower where, hovering above, you see the great gleaming hull of the Guildmaster's skyship—Cloud-dancer. At Banedon's signal a cage is lowered from the stern of this magical vessel and, after bidding farewell to the Baron, you are both hoisted aboard. The crew, some of whom are survivors from his previous skyship—Skyrider—are clearly agitated by your unexpected appearance; the sibilant hiss of their fearful whispers echoes softly along the deck. But immediately Banedon vouches that you are not the impostor who has terrorized Sommerlund these past few weeks and this swiftly allays his crew's suspicions. As you accompany the Guildmaster to his quarters, the mood of the men and dwarves of the ship's complement changes. Respectfully they salute you and welcome you with pride aboard their wondrous craft.

    The Cloud-dancer sets sail and follows a southwesterly bearing for the city of Tyso, over one hundred miles distant. The night sky is clear and Javano, the ship's pilot, is confident that you will arrive within the hour. During the brief voyage, Banedon communicates magically with the elders of his Brotherhood in Toran. He informs them of your safe return and tells them of your plans to track down the impostor. In response they assure him that word of your return will be conveyed at once to the King in Holmgard, and to your beleaguered kinsmen at the Kai Monastery. This glad news does much to lift your bruised spirits.

    It seems as if you have been aboard the Cloud-dancer for no more than a few minutes when a message arrives from the forward lookout: ‘Tyso lights due south.’ You leave Banedon's comfortable quarters below deck and accompany him to the prow rail from where you catch your first aerial glimpse of the distant city-port. The warm lantern light of hovels and taverns shimmers like a captive cluster of stars within the city's protective wall. At the Guildmaster's command, Javano begins the skyship's descent and, as the twinkling lights loom larger, you are able to make out the silhouette of a grand castle that is perched on a headland overlooking the harbour.

    ‘There's our destination, Lone Wolf,’ says Banedon, cheerfully, ‘the castle of Baron Tor Medar—the Seneschal of Tyso.’

    Turn to 7.

    ______________________________________________

    Page 7: Guided by a circle of blazing beacons, Javano the pilot lands the skyship expertly in the middle of a paved training park located within the castle's expansive grounds. In Tyso a curfew is in force, and the only figures lawfully abroad this night are Baron Medar's guardsmen whose numbers have been doubled by a regiment of Border Rangers recently arrived from Holmgard. Banedon suggests that you stay on board until he has informed Baron Medar of the true situation.

    ‘The guards of Tyso are under orders to kill you on sight,’ he says, as he gets ready to disembark. ‘It would not be wise to show yourself, Grand Master, until I have explained all to the Baron.’

    You remain in his quarters while Banedon seeks an audience with Baron Medar. Shortly he returns with the Baron who, upon entering the cabin, greets you warmly like a father welcoming home a favourite son.

    ‘You will always be welcome here, Lone Wolf,’ he says clasping your hand in friendship. ‘I knew in my heart that you were innocent of these crimes which have so shocked our people. You may rely on me to help you find this impostor who has sought to harm us and bring dishonour upon your good name.’

    You thank the Baron for his support and his pledge of loyalty, and you tell him how pleased you are to be in Tyso after the months you have spent abroad.

    ‘Then come, my lord, let's adjourn to my hall where you may enjoy the hospitality of my court,’ he says, and turns to leave the cabin. As he reaches the door he says: ‘Oh, and by the way, there are some men waiting there who, I'm sure, will be most pleased to meet with you.’

    Turn to 238.

    ______________________________________________

    Page 238: The Baron escorts you and Banedon through the echoing corridors of his castle, past watchful ranks of court guards and Border Rangers, to a hall which is lavishly furnished with Durenese oak and rare silken tapestries. Awaiting you there are a group of young men attired in hooded grey cloaks and close-fitting tunics. You recognize them immediately for they are four of your most promising students—Kai Masters Black Hawk, Star Lynx, Blazer, and Steel Hand.

    ill13.png

    ‘Praise Ishir you've returned to us, Grand Master!’ says Black Hawk, laying his right hand across his chest in a formal Kai salute. His companions breathe an audible sigh of relief as they, too, salute you and bow in deference to your rank.

    ‘Stand easy, my lords,’ you say, smiling as you motion them to relax. ‘It warms my heart and gives me strength to be with you again.’

    ‘We have heard the Guildmaster's account,’ says red-haired Blazer, ‘and we await your orders, my lord. Upon your command we will find the impostor and avenge the honour of the Kai.’

    You are about to give your answer when a court herald announces the unexpected arrival of Lord Foilan, Reeve-lieutenant of Tyso, the man charged with keeping law and order in the city. Upon entering the hall he is momentarily taken aback by the sight of you standing at the Baron's side.

    ‘Calm yourself, Foilan,’ says Baron Medar, ‘this is the true Lone Wolf, not the impostor who stalks our land. What news have you?’

    ‘Sire … the Kai impostor has been sighted within the hour by rangers in the city's North Quarter. They tried to take him captive but he slew two and wounded three of their number before escaping into the old necropolis. The city watch now have both entrances to the necropolis secure—he will not be permitted to escape.’

    ‘Very good, my lord,’ retorts the Baron. ‘So we have him cornered.’

    ‘If he's gone to ground in the old necropolis,’ says Banedon, ‘he'll be hard to track down. The catacombs of that ancient burial field are vast. It could take months to search them all.’

    ‘Never fear,’ you say confidently. ‘With the help of my able young Kai Masters I shall track and trap this impostor before dawn.’

    ‘Aye, my lord,’ pipes Star Lynx, elated by the thought of the hunt, ‘we'll flush this cur from his hole before sunrise and bring him to justice.’

    Guided by Lord Foilan, you take your leave of Banedon and Baron Medar and depart from the castle on horseback, accompanied by your eager Kai. During your ride through the twisting, lantern-lit streets of Tyso, you learn from Foilan that there are only two ways in and out of the city's old necropolis: by its South Gate or by its Western Arch.

    ‘The impostor fled into the burial ground by the South Gate, my lord,’ says Foilan, ‘but that was more'n an hour ago. He'll be deep un'erground by now.’

    If you wish to ask Foilan to lead you to the South Gate of the necropolis, turn to 337.

    If you choose to ask that he take you to the Western Arch instead, turn to 323.

    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
  • NeadenNeaden Registered User regular
    edited April 2011
    Pick up the bomb discarding a meal if we need to and go to the Western Arch to cut the impostor off

    Neaden on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    Neaden wrote: »
    Pick up the bomb discarding a meal if we need to and go to the Western Arch to cut the impostor off

    This one speaks sense.

    Darian on
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    Neaden wrote: »
    Pick up the bomb discarding a meal if we need to and go to the Western Arch to cut the impostor off

    Thirded

    Man in the Mists on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Neaden wrote: »
    Pick up the bomb discarding a meal if we need to and go to the Western Arch to cut the impostor off

    I was thinking the exact same thing. Freaky.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • HykuHyku Registered User regular
    edited April 2011
    Pick up the bomb discarding a meal if we need to and go to the Western Arch to cut the impostor off

    For Powers, Weapon Prowess!

    It never loses its bonus, unlike Kai Surge and well Telegnosis has never actually once in all the books done something other than provide a small explanation :)

    Hyku on
  • TagTag Registered User regular
    edited April 2011
    Page 323: ‘Follow me, my lords!’ shouts Foilan, as he spurs his black mare along a narrow, cobblestoned street that wends its way through Tyso's shabby North Quarter. At a junction close by the city's main stables, he turns into an avenue that leads to the West Arch of the Old Necropolis.

    When the Arch is less than a hundred yards distant, Foilan brings his horse to a halt and you rein in your steed beside him. Several dozen guards and rangers have gathered at the Arch and they have erected a barricade which completely blocks the entrance to the burial ground beyond. The Reeve-lieutenant tells you to wait here with your men while he goes forward to inform the guards of the situation and to tell them that you and your companions are not Kai impostors.

    Patiently you wait for Foilan to complete his task. Then, on seeing his signal, you move forward and join him at the Western Arch. He shouts an order and hurriedly the guards pull aside a wagon which blocks the entrance, enabling the five of you to dismount and proceed into the necropolis on foot.

    Aided by the moonlight, you lead your party along a gravelled path towards the centre of the burial ground, to where a tunnel-like opening has been excavated in the side of a mossy mound. On arriving at this shadowy entrance you stop to examine the surrounding area, to check for any clues that may help you track your quarry. You find no fresh prints and you sense no lingering aura of an evil that could betray his presence. Confident that it is safe to proceed, you enter the mound and lead your comrades down a wide stone ramp to an oval-shaped chamber. A dozen stone coffins, each carved with the likeness of its occupant, are laid out in a circle like the spokes of a wheel. The chamber is cold and unwelcoming, but it does not harbour any trace of evil. You are sure that the impostor has not set foot here.

    On the far side of the burial chamber, opposite the ramp, there is a stairwell which descends deep into the catacombs below the necropolis. You go down these stairs until you come to a landing where a passage crosses from north to south. Black Hawk suggests that the party split in two and explore both ways, but you are not in favour of this idea. Splitting the party would make it easier for the impostor if he chose to launch an ambush. You peer along both passages and draw on your Grand Master skills to determine the best route to follow, but with little success. Neither passage looks especially inviting.

    If you decide to enter and explore the north passage, turn to 275.


    If you choose to investigate the south passage, turn to 107.

    Blind choice roll.

    __________________________________________________

    Page 275: Lining the walls of this passage are countless thousands of small alcoves, each one occupied by the skull of an ancient Tysoan. Occasionally this macabre display is punctuated by a sealed tomb or burial urn, but in the main the parade of mirthless skulls seems to go on forever.

    At length you come to a circular vault where, unexpectedly, you can hear the sound of the sea. Using your infravision to scan the dark chamber before entering, you note that a wide section of its stone floor has collapsed. The sound of the sea breaking against a distant shoreline wells up from this gaping hollow.

    With caution guiding your step, you enter the inky black chamber and inch your way to the edge of the fissure. You can detect no living creatures or other sources of heat, but using your Kai senses you are able to determine that the hollow is more than one hundred feet deep. There is one exit from the vault, but it lies over forty feet away, on the opposite side of the fissure.

    If you possess Kai-alchemy, and wish to use it, turn to 66.

    If you do not possess this skill, or if you choose not to use it, turn to 247.

    __________________________________________________

    Page 66: You ask Steel Hand to give you his rope and he obeys dutifully. Then you utter the words of the Brotherhood Spell Levitation and almost immediately you feel gravity losing its grip on your body. Gently you rise to the ceiling of the vault where, using the exposed stone buttresses, you are able to pull yourself along until you are directly above the centre of the fissure. Here you fix one end of the rope to an exposed stone beam and cast the other end to your companions waiting below. One by one they swing across the void and, when all have crossed safely, you untie the rope and pull yourself to the far side before intoning the words that cancel the effects of the spell.

    It is clear from their wide-eyed expressions that they are all impressed with your mastery of Brotherhood magic, especially Steel Hand. You gather up his rope and as you give it back to him you say: ‘Don't worry. One day I'll instruct you in the ways of magic so that you, too, can walk a ceiling!’

    The young Kai Master smiles as he stuffs his rope into his bulging backpack.

    ‘And now, my lords, we must press on. We've a trail to find,’ you say, and you motion your companions to follow as you get ready to leave this chamber.

    Turn to 160.

    __________________________________________________

    Page 160: The passage beyond the fissure twists and turns like an angry snake. Gradually this winding tunnel bears eastwards and descends by slope and stair into deeper levels of the catacombs. During your long trek you detect not a single trace of the impostor and, when eventually the tunnel comes to a dead end, you curse your ill luck. Reluctantly you decide to retrace your steps. It is only then that you sense a faint but lingering aura of Evil close to the tunnel floor.

    A closer inspection reveals a trapdoor set into the grimy flagstones. You pull this heavy hatch open and discover a circular chute and a ladder descending into darkness. Your heart misses a beat when you notice fresh tracks on the ladder's iron rungs; at last you have found the impostor's trail.

    Cautiously you lead the descent into the chute, using your powers of infravision to scan for signs of movement in the damp darkness below. After several minutes you reach the bottom of the ladder where you discover a large vaulted chamber. Around its walls are positioned urns and grey stone caskets, each embellished with traces of gold. There is an unexpected air of opulence about this vault which prompts you to guess that it is a secret burial tomb.

    If you have ever visited the Graveyard of the Ancients in a previous Lone Wolf adventure, turn to 182.

    If you have never visited this forbidden place, turn to 206.

    Oh hey, our misadventure in Book 1 pays off!

    __________________________________________________

    Page 182: Looking around the walls of this tomb brings back memories of the time that you ventured into the Graveyard of the Ancients. The shape of the urns which stand here are identical to those that you discovered by chance in the tombs beneath that forbidden burial ground. The recollection chills you, for clearly you recall that those urns contained deadly Crypt Spawn.

    You focus your Sixth Sense on the urns that line this chamber and, to your relief, you detect no living creatures lurking within. You instruct the others to examine them with care and, to your surprise, they discover that some contain Laumspur leaves. They are spotted with age but they still possess their healing powers. (There are enough leaves here for three Potions of Laumspur. Each potion counts as one Backpack Item and will restore 4 ENDURANCE points when swallowed immediately after combat.)

    You are helping Blazer to tilt one of the urns when a sudden and unexpected noise at the far end of the chamber sets your pulse racing.

    Turn to 80.

    Taking all potions and discarding a meal. We now have a full inventory of 10 things.

    __________________________________________________

    Page 80: The grating rumble of heavy stone on stone heralds the sudden appearance of the impostor. Like some secret door to a nightmare realm, the entire far wall of this vault is slowly sliding open. Violent tremors shake the floor and orange tongues of flaming gas shoot from the ever-widening gap. Silhouetted in the centre of this fiery portal is a warrior clad in a parody of the robes of a Kai Grand Master. His stature and his facial features bear an uncanny resemblance to your own, yet the two of you are not entirely identical. The eyes of this impostor betray his true nature for they are black and cold; they are like two tiny windows through which you can see the evil lurking deep within his heart.

    The portal crackles and roars like a blazing furnace yet it radiates no heat. You sense powerful magic at work here and you shout a command to your young Kai comrades to prepare themselves for combat. They react as one, their years of training suppressing their fears, and swiftly they draw arms and form up in a protective circle around you. The impostor unsheathes his black-bladed sword and gives vent to a chilling laugh that momentarily drowns the roar of the flames. His cruel laughter fills your head and suddenly the stone walls of the vault seem to writhe and buckle inwards. Your psychic Kai defences resist this illusion and the distortion ceases, yet as it does so you realize that something important has changed. You command your companions to retreat towards the chute but they do not respond. They are completely rigid, frozen immobile like four stone statues.

    ‘Ha ha ha … ’ cackles the impostor, ‘so we meet at last, Lone Wolf.’ He advances a little nearer and you feel an icy chill wash over you. The body of this bogus Kai Lord radiates coldness.

    ‘How I have enjoyed myself in your guise,’ he sneers. ‘Let me introduce myself … I am Wolf's Bane. An apt name, don't you think?’

    ‘What is your purpose?’ you growl in reply, your hand poised to draw a weapon in case he should attempt to launch a sudden attack.

    ‘Why, I've come to kill you, of course,’ he retorts, his voice full of contempt. ‘There should be but one Grand Master and only I am worthy of such distinction.’ The impostor narrows his coal-black eyes and curls back his lip in disdain.

    ill5.png

    ‘And I intend to prove my worthiness, Lone Wolf,’ he adds, with quiet menace.

    ‘How so?’

    ‘By a duel,’ he replies. ‘I challenge you to a duel. A fight to the finish. A fight between just you and I, Lone Wolf.’

    ‘And if I refuse your challenge?’ you retort, defiantly.

    ‘Then your four frail acolytes will die.’ The impostor sweeps his sword in a wide arc, as if to emphasize his threat, and the fiery wall at his back begins to change. The plumes of flame twist and spin with increasing speed until the wall is transformed into a swirling vortex. Fear tightens its icy fingers around your throat as you witness the creation of a Shadow Gate—a portal to another plane of existence. At once you know his threat is real. If he were to direct the power of the vortex towards your paralysed companions, they would be helpless to resist. They would be sucked into the Shadow Gate and destroyed.

    ‘Very well,’ you say, ‘I accept your challenge.’

    Wolf's Bane gives a triumphant smile and whirls his black sword around his head. Then he dashes the blade to the floor and, in a terrifying instant, a mighty gust of wind tears the two of you off your feet and sends you both hurtling into the fiery heart of the dread Shadow Gate.

    Turn to 200.

    __________________________________________________

    Page 200: Fiery winds sear your face and body as you, and your adversary, tumble headlong towards the whirling white heart of the vortex. Motes of fire stream past on all sides and a roaring wind howls like a demon in your ears. You pass through a cloud of sparkling vapour which wraps threads of silver light around your limbs and torso. As you emerge from the cloud, this shimmering cocoon grows tighter and tighter until the pain becomes almost unbearable.

    If you possess Grand Nexus, and have attained the rank of Grand Thane, turn to 229.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 281.

    __________________________________________________

    Page 229: Rapidly the pain melts away as your advanced Kai Mastery sheathes and protects you from the crushing grip of the vortex. The strands of light unravel themselves and dissolve as you plummet ever nearer to the blazing white heart of this cosmic whirlpool. Then, at the moment you plunge into its core, your senses are obliterated and you are engulfed by total darkness.

    From out of the depths of this cold, dark universe there appears a pinpoint of light. You feel yourself being drawn inexorably towards it and, although you struggle to resist, you cannot tear yourself free from its irresistible pull. You feel yourself accelerating towards the speck until it becomes as large as a glowing sun. Then, with an abruptness that leaves you gasping, there is a flash of blue-white light and you find yourself lying spread-eagled upon a bed of moist green foliage.

    Turn to 49.

    __________________________________________________

    Page 49: With mixed feelings of fear and fascination you force open your eyes and gaze upon your alien surroundings. At first it seems as if you have fallen into a humid, green-walled cell, illuminated by a solitary lantern at the apex of a fluted chimney-like ceiling. Then slowly your mind makes sense of sights and smells and the realization of where you are makes you shiver with dread.

    You have landed inside the corolla tube of some gigantic flower. Huge stamens rise up to the light from the sticky bowl-shaped floor on which you lie, and nearby there is a large, chute-like tunnel which drops away into the plant's hollow stem. For a moment you close your eyes and let your psychic senses explore this strange environment. Your greatest fear is that you have been drawn through the Shadow Gate to the Plane of Darkness, the supernatural realm of Dark God Naar, yet you can detect no abnormally high concentrations of Evil. Also, you are unable to sense the presence of your adversary—Wolf's Bane. Your hopes begin to rise when suddenly you realize that you are still somewhere within the material universe of Aon. You are able to determine that this alien place is not your home world, yet you are certain that it is a planet that lies within the same galaxy as Magnamund.

    You cling to this small crumb of comfort and resolve to find a way of returning to Magnamund as quickly as you can. You open your eyes and stare around the walls of your plant-prison, searching for a means of escape. There appear to be only two ways out: by climbing a stamen towards the light high above, or by sliding down the nearby chute which plunges deep into the plant's stem.

    If you wish to climb a stamen, turn to 264.

    If you choose to slide down the hollow stem, turn to 103.


    Not quite a blind choice so I'll stop it here. Vote away!

    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
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    Climb up.

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    Up, up, and away!

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Climb up.

    I concur. Down can only lead to badness.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • TagTag Registered User regular
    edited April 2011
    Page 264: The thick, trunk-like stamen is covered with fine hairs which help you to make the long climb towards the amber-coloured light far above. However, as you get nearer to the light, the stamen hairs become coated with lumps of sticky, sweet-smelling yellow pollen. These pollen clusters hamper your progress as you have to struggle to unglue yourself from them every time you shift your position.

    You are nearing the stamen's bud-like top when you become aware of a distant buzzing sound. Rapidly the noise gets louder until you are suddenly plunged into semi-darkness. A huge winged insect is hovering directly above you, its multi-coloured body blotting out most of the pale amber sky. It lunges back and forth with its great head as it sucks away clumps of pollen from surrounding stamens with its long, spear-like proboscis. Then the creature detects your presence and the deafening noise of its wings changes pitch. It rises several feet above the stamen and hovers there for a few moments while it studies you with massive composite eyes. Unfortunately it takes only a few seconds for the creature to decide that it wants to vary its diet of pollen. With a sinister nod of its head, it extends its proboscis and then stabs its sticky point towards your unprotected back.

    If you wish to attempt to defend yourself from this creature's attack, turn to 135.


    If you decide to attempt to evade it, turn to 214.

    Knowing y'all, I'm just going to go ahead and assume for this one.... By all means let me know if you would rather evade.

    ______________________________________

    Page 135: The gigantic insect detects movement where it is expecting none and immediately it senses a threat to its safety. Swiftly it retracts its proboscis and rises several feet, taking its vulnerable belly beyond the reach of your sword arm. It hovers motionlessly for a few seconds, its glinting fly-like eyes watching you intently; then it emits a high-pitched shriek and at once you know that it is getting ready to attack.

    If you possess Animal Mastery, and wish to use it in an attempt to repel this creature's imminent attack, turn to 178.

    If you do not possess this Discipline, or if you choose not to use it, turn to 311.

    ______________________________________

    Page 178: Your psychic powers prove very effective: the giant insect obeys your command not to attack. Yet, before it flies away, it sprays the stamen with a misty vapour which causes the petals to close up.

    Hurriedly you retreat along the stamen and narrowly avoid being crushed to death as the huge petals fold in on themselves. Your innate Kai Discipline of Animal Control has saved you from a confrontation with the giant insect, yet the creature has used its own innate abilities to thwart your chances of escaping from the plant this way. The vapour condenses and runs along the stamen, making it difficult for you to maintain your grip, and reluctantly you are forced to retreat all the way down to the bowl of the corolla, to where the hollow stem is now the only chance you have of getting out of this plant alive.

    Turn to 103.

    ______________________________________

    Page 103: You lower yourself carefully into the hollow stem and soon discover that it drops away very steeply. It is a vertical tube for most of its length, yet you are able to slow your rate of descent by grabbing hold of tiny tendrils which protrude from the lining of the stem wall. As you get nearer to its base, the stem wall becomes semi-transparent and slick with moisture. You press your face to this warm surface and you are able to discern other stems. They look like the trunks of trees in a dense green forest. Then you look down to see that the stem of this plant is descending into darkness. The darkness begins at the point where the stem passes below ground level. You decide to stop at this point for you have no desire to explore the roots of this strange flower.

    Carefully you examine the fabric of the semi-transparent stem. If you can force your way through this tough plant wall, you will be able to escape from your prison-like tube.

    If you possess a bladed weapon, or a bladed Special Item, turn to 332.

    If you possess Kai-alchemy, and wish to use it, turn to 279.

    If you possess Magi-magic, and wish to use it, turn to 57.

    If you possess none of the above, or choose not to use them, turn to 4.


    Hmmm so many choices...

    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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    When did we start playing Gulliver's Travels?

    Kai-alchemy, please. Peek through, and teleport to the other side. Isn't there a discipline that gives control of plants, though?
    Grand Pathsmanship
    Grand Crowns with this skill are able to create a clear passageway through dense undergrowth, forest, or jungle. Once having passed through this passageway, the plant material will revert to its normal state. This skill can also be employed by a Kai Grand Crown against magical foliage, or to counter any plant material ranged against him by an enemy.

    We should use that.

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Kai-alchemy! Let's blow this popstand!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • Man in the MistsMan in the Mists Registered User regular
    edited April 2011
    Kai-Alchemy, but I agree with Darian. Grand Pathsmanship should have been one of the choices, especially since it could've kept the petals from closing.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited April 2011
    Magi-Magic Teleportation is for the weak! Explode things or forever suffer the pain of having not witnessed the afformentioned explosions!

    Hyku on
  • TagTag Registered User regular
    edited April 2011
    Page 279: You press the index finger of your right hand against the plant wall and whisper the words of the Brotherhood Spell Lightning Hand. You feel a tingling sensation run down your arm and then a crackling flame ignites at your fingertip which burns a neat hole through the stem. Then, quite suddenly, the sap within the plant wall catches fire and within seconds you find yourself trapped inside a roaring cocoon of fire.

    The highly flammable sap feeds the flames, and the temperature rapidly increases until the inside of the stem becomes as hot as a blazing furnace. Unless you possess the Discipline of Grand Nexus, you lose 5 ENDURANCE points before the flames die down and you are able to burst free from the smouldering stem.

    To continue, turn to 230.


    ________________________________

    Page 230: You leap from the rent in the plant wall and land safely on a mound of soft black earth. As you struggle to your feet, you notice that this rich soil forms a narrow clearing between the base of the plant and the stems of many others, all of a similar species. Their colossal stalks soar into a dimly amber sky where gigantic flowering heads bend and sway in a humid breeze. Staring at this awe-inspiring canopy, hundreds of feet above, makes you feel incredibly small and vulnerable—like a tiny insect. This feeling is made worse when suddenly a huge, horse-sized beetle comes careering through the plant stems. Instinct and quick thinking save your skin. Instantly you freeze and the shiny black monstrosity ignores you and continues its chaotic rampage through this forest of gigantic plants.

    small2.png"]

    It is several moments before your pulse slows and your senses detect a distant source of energy, somewhere away to the north. You cannot discern its nature or purpose but you feel compelled to investigate. Guided by your tracking skills, you trek through this extraordinary forest for nearly an hour before arriving at a huge clearing where, from the cover of a huge fallen leaf, you gaze upon a spectacular sight.

    Turn to 334.

    ________________________________

    Page 334: You have come to the edge of a deep canyon. The verdant walls of this massive gorge are carpeted with a rainbow of colour and the air is alive with the busy noise of huge, buzzing insects. Everything is fecund and fertile and dripping with humid jungle heat. High above the gorge you glimpse for the first time the source of the light which illuminates this strangely wonderful realm. The canyon is set within a cavern, the walls of which seem to engulf the sky. At its apex there is an oval-shaped vent through which a concentrated shower of amber rays pours down, like sunbeams through a stained glass portal. You watch in awe as flights of dragonflies, each as large as a Vassagonian Itikar, circle languidly above the canyon on gossamer wings. They shimmer like streaks of liquid silver as they ride the thermal currents. The sight is one of great beauty, yet one you cannot fully enjoy. The instinct which led you to the rim of this gorge now tells you that the source of the power you seek lies several miles away and above, beyond the vent that is the source of this cavern's light. Carefully you consider your predicament and determine that in order to escape, you must reach the vent—an exit that lies more than a thousand feet above the rim of the gorge.

    small5.png

    If you possess Kai-alchemy (and wish to use it), and have attained the rank of Kai Grand Crown, turn to 329.

    If you possess Kai-alchemy (and wish to use it), but have yet to attain the rank of Kai Grand Crown, turn to 146.

    If you do not possess this Discipline, or if you choose not to use it, turn to 116.

    ________________________________

    Page 329: Drawing on your newly-acquired magic, you focus on the distant vent and carefully recite the words of the Brotherhood Spell Teleport. For a few seconds your vision swims in and out of focus as your strength is sapped of the power that this spell requires (lose 4 ENDURANCE points). Then your sight becomes crystal clear and you feel yourself floating upwards through the air towards the apex of this gigantic cavern.

    You have risen close to a mile above the canyon when suddenly you attract the unwanted attention of a gigantic dragonfly. Anxious to evade a probable attack, you concentrate harder upon your destination and will yourself to accelerate.

    Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked.

    If your total is now 3 or less, turn to 340.

    If it is 4 or higher, turn to 84.

    We got a 6.

    ________________________________

    Page 84: You increase the rate of your ascent and swiftly accelerate beyond the reach of the predatory dragonfly. Unable to catch you, it emits a loud buzz of frustration which slowly fades as it spirals away. You glance down to see it satisfying its appetite in an attack upon a number of smaller dragonflies. From this great height they appear to be no larger than a cluster of colourful dots hovering above the centre of the great gorge.

    After several minutes you reach the apex of the cavern and soar into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you precariously towards its rocky lip, yet your Kai Mastery and your lightning-swift reactions save you from being crushed to death as you are blown onto its jagged, volcanic edge.

    You survive the impact and are able to haul yourself out of the vent and climb safely onto a surface that you assume to be the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

    Turn to 239.

    ________________________________

    Page 239: Before your disbelieving eyes there spreads a vast volcanic landscape, punctuated by mountainous dunes of blue-grey sand and columns of towering rock. The amber sky is mottled and banded, like the eye of an angry tiger, and within its fathomless reaches you count twelve multi-coloured moons. These glowing spheres cast their light upon the burnt and crusty soil, lending it a ghostly aspect. Thick clouds, black and turgid, swollen with humid vapours, rear up like shadowy castles upon the far horizon. You can feel coarse grains of sand in the stinging crosswinds and your senses warn that a storm is fast approaching.

    Seeking safer shelter from the coming storm, you get to your feet and cast your eyes across this warm yet unwelcoming land. Away to your right, lying less than a mile distant within a shallow basin of age-worn rock, you see a monstrous temple crafted from opaque black glass. Spikes of crystal embellish its many tiers and atop its highest level there stands a tower, tall and sleek.

    small6.png

    A square of yellow light marks an open portal at the tower's base. You glimpse something standing in the doorway and, when you magnify your vision, you see that it is a cloaked warrior silhouetted against the portal's fiery glow. Your pulse quickens the instant you recognize the warrior. It is your accursed adversary—Wolf's Bane.

    The compelling urge to move northwards, that you felt shortly after you broke free from the plant stem, returns to haunt your senses. You feel drawn towards the temple as if you are being summoned by a force beyond this world. Your Sixth Sense screams danger, and every fibre of your being knows it should resist, but you suppress these natural instincts and set off towards the temple. This towering edifice holds many dangers, of that you are in no doubt, yet bravely you resolve to confront and overcome them. Only by doing so can you hope to triumph over your enemy and find a way back to your home world of Magnamund.

    During your difficult trek to the temple, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 251.

    ________________________________

    Page 251: By the time you reach the base of the temple, the storm is howling like a vengeful demon in your ears. Stinging blasts of hot, sand-laden wind whip your face mercilessly and you are forced to lean almost horizontally into the storm to maintain your balance. The storm is increasing in ferocity by the minute. You are sorely aware that you must find cover within an hour at most or you will perish in this hellish blizzard.

    An empty parapeted stairway ascends from the temple's lowermost tier to the portal of its crowning tower. The parapet offers you protection from the wind and you climb the many steps bent over, almost on your hands and knees, in order to stay out of the abrasive storm. Before you ascend the last tier, you check to make sure that your adversary is not lying in ambush. The portal is now closed and you can sense no living creature nearby, yet you unsheathe your weapon from your belt and hold it ready in case danger should come from an unsuspected quarter.

    When you reach the portal, you discover that it comprises a seamless sheet of lead-lined iron, many inches thick. You detect a lingering aura of magic around its threshold which makes you wary that a trap may have been set. Yet when you summon your psychic skills to probe deeper, you sense otherwise. You detect that Wolf's Bane has deliberately cast an illusion of magic around this portal, no doubt in the hope that it will delay or deter you long enough for the storm to do its work. Confident that the door is not lethal, you examine it more closely. Set flush into the glassy surface of its surrounding arch, you discover an inscription above two squares of dull crimson gemstone. Your Sixth Sense reveals that tapping upon each square a correct number of times will cause the door to open. Cautiously you place your fingers lightly upon the squares and feel the gentle vibration of the door's locking mechanism. By concentrating on these vibrations you hope to be able to decipher its locking codes.

    After several minutes you determine that the first code is equal to the ENDURANCE points score below which a Grand Master cannot use the Discipline of Kai-surge.

    The second code is equal to the number of villages that lie on the highway between the cities of Holmgard and Ragadorn.

    In order to determine the numbers that will open the door to the temple, consult the map and games rules. When you think you know the two-digit solution, turn to the entry that is the same number as your answer.

    If you cannot decipher the codes, turn instead to 283.


    Kind of a lame puzzle...

    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
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2011
    Lightning hand. That's what he decided to go with? For shame, Lone Wolf. For shame.

    Also, that's not Teleportation; that's just Flight of some sort.

    Page 64, unless you follow the sea tracks, in which case it would be 66.
    map.png

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited April 2011
    Does that mean there are pages near the actual answer that result in a grissly demise?

    But yeah, 64. I take 'on the road' to literally mean on the road between the two, not just the cities between the two.
    Copy protection in a book? Doesn't that kinda' defeat the purpose? :P

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • HykuHyku Registered User regular
    edited May 2011
    64 Sure I could have counted but I'll trust the mathmatical skill of our fellow players!

    Hyku on
  • TagTag Registered User regular
    edited May 2011
    Page 64: The moment you complete the code, you feel a shuddering vibration run through the great iron portal. Slowly it grinds open to reveal an antechamber that is lit by a dozen flaming torches set around its glassy walls. The wind has now become so fierce that it is tearing the fabric of your cloak and tunic. Rather than remain outside in the storm a moment longer, you hurry through the open portal and seek shelter within.

    Turn to 227.

    ________________________________________

    Page 227: The iron portal grinds to a close behind your back, shutting out the storm so completely that the roar of the wind instantly disappears. The abrupt silence and lower air pressure within this entry chamber make your ears pop painfully. You lower the hood of your cloak and carefully wipe the sand from your eyes before taking your first tentative steps across the antechamber's polished glass floor.

    You pass through a triangular arch and down a ramp that leads to an echoing hallway. The floor and walls of this broad hall are fashioned from a black, glassy mineral that is veined with fluorescent greens and sickly purples. You sense strong pulses of psychic power radiating from an open arch at the far side of the hall and your skin prickles with a presentiment of danger. You unsheathe your weapon and move towards the arch with the utmost caution; you are expecting the unexpected.

    Turn to 150.

    ________________________________________

    Page 150: Beyond the arch lies a steep ramp that descends to the floor of a circular chamber, the lowest level of the tower which soars into the stormy sky above. Runes of alien design run around the seamless glassy walls and the air is heavy with the sweet smell of decay. A large circular plinth stands in the centre of the chamber, its mirror-smooth surface a little under three feet from the floor. You take a step towards it and suddenly it is surrounded by a wall of fierce blue flames which shoot upwards from tiny vents in the floor around its base. As these flames gradually subside, you see four Kai Masters cowering upon the plinth. They are the four young Kai you thought had been left safely behind in the Old Necropolis of Tyso. They look petrified with fear, and when they see you they throw up their blistered, soot-blackened hands and plead for you to release them from their fiery prison.

    Drawing upon your Magnakai Discipline of Psi-screen, you detect that the image of the four Kai Masters is nothing but a cruel illusion. Then, in the very next instant, the ramp on which you are standing suddenly drops away from under your feet. You throw yourself to one side and crash down upon the floor of the chamber, rolling over as you strike the hard surface to lessen the shock of impact. As you stagger to your feet, you see the image of the four Kai being consumed by fire. It is a frightful sight, and as they scream their last, a wave of hostile psychic energy crashes into your mind.

    If you possess Kai-screen, turn to 122.

    If you do not possess this Discipline, turn to 45.

    ________________________________________

    Page 122: The sudden and unexpected ferocity of this psychic assault makes you fall to your knees and clasp your head in both hands. The pain is worming its way deep into your mind, causing your body to convulse with psychic shock. Dimly, through a red haze, you sense that the Platinum Amulet you are wearing around your neck affords you some defence against this attack, although it cannot protect you completely.

    Pick a number from the Random Number Table. For every level of Kai Mastery that you have attained above the rank of Kai Grand Guardian, add 1 to the number you have picked. (The maximum you are permitted to add is 5.)

    If your total score is now 3 or less, turn to 16.

    If it is 4–9, turn to 96.

    If it is 10 or higher, turn to 315.

    We got a 3 but were pushed up to 8.

    ________________________________________

    Page 96: You muster your psychic defences and construct a wall around your mind to protect yourself from this agonizing mental assault. Your strategy is effective, although the effort it requires depletes your reserves of strength (lose 3 ENDURANCE points).

    This psychic assault has been one of the worst you have ever experienced. You have survived, but your Kai senses tell you that your ordeal has not ended; it has only just begun. You force open your eyes and look with dread at the terrible threat confronting you now.

    Turn to 300.

    ________________________________________

    Page 300: From the uppermost reaches of the tower there descends an icy fog which radiates an intensely powerful aura of Evil. This menacing mist darkens as it swirls around the lower levels, like some huge vaporous snake seeking out its prey. Then, slowly, it gathers in towards the centre of the chamber where it hangs above the plinth like an angry thunderhead, roiling and seething with colossal malevolence.

    You gaze into this black cloud and are gripped by an abject terror the instant you fathom its nature and purpose. This cloud is not of this world and it has not fully taken on substance and being within the material plane of Aon, yet even in its malformed state you recognize it to be a materialization of ultimate Evil. This is a manifestation of Naar—the King of the Darkness!

    Suddenly a deafening clap of thunder shakes the walls and the base of the tower is lit up by crackling arcs of lightning. The freezing air seethes with tension as the presence of Naar triggers explosive chemical imbalances within it. Then, above the crackling cacophony of noise, you hear a chilling voice speaking to you in your native tongue.

    ‘Disciple of Kai—you know my name. Will you not deign to speak it?’

    Morbid terror is ripping at your insides yet you refuse to show the slightest trace of weakness. You steel yourself and inwardly you pray to Kai and Ishir to protect you in this hour of deepest need.

    ‘No!’ you scream. ‘I will never acknowledge you!’

    ‘You may be one of Kai's favourite minions,’ retorts the voice, ‘but you will always be mortal. You would do well to remember that in my presence.’ Thunder booms and the floor shakes beneath your feet, causing you to fall involuntarily to your knees.

    ‘Now that you bow before me, Lone Wolf, I shall impart to you your fate, for I am the true master of Aon. This is Avaros, a small and insignificant satellite of Duron, a world that has long been devoted to my cause. And you have been lured here for one purpose—to be destroyed. During the speck of time that you have existed, you have become an impertinent obstacle to my conquest of Magnamund. For this you will forfeit your soul. Yet, before I claim your worthless soul, I shall make sport of your demise so that Kai and Ishir shall see the worthlessness of their creations and know the futility of their cause.’

    Once more the thunder booms and you are blinded momentarily by a flash of white fire. Slowly your sight returns, and now you can see your adversary—Wolf's Bane—standing upon the plinth, directly under the menacing black cloud.

    ‘Here is my champion,’ speaks the voice of Naar. ‘You and he are well-matched for the contest that is about to commence.’

    Wolf's Bane unsheathes his sword and levels it your chest. His facial features twist into a grotesque parody of your own as he spits out a venomous threat:

    ‘Victory will be mine, Lone Wolf. Evil shall ultimately triumph!’

    You shout a defiant riposte, but the voice of Naar booms once more, drowning your worthy cry:

    ‘So be it! Let the duel begin!’

    Turn to 30.

    ________________________________________

    Page 30: Nausea wells up from the pit of your stomach as the lower chamber of the tower is suddenly transformed into a whirling spiral of violent colours and noise. You feel yourself falling forwards into this vortex and, for a few fleeting seconds, you glimpse your adversary. He is brandishing his sword and laughing like a madman, his face twisted with maniacal glee as he rides this terrifying whirlwind. Then he is lost to the chaos of the maelstrom and he vanishes from your sight.

    For what seems like an eternity you spin and fall through a rainbow of colour and sound. Only gradually do you become aware that this nightmare journey is coming to an end when the noise abates and the swirling colours begin to fade. Then, with a jolt, you find yourself standing ankle-deep in stagnant green water, struggling to keep your balance. You draw your weapon and scan your surroundings, fearful of sudden attack, but you soon realize that you are alone.

    You appear to be under the ground, standing in a crude sewer-like tunnel which has been excavated by primitive means. The roots of trees protrude from its beaten earth ceiling and there is a stale and unpleasant smell of rotting vegetation. You use your psychic skills to probe for Wolf's Bane but you cannot detect his presence, and so you sheathe your weapon and relax your guard. The encounter with the manifestation of Naar has left a fear gnawing at your heart, the fear that the Dark God could at any moment he chooses lay claim to your soul. But your Kai courage swiftly overcomes the anxiety and you draw comfort from your faith in the Gods Kai and Ishir. You offer up a prayer to them to watch over you during the coming trial of strength, and vow that you will never lose hope, no matter what dangers you may yet face. As if in answer to your prayer you feel a surge of energy flow through your body, revitalizing your mind and senses (restore any ENDURANCE points which you may have lost during your adventure so far).

    Alert and confident, you peer along the gloomy tunnel in both directions and try to determine the best course to follow. Neither way looks especially appealing.

    If you choose to explore the tunnel ahead, turn to 128.

    If you decide to follow the tunnel behind, turn to 262.

    Blind choice coinflip.

    ________________________________________

    Page 128: The damp subterranean tunnel meanders for nearly a mile before entering a cavern which is lit by rays of insipid sunlight, permeating through holes in its root-entangled ceiling. Your natural Pathsmanship warns you that the slimy water is deep at the centre of this cavern and, as you enter, you take extra care where you tread.

    Thirty yards opposite there is a sloping tunnel which appears to ascend towards the surface; dim light illuminates its dry earthen floor. You approach it, keeping near to the cavern wall to avoid the deep water, but you have only taken a few paces when a sudden noise jars your nerves. With a dull boom, a concealed portcullis falls from the ceiling to seal off the tunnel through which you have come. Moments later, swirling eddies form in the water at the centre of the cavern and, with a hissing splash, a huge snaky head breaks through the surface and rises up to scrape the ceiling. Around its banded neck there is a collar of iron which is attached to a heavy chain. The chain disappears below the surface, keeping the creature a prisoner of this cavern. You gasp as you look into the eyes of this gigantic serpent for they radiate waves of evil that seem to place a chill in your very soul.

    ill8.png

    If you possess the Discipline of Animal Mastery, and have attained the rank of Kai Grand Crown, turn to 61.

    If you possess Animal Mastery, but have yet to attain this rank, turn to 208.

    If you do not possess Animal Mastery, turn to 110.

    ________________________________________

    Page 61: Using your advanced mastery, you are able to project the image of the creature's most feared adversary into its mind's eye. The huge serpent reacts violently; it twists and wrenches at its iron collar in a desperate attempt to break free from its bonds. Its great body, which is studded with tiny barbed horns, thrashes the water into a stinking foam as it writhes back and forth in front of the exit tunnel. Your psychic projection has this creature terrified, but its state of near-panic will now make it difficult for you to reach the tunnel and escape from this cavern.

    If you possess Kai-alchemy, and have attained the rank of Grand Crown, turn to 293.

    If you do not possess this skill, or have yet to attain this level of Kai Mastery, turn to 326.

    ________________________________________

    Page 293: You concentrate upon the entrance to the tunnel as you recite the words of the Brotherhood Spell Teleport. You feel a power building deep within your body, a power you are able to contain until the moment comes to release it. As soon as the writhing giant serpent twists away from the tunnel mouth, you channel the spell's energy into propelling you across the cavern. Within seconds you are able to reach the safety of the exit and make your escape unscathed.

    Use of this spell drains you of 5 ENDURANCE points. Make the necessary adjustment to your Action Chart before continuing.

    Turn to 115.

    Teleport seems misnamed.

    ________________________________________

    Page 115: You follow the tunnel as it ascends towards the surface. A dot of daylight appears in the distance which, as you climb towards it, becomes a cluster of bright sunbeams filtering through a curtain of vines. This fringe of emerald streamers conceals the cave mouth entrance to this tunnel. The tunnel itself becomes increasingly humid as you get nearer to the exit. Its dry earth floor has gradually transformed into a slick and treacherous surface which is alive with beetles and centipedes, some as long as daggers.

    Upon reaching the cave mouth, you stop to peer through the hanging vines. Outside, in the fiercely tropical heat, you can see a dense jungle sweltering beneath a blazing sun. It extends in every direction towards a jagged horizon of volcanic mountain peaks. Then your eye is caught by something small and metallic glinting in the mulch of vegetation that carpets the entrance. You pick it up and discover that it is a brass button, engraved with a sun motif. It is identical to the buttons which adorn your own tunic, none of which are missing. You deduce that it has come from the tunic of your adversary, but you cannot be sure whether it was lost accidentally or was placed here deliberately for you to find.

    If you wish to search the entrance for further clues to the whereabouts of your enemy, turn to 101.

    If you choose to leave the tunnel and explore the jungle beyond, turn to 47.


    Hmmm trap time?

    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
  • NeadenNeaden Registered User regular
    edited May 2011
    Search the entrance some more

    Neaden on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    Neaden wrote: »
    Search the entrance some more

    I agree.

    However... I think it would add a bit to the drama if we spoilered our answers and only Tag opened them. Then we could have discussion after or something... I donno, it's an idea.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • NeadenNeaden Registered User regular
    edited May 2011
    Dyvion wrote: »
    Neaden wrote: »
    Search the entrance some more

    I agree.

    However... I think it would add a bit to the drama if we spoilered our answers and only Tag opened them. Then we could have discussion after or something... I donno, it's an idea.
    I disagree

    Neaden on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2011
    Search the area before wandering off to become lost in the jungle.

    Darian on
  • HykuHyku Registered User regular
    edited May 2011
    Search! Who knows what kind of loot some ancient king may have decided to hide at the entrance to this den of evil?

    Hyku on
  • TagTag Registered User regular
    edited May 2011
    Page 101: You detect several footprints in the loamy mulch, all of them virtually identical to your own. They have been partially covered by leaves and there are many narrow channels in the soft soil, made unmistakably by human fingers. Your suspicions are immediately aroused; the tracks are so poorly concealed, it is as if someone wanted you to find them.

    If you possess Telegnosis, turn to 51.

    If you do not possess this Grand Master Discipline, turn to 258.

    Telegnosis had 3 votes to Kai-Surge's 2. I kept the voting window open as long as possible, but it's now closed with Telegnosis winning.

    ___________________________________________

    Page 51: You relax the tension in your body and allow yourself to enter a trance state, the preliminary stage required before you spirit-walk. You feel yourself leave your corporeal body and, in spirit form, you move through the curtain of vines and out into the jungle heat. Immediately beyond the cave mouth there is a small clearing which slopes away to the jungle perimeter. You scan the border of dense foliage and you are shocked when you detect your adversary, Wolf's Bane, hiding among the bushes less than fifty yards away. He is armed with a bow which he has trained upon the entrance to the tunnel.

    You retreat into the cave mouth and re-enter your body. On awakening from your trance, you move forward and peer through the hanging vines to locate your enemy's hiding place. So advanced is his camouflage skill that it takes you several minutes to find him. Once you are sure you have him, you allow yourself a smile; you are looking forward to turning the tables on this arrogant impostor.

    If you have a Bow, and wish to use it, turn to 196.

    If you possess Grand Nexus, and have attained the rank of Kai Grand Crown (and wish to use your mastery), turn to 43.

    If you do not have a Bow, the Discipline of Grand Nexus, or if you have yet to attain this higher level of Kai Mastery, turn to 114.


    Wait, what? Divination is useful? Now I don't know what to think anymore o.O

    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
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    Answer spoiled so as not to influence other peoples answers.
    The bow was very very useful at the end of the last adventure. It wasn't useful at all before that. I vote Grand Nexus.

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • pslong9pslong9 Registered User regular
    edited May 2011
    Bow time baby!

    pslong9 on
    steam_sig.png

    3DS FC: 0817-3759-2788
Sign In or Register to comment.