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

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Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2011
    Are we really doing this?
    The bow!

    Darian on
  • TagTag Registered User regular
    edited May 2011
    Hey how you guys vote is up to you, I don't mind narrating for either method. If this ends up leading to more differing opinions it will be nice though -- there does seem to be somewhat of a snowball effect.

    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 May 2011
    Hmmm...
    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.

    My curiosity is piqued. Grand nexus

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited May 2011
    I will not spoil my vote because as always
    We have a bow and we wish to use it

    Neaden on
  • TagTag Registered User regular
    edited May 2011
    Page 196: You place an Arrow to your bowstring and draw it taut to your lips. Expertly you gauge the distance to your target and then let your Arrow fly. It arcs into the jungle and slams into the tree behind which your enemy is partly hidden, peppering his face with splinters of damp wood.

    He curses you, his teeth showing white against the green of the jungle as he spits out fragments of tree bark. Then he springs from his hiding place and disappears into the undergrowth. Determined that you are not going to allow him to get away so easily, you dash out of the tunnel and give chase.

    Turn to 90.

    ____________________________________

    Page 90: You force your way through the dense tangle of plants and grasses and soon reach the place where Wolf's Bane lay in wait for you. The foliage around this hiding place has been carefully arranged, which suggests to you that he must have spent some considerable time setting his ambush. Yet there is also evidence of a hasty retreat. Lying on the ground behind a tree you discover 2 Arrows and a Dagger. (If you wish to take one or more of these, remember to make the appropriate adjustments to your Action Chart.)

    Determined to stay on his trail while it is still fresh, you leave this hide and press deeper into the jungle in pursuit of your enemy. However, you have penetrated less than twenty yards into the undergrowth when his trail becomes indistinct.

    If you possess the Discipline of Grand Pathsmanship, and have attained the rank of Kai Grand Crown, turn to 246.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 77.

    ____________________________________

    Page 246: You use your advanced mastery to find your enemy's tracks, and then you clear a path through the dense undergrowth which covers them. You sense that he has used magic to assist his escape, for the foliage here is entangled far tighter than in neighbouring areas of this jungle. Your advanced Discipline flattens the undergrowth as you advance, as if you were being preceded by some invisible battering ram. So effective is your skill that you gain ground on your fleeing enemy.

    As you pass through a copse of toa trees, you hear the sound of running water away to your left. The tracks turn in this direction and you follow them all the way to the banks of a fast-flowing watercourse. Less than fifty yards downstream there is a primitive settlement of huts that form an untidy line along the banks of the stream. You catch sight of Wolf's Bane as he runs into this settlement and hides in the nearest hut—a mud-walled hovel with a clay-tile roof.

    If you wish to stay in the jungle and observe the settlement, turn to 339.

    If you choose to continue your pursuit, you can approach the settlement under cover of the jungle, by turning to 285.







    After thinking about it, I realized that spoilering everyone's votes will mean no debate between readers, which would be a shame. So there are pros and cons to both approaches. So everyone should just do what they want! ;P

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  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    We tried it and it didn't work, so I'll drop the issue.

    Continue pursuit! There may be ambushes, but darnit, it's Lone Wolf! He can take it.

    Dyvion on
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  • Man in the MistsMan in the Mists Registered User regular
    edited May 2011
    If we wait, it'll give Wolf's Bane time to set up another trap. Continue pursuit

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited May 2011
    And it sounds like Wolf's Bane probably wouldn't have had time to set up another ambush beforehand, so continue pursuit.

    pslong9 on
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  • HykuHyku Registered User regular
    edited May 2011
    CHARGE!!!! Why pause to guage the situation when you can just stab a few peasant folk if its a trap?

    Hyku on
  • TagTag Registered User regular
    edited May 2011
    Page 285: Warily you approach the settlement, your keen senses absorbing every detail. The line of deserted mud huts looks innocuous, but the words of the voice of Naar still linger in your memory. This humid jungle realm lies within his domain; it is therefore reasonable to expect the inhabitants of this place to be wholly devoted to the cause of Evil.

    small7.png

    You reach the edge of the undergrowth and pause to assess potential threats. The huts are semi-derelict, all bearing some signs of neglect and decay. The clay-tiled hovel that Wolf's Bane entered appears to be empty, but when you focus upon its open doorway, you see what appears to be a trench cut into the earth. You magnify your vision and at once you see steps in the wall of this excavation. Your heart sinks: Wolf's Bane has escaped underground.

    If you wish to enter the hut and follow your enemy without further delay, turn to 161.

    If you choose to investigate the hut to check for traps, turn to 188.


    Short update, but hey, expediency versus caution is a legit choice.

    Tag on
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  • Man in the MistsMan in the Mists Registered User regular
    edited May 2011
    Check for traps, just in case.

    Man in the Mists on
  • HykuHyku Registered User regular
    edited May 2011
    Trap checking! I for one could love a one footed Supreme Kai Lord named Lone Wolf, but could you? Better be safe and ensure there is nothing in there that removes appendages...

    Hyku on
  • TagTag Registered User regular
    edited May 2011
    Page 188:You approach the hut and crouch down beside its mud wall, close to its open door. Your senses detect no glyphs or other traps here, and there are no residues of magical energy that might betray the presence of illusions or shielding spells. However, your Kai senses do detect a strong aura of Evil lingering at the rear of the hut, close to the water's edge.

    You move around to the rear of this hovel and discover that the bank is deeply undercut where the soft earth has been eroded by the fast-flowing stream. Standing in a line in the shadow of the undercut are a dozen wooden cages, each containing a fleshless skeleton. A shiver runs down your spine as your Magnakai Discipline of Divination detects the lingering agonies of these luckless victims. They suffered cruelly at the hands of the natives of this settlement before death finally ended their torment. The shock of your discovery is unnerving: lose 1 ENDURANCE point.

    You leave the stream and return to the front of the hut. Inside the open doorway you discover several fruits stacked in mounds on a mat of woven rushes. Somewhat to your surprise, your senses reveal that they are nutritious and safe to eat. (There are sufficient fruits here for 3 Meals.)

    Wary of further delay, you approach the trench at the centre of the hut and descend a flight of steps that lead down to an underground tunnel. You can detect no traps, yet you have gone only a few yards along this narrow passageway when you hear the terrifying roar of a large cat. With an abruptness that takes your breath away, a huge tiger-like beast comes bounding from out of the darkness ahead. So sudden and unexpected is this creature's attack, that you only just have time in which to unsheathe a hand weapon as it hurls itself upon you.

    Rahjaz: COMBAT SKILL 48 ENDURANCE 41

    This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

    If you win this combat, turn to 249.



    Combat Ratio: 49 - 48 (enemy) = 1
    Endurance: 58
    Your Random Number was: 9
    Your enemy took 12 Damage!
    Your enemy now has 29 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 58 Endurance Points.

    Your Random Number was: 5
    Your enemy took 8 Damage!
    Your enemy now has 21 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 56 Endurance Points.

    Your Random Number was: 8
    Your enemy took 11 Damage!
    Your enemy now has 10 Endurance Points.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 56 Endurance Points.

    Your Random Number was: 1
    Your enemy took 4 Damage!
    Your enemy now has 6 Endurance Points.
    Lone Wolf took 5 Damage!
    Lone Wolf now has 51 Endurance Points.

    Your Random Number was: 7
    YOU HAVE DEFEATED YOUR ENEMY!
    Lone Wolf took 1 Damage!
    Lone Wolf now has 50 Endurance Points.

    ___________________________________________

    Page 249: Your killing blow fells this feline horror, bringing it crashing nose-first to the dirt floor. The body of the beast almost blocks the passageway, forcing you to clamber over it in order to reach the other side. You are struggling across its still warm carcass when you notice a thick leather collar buckled around its throat. Affixed to the buckle is a curious Black Clasp. (If you wish to take this clasp, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)

    To continue, turn to 120.

    ___________________________________________

    Page 120: At the end of the passage you discover another tunnel that leads off to the left. The walls and ceiling of this adjacent passageway are dripping wet, indicating that it passes directly under the stream. You stride along its narrow confines, your shoulders grazing the muddy walls as you advance up a flight of steps which lead to an archway supported by thick wooden beams. Beyond the arch lies a large subterranean chamber that is daubed and decorated with runes and evil insignia. It is a primitive temple and it radiates an aura of Evil so vile and malicious that the thought of entering makes your skin crawl.

    On the far side of this unholy place, you see a stone altar standing before a huge boulder that has been crudely chiselled to resemble a grinning human skull. An eerie green glow pulsates from the eye sockets of this great skull-rock, and a mist swirls from its open jaw. Wolf's Bane stands before the altar, an arrogant sneer spreading slowly across his face.

    small8.png

    ‘I'd expected better sport from you, Lone Wolf,’ he chides. ‘You disappoint me?…?but no matter. Such easy triumph proves the worthiness of my master's cause. I bid you farewell, Lone Wolf. A final farewell.’

    And with these chilling words ringing in your ears, your enemy stretches out both of his hands and takes hold of two iron staves that protrude from the ground on either side of the skull-rock's jaw. He jerks them out of their settings and casts them into the centre of the temple. Then, with a patronising salute, he turns and enters the open jaw, swiftly disappearing into the swirling mist.

    The dull boom of an explosion somewhere in the rock above the ceiling makes your heart miss a beat. Moments later, the walls begin to shake and the floor shudders violently beneath your feet, throwing you off balance. Rock and earth cascade from the roof and fissures tear open the ground. With fear running ice cold in your veins, you begin a desperate race to reach the mouth of the skull-rock before the entire roof collapses and you are buried alive in this doomed temple.

    Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. For every level of Kai rank you have so far attained above the rank of Sun Knight, add 1.

    If your total score is now 3 or less, turn to 222.

    If it is 4–6, turn to 321.

    If it is 7–9, turn to 205.

    If it is 10 or higher, turn to 59.

    We got a 7, taking us well past 10 with bonuses.

    ___________________________________________

    Page 59: Guided by your advanced Kai instincts, you avoid the rain of debris without too much difficulty and reach the entrance to the skull-rock unscathed. Without any hesitation you enter the misty portal in pursuit of your enemy. Barely seconds later, there is a tremendous explosion and the entire temple ceiling collapses.

    Turn to 174.

    ___________________________________________

    Page 174: The moment you enter the mouth of the skull-rock you are engulfed by a dense fog that is icy cold and impenetrable to your sight and senses. The thunderous noise of the temple's destruction ends abruptly, as if a great door has suddenly been closed upon it. You strain your Kai skills to aid your pursuit of Wolf's Bane but to no avail; the ivory-white fog hides everything, swamping and distorting your sense of time and direction.

    You keep moving, forcing yourself onwards, even though the surface beneath your feet has become viscous and uncertain. After what seems like an eternity spent wandering through this cloudy limbo, you gradually feel the ground hardening and sense that the impenetrable fog is beginning to dissipate. Patches of grey appear in the creamy whiteness. Then the fog dissolves completely and you find yourself standing in the middle of a rubble-strewn street, surrounded by the bleak and derelict remains of a decaying, alien city.

    It is the dead of night and a fine drizzle falls from a storm-laden sky, dampening this dreary landscape. Everywhere you look you see the hollow shells of buildings. They are heaped with mounds of broken stone, twisted rusty iron, and shattered glass. There are no trees, no blades of grass, no animals here. Everything is cold, grey, and dead.

    You examine the paved surface of the street and detect your enemy's footprints. They are fresh and they lead you to a small courtyard flanked by two buildings: a large municipal hall and a smaller two-storey dwelling. Wolf's Bane's tracks end in the middle of the wet courtyard and you sense that they have been deliberately erased. Despite your advanced hunting skills, you are unable to determine into which building your enemy has escaped.

    If you wish to enter the municipal hall, turn to 148.

    If you wish to investigate the two-storey dwelling, turn to 267.

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  • pslong9pslong9 Registered User regular
    edited May 2011
    Hall, because... well, no idea why. Just a coin flip.

    pslong9 on
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  • TagTag Registered User regular
    edited May 2011
    pslong9 wrote: »
    Hall, because... well, no idea why. Just a coin flip.

    Yeah I almost did the coin flip, but there are distinctions. For instance, the two story has the potential high ground while the communal hall is more likely to have something useful in it (in theory, I have not read ahead so its just my guessing). I try to save coin flips for when we truly have no distinction between the choices, because different people get hunches about different things.

    Tag on
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    (Retired) Let's Play: Lone Wolf
  • NeadenNeaden Registered User regular
    edited May 2011
    The two story dwelling Less potential for guards and we might get to find out where we are.

    Neaden on
  • Man in the MistsMan in the Mists Registered User regular
    edited May 2011
    To the Municipal Hall where we will fight red-tape mummies!

    Man in the Mists on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2011
    dwelling!

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    Darian wrote: »
    dwelling!

    Yes! Dwelling Go!

    Dyvion on
    Steam: No Safety In Life
    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • HykuHyku Registered User regular
    edited May 2011
    Who keeps loot in a small municiple hall?!? Dwelling! 2 stories of precious loots!!!

    On a side note do these jungle dwelling monsters of ultimate evil get extra props for having a municiple hall!?!?

    Hyku on
  • pslong9pslong9 Registered User regular
    edited May 2011
    Tag wrote: »
    pslong9 wrote: »
    Hall, because... well, no idea why. Just a coin flip.

    Yeah I almost did the coin flip, but there are distinctions. For instance, the two story has the potential high ground while the communal hall is more likely to have something useful in it (in theory, I have not read ahead so its just my guessing). I try to save coin flips for when we truly have no distinction between the choices, because different people get hunches about different things.

    Sounds good. In my mind, neither sounds particularly more useful than the other, so to me, it's a coin flip. :P

    pslong9 on
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  • TagTag Registered User regular
    edited May 2011
    Sorry for the late night update, got distracted by tasty tasty experimental cooking :P

    Page 267: There is no door to the entrance of this derelict dwelling and, after checking that Wolf's Bane has left no unwelcome surprises, you enter and find a foyer strewn with mouldering masonry. Two staircases lead off this small entrance hall: one ascends to the floor above; the other descends to the basement. The stairwell down is blocked by timbers and sheets of crumpled iron. It shows no signs of having been disturbed for years and so you choose instead to explore the upper floor.

    At the top of the stairs you make an unexpected discovery. You emerge into a corridor that is lined with a seamless metallic skin. Unlike the dereliction you have so far witnessed, the walls and floor of this passage bear no signs of neglect or corrosion. They gleam like highly polished steel.

    You explore the corridor and come to what, at first sight, appears to be a dead end. Then you hear a loud hiss and a concealed panel slides open to reveal another steel-lined passageway. You pause to examine the panel but you can detect no traps or residues of magic.

    If you wish to enter the new passageway, turn to 252.

    If you choose not to enter, turn to 274.

    I know it's ironic given the last post but I'm making an extremely educated guess about y'all's responses given your past choices. Or really, its mostly because I hate doing 1 or 2 page updates :P

    _______________________________________________


    Page 252: The moment you enter the new passage, the concealed panel slides shut behind you. Almost immediately, another panel slides out of the metal wall and seals off the passage ahead, trapping you in the cell-like space between. You throw yourself against the steel door and run your hands over its smooth surface, searching frantically for a means to escape. Your efforts are made all the more urgent when suddenly a loud hissing sound fills your ears; it is the sound of the air being extracted from this cell.

    Gasping for breath, you turn around to search the opposite panel. Your hopes rise when you see a combination lock set flush into its surface. It is unlike the lock which secured the entrance to the temple of Avaros, but your Kai senses soon detect how it operates. The lock is inlaid with five dials in two groups. There is one group of three and one group of two. Each dial indicates a number. One dial however, in the group of two, is set to zero. By turning this dial to the correct number you will cause the lock to disengage.

    Study the following sequence of numbers carefully.

    small4.png

    When you think you know what the correct solution is, turn to the page that is the same as your answer.13

    If you guess incorrectly, or if you cannot answer this puzzle, turn instead to 303.


    Hah and the books conspire to make a 2 page update :P

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  • HykuHyku Registered User regular
    edited May 2011
    60? I dunno and any mathletes should double check my work, just a random guess on adding the totals really on my part.

    Hyku on
  • NeadenNeaden Registered User regular
    edited May 2011
    60 makes sense, so does 27 kind of though.

    Neaden on
  • pslong9pslong9 Registered User regular
    edited May 2011
    How does 27 make sense?

    60 is the only one that makes sense to me, since it's 21 + 39, so the two dial sets would have the same sum. 21 + 37 + 39 = 37 + 60. Otherwise, I'm stumped. 21, 37, 39 doesn't exactly provide much in the way of a recognizable pattern, especially one that you can apply to the 2nd set.

    pslong9 on
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  • HykuHyku Registered User regular
    edited May 2011
    I think he meant 21, that also could make sense as it finishes the pattern as well.
    21 37 39 37 21

    So 21 is also a good answer, I guess is it a simple pattern or a simple math problem?

    I guess I am now leaning towards 21...

    Come on Mathletes! Do you wizardly magic!!

    Hyku on
  • TagTag Registered User regular
    edited May 2011
    Page 60: The moment you twist the dial to the correct number, the panel slides open and a rush of air surges into the cell.7 Greedily you fill your lungs as you stagger out into the corridor and make your way back along this steel-lined passage towards the stairs. Quietly cursing your ill luck, you descend the steps to the foyer and leave the building.

    Turn to 71.

    Well that house was kind of a let down, was hoping for a treasure :P

    __________________________________________

    Page 71: Once outside, you focus your tracking skills and attempt to pick up your enemy's trail. You have a feeling that he may have doubled back on his tracks and so you retrace your steps to the street where you first appeared in this alien city. As you are nearing this place, you suddenly hear the ringing metallic clang of an iron girder falling from a height. The noise echoes from an alleyway off to your right and immediately you go to investigate.

    At the end of the alley you discover a derelict warehouse. Fire has ravaged its interior and much of the roof has caved in, but amongst the debris you can see that it once stored metal cylinders and coils of wire. You stop at the entrance and listen. Your caution is rewarded when you hear footsteps at the rear of the building. You draw your weapon and enter, using the debris for cover as you inch your way towards the back of the ruined warehouse. You are moving between cover when suddenly you see the outline of a human form silhouetted against a broken window. Instantly you know that it is not Wolf's Bane: this figure is clad in grey, close-fitting armour and is holding a metallic spear. The realization makes you hesitate, and in that split second of indecision, the armoured figure sees you and raises its spear. A blinding flame ignites at its tip and a beam of white-hot light comes speeding towards your chest.

    Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked.

    If your total is now 5 or less, turn to 312.

    If it is 6 or higher, turn to 6.

    We got a natural 7.

    __________________________________________

    Page 6: You throw yourself to the ground and the beam of blazing white light passes within inches of your head, close enough to scorch the hood of your cloak. The moment you hit the warehouse floor you roll over and over and scramble for the nearest cover—a heavy iron chest, banded and riveted with steel. The warrior follows your swift movement and looses a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its age-blackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewhere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

    You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force yourself in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by a length of steel cable to a canister strapped to his back.

    If you possess a Bow, and the Discipline of Magi-magic, and have attained the Kai rank of Sun Lord, turn to 209.


    If you do not possess a Bow, or this skill, or if you have yet to attain the rank of Sun Lord, turn to 156.

    __________________________________________

    Page 209: You unshoulder your Bow and draw an Arrow from your Quiver. As you fix the notch of the Arrow to the bowstring, you cast the Old Kingdom Battle-spell Flameshaft upon its tip, keeping the last word of the spell upon your lips until you are ready to fire.

    Patiently you watch the warrior kicking at the smouldering remains of the iron chest. The moment he turns away, you utter the completing word of the spell and let loose your Arrow at his back. The tip of the Arrow ignites in flight, the magical flame illuminating the gloom as it arcs towards your unwary target with deadly precision. The fiery point penetrates deep into the metal canister strapped to the warrior's back and, in a terrifying instant, he and his sorcerous weapon are engulfed by a crackling mass of electrical energy. He screams and staggers across the floor, his limbs and torso trailing blue-white snakes of light which earth themselves to the surrounding metal debris. Then, finally, the energy that is contained within the canister is expended. Released from his torment, he loses his balance and falls heavily to the floor.

    You shoulder your Bow and move to descend from the top of the storage tank, but you freeze when you see a second warrior running to where the first has fallen. As he passes beneath the tank, you leap onto his back and bring him crashing to the ground. To your shocked surprise you discover that he is an exceptionally strong opponent. He draws power from the armour he wears and he uses it to break your grip. In desperation you utter the words of the Old Kingdom Spell Energy Grasp and use it to discharge a powerful pulse of energy into the fabric of his armour. The effect is devastating. His armour disintegrates, crushing him to death as it crumples and compresses his body.

    Turn to 21.

    Heh, well that was kinda cool :P

    __________________________________________

    Page 21: Cautiously you approach the slain warriors. You are eager to examine their strange armour and you are particularly curious about the light-emitting spears they wielded; weapons such as these could prove useful in your fight against Wolf's Bane. However, on examining these steely shafts you discover that they are now useless. The source of their power was contained in the canisters strapped to the warriors' backs, a power that is now depleted.

    small10.png

    When you prise open a helmet and breastplate, you discover a thin, pale-skinned humanoid within. His bone structure and muscularity is surprisingly weak for a warrior, prompting you to suspect that he must have relied heavily on his power-fed armour for strength and protection. This sallow-faced soldier has a lean and brutal appearance, a look which resembles that of an emaciated Drakkar.

    After having satisfied yourself that there is nothing worth salvaging from the bodies of these two slain enemies, you make a cursory check of your own equipment. You are hungry, and unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points. Having satisfied your curiosity and your appetite, you hurry out of this derelict warehouse by a rear door and continue your hunt for Wolf's Bane's trail.

    Turn to 31.

    __________________________________________

    Page 31: The rear of the warehouse opens onto a wasteland of shattered rubble which is bisected by a dead stream of salty, acidic water. You trudge across this bleak and forbidding landscape, past sharp spires of crimson and jet that erupt through the dereliction to scratch the cloudy sky. Rust-red water encircles their bases, lending them a wholly sinister aspect. To your eyes it seems as if this blighted city has been impaled upon these cruel, towering spikes.

    small9.png

    Beyond the spires you discover a paved street almost clear of debris. You find several sets of footprints here, and your hopes are raised when you determine that one set belongs to Wolf's Bane. You follow them to a gutted building, several storeys high, which is adorned with strangely angular gargoyles. The inside of this crumbling edifice is completely empty and your adversary's trail passes through it to a rear exit. As you emerge on the far side, you catch your first breathtaking glimpse of this grim city's tallest structure.

    Turn to 250.

    __________________________________________

    Page 250: Before you stands a great tower of gleaming black stone which rises from the depths of a fathomless moat and soars to within a hundred feet of the stormy grey clouds. Its pitted surface bristles with metal discs and antennae, streaked with rust, yet there are few windows and you can see but one portal.

    You magnify your vision and note that your adversary's tracks lead to a traffic-worn area on this side of the moat, directly opposite the portal. You watch this area for several minutes, and then you see two armour-clad warriors emerge from the ruins and approach it. Suddenly a semi-transparent drawbridge extends from beneath the portal. It resembles a flattened beam of solid, green-grey light, and this beam bridges the moat and provides the two warriors with the means to reach the open tower door.

    You scan the great tower with your senses and you feel sure that your opponent is lurking somewhere within. Powerless to reach him, you can only stand and watch the two warriors as they cross the moat and disappear into the portal, which slides shut behind them. At first glance this stronghold looks to be impregnable, but you have gained access to far tougher fortresses in the past and you refuse to allow your spirits to be dampened by the daunting task of finding a way into this one.

    Turn to 308.

    __________________________________________

    Page 308: For two hours you observe the tower. During this time you sense that an invisible field of energy surrounds the wall, a defence that complements the terrifyingly deep moat. This force field disappears only when the portal opens and the drawbridge extends to allow for the arrival or departure of armoured warriors, or strange horseless wagons that hover a few feet from the ground, but in the main the great door remains firmly closed.

    You notice that the sparse traffic of warriors and wagons passes along one avenue. It is the only thoroughfare approaching the tower which has been cleared of debris. It is an uncomfortable vigil, but the time you spend observing the tower is rewarded when a bold plan gradually takes form in your mind.

    You assess that an entry to the tower could be effected by two means: if you were able to ambush a warrior and use his armour as a disguise, or, if you were able to stow away aboard one of the wagons approaching the moat.

    If you wish to attempt to ambush one of the armoured warriors, turn to 276.

    If you decide to attempt to stow away aboard a hover-wagon, turn to 79.

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    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2011
    Stow away. Stealing uniforms is overdone.

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    Hover Wagon's are the classic entry method. I don't like the idea of being trapped inside one of those suits of armor... I'm betting they would hinder more than help.

    Dyvion on
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    PSN: Dyvion -- Eternal: Dyvion+9393 -- Genshin Impact: Dyvion
  • Man in the MistsMan in the Mists Registered User regular
    edited May 2011
    Indeed, stowing away would be safer.

    Man in the Mists on
  • pslong9pslong9 Registered User regular
    edited May 2011
    Stow away for the reasons listed above.

    pslong9 on
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  • TagTag Registered User regular
    edited May 2011
    Aw you big babies :P

    Page 79: You make your way towards the avenue and take cover in a darkened alleyway, an ideal place from which to observe the passing traffic. Thirty minutes elapse before a hover-wagon glides into view at the city end of the avenue. It is bound for the tower, but you note that its cargo compartment is completely sealed and so you decide to let it pass and wait for a more suitable target. Fortunately, you do not have to wait too long. Within the space of a few minutes another appears. This one, like the first, has no driver, but its cargo bay is open to the elements. As you wait for it to get closer, you judge its speed and prepare yourself to leap aboard as it passes. It is less heavily laden than the first wagon and is moving much quicker; leaping aboard this speeding wagon is not going to be easy.

    Pick a number from the Random Number Table. If you possess the Discipline of Grand Pathsmanship, add 3 to the number you have picked. If your current ENDURANCE points score is 12 or less, deduct 2 from the number you have picked.

    If your total is now 2 or less, turn to 301.

    If it is 3 or higher, turn to 185.

    Auto pass.

    ___________________________________

    Page 185: You race towards the hover-wagon and, as it sweeps by, you hurl yourself towards its open cargo bay. You hit the side of the vehicle with numbing force (lose 2 ENDURANCE points), but you manage to keep your grip and haul yourself aboard.

    By the time the wagon reaches the windswept moat, you have concealed yourself in amongst its cargo of steel cylinders and bales of wire. You hear the distant clang of a bell and, from your hiding place, you are able to watch as the drawbridge extends from beneath the portal to span the deep chasm. Swiftly the wagon passes across the semi-transparent bridge and glides through the tower's open portal unchallenged.

    Turn to 42.

    ___________________________________

    Page 42: You hear the great portal closing behind the hover-wagon. It makes surprisingly little noise for such a huge expanse of iron, barely a serpent-like hiss as it seals out the stormy city wind. You stay hidden until the wagon comes to a halt and then you venture a glance over the side of its cargo bay to assess the situation.

    Before your eyes there stretches a cavernous plaza, crafted entirely of steel, glass, silver, and iron. Towering girders arc over your head, buttressed upon each other to support the many upper levels of this stupendous edifice. The plaza is vast and alien in design, and it is virtually deserted. You count no more than six armoured warriors, some so far distant that you have to magnify your vision to be sure that they are what they seem.

    The arrival of the wagon attracts no attention. The driverless craft has docked of its own accord at a steel jetty that encircles an iron support pillar. The coast is clear and so you waste no time in attempting to locate your adversary's trail. As expected, you find traces of his tracks close to the portal. They lead you to an archway which opens into a steel-lined chamber that has two exits: one to the left, the other to the right. Here the tracks become indistinct; you are unable to determine which way Wolf's Bane went from here.

    If you wish to explore the left exit, turn to 243.

    If you choose to explore the right exit, turn to 254.

    Coin toss.

    ___________________________________

    Page 243: This exit leads to an echoing tunnel constructed from sheeted steel. Its walls and ceiling are lined with iron pipes and braided copper cables for most of its length. You follow this passage for several hundred yards before arriving at another which crosses it from left to right.

    If you possess Telegnosis, and have attained the rank of Grand Thane, turn to 73.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 347.

    ___________________________________

    Page 73: Your advanced Kai Mastery reveals to you that a hoard of precious platinum is stored in a chamber at the end of the left corridor.

    If you wish to explore the left corridor, turn to 95.

    If you choose instead to explore the right corridor, turn to 137.


    Hrm seems suspect, who leaves a pile of platinum lying around? Then again, its not like anyone would expect Lone Wolf to go treasure hunting now. Up to you all!

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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited May 2011
    Right corridor. We're not here for filthy lucre, and I doubt Wolf's Bane is pulling a Scrooge McDuck.

    Darian on
  • DyvionDyvion Back in Sunny Florida!!Registered User regular
    edited May 2011
    As far as I know it's not like he can transport a hoard of platinum... that stuff is heavy. In any case, I doubt Wolf's Bane would be in there anyway, so I vote right.

    Dyvion on
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  • Man in the MistsMan in the Mists Registered User regular
    edited May 2011
    Lone Wolf is rich as it is. To the right.

    Man in the Mists on
  • NeadenNeaden Registered User regular
    edited May 2011
    Lone Wolf is rich as it is. To the right.
    Man do we ever actually need money anymore? Nthing to the right.

    Neaden on
  • pslong9pslong9 Registered User regular
    edited May 2011
    You guys are no fun. I vote left.

    pslong9 on
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  • HykuHyku Registered User regular
    edited May 2011
    LEFT! Who knows what evil slaying tool they built out of pure platinum and left conveniently lying around guarded by the town drunk?

    Hyku on
  • JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited May 2011
    Hyku might have a point. I'll vote left as well.

    Platinum means treasure, and going off the beaten track has got us some great stuff before...

    JaysonFour on
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    I can has cheezburger, yes?
  • TagTag Registered User regular
    edited May 2011
    Edit: Bleh the stupid "Forum to busy" thing apparently ate my attempt to post this a few hours ago.

    Oh wow it was busy while I was away!

    Looks like Right wins 4 to 3.

    Page 137: This passage ascends by a slope to a chamber that is lined with sheets of a glassy, jet-black mineral. A flight of iron steps ascends from here to a landing where a circular stair continues the ascent to the levels above. On a shelf beside the opening to the circular stairway there is a steel cage containing a small primate. It reminds you of the Kakarmi, the wild primates who inhabit the forests around the Kai Monastery. This creature seems to recognize you, and as you approach the stairs, it begins to shriek with fear. Rather than risk drawing unwanted attention to yourself, you use your innate skills of Animal Control to calm and subdue the frightened creature.

    If you wish to release this creature from its cage, turn to 46.

    If you choose to ignore it and continue on your way up the circular stairs, turn to 287.


    Aw dammit, I didn't want it to be a short update after a weekend.

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    (Retired) Let's Play: Lone Wolf
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