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

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    TagTag Registered User regular
    edited June 2011
    Page 1: Your journey through the Shadow Gate is a cold and lonely voyage, yet one that you endure without fear for you sense that Alyss is watching over you. She is using her powers to steer you safely home to Magnamund. As you hurtle through the timeless void, you remember vividly the last few moments which preceded your leap into the Shadow Gate and your triumphant escape from Naar's throne hall—the innermost sanctum of his stronghold upon the Plane of Darkness. You recall how Alyss commanded you to flee whilst she drew away the frenzied attacks of Naar's champion—Kekataag the Avenger. It was her selfless act of bravery which enabled you to escape and it has left an indelible mark upon your conscience. Inspired by her courage—and by the realization that if the Dark God is to be stopped from sending more of his foul creations to Magnamund you must deny him the fabled Moonstone of the Shianti—you vow that you will return to the Plane of Darkness and recapture that precious stone of power.

    After what seems like an eternity, gradually the inky blackness of the abyss is illuminated by a fluorescent vapour studded with whirling motes of light. Clumps of tiny stars swirl around your body like swarms of glowing moths until you become completely cocooned within a shroud of blinding white luminescence. Then, quite suddenly, you feel solid ground once more beneath your feet and you emerge from the light to find yourself standing in a dank, subterranean vault.

    Turn to 160.

    _______________________________________

    Page 160: You cast your gaze around the mouldering walls of this dimly lit vault and feel a surge of joy and relief well up from the pit of your stomach. The dripping granite is cold and cheerless, but to your eyes, having witnessed the horrors of Naar's throne hall, this dank stone vault looks warm, welcoming, and reassuringly familiar. You have returned to the secret burial chamber below the Necropolis of Tyso—the place from where you began your journey through the Shadow Gate some time ago. With Alyss's help you have arrived home safely to Sommerlund.

    No trace of the Shadow Gate remains; it vanished the moment you emerged from the cocoon of light and took your first tentative steps into the vault. With eager anticipation you leave the chamber and hurriedly ascend to the surface where you are greeted by warm summer sunshine. The commander of Tyso is Baron Tor Medar, and two of his stewards are dutifully guarding the gates to the city's necropolis. When they see you emerge from a mausoleum close by, their jaws drop open in amazement as simultaneously they recognize who you are from the cut and colour of your Grand Master robes. Upon recovering their senses, the stewards volunteer to escort you directly to Baron Medar's castle. During the brief journey through the city you are shocked to learn that a whole year has passed since you entered the Shadow Gate, even though the time that you spent upon the Plane of Darkness seemed no more than a few days at most.

    Baron Medar is an old and trusted friend and he welcomes your safe return to Tyso with a show of great warmth and affection. Having feared for the past year that you had perished during your pursuit of Wolf's Bane, he is clearly delighted to hear that not only did you survive your ordeal beyond the Shadow Gate, but that you also vanquished the impostor. Naturally you are anxious to return to your Kai brethren without delay and Medar gladly offers his help. He gives you the finest horse in his stables and assigns a troop of his personal bodyguards to escort you swiftly across Sommerlund to the Kai Monastery.

    At the monastery you receive a rapturous reception from the ranks of the Kai, for whom your return is the fulfilment of a year's hopes and prayers. Firestone, the most senior of the New Order warriors, dispatches journeymen to carry word of your triumphant return to the King in Holmgard and to Guildmaster Banedon—the leader of the Magicians' Guild in Toran. Firestone had rightly assumed command during your absence and, as he accompanies you through the grounds of the monastery to your vault below the Tower of the Sun, you commend him on how well he has conducted his stewardship of the monastery and the training of the Kai in his charge.

    ‘Thank you, my lord,’ he says with pride, ‘yet truly I cannot lay claim to all of the credit. My duties would have been far harder to fulfil had it not been for the invaluable aid I've received from your wise advisors—Lord Rimoah and Lord Ardan of Dessi.’

    These two Old Kingdom magicians—Lords Rimoah and Ardan—greet you the moment you enter the vault. Ever since you disappeared into the Shadow Gate a year ago, they have resided at the monastery so that they could assist Firestone with the task of training the New Order Kai.

    ‘We sensed that you were still alive somewhere in the void beyond the universe of Aon,’ says Rimoah, beaming delightedly, ‘but neither I nor Ardan were able to discern precisely when you would return to Sommerlund. Come, Grand Master, tell us of your adventures beyond the Shadow Gate.’

    Eagerly they listen to your account of how you tracked and defeated Wolf's Bane and escaped from the throne hall of the Dark God. But it is your surprise revelation that Naar possesses the Moonstone of the Shianti which seems to fascinate and frighten them the most.

    ‘This is grave news indeed, Lone Wolf,’ says Lord Rimoah, in a suddenly sombre tone. ‘The Moonstone contains great power. It can create life and it can also destroy life—utterly. If Naar were able to fully harness its power he could use it to destroy all life on Magnamund. I fear it is just a matter of time before he fathoms its secrets. The Moonstone was once a blessing for the creatures of this world. In Naar's hand it could become the curse of us all.’

    ‘I for one shall not permit this,’ you reply defiantly. ‘I shall find the means to return to the Plane of Darkness and retrieve the Moonstone. This I vow. For Sommerlund and the Kai, so long as I live, Naar will never conquer Magnamund!’

    ‘Your courage is an inspiration to us all, Grand Master,’ says Lord Ardan respectfully.

    ‘Aye, to us all,’ echoes Lord Rimoah. ‘And be assured, Lone Wolf, soon you will have the opportunity to enact your pledge, for it is within our power to help you fulfil your vow.’

    Turn to 145.

    _______________________________________

    Page 145: Lord Rimoah summons a meeting of a secret council at the hall of the Magicians' Guild in Toran. This gathering is attended by Magnamund's wisest men, many of whom have aided you in the past. Among their number you recognize Guildmaster Banedon, Gwynian the Sage, Baron Medar, several of Dessi's High Council of Elders, and the inner circle of magicians of the Brotherhood of the Crystal Star.

    Under Rimoah's direction, these distinguished and gifted men deliberate how best they can help you to retrieve the Moonstone from the Plane of Darkness. A Shadow Gate has long existed in the dungeons below the Guildhall and it is quickly established that the High Council of Elders can, by pooling their ancient skills, use this portal to convey you to Naar's forbidden realm. The thought of journeying once more to the Plane of Darkness fills you with a sense of dread, yet this daunting voyage could prove to be but one of the lesser perils you will have to face if you are to fulfil your vow. You are sorely aware that once you arrive upon Naar's domain, not only will you have to survive the attentions of his loathsome followers, but you must also locate the Moonstone and then return with it to your home world.

    The members of the secret council consider these problems at great length. Reassuringly, they are able to offer you some practical help in overcoming them.

    Turn to 223.

    _______________________________________

    Page 223: You accompany the members of the secret council to the deepest chamber below the Guildhall wherein lies the Daziarn Portal. It is a perpetual entrance to a Shadow Gate and is one of only a handful which exist upon Magnamund. For many centuries the magicians of Toran have used this portal to banish criminals and traitors from Sommerlund, believing that it led to the limbo of deep space from where there could be no escape. However, in recent years their understanding of this portal has greatly increased following your own journeys through similar Shadow Gates. Inspired by your accounts of the planes of existence which lie beyond the material universe of Aon, and by their own experimentation, the Brotherhood magicians and the Elders of the High Council of Dessi have since been able to achieve limited control over the forces which exist within these supernatural portals.

    Using this newly-acquired knowledge of Shadow Gates, coupled with their powerful arcane lore, the council members begin preparations for a ritual which will culminate with you stepping into the Daziarn Portal. Rimoah oversees the drawing of an intricate pentagram upon the flagstones at the threshold of the portal, whilst Guildmaster Banedon instructs his guildsmen in the recital of complex spell chants and the placing of magical artefacts at key points around the chamber. The preparations are painstaking and lengthy. During this period you reflect on the quest you have vowed to undertake and Lord Rimoah takes time to reassure you of the vital importance of your mission. He also offers you some magical items which could prove invaluable during your quest for the Moonstone.

    If you possess the Sommerswerd, turn to 27.

    If you do not possess this Special Item, turn to 307.

    _______________________________________

    Page 27: Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging artefacts upon a sheet of scarlet silk, and he invites you to inspect these curious items. He glances at your sword belt and smiles when he sees the finely-crafted hilt of the Sommerswerd protruding from your scabbard.

    ‘Well, I see you'll have no need of new weaponry, Grand Master. Surely there can be no blade better suited to the slaying of the Dark God's foul creatures than the one you already possess—the Sword of the Sun.’

    ‘Aye,’ comments Ardan, ‘ 'tis true. Your divine sword can vanquish any of Naar's creations. It may even possess power enough to smite the Dark God himself!’

    Lord Ardan's words lift your spirits. It is comforting to hear that you possess at least one effective weapon against the horrors you may have to face during your quest for the Moonstone.

    ‘It is a fine blade, Grand Master,’ says Rimoah, ‘but be sure to use it with utmost discretion. It was crafted upon the Plane of Light and it radiates a strong and goodly aura. In Naar's domain its radiant energies could attract unwanted attention.’

    If you possess a Korlinium Scabbard, turn to 258.


    If you do not possess this Special Item, turn to 341.

    _______________________________________

    Page 258: ‘But with respect, Lord Rimoah,’ you reply, ‘the scabbard in which I carry the Sommerswerd is woven from strands of pure korlinium.’

    You lift the sword, in its scabbard, and invite Rimoah to inspect it more closely. He steps forward and his eyes run up and down the length of the sword's seemingly plain sheath. Sagely he nods his approval.

    ‘Indeed, it is korlinium and it will keep hidden the blade's true power from Naar's foul spawn,’ he says, and then he smiles wryly. ‘Until, that is, the time comes when you decide to unleash that power against them.’

    ‘Your scabbard will shield your goodly blade, Grand Master,’ comments Lord Ardan, ‘but what of yourself? You are imbued with Kai powers that may readily be detected. Your formidable skills could alert Naar's minions to your presence among them.’

    If you possess a Platinum Amulet, turn to 53.

    If you do not possess this Special Item, turn to 296.

    _______________________________________

    Page 53: You reach to your throat, unbutton the collar of your Kai robes, and withdraw the Platinum Amulet by its braided cord.

    ‘Ah, I see that you already possess a sigil of power,’ says Lord Rimoah, approvingly. ‘It seems you are better prepared for the quest than we had anticipated.’

    With a nod of his head he motions to Lord Ardan who then retrieves an almost identical amulet from among the items on the table. Ardan gives the amulet to Rimoah and he slips it into his pocket.

    ‘You'll not be requiring this after all,’ he says, ‘but there is something which I'm sure you will find most useful. And I'm certain that you have not come across anything of its like before.’

    Once again Rimoah motions to Ardan and the elderly wizard responds by taking up a small package that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly, you take it from him.

    ‘It was discovered a decade ago in Northern Dessi,’ says Ardan. ‘A party of our brethren found it on the Isle of Khor. It was buried in the ruins of Kazan-Oud.’

    Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be empty, devoid of script, pictures, or diagrams of any sort.

    ‘I do not see how this book will help my quest,’ you say, as you flick back and forth through the seemingly empty pages.

    ‘This may be true while you are here in Sommerlund,’ replies Lord Rimoah, ‘but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naar's domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.’

    You are dubious as to the true value of this item but, in deference to Lord Rimoah's judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

    To continue, turn to 329.

    _______________________________________

    Page 329: Guildmaster Banedon announces that the preparations are now complete. With mixed feelings of fear and exhilaration, you step into the centre of the pentagram and stare resolutely into the inky black heart of the Daziarn Portal. The hypnotic chanting of the Brotherhood magicians rises in tempo and you feel gusts of icy wind play upon your face. Then the Elders of the High Council lend their voices to the sonorous chant and suddenly the chill wind becomes a howling gale. Crackling arcs of energy leap from the edges of the pentagram and disappear into the core of the portal. Above the deafening roar you hear Lord Rimoah shouting an ancient phrase of power and, in one breathtaking instant, you are pulled off your feet and sucked into the whirling maw of the Shadow Gate.

    If you possess the Discipline of Grand Huntmastery, and have achieved the rank of Sun Prince, turn to 16.


    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 274.

    _______________________________________

    Page 16: As you tumble and spin through the void of the Shadow Gate, you struggle to keep your eyes focused on a tiny mote of light which glimmers in the dark, immeasurable distance. You sense that your passage through this astral corridor is being guided by the concerted will of the council gathered at the entrance to the portal. Using their psychic powers they are attempting to steer your body through a maze of channels which will lead towards that remote speck of light. Sensing this, you draw upon your improved Kai Discipline and use it to aid the magicians' efforts. By doing so you are able to stabilize yourself and reduce the terrible fatigue of your journey.

    Turn to 90.

    _______________________________________

    Page 90: Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevent you from plunging beneath the surface of the stinking swamp into which you have fallen.7

    After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destination—the Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waist-deep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane writing.

    [illustration]


    The text tells of a creature called Nza'pok—Lord of the Mire—and of his Throne of Power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures that are enslaved to him. But most interestingly it tells of a secret name ‘Khula’ which can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza'pok's realm. The pages of the Tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the Tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza'pok—the ruler of this domain—and take the amulet which he possesses. Suddenly your Sixth Sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south, you see a shattered causeway of mouldering grey stones, and to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

    If you wish to explore the causeway, turn to 67.


    If you decide to investigate the ridge, turn to 202.

    Blind choice.

    _______________________________________

    Page 67: The causeway comprises a procession of cracked grey blocks of stone which cross this fetid land and trail away towards a tangle of jungle vegetation that stretches across the horizon. In places the mouldering pavement disappears completely beneath the surface, swallowed by the swamp, yet the encroaching mud is shallow and it does not hamper your progress too greatly. On either side of this swamp-road you notice an occasional spur of rock protruding through the mire. Then you see the apex of a stone roof and a broken spire and suddenly you realize that they are segments of buildings. They are all that remain visible of an ancient city which has long since drowned beneath the swamp. The causeway is not a road at all; it is the remnants of the city's fortified wall.

    The cloudy green sky begins to darken and you sense a storm approaching. Minutes later, a gentle rain begins to fall which turns the surface of the swamp a milky shade of blue. You raise the hood of your cloak and press on, but suddenly you notice that your clothes are giving off wisps of smoke where they have been spattered by the rain. The rain is not water—it is a corrosive acid. Your Magnakai Discipline of Nexus protects your flesh from the effects of this acidic rain, but your clothing and equipment are vulnerable to its effect. Rather than risk losing them, you look around for some place to shelter from the coming storm. The only cover that you are able to discern is a large mound of fallen stone slabs several hundred yards away to your right.

    If you possess the Discipline of Grand Pathsmanship, turn to 263.

    If you do not, turn to 134.

    _______________________________________

    Page 263: You sense there is something alive in a hollow beneath the criss-cross of fallen slabs. Cautiously you advance towards this rough shelter, using your camouflage and tracking skills to move silently through the sticky, knee-deep mire. When you reach the stones and peer down into the hollow, you see a host of winged insects swarming around a large pear-shaped hive. Glinting scarlet-tipped stingers protrude like small knives from their tails, leaving you in no doubt that these insects could prove deadly if provoked.

    If you wish to avoid this nest of winged insects and seek shelter from the storm somewhere else, turn to 330.

    If you decide to try to drive them from the hollow, turn to 38.


    At this point I really fail to see how normal insects or storms could really do anything to us... but vote away!

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    NeadenNeaden Registered User regular
    edited June 2011
    Drive the bugs out. We have animal mind control after all.

    Neaden on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    Look for somewhere else. Why create a ruckus? Getting the bugs riled up is only going to bring something else on our heads.

    JaysonFour on
    steam_sig.png
    I can has cheezburger, yes?
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    NeadenNeaden Registered User regular
    edited June 2011
    JaysonFour wrote: »
    Look for somewhere else. Why create a ruckus? Getting the bugs riled up is only going to bring something else on our heads.

    You fool! There could be honey!

    Neaden on
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    HykuHyku Registered User regular
    edited June 2011
    Kill the bugs! What mighty Kai lord would be afraid of bugs?!?

    Hyku on
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    TagTag Registered User regular
    edited June 2011
    Page 38: You focus on a clump of insects that are attached to the side of the hive and your Kai senses tell you that these creatures are being guided by psychic commands originating from within their pear-shaped home. This discovery leads you to suspect that they could be susceptible to mind control.

    If you possess Kai-surge, and have reached the rank of Sun Lord or higher, turn to 247.

    If you possess Animal Mastery, and have reached the rank of Sun Thane or higher, turn to 178.


    If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 101.

    Ordinarily I would call for a vote but since its lame to have a short Monday update I looked ahead and realized that we get roughly the same result either way, so I'm just going to have us use our new Kai-Surge ability.

    ___________________________

    Page 247: You concentrate upon the insect hive and direct a powerful Kai-blast at its core.

    Pick a number from the Random Number Table. For every level of rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.

    If your total score is now 6 or less, turn to 167.

    If your score is 7 or higher, turn to 236.


    We rolled a 3+6 (levels) = 9

    ___________________________

    Page 236: Immediately the swarm of insects falls silent and you sense that your psychic attack has had a devastating effect upon their rudimentary minds (in this instance, you need only reduce your ENDURANCE score by 2 for using this form of attack).

    For a few moments the insects are rendered motionless; then suddenly they re-animate and stream out of the hollow in all directions in a chaotic rush to escape. You watch as the last few disappear into the encroaching curtain of acidic rain and, when you are sure that the hollow beneath the stones is now empty of insects, you squeeze yourself through a gap and take shelter.

    As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any; it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

    You are busy cleaning the acidic rain from your equipment with a handful of leaves when suddenly your Sixth Sense warns you of approaching danger. You peer out through a crack in the stones and catch sight of a flock of bat-winged creatures. They are swooping down from out of the rainy sky towards your hiding place.

    If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.


    If you have never visited this place, turn to 252.

    I'll have us collect the poison honey (might run into a bear or something :P) unless people object.

    ___________________________

    Page 107: The sight of the approaching creatures stirs distant memories of the Temple of Maaken—the forbidden place which lies buried beneath the ruins of an old Sommlending city that teeters on the edge of the infamous Maakengorge. These winged horrors are Daemonaks, a breed of vampiric predators who were originally spawned by Lord Vashna—the first and mightiest Darklord leader. You first encountered one of their kind at Maaken, but now you face a flock of twenty such creatures.

    As they descend towards your hiding place they give vent to a piercing wail that makes your flesh crawl. The sound of their cries unsettles you, but this discomfort pales in comparison to the shock you experience upon seeing the response to their hideous cries.

    Turn to 280.

    ___________________________

    Page 280: From out of the dark earth surrounding your hiding place there arise monstrous shapes, alien beings long dead and buried yet cruelly denied an eternal rest. Muddy tatters of flesh hang from their pitted skeletal frames, and from their skull-mouths writhe wormy tongues riddled with decay. Numb with shock, you watch as this ghoulish legion draws itself to the surface and comes shambling towards you, driven on by the hellish cries of the swooping fliers.

    Instinct and training trigger you to draw your weapon in readiness to meet this sickening corpse-horde, yet before they begin their attack, you are faced by a threat from another quarter. One of the flying creatures circling above is clutching in its claws a length of chain to which is attached a smoking bundle. Suddenly this creature dives out of the clouds and comes swooping down over the horde towards you. At the last minute it pulls up to avoid crashing into the stone slabs of the roof and, as it does so, it releases the chain. The bundle hits the soft ground once and then bounces through the narrow entrance of your hiding place.

    ill17.png

    Instantly you are consumed by a cloud of acrid smoke that stings your eyes and threatens to close your throat. You sense at once that the smoke is a deadly poison, but fortunately your Magnakai Discipline of Nexus is sufficient to save you from a swift death.

    If you possess Grand Nexus, turn to 337.

    If you do not possess this Grand Master Discipline, turn to 229.

    ___________________________

    Page 337: The poisonous fumes irritate your eyes and throat but your Grand Mastery saves you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legion—they are now just a few yards from the entrance.

    If you wish to attempt to escape before they block the entrance completely, turn to 151.

    If you choose to stand and fight them, turn to 32.


    Classic Fight or Flight decision.

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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Apparently, there's really no way to hide. Fight.

    Man in the Mists on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited June 2011
    Fight!

    Darian on
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    TagTag Registered User regular
    edited June 2011
    Ah good, votes!

    Page 32: The leading creatures snarl like ravenous wolves as they launch themselves at the entrance to your hiding place. You meet their attack with a flurry of lightning-fast blows which shatters their skulls and sends them tumbling from their skeletal shoulders. Their twitching headless torsos crash to the ground, yet more of their hideous kind pour through the gap and within seconds they are all over you. Claws and talons rake your arms and sides as desperately you fight to free yourself from this nightmare legion.

    ill2.png

    Chaos-mutants: COMBAT SKILL 45 ENDURANCE 37

    These undead beings are immune to all forms of psychic attack.

    If you win this combat, turn to 129.

    Hmm immune to our new psychic attack, but they *are* undead.


    Combat Ratio: 50 - 45 = 5 + DOUBLE DAMAGE
    Endurance: 61
    Your Random Number was: 5
    Your enemy took 10 Damage! DOUBLE
    Your enemy now has 17 Endurance Points.
    Lone Wolf took 2 Damage!
    Lone Wolf now has 59 Endurance Points.

    Your Random Number was: 9
    Your enemy took 16 Damage! DOUBLE
    Your enemy has been slain.
    Lone Wolf took 0 Damage!
    Lone Wolf now has 59 Endurance Points.

    Well that was easy.

    ______________________________

    Page 129: As the last of the ghoulish horde falls to your deadly blows, you leap over its shattered body and break into a run. Unfortunately you do not get very far; a heavy weight hits you squarely in the back and knocks you to your knees. You struggle to regain your footing in the thick mud but your efforts are soon thwarted when you are suddenly engulfed by a coarse rope net dropped from above. Frantically you scrabble to untangle yourself, but a second net smothers the first and delays you just long enough for a pair of winged flyers to land on your back and force you down. Then another two of these demonic fliers come to assist them. While you are being subdued they hurriedly thread ropes through the edges of the nets and hurl the loose ends to others hovering above. Then, as one, the flock utters a chilling shriek of triumph. Your stomach churns and your heart pounds as you feel the net close in and hoist you off the ground.

    Pick a number from the Random Number Table. If the number you have picked is 0–4, you lose 1 Backpack Item of your choice as you are lifted into the air. If the number you have picked is 5–9, your money pouch spills open and you lose all of your Gold Crowns.

    After making the necessary adjustments to your Action Chart, you may continue by turning to 63.

    We rolled a 3, I tossed a meal.

    ______________________________

    Through the criss-crossed ropes of your net prison you see the surrounding flock. They are swooping and cawing delightedly, like successful hunters returning home with their captured prey. Above, you can make out the claws and leathery black bellies of the three winged creatures that are hoisting you ever higher into the rain-swept clouds. You are tempted to use your Kai powers to break free and slay your abductors, but a glance below at the rapidly receding ground is enough to dissuade you, at least for now.

    For more than an hour the flock transports you northwards through sickly green skies, hundreds of feet above a ceiling of storm clouds. Gradually this cloud cover thins until you are able to note that the swamp has given way to a tropical jungle which is thinly veiled by a swirling mist. A river snakes through this dense foliage, winding its way towards a coastline on the horizon. As you approach the distant sea, the river becomes wider and flows into a delta. Your captors follow the river and begin a slow descent to an islet on the eastern side of the delta, towards an area near its seaward shore where the jungle has been hacked down to make room for a primitive settlement.

    As the flock encircles the settlement prior to landing, you are able to make out a cluster of strange-looking huts, seemingly constructed from the hides of reptiles and the bones of huge fish. In the middle of these huts there is an expanse of cleared ground and a large circular pit. The shrieks of the fliers draws an expectant crowd, a score of creatures of two distinctly different species. From the air they resemble gigantic ants and deformed, pale-skinned humanoids.

    If you have ever visited the icy realm of Ixia in a previous Lone Wolf adventure, turn to 97.

    If you have not, turn to 301.

    ______________________________

    Page 97: A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaag—giant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord's frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

    Memories of your ordeal in Ixia suddenly come flooding back to haunt you. As you recall your previous encounter, you remember that these horrific beings possess strong psychic powers. Forewarned, you draw upon your mental Kai defences as your captors prepare to land with you inside the settlement.

    If you possess Kai-screen, turn to 242.

    If you do not possess this Discipline, turn to 59.

    ______________________________

    Page 242: You use your advanced ability to form a shield around your mind as a defence against a possible psychic assault. This precaution proves to be a wise one for as the net hits the ground, the Dentaag unleash a violent psychic attack in an attempt to weaken and subdue you.

    Turn to 82.

    ______________________________

    Page 82: You feel the crushing power of the hostile Mindforce collide with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Yet your formidable psychic defences absorb and deflect all of this destructive energy, and you are able to survive the attack with no lasting damage to your psychic senses: lose 1 ENDURANCE point.

    Turn to 290.

    ______________________________

    he net spills open as it touches the ground beside the yawning pit, enabling you quickly to disentangle yourself and unsheathe a weapon. Freed from the net but still trembling from the residual effects of psychic shock, you drop to one knee to steady yourself as you try to assess your situation. You look around for a way to escape from this alien settlement but all that you can see is an encircling wall of hideous humanoid mutants and ant-creatures. A tight wedge, comprising a dozen of these creatures, gibbers excitedly as it rushes forwards with frightening speed. You attempt to stand and meet their attack, but they hit you before you are fully upright and knock you headlong into the pit.

    Cursing your luck, you struggle to your feet amongst a deep carpet of bones and look up at the rim of the pit, some fifteen feet above. An unbroken line of ghastly faces are shrieking and staring back at you with unconcealed glee. Suddenly, the faces fall silent and a gap appears in their ranks to allow access to their hideous leader. You swallow hard to suppress the rising nausea you feel upon seeing this creature's grotesque features. Its body resembles a huge bloated bubble, endowed with a misshapen humanoid face—like that moulded by a child from wet clay. Its pustulant raw skin is studded with warts and tufts of rust-coloured hair. Chuckling maniacally, it drags itself around the edge of the pit by means of six claw-tipped tentacles and you note, with disgust, that it leaves a trail of steaming grey slime wherever it passes. Through its bulbous lower lip there hangs a chain to which is attached an amulet, seemingly crafted of iron. You magnify your vision and see that an inscription on this crude amulet bears the name ‘Nza'pok’. Instantly you recall the text of the Tome of Darkness and realize that this creature must be Nza'pok himself—the ruler of this territory within the Plane of Darkness.

    ill18.png

    Nza'pok opens his crooked mouth to reveal several rows of rotting jagged teeth. Then words of the Dark Tongue rumble from his gullet to send shivers down your spine. You suspect that he is commanding his followers to slay you and your worst fears are confirmed when you witness spears being passed overhead to the front ranks of his chaos-horde. The humanoids snatch them up in their twisted hands and raise them in readiness to hurl at you upon the word of command from their hellish leader.

    If you possess Magi-magic, and wish to use it, turn to 43.

    If you possess Kai-alchemy, and wish to use it, turn to 184.

    If you possess neither of these Disciplines, or choose not to use them, turn to 71.

    Note: Both lead to the same result so I coin flipped.

    ______________________________

    Page 184: With your back pressed hard against the wall of the pit, you quickly recite the words of the Brotherhood Spell Invisible Shield as you draw a circle in the air directly above your head. Nza'pok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.

    Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Assimilance, add 2 to the number you have picked.

    If your total is 4 or less, turn to 206.

    If it is 5 or more, turn to 154.


    Got a natural 5.

    ______________________________

    Page 154: You recoil as one spear tip scrapes your left wrist and another gouges your chest (lose 1 ENDURANCE point). Fortunately, both wounds are minor and the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

    Turn to 5.

    ______________________________

    Page 5: You have survived the first volley but your ordeal is far from over. As soon as the front rank hurl their spears they retreat to let those behind them come forward to take their places at the rim of the pit. With cool defiance you stare back at this new rank of mutants. This time you count more than thirty spears held ready to be hurled at you upon Nza'pok's command, far more than you can hope to avoid at once, even with the aid of magic. Yet, despite the overwhelming odds, you refuse to show this loathsome spawn any sign of weakness or despair.

    You offer up a silent prayer to the God Kai to protect you, and then suddenly you recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza'pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory.

    If you think that Nza'pok's secret name is ‘Hulka’, turn to 171.

    If you think that the name is ‘Khula’, turn to 105.

    If you think that the name is ‘Lukha’, turn to 56.

    Tag on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    Khula, for great justice.

    JaysonFour on
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    I can has cheezburger, yes?
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    NeadenNeaden Registered User regular
    edited June 2011
    JaysonFour wrote: »
    Khula, for great justice.

    This man looks like he actually remember so lets go with that.

    Neaden on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    It is indeed Khula.

    Man in the Mists on
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    TagTag Registered User regular
    edited June 2011
    I hope you guys didn't cheat by looking it up :P

    Page 105: You shout the word ‘Khula’ and the effect is both immediate and electrifying. Nza'pok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie, green light. The chaos-horde are at first stunned by their leader's transformation; then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

    Swiftly you climb the wall of the pit, and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nza'pok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body.

    If you wish to unsheathe a weapon and slay Nza'pok while he is unable to resist, turn to 13.

    If you decide not to kill him, but wish to take the glowing amulet which hangs from his mouth, turn to 139.

    If you choose to ignore Nza'pok and the amulet, you can escape from the settlement by turning to 126.

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    NeadenNeaden Registered User regular
    edited June 2011
    Killing someone who is helpless, even if they are a monster, doesn't seem very kai lordy. Spare his life but take his amulet.

    Neaden on
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    pslong9pslong9 Registered User regular
    edited June 2011
    Neaden wrote: »
    Killing someone who is helpless, even if they are a monster, doesn't seem very kai lordy. Spare his life but take his amulet.

    I agree with this.

    pslong9 on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Spare his life but take his amulet. Something tells me that the Sommerswerd might actually matter if we try to kill him.

    Man in the Mists on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    What they said. Take the amulet and leave him be.

    If we kill him, he's not the ruler any longer, amulet doesn't work. Besides, it'd out us as a Kai, and we'd be up to our ears in things that want to kill us. Better he thinks we're some high-ranking traveler.

    JaysonFour on
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    I can has cheezburger, yes?
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    HykuHyku Registered User regular
    edited June 2011
    Can't we just feed him a follower or two?

    Take the amulet!

    If only because this feels like a trap...

    Hyku on
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    TagTag Registered User regular
    edited June 2011
    Page 139: You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nza'pok's frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nza'pok's name and on the reverse side you discover a runic number.

    small5.png

    Record this Nza'pok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference.

    To continue, turn to 314.

    ___________________________________________

    Page 314: You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

    Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.

    small8.png

    After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza'pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean.

    Turn to 232.

    ___________________________________________

    Page 232: Gradually the sea mist clears and you catch sight of land on the horizon. Your senses tingle with expectation for you have now entered a new realm of the Plane of Darkness and you are aware of several dramatic changes to your immediate surroundings. The sluggish grey sea has become a muddy brown sludge that clings to your paddle like marsh slime. Every time you break the crusty surface a cloud of tiny black insects erupts from the slime and soars into the warm, fetid air. The sky above is no longer green; it is a bilious yellow and it is streaked with high clouds that flash intermittently with sheet lightning.

    Despite the glue-like consistency of the ocean, you detect a strong tidal undertow. Rather than fight it you decide to cease paddling and allow it to carry you towards the distant shore. While you wait for the current to do its work, you retrieve the Tome of Darkness from your Backpack and turn through its pages in the hope of learning some of the secrets of this new, foul-smelling realm.

    small4.png

    The page that revealed to you information about Nza'pok's realm is now blank, but the one following it has changed in both colour and texture. Lines of spidery writing have appeared on a page that now looks and feels like cured animal hide. Once again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of this arcane text.

    The writings tell of two powerful beings called the Künae—the Lords of Decay—and of their Throne of Power which is located upon ‘the rotting corpse of Ghandezh, the Wyrm of Naaros’. You scan the page, passing over a long list of vile deeds that have earned the Künae the right to rule their ignoble realm, until you come to the part which details the secret names which can bind them. The names are ‘Jantoor’ and ‘Rhunadan’. The text instructs those who would use these names in the presence of the Künae to exercise great caution, for if the name that is spoken is not directed at the correct Lord of Decay, the ‘evocator will sacrifice his body and soul and be enslaved to the Künae forever upon the realm of putrefaction’. The text gives no indication of how to identify each of the Künae and does not state how and when their secret names should be used to bind them. Yet it does state that in order to leave their realm one must possess a ‘ring of power’, one of two such rings which exist and are worn ‘upon the first fingers of the right hands of the Künae’.

    You close the Tome and stow it in your Backpack. Time has passed rapidly while you have been consulting the book, and your canoe is now but a few hundred yards from the shore. Directly ahead you can see the estuary of a river, and away to your left you note a stony beach which gently ascends to a forest of grey-green trees.

    If you wish to paddle your canoe into the river estuary, turn to 216.

    If you decide to beach your craft on the stony shore and explore the forest beyond, turn to 85.

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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Hmmm, to the shore.

    Man in the Mists on
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    pslong9pslong9 Registered User regular
    edited June 2011
    Hmmm, to the shore.

    pslong9 on
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    TagTag Registered User regular
    edited June 2011
    Page 85: The canoe grounds on a submerged boulder a few dozen yards from the beach, forcing you to abandon the craft and wade ashore. You soon discover that the stones littering this beach are slick with an oily residue. Your natural agility overcomes this obstacle but the slippery surface makes it difficult for you to reach the cover of the distant tree-line as swiftly as you would like.

    As you draw near to the perimeter of trees you pause for a moment to scan the dark jungle undergrowth. Long streamers of moss-encrusted vines hang from the trees, draping themselves limply over every rock and bough, and a tangled mass of interwoven creepers and low-spreading branches forms a blanket canopy which keeps much of the forest floor in semi-darkness. As you stare into the damp and shadowy foliage, you feel a growing sense of unease. Your burning desire to press on with your quest is suddenly dampened by an overwhelming urge to avoid this jungle.

    If you possess Grand Pathsmanship, and have attained the Kai rank of Grand Crown or higher, turn to 115.


    If you have Grand Pathsmanship, but have yet to attain this rank, turn to 334.

    If you do not possess this Grand Master Discipline, turn to 255.

    ___________________________________

    Page 115: You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail, but you have not gone far before you are forced to a halt by a thick curtain of hanging vines and creepers.

    Using your advanced Kai Discipline, you command the mossy creepers to move aside and create a tunnel through which you can pass. The reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the hanging vines rise up and flail the air. They lash out at you with stunning ferocity, forcing you to retreat back along the trail before their stinging blows. Rapidly your sense of surprise is surpassed by fear when you realize that these vines are not plants at all; they are hostile living creatures.

    If you wish to attempt to evade their attack, turn to 35.

    If you decide to try to fight your way through them, turn to 46.


    Oops, wonder how Lone Wolf missed the whole "not a plant" thing :P

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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Fighting might attract attention. Evade.

    Man in the Mists on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited June 2011
    This is sense. Evade.

    Darian on
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    pslong9pslong9 Registered User regular
    edited June 2011
    C'mon, we're a Kai Lord! We can take on some sissy not-plant plants! Fight!

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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    I don't know... I think I'll say fight.

    JaysonFour on
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    TagTag Registered User regular
    edited June 2011
    Oh no, votes finally appeared today, but now it's a tie!

    Since I'll be at home tomorrow, I'll do an update tomorrow if someone breaks the tie.

    Tag on
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    TagTag Registered User regular
    edited June 2011
    No votes, so I'll just go with mine which is to fight :P

    Page 46: From beneath the coating of moss which sheathes these vines emerge hundreds of tiny hollow barbs, transforming them instantly into deadly foes capable of ripping you to shreds. They whip the air within inches of your face, forcing you to frantically dodge and dive to avoid being torn open. You draw your weapon and strike out, cleaving through the end of one of these deadly creepers which emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion's cry of pain, the remaining vines snake towards you with increased tenacity. You must fight them.

    ill3.png

    Haemodyls: COMBAT SKILL 49 ENDURANCE 42

    These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.

    If you win the combat, turn to 19.

    Combat Ratio: 50+2 - 49 = 3
    Endurance: 61
    Your Random Number is: 4
    Your Enemy took 8 damage -
    and now has 34 Endurance Points.
    Lone Wolf took 2 damage -
    and now has 49 Endurance Points.

    Your Random Number is: 4
    Your Enemy took 8 damage -
    and now has 26 Endurance Points.
    Lone Wolf took 2 damage -
    and now has 47 Endurance Points.

    Your Random Number is: 0
    Your Enemy took 16 damage -
    and now has 10 Endurance Points.
    Lone Wolf took 0 damage -
    and now has 47 Endurance Points.

    YOU HAVE DEFEATED YOUR ENEMY!!
    Your Combat Ratio is: 3.
    The combat lasted 4 round(s).
    Lone Wolf took 5 total damage -
    and now has 46 Endurance Points.

    Ooh they upgraded the combat java program.

    _______________________________________________

    Page 19: The few remaining vines that survive your deadly blows rapidly disappear into the canopy of branches and, within seconds of your victory, the jungle becomes deathly silent once more. You wipe your weapon against the trunk of a tree to remove the worst of the foul-smelling ichor, and then you move back along the trail towards the beach. However, when you reach the edge of the trees you see a patrol of scaly-winged reptiles swooping and gliding along the rocky shoreline. They have discovered the remains of the canoe and are now searching the beach for signs of survivors.

    Rather than risk being spotted by these vicious-looking creatures, you stay hidden beneath the jungle canopy and return once more along the trail. At the place where you had previously been halted by the curtain of bloodsucking vines, you now discover the way ahead is open and you press on until you come to the edge of a large clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you make your way around the fruits and across the clearing towards a statue which is crouching amongst the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

    If you possess Telegnosis, and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.


    If you do not possess this skill, or choose not to use it, turn to 177.

    _______________________________________________

    Page 76: You crouch down among some mossy boulders directly opposite the stairwell to the open entrance. Then, using your Grand Mastery, you let yourself slip into the trance-state that will allow your conscious mind to leave your corporeal body. You continue to see your surroundings as they would appear to your physical eyes, but now you are able to transport yourself freely through the air like a bird.

    You glide towards the statue and swoop down through the open portal, pausing momentarily to scan the surrounding arch for hidden traps. Detecting none, you continue deeper into the darkness of this alien edifice. A wide stone ramp descends to a sealed portal which is engraved with runes. You cannot immediately decipher them but you sense that they are evil in design and possess some destructive power locked within their jagged forms. Then the sound of a growl, above and far away, makes you suddenly fearful for the safety of your physical body, and so you leave the portal and ascend rapidly to the surface where you rejoin your dormant form. (Unless you have attained the Kai rank of Sun Lord or higher, you lose 2 ENDURANCE points due to the haste with which you have returned to your corporeal body.)

    Having already reconnoitred the entrance to your satisfaction, you are able to descend the steps and enter the base of the statue with confidence. You follow the stone ramp down to the sealed portal where you carefully examine the runes which cover every square inch of its surface. You are beginning to fathom some of their secrets when suddenly you hear a noise above and behind you. Instantly you spin on your heel and reach for your weapon, but the outline that you see silhouetted in the archway at the top of the ramp is so shocking that you are unable to close your trembling hand upon it.

    Turn to 268.

    _______________________________________________

    Page 268: Framed in the archway is a snarling, sabre-toothed beast with eyes that radiate darkness, like two dull satanic orbs. It is hyena-like, and its hunched shoulders and straggly mane lend it an uncanny resemblance to the statue which sits atop this subterranean vault. Vile saliva drips from its fangs and snout, and an evil sound—part snickering, part bubbling—issues from its massive jaw.

    Slowly and deliberately it descends the ramp towards you. As it moves you notice that the ribs of its great frame are showing through its furry hide, giving it an emaciated appearance. Your senses detect that it is starving and that it sees you as the answer to its gnawing hunger.

    If you possess some Muntaag Honey, turn to 159.


    If you do not possess this Backpack Item, turn to 321.

    _______________________________________________

    Page 159: The creature is halfway down the ramp when it pauses to sniff the cool air. With a snickering sound, it crinkles back its snout and allows a stream of saliva to trickle freely from its quavering jaw. In its present state of ravenous hunger it has detected the aroma of something it finds even more enticing than the scent of human flesh: Muntaag honey.

    You sense the cause of its sudden delirium and hurriedly you retrieve from your Backpack the package of leaves which contains the honey. The beast lets out a desperate howl and quickly you hurl the package towards the entrance to prevent it from leaping wildly upon you. As the beast scrambles up the ramp, you turn your attention to the portal and attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through it, slamming it shut behind you to prevent the ravenous beast following.

    Turn to 210.


    _______________________________________________

    Page 210: The moment you pass through the portal you are assailed by an overwhelming odour of decay. The vile stench of putrefaction has been ever-present since you landed upon the shores of this unwholesome realm, but the reek that occupies the chamber you have now entered is immeasurably worse. Your innate Magnakai Discipline of Nexus protects you from the harmful effects of this diseased odour, yet even so you feel nauseous and heavy-headed: lose 1 ENDURANCE point.

    The walls drip with a yellow slime that radiates a dim fluorescence by which you can see an open archway in the far wall. Eager to escape from this stench-filled chamber, you enter and explore a tunnel which lies beyond the archway. Unfortunately the stench is no better here. In fact, the further you explore this twisting passageway the worse it becomes. Yet you press on regardless, allowing your instincts and your Kai senses to guide you to the source of the alien power that lies somewhere within this foul lair.

    The tunnel continues for more than a mile, descending deeper by ramp and stair until it arrives at a vast circular chamber. Here you discover a huge door fashioned from a strange, shimmering green metal. Runes adorn its carved panels, mirroring those that are engraved in a large circle in the centre of the stone floor.

    If you have ever visited Mogaruith in a previous Lone Wolf adventure, turn to 265.

    If you have never visited this place, turn to 41.

    _______________________________________________

    Page 265: This circular hall is chillingly familiar, although you are sure that you have never been here before. Then a cold shiver runs down your spine when suddenly you recall where it was that you saw a chamber and runes uncannily similar to these. It was in Mogaruith, in the antechamber to Arch Druid Cadak's Throne Hall.

    You magnify your vision and focus on the runes that decorate the floor. They are similar to those you encountered on the portal to this subterranean labyrinth when first you entered, and you feel your pulse quicken when slowly you are able to decipher part of their meaning:

    ‘Ye who seek entry to the Hall of the Künae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled, base metal without for thy fate to be sealed.’

    With great caution, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You were hoping that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Künae. Then you discover three small slots: one circular, one square, and one triangular in shape.

    If you possess any Gold Crowns, turn to 109.

    If you have no Gold Crowns, turn to 65.

    _______________________________________________

    Page 109: From the runic inscription on the floor you suspect that the portal may be opened by using a piece of gold. Taking a Gold Crown from your Belt Pouch you carefully examine the three slots, using your Kai senses to help you choose into which one you should place your coin. Unfortunately, your senses can only detect the powerful magical energy that is present in the core of this portal.

    If you wish to insert your Gold Crown into the circular slot, turn to 195.


    If you decide to insert the coin into the square slot, turn to 214.

    If you choose to insert the coin into the triangular slot, turn to 332.

    Blind choice so lame vote. It's a circular coin so I'm just gonna go with the circle shape. I mean if its intended to accept coins...

    _______________________________________________

    Page 195: You press the Gold Crown into the circular slot and hear it fall into a hollow near the base of the door. Then there is a sudden crackle of electrical power and, with a grating squeal, the great portal slowly swings open.

    Remember to erase 1 Gold Crown from your Action Chart.

    To continue, turn to 343.

    _______________________________________________

    Page 343: The portal opens into a vaulted corridor lined with wall-paintings that exude a crude aura of evil. This procession of gaudy murals depict nightmarish scenes: diseased creatures, alien landscapes blighted with pestilence, hosts of larvae writhing in awful triumph over the goodly forces of Kai and Ishir. This macabre celebration of decay fills you with revulsion, yet it pales in comparison to the sight awaiting you at the corridor's end.

    Beyond the corridor lies a vast chamber, rough-hewn from the bedrock of this rotting land. The decomposing carcass of a gigantic reptile rests here upon a floor which shimmers in the eerie, yellow half-light. Bile rises in your throat when suddenly you realize why the floor is shimmering: it is carpeted with a seething sea of maggots. Gagging with fear and nausea, you snatch your cloak to your mouth and steady yourself against a pillar as you survey this ghastly hall. Mounted upon the broken back of the great reptilian carcass are two throne-like chairs carved from black wood. Between and below them, lying deep within the creature's exposed rib cage, is a dark semicircular shadow that resembles the entrance to a cave. Drawing upon your Magnakai Discipline of Divination, you scan the hall and quickly determine that all is not what it seems. You detect the presence of three powerful entities protected by spells of illusion and invisibility. You feel sure that two of them are the Künae—the rulers of this hellish domain—but the third eludes you. Its aura feels oddly familiar, yet you cannot readily determine its location or identity.

    If you have ever visited Mogaruith, Kaag, or Helgor in a previous Lone Wolf adventure, turn to 18.


    If you have never visited any of these places, turn to 320.

    _______________________________________________

    Page 18: Suddenly you fathom the identity of the third spirit occupying this hall. It is Cadak—Arch Druid of the Cenerese—sworn enemy of the Kai and all who ally themselves to the cause of Good. His body was destroyed on Magnamund five years ago but his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

    Your heart pounds as you witness a swirling, ghostly, gossamer shape arise from the hollow rib cage of the carcass and snake towards you like a vampiric mist. As it draws closer, you hear the chilling voice of Cadak invade your mind: ‘From beyond death the powers of decay grant me revenge, Lone Wolf!’

    If you possess Kai-screen, turn to 249.

    If you do not possess this Grand Master Discipline, turn to 4.

    _______________________________________________

    Page 249: The swirling spirit of Cadak condenses and shapes itself into a column of flickering light. It now resembles a large candle flame, but one that radiates an icy coldness. Within this chill flame you see Cadak's evil eyes glowing hypnotically. You draw on your psychic defences to shield yourself from an imminent attack, and moments later, you feel pulses of energy bombarding the wall that you have erected around your mind. You sense that your speedy and successful defence has greatly weakened your old enemy. You are about to turn the tables by launching a counterattack when suddenly you hear something quite unexpected.

    ‘Spare me and forgive me, Lone Wolf,’ pleads Cadak's plaintive voice in your mind. ‘I renounce my evil past. Forgive me so that death may free my soul from the slavery of Evil. Grant me this salvation and I shall help you to escape from the realm of the Künae.’

    The host of maggots which carpet the floor of this foul hall suddenly recede like an ebb-tide. As they retreat, a glowing ring is revealed lying on the slime-smeared ground.

    ‘Take the ring, Lone Wolf. Take the ring and grant me your forgiveness. With the ring the way is clear for you to leave this hall through the Tunnel of the Wyrm.’

    Beyond the flame-like spirit of Cadak you can see the rotting rib cage of the carcass. The semicircular shadow that occupies it is now pulsing with a warm, amber light.

    If you agree to forgive the spirit of Cadak, and wish to pick up the ring, turn to 128.

    If you refuse to forgive the spirit of Cadak, and decide that you will not pick up the ring, turn to 20.


    A much more satisfactory choice to end on.

    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
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    NeadenNeaden Registered User regular
    edited June 2011
    Forgive him we'll probably have to kill him after his sudden and inevitable betrayal but it is still the Kai Lord thing to do.

    Neaden on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    Forget him. There's only one reason he's gone all squirrely on us- we put on the ring, he possesses us, he wins.

    JaysonFour on
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    I can has cheezburger, yes?
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    HykuHyku Registered User regular
    edited June 2011
    Forgive him! Forgiveness can never lead to a trap right?

    Hyku on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Not falling for the schmuck bait. Don't forgive.

    Man in the Mists on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited June 2011
    So, does he desire escape from his servitude more than he desires our downfall? Forgive him and find out!

    Darian on
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    TagTag Registered User regular
    edited June 2011
    I looked ahead and this choice is actually important. I'll give it one more day before I give it to "Forgive" since its more-or-less tied (forgive is up by 1 out of 5).

    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
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    EshEsh Tending bar. FFXIV. Motorcycles. Portland, ORRegistered User regular
    edited June 2011
    Don't forgive!

    Esh on
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    pslong9pslong9 Registered User regular
    edited June 2011
    Forgive him.

    pslong9 on
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    3DS FC: 0817-3759-2788
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    TagTag Registered User regular
    edited June 2011
    You guys did that just to mess with me didn't you :P I'll update tonight when I get home.

    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
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    TagTag Registered User regular
    edited June 2011
    Forgiveness wins out!

    Page 248: The very instant you touch the ring it transforms into the mouth of a huge scaly worm. Your whole hand and forearm disappear into its fang-filled maw and, before you can save yourself, it snaps shut its powerful jaws. Red-hot agony engulfs your arm and sears your senses. Instinctively you pull away and, to your horror, you fall backwards with blood spilling freely from your severed limb. Cadak's malicious laughter fills your ears as, in a swirl of pain and confusion, you feel the numbing chill of shock begin to fill you with a deadly lethargy.

    Seated upon the two throne-like seats which adorn the great carcass appear the ghastly forms of the Künae—the Lords of Decay. Their braying laughter echoes Cadak's vicious howl; they are clearly delighted by his use of base trickery to defeat you. Tragically, this awful sound is the last that you will ever hear. You have allowed yourself to be deceived by the spirit of the Arch Druid and you have paid the ultimate price. In a moment of sheer terror, the Künae focus their terrible powers of disease and decay and turn them upon you, consigning you swiftly to oblivion.

    Sadly, your life and your quest end here in the dreaded Hall of the Künae.

    And we're dead because of it! :P

    Now, it's been quite a while since we died, so I would like you all to vote on the preferred penalty along with today's choice. We could:

    A) End it like it says. Pretty sure this won't be what we pick :P

    B) Heal up and permanently lose some maximum health. (10?)

    C) Heal up and permanently lose some maximum combat rating. (1?)

    D) Heal up and lose one of our powers.

    E) Go to half health and disable natural regen until after our next fight.

    Feel free to suggest one if you have an idea. I personally prefer E, but it is clearly the most lenient.

    ______________________________________

    Page 20: You are wise not to trust Cadak's repentant plea for forgiveness: it is a trick. Sensing that you have seen through the charade, his spirit-entity becomes enraged. It howls a curse and the ring instantly transforms into a huge scaly worm. This creature has no eyes, but it does possess a large mouth packed with razor-sharp fangs which it snaps repeatedly, like an angry dog. You draw and raise your weapon and, in the space of a heartbeat, you deal the worm a mighty blow which splits it open from mouth to tail. Cadak's spirit emits a hideous scream, as if the destruction of the worm has wounded him deeply. Rapidly his spirit-form fades until all that is left is an echo of his plaintive cry of pain and frustration.

    Invigorated by your victory, you turn your attention now to the huge carcass that dominates this hall. You are determined to find a way out of this stinking chamber and you feel sure the answer lies somewhere here. You are advancing towards these huge rotting remains when a new and sinister threat to your life suddenly materializes.

    Turn to 228.

    ______________________________________

    Page 228: Seated on the two throne-like chairs perched upon the back of the rotting carcass appear the ghastly forms of the Künae—the Lords of Decay. They are a hideous sight, and your stomach churns with revulsion as you struggle to comprehend their abominable manifestation. Their torsos resemble two mounds of glistening black jelly, studded with polyps and ulcers and sores that exude a noxious grey slime. They have flat heads that are oval-shaped and shell-like, with puckered mouths and indented eye-slits that radiate an evil yellow light. From their rubbery sides protrude two snaky limbs ending in three-fingered hands coloured a sickly, leprous green-grey. And fixed upon the first fingers of their right hands you see rings of gleaming gold that are exquisitely crafted and embellished with intricate patterns. These rings are exceptionally beautiful and seem glaringly out of place upon the fingers of these grotesque beings.

    As you stare at the rings you recall the text of the Tome of Darkness and its instruction that if you are to leave this rotting domain, you must first obtain a ring from the Künae. Your Kai Sixth Sense confirms that these are the rings, and the tunnel-like opening in the body of the carcass is the exit from this realm of putrefaction. Your senses also reveal that the Künae are communicating with each other telepathically. Their eyes glow with increasing intensity and you fear that they are getting ready to launch a magical assault against you.

    If you possess Assimilance, and have attained the Kai rank of Sun Prince, turn to 273.

    If you possess the Sommerswerd, and wish to use it, turn to 188.


    If you possess Skarn-Ska, and wish to use it, turn to 347.

    If you do not possess Assimilance, have yet to attain the required level of Kai rank, or do not possess either Special Item (or have chosen not to use it), turn instead to 306.

    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
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    From what I remember, Kelor did a -3 to -5 combat skill penalty whenever there was a death.

    As for what to do now that the schmuck bait failed, use Assimilance.

    Man in the Mists on
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    TagTag Registered User regular
    edited June 2011
    From what I remember, Kelor did a -3 to -5 combat skill penalty whenever there was a death.

    Yeah, but while that may have been appropriate at the time, a 5 point difference means about 4-6 hp difference per round of combat now (combined lower damage done, more damage taken). Permanently. Which at nearly 10% of our max health seems too harsh to *me* but it really depends on how severe y'all want death to be.

    Since I personally view this more as story telling rather than as a game challenge, I'm ok with a mild penalty, but I'm really just the DM -- you all are the players.

    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
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