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

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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited June 2011
    Half health, no regen. We really can't afford anything else.

    JaysonFour on
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    I can has cheezburger, yes?
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    pslong9pslong9 Registered User regular
    edited June 2011
    Half health, no regen, assimilance.

    pslong9 on
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    3DS FC: 0817-3759-2788
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    TagTag Registered User regular
    edited June 2011
    Page 273: You draw upon your improved Discipline to create an illusory double of yourself which appears standing a few yards away to your right. You sense that this unexpected apparition causes a wave of anxiety in the mental communication passing between the Künae. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

    The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand.

    Pick a number from the Random Number Table.

    If the number you have picked is 0–4, turn to 58.

    If it is 5–9, turn to 153.


    We got a 6.
    ___________________________________

    Page 153: The column of fire speeds across the hall and roars through the body of your double before impacting harmlessly against the surface of the closed portal. Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form—and the sudden cessation of mind contact—throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

    If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness—you must try to recall the name from memory.

    If you think the secret name is ‘Rhunotar’, turn to 96.

    If you think the secret name is ‘Rhunadan’, turn to 311.

    If you think the secret name is ‘Rhunaguin’, turn to 289.


    No cheating now! :P

    I'll still take votes for the death penalty if there are any latecomers.

    Tag on
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    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Dunadan! Er, I mean Rhunadan!

    Man in the Mists on
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    WubWub Registered User regular
    edited June 2011
    Finally got caught up, voting Rhunadan!

    Wub on
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    TagTag Registered User regular
    edited June 2011
    Yay forum is back!

    Page 311: You shout the name ‘Rhunadan’ and the remaining Künae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air, lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the hall's furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib cage. You raise your weapon and, with one swift blow, you sever the fingers of the Künae's right hand and quickly retrieve the gold ring.

    small2.png

    Suddenly, a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregants, a decomposing army of humanoids enslaved to the Künae. They have sensed their rulers' plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

    Turn to 100.

    ______________________________________________

    Page 100: Upon entering the tunnel, the ground disappears beneath your feet and you begin to fall through darkness towards a pale speck of greyish light far below. You are gripped instantly by the fear that you have unwittingly stepped into a deep pit, yet your descent is uncannily smooth and controlled. It is as if you are being lowered by an invisible cable down a dark, interminable mineshaft.

    As you slowly descend, your fear subsides and you take the opportunity to look at the ring which you cut from the hand of the Künae. It radiates its own dim light by which you can see a runic inscription carved on the inside of the band. Record this Künae Ring on your Action Chart as a Special Item, which you keep in your pocket. The runic number on its band is 20. Make a note of this number in the margin of your Action Chart for future reference.

    After what seems like more than an hour, you eventually reach the base of this dark shaft. Your feet hit solid ground with more force than you are expecting after the long and gentle descent, and the violent jolt of impact leaves you sprawled in the dust, stunned and gasping for breath: lose 2 ENDURANCE points.

    Dragging yourself wearily to your feet, you inspect your new surroundings with a feeling of curiosity and apprehension. You have emerged in a deep mine tunnel that passes through ore-rich rock. The reek of iron, sulphur, and rust assails your nostrils: a pungent aroma but one that smells as sweet as spring in Sommerlund after the indescribable stench of the Hall of the Künae. You scan the tunnel in both directions and use your Kai senses to gather information. The faint sounds of hammering and scraping can be heard coming from somewhere above, and the symmetrical grooves which scar the tunnel walls tell you that this passage was excavated by some sort of gigantic burrowing machine. Feeling certain that you have entered a new realm of the Plane of Darkness, you are about to consult the Tome of Darkness when suddenly you hear a noise along the tunnel away to your right. Something huge is approaching at great speed.

    If you possess Grand Huntmastery, turn to 113.

    If you do not possess this Discipline, turn to 7.

    ______________________________________________

    Page 113: Your improved mastery enables you to detect the outline of a large creature approaching through the tunnel. Viewed from the front it has the appearance of a gigantic beetle, but one with hundreds of stubby legs that are moving in rapid waves like those of a millipede. You sense that it is a living creature and not a mechanical device, and that it is approaching at a terrific pace. Its width almost completely fills the tunnel and, unless you take immediate steps to avoid it, you could be knocked down and crushed as it passes through this section.

    If you wish to turn and run from the advancing creature, turn to 279.

    If you wish to try to find a safe haven where you can avoid its passing, turn to 122.

    Tag on
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    WubWub Registered User regular
    edited June 2011
    Even with our Kai powers, I kind of doubt we can outrun it. Let's find a safe haven!

    Wub on
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    NeadenNeaden Registered User regular
    edited June 2011
    Wub wrote: »
    Even with our Kai powers, I kind of doubt we can outrun it. Let's find a safe haven!
    This seems reasonable.

    Neaden on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Yeah, this looks like a variation of the old boulder-down-the-hallway situation. Therefore, find a safe haven.

    Man in the Mists on
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    HykuHyku Registered User regular
    edited June 2011
    Safe Haven! Let it not be said we would run from any fight! Especially when we can cower in fear from it in the corner.

    Hyku on
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    TagTag Registered User regular
    edited June 2011
    Page 122: You scour the tunnel walls but detect no cracks nor crevices large enough to accommodate your body. Then you notice the supporting beams which criss-cross the tunnel ceiling. They protrude no more than a foot or two from the roof of the tunnel, but they could provide you with a way of escaping out of the path of the approaching juggernaut.

    If you possess Kai-alchemy, and have attained the Kai rank of Grand Crown or higher, turn to 73.

    If you possess Kai-alchemy, but have yet to attain this rank, turn to 251.

    If you do not possess Kai-alchemy, turn to 166.

    ___________________________________

    Page 73: You recite the words of the Brotherhood Spell Teleport and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself along the tunnel, away from the approaching creature, and as you glide around a gentle bend you see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown to an almost deafening crescendo. Swiftly you glide along the passageway, enter the adjoining tunnel, and ease yourself back to the ground (lose 1 ENDURANCE point).

    A few moments later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.

    small9.png

    If you wish to leap onto the last ore wagon as it passes by the junction, turn to 181.

    If you do not wish to leap onto the wagon, turn to 158.

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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited June 2011
    Leap on; full carts should be heading out.

    Darian on
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    NeadenNeaden Registered User regular
    edited June 2011
    Darian wrote: »
    Leap on; full carts should be heading out.
    Walking is for chumps.

    Neaden on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Darian wrote: »
    Leap on; full carts should be heading out.

    Or at least to some depot.

    Man in the Mists on
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    HykuHyku Registered User regular
    edited June 2011
    Darian wrote: »
    Leap on; full carts should be heading out.

    Or at least to some depot.

    Or to some large monster waiting for his giant beetle snack. Mmmm, tasty!

    Hyku on
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    TagTag Registered User regular
    edited June 2011
    Page 181: You make a brave leap for the last wagon in the line and land among its cargo of glowing ore with a stunning jolt: lose 2 ENDURANCE points. This wagon is only partially filled and you are able to stay hidden as it trundles on its way. You soon pass a junction where another tunnel joins with this main passageway, and from here onwards you feel the temperature steadily rising. Although your Platinum Amulet protects you from the increasing heat, your senses warn you that you are in grave and ever-increasing danger. The ore in this wagon is highly radioactive and your Kai skills and amulet can afford you only limited protection from its deadly gamma rays.

    Fearful of this deadly cargo, you haul yourself over the rear of the wagon and get ready to abandon your ride. Your pulse races in anticipation of the jump for the wagon is moving at high speed and the rocky tunnel floor is no more than a speeding blur just inches below your feet.

    Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked. If you possess Grand Huntmastery, add another 1.

    If your total score is now 0–2, turn to 342.

    If it is 3–7, turn to 117.

    If it is 8 or higher, turn to 221.

    We got a 4 which is boosted to 6, sadly not enough to get the highest choice.

    ________________________________________________

    Page 117: As you are getting ready to leap from the rear of the wagon, you suddenly feel your stomach tighten and the skin on your face and hands becomes sore and inflamed. You sense that you are succumbing to the insidious effects of the radioactive ore and, rather than wait a moment longer, you make your jump before you are fully ready.

    You hit the tunnel floor with bone-shuddering force, and even though you cover your head and roll expertly to lessen the shock of impact, you suffer painful injuries to your shoulders, knees, and elbows: lose 4 ENDURANCE points.

    To continue, turn to 88.

    ________________________________________________

    Page 88: You pull yourself to your feet and listen to the ore train as it disappears into the distant gloom with a sound like dying thunder. When you can no longer hear its rumble, you walk back along the tunnel to the junction where a new passageway branches off to the left. Your gnawing desire to find the Moonstone prompts you to explore this tunnel and you follow it for several hundred yards until you reach a dank and empty cavern. Streams of ore-rich water run down the walls of this chamber, staining them a rusty shade of brown. You are hungry and you decide to stop and rest here for a while. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    While you are resting, you decide to consult the Tome of Darkness to see if it has any useful information about this strange subterranean complex.

    Turn to 33.

    ________________________________________________

    Page 33: You retrieve the book from your Backpack and thumb through its shiny blank pages until you discover two pages that have changed both in colour and texture. A cluster of rust-red lettering is enclosed within the black runic borders that outline these two sheets of creamy parchment. Once again, using your Magnakai Discipline of Pathsmanship, you study the complex text and are able to decipher much of its meaning.

    small4.png

    The words tell of Zantaz—the Lord of the Pit—whose many accompanying titles include Reaper of Gloom, Armourer of the Fell Legions, and Guardian of the Gate of Dragonflame. It says that he presides over a ‘deep realm of rock, iron, steel, and flame’, and that among the many eternal duties he has been set by Naar, his primary task is to forge weapons of power for the Dark God's champions. Zantaz has no secret name, but you are able to translate the text which details how one can leave his domain. It makes for uneasy reading. The Tome states that any who wish to depart must first ‘defeat Zantaz in mortal combat and cast his body into the Pit of Darkflame, from whence he shall be reborn’. Only by proving oneself worthy in combat against Zantaz can one cause ‘the Gate of Dragonflame to release the worthy victor’. The name ‘Zantaz’ is vaguely familiar; you are sure that you have heard it before. As you ponder the remaining text which lists his infamous deeds, you suddenly recall where it was that you heard his name spoken. It was many years ago, while you were still an initiate at the Kai Monastery, and your old tutor—Storm Hawk—was lecturing your class about the Drakkarim: the barbarian race of humanoids whose conquests in Northern Magnamund preceded the rise of the Darklords of Helgedad. Zantaz was the name of the warrior-god whom the Drakkarim worshipped.

    Feeling a little unnerved by what you have discovered and remembered, you close the Tome and slip it back into your pack. You sense that the Moonstone is not to be found here in this domain of tunnels, and so you resolve to escape from here as soon as possible. But if you are to do so successfully, it seems you will first have to find and defeat Zantaz, the warrior-god of the Drakkarim.

    You get to your feet and continue along the tunnel which leads out of the empty cavern. You follow this passageway for several hundred yards until you arrive at a junction where another tunnel crosses your path from right to left. Cautiously you scan the tunnel in both directions and notice that away to your right, little more than twenty yards distant, is an open archway. Although you can sense no living presence, the angle of view and the darkness of the interior prevent you from determining what lies beyond this archway. To your left, your tracking skills reveal that the tunnel leads eventually to a dead end.

    If you wish to investigate what lies beyond the arch, turn to 260.

    If you decide to ignore the archway and continue your exploration of the main tunnel, turn to 23.


    Kind of a blind choice, but they went through the trouble of calling attention to it.

    Tag on
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    NeadenNeaden Registered User regular
    edited June 2011
    Investigate!

    Neaden on
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    WubWub Registered User regular
    edited June 2011
    What kind of adventure would this be if we didn't investigate?

    Wub on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    What Wub said. Investigate

    Man in the Mists on
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    HykuHyku Registered User regular
    edited June 2011
    Investigate! There might be cookies in there... Mmmm, delicious cookies!

    Hyku on
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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Mmmm, uranium-chip cookies.

    Man in the Mists on
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    TagTag Registered User regular
    edited June 2011
    Page 260:You approach the archway, and after checking that there are no hidden traps, you enter. Beyond lies a vast unlit hall which is filled with rows of weapons and armour. Racks of swords, spears, axes, and shields stretch into the distance as far as your keen eyes can see. Most are crudely forged and of alien design, yet the sheer number of weapons contained within this hall is enough to take your breath away.

    Of the thousands of weapons contained in the racks nearest to the archway, you discover the following that are of adequate quality:

    Sword
    Spear
    Axe
    Broadsword
    Arrows
    Bow

    If you wish to take and keep any of the above weapons, remember to make the appropriate changes to your Action Chart. The number of Arrows you can take is limited by the space currently available in your Quiver.11

    To leave this armoury and continue your exploration of the tunnel, turn to 23.

    Filled up on arrows

    _________________________________________

    Page 23: For countless hours you follow this tunnel as it ascends and descends by ramps and stairways through a bewildering maze of chambers, vaults, and grand halls. On your travels through this vast underworld you witness many awe-inspiring sights: huge subterranean quarries, blazing furnaces, armouries, weapon forges, steel mills, and white-hot lava pits. Armies of grey-skinned humanoid workers labour without rest within this hellish domain to manufacture weapons of war and destruction.

    At one vast hall you stop to observe a legion of these creatures tapping the volcanic power which lies at the core of this realm. By a system of chutes and tubes they divert a blazing lava flow to turn gigantic wheels and heat titanic vats of noxious fluids. The workers, although physically similar in size and demeanour to Drakkarim, seem to lack consciousness and remain oblivious to your presence. It is as if they have been turned into unthinking automatons, programmed simply to perform their labour with little regard to their immediate surroundings.

    You leave the hall and ascend a staircase which spirals hundreds of feet through solid rock to a titanic concourse. Here your senses detect a living presence and you allow your Kai instincts to lead you in pursuit of it. You enter a tunnel which branches away from the concourse and follow this to a wider passage. The walls of this passage are decorated with spectacular scenes of war and destruction. Thousands of troops fight an endless parade of battles across the landscapes of a hundred different worlds. In each of the scenes the theme and the outcome is identical: the victory of the superior forces of Evil over the inferior armies of Good. This callous celebration of evil military might infuriates you, but you control your anger and use it to sharpen your senses. You detect that somewhere at the end of this passage is where the living presence can be found and, not knowing the nature of what it is that you will find there, you approach with the utmost caution.

    The passage ends at a vast chasm where a narrow bridge of rock crosses a yawning void to a gate located on the far side, some 300 yards distant. The gate and its surroundings have been fashioned to resemble the mouth and head of a ferocious dragon, and the bridge of rock is likewise carved to resemble its extended tongue. A shimmering, twinkling, blue-white light gleams from the mouth of the dragon-gate, revealing it to be the exit from this dark domain. Excited by your discovery, you step onto the narrow rock-bridge and make your way across to the far side as swiftly as you dare. On either side of this stone beam the chasm falls away into a seemingly bottomless pit. You try not to look down for the sight makes your stomach churn uncontrollably.

    small10.png

    You are nearing the centre of the bridge when suddenly a dark and terrifying apparition manifests itself before the dragon-gate. This awesome sight brings you skidding to a halt.

    Turn to 200.

    _________________________________________

    Page 200: Before the dragon-gate stands an armoured colossus. Clad from horned helm to booted foot in glowing black plate armour, this mighty warrior stands a full arm's length taller than yourself and radiates an evil so intense that you feel your skin crawling with fear and revulsion. In his right hand he wields a broadsword carved with runes of power, and in his left a dagger that bleeds scarlet venom. He raises the sword and spears of blue lightning arc from the surrounding chasm wall to earth themselves upon the hilt of his unholy blade. You launch a psychic probe to test the mental defences of this god-like warrior and you are shocked when you fail to locate his Mindforce. You sense that this being is a living entity, and that he is the source of the power that has drawn you to this chasm, yet it is as if his mind has been erased. He has the psyche of an automaton—cold, brutal, and utterly unhuman. His mental state presents a formidable defence against your powerful psychic abilities, rendering them near-useless. Yet where your psychic skills may fail, your agility and your mastery of conventional combat may prove especially effective against this hulking foe.

    ill12.png

    If you possess a Bow, and wish to use it, turn to 336.


    If you do not possess a Bow, or choose not to use it, turn to 26.

    _________________________________________

    Page 336: In the blink of an eye you unshoulder your Bow and draw an Arrow ready to fire. The warrior does not flinch in the face of your swift threat and you soon understand why this is so. As you cast your eyes over his body in search of a target, you are unable to detect any chink in the thick plate armour that encases him. Cursing your mysterious foe, you release your Arrow and send it whistling towards his throat, at a point where the scales of his chest armour meet the lower edge of his great helm. The steel-tipped missile fails to penetrate; it shatters harmlessly on impact and the pieces tumble away into the chasm (erase this Arrow from your Action Chart).

    Having now tested his armour, you are in no rush to close for combat with this enemy. If at all possible you would still prefer to use your skills to defeat him at a distance.

    If you possess Magi-magic, and wish to use it, turn to 294.

    If you possess Kai-alchemy, and wish to use it, turn to 135.

    If you possess Grand Nexus, and have attained the Kai rank of Grand Crown or higher, turn to 98.

    If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 224.

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    Man in the MistsMan in the Mists Registered User regular
    edited June 2011
    Hmm. Looked up what was important about being Grand Crown for Grand Nexus.
    Grand Crowns who possess this Discipline are able to speak a Kai Power Word—a holy utterance which will cause physical and psychic damage to any single creature within a radius of thirty feet. The degree of damage so caused, and the resultant drain upon a Grand Crown's reserves of ENDURANCE, are dependent upon individual circumstances. The power and range of this skill increase as a Grand Master rises in rank.

    My curiosity is piqued. Grand Nexus

    Man in the Mists on
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    TagTag Registered User regular
    edited July 2011
    Would like more than one vote to move forward. I know its the Steam Sale and a holiday weekend for many though, so I'll just go with MitM's vote if no one else posts before Saturday.

    (Happy Day Off for the US crowd!)

    Tag on
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    edited July 2011
    We can try Grand Nexus, I guess.

    Power Word: Pwned better work, though.

    JaysonFour on
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    I can has cheezburger, yes?
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    NeadenNeaden Registered User regular
    edited July 2011
    Magi magic is the most magical of magic

    Neaden on
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    WubWub Registered User regular
    edited July 2011
    I doubt alchemy would be of much use, and I feel like it'd just snuff out any offensive magic with his Big Bad Evil Guy powers, so let's smite him with some holy Kai Grand Nexus!

    Wub on
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    TagTag Registered User regular
    edited July 2011
    Page 98:The warrior raises his black sword and releases a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake's tongue withdrawing into its mouth.

    small10.png

    The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you have been pushed to within ten yards of your adversary, you give voice to the power word Kai! and project its concussive energy at the towering warrior. He shudders as the terrific force of your spell-word hits his chest and forces him back towards the glowing gate. Instantly you seize the advantage. You draw your weapon and rush forward to strike the first blow while your enemy is caught off-balance.

    If you possess the Sommerswerd or Skarn-Ska, turn to 310.

    If you possess neither of these Special Items, turn to 147.

    _________________________________________________________

    Page 310: A halo of light engulfs the razor-sharp blade of your magical sword, illuminating the surrounding gloom of the chasm. The towering warrior roars with anger as this light washes over him; it is as if its goodly glow is causing him great pain. He bellows a phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot, it emits a trail of noxious steam.

    You yell your battle-cry as you launch your swift attack, and as your sword hits your enemy's blade, the sudden release of power knocks him back towards the glowing dragon-gate. Yet he recovers quickly, and when he expertly counters your second blow with the hilt of his black sword, you suddenly realize that you are now embroiled in a desperate fight to the finish.

    Zantaz: COMBAT SKILL 50 ENDURANCE 46

    This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat (Sommerswerd = +8; Skarn-Ska = +5).

    If you win this fight, turn to 186.

    Combat Ratio: 50 + 8 - 50 = 8
    Endurance: 23 (death penalty)

    Could be close, glad we have that +8 on the guy.
    Your Random Number is: 5
    Your Enemy took 11 damage -
    and now has 35 Endurance Points.
    Lone Wolf took 2 damage -
    and now has 21 Endurance Points.

    Your Random Number is: 7
    Your Enemy took 14 damage -
    and now has 21 Endurance Points.
    Lone Wolf took 0 damage -
    and now has 21 Endurance Points.

    Your Random Number is: 4
    Your Enemy took 10 damage -
    and now has 11 Endurance Points.
    Lone Wolf took 2 damage -
    and now has 19 Endurance Points.

    Your Combat Ratio is: 8.
    The combat lasted 4 round(s).
    Lone Wolf took 4 total damage -
    and now has 19 Endurance Points.

    Thank goodness for high combat rating. We can now start regenerating again.

    _________________________________________________________

    Page 196: Your killing blow sends the warrior tumbling from the stone beam to plummet headlong into the yawning black chasm. A ring of fire bursts around him as he falls, illuminating the distant base of this vast pit which is filled with a sea of black flame. You observe his fall with a sense of grim satisfaction until you suddenly become aware that you are still in mortal danger. The tongue of rock is continuing to roll steadily towards the dragon-gate, and unless you hurry to enter this glowing portal you risk being crushed to death in its stony coils.

    If your current ENDURANCE score is 4 or less, turn to 276.

    If your score is 5 or more, turn to 303.

    _________________________________________________________

    Page 303: You rush towards the glowing portal and leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate. You hear a crash of stone echoing in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

    Pick a number from the Random Number Table (0 = 10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet. (Remember: your ENDURANCE score cannot exceed the total with which you began this adventure.)

    After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot, cindery ground and you crash forwards to land in a tangled heap.

    If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.


    If you have never visited this town, turn to 215.

    Our random number was a 5, granting us 10 endurance, putting us to 31.

    _________________________________________________________

    Page 125: You drag yourself to your feet and look with mounting dread at the nightmarish landscape into which you have fallen. A blazing vista meets your gaze, a burning dead world of volcanic magma, boiling lava pools, and shifting islets of cinder and ash. The smoky orange sky is lit frequently by geysers of yellow flame which shoot forth from vents in the uncertain ground, and a hellish temperature conspires with a toxic atmosphere to overwhelm your senses.

    Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagore, the leader of Naar's dragon army. You had wished then never to return to this terrible place, but fate—it seems—has decreed otherwise.

    You are aware that your Platinum Amulet is affording you protection from the searing heat and poisons of this realm. However, your Kai senses tell you that a fire-storm is brewing in the skies above and you fear that the powers of the amulet will not be sufficient to save you when this storm breaks. Anxiously you scan the bleak horizon in search of anything that may provide shelter from the coming storm. The only feature which promises to provide cover is the cone of a seemingly dormant volcano several miles away on the distant horizon.

    If you possess Kai-alchemy, and have attained the Kai rank of Grand Crown or higher, turn to 245.

    If you possess Telegnosis, and have attained the Kai rank of Sun Lord or higher, turn to 165.

    If you possess Grand Huntmastery, and have attained the rank of Kai Grand Guardian or higher, turn to 230.


    If you do not possess any of these skills, or if you have yet to attain the required level of Kai Mastery, turn to 144.

    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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    WubWub Registered User regular
    edited July 2011
    Grand Huntmastery: Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.
    If we want to book it to safety, Grand Huntmastery sounds like a good choice.

    Wub on
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    HykuHyku Registered User regular
    edited July 2011
    Kai-Alchemy Why bother with running when you have MAGIC!?

    Hyku on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    Yeah, screw running. Kai-Alchemy

    Also, wouldn't the brain laser still work on Zantaz? Not that it matters much since the beam's cost is 4 endurance, which is how much was lost in the fight.

    Man in the Mists on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2011
    Grand Huntsmastery

    Darian on
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    pslong9pslong9 Registered User regular
    edited July 2011
    Kai Alchemy at Grand Crown level = Teleportation.

    And just for the record, Telegnosis + Sun Lord level = "alter body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand"

    pslong9 on
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    3DS FC: 0817-3759-2788
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    TagTag Registered User regular
    edited July 2011
    Alrighty, back from vacation! Looks like Alchemy won.

    Page 245: You speak the words of the Brotherhood Spell Teleport and focus your eyes upon the distant volcano. At once you feel yourself rising up from the uncertain soil, and then you soar like an eagle through the acrid burning air towards the distant crater.

    The use of this Brotherhood Spell costs you 2 ENDURANCE points, yet it saves you from a difficult and perilous trek across dangerous terrain.

    To continue, turn to 86.

    ________________________________________

    Page 86: Upon reaching the crater you are relieved to discover that its steep sides are covered with hardened lava, dusted with loose volcanic ash. You climb towards the rim, pausing halfway to take cover from the searing hot winds in the lee of a jagged boulder. While you are sheltering here, you take the opportunity to consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear as blank as when you first looked through them, but then you discover a page that is now very different. Bold black text stands out from a page that glimmers like mirrored steel. Using your Magnakai Discipline of Pathsmanship, you are able to decipher much of the arcane script which fills this page.

    small4.png

    The text tells of a creature called Huan'zhor the Dragonlord and of his Throne of Power which is located within ‘a nest of fire atop the Tree of the Wyrm’. It lists the many acts of evil perpetrated by Huan'zhor during his long existence, for which he has been generously rewarded by Naar; the Dark God has granted him this fiery domain within the Plane of Darkness. It continues at length to describe the creatures that are enslaved to him, which include the Lavas, the Zarthryn, and the Chugotha. But most interestingly it reveals his secret name ‘Zheva’ which can be used to bind him and tells of a magical item—the Scarab of the Wingless Dragon—which can be found in the ‘nest of fire’ and which can be used to effect an escape from his realm.

    You close the Tome and slip it back into your pack. From your makeshift shelter you command a view over the surrounding landscape in which there is nothing that remotely resembles a nest or a tree. All you are able to discern with any clarity is the blazing fire-storm which is now sweeping across this charred land. Fearful of what could befall you when the fire-storm reaches this exposed flank of the crater, you continue your climb and seek cover within the crater itself.

    If you have ever visited the city of Tahou in a previous Lone Wolf adventure, turn to 194.

    If you have never visited this city, turn to 339.

    ________________________________________

    Page 194: Upon reaching the lip of the crater you discover that the lining of the cone is surprisingly smooth. You look down to the vent at its centre and your suspicions are further aroused when you note that it is perfectly symmetrical. No natural volcanic forces could have created this precisely circular hole and it prompts you to slide into the cone to take a closer look. When you reach the vent you discover it consists of a circular platform of carved stone blocks with a well-like opening at its middle. It immediately reminds you of the Tahou Cauldron, a well in the centre of the city of Tahou which gives access to the ancient subterranean city of Zaaryx located a mile below its streets. However, unlike the open vent of the Tahou Cauldron, this hole is filled with a shimmering blue light.

    Turn to 331.

    ________________________________________

    Page 331: Your Sixth Sense detects that the force of gravity is greatly reduced within the confines of this shimmering pool. As you stare into its mesmerizing blue light, you suddenly realize that it is a means of transportation; it is the apex of a magical elevator that could enable you to descend into the vent at a steady, controlled speed.

    Suddenly, a huge sheet of flame sweeps low across the sky. The crater offers you little protection and its searing furnace heat smothers you, forcing you to your knees. Gasping for breath, you glance up and see that the fire-storm is fast approaching—you now have no more than a few minutes left before it engulfs the crater. Your fears of what may lie at the bottom of the shimmering pool are now matched by your terror of being caught up in the approaching conflagration.

    If you possess a Blue Diamond, turn to 157.

    If you do not possess this Special Item, turn to 106.

    I'm.... 90% sure we don't have this one.

    ________________________________________

    Page 106: Your fear of being engulfed by the approaching fire-storm prompts you to take immediate and decisive action. You leap into the well and a painful jolt runs the entire length of your body as you are consumed by the shimmering light. It feels as if you have just jumped into a pool of ice-cold electricity: lose 4 ENDURANCE points.

    The initial shock quickly passes and you surrender yourself to a long descent through a column of glimmering azure light. You feel your Platinum Amulet glowing warmly at your throat and you sense that it is protecting you from the rigours of this journey into the unknown.

    Looking down through the curtain of blue light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a Lavas, one of Naar's deadly minions. The Lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

    If you possess Assimilance, and have attained the rank of Kai Grand Guardian or higher, turn to 72.

    If you possess Assimilance or Grand Huntmastery, turn to 174.

    If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 140.


    Since there's a higher ranking skill option here, I'm gonna go with that, but if someone feels strongly for Huntmastery, we can revert.

    ________________________________________

    Page 72: Using your Grand Mastery, you conjure a thick mist to surround the basalt dais on which you stand. The sudden appearance of the fog startles the Lavas and nervously it backs away along the parapet. It is armed with a barbed trident with which it stabs the air as it retreats, as if to warn off any would-be attacker. You watch the Lavas moving away and then, under cover of the mist, you sprint from the dais towards an open archway at the base of the tower. A spiral stone stairway leads down to a landing, one level below, and as you reach this floor you see something that brings you skidding to a halt.

    Turn to 270.

    ________________________________________

    Page 270: Through a square hole in the wall of the tower, you catch your first clear view of this subterranean domain which lies deep beneath the crater. Nestling within a colossal cavern of crimson lava-rock, you look out across an alien city that is split in two by a steep-sided chasm. Lavas swoop back and forth across this divide while their wingless comrades traverse it by means of a narrow bridge constructed from blocks of blue-grey basalt. As you stare at the stubby towers and flat-roofed dwellings clustered on either side, your heart suddenly skips a beat. Perched upon a vast mound of shiny black cubes on the far side of the chasm you see a temple. Carvings of dragons embellish its angular surfaces, engraved in such a fashion that their scaly bodies lie recumbent around the base of the edifice whilst their tails writhe towards its highest level. Here they become entwined to form a twisted stem. Atop this stem, like branches fanning out above the trunk of a petrified tree, you see an inverted cupola of bright orange flames—a nest of fire. Your senses confirm that you have found the lair of Huan'zhor the Dragonlord, as revealed in the Tome of Darkness. This is the nest of fire which lies upon the Tree of the Wyrm, and it is here that you will find the scarab that will allow you to leave Huan'zhor's hellish domain. Quietly you resolve to reach the distant temple and achieve this aim.

    small7.png

    You magnify your vision and your hopes rise when you see that both the fiery nest and the temple appear to be uninhabited. However, your enthusiasm is soon tempered when you consider how you can reach the far side undetected. For several minutes you observe the Lavas flying over the chasm and the traffic of wingless reptilians who cross via the bridge. The construction of new dwellings is taking place on the far side and the Lavas are busy overseeing the transportation of building blocks from a quarry situated close to the tower in which you are standing. Under the direction of the Lavas, a steady convoy of winged dragons transports these quarried blocks across the chasm in great nets which are slung beneath their bellies. As you watch this activity, you formulate two ways of reaching the far side. You could attempt to cross the bridge during a lull in the traffic, or you could try to stow away in one of the nets being ferried across by the lumbering dragons.

    If you wish to attempt to cross the chasm via the bridge, turn to 259.

    If you decide to try to stow away in one of the dragon's nets, turn to 179.

    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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    HykuHyku Registered User regular
    edited July 2011
    Net! Why not ride in style once in a while?

    Hyku on
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    NeadenNeaden Registered User regular
    edited July 2011
    The bridge. Stowing away in a dragons net does not sound like a good idea.

    Neaden on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    Especially since the last time we hitched a ride it was in a cart full of uranium. Bridge

    Man in the Mists on
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    WubWub Registered User regular
    edited July 2011
    Jumping in a dragon's net sounds like a good way to end up on a dinner plate. Let's take our chances with the bridge.

    Wub on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2011
    Stow away; too many things swooping past above us to pass unnoticed on the bridge.

    Darian on
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    TagTag Registered User regular
    edited July 2011
    Page 259: You hurry down the spiral stairs to the base of the tower and make your way quickly through the narrow alleys of this subterranean settlement. Using your Kai camouflage skills to stay hidden from the Lavas and dragons that soar overhead, you are able to make your way undetected to a group of rock mounds that overlook the chasm. Here you take cover behind a mound of broken rocks and settle down to observe the bridge. You note that the traffic flowing across it is not constant; there are occasional periods when the bridge is empty. However, it is exposed to the air for its entire length, some five hundred yards, and it would be difficult for anyone on the bridge to avoid being seen by the creatures who fly back and forth across the chasm. At length you determine that if you are going to make a successful crossing here, you must first wait until the bridge is clear and then you must cause some kind of diversion that will draw away the unwanted attention of the Lavas and dragons.

    If you possess Animal Mastery, and have attained the Kai rank of Grand Crown or higher, turn to 264.

    If you possess Kai-surge, and have attained the Kai rank of Grand Thane or higher, turn to 66.


    If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 142.

    Hmm two pretty different power choices.

    Tag on
    Overwatch: TomFoolery#1388
    Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
    (Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
    (Retired) Let's Play: Lone Wolf
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