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

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    HykuHyku Registered User regular
    edited July 2011
    Let's go Animal Mastery! Let's turn this useless power into something, awesome!

    Dang it, whats the point of being a supreme Kai Master if you can't ride a few dragons everyonce in a while?

    Hyku on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited July 2011
    Grand Crown Animal Mastery: Those with this ability are able to plant in the mind of any animal the image of their most feared predator or adversary. Under the influence of this illusion the animal will believe, with all of its senses, that it is being confronted by such a creature instead of the possessor of this skill.

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

    Animal Mastery sounds more fun, here.

    Darian on
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    WubWub Registered User regular
    edited July 2011
    Let's mind implant it up. Animal Mastery away!

    Wub on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    Rock in the bushes ruse or dragon-caused chaos?

    No contest, Animal Mastery.

    Man in the Mists on
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    pslong9pslong9 Registered User regular
    edited July 2011
    Gotta go with Animal Mastery here.

    pslong9 on
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    3DS FC: 0817-3759-2788
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    TagTag Registered User regular
    edited July 2011
    Hope everyone got to take advantage of the end of the Steam sale (I know I did :P)

    Page 264: You notice a reptilian guard that is standing on the wide parapet of the bridge. It is leaning on its trident and seems to be staring idly at the river of bubbling lava which flows through the base of the chasm a mile below. Drawing upon your improved Discipline, you focus on this creature and implant the image of its most feared enemy into its mind. The beast begins to tremble uncontrollably. It drops its weapon and, with a howl of abject terror, it slips and falls headlong into the void.

    A pair of passing Lavas dive into the chasm, screeching and cawing in alarm. The handful of creatures who are on the bridge at this time immediately rush to the parapet. They are eager to watch as the Lavas attempt to save the falling reptilian before it splashes into the molten river far below. From the sound of their cackling laughter, you get the distinct impression that they are hoping the rescue will be less than successful.

    While this ghoulish group are enjoying the sight of their comrade's plight, you seize the opportunity to make a dash across the bridge.

    Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If your current ENDURANCE score is 10 or lower, deduct 1.

    If your total score is now 6 or lower, turn to 25.

    If your score is 7 or higher, turn to 95.

    Natural 9, with some bonuses to take it to crazy town.

    ____________________________________________

    Page 95: Your bold gamble pays off. You race across the bridge and reach the far side without being seen. Once across, you dive for cover in the empty lower storey of a newly-constructed dwelling, one of several that encircle the main temple. Here you pause to catch your breath and formulate a way of avoiding the many teams of reptilians who are busy building the crude block dwellings on this side of the chasm.

    Unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

    To continue, turn to 220.

    ____________________________________________

    Page 220: The piles of building materials and the partially-finished dwellings which surround the base of the main temple make it easy for you to approach this edifice without being seen. Your Kai senses confirm that this grand construction is the lair of Huan'zhor, the master of this fiery domain, and they also confirm that the evil Dragonlord is not in residence. You skirt around the base of the temple until you locate an entrance which is guarded by two armoured reptilians. Using your Magnakai skills you lure these guards away from their posts just long enough for you to gain entry. Once inside, you discover that at ground level the temple comprises just one large chamber which is supported by a single central pillar that runs through the middle of the building. A circular stair winds around the outside of this pillar, giving access to the levels above. Cautiously you ascend the stairs and pass through four levels, all empty. The higher you climb, the hotter it becomes until, when you reach the uppermost tier of the temple, only your Platinum Amulet saves you from being roasted alive. In the roof of this narrow circular chamber you discover an open trapdoor through which you can see a mass of flickering orange flames. You sense that it is the base of the nest of fire, the location, as told in the Tome of Darkness, of the Scarab of the Wingless Dragon—the artefact that can secure your escape from this domain. With bated breath you climb the scorched steps which lead to the open trapdoor in the base of the nest of fire, but as you draw closer, your Sixth Sense warns you that the opening is not all it seems. It is protected by an invisible shield of magical energy.

    If you possess a Blue Diamond, turn to 295.

    If you do not possess this Special Item, turn to 239.

    ____________________________________________

    Page 239: A closer look at the raised stonework surrounding the trapdoor reveals an unbroken line of engravings that flow around a number of square indentations in the scorched basalt. You focus on these and your Kai senses reveal them to be part of a combination lock which activates the spell that protects this hatch. If you press the correct number of hollows in the correct order, you will cause the shielding spell to vanish.

    Carefully you study the engravings and decipher a series of clues within their shapes which help you to deduce the correct number of hollows, and the order in which they must be pressed. This secret sequence is equal to exactly half the value of the runic number inscribed on the inner band of the Künae Ring.

    If you think you know what this secret number is, turn now to the entry that is the same as your answer.

    If you do not know the answer, turn to 172.

    (Lame) Puzzle Time!

    Tag on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    The band's number is 20, so the answer is 10.

    Man in the Mists on
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    WubWub Registered User regular
    edited July 2011
    10 is the only real choice.

    Wub on
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    TagTag Registered User regular
    edited July 2011
    Edit: Yeah I hate those lame "puzzles" but I'm too lazy to find the answer myself :P

    Page 10: The instant you tap the tenth square, amber sparks flare and crackle into life to encircle the opening like the trail of a slow-burning fuse.5 You sense that the magical shield which protects this hatch is rapidly disappearing. When you can no longer detect any residue of magical energies, you pull yourself through the trapdoor and climb into the nest of fire.

    Turn to 250.

    ________________________________________

    Page 250: With trepidation you cast your eyes around the walls of this fiery nest to see a great shaking panoply of gold, orange, and crimson flames. They shoot fifteen paces into the air and, despite your protections, they scorch you with their terrible heat. The floor of the nest is paved with glowing black metal and is heaped with scores of wondrous artefacts that comprise Huan'zhor's secret treasure hoard. Gems, jewellery, statuettes, armour, and weapons of fiendish design and purpose are piled knee-high all around you. Close by the trapdoor you notice a pool of shimmering blue light that you immediately recognize to be the apex of a transporter beam, similar to that which brought you here from the crater. By its location you judge that it must pass through the central column which supports the nest and the temple below. At first you assume it gives access to the underground levels of the temple, but when you stare into its mesmerizing light your Sixth Sense reveals otherwise. This transporter beam leads to another realm within the Plane of Darkness.

    Mindful of your purpose here, hurriedly you search the treasure hoard for the Scarab that will enable you to escape safely from this hellish domain. As you are sifting through the hundreds of artefacts, you suddenly hear a distant screech that is distinctively different from the coarse cawing of the passing Lavas. Through the flickering wall of flames you glimpse the outline of a gigantic dragon as it emerges from a vent in the roof on the far side of the chasm. Immediately, a deathly silence fills the great cavern as the Lavas and reptilians cease their activities and bow in deference to their master. Your pulse races when you see this monstrous creature come gliding across the chasm towards the temple for you know that he is Huan'zhor the Dragonlord—the ruler of this realm of fire—and he is fast returning to his nest.

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

    If your total score is 4 or less, turn to 77.

    If it is 5 or more, turn to 327.

    We got a 6 -> 9

    ________________________________________

    Page 327: The sight of Huan'zhor fast approaching galvanizes you into action. You abandon your physical search for the Scarab of the Wingless Dragon, and instead you close your eyes and focus your psychic Kai skills in an attempt to detect its presence. The tactic seems to work for the image of the scarab crystallizes in your mind's eye, but when you open your eyes you are disappointed to discover that you are staring at a seemingly plain orb of gold. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. In desperation, you stoop to retrieve the orb from among the other treasures and, as your fingers touch its golden surface, it breaks open to reveal the scarab within. Moments later the shadow of Huan'zhor darkens the nest—he is now seconds away from landing.

    If you wish to keep the scarab and leap into the transporter beam, turn to 155.

    If you wish to pocket the scarab and find a place in the nest where you can hide from the approaching Dragonlord, turn to 64.

    Tag on
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    NeadenNeaden Registered User regular
    edited July 2011
    Let's hiiiiide.

    Neaden on
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    WubWub Registered User regular
    edited July 2011
    We know his secret name, so let's hide and bushwhack him! What's the worst that could happen? Don't answer that

    Wub on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    We already have what we need to get out, so into the beam.

    Man in the Mists on
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    HykuHyku Registered User regular
    edited July 2011
    Hide! If only so I don't split the vote.

    Hyku on
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    Man in the MistsMan in the Mists Registered User regular
    edited July 2011
    I've been thinking, should we start submitting votes in bold since yellow doesn't work with the current color scheme?

    Man in the Mists on
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    TagTag Registered User regular
    edited July 2011
    Oh hey the forum is back! ...in an atrocious form.... Are the formatting options just gone now? And half the shit is half broken. Oh well. Anyway, if you can, I would vote in GREEN or bold since I cannot see this yellow. Or caps, just make it distinct.

    Formatting will suffer for a bit until I figure out how to get the forum not to make my life miserable using it.

    Page 64: Two great scaly legs, each tipped with razor-clawed talons, precede the huge bulk of Huan'zhor as he lowers himself down upon his nest of flames. You take cover as best you can among the piles of treasure, but when his talons descend to within an arm's length of where you are cowering the Dragonlord suddenly detects your presence. He emits a deafening roar and bolts of flame shoot from his mouth to explode with shattering effect among the piles of precious artefacts that lie close to where you are sheltering. Hurriedly you roll away from your hiding place and unsheathe your weapon as you scramble to your feet. There is now no place for you to hide. Your quest and your survival now depend on the outcome of your imminent combat with the mighty Huan'zhor.

    ill4.png

    Huan'zhor the Dragonlord: COMBAT SKILL 56 ENDURANCE 60

    This being is immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess a Blue Diamond, you may add 3 to your COMBAT SKILL for the duration of this combat. If you possess Skarn-Ska, you may add 2 (in addition to all other combat bonuses applicable for this Special Item) to your COMBAT SKILL for the duration of this combat.

    Conduct this fight using normal combat procedures. However, as soon as your enemy's ENDURANCE score falls to 20 or less, do not continue. Instead, turn immediately to 344.

    You may evade this combat at any time after the first three rounds by leaping into the transporter beam. If you evade further combat in this way, turn to 155.

    Endurance: 44
    Combat ratio: 50 +0 -56 = -6 (uh oh)

    Your Random Number is: 3
    Your Enemy took 2 damage -
    and now has 58 Endurance Points.
    Lone Wolf took 5 damage -
    and now has 39 Endurance Points.
    KAI-RAY MOTHERFUCKERS!
    Enemy took 15 damage -
    and now has 43 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 35 Endurance Points

    Your Random Number is: 6
    Your Enemy took 5 damage -
    and now has 38 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 31 Endurance Points.
    KAI-BLAST: for 7+3 = 10
    Enemy took 10 damage -
    and now has 28 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 27 Endurance Points

    Your Random Number is: 5
    Your Enemy took 4 damage -
    and now has 24 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 23 Endurance Points.

    We could flee... but fuck it, I bet we can get 4 or more with another
    KAI-BLAST: for 4+8 = 12
    Your Enemy took 12 damage -
    and now has 12 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 19 Endurance Points.
    ____________________________________________________

    Page 344: Suddenly the fearsome Dragonlord ceases to roar and spit fire. The wounds you have inflicted have weakened him and he is forced to retreat from the combat momentarily in order to recoup enough strength to continue. Before he can strike again, you use the lull in the deafening noise that has accompanied this fight to shout out the Dragonlord's secret name.

    ‘Zheva!’ you cry. Huan'zhor shudders when he hears the name, and a naked panic grips his heart. Bleating like a frightened lamb, the great dragon takes to the air and flees in terror. You watch him fly back across the chasm and soar upwards into the vent in the ceiling of the titanic cavern, from where he first appeared. Your swift and timely use of Huan'zhor's secret name has routed your enemy. Yet, unfortunately, the Lavas and the reptilian minions do not follow the example of their terrified leader. Sensing an enemy in their midst, they rapidly muster their numbers and encircle the temple. Through the wall of flames you glimpse several dozen Lavas approaching the nest by air from the far side of the chasm. Rather than risk being caught here when they launch their attack, you walk across the floor to the apex of the transporter beam and step in.

    Turn to 155.

    ____________________________________________________

    Page 155: The moment you enter the beam, you feel yourself descending through the centre of the temple in a cocoon of shimmering blue light. Gradually the heat of the nest of fire gives way to a pleasant coolness, but as you continue your descent deeper and deeper into the unknown, this equable temperature slowly transforms into an unbearable icy chill. Never before have you experienced the terrible coldness that engulfs you now. Fortunately, the magical properties of the Scarab of the Wingless Dragon protect and keep you from freezing to death. (Record this Scarab on your Action Chart as a Special Item which you keep in your pocket.)

    small3.png

    As the temperature slowly begins to rise, you are able to examine the Scarab that you took from Huan'zhor's nest, and at once you notice two runic numerals on the back of the wingless dragon, engraved on its surface. (The numerals comprise the number 31. Make a note of this number in the margin of your Action Chart for future reference.) Having satisfied your curiosity, you place the Scarab into the pocket of your tunic and wait patiently for the beam to complete its seemingly endless descent.

    Eventually the shimmering light fades and you feel solid ground materialize beneath your feet once more. Stretching before you now lies a gigantic cavern. Its walls of cracked and stained obsidian rise to a high-arched roof where twelve stalactites of glowing lime-green stone form a circle. On the floor directly below this circle are the shattered remains of a crystal dais, its broken fragments glimmering in the cavern's eerie, icy gloom.

    If you have ever visited the city of Helgor in a previous Lone Wolf adventure, turn to 84.

    If you have never visited this place, turn to 124.

    ____________________________________________________

    Page 84: This gloomy cavern looks chillingly familiar, and when suddenly you recognize its derelict features a sense of fear and loathing pervades your mind. It was here you first encountered the Demoness Shamath with her army of attendants and dread automatons. You shudder when you recall how you seized the evil Deathstaff from this place, escaped from here by way of a Shadow Gate, and later thwarted Shamath's attempt to resurrect Darklord Vashna from the depths of the Maakengorge. The chamber's cracked and crumbling walls seem to reaffirm your past victory over the Demoness for you can detect no trace of the Shadow Gate nor of the supernatural creatures who previously dwelt in this once-splendid chamber. Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your Backpack and consult its pages.

    brdrl.png

    The page that revealed to you information about the realm of Huan'zhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of Pathsmanship, you are able to decipher much of this sorcerous text. The writings confirm some of what you already know, and they also provide you with fresh information that may aid your quest. You have entered the realm of the Demoness Shamath—the Mistress of the Gates of Darkness. The Tome does not tell of her defeat by your hand, but you assume that this is because it was written long before your recent victory over her and her minions. Speaking as if she were still in control here, it says that she rules this domain from her Throne of Power which stands beside the Pool of Sorrows. You pass over the long list of unspeakably cruel deeds which earned her the right to rule this icy realm, and the revelation of her secret name ‘Gnekasha’ until you discover that which interests you most: details of how to escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first ‘spill their own blood in the Pool of Sorrows’.

    You close the Tome and stow it away into your Backpack, and then stealthily you approach the tunnel entrance which is radiating a pale azure light. When you halt upon its threshold and peer through its embellished archway, you witness a scene which both shocks and confounds you.

    Turn to 275.

    ____________________________________________________

    Page 275: Beyond the archway you see a vaulted cavern ringed by pillars of ice. A huge marble throne and a table of carved marble stand before two massive black gates which gleam like polished jet. Located behind the throne, and within an arm's length of the grand gates, you glimpse a well-like pool set flush into the frosted cavern floor. The surface of this well is seething and swirling, as if its black waters were about to bubble and boil over.

    The sight of this wondrous cavern is a stunning spectacle, yet it pales in comparison to the visage of the creature which is occupying the massive marble throne.

    If you have ever visited Lake Vorndarol in a previous Lone Wolf adventure, turn to 302.

    If you have never visited this place, turn to 183.

    ____________________________________________________

    Page 302: Icy fingers of fear grip your heart when you see the huge, dread form of the Demoness Shamath seated upon the marble throne. She is slumped forward over the adjacent table, her face buried in her crossed arms as if she is asleep. The few remaining parts of her body which are visible appear to be sheathed in sections of shiny black armour. You note that it is the same armour she wore when you defeated her five years ago.

    Suddenly the sound of approaching footsteps echoes from one of the nearby tunnels. Anxious to avoid the risk of a confrontation, you slip into Shamath's chamber and take cover behind one of the icy pillars that encircle the walls. Moments later, you see two robed figures glide into the chamber. They are carrying between them a large phial of golden fluid which rests upon a pillow of purple silk. As they pass close by your hiding place, you hastily call upon your Kai skills to mask your physical and mental presence.

    Turn to 243.

    ____________________________________________________

    Page 243: In unison, the robed figures levitate several paces from the floor so that they are able to rest the pillow and phial upon the surface of the great marble table. Then silently they lower themselves back to the ground where they wait patiently for the Demoness to stir from her slumber. After several minutes she raises her head and you are shocked to see that her womanly face is hideously scarred and disfigured.

    ill15.png

    ‘Ah, my lieutenants,’ she says, yawning and stretching her arms wide, ‘I see your work is complete. By Naar, I hunger for revenge upon Avarvae—I trust your elixir will make her pay for the torment she has wrought me.’

    ‘All is ready, supreme mistress,’ reply the robed ones, sycophantically. Clearly their answer pleases the Demoness. Her ruined face twists into the semblance of a smile as she picks up the phial and examines it closely. The glass bottle looks especially fragile and tiny as she holds it between her gigantic index finger and thumb.

    ‘Excellent!’ she murmurs. ‘Soon she shall pay for what she did to me.’

    The Demoness Shamath rises from her throne and turns towards the seething pool of black fluid which is set into the floor close by. The shimmering waters grow calm and you see her scarred reflection in the pool. Then the fluids seethe afresh and her image swirls and changes. When it reforms you see, to your horror, that the reflection is no longer that of the Demoness. The face staring back from the surface of the pool is yours!

    ‘Ayeeeeeee!’ howls Shamath. ‘It is Lone Wolf! The Kai Lord is here!’

    If you have ever encountered Demoness Shamath in a previous Lone Wolf adventure, turn to 22.

    If you have never encountered this being before, turn to 227.

    ____________________________________________________

    Page 22: The unexpected sight of your face in the pool fills Shamath with a blind rage. In her fury, she expels a mass of psychic energy from which, using your Magnakai Discipline of Divination, you are able to extract scores of vivid images. They are Shamath's memories of what befell her after she failed to resurrect Darklord Vashna from the depths of the Maakengorge.

    From the collage of images you deduce that your destruction of the Shadow Gate at Maakengorge forced Shamath to return to the Plane of Darkness. As punishment for her failure to complete her mission, Naar imprisoned her and commanded Shamath's hated rival—Avarvae the Tormentress—to ruin her evil beauty. Satisfied that the Demoness had paid for her failure, Naar allowed her to return to her realm where, ever since, she has been goaded and tormented by her malicious rival.

    The appearance of your face in the pool has brought back these haunting memories. It has also alerted Shamath to your presence in her Throne Room. As her rage subsides, you sense that she is communicating telepathically with her two lieutenants. Suddenly, all three turn to stare at the pillar behind which you are hiding, and your Sixth Sense tells you that they are preparing to launch a combined psychic attack.

    If you possess Kai-surge, and have attained the rank of Kai Grand Guardian or higher, turn to 267.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 335.

    ____________________________________________________

    Page 267: Before the Demoness and her Lieutenants of Night can focus their attack, you use your improved Kai Discipline to launch a hasty psychic assault on all three beings simultaneously. Your rapid bolts of psychic power penetrate their defences and short-circuit their minds with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head with both hands as she struggles in vain to regain control of her mind.

    Seizing your advantage, you unsheathe your weapon and rush forward. With two swift and deadly blows you dispatch the lieutenants in passing and then rush towards Shamath's gigantic throne. Through the red haze of the agony that fills her head, the Demoness sees you approaching. Immediately she slams her right hand down upon the arm of her throne, to where a glowing opal is set into the stone.

    ‘Gnekasha!’ you scream, giving voice to her secret name, and she freezes as still as a stone statue. But not before her clenched fist has struck the glowing gem.

    Suddenly you hear a terrible sound: it is the screams and cries of Shamath's vengeful legions. With dread you glance over your shoulder and look to the source of the cacophony—the chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

    Turn to 201.

    ____________________________________________________

    Page 201: Pouring from the mouth of every tunnel that converges upon the antechamber outside Shamath's Throne Room is a howling host of robed and skeletal creatures. The skeletal beings are armed with short swords and they march slowly with stiff machine-like movements, whilst the robed creatures shriek, howl, and move like demons. They streak ahead of their lumbering skeletal comrades and, as they burst into the Throne Room, you see that they are armed with gleaming silver crossbows. Fearful of being struck by a bolt fired from one of these formidable weapons, you dash to take cover behind Shamath's great marble table.

    If you possess Telegnosis, turn to 104.

    If you do not possess this Discipline, turn to 198.

    ____________________________________________________

    Page 104: As you draw level with the great table, your eye is caught by the phial of potion lying upon its pillow of purple silk. Your Discipline of Telegnosis reveals to you that this golden fluid, whilst deadly and corrosive to creatures of Evil, has many properties that are beneficial to creatures of Good. Such a potion could prove useful for healing wounds or restoring lost energy.

    small11.png

    If you wish to attempt to retrieve this potion from atop the giant table, turn to 286.

    If you choose to ignore the potion, you may take cover behind the table by turning to 3.

    Hmmm do we trust this not to be a trap?

    Remember, use something distinctive to vote! You can use the [color=green][/color] flags if you want!

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    Man in the MistsMan in the Mists Registered User regular
    Yoink! Grab that potion.

    BTW, Suriko has been working on making a user style to make the forums look like the old style. Go here to download it. You'll need the Stylish add-on in order to use it.

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    pslong9pslong9 Registered User regular
    Glad this is back. I was worried after the forum move that Tag had given up in disgust. :P

    Grab that potion!

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    IncindiumIncindium Registered User regular
    edited July 2011
    Get our Potion on



    Glad this started back up... I've been enjoying this thread.

    Incindium on
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    HykuHyku Registered User regular
    Steal the potion... Who needs 2 hands to be a great kai lord?

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    TagTag Registered User regular
    pslong9 wrote:
    Glad this is back. I was worried after the forum move that Tag had given up in disgust. :P[/color]

    Haha no, the forum was just down before I left for the weekend, and then I didn't have a chance to update it while away (can't exactly do this thread on my Droid ;P )

    Oh hey! Editing options exist again! Sort of.

    Page 286 You take a running leap at the table and grab the phial from the pillow. Then, as your feet return to the ground, you stagger forwards and throw yourself behind Shamath's great Throne of Power. Crouching here with fear running cold in your veins, you listen to the hiss of the first crossbow bolts and the screams of the approaching horde. Then you notice the waters of the strange pool which lies no more than a dozen yards away from the throne. Beyond this pool you see the pair of huge black gates which dominates the far wall of the chamber and suddenly you recall the text which appeared in the Tome of Darkness. This is the Pool of Sorrows, and beyond it lie the Gates of Darkness—an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully.

    With little hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool's swirling surface.

    (On your Action Chart you may record the phial you have taken as Shamath's Potion. It is a Backpack Item.)

    To continue, turn to 300.

    __________________________________________________

    Page 300: As your blood mingles with the fluids of the pool, the great shiny gates that fill the far wall of this chamber suddenly vanish to reveal an awesome vista. Beyond where these gates once stood now lies an expanse of deep space, an infinite darkness, a void speckled with distant stars and the wispy trails of passing comets. The thought of stepping into the vast perspective of this void fills you with fear, but you choke back your doubts and anxieties for you know that it is the only certain way that you can escape from Shamath's domain.

    With a prayer to Kai and Ishir on your lips you sprint towards the void, but you are forced to dodge and weave as you run in order to avoid being hit by the hail of missiles that come whistling towards your back.

    Pick a number from the Random Number Table. If you possess Kai-alchemy or Magi-magic, add 3 to the number you have picked. If you possess Assimilance, add 2. If you possess Grand Huntmastery or Grand Pathsmanship, add 1.

    If your total score is now 4 or less, turn to 233.

    If it is 5–7, turn to 110.

    If it is 8 or higher, turn to 322.

    We rolled a 5, easily taking us to 322

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    Page 322: Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

    To continue, turn to 60.

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    Page 60: As you pass into the void, a sensation of unimaginable speed assaults your senses. You fly through the stellar darkness and a universe unfolds before you, like a million gems strewn upon an endless sea of black velvet. Your physical body is sheathed within a casing of pale white light, and you sense that it is a protective shell generated by your Platinum Amulet to protect you from the icy chill and airlessness of this astral starscape.

    small12.png
    (Oh no, we've been trapped on Rainbow Road! Someone call that cloud guy!)

    You surrender yourself to the invisible currents that ebb and flow through the void and, as you glide across this immeasurable no-space, once more you consult the Tome of Darkness. The transparent page that revealed information about Shamath's realm is now blank, but the one which follows has changed in colour and texture. Lines of glowing text have appeared on a page that is as dark as deep space. Again, using your Magnakai Discipline of Pathsmanship, you are able to decipher much of the text and you discover that it tells of ‘Avarvae the Tormentress’, and it reveals that this void—which is her domain—is called ‘The Oblivion of the Tortured Souls’. You ignore the list of her cruel and evil deeds, and search out her secret name.

    Unfortunately you discover that there is no name to bind her. However, you do learn that no special artefact is required to leave her realm and there are two exits: The Gates of Darkness, by which you entered, and the Bridge of the Damned. Having no desire to return to Shamath's domain, you put away the Tome and resolve instead to find the Bridge of the Damned. Yet, as you stare across the infinite distances of this void, it is hard to dispel your fears that you may end your days lost here forever.

    If you possess Shamath's Potion, turn to 315.

    If you do not possess this item, turn to 218.

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    Page 315: Your Kai Sixth Sense detects that Shamath's Potion has properties that can heal your body and restore lost energy.

    If you wish to drink all of this potion you can restore all of the ENDURANCE points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your Action Chart. Alternatively, you may drink half of the potion and restore 5 ENDURANCE points. If you drink only half of the potion you need not erase this item from your Action Chart.

    After making your choice of action, remember to adjust your Action Chart accordingly.

    To continue, turn to 218.

    Hrm, it doesn't say we can't drink it later... I'm inclined not to drink any now and chug it if we get in a hard fight before our regen ticks us to full. Up to y'all though.

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    Page 218: From the depths of the void seven glowing shapes appear. At first they defy your direct gaze, as if these shadowy semblances can only be observed from a particular angle, but as steadily they draw closer, they solidify and their fearsome shape becomes plain to see. They appear as seven skeletal riders, each cloaked in a glowing robe and mounted upon a hellish, supernatural steed. They wield lances wreathed with white flames and their eyes are pinpoints of red fire.

    ill14.png

    If you have ever visited Yanis—the Shining City—in a previous Lone Wolf adventure, turn to 176.

    If you have never visited this place, turn to 47.

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    Page 176: You recognize these creatures for you have encountered them once before, when your Magnakai quest took you to the fringes of the Neverness in the Daziarn Plane. They are Shadow Reavers—wholly evil spirit-entities. They serve Naar's champions of darkness as scouts and messengers upon the non-corporeal planes of existence.

    Turn to 47.

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    Page 47: The seven riders keep their distance, yet they pass close enough to satisfy their curiosity before they turn and speed away into the void. As you watch them disappear, a deep sense of unease grips you. You are relieved to have avoided a confrontation yet you sense that their departure is but a temporary reprieve; they may yet return in greater numbers.

    Shortly after, you witness several objects that appear like comets encircling a cluster of distant stars. As you glide towards these stars the comets break away from their orbit and come soaring to meet you, racing with each other to reach you first. A collision looks imminent, but your mounting fears are soon forgotten when the surfaces of these shooting stars undergo a stunning transformation. Their leading surfaces take on the semblance of human faces.

    If you have ever been to the city of Torgar in a previous Lone Wolf adventure, turn to 127.

    If you have never visited this city, turn to 91.

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    Page 127: You are shocked to the core when suddenly you recognize the faces that have appeared upon the surfaces of the three leading comets. The first is Lord Paido—the Vakeros warrior who accompanied you through the uncharted swamps of the Danarg and later sacrificed his life to protect yours in the infamous Darklord fortress of Torgar. The second is the face of Adamas—the Lord Constable of Garthen—who led the armies of Talestria and Palmyrion in the assault upon Torgar and perished during that fearsome siege. And the third is the bearded face of Sebb Jarel—the brave Eruan partizan who guided you through the Hellswamp and, in so doing, forfeited his life.9

    ill8.png

    Your Kai senses detect that the souls of these three brave men are trapped upon this domain. Their spirits were captured by Evil at the moment of their deaths and Naar has since condemned them to an eternity in the service of Avarvae the Tormentress. You see them mouthing words: they are pleading for you to release them from their torment, and your heart is torn by their silent, plaintive cries.

    If you possess Deliverance, and you have attained the Kai rank of Sun Thane or higher, turn to 163.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 138.

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    Page 163 Out of a sense of duty and respect for the memories of these three brave men, you recite the secret words of the ceremony of Kai Exorcism. As you intone the hallowed words, you feel an aura of peace and tranquillity descend upon their tormented souls. The twisted and pained faces which adorn the surface of the fiery comets gradually soften and fade until, with an overwhelming sense of release, you detect that they are no more. Through the power of your ceremony their souls have been allowed to escape from this hellish domain and have gone to seek eternal peace upon the Plane of Light.

    The comets, now devoid of soul-energy, are drawn back into the orbit of the distant star cluster. You, too, are drawn towards these glowing stars, and as you pass through them at an incredible speed, you glimpse a wondrous sight in the void beyond. A vast rainbow bridge of colour arcs across the immeasurable darkness to a titanic plateau of fire. Your spirits soar when you detect that this is the Bridge of the Damned, the exit that you seek from this astral domain. Yet as you approach the magnificent bridge, you detect a less-welcoming presence. The shadowy riders are returning, and this time they are escorting a creature that sets your pulse racing with fear.

    Turn to 272.

    Aw hell, it IS Rainbow Road!

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    Page 272: From the depths of the void there speeds forth a colossal chariot, drawn by four supernatural lionesses and driven by an astral being who bears the semblance of a stunningly beautiful woman. Pale green beams of light issue from her eyes and wisps of silvery mist trail from her ebony tresses. She wields a whip that sparkles with magical fire and her magnificent carriage is escorted by one hundred shadowy outriders, each armed with a lance of cold flame.

    ill16.png

    Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentress—the ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

    If you possess Shamath's Potion, turn to 256.

    If you do not possess this potion, turn to 146.

    Assuming we decided to keep it.

    __________________________________________________

    Page 256: Hurriedly you retrieve the Potion from your pack for you recall that Shamath had intended to use this preparation to enact her revenge upon Avarvae. With the memory of the Demoness's words lingering prophetically in your ears, you pull out the stopper which seals the glass phial and hurl the golden fluid into the sneering face of the Tormentress.

    Avarvae's scream echoes to the furthest corners of her vast domain. With her hands clutched to her face, the wounded Tormentress soars like a meteor into the darkness above and disappears completely, leaving her carriage and her escort of outriders dazed and confused in her wake. The sound of Avarvae's terrible scream followed by her sudden rout shatters their nerve. Quickly they wheel their steeds about and, with Avarvae's chariot in tow, they flee across the cosmic starscape in search of their immortal mistress.

    The way is now clear for you to reach the Bridge of the Damned. Using your innate Magnakai Discipline of Divination, you will yourself towards the bridge and feel your body moving rapidly through the void towards its rainbow span. (Remember to delete Shamath's Potion from your Action Chart.)

    Turn to 150.

    Aw damn... guess we lost out on 5 regen. Not really a biggie though

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    Page 150: You soar across the shimmering span of this colossal bridge towards a new and terrifying realm. Ahead, you see a sprawling plateau burning with magical flame. At its centre there is a vast crater of cinder and ash and, rising like a towering spike at the heart of this desolate bowl, you glimpse a titanic fortress.

    As you traverse the great Bridge of the Damned, you consult the Tome of Darkness and it confirms your highest hopes and your deepest fears. Ahead lies the realm of Naar and his dread stronghold of Dazganon. The Tome warns those who would voluntarily seek to enter Naar's fortress that they must possess three magical artefacts: the Nza'pok Amulet, a Künae Ring, and the Scarab of the Wingless Dragon. The final page of the Tome lists the names of Naar's closest minions who dwell within Dazganon and one who dwells without whose name is ‘Tzor—The Guardian of the Plain of Despair, Keeper of Evil Souls’. The text of the final page states that there is no secret name to bind Naar and, most chillingly, that there is no exit from his dread fortress.

    As you close the Tome it suddenly ignites and is consumed by voracious tongues of blue flame. You drop the blazing book and it disappears below, to be swallowed up by the fabric of the bridge. (Erase this Special Item from your Action Chart.)

    To continue, turn to 248.

    Aw the book :(

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    Page 248: Beyond the Bridge of the Damned, you enter the vast forest of fire that encircles the perimeter of Naar's realm. You sense that your Platinum Amulet is keeping you safe from the hellish heat of this region, and your Kai ability to spirit-walk is propelling you on a swift and steady course towards the central crater.

    Upon reaching the lip of this crater, the forest of fire comes to an abrupt end and you get your first clear view of the desolation which surrounds the stronghold of Dazganon. Cosmic winds blow across this barren plain, moaning like tortured souls. Now and then you hear cries of pain, bursts of mocking laughter, and haunting alien howls that chill your blood. Then you see swirling gossamer shapes that grow and multiply as your psychic senses become attuned to their presence. Millions of evil souls are swirling around the crater which encompasses Naar's stronghold, and as you watch their endless passage with a sense of awe and disbelief, you realize that this is the Plain of Despair detailed upon the last page of the Tome of Darkness. You stare at the ceaseless torment of these evil souls and you are deeply shocked by the visage of one spirit which rises out of the howling mass.

    If you have ever visited the Isle of Khor in a previous Lone Wolf adventure, turn to 79.

    If you have never visited this place, turn to 207.

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    Page 79: You recognize the vengeful visage of Zahda—the evil renegade sorcerer—who was killed by your hand and whose body was incarcerated in the ruins of Kazan-Oud. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

    The spirits of Darklords Gnaag, Haakon, and Kraagenskûl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener Druids, Acolytes of Vashna, and Nadziranim and their Liganim minions. But there is one ghostly figure that is more terrifying than any other, and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

    Turn to 170.

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    Page 170: Wielding whips of living flame in each of his eight massive hands, the demonic spectre of Tzor lashes the host of doomed souls without let or mercy. Relentlessly he pursues them around the Plain of Despair, revelling in his sport, allowing them neither rest nor respite from this unending chase. Few avoid his watchful eyes and fewer still escape the searing kiss of his terrible whips of fire.

    ill9.png

    As the towering shape of Tzor looms nearer, you detect a complex web of psychic probes emanating from his being. Clearly he utilizes his prodigious mental powers to monitor the souls of the damned who are trapped here forever upon the Plain of Despair. Then you realize that Tzor's powerful psychic abilities may also alert him to your presence at the edge of the crater. Tzor is fast approaching now; you must act quickly if you are to minimize the risk of being discovered.

    If you possess Kai-screen, and have attained the Kai rank of Grand Crown or higher, turn to 297.

    If you possess Kai-screen, but have yet to attain this level of Kai rank, turn to 133.

    If you do not possess this skill, turn to 37.

    FFS story, give us a choice <.<

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    Page 297: Using your improved Grand Mastery, you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar's stronghold.

    The outer gate of Dazganon is open and unguarded and you are able to pass through unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

    Add together the three numbers which appear upon the three Special Items that will enable you to gain entry to Dazganon. If you have gathered all three items, you will have noted these numbers in the margin of your Action Chart. To continue your quest, turn now to the entry which is the same as your total.

    If you have not obtained all three Special Items, sadly you are doomed to spend the rest of eternity running with the lost souls upon the Plain of Despair.

    Uh.. uhoh. I have no idea if we picked up all three, but surely an intrepid reader does and will tell me what page to turn to :P Consider it one of the stupid lame puzzles! See you next time, Space Wolves.

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    Man in the MistsMan in the Mists Registered User regular
    The amulet is 6.
    The ring is 20.
    The scarab is 31.

    The answer is 57.

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    NeadenNeaden Registered User regular
    The amulet is 6.
    The ring is 20.
    The scarab is 31.

    The answer is 57.

    That seems right.

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    HykuHyku Registered User regular
    Neaden wrote:
    The amulet is 6.
    The ring is 20.
    The scarab is 31.

    The answer is 57.

    That seems right.

    I agree with its general right seemingness!

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    TagTag Registered User regular
    Page 57: As you pass through the curtain of black flames, the three magical items vanish from your hands. (Erase the Nza'pok Amulet, the Künae Ring, and the Scarab of the Wingless Dragon from the Special Items section of your Action Chart.) Beyond the flaming curtain lies a hall of grey adamanite which is seemingly devoid of all life. You scour this eerie chamber and your senses detect Alyss's life-force. Hers is the only goodly presence, save your own, in the whole of this evil stronghold, and although her aura is weak, it is sufficient enough for you to be able to track it.

    Guided by your instincts and shielded by your Kai Disciplines, you follow Alyss's trail as it wends its way deeper into the heart of this citadel of Evil. During your exploration you encounter many of Naar's newest creations who populate the halls and dungeons of Dazganon. Their repugnant forms and depraved and brutal behaviour provide you with an unsavoury insight into Naar's seemingly infinite capability to create evil and monstrous life forms. You shudder to imagine these foul beings running loose upon your home world of Magnamund, and the thought strengthens your resolve to fulfil your quest for the Moonstone.

    For what seems like an hour, your camouflage and psychic skills make you invisible to the creatures that dwell within Dazganon. It is not until you reach a busy junction at the heart of a maze of tunnels that your skills are truly put to the test. Your senses detect the presence of Alyss at the end of an adjacent tunnel, yet the entrance to this wide passage is virtually blocked by creatures who are bickering with Naar's armed guards.

    Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, or Grand Pathsmanship, add 1. Also, for every level of Kai Mastery you have attained above the rank of Kai Grand Guardian, add a further 1.

    If your total score is now 3 or less, turn to 189.

    If it is 4 or higher, turn to 116.

    Autopass

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    Page 116: You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnel's end at an antechamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naar's stronghold—his personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor, and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

    Turn to 40.

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    Page 40: You see Alyss sitting cross-legged within a globular force-field, her emaciated face and limbs clearly displaying the price she has paid for her continued resistance to the Dark God. Yet despite her wasted physical appearance, you detect that she is still strong in spirit and the Moonstone of the Shianti is still in her possession.

    You focus on this force-field and deduce that Naar, having been unable to defeat Alyss in combat, has chosen instead to imprison her within this seamless cell of energy in order to prevent her from using the powers of the Moonstone to create a Shadow Gate through which she can escape. The Dark God has contented himself with waiting for her to weaken to the point where she can no longer resist his remorseless attacks. As you focus on Alyss you sense that she is dangerously close to reaching that breaking point. Prompted by an urge to help her, and by the sight of the Moonstone which she cradles in her lap, you move quickly towards the entrance to Naar's inner sanctum.

    If you possess Telegnosis, and have attained the Kai rank of Sun Knight or higher, turn to 192.

    If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 324.

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    Page 192: You are approaching the entrance when Alyss suddenly raises her bowed head and screams a telepathic warning that you are about to enter a trap. Instantly you skid to a halt, but moments later you feel a massive weight hit you between the shoulder blades. You have been struck by a powerful shock wave that propels you head-first through the bloodstained entrance to Naar's inner sanctum, which closes behind you like a rapidly healing wound.

    You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch at you.

    Turn to 237.

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    Page 237: You do not have long to wait for the threat to materialize. Bursting from out of the smoky wall of the chamber comes Naar's fearsome champion—Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

    small1.png

    This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffet your mind.

    If you possess the Sommerswerd, turn to 121.

    If you possess Skarn-Ska, turn to 211.

    If you do not possess either of these Special Items, turn to 282.

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    Page 121: You raise the Sommerswerd and a blinding halo of golden light engulfs the blade. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your divine blade is unsheathed, for he fears that your god-forged weapon could destroy him. He is content to allow his mighty champion—Kekataag—the pleasure of slaying you on his behalf.

    Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cry—‘For Sommerlund and the Kai!’—and launch yourself at your fell adversary in an attempt to land the first blow.

    Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 58

    This enemy is an undead warrior. You may double all ENDURANCE point losses which you inflict upon him during this combat. (Bwahaha!)

    If you win the combat, turn to 29.

    Endurance: 51
    Combat Ratio: 50+6 -60 = -4 *DOUBLE DAMAGE*
    Your Random Number is: 6
    Your Enemy took 6 damage - DOUBLE -> 12
    and now has 46 Endurance Points.
    Lone Wolf took 3 damage -
    and now has 48 Endurance Points.
    KAI-RAY
    Your Enemy took 15 damage - DOUBLE -> 30 (says *all* endurance point losses)
    and now has 18 Endurance Points.
    Lone Wolf took 4 damage -
    and now has 44 Endurance Points.

    Your Random Number is: 0
    Your Enemy took 10 damage - DOUBLE -> 20
    and now has 8 Endurance Points.
    Lone Wolf took 0 damage -
    and now has 44 Endurance Points.

    YOU HAVE DEFEATED YOUR ENEMY

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    Page 29: As you strike the fatal blow, Kekataag gives vent to a scream which rocks the foundations of Dazganon. His body falls to the floor and disintegrates into a mound of dust and rusty metal. From the core of this debris there arises a shadowy vapour which is sucked away through the porous chamber walls. You sense that it is the spirit of the defeated warrior and that as punishment for his failure, he has been consigned by Naar to eke out the rest of eternity with the other lost souls upon the Plain of Despair.

    You are elated and exhausted after your hard-won victory, but this is not the time for you to rest nor celebrate your triumph. You sense that Naar is enraged that you have destroyed his latest champion, and you can feel his wrath building to a fever pitch.

    If you possess the Sommerswerd or Skarn-Ska, turn to 108.

    If you possess neither of these Special Items, turn to 6.

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    Page 108: You run to where Alyss sits imprisoned within her sparkling force-field and, with one precise and powerful blow from your magical blade, you shatter her sorcerous prison. The anguished scream of Naar echoes through the corridors and dungeons of Dazganon. As its terrible timbre begins to rumble and fade, you are horrified to see a host of monstrous creatures burst forth from the smoky walls of the inner sanctum and close in upon you from all sides.

    Freed from the constraints of her prison, Alyss is able to use the power of the Moonstone to bring into being a Shadow Gate which materializes in the floor of the chamber.

    ‘Come, Grand Master,’ she implores as she gets ready to step into the whirling black abyss. ‘Follow me!’

    And with these words she is swallowed up by the inky abyss. Seconds later, you take a running leap and dive head-first into the Shadow Gate, escaping in her wake barely moments before a pack of screeching, gnawing, parasitic horrors engulf the place where you last were standing.

    Turn to 350.

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    Page 350: As you tumble into the dark vortex of this newly-created Shadow Gate, you see the glow of the Moonstone illuminating the silhouette of Alyss in the middle distance. Behind and above, the mouth of the gate by which you entered the abyss is rapidly shrinking. Alyss is using the power of the Moonstone once more, this time to seal the gate in Naar's inner sanctum to prevent his fell minions from following you home to Toran.

    The deeper you fall into the spiralling darkness so it seems the stronger Alyss becomes. Gripping the precious Moonstone with both hands, she extends her arms and glides easily through the whirling funnel towards you. As she draws level, you hear her speaking softly in your mind:

    Thank you, Grand Master. I shall never forget what you have done for me. Had you not returned when you did I would have forfeited my freedom to the Dark God. And freedom, to me, is the most precious of things. For without freedom I would cease to be.

    For a moment, the whirling frigid darkness of the Shadow Gate is illuminated brightly by the flaring rays of the Moonstone. Alyss passes the sacred artefact into your safekeeping, kisses you fondly on the cheek, and with the parting words—Farewell, Lone Wolf. Kai and Ishir should be proud. You are indeed their most worthy champion—she flashes you an impudent smile and in the blink of an eye she is gone.

    Congratulations, Grand Master, for you have braved the many terrors of the Plane of Darkness and emerged triumphant, your quest fulfilled. By denying the Dark God the power of the Moonstone you have won a great and lasting victory which will help keep your world secure. Your achievement will live forever in the legends of Sommerlund, and the tales that will be told of your valiant deeds will inspire future generations of Sommlending to follow the ways of the Kai.

    Your triumph over Naar paves the way for your accedence to the rank of Kai Supreme Master. It also heralds the dawning of a new age, when new challenges will arise to test the courage and bravery of your New Order Kai. Under your paternal stewardship, the first of the New Order adventures is about to begin with the return of the fabled Moonstone to the remote and mysterious Isle of Lorn. If you wish to accept the challenge of the new era, the first exciting quest awaits you in the next Lone Wolf adventure which is entitled:

    Voyage of the Moonstone

    Congratulations Wolf Pack! Next book will start next week!

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    Man in the MistsMan in the Mists Registered User regular
    So this means we'll be doing the New Order series? Should be interesting since we'll no longer be playing as Lone Wolf. Wonder if people will still be interested since we'll no longer be a living demigod.

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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    I would think they'd be worth doing- and maybe someone should shoot them a link to the threads we've done.

    Besides, we still have the New Order books to do... maybe we could do the Grey Star set as well for something really different? (I have physical copies of the GS set and they're harder than the LW books I have.

    I have two of the Highway Warrior books as well- 1 and 4- and they remind me a lot of Fallout.

    steam_sig.png
    I can has cheezburger, yes?
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    JaysonFourJaysonFour Classy Monster Kitteh Registered User regular
    Just glanced through the skill list for the next book- oh, there's lots of fun stuff coming.

    Pick four skills out of a list of sixteen. Make up your very own Kai name. And lots of other things...

    steam_sig.png
    I can has cheezburger, yes?
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    HykuHyku Registered User regular
    I am happy to continue voting and reading, nothing staves off boredom like even dwarfs in a cave who appear to be unconquerable!

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    NeadenNeaden Registered User regular
    I am kinda dissapointed we didn't get to at least stab Naar or something.

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    WubWub Registered User regular
    Dang, by the time the forums came back up and I found the thread again the book was over. At least there are more books to look forward to! :o Can't wait for next week.

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    PooshlmerPooshlmer Registered User regular
    Freeway Warrior is fun, but the first book has around a 1% chance of success without cheating. It's pretty absurd.

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    TagTag Registered User regular
    edited July 2011
    Time to start the next book! I had to rush to finish Friday's post, so I didn't even realize it was the start of a whole new series. I see no reason to stop though, so I hope you're all ready for the New Order!

    New Order
    Voyage of the Moonstone

    The Story So Far
    You are a Kai Grand Master of the New Order of the Kai—the warrior élite of Sommerlund.

    It is the year MS 5083 and thirty-three years have passed since the First Order of the Kai were almost wiped out by the Darklords of Helgedad. These champions of evil, who were sent by the Dark God Naar to destroy your fertile world of Magnamund, have since been destroyed. The leader of your illustrious fighting order—the legendary warrior Lone Wolf—was the sole survivor of the First Order of the Kai, and as a young initiate he had stood amid the burning wreckage of the old Kai Monastery and had vowed to avenge the massacre of his comrades. In the year MS 5070 he was to keep his pledge when alone he infiltrated the foul domain of the Darklords and destroyed the base of their power—the infernal city of Helgedad.

    With the fall of Helgedad, chaos befell the Darkland armies who had, until then, been poised to conquer all of Magnamund. Quickly their disorder escalated into a mutinous civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a successful counter-offensive. Against all odds, a swift and total victory was secured over the feuding armies of evil.

    Following the demise of the Darklords, peace reigned in your homeland of Sommerlund. Under the direction of Lone Wolf the ruined Monastery of the Kai was rebuilt and restored to its former glory, and the raising of a New Order of Kai warriors was swiftly reestablished. You are one of this new generation of Kai recruits. You were born in Sommerlund in the year MS 5063, during the era of war against the Darklords, and you were sent by your father to the Kai Monastery at the age of seven to develop your martial skills and the latent Kai abilities which lie dormant in some Sommlending. During the years that followed, your skills were nurtured and honed to perfection by long hours of study and rigorous training. Your exceptional talent helped you to master all of the Kai and Magnakai Disciplines and you rose swiftly through the ranks of the New Order to become one of only five who now hold the high rank of Kai Grand Master. It is an achievement which has brought great honour upon you and your family.

    In the year MS 5077 your skill and courage were put to the test when an attack was launched upon the Kai Monastery during Lone Wolf's absence. By means of a Shadow Gate (an astral corridor between the physical world of Sommerlund and the many ethereal domains which lie beyond it) the Dark God sent forth a host of dragon-creatures to besiege the monastery and lay waste to all Sommerlund. He had chosen his time well, yet his evil plan was thwarted by the tenacious defence that you and your brethren maintained until the siege was raised by Lone Wolf and the King's army of Sommerlund.

    The defeat of his minions enraged the Dark God and inflamed his lust for vengeance. Three years later he created and sent to Sommerlund an evil champion called ‘Wolf's Bane’ who was the very image of Lone Wolf. While your leader was engaged upon a quest overseas, this impostor terrorized your homeland in his guise and sought to destroy the reputation and the honour of the Kai. He would have succeeded had not Lone Wolf returned home and pursued this enemy to an ancient necropolis in the Sommlending city of Tyso. There, deep within a subterranean crypt, he and his evil alter-ego were drawn through a Shadow Gate to the Plane of Darkness—Naar's stronghold—where a deadly duel ensued. Lone Wolf vanquished the foe and discovered that Naar had in his possession the fabled Moonstone of the Shianti. This wondrous artefact was created many thousands of years ago by the god-like Shianti, whose presence upon Magnamund had heralded the dawn of humanity. This stone of power contains the combined might of all their magic and wisdom, the sum of all their knowledge. So significant was the creation of this stone that all time on Magnamund has since been measured from the date of its creation. It had long been held that the Moonstone's location was a secret known only to the remnants of the Shianti, who dwell upon the mysterious Isle of Lorn in Southern Magnamund, yet the evidence of Lone Wolf's eyes had told him that this mystical artefact had somehow fallen into the hands of Naar.

    Lone Wolf realized that the Dark God had been using its legendary powers to generate Shadow Gates within the world of Magnamund, at locations and times of his own choosing. Such power had enabled him to send his loathsome champions to your home world, while the forces of the Gods of Good, Kai and Ishir, had been held at bay. Only Lone Wolf and the New Order of the Kai had stood in the way of the onslaught of Naar's agents since the demise of the Darklords.

    Lone Wolf successfully escaped from the Plane of Darkness and returned to Sommerlund, yet he knew that the fight against Evil had not been won outright. He realized that he would have to return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so would Magnamund truly be safe from Naar's legions of darkness. Two years ago, with the aid of his most trusted ally, Lord Rimoah of Dessi, Lone Wolf fulfilled his vow by journeying to the Dark God's domain and retrieving the Moonstone of the Shianti. Upon his triumphant return, Lone Wolf placed the Moonstone in the Vault of the Sun—his personal chamber located deep below the fortified citadel of the Kai Monastery. He had hoped that the fabled artefact could remain there indefinitely, to be guarded by generations of Kai who would keep it secure from Naar's minions. Retrieval of the Moonstone had denied the Dark God's champions ready access to Magnamund, yet Lone Wolf knew that there were many lesser agents of Naar upon Magnamund waiting quietly in the shadows for the chance to do his evil bidding. Undoubtedly they would stop at nothing to retrieve the Moonstone for their fell master.

    Within a year of his return home it became clear to Lone Wolf that his wish could not be fulfilled. At first the presence of the Moonstone seemed greatly beneficial to Sommerlund. Crops grew abundantly, incidence of disease and illness became increasingly rare, and the newly-born were uniformly healthy. Even the offspring of the impoverished who, in normal times, could expect only one in three of their infants to survive longer than a month after birth, were all in good health and exceptional in their physical and mental development. The Sommlending called this extraordinary period of providence ‘the Blessing of the Moonstone’, yet this time of good fortune could not last. The power of the Moonstone was a great force for Good, but it was also greatly disruptive of the natural order of Magnamund. Soon death itself became a rarity in Sommerlund, and the four seasons of the year were slowly transformed into one unending spring. Lone Wolf was deeply concerned at the changes wrought by the Moonstone and sought the counsel of his closest friend—Guildmaster Banedon, leader of Sommerlund's Brotherhood of Magicians. Banedon entreated him to relinquish the Moonstone before the effects of its power became irreversible. To right the balance of nature the Moonstone would have to be taken to the Isle of Lorn, in the southernmost reaches of Magnamund, and delivered back into the hands of the Shianti. Only they, its creators, could prevent its powers from disrupting the natural order of your world.

    Lone Wolf agreed with Banedon—the Moonstone would have to be returned to the Shianti. The physical effects of its presence were beginning to attract the unwelcome attentions of those who secretly sought to enact Naar's revenge upon the Kai. When one of Naar's agents was captured by a Kai patrol within a few miles of the monastery, Lone Wolf felt he could wait no longer. He resolved to act immediately. Preparations were made for a long journey and, especially among the lower ranks of the Kai, rumours were rife that Lone Wolf himself would take responsibility for carrying the Moonstone to the Shianti. Indeed, this speculation seemed to be confirmed as fact when it was discovered that he had secured the use of Guildmaster Banedon's famous flying ship—Cloud-dancer.

    It therefore came as a shock when, early one morning, you were summoned unexpectedly to the Vault of the Sun. In strictest confidence, Supreme Master Lone Wolf informed you that he had decided to entrust you with the task of taking the Moonstone to the Shianti. The elaborate preparation he was undertaking was simply a diversion, a bluff designed to draw attention away from the vital mission that he wished to entrust to you—the most talented and courageous of his Kai Grand Masters.



    Our Kai Name
    For these books, we get to name ourselves. Going to be interesting to have no one able to call us by name. We can come up with our own, or if no one has a god idea, I can roll up a name from the below table that they provided.
    Table A			Table B
    (Kai name prefix)	(Kai name suffix)
    0 = 	Swift		0 = 	Blade
    1 = 	Sun		1 = 	Fire
    2 = 	True		2 = 	Hawk
    3 = 	Bold		3 = 	Heart
    4 = 	Moon		4 = 	Friend
    5 = 	Sword		5 = 	Star
    6 = 	Wise		6 = 	Dancer
    7 = 	Storm		7 = 	Helm
    8 = 	Rune		8 = 	Strider
    9 = 	Brave		9 = 	Shield
    



    Kai and Magnakai Disciplines
    During your distinguished rise to the ranks of the New Order of Kai Grand Masters, you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines provide you with a formidable arsenal of natural abilities which will serve you well. A brief summary of your skills is given below:
    Weaponmastery
    You are proficient with all close combat and missile weapons. You are a master of unarmed combat and suffer no COMBAT SKILL loss when fighting bare-handed.

    Animal Control
    You are able to communicate with most animals and have limited control over hostile creatures. You can use woodland animals as guides and you are able to block a non-sentient creature's sense of taste and smell.

    Curing
    You are able to restore ENDURANCE points lost as a direct result of combat. You may restore 1 ENDURANCE point for every numbered section of the book you pass through in which you are not involved in further combat. The maximum number of ENDURANCE points that can be restored in this way is limited to 10 per adventure.
    You also possess the ability to heal the wounds of others, and you can neutralize the harmful effects of most poisons, venoms, and toxins.

    Invisibility
    You can hide effectively in most environments, mask any sounds made during movement, and you can cause minor alterations of your own physical appearance. Also you are able to mask your own body heat and scent.

    Huntmastery
    You are an expert hunter of food in the wild. You possess great physical agility and a keen sense of vision (day and night). Your senses of hearing and smell are especially acute.

    Pathsmanship
    You are able to understand most languages, magical symbols, and hieroglyphics. You are expert at reading footprints and tracks. You have an intuitive knowledge of the compass points and can detect the threat of an enemy ambush up to a distance of 500 yards. You possess an ability to cross terrain without leaving tracks. You can converse with sentient creatures and mask yourself from psychic spells of detection.

    Psi-surge
    You are able to attack enemies using the powers of your mind. Also you can set up disruptive vibrations in inanimate objects and cause confusion in the minds of unsophisticated enemies.

    Psi-screen
    You possess strong mental defences against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. You are able to divert and re-channel some hostile psychic energy to your own ends.

    Nexus
    You can move small items by projection of your mind power. You can withstand extremes of temperature and are able to extinguish fire by force of your will alone. You have a limited immunity to flames, toxic gases, and corrosive liquids.

    Divination
    Your famous Kai Sixth Sense can warn you of imminent danger. You can detect invisible or hidden enemies, and you are able to communicate telepathically. You can recognize magic-using and/or magical creatures, detect psychic residues, and you have a limited ability to leave your corporeal body (‘spirit-walk’) for short periods.



    New Order Kai Grand Master Disciplines
    After years of martial training and study at the Kai Monastery, and by the rigorous practice of the teachings of your illustrious mentor—Kai Supreme Master Lone Wolf—you have achieved the noble rank of Kai Grand Master Senior.

    Following in the footsteps of Lone Wolf himself, you have vowed that one day you will become totally proficient in all 16 of the New Order Kai Grand Master Disciplines. By doing so successfully you will share with Lone Wolf the responsibility, the honour, and the future glory of leading the New Order Kai as a Supreme Master.

    Your present rank of Kai Grand Master Senior means that you have mastered four of the New Order Grand Master Disciplines listed below. It is for you to decide which four Disciplines these are. As all of the New Order Grand Master Disciplines may be of use to you at some point during your mission, pick these four skills with care. The correct use of a New Order Grand Master Discipline at the right time could save your life.
    Animal Mastery
    anmlmast.png
    New Order Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

    Deliverance (Advanced Curing)
    delvrance.png
    New Order Grand Masters are able to use their healing power to repair serious battle-wounds. If, while in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This emergency ability can only be used once every 20 days.

    Assimilance (Advanced Invisibility)
    assmlnce.png
    New Order Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of one to three days. They have also mastered advanced camouflage techniques which make them virtually undetectable in an open landscape.

    Grand Huntmastery
    huntmstr.png
    New Order Grand Masters are able to see in total darkness and they possess great natural speed and agility. They also have a superb sense of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

    Grand Pathsmanship
    pathsmn.png
    New Order Grand Masters are able to resist entrapment by hostile plants. Also they have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

    Kai-surge
    ksurge.png
    When using their psychic ability to attack an enemy, New Order Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, they need only deduct 1 ENDURANCE point. Grand Masters have the option of using a weaker form of psychic attack called Mindblast. When using this lesser attack, they may add 4 points to their COMBAT SKILL without loss of ENDURANCE points (Kai-surge and Mindblast cannot be used simultaneously). New Order Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

    Kai-screen
    kscreen.png
    During psychic combat, New Order Grand Masters are able to construct mind-fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a New Order Grand Master advances in rank.

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

    Telegnosis (Advanced Divination)
    telegnss.png
    This Discipline enables a New Order Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration of the spirit-walk and the protection afforded to his inanimate body increase as a New Order Grand Master advances in rank.

    Magi-magic (Old Kingdom Magic)
    magimagc.png
    Under the tutelage of Lone Wolf, you have been able to master the rudimentary skills of Old Kingdom battle-magic. These arcane skills include the use of basic Old Kingdom Spells, such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    Kai-alchemy (Brotherhood Magic)
    alchemy.png
    Under the tutelage of Lone Wolf and Guildmaster Banedon (the leader of Sommerlund's Guild of Magicians), you have mastered the elementary spells of the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Brotherhood magic increase.

    Astrology
    astrolgy.png
    The celestial bodies which occupy the skies above Magnamund have long been known to affect the lives of its inhabitants. Mastery of this Discipline enables a New Order Grand Master to predict and shape the future by studying the relative positions of the Sun, the Moon, and the myriad planets and stars. The number and accuracy of these predictions increase as a New Order Grand Master advances in rank.

    Herbmastery
    herblism.png
    Mastery of this New Order Discipline enables a Grand Master to identify readily any substance derived from living or growing organic material. He is aware of any secret uses to which an organic material may be put, and he is skilled in effecting the release of a substance's medicinal and/or magical properties.

    Elementalism
    elmntlsm.png
    This Discipline enables a New Order Grand Master to manipulate the four basic elements: Earth, Air, Fire, and Water. By drawing upon individual elements that are available, or combinations thereof, he is able to detach, affix, increase, concentrate, intensify, remove, or accelerate this matter to fulfil a specific purpose, e.g. create a wall, hurl a rock, spray sand, remove air, intensify fire. The versatility of this Discipline increases as a New Order Grand Master advances in rank.

    Bardsmanship
    bard.png
    Through mastery of this Discipline a Kai Grand Master of the New Order becomes a multi-talented performer, proficient in the use of any musical instrument. He is able to sing or chant, recite or compose tales of legend, mimic speech or dialect, and stimulate a wide range of emotions among sentient creatures. The effect and power of his bardic abilities will steadily increase as he advances through the Grand Master ranks.
    If you successfully complete the mission as set in Book 21 of the Lone Wolf (New Order) series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 22. For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline, your original four Grand Master Disciplines, your Kai Weapon, and any other Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next New Order adventure.



    Equipment
    Maps:
    map.png

    Gold Crowns: 27
    (Random roll +20)

    You may also select five items from the list below, only two of which may be Weapons:
      Quarterstaff (Weapons) Bow (Weapons) Quiver (Special Items) -- This contains six Arrows; record them on your Action Chart. Flute (Backpack Item) Dagger (Weapons) Sword (Weapons) 2 Meals (Meals) -- Each Meal takes up one space in your Backpack. Rope (Backpack Item) Potion of Laumspur (Backpack Item) -- This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose. Axe (Weapons)



    Kai Weapons
    Upon reaching the ultimate rank of Kai Supreme Master, Lone Wolf received as a reward from the God Kai many new skills and abilities. One of these skills was Kai Weaponcraft. Using his newfound mastery, Lone Wolf forged ten weapons of magical power in the armoury furnaces of the Kai Monastery. These magical weapons are reserved for the élite of the New Order Kai who attain the rank of Grand Master.

    In recognition of your rank and achievement, you may choose your own Kai Weapon from the table below.
    Weapon Type	Weapon Name	CS	Unique Properties
    Axe		‘Spawnsmite’	+5	versus reptilian enemies +6
    Axe		‘Alema’		+5	versus undead enemies +7
    Axe		‘Magnara’	+5	versus rock or stone +8
    Sword		‘Sunstrike’	+5	when used in daylight +6
    Sword		‘Kaistar’	+5	when used at night +7
    Sword		‘Valiance’	+5	versus magicians +8
    Sword		‘Ulnarias’	+5	when used underwater +9
    Broadsword	‘Raumas’	+5	versus winged enemies +6
    Broadsword	‘Illuminatus’	+5	when used underground +7
    Broadsword	‘Firefall’	+5	versus fire-emitting enemies +8
    

    (Note: the book gives us some leeway to generate our own, so if, say, people really wanted an axe with the underground bonus, we can do that.)
    When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.



    Levels of New Order Kai Grand Mastership
      Kai Grand Master Senior—(You begin the New Order adventures at this level of Kai Grand Mastery) Kai Grand Master Superior Kai Grand Sentinel Kai Grand Defender Kai Grand Guardian Sun Knight Sun Lord Sun Thane Grand Thane Grand Crown Sun Prince Kai Supreme Master



    Our Status
    Name: TBD
    Weapon: TBD
    New Powers: TBD
    Inventory: TBD

    Combat Skill: 31
    Endurance: 38


    (Note: I don't want to add to the reading/voting with the start of the story since there is so much to settle on just to get started. We'll "set out" tomorrow if we have most of the voting squared away, or however long it takes to finish the debates.)

    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
    Oh, and a personal request. Please don't make me name the guy Lone Wang or something :P I'm begging you.

    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
    Let us boldy go forth and put an end to this foul unending spring and restore the balance of 2/3 infant mortality! I vote we name our brave hero Sword Helm and take the disciplines of Grand Pathsmanship, Magi-Magic, Herbmastery, and Bardsmanship and take the great sword Kaistar. For our regular items I say we take a bow, quiver, dagger, rope, and potion.

  • Options
    Man in the MistsMan in the Mists Registered User regular
    All righty then.

    Disciplines: Assimilance, Grand Huntmastery, Kai-Screen and Herbmastery
    Special Weapon: Kaistar
    Loadout: Potion, Bow, Quiver, Rope, Meal

    Unfortunately, it looks like the Curing skill got nerfed.

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    WubWub Registered User regular
    Name: Don't care
    Disciplines: Assimilance, Kai Alchemy, Kai Surge, Grand Nexus
    Special Weapon: Alema
    Swag: Bow, Quiver, Rope, Both meals

    steam_sig.png
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    HykuHyku Registered User regular
    Name : Wise Fire!
    Disciplines: Kai-Alchemy (Magic for the winz!) , Grand Huntmastery, Kai-Screen and Herbmastery
    Special Weapon: Kaistar
    Loadout: Potion, Bow, Quiver, Rope, Meal

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    IncindiumIncindium Registered User regular
    Name: Just Roll for it
    Disciplines:Grand Huntmastery,Kai-surge,Grand Nexus,Kai-alchemy (Brotherhood Magic)
    Items: Bow, Quiver, 2 Meals, Rope, Potion
    Special Weapon: Kaistar

    steam_sig.png
    Nintendo ID: Incindium
    PSN: IncindiumX
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    TagTag Registered User regular
    Unfortunately, it looks like the Curing skill got nerfed.

    Yep, only heals 10 per book now, it's gonna suck. Guess we'll have to rely more on other skills and potions.

    Looks like so far:
    Special Weapon -- a lock for Kaistar
    Inventory -- a lock for Bow, Quiver, Rope, Potion, Meal
    Name -- Toss up between Wise Fire (Hyku), Sword Helm (Neaden), or Storm Heart (random roll). Kinda shocked no one wanted Braveheart :P
    Powers:
    Grand Pathsmanship - 1
    Magi-Magic - 1
    Herbmastery - 3
    Bardsmanship - 1
    Assimilance - 2
    Grand Huntmastery - 3
    Kai-Screen - 2
    Kai Alchemy - 3
    Kai Surge - 2
    Grand Nexus - 2

    Very Close. I'll give it a little more time for votes / debates and try to do an update with story tonight when I get home.

    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
    Hmm, I can live with Storm Heart.

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