Meta. Never know when we'll need the other potion.
One other thing, you calculated the combat modifier using the critter's endurance instead of CS. It's a small difference, but it might have an impact.
Eek you're right again, this post vacation week has been taking it's toll on me (plus the fact that I've been applying for other jobs in my off time ;P). -2 from our combat..... still puts us in the possible realm but it gets slightly harder. Every digit of our CR has a surprisingly massive impact which is why I have constantly Psi-Blasted (8 CR for 1 HP is an amazing trade).
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
Sorry for the delay folks, things suddenly became suuuuuper busy at work.
Chugging 2 pots to put us at 8 hp.
Kai Surge! CR 10 -1 HP
Your Random Number is: 7
Your Enemy took 14 damage -
and now has 22 Endurance Points.
Stormheart took 0 damage -
and now has 7 Endurance Points.
Your Random Number is: 7
Your Enemy took 14 damage -
and now has 8 Endurance Points.
Stormheart took 0 damage -
and now has 6 Endurance Points.
Kai Surge is now disabled due to health.
YOU HAVE DEFEATED YOUR ENEMY!!
Your Combat Ratio is: 0.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 6 Endurance Points.
(combat system annoyingly doesn't show the roll value on victory/defeat)
Thank Lone Wolf for good rolls and high Combat Ratios!
Page 41: The creature emits a desperate howl as your last mighty blow seals its doom. It lurches at you, its eyes white in their red-rimmed sockets, its great clawed arms swinging blindly. And then this supernatural horror surrenders to death and is brought crashing to the floor. For a few moments its great body convulses and then lies still. Wisps of evil-smelling gas arise from beneath the fur and you are forced to snatch your cloak to your face to deaden the sickly sweet stench of decay. You turn and hurry down the stairs in time to see the lieutenant and his militia breaking through the rubble which blocks the exit from the bell-tower. His men ascend the stairs and remove the vile, rotting remains of the Deathstalker which are placed upon a pyre outside in the tree-lined plaza. Soon the carcass of this murderous creature is ablaze and word of its death spreads swiftly across the city. The curfew is lifted and a large crowd comes and gathers around the dying embers of the pyre to cheer and rejoice in the destruction of the creature which, for the past month, has murdered their kinfolk and terrorized their peaceful city.
Page 28: Upon hearing the news that you have slain the Deathstalker, the mayor of Hikas summons you to his Grand Hall in the city's north quarter. Proudly the Vakeros lieutenant and his militia escort you across the city and during your march you receive the adulation of the grateful populace. The mayor hails you as the saviour of Hikas and he bestows upon you the freedom of the city. He decrees that the plaza, where the remains of the Deathstalker were destroyed, shall from this day forward be named after you in perpetual honour of your brave and gallant deed.
You are invited to stay at the Grand Hall and feast with the mayor and the other dignitaries of the city. You accept the invitation and enjoy a sumptuous meal (restore 3 ENDURANCE points). Early the next morning, the Mayor presents you with a fine white stallion to help speed your journey to Elzian. You thank him for his generosity and, shortly before noon, you ride out through the gates of the Grand Hall, go south along the Avenue of the Sun, and cross the Bridge of Lanterns which spans the city's river. Citizens cheer as you pass through the southern quarter and they alert the guards at the busy south gatehouse so that by the time you arrive there you are able to ride through without delay.
A mile beyond the south gate, the road ascends to a ridge where you stop to look back at Hikas for the last time. It is a warm and windy morning and, as you cast your gaze across the rooftops and towers of the ancient city, the sultry breeze howls like a wild animal. For a few moments you feel a chill in your blood, for the sound reminds you of the Deathstalker's ghastly cry. But then you shake your head and dismiss it. The creature is dead and there are still many miles left for you to travel before your quest is done. You salute the city farewell and set off at a brisk pace along the weatherbeaten road that leads to Gologo.
Page 188: The road from Hikas to Gologo is an ancient trail which crosses rich plantations of tropical crops that are cultivated by the Vakeros, and then meanders through wild expanses of jungle that have for centuries defied all attempts at cultivation. As you ride this lush road, you are reminded of your history lessons at the Kai Monastery and you recall some of the things you were taught about this ancient realm.
Dessi is ruled by the Elder Magi who are all that remain of a race of great magicians who once ruled central Magnamund thousands of years ago. They were the first practitioners of magic upon this world, and they were wise and powerful leaders until their numbers were decimated by a Great Plague that was released by their enemies—the Cener Druids of Ruel. Those who survived sought refuge here in fertile Dessi and have lived here ever since.
At noon you reach a place where the road passes beside a majestic waterfall, and you stop here to rest your horse and enjoy the beautiful scenery. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.) Then you continue your ride and your strong horse makes excellent progress, carrying you all the way to the coastal town of Gologo to arrive there shortly before sunset.
Page 124: You are in good spirits when you reach the ancient gates of Gologo. Your day's ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days' ride away from that wondrous city.
The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.
If you wish to go to the beach and join in the festival, turn to 251.
If you choose instead to look for an inn or a lodging house where you can stay the night, turn to 321.
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
Page 151: You tie your horse's reins to a post driven into the ground at the edge of the beach, and then you walk across the fine white sand and pass among the throng of dancing, singing people. A pulsating rhythm of native drums provides the music to which they move and play. You are caught up in a procession of gaily-dressed Vakeros who are each carrying baskets piled high with exotic fruits, works of art, and intricate wood carvings inlaid with semi-precious stones. To the rhythm of the drums they carry you with them towards a wooden platform constructed near the middle of the beach. There they place their offerings to the Goddess Ishir. When you find yourself standing at this platform, at the head of the procession, suddenly the drumming stops. Everyone who has approached the platform before you has made an offering and yet your hands are empty. Suddenly it is as if the eyes of the entire town are watching you in expectation, and you feel compelled to make an offering.
If you wish to make an offering of Gold Crowns, turn to 182.
If you wish to make an offering of a Backpack Item, turn to 277.
If you wish to make an offering of a Special Item, turn to 103.
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
Inventory:
Bow
Quiver
Rope Potion
Meal
Oil
Chalk
Lyre
Potion of Mustow (creates a foul choking gas when released into the air.)
Potion of Sebaris (purifies contaminated water (one use only).)
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
Yeah sorry it's a lackluster choice, but the choice does have a tangible effect.
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
Also, I thought the Bow went into the weapon slot and the Quiver was a Special Item.
On closer inspection, you are correct. Though y'all would have to be pretty insane to trade away either :P
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
I'm leaning to offering the Scented Oil as it seems in line with the other items being offered(Kinda afraid that offering gold is an trap). Anyone know what is Goddess Ishir is god of?
I'll go with Incindium on this, seems like the gold might be a trap, since they described several different offerings, none which where gold. (Yes, some wood carvings had precious stones inlaid, but still!)
The lyre might also be a good gift, since there where several works of art, and music is a kind of art.
Page 34: You spend an hour enjoying the carnival spirit of the beach festival before you return to your horse and go in search of a place to stay for the night. You ride along a street running parallel to the beach, and enter the courtyard of a large two-storey hostel with stables. A young boy takes your horse's reins and leads him away to an enclosure at the side of this brightly-painted building, and you enter the hostel's front door to find it is empty. It seems that everyone is down at the beach this evening. Then you hear a noise from beyond an open doorway and a balding man appears. He rubs his bloodshot eyes and yawns, revealing a mouthful of gold teeth. You ask if he has a room for the night and lazily he nods his head.
‘I've two types of room and service,’ he says. ‘There's Standard and there's Best. Standard costs 2 Gold Crowns a night and you don't get no food. Best costs 4 Gold Crowns and you get lots of food in the morning.’
If you wish to buy a Standard room for the night, turn to 216.
If you decide to buy a Best room, turn to 138.
Have to end the decision tree here because I don't want metagaming of health recovery based on the upcoming story branches
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
Don't forget to list out what you want sacrificed.
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
Just a note, you can sacrifice as many items as you want.
We have 9 endurance.
Just sayin'
*cough*
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
Sacrificing Meal, Oil, Chalk, and Lyre for 12 endurance, bringing us to a respectable 21 Endurance.
Page 138: The hostel-keeper pockets your Crowns (erase these from your Action Chart) and leads you up a flight of rickety bamboo stairs to a corridor which is hung with gaudy tapestries. He points to the first door on the right and then he bids you goodnight.
‘What about my key?’ you say.
He looks at you and shrugs. ‘No key,’ he says, and then he turns away and shuffles back down the stairs. You push open the door to find a large room with a balcony that offers you a magnificent view of the beach festival.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 330.
If it is 5–9, turn to 92.
We rolled a 0.
_____________________________________________
Page 330: You enjoy a peaceful night's sleep and you wake at daybreak to the sounds of seagulls and the early morning tide. On the floor beside your door is a tray piled high with all manner of cooked meats, fresh fruits, and grilled fish. You eat a hearty breakfast and find that there is still enough left over for another 2 Meals.
After breakfast you gather up your equipment and go down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and ride him away across the courtyard.
Turn to 314.
_____________________________________________
Page 314: The early morning streets of Gologo are empty as you ride towards its southern gate. Most of the inhabitants are sleeping off last night's celebrations and nobody sees you leave the town and set off along the jungle trail to Elzian.
For most of the morning your view of the surrounding land is restricted by the dense walls of verdant foliage that border upon this ancient trail. It is not until noon, when you crest a ridge of high ground, that you catch sight of what lies beyond the seemingly endless jungle. Less than a mile to the north is the titanic chasm of Gorgoron. It is a dark and forbidding sight, like a deep festering wound in the land that time has been unable to heal. Its sheer walls and immeasurable depth call to mind images of the Maakengorge, a dread chasm which lies to the south of your homeland province of Ruanon. Legend says that these vast canyons are scars inflicted upon the flesh of Magnamund by the vengeful hand of Naar.
Beyond the ridge the trail descends to the ruins of an ancient town. Here you stop to rest your horse and drink from a pool of clear water that bubbles freely from the loamy soil. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 113.
_____________________________________________
Page 113: You continue your ride along the jungle trail and make good progress, although you are haunted all the while by a profound sense of unease. You attribute these feelings to the sight of Gorgoron. You have heard many dark tales about this chasm which, until now, you had dismissed as nothing more than fanciful ghost stories. Having seen the chasm with your own eyes you are no longer so ready to disbelieve them.
At sundown you reach the palmy fringes of an ancient settlement that surrendered to the jungle centuries ago. The moon rises like a silver shield in the cloudless night sky and you make camp at the side of the trail, sheltered beneath a canopy of mosses and vines. The jungle is alive with the tiny noises of its nocturnal creatures. They seem to make your horse unusually nervous, until you soothe him with your Magnakai skills of Animal Control. You are tired after your long ride through this humid rainforest and soon you drift off to sleep. It seems as if you have only just closed your eyes when you are stirred to instant wakefulness by the sound of a ghastly howl.
Turn to 200.
_____________________________________________
Page 200: You sit up with a start and reach instinctively for your weapon. Your horse is neighing wildly. He rears up repeatedly on his hind legs and fights to break the reins which hold him fixed to a tree. He is clearly terrified of something from which he cannot escape. You wipe the sleep from your bleary eyes and scan the darkness. And then you see the object of his terror and your blood freezes in your veins.
Creeping slowly from the shadowy undergrowth is the Deathstalker, his amber eyes blazing like two evil gems. At first you cannot believe what you are seeing. The beast is dead. You saw the flames consume his carcass. Then the realization strikes you that this is not the beast you slew in Hikas. This is his mate. She has hunted you and now she comes for you in the dead of night … and she is ravenous for revenge.
She howls and the jungle falls silent. Now her amber eyes blaze with evil fire as she bounds out of the undergrowth and launches her vengeful attack.
If you possess Kai-alchemy, and wish to use it, turn to 3.
If you possess Elementalism, and wish to use it, turn to 147.
If you possess a Bow, and wish to use it, turn to 10.
If you possess neither of these skills, nor a Bow, or if you choose not to use them, turn instead to 260.
Hrm we're still kinda fragile, what do you think will give us the best shot, the bow or magic?
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
Ah hmm, looks like the thread update notification is acting wonky with the rest of the forums.
Page 3: You utter the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the onrushing creature. A tingle runs down your arm and a burst of blue-white light illuminates the surrounding jungle when a bolt of energy leaps from your hand and arcs towards the creature's chest. The bolt strikes, and the Deathstalker's mate shrieks as it burns deep into her shoulder. She falters but she does not abandon her attack, and quickly you raise your weapon in readiness to receive it.
Turn to 300.
_____________________________________________
Page 300: Snarling and spitting, the savage beast comes hurtling through the darkness to rake you with her terrible claws. Bravely you stand your ground and prepare to strike your first blow in this desperate fight to the death.
Deathstalker (mate): COMBAT SKILL 42 ENDURANCE 40
This creature is immune to Mindblast (but not Kai-surge).
Kai-Suge: +8 combat ratio, -1 endurance. Cannot be used with Mindblast.
Kai-Surge activated. Combat Ratio is now 4.
Your Random Number is: 8
Your Enemy took 12 damage -
and now has 28 Endurance Points.
Stormheart took 0 damage -
and now has 20 Endurance Points.
Your Random Number is: 9
Your Enemy took 14 damage -
and now has 14 Endurance Points.
Stormheart took 0 damage -
and now has 19 Endurance Points.
Your Random Number is: 3
Your Enemy took 7 damage -
and now has 7 Endurance Points.
Stormheart took 3 damage -
and now has 15 Endurance Points.
Kai-Surge Turned Off.
Stormheart took 0 total damage -
and now has 15 Endurance Points.
Whew
_____________________________________________
Page 76: The Deathstalker's mate howls with pain and terror as your fatal blow pierces her evil heart. She stumbles backwards, slashing at her own chest with her razor-sharp claws in a frenzied madness of anger and frustration. Then, with a final gurgling cry, death claims her and she crashes down into the dense foliage and is still. Slowly the noises of the jungle return as the nocturnal animals of this Old Kingdom sense that the terrible threat of her presence has passed.
The sun rises over the jungle and lights this steamy, humid morning. By the growing light you dig a grave in the soft earth and lay the remains of the Deathstalker's mate to rest here, among the ruins of this ancient settlement. Then you offer up a prayer to the God Kai for having bestowed upon you strength and courage enough to triumph over this creature of evil, before you mount your horse and set off along the jungle trail to Elzian.
Turn to 350.
350?!
_____________________________________________
Page 350: It is dusk when at last you reach the wondrous city of Elzian. It is a magical metropolis that sparkles like a fiery crimson jewel in the last rays of the setting sun. You pass through its broad outer wall and cross the canal which encircles its tallest edifice—the Tower of Truth. As you approach a vast gatehouse, the portcullis rises and a troop of Vakeros guards rush forward to greet you. They have been keeping watch for your arrival for many days and had all but given up hope that you would appear. They escort you swiftly into the tower's vaulted council chamber where you are received by Lord Rimoah and the illustrious members of the High Council of the Elder Magi. The grand chamber is cleared of all but the most senior council members and a gasp of reverence fills its echoing reaches when, at Lord Rimoah's request, you open your satchel and reveal the Moonstone to their learned eyes. Rimoah requests that you recount the details of your journey here and, when you have finished, he and his kinsmen praise you warmly for the greatness of your achievement.
Congratulations, Grand Master. You have proved your courage and resourcefulness. Lone Wolf was right to entrust the task of returning the Moonstone to you. You are a credit to your homeland and your noble order. You have completed the task set by your Supreme Master and you have triumphed in the face of great adversity.
However, your mission is not yet fully completed. The second and most challenging part of your journey awaits, a journey that will take you deep into the wild and lawless reaches of Southern Magnamund where no Kai has ever ventured before. If you truly possess the courage to return the Moonstone to the Isle of Lorn, then your quest continues in the next exciting Lone Wolf New Order adventure entitled:
The Buccaneers of Shadaki
Congrats Wolf Pack!
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
Wow it's hard to believe that I've been running this for over a year now!
I think that it's time to at least offer to hand off the project if anyone wants a go at it, it's only fair after hogging it so long :P I'm happy to keep going if no one wants to take it up, and I won't disappear if someone does, so I can fill in and keep the thread title updated if someone does.
If someone wants to give it a shot, make a post in this thread.
In any case, get ready for the new book next Monday!
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
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. Our randomly decided name is Stormheart!
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.
Grand Weaponmastery
This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.1 For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.
If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number you pick from the Random Number Table, when using the Bow.
Animal Mastery
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)
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)
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
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
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
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
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
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)
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)
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)
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
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
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
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
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.
Improved Grand Master Disciplines
As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.
Kai Grand Master Superior
If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.
Assimilance
Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.
Astrology
Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.
Herbmastery
Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.
Elementalism
Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.
Bardsmanship
Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.
Equipment
Maps:
Gold Crowns: 50
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. Our sword is the Kaistar.
Levels of New Order Kai Grand Mastership
Kai Grand Master Senior
Kai Grand Master Superior -- This is our rank.
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: Stormheart
Weapon: Kaistar
New Powers: TBD
Inventory: TBD
Combat Skill: 32
Endurance: 40
Please choose *two* new skills. As we decided earlier, I'm allowing a mulligan of Herbmastery from the last book since it was never ever used. Feel free to pick it again if you want though.
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
So I'm thinking that if we make the mulligan skill Grand Weaponmastery, we can get the bonus for both the sword and the bow. It's up to Tag whether that's the case, of course.
For the new skill, Kai-Screen is never a bad choice.
For the restocking, let's go with Quiver, potion and the meals. Drop the meals if there's not enough room.
I'm with Man in the Mists about using the mulligan skill for Grand Weaponsmastery taking the bonus for the sword and bow (if the back port of the bonus is allowed). Either way we should get Grand Weaponsmastery since we took a beating for not taking that originally.
For the other skill I'd go with Animal Mastery or Kai-Screen
Items Bow(we lost ours right?),Quiver,Potion of Laumspur, Meals, Rope
I'm with Man in the Mists about using the mulligan skill for Grand Weaponsmastery taking the bonus for the sword and bow (if the back port of the bonus is allowed). Either way we should get Grand Weaponsmastery since we took a beating for not taking that originally.
For the other skill I'd go with Elementalism! Cause making water seems awesome!
Items Bow(we lost ours right?),Quiver,Potion of Laumspur, Meals, Rope
Ah hm, notifications for this thread appear to be totally broken for me.
Yes if you mulligan for Grand Weapon Mastery I'll allow the double skill pick.
For the new skill it looks like a tie currently between Kai-Screen and Elementalism.
Page 1: For three days you are treated to the lavish hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you meet with Lord Rimoah in the Tower of Truth to discuss the final stage of your quest—the voyage to the Isle of Lorn. He informs you that passage has been arranged for you aboard a Suhnese trading ship called The Azan which sails tomorrow at dawn. The ship's master, Captain Jenkshi, has been paid generously to carry you to his home port of Suhn, and you can expect to be well treated by him and his crew. It will be a long voyage, some 2,500 miles in all, but not all of it will be spent at sea. The Azan will put in at several ports along the way, both to trade and to take on fresh supplies of food and water. Rimoah reminds you of the need for secrecy—nobody must know the real purpose of your journey. Jenkshi and his men have been told that you are simply a courier who is carrying official papers for the attention of Lord Zinair, the Dessian ambassador to Suhn. On arriving at Suhn you are to contact Lord Zinair who will arrange for your passage across the Sea of Dreams to the Isle of Lorn. Before you leave the Tower of Truth and return to your chambers, Lord Rimoah examines the satchel in which you carry the Moonstone. Its special korlinium lining meets with his approval.
‘Lone Wolf has prepared you well for your mission,’ he says, as he secures the buckle. ‘I'm sure I have no need to remind you to keep this bag closed at all times. You are about to venture through dangerous territory, and there are many who would give anything to possess the contents of this satchel. You would be wise to trust only yourself, Grand Master.’ (If you have not already done so, record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.)
Rimoah escorts you to your room and tells you that he will call for you at an hour before dawn to take you to the quay. As he bids you goodnight, a doleful bell rings out in some distant part of the city. Rimoah's eyes fill with sadness.
‘What does the bell mean, my Lord?’ you ask.
‘It signifies the passing of Lord Casis. He, too, is about to begin a journey. Alas, it will be his last. I must go now—I am being summoned to witness his departure.’
As he leaves, Rimoah pauses for a moment and then glances back over his shoulder. ‘You are welcome to accompany me if you wish, Grand Master. The passing of an Elder is a rare and special occasion. You may learn much from what you see.’
If you wish to accept Lord Rimoah's invitation, turn to 225.
If you choose to decline his invitation, turn to 118.
Page 225: You hurry with Lord Rimoah through the corridors of the Tower of Truth towards the sound of the tolling bell, until at last you arrive at a chamber located below its vaulted presidium. Gathered here are the members of the High Council. They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals. A cocoon of light encases his frail form, its pale luminescence shedding an uncanny glow upon the faces of the surrounding elders. Rimoah joins them and, as you observe this eerie scene, you recall Lone Wolf's teachings at the Kai Monastery.
The Elder Magi are all that remain of the race of beings from whom all goodly magic stems. They were sent to Magnamund almost 10,000 years ago by the Gods Kai and Ishir to defeat Agarash the Damned, Naar's first champion, and they triumphed in their task. Yet, in a later age their numbers were decimated by a plague and the few thousands who survived this tragedy sought refuge here in Dessi. The Elder Magi have always aided Sommerlund and have been loyal and invaluable allies to the Kai. But now their ancient power is waning, and the few thousands who survived the Great Plague now number less than a hundred.
Suddenly the bell ceases to toll and you watch in awe as the fragile remains of Lord Casis gradually fade from sight. He has ended his time here upon Magnamund and has passed over into the Plane of Light, the ethereal domain of the Gods Kai and Ishir. Silently the remaining elders file out of the chamber. As Lord Rimoah passes, he beckons you to follow him.
‘You are the first Kai who has ever witnessed the ascension of an Elder,’ he says, as he takes you back to your room. ‘Alas, our power ebbs with each passing year, for this is the twilight of our existence here on Magnamund. Yet, we embrace our fate, for even as we weaken and fade so the power of the New Order Kai grows stronger. This is the dawning of your Age, Grand Master. You and your brothers shall carry forward the fight against Naar, and you shall be victorious.’
Page 310: Upon reaching your room, Lord Rimoah bids you goodnight and reminds you that he shall call for you an hour before dawn. You retire to bed but remain awake for more than an hour as you contemplate the quest that lies ahead. You are apprehensive of the dangers you may encounter, but you are also greatly inspired by what you have witnessed this night and by Rimoah's prophetic words of wisdom.
No sooner have you fallen asleep, it seems, than you are awoken by Rimoah's knock on the door. You gather your weapons and belongings and walk with him through a procession of torchlit corridors that lead to the entrance to the Tower. As you approach the main doors, Rimoah points to a chamber close by.
‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’
If you wish to accept Rimoah's offer, you may enter the armoury and examine its contents by turning to 152.
Page 152: The walls of the armoury are lined with oaken racks containing many skilfully-crafted weapons. They are all of ancient design and many centuries old. Their gleaming blades have been kept in pristine condition, yet it strikes you that this chamber is more like a museum than an armoury. Clearly the Elder Magi have little need for conventional weapons.
Among the racks you note the following weapons that are of exceptional quality:
Spear
Short Sword
Mace
Warhammer
Bow
Broadsword
If you wish to take any of these Weapons, make the appropriate adjustment to your Action Chart. (The maximum number of normal Weapons that you can carry is two.)
Page 49: You leave the Tower of Truth and pass along a wide stone ramp that gently descends to the great canal that encircles the city of Elzian. Few of the city's Vakeros natives are abroad at this early hour and the streets and avenues are empty and quiet. A warm mist wreathes the barges and ships that are moored along the canal bank and, in the pre-dawn twilight, these vessels take on a ghostly appearance.
By the time you find The Azan, the sun has broken through the mist and the city is beginning to stir. Captain Jenkshi and the crew of the Suhnese trader are busily preparing their ship to sail, yet they immediately stop their work to welcome you and Lord Rimoah aboard. Jenkshi is a lean, yellow-skinned man with wide almond eyes and a small blunt nose. His slick black hair is tied in a knot atop his head in the Suhnese style, a fashion that is also favoured by all his crewmen. He orders one of his men to show you to your cabin at the prow, but before you go you bid Lord Rimoah farewell and thank him for all that he and the Elder Magi have done to aid your quest.
By the time The Azan is ready to sail, the mist has vanished. Having inspected your cabin you return to the foredeck where you settle yourself in the sun and enjoy the ever-changing views of the lush farmlands and Vakeros settlements which border upon the canal. For 90 miles this waterway cuts a wide furrow through the southern jungle of Dessi. To the east the horizon is dominated by a solitary mountain, and you marvel at its snowy peak which is the steepest you have ever seen.
‘That's Kas-kalahmout,’ says one of the friendly Suhnese crewmen. ‘In your language, I think it has the meaning: Chair of the Heavens.’
By midday you come to the estuary of the canal and The Azan heads out into the open waters of the Gulf of Tentarium. Captain Jenkshi joins you on deck and offers to share some of his food. While you eat you learn from him that the voyage will take little more than three weeks to complete, including visits to ports of call along the way. You ask him about the notorious Shadakine pirates who plague these waters and he answers you with a shrug of his muscular shoulders.
‘Relax and enjoy the journey as best you can, my friend,’ he says, jovially, as finishes his food and wipes his mouth on his silken shirt sleeve. ‘You're in safe hands. I and my crew have sailed these waters all our lives and we've yet to meet a buccaneer we can't outwit or outrun. Breathe easy. You've nothing to fear from those mangy curs.’
Page 277: Jenkshi tells you that it will take three days to cross the Gulf of Tentarium to the Shadakine city of Zharloum. There The Azan will dock overnight and collect its cargo of metal ingots, which are to be traded when the ship reaches its home port of Suhn.
Your first day in the Gulf passes pleasantly, yet on the second day the weather closes in and a squall keeps you confined to your cabin for most of the morning. By mid-afternoon the rain abates and you go up on deck to take some exercise. You are looking out across the ocean towards the east when suddenly you notice something bobbing in the water. You magnify your vision and see that it is a man clinging to a piece of wreckage. Quickly you inform Captain Jenkshi, yet, to your surprise, he is very reluctant to change course in order to rescue this man.
If you wish to use your psychic Kai skills to persuade Jenkshi to pick up this man, turn to 84.
If you choose not to influence the Captain's decision in this way, turn to 184.
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
Posts
Eek you're right again, this post vacation week has been taking it's toll on me (plus the fact that I've been applying for other jobs in my off time ;P). -2 from our combat..... still puts us in the possible realm but it gets slightly harder. Every digit of our CR has a surprisingly massive impact which is why I have constantly Psi-Blasted (8 CR for 1 HP is an amazing trade).
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Chugging 2 pots to put us at 8 hp.
Your Random Number is: 7
Your Enemy took 14 damage -
and now has 22 Endurance Points.
Stormheart took 0 damage -
and now has 7 Endurance Points.
Your Random Number is: 7
Your Enemy took 14 damage -
and now has 8 Endurance Points.
Stormheart took 0 damage -
and now has 6 Endurance Points.
Kai Surge is now disabled due to health.
YOU HAVE DEFEATED YOUR ENEMY!!
Your Combat Ratio is: 0.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 6 Endurance Points.
(combat system annoyingly doesn't show the roll value on victory/defeat)
Thank Lone Wolf for good rolls and high Combat Ratios!
______________________________________________________________
Page 41: The creature emits a desperate howl as your last mighty blow seals its doom. It lurches at you, its eyes white in their red-rimmed sockets, its great clawed arms swinging blindly. And then this supernatural horror surrenders to death and is brought crashing to the floor. For a few moments its great body convulses and then lies still. Wisps of evil-smelling gas arise from beneath the fur and you are forced to snatch your cloak to your face to deaden the sickly sweet stench of decay. You turn and hurry down the stairs in time to see the lieutenant and his militia breaking through the rubble which blocks the exit from the bell-tower. His men ascend the stairs and remove the vile, rotting remains of the Deathstalker which are placed upon a pyre outside in the tree-lined plaza. Soon the carcass of this murderous creature is ablaze and word of its death spreads swiftly across the city. The curfew is lifted and a large crowd comes and gathers around the dying embers of the pyre to cheer and rejoice in the destruction of the creature which, for the past month, has murdered their kinfolk and terrorized their peaceful city.
Turn to 28.
______________________________________________________________
Page 28: Upon hearing the news that you have slain the Deathstalker, the mayor of Hikas summons you to his Grand Hall in the city's north quarter. Proudly the Vakeros lieutenant and his militia escort you across the city and during your march you receive the adulation of the grateful populace. The mayor hails you as the saviour of Hikas and he bestows upon you the freedom of the city. He decrees that the plaza, where the remains of the Deathstalker were destroyed, shall from this day forward be named after you in perpetual honour of your brave and gallant deed.
You are invited to stay at the Grand Hall and feast with the mayor and the other dignitaries of the city. You accept the invitation and enjoy a sumptuous meal (restore 3 ENDURANCE points). Early the next morning, the Mayor presents you with a fine white stallion to help speed your journey to Elzian. You thank him for his generosity and, shortly before noon, you ride out through the gates of the Grand Hall, go south along the Avenue of the Sun, and cross the Bridge of Lanterns which spans the city's river. Citizens cheer as you pass through the southern quarter and they alert the guards at the busy south gatehouse so that by the time you arrive there you are able to ride through without delay.
A mile beyond the south gate, the road ascends to a ridge where you stop to look back at Hikas for the last time. It is a warm and windy morning and, as you cast your gaze across the rooftops and towers of the ancient city, the sultry breeze howls like a wild animal. For a few moments you feel a chill in your blood, for the sound reminds you of the Deathstalker's ghastly cry. But then you shake your head and dismiss it. The creature is dead and there are still many miles left for you to travel before your quest is done. You salute the city farewell and set off at a brisk pace along the weatherbeaten road that leads to Gologo.
Turn to 188.
All right, 9 hp! Climbing our way back up! :P
______________________________________________________________
Page 188: The road from Hikas to Gologo is an ancient trail which crosses rich plantations of tropical crops that are cultivated by the Vakeros, and then meanders through wild expanses of jungle that have for centuries defied all attempts at cultivation. As you ride this lush road, you are reminded of your history lessons at the Kai Monastery and you recall some of the things you were taught about this ancient realm.
Dessi is ruled by the Elder Magi who are all that remain of a race of great magicians who once ruled central Magnamund thousands of years ago. They were the first practitioners of magic upon this world, and they were wise and powerful leaders until their numbers were decimated by a Great Plague that was released by their enemies—the Cener Druids of Ruel. Those who survived sought refuge here in fertile Dessi and have lived here ever since.
At noon you reach a place where the road passes beside a majestic waterfall, and you stop here to rest your horse and enjoy the beautiful scenery. (Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.) Then you continue your ride and your strong horse makes excellent progress, carrying you all the way to the coastal town of Gologo to arrive there shortly before sunset.
Turn to 124.
______________________________________________________________
Page 124: You are in good spirits when you reach the ancient gates of Gologo. Your day's ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days' ride away from that wondrous city.
The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.
If you wish to go to the beach and join in the festival, turn to 251.
If you choose instead to look for an inn or a lodging house where you can stay the night, turn to 321.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Nintendo ID: Incindium
PSN: IncindiumX
If you wish to make an offering of Gold Crowns, turn to 182.
If you wish to make an offering of a Backpack Item, turn to 277.
If you wish to make an offering of a Special Item, turn to 103.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Dammit :P
Gold: 42
Inventory:
Bow
Quiver
Rope
Potion
Meal
Oil
Chalk
Lyre
Potion of Mustow (creates a foul choking gas when released into the air.)
Potion of Sebaris (purifies contaminated water (one use only).)
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Yeah sorry it's a lackluster choice, but the choice does have a tangible effect.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Also, I thought the Bow went into the weapon slot and the Quiver was a Special Item.
On closer inspection, you are correct. Though y'all would have to be pretty insane to trade away either :P
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Nintendo ID: Incindium
PSN: IncindiumX
The lyre might also be a good gift, since there where several works of art, and music is a kind of art.
LoL EU West nickname: Irridan
Page 277: As you place your offering upon the platform, you are refreshed by a surge of vitality and filled with an unexpected sense of well-being.
You may restore 3 lost ENDURANCE points for each Backpack Item that you place upon the offerings platform.
When you have made the appropriate adjustments to your Action Chart, you can continue by turning to 34.
List out what you want to offer.
___________________________________________________
Page 34: You spend an hour enjoying the carnival spirit of the beach festival before you return to your horse and go in search of a place to stay for the night. You ride along a street running parallel to the beach, and enter the courtyard of a large two-storey hostel with stables. A young boy takes your horse's reins and leads him away to an enclosure at the side of this brightly-painted building, and you enter the hostel's front door to find it is empty. It seems that everyone is down at the beach this evening. Then you hear a noise from beyond an open doorway and a balding man appears. He rubs his bloodshot eyes and yawns, revealing a mouthful of gold teeth. You ask if he has a room for the night and lazily he nods his head.
‘I've two types of room and service,’ he says. ‘There's Standard and there's Best. Standard costs 2 Gold Crowns a night and you don't get no food. Best costs 4 Gold Crowns and you get lots of food in the morning.’
If you wish to buy a Standard room for the night, turn to 216.
If you decide to buy a Best room, turn to 138.
Have to end the decision tree here because I don't want metagaming of health recovery based on the upcoming story branches
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
We have 9 endurance.
Just sayin'
*cough*
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
We make sacrifices to our great lord the god Kai alone!
Buying the best room should help recover even more.
Nintendo ID: Incindium
PSN: IncindiumX
LoL EU West nickname: Irridan
This sounds good to me.
3DS FC: 0817-3759-2788
Sacrificing Meal, Oil, Chalk, and Lyre for 12 endurance, bringing us to a respectable 21 Endurance.
Page 138: The hostel-keeper pockets your Crowns (erase these from your Action Chart) and leads you up a flight of rickety bamboo stairs to a corridor which is hung with gaudy tapestries. He points to the first door on the right and then he bids you goodnight.
‘What about my key?’ you say.
He looks at you and shrugs. ‘No key,’ he says, and then he turns away and shuffles back down the stairs. You push open the door to find a large room with a balcony that offers you a magnificent view of the beach festival.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 330.
If it is 5–9, turn to 92.
We rolled a 0.
_____________________________________________
Page 330: You enjoy a peaceful night's sleep and you wake at daybreak to the sounds of seagulls and the early morning tide. On the floor beside your door is a tray piled high with all manner of cooked meats, fresh fruits, and grilled fish. You eat a hearty breakfast and find that there is still enough left over for another 2 Meals.
After breakfast you gather up your equipment and go down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and ride him away across the courtyard.
Turn to 314.
_____________________________________________
Page 314: The early morning streets of Gologo are empty as you ride towards its southern gate. Most of the inhabitants are sleeping off last night's celebrations and nobody sees you leave the town and set off along the jungle trail to Elzian.
For most of the morning your view of the surrounding land is restricted by the dense walls of verdant foliage that border upon this ancient trail. It is not until noon, when you crest a ridge of high ground, that you catch sight of what lies beyond the seemingly endless jungle. Less than a mile to the north is the titanic chasm of Gorgoron. It is a dark and forbidding sight, like a deep festering wound in the land that time has been unable to heal. Its sheer walls and immeasurable depth call to mind images of the Maakengorge, a dread chasm which lies to the south of your homeland province of Ruanon. Legend says that these vast canyons are scars inflicted upon the flesh of Magnamund by the vengeful hand of Naar.
Beyond the ridge the trail descends to the ruins of an ancient town. Here you stop to rest your horse and drink from a pool of clear water that bubbles freely from the loamy soil. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 113.
_____________________________________________
Page 113: You continue your ride along the jungle trail and make good progress, although you are haunted all the while by a profound sense of unease. You attribute these feelings to the sight of Gorgoron. You have heard many dark tales about this chasm which, until now, you had dismissed as nothing more than fanciful ghost stories. Having seen the chasm with your own eyes you are no longer so ready to disbelieve them.
At sundown you reach the palmy fringes of an ancient settlement that surrendered to the jungle centuries ago. The moon rises like a silver shield in the cloudless night sky and you make camp at the side of the trail, sheltered beneath a canopy of mosses and vines. The jungle is alive with the tiny noises of its nocturnal creatures. They seem to make your horse unusually nervous, until you soothe him with your Magnakai skills of Animal Control. You are tired after your long ride through this humid rainforest and soon you drift off to sleep. It seems as if you have only just closed your eyes when you are stirred to instant wakefulness by the sound of a ghastly howl.
Turn to 200.
_____________________________________________
Page 200: You sit up with a start and reach instinctively for your weapon. Your horse is neighing wildly. He rears up repeatedly on his hind legs and fights to break the reins which hold him fixed to a tree. He is clearly terrified of something from which he cannot escape. You wipe the sleep from your bleary eyes and scan the darkness. And then you see the object of his terror and your blood freezes in your veins.
Creeping slowly from the shadowy undergrowth is the Deathstalker, his amber eyes blazing like two evil gems. At first you cannot believe what you are seeing. The beast is dead. You saw the flames consume his carcass. Then the realization strikes you that this is not the beast you slew in Hikas. This is his mate. She has hunted you and now she comes for you in the dead of night … and she is ravenous for revenge.
She howls and the jungle falls silent. Now her amber eyes blaze with evil fire as she bounds out of the undergrowth and launches her vengeful attack.
If you possess Kai-alchemy, and wish to use it, turn to 3.
If you possess Elementalism, and wish to use it, turn to 147.
If you possess a Bow, and wish to use it, turn to 10.
If you possess neither of these skills, nor a Bow, or if you choose not to use them, turn instead to 260.
Hrm we're still kinda fragile, what do you think will give us the best shot, the bow or magic?
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Nintendo ID: Incindium
PSN: IncindiumX
Page 3: You utter the words of the Brotherhood Spell Lightning Hand and extend your right fist towards the onrushing creature. A tingle runs down your arm and a burst of blue-white light illuminates the surrounding jungle when a bolt of energy leaps from your hand and arcs towards the creature's chest. The bolt strikes, and the Deathstalker's mate shrieks as it burns deep into her shoulder. She falters but she does not abandon her attack, and quickly you raise your weapon in readiness to receive it.
Turn to 300.
_____________________________________________
Page 300: Snarling and spitting, the savage beast comes hurtling through the darkness to rake you with her terrible claws. Bravely you stand your ground and prepare to strike your first blow in this desperate fight to the death.
Deathstalker (mate): COMBAT SKILL 42 ENDURANCE 40
This creature is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 76.
Dammit, another fight.
Combat Ratio: 31 +7(Kaistar+Night) - 42(Enemy) = -4 ; ;
Endurace: 21
Optional Abilities:
Your Random Number is: 8
Your Enemy took 12 damage -
and now has 28 Endurance Points.
Stormheart took 0 damage -
and now has 20 Endurance Points.
Your Random Number is: 9
Your Enemy took 14 damage -
and now has 14 Endurance Points.
Stormheart took 0 damage -
and now has 19 Endurance Points.
Your Random Number is: 3
Your Enemy took 7 damage -
and now has 7 Endurance Points.
Stormheart took 3 damage -
and now has 15 Endurance Points.
Kai-Surge Turned Off.
Stormheart took 0 total damage -
and now has 15 Endurance Points.
Whew
_____________________________________________
Page 76: The Deathstalker's mate howls with pain and terror as your fatal blow pierces her evil heart. She stumbles backwards, slashing at her own chest with her razor-sharp claws in a frenzied madness of anger and frustration. Then, with a final gurgling cry, death claims her and she crashes down into the dense foliage and is still. Slowly the noises of the jungle return as the nocturnal animals of this Old Kingdom sense that the terrible threat of her presence has passed.
The sun rises over the jungle and lights this steamy, humid morning. By the growing light you dig a grave in the soft earth and lay the remains of the Deathstalker's mate to rest here, among the ruins of this ancient settlement. Then you offer up a prayer to the God Kai for having bestowed upon you strength and courage enough to triumph over this creature of evil, before you mount your horse and set off along the jungle trail to Elzian.
Turn to 350.
350?!
_____________________________________________
Page 350: It is dusk when at last you reach the wondrous city of Elzian. It is a magical metropolis that sparkles like a fiery crimson jewel in the last rays of the setting sun. You pass through its broad outer wall and cross the canal which encircles its tallest edifice—the Tower of Truth. As you approach a vast gatehouse, the portcullis rises and a troop of Vakeros guards rush forward to greet you. They have been keeping watch for your arrival for many days and had all but given up hope that you would appear. They escort you swiftly into the tower's vaulted council chamber where you are received by Lord Rimoah and the illustrious members of the High Council of the Elder Magi. The grand chamber is cleared of all but the most senior council members and a gasp of reverence fills its echoing reaches when, at Lord Rimoah's request, you open your satchel and reveal the Moonstone to their learned eyes. Rimoah requests that you recount the details of your journey here and, when you have finished, he and his kinsmen praise you warmly for the greatness of your achievement.
Congratulations, Grand Master. You have proved your courage and resourcefulness. Lone Wolf was right to entrust the task of returning the Moonstone to you. You are a credit to your homeland and your noble order. You have completed the task set by your Supreme Master and you have triumphed in the face of great adversity.
However, your mission is not yet fully completed. The second and most challenging part of your journey awaits, a journey that will take you deep into the wild and lawless reaches of Southern Magnamund where no Kai has ever ventured before. If you truly possess the courage to return the Moonstone to the Isle of Lorn, then your quest continues in the next exciting Lone Wolf New Order adventure entitled:
The Buccaneers of Shadaki
Congrats Wolf Pack!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
I think that it's time to at least offer to hand off the project if anyone wants a go at it, it's only fair after hogging it so long :P I'm happy to keep going if no one wants to take it up, and I won't disappear if someone does, so I can fill in and keep the thread title updated if someone does.
If someone wants to give it a shot, make a post in this thread.
In any case, get ready for the new book next Monday!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
New Order
The Buccaneers of Shadaki
The Story So Far
http://www.projectaon.org/en/xhtml/lw/22tbos/tssf.htm
to read the backstory.
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.
Our randomly decided name is Stormheart!
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:
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.
Grand Weaponmastery
This Discipline enables a New Order Grand Master to become supremely efficient in the use of all weapons. When you enter combat armed with one of your Grand Master weapons, you may add 5 points to your COMBAT SKILL. The rank of Kai Grand Master Senior, with which you begin the New Order series, means that you are skilled in the use of one of the weapons listed in the Equipment section.1 For every adventure that you complete successfully in the New Order series while possessing the Discipline of Grand Weaponmastery, you will gain proficiency with one additional weapon.
If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 points to any number you pick from the Random Number Table, when using the Bow.
Animal Mastery
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)
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)
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
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
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
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
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
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)
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)
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)
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
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
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
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
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.
Improved Grand Master Disciplines
As you rise through the higher levels of Grand Mastery you will find that your Disciplines will steadily improve.
If you are a New Order Kai who has attained the rank of Kai Grand Master Superior, you will now benefit from improvements to the following Grand Master Disciplines:
Animal Mastery
Kai Grand Master Superiors who possess this Discipline are able to deter predatory animals in the wild by exuding a scent which is repellent to them. In order for this improved Discipline to work effectively, a Kai Grand Master Superior must be aware of the species of predatory animal he/she wishes to deter. The scent can only be detected by the targeted animal.
Assimilance
Kai Grand Master Superiors who possess this skill are able to create a noise and project it up to 15 yards away from their location. The noise is akin to the rumbling sound of thunder and it can be used to distract or divert an enemy's attention. This improved Discipline requires a degree of preparation and therefore it cannot be used during combat.
Astrology
Kai Grand Master Superiors who possess this Discipline are skilled in the use of all mechanical devices designed to measure and/or observe the cosmology of Magnamund. Such devices include sextants, astrolabes, and orreries.
Herbmastery
Kai Grand Master Superiors who have this Discipline are able to purify water, thereby making contaminated or briny water suitable for consumption. Roughly two pints of water per day can be purified using this skill alone. This daily total steadily increases as a Grand Master advances in rank.
Elementalism
Kai Grand Master Superiors who possess this skill are able to condense pure water out of the surrounding air. This water can be made to fall as a fine spray or as a sudden deluge. It can also be made to fill any suitable container or receptacle. Using this skill, Grand Master Superiors can create the equivalent of one large bucketful of fresh water.
Bardsmanship
Kai Grand Master Superiors who possess this Discipline are able to utilize their musical skills to pacify an excited or hostile animal.
Equipment
Maps:
Gold Crowns: 50
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.
(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.)
Our sword is the Kaistar.
Levels of New Order Kai Grand Mastership
Kai Grand Master Senior Kai Grand Master Superior -- This is our rank. 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: Stormheart
Weapon: Kaistar
New Powers: TBD
Inventory: TBD
Combat Skill: 32
Endurance: 40
Please choose *two* new skills. As we decided earlier, I'm allowing a mulligan of Herbmastery from the last book since it was never ever used. Feel free to pick it again if you want though.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
For the new skill, Kai-Screen is never a bad choice.
For the restocking, let's go with Quiver, potion and the meals. Drop the meals if there's not enough room.
For the other skill I'd go with Animal Mastery or Kai-Screen
Items
Bow(we lost ours right?),Quiver,Potion of Laumspur, Meals, Rope
Nintendo ID: Incindium
PSN: IncindiumX
Whatever on the items.
Yes if you mulligan for Grand Weapon Mastery I'll allow the double skill pick.
For the new skill it looks like a tie currently between Kai-Screen and Elementalism.
Page 1: For three days you are treated to the lavish hospitality of the Elder Magi and the freedom of the wondrous city of Elzian. Then, on the morning of the fourth day, having fully recovered from the rigours of your journey to Dessi, you meet with Lord Rimoah in the Tower of Truth to discuss the final stage of your quest—the voyage to the Isle of Lorn. He informs you that passage has been arranged for you aboard a Suhnese trading ship called The Azan which sails tomorrow at dawn. The ship's master, Captain Jenkshi, has been paid generously to carry you to his home port of Suhn, and you can expect to be well treated by him and his crew. It will be a long voyage, some 2,500 miles in all, but not all of it will be spent at sea. The Azan will put in at several ports along the way, both to trade and to take on fresh supplies of food and water. Rimoah reminds you of the need for secrecy—nobody must know the real purpose of your journey. Jenkshi and his men have been told that you are simply a courier who is carrying official papers for the attention of Lord Zinair, the Dessian ambassador to Suhn. On arriving at Suhn you are to contact Lord Zinair who will arrange for your passage across the Sea of Dreams to the Isle of Lorn. Before you leave the Tower of Truth and return to your chambers, Lord Rimoah examines the satchel in which you carry the Moonstone. Its special korlinium lining meets with his approval.
‘Lone Wolf has prepared you well for your mission,’ he says, as he secures the buckle. ‘I'm sure I have no need to remind you to keep this bag closed at all times. You are about to venture through dangerous territory, and there are many who would give anything to possess the contents of this satchel. You would be wise to trust only yourself, Grand Master.’ (If you have not already done so, record the Moonstone on your Action Chart as a Special Item. You carry it slung over your shoulder in its leather satchel.)
Rimoah escorts you to your room and tells you that he will call for you at an hour before dawn to take you to the quay. As he bids you goodnight, a doleful bell rings out in some distant part of the city. Rimoah's eyes fill with sadness.
‘What does the bell mean, my Lord?’ you ask.
‘It signifies the passing of Lord Casis. He, too, is about to begin a journey. Alas, it will be his last. I must go now—I am being summoned to witness his departure.’
As he leaves, Rimoah pauses for a moment and then glances back over his shoulder. ‘You are welcome to accompany me if you wish, Grand Master. The passing of an Elder is a rare and special occasion. You may learn much from what you see.’
If you wish to accept Lord Rimoah's invitation, turn to 225.
If you choose to decline his invitation, turn to 118.
Just... gonna go ahead and assume here
___________________________________________________
Page 225: You hurry with Lord Rimoah through the corridors of the Tower of Truth towards the sound of the tolling bell, until at last you arrive at a chamber located below its vaulted presidium. Gathered here are the members of the High Council. They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals. A cocoon of light encases his frail form, its pale luminescence shedding an uncanny glow upon the faces of the surrounding elders. Rimoah joins them and, as you observe this eerie scene, you recall Lone Wolf's teachings at the Kai Monastery.
The Elder Magi are all that remain of the race of beings from whom all goodly magic stems. They were sent to Magnamund almost 10,000 years ago by the Gods Kai and Ishir to defeat Agarash the Damned, Naar's first champion, and they triumphed in their task. Yet, in a later age their numbers were decimated by a plague and the few thousands who survived this tragedy sought refuge here in Dessi. The Elder Magi have always aided Sommerlund and have been loyal and invaluable allies to the Kai. But now their ancient power is waning, and the few thousands who survived the Great Plague now number less than a hundred.
Suddenly the bell ceases to toll and you watch in awe as the fragile remains of Lord Casis gradually fade from sight. He has ended his time here upon Magnamund and has passed over into the Plane of Light, the ethereal domain of the Gods Kai and Ishir. Silently the remaining elders file out of the chamber. As Lord Rimoah passes, he beckons you to follow him.
‘You are the first Kai who has ever witnessed the ascension of an Elder,’ he says, as he takes you back to your room. ‘Alas, our power ebbs with each passing year, for this is the twilight of our existence here on Magnamund. Yet, we embrace our fate, for even as we weaken and fade so the power of the New Order Kai grows stronger. This is the dawning of your Age, Grand Master. You and your brothers shall carry forward the fight against Naar, and you shall be victorious.’
Turn to 310.
___________________________________________________
Page 310: Upon reaching your room, Lord Rimoah bids you goodnight and reminds you that he shall call for you an hour before dawn. You retire to bed but remain awake for more than an hour as you contemplate the quest that lies ahead. You are apprehensive of the dangers you may encounter, but you are also greatly inspired by what you have witnessed this night and by Rimoah's prophetic words of wisdom.
No sooner have you fallen asleep, it seems, than you are awoken by Rimoah's knock on the door. You gather your weapons and belongings and walk with him through a procession of torchlit corridors that lead to the entrance to the Tower. As you approach the main doors, Rimoah points to a chamber close by.
‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’
If you wish to accept Rimoah's offer, you may enter the armoury and examine its contents by turning to 152.
If you choose to decline his offer, turn to 49.
Again
___________________________________________________
Page 152: The walls of the armoury are lined with oaken racks containing many skilfully-crafted weapons. They are all of ancient design and many centuries old. Their gleaming blades have been kept in pristine condition, yet it strikes you that this chamber is more like a museum than an armoury. Clearly the Elder Magi have little need for conventional weapons.
Among the racks you note the following weapons that are of exceptional quality:
Spear
Short Sword
Mace
Warhammer
Bow
Broadsword
If you wish to take any of these Weapons, make the appropriate adjustment to your Action Chart. (The maximum number of normal Weapons that you can carry is two.)
To leave the armoury, turn to 49.
___________________________________________________
Page 49: You leave the Tower of Truth and pass along a wide stone ramp that gently descends to the great canal that encircles the city of Elzian. Few of the city's Vakeros natives are abroad at this early hour and the streets and avenues are empty and quiet. A warm mist wreathes the barges and ships that are moored along the canal bank and, in the pre-dawn twilight, these vessels take on a ghostly appearance.
By the time you find The Azan, the sun has broken through the mist and the city is beginning to stir. Captain Jenkshi and the crew of the Suhnese trader are busily preparing their ship to sail, yet they immediately stop their work to welcome you and Lord Rimoah aboard. Jenkshi is a lean, yellow-skinned man with wide almond eyes and a small blunt nose. His slick black hair is tied in a knot atop his head in the Suhnese style, a fashion that is also favoured by all his crewmen. He orders one of his men to show you to your cabin at the prow, but before you go you bid Lord Rimoah farewell and thank him for all that he and the Elder Magi have done to aid your quest.
By the time The Azan is ready to sail, the mist has vanished. Having inspected your cabin you return to the foredeck where you settle yourself in the sun and enjoy the ever-changing views of the lush farmlands and Vakeros settlements which border upon the canal. For 90 miles this waterway cuts a wide furrow through the southern jungle of Dessi. To the east the horizon is dominated by a solitary mountain, and you marvel at its snowy peak which is the steepest you have ever seen.
‘That's Kas-kalahmout,’ says one of the friendly Suhnese crewmen. ‘In your language, I think it has the meaning: Chair of the Heavens.’
By midday you come to the estuary of the canal and The Azan heads out into the open waters of the Gulf of Tentarium. Captain Jenkshi joins you on deck and offers to share some of his food. While you eat you learn from him that the voyage will take little more than three weeks to complete, including visits to ports of call along the way. You ask him about the notorious Shadakine pirates who plague these waters and he answers you with a shrug of his muscular shoulders.
‘Relax and enjoy the journey as best you can, my friend,’ he says, jovially, as finishes his food and wipes his mouth on his silken shirt sleeve. ‘You're in safe hands. I and my crew have sailed these waters all our lives and we've yet to meet a buccaneer we can't outwit or outrun. Breathe easy. You've nothing to fear from those mangy curs.’
Turn to 277.
___________________________________________________
Page 277: Jenkshi tells you that it will take three days to cross the Gulf of Tentarium to the Shadakine city of Zharloum. There The Azan will dock overnight and collect its cargo of metal ingots, which are to be traded when the ship reaches its home port of Suhn.
Your first day in the Gulf passes pleasantly, yet on the second day the weather closes in and a squall keeps you confined to your cabin for most of the morning. By mid-afternoon the rain abates and you go up on deck to take some exercise. You are looking out across the ocean towards the east when suddenly you notice something bobbing in the water. You magnify your vision and see that it is a man clinging to a piece of wreckage. Quickly you inform Captain Jenkshi, yet, to your surprise, he is very reluctant to change course in order to rescue this man.
If you wish to use your psychic Kai skills to persuade Jenkshi to pick up this man, turn to 84.
If you choose not to influence the Captain's decision in this way, turn to 184.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf