And we're back! Hope everyone had a nice holiday (for those of you in the US anyway).
Page 19: Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.
Tzoog: COMBAT SKILL 45 ENDURANCE 30
This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).
If you win this combat, turn to 149.
CR: 32 + 7 (Kaistar, it is night) + 5 (Grand Weaponmastery) - 45 = -1
Endurance = 18
Kai-Surge Activated. CR modified to +7.
Your Random Number is: 8
Your Enemy took 16 damage -
and now has 14 Endurance Points.
Stormheart took 0 damage -
and now has 17 Endurance Points.
The combat lasted 2 round(s).
Stormheart took 0 total damage -
and now has 16 Endurance Points.
Well, that went better than expected... hooray massive combat ratio boosts :P
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Page 149: As you deal the creature the killing blow, its body crackles and disintegrates into a million motes of light that dissolve into the darkness like a swarm of fleeing fireflies. You rush to aid your horse who is lying motionless among the boulders, but sadly you discover that it is already too late to save him.
Fear and uncertainty haunt you as patiently you await the dawn. The being that attacked and slew your mount was not of this world; it was a creature born wholly of evil magic. With a gnawing sense of dread, you leave at first light and follow the jungle trail to the west. The forest and vegetation are teeming with life, yet as you go deeper into the jungle so the sounds become fewer and more distant. By midday you have covered 20 miles and arrived at a place where there are no sounds at all. The eerie silence surrounds you for several miles further until your Kai hunting skills detect a faint noise. It drifts towards you from among the towering trees to the right of the jungle path. Cautiously you leave the trail and make your way towards the source of this solitary sound.
If you possess Assimilance, turn to 335.
If you do not possess this Grand Master Discipline, turn to 296.
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Page 296: Using your camouflage skills and the natural cover afforded by the jungle ferns, you stalk ever closer to the source of the strange sound. You sense that the source is evil, yet still you feel compelled to discover what it is that lurks at the heart of this eerie forest.
If you possess Grand Pathsmanship, turn to 273.
If you do not possess this Grand Master Discipline, turn to 189.
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Page 189: Suddenly your Kai Sixth Sense alerts you to danger located somewhere above. You look to the canopy of branches and see the outline of a man lying in the boughs of a nearby tree. His limbs and torso are daubed with forest colours that keep him hidden. You hear a faint noise, and then you freeze with fear when you recognize it to be the sound of a blowpipe.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.
If your total is now 4 or less, turn to 133.
If it is 5 or higher, turn to 87.
We got a 6 + 3 = 9
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Page 87: Instinct and years of Kai training make you throw yourself to the ground. The blowpipe dart passes within inches of your scalp and then embeds itself in the stem of a broad-leaved plant. Black fluid oozes from the puncture hole made by its tip and you watch aghast as the plant rapidly shrivels and dies.
If you possess a Bow, and wish to use it to return fire at the sniper in the tree, turn to 343.
If you do not possess a Bow, or choose not to use it, turn to 255.
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Page 255: Speedily you draw and fire your Arrow, sending it thudding into the chest of the sniper before he can reload his deadly blowpipe. The man tumbles out of the branches to land heavily upon the exposed roots of the tree. You hurry to his lifeless body and discover, to your disappointment, that his blowpipe is broken and his poisoned darts are somewhere in among the boughs above. After you have hidden his body in the undergrowth, you move deeper into the jungle, guided and drawn by the strange noise.
Turn to 51.
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Page 51: As you draw closer to the sound, you detect that it is a strange vocal chant, a low ululation that sends shivers coursing down your back. You feel that you are very close to the source when suddenly, through the trees ahead, you see a clearing where a large crowd of tribal natives are gathered.
From the cover of the bordering undergrowth you watch a crow-faced man in tattered black robes standing at the centre of this crowd. He is uttering the chilling chant. Before him, on a stone altar, there lies the decaying remains of a body encased in rotting swathings. Your Kai senses reveal to you that the robed man is a Kitaezi Shaman, an evil necromancer who has enslaved these natives with his power. You sense also that it is the same power that was used to create the creature that attacked and slew your horse last night.
Suddenly the terrible sound of the chant ceases and the Shaman shrieks with rage. He points to where you are hiding and your heart sinks. He has detected your presence. He pounds the altar with his fist and to your horror, you see the decaying remains begin to shift and stir into life. The Shaman intones a dark spell and the grisly corpse leaves the altar and comes stalking towards you, its fleshless arms outstretched. Waves of psychic energy buffet your mind. They paralyse you and keep you from escaping. You summon your psychic Kai defences and break this powerful spell, yet it is now too late to turn and run from the Shaman's horror—it is almost upon you. Instinctively you reach to your satchel for you sense that the Moonstone is all that can save you from this creature's ghastly embrace. You pull open the flap to reveal the magical stone and the effect is devastating.
Turn to 167.
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Page 167: The corpse-creature implodes the very instant that it is struck by the radiant light of the Moonstone. Air and loose earth rush past you to be sucked into the vacuum formed by its sudden destruction, and you are forced to cling to the ground for fear of being dragged into this crushing vortex. Then, with stunning abruptness, the swirling vacuum shoots skywards and vanishes among the clouds.
The Shaman howls with mortal terror and flees into the jungle, his power destroyed. The natives stagger drunkenly, as if suddenly they have awoken from a trance. They fall to their knees and begin to worship you, for they recognize that you have broken the Shaman's spell and they are in awe of your power.
You allow the natives to escort you to Kitaezi, their coastal city, where you are treated like a hero by the impoverished populace. You learn that Kitaezi was once a thriving port before the arrival of Ulonga the Shaman. He used his power to overthrow the tribal chieftain, enslave the people, and drive away the traders. For a year he has been the bane of this port and its poor citizens, but now he is gone and the people are eager to celebrate his demise. They smash the many statues and likenesses of Ulonga that stand in every public square and they sing and dance through the streets.
At a ceremony held in the city's main square, you are bedecked with garlands of flowers and presented with three special items:
Pouch of Seota Dust (Restores 10 ENDURANCE points. One use only.)
Talisman of Defiance (Adds +2 to COMBAT SKILL.)
Eye of Lhaz (Enables user to exert control over poisonous snakes.)
All of the above are Special Items which you keep in the pockets of your tunic. Record them on your Action Chart and note their special properties.
To continue, turn to 153.
Not a bad haul.
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Page 153: The celebrations go on throughout the night, but you are able to find a quiet place to sleep for a few hours before dawn breaks over this happy city. When you tell the people that you must leave and continue your journey south, they are saddened by the news. They want you to stay as their new chieftain, but you persuade them that they must choose a new leader from among their own tribe. Before you leave they provide you with a mule and some food (enough for up to 3 Meals).
By mule you expect the overland journey from Kitaezi to Caeno to take no more than three days. It is a rough, potholed trail and yet your mule never once misses his footing or causes you to fall. During the afternoon of the second day you enter the foothills of the Hulhuk Mountains and see a plume of black smoke rising into the sky. It comes from behind a treeless ridge, less than half a mile from the trail. The sound of anguished voices can be heard on the wind and these cries prompt you to leave the trail and investigate. As you crest the ridge you see a small native village. Several of the huts are on fire and its people are trying desperately to save their livestock and quell the raging flames.
If you possess Elementalism, turn to 117.
If you do not possess this Grand Master Discipline, turn to 94.
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Page 117: You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you use your Kai skill to best effect. You suppress the flames, shrinking them and containing them so that the villagers are able to approach with buckets of water and put out the blaze.
When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.
‘It is the bane of our humble village,’ he says, shaking his head sadly. ‘We fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.
If you wish to stay and help the villagers, turn to 267.
If you decide not to help them, turn to 213.
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 267: he elder spreads the news to his people that you have agreed to help them and they cheer you loudly. The women of the village bring you food and wine (restore 3 ENDURANCE points), and the children make it their duty to see that your mule is watered and fed.
At sunset, you follow the elder and a dozen of the village men to a rocky outcrop which overlooks the settlement. They have prepared several hiding places among the rocks where they can lie in wait for the dragon. They are armed with spears and bows, and you note that they have a plentiful supply of arrows. You take cover with the elder and wait patiently for the dragon to arrive. You do not have to wait very long. In the fading light of dusk you see the creature come gliding down from the mountains. The elder tells his men to ready their bows and, as they carry out his order, you see him smile. He seems to be relishing the thought of avenging the damage this creature has caused. The dragon circles above the village and then comes swooping over the outcrop. It is now within arrow range.
If you possess a Bow, and wish to use it, turn to 306.
If you possess Kai-alchemy, and wish to use it, turn to 240.
If you possess Elementalism, and wish to use it, turn to 62.
If you have neither a Bow, nor any of these skills, or if you decide not to use them, turn to 276.
Hmm choices choices! We are at 19 endurance without using anything now.
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 62: The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide. You muster your Kai powers and cause a strong gust of wind to strike the creature's belly as it soars directly overhead. It makes the beast shudder, but it fails to deflect it from its chosen course.
The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.
Turn to 85.
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Page 85: You magnify your vision and focus on the tangle of burnt timber and ash that lies heaped inside the ruined hut. You are unable to see anything clearly, but you sense that there is something lying buried there. You tell the elder of your discovery and you see a flicker of fear in his old eyes. He says that there is nothing in the hut that could be of interest to the dragon, but your senses tell you otherwise. They also tell you that he is lying.
A group of villagers armed with long spears rush to the hut and attempt to stab the dragon. The creature roars at them and then flaps its leathery wings and begins to circle around the settlement once more. You slip away from your hiding place and hurry down to the ruins for you are determined to discover what it is that the dragon is seeking. Guided by your Sixth Sense, you uncover a bronze statuette from beneath the ashes. Then the dragon returns. It lashes out at the villagers with its clawed forelimbs and smashes their spears to matchwood. The men retreat in confusion and the dragon lands and settles itself beside the hut. You move to unsheathe your weapon but you freeze when suddenly the dragon speaks to you. The creature has the voice of a man.
The dragon pleads with you for the return of the statuette, for he says that it will remove the curse that has changed his shape. Your Kai senses detect that the creature speaks the truth, and that he is not the evil bane that the elder and the villagers have led you to believe. You notice that the elder and his men have left their hiding places and are now running towards the hut. You focus on the elder and see that a strange transformation has taken place. He is no longer the frail old man that he was; his face has become younger and it is contorted with a savage rage. Your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman and you sense that he, too, is a necromancer. He orders his men to take aim at you with their bows and blindly they obey his command. The dragon urges you to escape with him while you are able, and hurriedly you rush forward to climb upon his back as the first volley of arrows comes whistling through the hut.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.
If your total score is now 4 or lower, turn to 311.
If it is 5 or higher, turn to 134.
We got a 5 + 2 = 7
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Page 134: Your speed and Kai reflexes keep you safe from the deadly hail of arrows that follow in your wake as you escape from the village astride the back of the winged dragon.
Turn to 102.
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Page 102: The dragon lands at his lair in the mountains and folds his wings to allow you to climb down easily from his scaly back. Carefully you place the bronze statuette into his clawed hand and witness a wondrous transformation take place. Slowly the dragon shrinks and its body changes into that of a tall man with a proud and noble countenance. He introduces himself to you as Cresosa, the leader of the Rivorzha tribe who dwell on the eastern slopes of the Hulhuk Mountains. Unlike the villagers, Cresosa's people have resisted Ulonga's evil rule, even though their resistance has forced them out of their coastal villages to seek refuge in the mountains. The statuette has broken a curse placed upon Cresosa by Ulonga the Shaman, and now he is able to return to his people and lead them back to their abandoned homes.
Before you say farewell, Cresosa offers you two Potions of Laumspur (each of these Backpack Items will restore 4 ENDURANCE points when swallowed after combat). He then gives you directions which take you back to the trail, to a place where a bridge crosses a steep-banked river. Your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest until dawn before continuing your trek to Caeno on foot.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 300.
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Page 300: You reach Caeno in the early evening. For all its great size and former splendour, this city has the appearance of a half-deserted ruin. The famous grand mansions of its northern quarter are now little more than dilapidated shells, and its paved avenues are broken and overgrown with weeds. Yet despite its state of neglect and decay, Caeno is a crowded city, especially at this time of the year.
You discover why as you make your way through its twisting, soot-blackened streets. On every other wall there hangs a gaudy yellow poster announcing the Caeno Derby, an annual race that attracts visitors from all over Magnamund. The race is to be run tomorrow and the inns and boarding houses are overflowing with customers. After a long search, you finally discover a shabby inn called The Song of the Silver Star that has a vacant room. The fat innkeeper informs you with glee that bed and board will cost you 6 Nobles, an exorbitant sum for such a run-down establishment.
‘It's the derby,’ he says, without a hint of an apology. ‘Beds is at a premium with so many visitors around.’
If you wish to pay the innkeeper 6 Nobles, turn to 259.
If you do not, turn to 325.
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 259: Begrudgingly you pay the innkeeper 6 Nobles and then you ask that he bring you some of the food you have paid for. He points to a table and tells you to go and wait. The food will be brought to you shortly.
As you take your seat, you are approached by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tells you that he is a member of a guild from your homeland. He is holding a plate of steaming vegetables.
‘Well met, Master Kai,’ he says, wiping and offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. May I join you? The food here is indescribable … but it fills an empty belly.’ You welcome the young man to sit down and the innkeeper appears with your food. As you share your meal, you learn more about him and this region of Shadaki.
Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star—the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.
Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.
Turn to 235.
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Page 235: Melchar excuses himself and then goes to another table where he talks with a bearded man wearing a three-cornered hat. When he returns he is smiling.
‘Old Captain Leonghi owes me a favour or two,’ he says, cocking his thumb towards the man. ‘He can't take you to Suhn but he'll take you as far as Nhang, and he's agreed to free passage. It's a good offer. You'd be mad to try to go south from here on foot—the Koltains are full of bandits. You'd never make it there alive, or at least not completely in one piece.’
You thank Melchar for his help and accept the Captain's offer. He tells you that Leonghi will sail for Nhang in two days' time. As you have a day free in the city, Melchar invites you to go with him to the Caeno Derby tomorrow. He won two tickets in a dice game last night and he would be pleased to give one of them to you. You accept and agree to meet him here in the taproom for breakfast before leaving for the racetrack.
Turn to 110.
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Page 110: You meet with Melchar as planned, and after a meagre breakfast at the inn, you follow the crowds who are making their way through the streets to the Caeno racetrack. This magnificent establishment dominates the city's eastern quarter and it has provided the venue for this spectacular derby for more than a century. Unlike the famous horse races held in Slovia and Lourden, the Caeno Derby is run by guanza—large bipedal lizards that are bred and trained throughout the Southlands. Huge sums are bet on the big race and the owner of the winning guanza stands to collect a purse of 100,000 Nobles.
On entering the racetrack you and your companion make your way through the crowds to the parade enclosures. Melchar is keen to bet on the favourite—Forlu-zhan—but he wants to view the other runners before placing his wager with Wrok the Bookmaker. Having satisfied himself that the favourite will win, he goes off to the betting ring while you stay at the enclosure and watch the guanza lope past. As Forlu-zhan passes by, your Magnakai Discipline of Animal Control tells you that something is wrong. You sense that the favourite has been drugged with a mild tincture of graveweed and that he will be incapable of winning the race. Quickly you hurry to the betting ring to stop Melchar placing his wager. He is about to hand over his money when you catch up with him and tell him what you know. Melchar cancels his bet and Wrok the Bookmaker glares at you with undisguised hatred. He signals to a group of his henchmen and swiftly they surround you both. The moment the race begins you and Melchar are grabbed from behind and manhandled out of the betting ring. Wrok's henchmen bundle you into a tack room below the public stands, but before they can lock the door, you draw your weapon and attack them.
Your Combat Ratio is: 12.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 18 Endurance Points.
Those poor shmucks.
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Page 206: You make a quick search of the dead henchmen and discover the following items:
3 Swords
3 Daggers
8 Nobles
Melchar helps you to hide their bodies before you leave the tackroom. Outside, you discover that the race has ended and that the favourite, Forlu-zhan, came in last. The crowds are bitterly disappointed with the result, but Wrok the Bookmaker is beaming with joy, for he and his conspirators have made a fortune by sabotaging the favourite guanza. He begins to wonder why his henchmen have not returned and, when he looks to the tackroom door, he catches sight of you and Melchar leaving. Frantically he signals to his conspirators to stop you getting away. You see them closing in and you grab Melchar by the arm for fear of losing him among the crowds that are heading for the exit gates.
If you wish to attempt to leave the racetrack by the main exit, turn to 179.
If you wish to try to leave by a side gate, turn to 347.
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
You know, it's too bad there was no option of using Deliverance on the guanza and curing it. The look on Wrok's face when the favorite does win would've been excellent.
ConnoQuicksilverCurrent blackout status: Mass Effect 3, Batman: ACAthens. GreeceRegistered Userregular
Main gate!
Mingle with the crowd, and if we're spotted we'll cause a ruckus telling them what that dirty cheat did.
Besides, that side gate might be locked...
Page 179: The crowd gets denser as you approach the main exit and the increased numbers slow down the speed of your escape. Wrok communicates by means of hand signals with two of his henchmen who occupy a platform beside the main gate. As you pass below this platform they leap into the crowd and attempt to block your escape.
If you possess Elementalism, turn to 318.
If you do not possess this Grand Master Discipline, turn to 89.
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Page 318: You use the power of your Grand Mastery to whip up a cloud of dust from the ground. The sudden whirlwind causes the crowd to panic and a clear space forms around you and your elemental summonation as they fight to get away. You direct the whirling dust cloud at Wrok's henchmen, and as they are engulfed and blinded by it, you and Melchar seize the chance to make good your escape from the racetrack.
Turn to 272.
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Page 272: Melchar leads you back through the streets of Caeno to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of its crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.
‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’
You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.
‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’
Turn to 244.
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Page 244: You find your way to the docks and discover Captain Leonghi's ship moored at the end of the quay. It is a battered old trader that is in desperate need of a lick of paint, but it looks seaworthy enough. The crewman on watch is expecting you and he invites you aboard. The Captain greets you with a wry smile. He has heard stories about the incident at the Caeno Derby yesterday and he insists that you remain in your cabin until the Embassage is safely out at sea. You agree to his request and descend the prow-deck ladder to your cabin below.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 109.
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Page 109: The two-day voyage to Nhang passes swiftly and without incident and you arrive at the port early on the morning of the third day. The entrance to Nhang harbour is noted for its eighty fearsome stone statues, known as ‘The Warriors of Nhang’, which stand in two lines and form a double colonnade out into the sea. Their ferocious granite faces glare down at you unmercifully as the Embassage sails between them and docks at the quay.
Before you disembark, Captain Leonghi warns you to be on your guard while you are in the city. The natives still harbour loyalties to the memory of Shasarak, and recent uprisings have led to the imposition of a dusk-to-dawn curfew. He advises you to go directly to the city of Tiklu and seek out his cousin Gemulkin. He, too, is a merchant captain and he regularly plies a trader between Tiklu and the Port of Suhn. Leonghi gives you a scroll (record this Special Item on your Action Chart as Leonghi's Scroll; you keep it in a pocket of your tunic). It is a letter of introduction which bears his seal, and in it he asks his cousin to take you to Suhn.
You thank the Captain for all his help and then disembark onto Nhang quay. You leave the port area and follow The Street of the Full Moon—the main thoroughfare which bisects the city and ends at its West Gate. Your first impressions of Nhang are mixed. The striking design and construction of its buildings amaze you, but the dismal mood of its natives and the large number of street beggars leave you with the feeling that the city could erupt at any time.
You pass many hundreds of shops and they all appear dingy and uninteresting until you happen upon a triangular building, created by a fork in the road. It has no sign stating its business, but by the nature of the various goods displayed in its window you judge it to be an emporium.
If you wish to enter this shop, turn to 156.
If you wish to continue walking along the street, turn to 281.
Risk the shop, or keep looking for the cousin?
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 156: As you enter you are greeted by the shop's owner. He is a bony man, with a streaked grey beard and moustache which he habitually tugs as he speaks. His skin is pale and wrinkled, and he appears to be older than his years.
Among the items that he has on display are the following which catch your eye:
Sword—2 Nobles
Whip—2 Nobles
Axe—2 Nobles
Bow—3 Nobles
6 Arrows—2 Nobles
Spyglass—3 Nobles
Quill Pen—1 Noble
Pot of Ink—2 Nobles
The owner asks if you have anything you wish to sell. He says that he is particularly interested in Kitaezi artefacts and he will pay the following prices for these items:
Pouch of Seota Dust 10 Nobles
Talisman of Defiance 15 Nobles
Eye of Lhaz 20 Nobles
(If you wish to purchase or sell any of the above items, make the appropriate adjustments to your Action Chart.)
If you possess the Grand Master Discipline of Deliverance, turn to 141.
If you do not possess this skill, turn to 58.
Kind of a lame stock (I sorta wonder why they keep letting us buy weapons with the Kai-Weapon in book now), shame we don't have fancy healing though.
______________________________________
Page 58: You leave the shop and depart from the city of Nhang through its West Gate, following the main trade road that leads to the city of Jazer, 40 miles to the west. There are many fellow travellers on this road. Some, like you, travel alone and on foot. Others journey in convoys of ox-drawn wagons heavily laden with wares. You try to hitch a ride aboard these convoys but without success, and so you resign yourself to the fact that you have a long day's walk ahead.
At noon you come to a village where the road enters some hilly timberland. A sprawling taverna dominates the village, providing meals for travellers. There are more than a dozen wagons parked outside its doors and many sullen-faced natives are sitting on nearby benches eating their midday meals.
If you wish to stop and enter the taverna, turn to 114.
If you decide to continue on your way without stopping, turn to 323.
Another distraction!
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
Unless I missed something, we currently have:
Quiver, 4xPotion of Laumspur, 4xMeals, Rope, Potion of Alether
Edit: 3 meals, since the max space is 10.
Page 114: The inside of the taverna is crowded with travellers eating their meals, and serving girls rushing to and fro clutching trays piled high with food and ale. All of the tables are occupied and there are no spare places.
‘We're full up—can't you see that!’ bellows a surly waitress. She slams her tray down on a nearby table, startling the meek-faced group of pilgrims who are seated there.
‘If you want food it'll cost you 4 Nobles … and you'll have to eat it outside!’
The meals here are very expensive, but your rumbling stomach reminds you that you are very hungry and the city of Jazer is still half a day's walk away.
If you wish to buy a Meal here, turn to 29.
If you decide not to, turn to 93.
Both choices meet up and we have plenty of gold so I flipped a coin.
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Page 29: You collect and pay for your food and eat it outside. After your meal, you continue along the trade road which soon enters a dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.
As the sun approaches the horizon, the road passes a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect to the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn. It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.
If you wish to find lodgings for the night, turn to 138.
If you decide to sleep in the open, turn to 203.
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, it's a crazy end of year (I'm still at work at 10, sadness). Updates are likely to be pretty sporadic through the holidays due to year end closing and holiday stuff. I'll try to get one up tonight if I don't collapse into bed immediately :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
0
ConnoQuicksilverCurrent blackout status: Mass Effect 3, Batman: ACAthens. GreeceRegistered Userregular
Well, I think we can safely say our dear game master has indeed collapsed, as predicted. :zzz:
Get some rest Tag! Not like poor Stormheart here, whom you left awake in the middle of the night, torn between choosing where HE should rest! And not even with a drop of booze! The irony!
Posts
Page 19: Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.
Tzoog: COMBAT SKILL 45 ENDURANCE 30
This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).
If you win this combat, turn to 149.
CR: 32 + 7 (Kaistar, it is night) + 5 (Grand Weaponmastery) - 45 = -1
Endurance = 18
Your Random Number is: 8
Your Enemy took 16 damage -
and now has 14 Endurance Points.
Stormheart took 0 damage -
and now has 17 Endurance Points.
The combat lasted 2 round(s).
Stormheart took 0 total damage -
and now has 16 Endurance Points.
Well, that went better than expected... hooray massive combat ratio boosts :P
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Page 149: As you deal the creature the killing blow, its body crackles and disintegrates into a million motes of light that dissolve into the darkness like a swarm of fleeing fireflies. You rush to aid your horse who is lying motionless among the boulders, but sadly you discover that it is already too late to save him.
Fear and uncertainty haunt you as patiently you await the dawn. The being that attacked and slew your mount was not of this world; it was a creature born wholly of evil magic. With a gnawing sense of dread, you leave at first light and follow the jungle trail to the west. The forest and vegetation are teeming with life, yet as you go deeper into the jungle so the sounds become fewer and more distant. By midday you have covered 20 miles and arrived at a place where there are no sounds at all. The eerie silence surrounds you for several miles further until your Kai hunting skills detect a faint noise. It drifts towards you from among the towering trees to the right of the jungle path. Cautiously you leave the trail and make your way towards the source of this solitary sound.
If you possess Assimilance, turn to 335.
If you do not possess this Grand Master Discipline, turn to 296.
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Page 296: Using your camouflage skills and the natural cover afforded by the jungle ferns, you stalk ever closer to the source of the strange sound. You sense that the source is evil, yet still you feel compelled to discover what it is that lurks at the heart of this eerie forest.
If you possess Grand Pathsmanship, turn to 273.
If you do not possess this Grand Master Discipline, turn to 189.
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Page 189: Suddenly your Kai Sixth Sense alerts you to danger located somewhere above. You look to the canopy of branches and see the outline of a man lying in the boughs of a nearby tree. His limbs and torso are daubed with forest colours that keep him hidden. You hear a faint noise, and then you freeze with fear when you recognize it to be the sound of a blowpipe.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.
If your total is now 4 or less, turn to 133.
If it is 5 or higher, turn to 87.
We got a 6 + 3 = 9
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Page 87: Instinct and years of Kai training make you throw yourself to the ground. The blowpipe dart passes within inches of your scalp and then embeds itself in the stem of a broad-leaved plant. Black fluid oozes from the puncture hole made by its tip and you watch aghast as the plant rapidly shrivels and dies.
If you possess a Bow, and wish to use it to return fire at the sniper in the tree, turn to 343.
If you do not possess a Bow, or choose not to use it, turn to 255.
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Page 255: Speedily you draw and fire your Arrow, sending it thudding into the chest of the sniper before he can reload his deadly blowpipe. The man tumbles out of the branches to land heavily upon the exposed roots of the tree. You hurry to his lifeless body and discover, to your disappointment, that his blowpipe is broken and his poisoned darts are somewhere in among the boughs above. After you have hidden his body in the undergrowth, you move deeper into the jungle, guided and drawn by the strange noise.
Turn to 51.
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Page 51: As you draw closer to the sound, you detect that it is a strange vocal chant, a low ululation that sends shivers coursing down your back. You feel that you are very close to the source when suddenly, through the trees ahead, you see a clearing where a large crowd of tribal natives are gathered.
From the cover of the bordering undergrowth you watch a crow-faced man in tattered black robes standing at the centre of this crowd. He is uttering the chilling chant. Before him, on a stone altar, there lies the decaying remains of a body encased in rotting swathings. Your Kai senses reveal to you that the robed man is a Kitaezi Shaman, an evil necromancer who has enslaved these natives with his power. You sense also that it is the same power that was used to create the creature that attacked and slew your horse last night.
Suddenly the terrible sound of the chant ceases and the Shaman shrieks with rage. He points to where you are hiding and your heart sinks. He has detected your presence. He pounds the altar with his fist and to your horror, you see the decaying remains begin to shift and stir into life. The Shaman intones a dark spell and the grisly corpse leaves the altar and comes stalking towards you, its fleshless arms outstretched. Waves of psychic energy buffet your mind. They paralyse you and keep you from escaping. You summon your psychic Kai defences and break this powerful spell, yet it is now too late to turn and run from the Shaman's horror—it is almost upon you. Instinctively you reach to your satchel for you sense that the Moonstone is all that can save you from this creature's ghastly embrace. You pull open the flap to reveal the magical stone and the effect is devastating.
Turn to 167.
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Page 167: The corpse-creature implodes the very instant that it is struck by the radiant light of the Moonstone. Air and loose earth rush past you to be sucked into the vacuum formed by its sudden destruction, and you are forced to cling to the ground for fear of being dragged into this crushing vortex. Then, with stunning abruptness, the swirling vacuum shoots skywards and vanishes among the clouds.
The Shaman howls with mortal terror and flees into the jungle, his power destroyed. The natives stagger drunkenly, as if suddenly they have awoken from a trance. They fall to their knees and begin to worship you, for they recognize that you have broken the Shaman's spell and they are in awe of your power.
You allow the natives to escort you to Kitaezi, their coastal city, where you are treated like a hero by the impoverished populace. You learn that Kitaezi was once a thriving port before the arrival of Ulonga the Shaman. He used his power to overthrow the tribal chieftain, enslave the people, and drive away the traders. For a year he has been the bane of this port and its poor citizens, but now he is gone and the people are eager to celebrate his demise. They smash the many statues and likenesses of Ulonga that stand in every public square and they sing and dance through the streets.
At a ceremony held in the city's main square, you are bedecked with garlands of flowers and presented with three special items:
Pouch of Seota Dust (Restores 10 ENDURANCE points. One use only.)
Talisman of Defiance (Adds +2 to COMBAT SKILL.)
Eye of Lhaz (Enables user to exert control over poisonous snakes.)
All of the above are Special Items which you keep in the pockets of your tunic. Record them on your Action Chart and note their special properties.
To continue, turn to 153.
Not a bad haul.
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Page 153: The celebrations go on throughout the night, but you are able to find a quiet place to sleep for a few hours before dawn breaks over this happy city. When you tell the people that you must leave and continue your journey south, they are saddened by the news. They want you to stay as their new chieftain, but you persuade them that they must choose a new leader from among their own tribe. Before you leave they provide you with a mule and some food (enough for up to 3 Meals).
By mule you expect the overland journey from Kitaezi to Caeno to take no more than three days. It is a rough, potholed trail and yet your mule never once misses his footing or causes you to fall. During the afternoon of the second day you enter the foothills of the Hulhuk Mountains and see a plume of black smoke rising into the sky. It comes from behind a treeless ridge, less than half a mile from the trail. The sound of anguished voices can be heard on the wind and these cries prompt you to leave the trail and investigate. As you crest the ridge you see a small native village. Several of the huts are on fire and its people are trying desperately to save their livestock and quell the raging flames.
If you possess Elementalism, turn to 117.
If you do not possess this Grand Master Discipline, turn to 94.
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Page 117: You dismount from your mule and hurry into the village. The fiercest fire is raging through the roof of the largest hut which dominates the centre of the settlement, and it is here that you use your Kai skill to best effect. You suppress the flames, shrinking them and containing them so that the villagers are able to approach with buckets of water and put out the blaze.
When all of the smaller fires in the surrounding huts have also been extinguished, the elder of the village thanks you for your timely help. He tells you that the fire was started deliberately by a dragon that dwells in the Hulhuk Mountains.
‘It is the bane of our humble village,’ he says, shaking his head sadly. ‘We fear that it will return this night to finish us.’ Seeing the Kai Weapon sheathed at your side, the elder looks at you with hope in his eyes. He begs you to stay here tonight and help rid the village of its bane.
If you wish to stay and help the villagers, turn to 267.
If you decide not to help them, turn to 213.
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 267: he elder spreads the news to his people that you have agreed to help them and they cheer you loudly. The women of the village bring you food and wine (restore 3 ENDURANCE points), and the children make it their duty to see that your mule is watered and fed.
At sunset, you follow the elder and a dozen of the village men to a rocky outcrop which overlooks the settlement. They have prepared several hiding places among the rocks where they can lie in wait for the dragon. They are armed with spears and bows, and you note that they have a plentiful supply of arrows. You take cover with the elder and wait patiently for the dragon to arrive. You do not have to wait very long. In the fading light of dusk you see the creature come gliding down from the mountains. The elder tells his men to ready their bows and, as they carry out his order, you see him smile. He seems to be relishing the thought of avenging the damage this creature has caused. The dragon circles above the village and then comes swooping over the outcrop. It is now within arrow range.
If you possess a Bow, and wish to use it, turn to 306.
If you possess Kai-alchemy, and wish to use it, turn to 240.
If you possess Elementalism, and wish to use it, turn to 62.
If you have neither a Bow, nor any of these skills, or if you decide not to use them, turn to 276.
Hmm choices choices! We are at 19 endurance without using anything now.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Sounds good
Nintendo ID: Incindium
PSN: IncindiumX
3DS FC: 0817-3759-2788
The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.
Turn to 85.
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Page 85: You magnify your vision and focus on the tangle of burnt timber and ash that lies heaped inside the ruined hut. You are unable to see anything clearly, but you sense that there is something lying buried there. You tell the elder of your discovery and you see a flicker of fear in his old eyes. He says that there is nothing in the hut that could be of interest to the dragon, but your senses tell you otherwise. They also tell you that he is lying.
A group of villagers armed with long spears rush to the hut and attempt to stab the dragon. The creature roars at them and then flaps its leathery wings and begins to circle around the settlement once more. You slip away from your hiding place and hurry down to the ruins for you are determined to discover what it is that the dragon is seeking. Guided by your Sixth Sense, you uncover a bronze statuette from beneath the ashes. Then the dragon returns. It lashes out at the villagers with its clawed forelimbs and smashes their spears to matchwood. The men retreat in confusion and the dragon lands and settles itself beside the hut. You move to unsheathe your weapon but you freeze when suddenly the dragon speaks to you. The creature has the voice of a man.
The dragon pleads with you for the return of the statuette, for he says that it will remove the curse that has changed his shape. Your Kai senses detect that the creature speaks the truth, and that he is not the evil bane that the elder and the villagers have led you to believe. You notice that the elder and his men have left their hiding places and are now running towards the hut. You focus on the elder and see that a strange transformation has taken place. He is no longer the frail old man that he was; his face has become younger and it is contorted with a savage rage. Your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman and you sense that he, too, is a necromancer. He orders his men to take aim at you with their bows and blindly they obey his command. The dragon urges you to escape with him while you are able, and hurriedly you rush forward to climb upon his back as the first volley of arrows comes whistling through the hut.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.
If your total score is now 4 or lower, turn to 311.
If it is 5 or higher, turn to 134.
We got a 5 + 2 = 7
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Page 134: Your speed and Kai reflexes keep you safe from the deadly hail of arrows that follow in your wake as you escape from the village astride the back of the winged dragon.
Turn to 102.
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Page 102: The dragon lands at his lair in the mountains and folds his wings to allow you to climb down easily from his scaly back. Carefully you place the bronze statuette into his clawed hand and witness a wondrous transformation take place. Slowly the dragon shrinks and its body changes into that of a tall man with a proud and noble countenance. He introduces himself to you as Cresosa, the leader of the Rivorzha tribe who dwell on the eastern slopes of the Hulhuk Mountains. Unlike the villagers, Cresosa's people have resisted Ulonga's evil rule, even though their resistance has forced them out of their coastal villages to seek refuge in the mountains. The statuette has broken a curse placed upon Cresosa by Ulonga the Shaman, and now he is able to return to his people and lead them back to their abandoned homes.
Before you say farewell, Cresosa offers you two Potions of Laumspur (each of these Backpack Items will restore 4 ENDURANCE points when swallowed after combat). He then gives you directions which take you back to the trail, to a place where a bridge crosses a steep-banked river. Your map tells you that this is a tributary of the River Ito, and you decide to stop here to rest until dawn before continuing your trek to Caeno on foot.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 300.
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Page 300: You reach Caeno in the early evening. For all its great size and former splendour, this city has the appearance of a half-deserted ruin. The famous grand mansions of its northern quarter are now little more than dilapidated shells, and its paved avenues are broken and overgrown with weeds. Yet despite its state of neglect and decay, Caeno is a crowded city, especially at this time of the year.
You discover why as you make your way through its twisting, soot-blackened streets. On every other wall there hangs a gaudy yellow poster announcing the Caeno Derby, an annual race that attracts visitors from all over Magnamund. The race is to be run tomorrow and the inns and boarding houses are overflowing with customers. After a long search, you finally discover a shabby inn called The Song of the Silver Star that has a vacant room. The fat innkeeper informs you with glee that bed and board will cost you 6 Nobles, an exorbitant sum for such a run-down establishment.
‘It's the derby,’ he says, without a hint of an apology. ‘Beds is at a premium with so many visitors around.’
If you wish to pay the innkeeper 6 Nobles, turn to 259.
If you do not, turn to 325.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Pay the slimy bastard.
Hey Secret Santa!
How could this possibly turn out poorly?
As you take your seat, you are approached by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tells you that he is a member of a guild from your homeland. He is holding a plate of steaming vegetables.
‘Well met, Master Kai,’ he says, wiping and offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. May I join you? The food here is indescribable … but it fills an empty belly.’ You welcome the young man to sit down and the innkeeper appears with your food. As you share your meal, you learn more about him and this region of Shadaki.
Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star—the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.
Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.
Turn to 235.
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Page 235: Melchar excuses himself and then goes to another table where he talks with a bearded man wearing a three-cornered hat. When he returns he is smiling.
‘Old Captain Leonghi owes me a favour or two,’ he says, cocking his thumb towards the man. ‘He can't take you to Suhn but he'll take you as far as Nhang, and he's agreed to free passage. It's a good offer. You'd be mad to try to go south from here on foot—the Koltains are full of bandits. You'd never make it there alive, or at least not completely in one piece.’
You thank Melchar for his help and accept the Captain's offer. He tells you that Leonghi will sail for Nhang in two days' time. As you have a day free in the city, Melchar invites you to go with him to the Caeno Derby tomorrow. He won two tickets in a dice game last night and he would be pleased to give one of them to you. You accept and agree to meet him here in the taproom for breakfast before leaving for the racetrack.
Turn to 110.
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Page 110: You meet with Melchar as planned, and after a meagre breakfast at the inn, you follow the crowds who are making their way through the streets to the Caeno racetrack. This magnificent establishment dominates the city's eastern quarter and it has provided the venue for this spectacular derby for more than a century. Unlike the famous horse races held in Slovia and Lourden, the Caeno Derby is run by guanza—large bipedal lizards that are bred and trained throughout the Southlands. Huge sums are bet on the big race and the owner of the winning guanza stands to collect a purse of 100,000 Nobles.
On entering the racetrack you and your companion make your way through the crowds to the parade enclosures. Melchar is keen to bet on the favourite—Forlu-zhan—but he wants to view the other runners before placing his wager with Wrok the Bookmaker. Having satisfied himself that the favourite will win, he goes off to the betting ring while you stay at the enclosure and watch the guanza lope past. As Forlu-zhan passes by, your Magnakai Discipline of Animal Control tells you that something is wrong. You sense that the favourite has been drugged with a mild tincture of graveweed and that he will be incapable of winning the race. Quickly you hurry to the betting ring to stop Melchar placing his wager. He is about to hand over his money when you catch up with him and tell him what you know. Melchar cancels his bet and Wrok the Bookmaker glares at you with undisguised hatred. He signals to a group of his henchmen and swiftly they surround you both. The moment the race begins you and Melchar are grabbed from behind and manhandled out of the betting ring. Wrok's henchmen bundle you into a tack room below the public stands, but before they can lock the door, you draw your weapon and attack them.
Wrok's Henchmen (6): COMBAT SKILL 38 ENDURANCE 36
If you win this combat, turn to 206.
CR: 32 + 5 (Kaistar) + 5 (Grand Weaponmastery) - 38 = 4
Endurance = 19
YOU HAVE DEFEATED YOUR ENEMY!!
Your Combat Ratio is: 12.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 18 Endurance Points.
Those poor shmucks.
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Page 206: You make a quick search of the dead henchmen and discover the following items:
3 Swords
3 Daggers
8 Nobles
Melchar helps you to hide their bodies before you leave the tackroom. Outside, you discover that the race has ended and that the favourite, Forlu-zhan, came in last. The crowds are bitterly disappointed with the result, but Wrok the Bookmaker is beaming with joy, for he and his conspirators have made a fortune by sabotaging the favourite guanza. He begins to wonder why his henchmen have not returned and, when he looks to the tackroom door, he catches sight of you and Melchar leaving. Frantically he signals to his conspirators to stop you getting away. You see them closing in and you grab Melchar by the arm for fear of losing him among the crowds that are heading for the exit gates.
If you wish to attempt to leave the racetrack by the main exit, turn to 179.
If you wish to try to leave by a side gate, turn to 347.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
You know, it's too bad there was no option of using Deliverance on the guanza and curing it. The look on Wrok's face when the favorite does win would've been excellent.
3DS FC: 0817-3759-2788
Especially since we might loose our new-found friend in the crowd otherwise!
LoL EU West nickname: Irridan
Mingle with the crowd, and if we're spotted we'll cause a ruckus telling them what that dirty cheat did.
Besides, that side gate might be locked...
Hey Secret Santa!
Nintendo ID: Incindium
PSN: IncindiumX
If you possess Elementalism, turn to 318.
If you do not possess this Grand Master Discipline, turn to 89.
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Page 318: You use the power of your Grand Mastery to whip up a cloud of dust from the ground. The sudden whirlwind causes the crowd to panic and a clear space forms around you and your elemental summonation as they fight to get away. You direct the whirling dust cloud at Wrok's henchmen, and as they are engulfed and blinded by it, you and Melchar seize the chance to make good your escape from the racetrack.
Turn to 272.
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Page 272: Melchar leads you back through the streets of Caeno to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of its crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.
‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’
You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.
‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’
Turn to 244.
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Page 244: You find your way to the docks and discover Captain Leonghi's ship moored at the end of the quay. It is a battered old trader that is in desperate need of a lick of paint, but it looks seaworthy enough. The crewman on watch is expecting you and he invites you aboard. The Captain greets you with a wry smile. He has heard stories about the incident at the Caeno Derby yesterday and he insists that you remain in your cabin until the Embassage is safely out at sea. You agree to his request and descend the prow-deck ladder to your cabin below.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 109.
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Page 109: The two-day voyage to Nhang passes swiftly and without incident and you arrive at the port early on the morning of the third day. The entrance to Nhang harbour is noted for its eighty fearsome stone statues, known as ‘The Warriors of Nhang’, which stand in two lines and form a double colonnade out into the sea. Their ferocious granite faces glare down at you unmercifully as the Embassage sails between them and docks at the quay.
Before you disembark, Captain Leonghi warns you to be on your guard while you are in the city. The natives still harbour loyalties to the memory of Shasarak, and recent uprisings have led to the imposition of a dusk-to-dawn curfew. He advises you to go directly to the city of Tiklu and seek out his cousin Gemulkin. He, too, is a merchant captain and he regularly plies a trader between Tiklu and the Port of Suhn. Leonghi gives you a scroll (record this Special Item on your Action Chart as Leonghi's Scroll; you keep it in a pocket of your tunic). It is a letter of introduction which bears his seal, and in it he asks his cousin to take you to Suhn.
You thank the Captain for all his help and then disembark onto Nhang quay. You leave the port area and follow The Street of the Full Moon—the main thoroughfare which bisects the city and ends at its West Gate. Your first impressions of Nhang are mixed. The striking design and construction of its buildings amaze you, but the dismal mood of its natives and the large number of street beggars leave you with the feeling that the city could erupt at any time.
You pass many hundreds of shops and they all appear dingy and uninteresting until you happen upon a triangular building, created by a fork in the road. It has no sign stating its business, but by the nature of the various goods displayed in its window you judge it to be an emporium.
If you wish to enter this shop, turn to 156.
If you wish to continue walking along the street, turn to 281.
Risk the shop, or keep looking for the cousin?
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
Among the items that he has on display are the following which catch your eye:
Sword—2 Nobles
Whip—2 Nobles
Axe—2 Nobles
Bow—3 Nobles
6 Arrows—2 Nobles
Spyglass—3 Nobles
Quill Pen—1 Noble
Pot of Ink—2 Nobles
The owner asks if you have anything you wish to sell. He says that he is particularly interested in Kitaezi artefacts and he will pay the following prices for these items:
Pouch of Seota Dust 10 Nobles
Talisman of Defiance 15 Nobles
Eye of Lhaz 20 Nobles
(If you wish to purchase or sell any of the above items, make the appropriate adjustments to your Action Chart.)
If you possess the Grand Master Discipline of Deliverance, turn to 141.
If you do not possess this skill, turn to 58.
Kind of a lame stock (I sorta wonder why they keep letting us buy weapons with the Kai-Weapon in book now), shame we don't have fancy healing though.
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Page 58: You leave the shop and depart from the city of Nhang through its West Gate, following the main trade road that leads to the city of Jazer, 40 miles to the west. There are many fellow travellers on this road. Some, like you, travel alone and on foot. Others journey in convoys of ox-drawn wagons heavily laden with wares. You try to hitch a ride aboard these convoys but without success, and so you resign yourself to the fact that you have a long day's walk ahead.
At noon you come to a village where the road enters some hilly timberland. A sprawling taverna dominates the village, providing meals for travellers. There are more than a dozen wagons parked outside its doors and many sullen-faced natives are sitting on nearby benches eating their midday meals.
If you wish to stop and enter the taverna, turn to 114.
If you decide to continue on your way without stopping, turn to 323.
Another distraction!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
This may be a dumb question, but is the Talisman of Defiance's bonus being factored into future fights?
Cuuuuuurse yooooou.
Unless I missed something, we currently have:
Quiver, 4xPotion of Laumspur, 4xMeals, Rope, Potion of Alether
Edit: 3 meals, since the max space is 10.
Page 114: The inside of the taverna is crowded with travellers eating their meals, and serving girls rushing to and fro clutching trays piled high with food and ale. All of the tables are occupied and there are no spare places.
‘We're full up—can't you see that!’ bellows a surly waitress. She slams her tray down on a nearby table, startling the meek-faced group of pilgrims who are seated there.
‘If you want food it'll cost you 4 Nobles … and you'll have to eat it outside!’
The meals here are very expensive, but your rumbling stomach reminds you that you are very hungry and the city of Jazer is still half a day's walk away.
If you wish to buy a Meal here, turn to 29.
If you decide not to, turn to 93.
Both choices meet up and we have plenty of gold so I flipped a coin.
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Page 29: You collect and pay for your food and eat it outside. After your meal, you continue along the trade road which soon enters a dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.
As the sun approaches the horizon, the road passes a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect to the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn. It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.
If you wish to find lodgings for the night, turn to 138.
If you decide to sleep in the open, turn to 203.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
If we've got a lot of money, I don't see why not.
Thirded
Nintendo ID: Incindium
PSN: IncindiumX
Fifthed! (If I can do that) Also a shameless /bump
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Get some rest Tag! Not like poor Stormheart here, whom you left awake in the middle of the night, torn between choosing where HE should rest! And not even with a drop of booze! The irony!
Hey Secret Santa!