Happy New Year everyone! Sorry for the extended leave, but between xmas, vacation time, and year end fiscal closing I haven't had much time to myself at my computer :P
Page 138: Following the city's signposts, you make your way to the ferry station. Nearby you find an inexpensive tavern which overlooks the waterfront. A rusting sign bolted to its door states that a room and meal here cost 2 Nobles a night.
If you can afford the price and you wish to enter the tavern, turn to 124.
If you cannot afford the price, or if you choose not to enter the tavern, turn to 36.
Just gonna assume we will pay it. Plus CQ wants booze afterall :P
Page 124: You push open the tavern's creaky door and step into a low-ceilinged room that is poorly lit and furnished. The air is thick with the smell of burning tallow, and customers sit hunched and unspeaking over their glasses of warm rice wine. The one-armed tavern keeper flashes a toothless grin. ‘Wanna room?’ he mutters. You nod and place two coins on the counter and he tosses you a key engraved with the numeral ‘1’.
Your room is located at the rear of the tavern, next to the communal lavatory. You draw upon your Kai skills to suppress your sense of smell and prop a solitary chair beneath the door handle to keep it shut. Apart from the chair, a bare mattress of straw is the only other item of furniture. It is a warm night and you have no need of a blanket and so you lie on the mattress and use your satchel and Backpack for pillows. Soon you have fallen into a deep sleep.
Pick a number from the Random Number Table.
If the number you have picked is 0—4, turn to 341.
Page 341: You wake within the hour and from then on you spend an uncomfortable night during which you are bitten constantly by the fleas which infest your mattress. Your Kai Curing skills protect you from contracting any illness or infection from the bites, but you lose 3 ENDURANCE points due to your lack of rest.
When the sun rises you decide to abandon your attempts at sleeping. You check your equipment and then you leave the tavern and walk to the nearby ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than 100 people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.
If you can afford the price of the crossing, turn to 188.
Page 188: You hand over your money to the ferryman and take a place at the bow. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.
Page 197: During the journey to Tiklu you learn much from Tzai—your talkative companion. He tells you tales about the local history of this region, its ancient legends and heroes, and about the dark days not so long ago when it was ruled by Shasarak, the infamous Wytch-king of Shadaki.
The journey passes swiftly in his good company and you arrive at Tiklu during the afternoon. It is a bustling port which stands at the edge of the Sea of Winds, and is second only in size and importance to the City of Shadaki itself. Tzai is welcomed by the guards on watch at the gate who wave as you pass beneath its mighty arch. It is clear from their reaction that your companion is a popular man. As you travel along a paved avenue towards the heart of Tiklu, Tzai asks where you are going to stay during your visit. When you cannot readily answer his question, he invites you to stay at his house tonight. Gratefully you accept his generous invitation.
Page 150: Tzai's house is located in the centre of the city, opposite the main market square and its municipal buildings. It is a large dwelling and much of it is a warehouse given over to the storage of his goods. You are greeted by his family and he takes great delight in introducing them to you. You meet his brother Chinn, his wife Tuvei, his two teenage daughters Leadu and Leiga, and his young son Undai. His wife and children seem very pleased to have you staying as a guest, but his brother Chinn views you with suspicion. You can tell from his cold reaction that he does not think very highly of foreigners.
Later you share supper with the family and you tell Tzai that tomorrow you will look for Captain Leonghi's cousin, Gemulkin. You hand him the scroll that the Captain gave you and he passes it to his brother. He says that Chinn has many friends at the dock and he asks his brother if he recognizes the name. Chinn shakes his head tersely and barely glances at the scroll before handing it back. He then leaves the table and goes to his room. As you watch him leave, your Sixth Sense tells you that he knows Gemulkin very well.
After supper, Tzai invites you on a tour of his warehouse. While you are looking at the hundreds of fascinating items that he sells, you suddenly hear shouting coming from outside in the main market square. A noisy mob has gathered to denounce Dhanchai, the city's mayor. They are demanding that Koogha, a former Shadakine warlord, be returned to power. The city militia arrive to disperse this unruly crowd, but a struggle breaks out and soon the two sides are fighting openly in the square. Suddenly the warehouse door bursts open and a dozen men armed with knives and clubs begin to loot the shelves. Then Chinn comes running through from the house, alerted by the noise. He is armed with a stave with which he attacks the looters. One of them knocks it from his hand and another grabs him from behind and pins his arms to his side. Tzai screams as a third looter advances towards his helpless brother with a knife in his hand.
If you have a Bow, and wish to use it, turn to 233.
Page 233: You aim and fire your Arrow at the looter as he raises his knife, and your shaft buries itself in his chest. As he spins to the ground, the other men push Chinn aside and come rushing at you to avenge their fallen comrade. You shoulder your Bow and draw your Kai Weapon in readiness to meet their attack.
Looters: COMBAT SKILL 34 ENDURANCE 29
If you win this combat, turn to 257.
CR: 32 + 7 (Kaistar, seems to be night) + 5 (Grand Weaponmastery) +2 (amulet) - 34 = 12
Endurance = 13
YOU HAVE DEFEATED YOUR ENEMY!!
Your Combat Ratio is: 12.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 13 Endurance Points.
Page 257: The remaining looters flee from Tzai's warehouse, pausing only to pick up and carry with them the bodies of their confederates who fell to your deadly blows. You help Tzai and his brother to secure the warehouse doors by barricading them with crates and barrels. Once this has been achieved, the three of you return to the house to check that Tuvei and the children are safe.
Soon the militia gain control of the main square and the mob disperses. Chinn thanks you for saving his life, and he apologizes for the way he has behaved since your arrival. He tells you that Gemulkin is an old friend of his and he offers to take you to see him first thing in the morning.
Page 275: Next morning you bid farewell to Tzai and his family before accompanying Chinn to the docks. Moored at a jetty by the old harbour wall is a sleek-prowed merchant trader called the Vargas that flies a Suhnese flag. Chinn takes you aboard this vessel and you meet with Gemulkin in his cabin at the stern. He is a wiry man with a hooked nose and close-set eyes that gives him an expression of sly cunning. Yet his voice is deep and resonant and you can tell that he is someone who is used to commanding respect. By way of introduction you present him with the scroll that his cousin gave you, and he smiles as he reads it.
‘If I had a Noble for every favour I've done him over the years, I'd be a rich man,’ he says, jokingly. Then he furls the scroll and places it in the drawer of his chart table (erase this item from your Action Chart).
‘Welcome aboard, Journeyman. Pay no attention to my jest. I owe my cousin more favours than I care to remember. You're welcome to sail with us to Suhn on the noon tide. All I ask is that you work your passage.’
You agree to Gemulkin's terms and shake his hand to seal the deal. He calls for one of his crew to come and show you to your bunk, but before you go with him you bid farewell to Chinn. He thanks you again, not only for saving his life but also for curing him of his distrust of foreigners.
The Vargas sets sail on the noon tide. It is carrying a valuable cargo of silk, and Gemulkin is anxious that it should arrive safely in Suhn. He expects the voyage to last four days. During your first day aboard you help the crew with their duties and listen to their tales about the Sea of Winds. Gemulkin has ordered the crew to be especially vigilant on this voyage, for pirate raiders from northern waters have become more daring of late. The ships of the Freedom Guild patrol the Sea of Winds to deter buccaneers, yet they cannot guarantee safe passage to any ship once it passes beyond Shuri Point.
On the morning of the third day the lookout sights Shuri Point in the distance. As the Vargas swings around this rocky cape, you see a storm brewing on the horizon. A cluster of black clouds hovers menacingly over the sea, discharging bolts of lightning that arc back and forth between the shore and the surface of the ocean.
If you possess Elementalism, and wish to use it, turn to 329.
If you possess Kai-alchemy, and wish to use it, turn to 191.
If you possess neither of these skills, or if you choose not to use them, turn to 76.
Page 191: Using the Brotherhood Spell Sense Evil you are able to detect that this is no ordinary storm—it is the result of an evil elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the Captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.
Page 100: Sailing towards you across the Sea of Winds come three pirate ships. They are long and low and rakish, with sleek black hulls and armoured decking. Their scarlet sails are filled by a gusting wind and they move through the water with a silent, ominous speed.
Trapped between storm and buccaneers, Gemulkin faces a difficult decision. He can either confront the approaching raiders or brave the dangers of the storm. He chooses the latter, and as the Vargas swings back once more towards Shuri Point, the buccaneers hold off and wait expectantly for the storm to lay claim to your vulnerable ship.
Page 25: Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck and slammed against the wheelhouse: lose 3 ENDURANCE points.
Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship's wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin's courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship's survival.
Page 230: From out of the dark clouds there descends a winged horror that freezes the blood of all who gaze upon it. Heavily muscled and sheathed in a glistening green skin, this nightmarish creature lands upon the main deck and glares at the terrified crewmen through slitted eyes. Its wings shrink and melt into its shoulders and from its fang-filled mouth there issues a chilling hiss. In the next instant, it springs among the stunned crew to wreak carnage with its razor-tipped claws. In their terror, many men throw themselves into the sea to avoid the beast's deadly talons. Relentlessly it forges its way towards the stern and climbs the steps to the rear deck where it stares at Gemulkin hungrily. The Captain fumbles to release himself from the wheel as the creature looms closer. Clearly it intends to slay him and you know you must act quickly if you are to save Gemulkin from a terrible fate.
If you possess a Bow, and wish to use it, turn to 165.
If you possess Magi-magic, and wish to use it, turn to 47.
If you possess Kai-alchemy, and wish to use it, turn to 313.
If you possess neither a Bow, nor any of these skills, or if you choose not to use them, turn to 181.
Page 165: You brace yourself against the gunwale and draw an Arrow to your Bow. Taking careful aim, you let it fly towards the creature's head. The beast senses its approach and lashes out at the onrushing missile with its clawed hand in an attempt to slap it away. The Arrow's steel tip skewers its hand and the beast shrieks with pain as green ichor drips freely from the wound. Then, to your shocked surprise, it bites the shaft in two and spits the pieces back at you.
Page 219:Angered by the pain of its wound, the creature turns it ghastly stare on you and hisses vehemently. Quickly you shoulder your Bow and reach for your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and raise your weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound in its chest, making it shriek loudly. But it recovers and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 307.
Page 307: You land on your back with a jolt that leaves you gasping for breath, yet you sustain no injury from your fall. You have landed on a bale of silk, one of dozens stacked in this cargo hold. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll off the bale as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes the silk bale to ribbons.
Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.
If you wish to attack the creature while its talons are stuck firmly in the hull, turn to 82.
If you choose to use this opportunity to try to evade the creature, turn to 143.
Hey hey! I real choice finally.
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
ConnoQuicksilverCurrent blackout status: Mass Effect 3, Batman: ACAthens. GreeceRegistered Userregular
Eeeehhhhh... attack with only 10 endurance? Are we really sure we can take this bastard down with one hit? We won't get a second chance, so better use some Laumspur first if we have it.
Page 82:You raise your Kai Weapon and launch a swipe at the creature's neck. With stunning speed, the beast grabs your forearm with its free claw and stops you landing your blow. Its talons bite into your flesh and its crushing strength makes it hard for you to keep hold of your weapon: lose 3 ENDURANCE points.
The deck lurches as the ship is hit by a wave and the sudden movement throws the creature off-balance. As its grip slackens momentarily, you are able to twist yourself free from its claws and escape into an adjacent cargo hold.
Turn to 344.
Down to 7 endurance.
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Page 344:You run through an open bulkhead door into an adjacent cargo area that is stacked with crates of food and barrels of water. On the far side of this hold you see a wooden ladder that ascends to a hatch in the foredeck. Your Kai senses detect that there is also a concealed trapdoor in the floor of the hold, close to the base of the ladder.
Suddenly you hear the cracking of timbers and you sense that the creature has freed its claws from the wall of the cargo hold behind you. You hear the snake-like hiss of its breath and you know that you have but a few seconds before it will come rushing through open bulkhead door.
If you wish to hide among the crates and barrels, turn to 254.
If you wish to climb the ladder to the foredeck hatch, turn to 31.
If you wish to open the concealed trapdoor in the floor, turn to 112.
Backpack: Quiver, 4xPotion of Laumspur, 3xMeals, Rope, Potion of Alether. I'm also pretty certain we have our Deliverance heal (+20hp) on us. (Forgot that was Lone Wolf's thing.)
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
Page 112 You prise open the trapdoor and discover a secret compartment, built for the smuggling of contraband. The compartment is empty but it is of no use—it is too small a space in which to hide. You glance at the doorway and see the creature rushing towards the hold. You cannot hope to hide from it now. Your Sixth Sense tells you that it wants the Moonstone and that it will stop at nothing to take it from you.
If you wish to stand and fight the creature, turn to 270.
If you choose to try to evade it by climbing the ladder to the foredeck hatch, turn to 242.
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
As per tradition, I'll wait till tomorrow night to do an update (holiday weekend anyway :P). However, don't forget we have enough Potions of Laumspur to recover up to 16 health. But yeah, the 10 hp natural recovery per adventure is a real bitch of a limitation.
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
Page 242: You grab the sides of the ladder and climb towards the hatch. The rungs are slippery and the slick leather of your soles does not make for a speedy ascent. Then you hear a loud hissing and you look down to see that the creature is directly below you. Suddenly the ladder lurches violently as the ship is struck by another wave. There is a loud roar, and then the hatch above your head collapses and you are hit by a deluge of seawater that sweeps you off the ladder. You crash down upon the creature's head, stunning it, and the force of your fall sends it reeling to the floor.
Frantically you scramble to your feet and reach for your Kai Weapon to finish off the beast before it can recover. But to your horror you discover that your weapon is not at your side; it fell from your belt when you were swept off the ladder. You look around and catch sight of it sliding across the floor towards the bulkhead door.
If you wish to retrieve your Kai Weapon, turn to 227.
If you choose to attack the beast with a normal weapon, before it fully recovers, turn to 176.
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 227: You leap over the stunned creature to get to your Kai Weapon, but it senses your presence and blindly it lashes out at your legs with a sweep of its razor-sharp claws.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your ENDURANCE score is 14 or lower, deduct 1. If your ENDURANCE score is 15 or higher, add 1.
If your total score is now 4 or less, turn to 208.
If it is 5 or more, turn to 11.
We rolled a 6+2-1=7
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Page 11: As you leap, you draw your legs up high enough to avoid being slashed by the creature's talons. On landing you quickly retrieve your Kai Weapon and turn to attack the beast before it can fully recover its senses.
Zhürc: COMBAT SKILL 51 ENDURANCE 39
Due to the advantage of your initial attack, ignore any ENDURANCE point losses that you sustain in the first round of this fight.
If you win the fight, turn to 50.
CR: 32 + 5 (Kaistar, does not seem to be night) + 5 (Grand Weaponmastery) +2 (amulet) - 51 = -7
Endurance = 7
I'm gonna go ahead and chug a potion, bringing us to 11 hp.
Also, turning on Kai-Surge, our CR is now at +1
Your Random Number is: 7
Your Enemy took 10 damage -
and now has 29 Endurance Points.
Stormheart took 1 damage - [Ignored, but we take 1 damage from Kai Surge anyway]
and now has 10 Endurance Points.
Your Random Number is: 9
Your Enemy took 12 damage -
and now has 17 Endurance Points.
Stormheart took 0 damage -
and now has 9 Endurance Points
Your Random Number is: 2
Your Enemy took 5 damage -
and now has 12 Endurance Points.
Stormheart took 4 damage -
and now has 5 Endurance Points.
Chugging another potion to put us at 9 and reactivate Kai-Surge
Your Random Number is: 7
Your Enemy took 10 damage -
and now has 2 Endurance Points.
Stormheart took 1 damage -
and now has 7 Endurance Points.
YOU HAVE DEFEATED YOUR ENEMY!!
Stormheart took 2 total damage -
and now has 4 Endurance Points.
Close one!
______________________________________________
Page 50: The moment you strike the killing blow, the creature's body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone. You are pondering who could be responsible for the creature's creation and presence here when suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.
If you possess Kai-alchemy, turn to 127.
If you do not, turn to 248.
______________________________________________
Page 127: You go to the foot of the hatch ladder and recite the words of the Brotherhood Spell Levitation. As you rise, you guide yourself through the hatch and emerge on the foredeck. Quickly you cancel the spell for fear of becoming entangled in the rigging and ruined sails that lie strewn across the decks of this doomed trader. Every mast has fallen and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.
Turn to 4.
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Page 4: You fight your way to the surface of the churning sea and gulp a lungful of air. All about you are flailing lumps of debris, foaming bubbles, and treacherous strands of rope and canvas that threaten to entangle your limbs and drag you to your doom. Breathing hard, you fill your lungs and feed oxygen to your blood before diving deep below the flotsam of the dying ship. You surface beyond the debris and swim for the shore, now less than a mile distant.
The waves bring you ashore upon a rocky beach where you crawl for shelter among boulders at the base of a chalk cliff. From here you see the wreck of the Vargas come drifting towards the shoreline to be smashed to pieces on the rocks. Gangs of men are pacing the beach, salvaging cargo and slaying any crewman who is washed ashore alive. They are wreckers, and your Kai senses tell you that they are led by an evil magician who possesses great power. You can feel the aura of his presence nearby, high upon the cliffs, and you know that he has been responsible for the wicked destruction of the Vargas and its crew.
Using your Kai camouflage skills to keep yourself hidden from the wreckers, you hurry away along the rocky coast. During your escape, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 290.
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Page 290: or two days you follow this shoreline which borders upon the Sea of Dreams. You feed upon the plentiful supply of marine life that you find at low tide in rockpools and caves, and you avoid the natives of the coastal villages through which you take care to pass only at night.
During the morning of the third day you catch your first sighting of the Port of Suhn and your spirits rise. It sits upon an islet at the mouth of the River Azan, and it is a most welcoming sight. There have been many times during your long voyage south that you feared you might not live to ever see this city.
You continue your trek and enter Suhn by means of a grand wooden bridge. It spans the Azan and leads directly to the harbour. You stop to admire the great harbour gate of Suhn. It is a magnificent arch that is decorated with likenesses of the heads of every ruler this city has known. You count 120 heads in all, the last in the line being that of the city's present ruler—Grey Star. The harbour is filled with low, wide boats, many with makeshift shelters, that rock gently on the tide. Native families crowd these vessels, their menfolk working long hours at the busy quayside and trading wharves nearby. Passing through the harbour you see several patrols of City Guardsmen who are heavily armed and quick to stop anyone they consider to be suspicious. There is an underlying sense of unease about the place, a tension that reminds you of Nhang. You decide it would be wise to avoid the City Guards and so you leave the harbour and go in search of Lord Zinair, the Dessian ambassador. Beyond the harbour gate you see that there are only two thoroughfares. One leads directly to Suhn's Market Square and the other, the Avenue of the Southern Seas, wends its way into the city's trade quarter.
If you wish to follow the street that leads to the Market Square, turn to 116.
If you choose to enter the Avenue of the Southern Seas, turn to 194.
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
Could you clarify, Trade Quarter or the Market? Gonna assume the Market.
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 116: As soon as you walk into the busy market square you are assailed from all sides by merchants eager to sell their wares. All manner of goods are offered but most are of little or no use to you. As you push your way through the merchants, you notice a market stall that sells healing concoctions. One of these is Laumspur for which the vendor is asking 2 Nobles per potion. (Each Potion of Laumspur restores 4 ENDURANCE points when consumed after combat.)
If you wish to ask the vendor if he knows the whereabouts of Lord Zinair, turn to 238.
If you choose to leave the stall and continue across the square, turn to 53.
Buying the potion
Trust the merchant or keep our objective hidden?
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 53:On reaching the far side of the square, you see a narrow street flanked on either side by slums and hovels. You reason it unlikely that you would find Lord Zinair living in such a poor district, and so you stop for a few moments to consider where best to look for him. You decide that you should find someone who knows the city well, someone who is sure to have heard of the Dessian ambassador. Looking around the square you can see only two likely sources of this information: a Soothsayer's Shop, and a City Guard patrol.
If you wish to enquire at the Soothsayer's Shop, turn to 71.
If you wish to ask the City Guards, turn to 172.
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 71: On entering the shop you are greeted by a tall woman with pale skin and long black hair. She wears plain robes of brown cloth and a miniature crystal ball that dangles from a chain around her neck.
‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’
You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador.
She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’
If you wish to pay the Soothsayer 5 Nobles (or 5 Gold Crowns), turn to 283.
If you do not have enough money, or if you choose not to pay the sum she requests, turn to 64.
_________________________________________________
Page 283: You count out five coins into her hand and in return she tells you that Lord Zinair resides in the city's North Quarter, at the Dessian Consulate. She writes the directions to the consulate on a scrap of parchment and gives this to you. Upon leaving her shop, you follow her written directions and arrive there within the hour. With mounting anticipation, you climb the front steps of the consulate building and knock on its stout oak door.
Turn to 250.
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Page 250: Slowly the door opens to reveal a grey-haired man clad in the robes of a High Council Elder of Dessi. At first his sea-blue eyes and lordly countenance are fixed in seriousness, but then he recognizes the insignia of your Kai tunic and his stern face breaks into a warm and welcoming smile.
‘Praise the Gods! You have arrived, Grand Master. I feared that you and your precious cargo had been lost at Ghol-Tabras. I am Zinair. Please, please, come inside.’
Lord Zinair ushers you into the consulate and asks you to wait in his private chambers. After he has taken the precaution of dismissing his staff, he joins you there. He had expected your arrival weeks ago and had almost abandoned hope that he would ever see you alive, fearing that you had fallen foul of Sesketera. When you recount all the perils of your journey from Elzian, Zinair is doubly amazed that you are with him now. You reassure him that you still have the Moonstone and you offer to show him the precious artefact, but he declines your offer saying that it would be safer for you both if it were to remain within its korlinium satchel.
Zinair suggests that you bathe and eat and avail yourself of the many luxuries that the consulate has to offer. He suggests that after you are rested you meet again later so that you may discuss the final and most vital part of your mission.
Turn to 186.
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Page 186: Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.
‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’
You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.
‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Grand Master. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’
It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my Lord. I am ready.’
Zinair smiles. ‘So be it, Grand Master. But now you must sleep, for you sail at dawn.’
Turn to 214.
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Page 214: You are awoken shortly before dawn by Lord Zinair who helps you prepare your weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.
Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 107.
If it is 5–9, turn to 2.
I can't believe we don't get a full heal here.... We got an 8
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Page 2: When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary—a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You can feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.
You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.
The eerie voice laughs and you steel yourself to meet its mental challenge.
How great in number are the Warriors of Nhang?
If you think you know the answer to this challenge, turn now to the section which is the same as your answer.
If you do not know the answer to this challenge, turn to 303.
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 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.
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.
Page 80: The moment you voice the answer to the challenge, the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn—the mystical realm of the exiled Shianti.
To continue, turn to 15.
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Page 15: The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant's heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.
Through the blinding glare of the sun's rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.
Welcome, Grand Master, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.
Turn to 350.
Oh sure, give us a full heal on the second to last page...
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Page 350: The Shianti escort you from the beach to a wondrous edifice—the sacred Temple of Amida—which stands upon a high spur of rock commanding a spectacular view of the four corners of their magical isle. Here in a formal ceremony you receive the thanks and praise of Acarya—the leader of the Shianti exiles. Solemnly he vows to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again will its powers disrupt Magnamund's delicate balance of nature, nor be misused by the forces of Evil.
After the ceremony, the Shianti show you some of the magical wonders of their island that have never before been seen by Man. You marvel at flowing rivers of jewels, fabulous flora, and species of exotic fauna that defy description. After your tour of this paradise isle you are allowed to rest awhile before you are escorted to your boat to begin your journey back to the Port of Suhn.
Your return voyage across the Sea of Dreams is swift and eerily smooth. You sense that your direction and speed are being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appears from out of the swirling sea mist. A stiff breeze catches your sail and propels you towards the quayside where, to your astonishment, Lord Zinair is waiting to greet your valiant return.
Congratulations, Grand Master. Once more you have proved your courage and resourcefulness. You have completed the quest entrusted to you by Lone Wolf and you have triumphed magnificently. The safe return of the Moonstone to the Shianti is a major victory in the war against Evil, but it is a war that is still yet to be won. Upon your return to the Port of Suhn you learn from Lord Zinair of a new and sinister threat to the fragile peace of your world. If you wish to confront this deadly threat and prove that you are truly a champion of the New Order Kai, then the nature of the challenge can be found in the next exciting Lone Wolf adventure, entitled:
Mydnight's Hero!
Congratulations Wolf Pack. A well timed conclusion, I'll start the next book on Monday.
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
Page 138: Following the city's signposts, you make your way to the ferry station. Nearby you find an inexpensive tavern which overlooks the waterfront. A rusting sign bolted to its door states that a room and meal here cost 2 Nobles a night.
If you can afford the price and you wish to enter the tavern, turn to 124.
If you cannot afford the price, or if you choose not to enter the tavern, turn to 36.
Just gonna assume we will pay it. Plus CQ wants booze afterall :P
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Page 124: You push open the tavern's creaky door and step into a low-ceilinged room that is poorly lit and furnished. The air is thick with the smell of burning tallow, and customers sit hunched and unspeaking over their glasses of warm rice wine. The one-armed tavern keeper flashes a toothless grin. ‘Wanna room?’ he mutters. You nod and place two coins on the counter and he tosses you a key engraved with the numeral ‘1’.
Your room is located at the rear of the tavern, next to the communal lavatory. You draw upon your Kai skills to suppress your sense of smell and prop a solitary chair beneath the door handle to keep it shut. Apart from the chair, a bare mattress of straw is the only other item of furniture. It is a warm night and you have no need of a blanket and so you lie on the mattress and use your satchel and Backpack for pillows. Soon you have fallen into a deep sleep.
Pick a number from the Random Number Table.
If the number you have picked is 0—4, turn to 341.
If it is 5—9, turn to 223.
Rolled a 2.
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Page 341: You wake within the hour and from then on you spend an uncomfortable night during which you are bitten constantly by the fleas which infest your mattress. Your Kai Curing skills protect you from contracting any illness or infection from the bites, but you lose 3 ENDURANCE points due to your lack of rest.
When the sun rises you decide to abandon your attempts at sleeping. You check your equipment and then you leave the tavern and walk to the nearby ferry station. You can see the ferry approaching across the strait. It is loaded with carts and horses and more than 100 people. A queue has formed at the station gate where a ferryman is waiting to collect the crossing fare. A board slung around his chest informs you that the price of the crossing is 2 Nobles.
If you can afford the price of the crossing, turn to 188.
If you do not have 2 Nobles, turn to 287.
Endurance down to 13 by my count.
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Page 188: You hand over your money to the ferryman and take a place at the bow. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.
Turn to 197.
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Page 197: During the journey to Tiklu you learn much from Tzai—your talkative companion. He tells you tales about the local history of this region, its ancient legends and heroes, and about the dark days not so long ago when it was ruled by Shasarak, the infamous Wytch-king of Shadaki.
The journey passes swiftly in his good company and you arrive at Tiklu during the afternoon. It is a bustling port which stands at the edge of the Sea of Winds, and is second only in size and importance to the City of Shadaki itself. Tzai is welcomed by the guards on watch at the gate who wave as you pass beneath its mighty arch. It is clear from their reaction that your companion is a popular man. As you travel along a paved avenue towards the heart of Tiklu, Tzai asks where you are going to stay during your visit. When you cannot readily answer his question, he invites you to stay at his house tonight. Gratefully you accept his generous invitation.
Turn to 150.
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Page 150: Tzai's house is located in the centre of the city, opposite the main market square and its municipal buildings. It is a large dwelling and much of it is a warehouse given over to the storage of his goods. You are greeted by his family and he takes great delight in introducing them to you. You meet his brother Chinn, his wife Tuvei, his two teenage daughters Leadu and Leiga, and his young son Undai. His wife and children seem very pleased to have you staying as a guest, but his brother Chinn views you with suspicion. You can tell from his cold reaction that he does not think very highly of foreigners.
Later you share supper with the family and you tell Tzai that tomorrow you will look for Captain Leonghi's cousin, Gemulkin. You hand him the scroll that the Captain gave you and he passes it to his brother. He says that Chinn has many friends at the dock and he asks his brother if he recognizes the name. Chinn shakes his head tersely and barely glances at the scroll before handing it back. He then leaves the table and goes to his room. As you watch him leave, your Sixth Sense tells you that he knows Gemulkin very well.
After supper, Tzai invites you on a tour of his warehouse. While you are looking at the hundreds of fascinating items that he sells, you suddenly hear shouting coming from outside in the main market square. A noisy mob has gathered to denounce Dhanchai, the city's mayor. They are demanding that Koogha, a former Shadakine warlord, be returned to power. The city militia arrive to disperse this unruly crowd, but a struggle breaks out and soon the two sides are fighting openly in the square. Suddenly the warehouse door bursts open and a dozen men armed with knives and clubs begin to loot the shelves. Then Chinn comes running through from the house, alerted by the noise. He is armed with a stave with which he attacks the looters. One of them knocks it from his hand and another grabs him from behind and pins his arms to his side. Tzai screams as a third looter advances towards his helpless brother with a knife in his hand.
If you have a Bow, and wish to use it, turn to 233.
If you do not, turn to 105.
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Page 233: You aim and fire your Arrow at the looter as he raises his knife, and your shaft buries itself in his chest. As he spins to the ground, the other men push Chinn aside and come rushing at you to avenge their fallen comrade. You shoulder your Bow and draw your Kai Weapon in readiness to meet their attack.
Looters: COMBAT SKILL 34 ENDURANCE 29
If you win this combat, turn to 257.
CR: 32 + 7 (Kaistar, seems to be night) + 5 (Grand Weaponmastery) +2 (amulet) - 34 = 12
Endurance = 13
Your Combat Ratio is: 12.
The combat lasted 1 round(s).
Stormheart took 0 total damage -
and now has 13 Endurance Points.
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Page 257: The remaining looters flee from Tzai's warehouse, pausing only to pick up and carry with them the bodies of their confederates who fell to your deadly blows. You help Tzai and his brother to secure the warehouse doors by barricading them with crates and barrels. Once this has been achieved, the three of you return to the house to check that Tuvei and the children are safe.
Soon the militia gain control of the main square and the mob disperses. Chinn thanks you for saving his life, and he apologizes for the way he has behaved since your arrival. He tells you that Gemulkin is an old friend of his and he offers to take you to see him first thing in the morning.
Turn to 275.
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Page 275: Next morning you bid farewell to Tzai and his family before accompanying Chinn to the docks. Moored at a jetty by the old harbour wall is a sleek-prowed merchant trader called the Vargas that flies a Suhnese flag. Chinn takes you aboard this vessel and you meet with Gemulkin in his cabin at the stern. He is a wiry man with a hooked nose and close-set eyes that gives him an expression of sly cunning. Yet his voice is deep and resonant and you can tell that he is someone who is used to commanding respect. By way of introduction you present him with the scroll that his cousin gave you, and he smiles as he reads it.
‘If I had a Noble for every favour I've done him over the years, I'd be a rich man,’ he says, jokingly. Then he furls the scroll and places it in the drawer of his chart table (erase this item from your Action Chart).
‘Welcome aboard, Journeyman. Pay no attention to my jest. I owe my cousin more favours than I care to remember. You're welcome to sail with us to Suhn on the noon tide. All I ask is that you work your passage.’
You agree to Gemulkin's terms and shake his hand to seal the deal. He calls for one of his crew to come and show you to your bunk, but before you go with him you bid farewell to Chinn. He thanks you again, not only for saving his life but also for curing him of his distrust of foreigners.
The Vargas sets sail on the noon tide. It is carrying a valuable cargo of silk, and Gemulkin is anxious that it should arrive safely in Suhn. He expects the voyage to last four days. During your first day aboard you help the crew with their duties and listen to their tales about the Sea of Winds. Gemulkin has ordered the crew to be especially vigilant on this voyage, for pirate raiders from northern waters have become more daring of late. The ships of the Freedom Guild patrol the Sea of Winds to deter buccaneers, yet they cannot guarantee safe passage to any ship once it passes beyond Shuri Point.
On the morning of the third day the lookout sights Shuri Point in the distance. As the Vargas swings around this rocky cape, you see a storm brewing on the horizon. A cluster of black clouds hovers menacingly over the sea, discharging bolts of lightning that arc back and forth between the shore and the surface of the ocean.
If you possess Elementalism, and wish to use it, turn to 329.
If you possess Kai-alchemy, and wish to use it, turn to 191.
If you possess neither of these skills, or if you choose not to use them, turn to 76.
Both lead to the same place.
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Page 191: Using the Brotherhood Spell Sense Evil you are able to detect that this is no ordinary storm—it is the result of an evil elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the Captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.
Turn to 100.
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Page 100: Sailing towards you across the Sea of Winds come three pirate ships. They are long and low and rakish, with sleek black hulls and armoured decking. Their scarlet sails are filled by a gusting wind and they move through the water with a silent, ominous speed.
Trapped between storm and buccaneers, Gemulkin faces a difficult decision. He can either confront the approaching raiders or brave the dangers of the storm. He chooses the latter, and as the Vargas swings back once more towards Shuri Point, the buccaneers hold off and wait expectantly for the storm to lay claim to your vulnerable ship.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 25.
If it is 5–9, turn to 147.
We got a 2 again.
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Page 25: Gemulkin orders the crew to hoist the sails and secure the decks before the Vargas plunges into the heart of the raging storm. You brace yourself for the rough passage, yet you are stunned by the sheer, breathtaking violence of the storm. It pounds the decks and lifts the hull clear from the water. As the ship lurches wildly, you are thrown across the aft deck and slammed against the wheelhouse: lose 3 ENDURANCE points.
Through the blinding spray, you see the helmsman lose his footing and fall overboard. His cry alerts Gemulkin who battles his way bravely to the ship's wheel. To prevent himself from being swept overboard, he fixes his belt to the hub of the wheel and then he fights to turn his ship into a towering wave, to save her from capsizing. A mighty wave crashes against the prow and Gemulkin's courageous action saves the Vargas from being split it two. It rides the wave and emerges from the storm into calmer waters beyond. You thank Ishir that you have survived this ordeal, yet it soon becomes apparent that the storm is merely the prelude to an even greater threat to the ship's survival.
Turn to 230.
Endurance at 10.
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Page 230: From out of the dark clouds there descends a winged horror that freezes the blood of all who gaze upon it. Heavily muscled and sheathed in a glistening green skin, this nightmarish creature lands upon the main deck and glares at the terrified crewmen through slitted eyes. Its wings shrink and melt into its shoulders and from its fang-filled mouth there issues a chilling hiss. In the next instant, it springs among the stunned crew to wreak carnage with its razor-tipped claws. In their terror, many men throw themselves into the sea to avoid the beast's deadly talons. Relentlessly it forges its way towards the stern and climbs the steps to the rear deck where it stares at Gemulkin hungrily. The Captain fumbles to release himself from the wheel as the creature looms closer. Clearly it intends to slay him and you know you must act quickly if you are to save Gemulkin from a terrible fate.
If you possess a Bow, and wish to use it, turn to 165.
If you possess Magi-magic, and wish to use it, turn to 47.
If you possess Kai-alchemy, and wish to use it, turn to 313.
If you possess neither a Bow, nor any of these skills, or if you choose not to use them, turn to 181.
The choices all meet up again.
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Page 165: You brace yourself against the gunwale and draw an Arrow to your Bow. Taking careful aim, you let it fly towards the creature's head. The beast senses its approach and lashes out at the onrushing missile with its clawed hand in an attempt to slap it away. The Arrow's steel tip skewers its hand and the beast shrieks with pain as green ichor drips freely from the wound. Then, to your shocked surprise, it bites the shaft in two and spits the pieces back at you.
Turn to 219.
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Page 219:Angered by the pain of its wound, the creature turns it ghastly stare on you and hisses vehemently. Quickly you shoulder your Bow and reach for your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and raise your weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound in its chest, making it shriek loudly. But it recovers and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 307.
If it is 5–9, turn to 266.
We got a 0 this time.
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Page 307: You land on your back with a jolt that leaves you gasping for breath, yet you sustain no injury from your fall. You have landed on a bale of silk, one of dozens stacked in this cargo hold. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll off the bale as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes the silk bale to ribbons.
Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.
If you wish to attack the creature while its talons are stuck firmly in the hull, turn to 82.
If you choose to use this opportunity to try to evade the creature, turn to 143.
Hey hey! I real choice finally.
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
3DS FC: 0817-3759-2788
Hey Secret Santa!
Page 82:You raise your Kai Weapon and launch a swipe at the creature's neck. With stunning speed, the beast grabs your forearm with its free claw and stops you landing your blow. Its talons bite into your flesh and its crushing strength makes it hard for you to keep hold of your weapon: lose 3 ENDURANCE points.
The deck lurches as the ship is hit by a wave and the sudden movement throws the creature off-balance. As its grip slackens momentarily, you are able to twist yourself free from its claws and escape into an adjacent cargo hold.
Turn to 344.
Down to 7 endurance.
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Page 344:You run through an open bulkhead door into an adjacent cargo area that is stacked with crates of food and barrels of water. On the far side of this hold you see a wooden ladder that ascends to a hatch in the foredeck. Your Kai senses detect that there is also a concealed trapdoor in the floor of the hold, close to the base of the ladder.
Suddenly you hear the cracking of timbers and you sense that the creature has freed its claws from the wall of the cargo hold behind you. You hear the snake-like hiss of its breath and you know that you have but a few seconds before it will come rushing through open bulkhead door.
If you wish to hide among the crates and barrels, turn to 254.
If you wish to climb the ladder to the foredeck hatch, turn to 31.
If you wish to open the concealed trapdoor in the floor, turn to 112.
Backpack: Quiver, 4xPotion of Laumspur, 3xMeals, Rope, Potion of Alether. I'm also pretty certain we have our Deliverance heal (+20hp) on us. (Forgot that was Lone Wolf's thing.)
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
door that is
Nintendo ID: Incindium
PSN: IncindiumX
If you wish to stand and fight the creature, turn to 270.
If you choose to try to evade it by climbing the ladder to the foredeck hatch, turn to 242.
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
Climb the ladder and let's hope we can somehow escape.
Hey Secret Santa!
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Frantically you scramble to your feet and reach for your Kai Weapon to finish off the beast before it can recover. But to your horror you discover that your weapon is not at your side; it fell from your belt when you were swept off the ladder. You look around and catch sight of it sliding across the floor towards the bulkhead door.
If you wish to retrieve your Kai Weapon, turn to 227.
If you choose to attack the beast with a normal weapon, before it fully recovers, turn to 176.
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
Do we even have a normal weapon?
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your ENDURANCE score is 14 or lower, deduct 1. If your ENDURANCE score is 15 or higher, add 1.
If your total score is now 4 or less, turn to 208.
If it is 5 or more, turn to 11.
We rolled a 6+2-1=7
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Page 11: As you leap, you draw your legs up high enough to avoid being slashed by the creature's talons. On landing you quickly retrieve your Kai Weapon and turn to attack the beast before it can fully recover its senses.
Zhürc: COMBAT SKILL 51 ENDURANCE 39
Due to the advantage of your initial attack, ignore any ENDURANCE point losses that you sustain in the first round of this fight.
If you win the fight, turn to 50.
CR: 32 + 5 (Kaistar, does not seem to be night) + 5 (Grand Weaponmastery) +2 (amulet) - 51 = -7
Endurance = 7
Also, turning on Kai-Surge, our CR is now at +1
Your Random Number is: 7
Your Enemy took 10 damage -
and now has 29 Endurance Points.
Stormheart took 1 damage - [Ignored, but we take 1 damage from Kai Surge anyway]
and now has 10 Endurance Points.
Your Random Number is: 9
Your Enemy took 12 damage -
and now has 17 Endurance Points.
Stormheart took 0 damage -
and now has 9 Endurance Points
Your Random Number is: 2
Your Enemy took 5 damage -
and now has 12 Endurance Points.
Stormheart took 4 damage -
and now has 5 Endurance Points.
Chugging another potion to put us at 9 and reactivate Kai-Surge
Your Random Number is: 7
Your Enemy took 10 damage -
and now has 2 Endurance Points.
Stormheart took 1 damage -
and now has 7 Endurance Points.
YOU HAVE DEFEATED YOUR ENEMY!!
Stormheart took 2 total damage -
and now has 4 Endurance Points.
Close one!
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Page 50: The moment you strike the killing blow, the creature's body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone. You are pondering who could be responsible for the creature's creation and presence here when suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.
If you possess Kai-alchemy, turn to 127.
If you do not, turn to 248.
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Page 127: You go to the foot of the hatch ladder and recite the words of the Brotherhood Spell Levitation. As you rise, you guide yourself through the hatch and emerge on the foredeck. Quickly you cancel the spell for fear of becoming entangled in the rigging and ruined sails that lie strewn across the decks of this doomed trader. Every mast has fallen and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.
Turn to 4.
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Page 4: You fight your way to the surface of the churning sea and gulp a lungful of air. All about you are flailing lumps of debris, foaming bubbles, and treacherous strands of rope and canvas that threaten to entangle your limbs and drag you to your doom. Breathing hard, you fill your lungs and feed oxygen to your blood before diving deep below the flotsam of the dying ship. You surface beyond the debris and swim for the shore, now less than a mile distant.
The waves bring you ashore upon a rocky beach where you crawl for shelter among boulders at the base of a chalk cliff. From here you see the wreck of the Vargas come drifting towards the shoreline to be smashed to pieces on the rocks. Gangs of men are pacing the beach, salvaging cargo and slaying any crewman who is washed ashore alive. They are wreckers, and your Kai senses tell you that they are led by an evil magician who possesses great power. You can feel the aura of his presence nearby, high upon the cliffs, and you know that he has been responsible for the wicked destruction of the Vargas and its crew.
Using your Kai camouflage skills to keep yourself hidden from the wreckers, you hurry away along the rocky coast. During your escape, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 290.
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Page 290: or two days you follow this shoreline which borders upon the Sea of Dreams. You feed upon the plentiful supply of marine life that you find at low tide in rockpools and caves, and you avoid the natives of the coastal villages through which you take care to pass only at night.
During the morning of the third day you catch your first sighting of the Port of Suhn and your spirits rise. It sits upon an islet at the mouth of the River Azan, and it is a most welcoming sight. There have been many times during your long voyage south that you feared you might not live to ever see this city.
You continue your trek and enter Suhn by means of a grand wooden bridge. It spans the Azan and leads directly to the harbour. You stop to admire the great harbour gate of Suhn. It is a magnificent arch that is decorated with likenesses of the heads of every ruler this city has known. You count 120 heads in all, the last in the line being that of the city's present ruler—Grey Star. The harbour is filled with low, wide boats, many with makeshift shelters, that rock gently on the tide. Native families crowd these vessels, their menfolk working long hours at the busy quayside and trading wharves nearby. Passing through the harbour you see several patrols of City Guardsmen who are heavily armed and quick to stop anyone they consider to be suspicious. There is an underlying sense of unease about the place, a tension that reminds you of Nhang. You decide it would be wise to avoid the City Guards and so you leave the harbour and go in search of Lord Zinair, the Dessian ambassador. Beyond the harbour gate you see that there are only two thoroughfares. One leads directly to Suhn's Market Square and the other, the Avenue of the Southern Seas, wends its way into the city's trade quarter.
If you wish to follow the street that leads to the Market Square, turn to 116.
If you choose to enter the Avenue of the Southern Seas, turn to 194.
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
Could you clarify, Trade Quarter or the Market? Gonna assume the Market.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
To the market square.
Hey Secret Santa!
If you wish to ask the vendor if he knows the whereabouts of Lord Zinair, turn to 238.
If you choose to leave the stall and continue across the square, turn to 53.
Buying the potion
Trust the merchant or keep our objective hidden?
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Podcast WHORING: Episodes 2-8 (Thanks Zonghui)
3DS FC: 0817-3759-2788
Nintendo ID: Incindium
PSN: IncindiumX
If you wish to enquire at the Soothsayer's Shop, turn to 71.
If you wish to ask the City Guards, turn to 172.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
This seems like a reasonable choice!
LoL EU West nickname: Irridan
Sure why not.
Nintendo ID: Incindium
PSN: IncindiumX
‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’
You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador.
She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’
If you wish to pay the Soothsayer 5 Nobles (or 5 Gold Crowns), turn to 283.
If you do not have enough money, or if you choose not to pay the sum she requests, turn to 64.
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Page 283: You count out five coins into her hand and in return she tells you that Lord Zinair resides in the city's North Quarter, at the Dessian Consulate. She writes the directions to the consulate on a scrap of parchment and gives this to you. Upon leaving her shop, you follow her written directions and arrive there within the hour. With mounting anticipation, you climb the front steps of the consulate building and knock on its stout oak door.
Turn to 250.
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Page 250: Slowly the door opens to reveal a grey-haired man clad in the robes of a High Council Elder of Dessi. At first his sea-blue eyes and lordly countenance are fixed in seriousness, but then he recognizes the insignia of your Kai tunic and his stern face breaks into a warm and welcoming smile.
‘Praise the Gods! You have arrived, Grand Master. I feared that you and your precious cargo had been lost at Ghol-Tabras. I am Zinair. Please, please, come inside.’
Lord Zinair ushers you into the consulate and asks you to wait in his private chambers. After he has taken the precaution of dismissing his staff, he joins you there. He had expected your arrival weeks ago and had almost abandoned hope that he would ever see you alive, fearing that you had fallen foul of Sesketera. When you recount all the perils of your journey from Elzian, Zinair is doubly amazed that you are with him now. You reassure him that you still have the Moonstone and you offer to show him the precious artefact, but he declines your offer saying that it would be safer for you both if it were to remain within its korlinium satchel.
Zinair suggests that you bathe and eat and avail yourself of the many luxuries that the consulate has to offer. He suggests that after you are rested you meet again later so that you may discuss the final and most vital part of your mission.
Turn to 186.
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Page 186: Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.
‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’
You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.
‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Grand Master. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’
It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my Lord. I am ready.’
Zinair smiles. ‘So be it, Grand Master. But now you must sleep, for you sail at dawn.’
Turn to 214.
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Page 214: You are awoken shortly before dawn by Lord Zinair who helps you prepare your weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.
Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 107.
If it is 5–9, turn to 2.
I can't believe we don't get a full heal here.... We got an 8
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Page 2: When first you enter the mists, it seems as if you are no longer sailing upon a sea of water. It becomes a blended sea and sky of deep blue light, without horizon or boundary—a limitless space. Gradually you detect vague shadows passing quickly by, and then distant sounds, like muffled whispers, surging then pulsing away before you can catch the words. Then you see globes of darkness hovering to and fro, and your Kai senses scream a warning that these are invaders, evil intruders in this realm of ghostly mist. They grow in numbers and begin to spiral around your boat, whispering and laughing and babbling all the while. You can feel your boat gradually slowing until it ceases to move at all. Fear grips you when you realise that these mischievous black spheres have the power to hold you prisoner, to keep you from ever reaching the shores of Lorn. Suddenly the vague sounds and voices in your mind begin to crystallize into words that you can understand.
You have proved your physical courage, foolish follower of Kai. But now you must put your mental strength to the test if you wish to find the Isle of Lorn.
The eerie voice laughs and you steel yourself to meet its mental challenge.
How great in number are the Warriors of Nhang?
If you think you know the answer to this challenge, turn now to the section which is the same as your answer.
If you do not know the answer to this challenge, turn to 303.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Page 80: The moment you voice the answer to the challenge, the black globes disappear and the mist fades to reveal a lush, green, volcanic island that is crowned by a halo of silvery cloud. Your pulse races with anticipation as you feel the sea return beneath the keel of your craft, and a wind to propel you towards this wondrous isle. You have met the challenge and you have triumphed. Now you shall reap your reward by landing upon the shores of Lorn—the mystical realm of the exiled Shianti.
To continue, turn to 15.
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Page 15: The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant's heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.
Through the blinding glare of the sun's rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.
Welcome, Grand Master, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.
Turn to 350.
Oh sure, give us a full heal on the second to last page...
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Page 350: The Shianti escort you from the beach to a wondrous edifice—the sacred Temple of Amida—which stands upon a high spur of rock commanding a spectacular view of the four corners of their magical isle. Here in a formal ceremony you receive the thanks and praise of Acarya—the leader of the Shianti exiles. Solemnly he vows to deliver the Moonstone into the hands of Goddess Ishir herself, thereby ensuring that never again will its powers disrupt Magnamund's delicate balance of nature, nor be misused by the forces of Evil.
After the ceremony, the Shianti show you some of the magical wonders of their island that have never before been seen by Man. You marvel at flowing rivers of jewels, fabulous flora, and species of exotic fauna that defy description. After your tour of this paradise isle you are allowed to rest awhile before you are escorted to your boat to begin your journey back to the Port of Suhn.
Your return voyage across the Sea of Dreams is swift and eerily smooth. You sense that your direction and speed are being controlled by the Shianti, for within minutes of casting off from the shores of Lorn, the bustling harbour entrance to the Port of Suhn suddenly appears from out of the swirling sea mist. A stiff breeze catches your sail and propels you towards the quayside where, to your astonishment, Lord Zinair is waiting to greet your valiant return.
Congratulations, Grand Master. Once more you have proved your courage and resourcefulness. You have completed the quest entrusted to you by Lone Wolf and you have triumphed magnificently. The safe return of the Moonstone to the Shianti is a major victory in the war against Evil, but it is a war that is still yet to be won. Upon your return to the Port of Suhn you learn from Lord Zinair of a new and sinister threat to the fragile peace of your world. If you wish to confront this deadly threat and prove that you are truly a champion of the New Order Kai, then the nature of the challenge can be found in the next exciting Lone Wolf adventure, entitled:
Mydnight's Hero!
Congratulations Wolf Pack. A well timed conclusion, I'll start the next book on Monday.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf