Page 60: You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 100 feet back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle-cry—‘For Sommerlund and the Kai!’—as you spur your horse towards your cackling foe.
You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy.8
If you sustain a higher ENDURANCE loss than your enemy in this single round of combat, turn to 40.
If your enemy sustains a higher ENDURANCE points loss than you, turn to 297.
If you should both sustain identical ENDURANCE point losses, turn to 143.
CR is 33 + 5 (Grand Weaponmastery) + 5 (Kai Sword) + 2 Amulet + 4 (Mind Blast) = 49
1 Round of combat:
Your Combat Ratio is: 7
Your Random Number is: 9
Your Enemy took 18 damage -
Stormheart took 0 damage -
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Page 297: Your blow unsaddles your enemy and sends him crashing into the trees that border the trail. His followers curse you and they raise their swords and maces in readiness to strike as you come towards their line. But you do not give them this opportunity. Hurriedly, you rein your horse about and gallop back along the trail towards Karvas. In the distance you can see that the tree is burning less fiercely now. On approaching the Prince, you call for him to follow as you race along the trail towards the flaming pine.
Turn to 92.
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Page 92: Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.
Turn to 251.
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Page 251: You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Magnakai Pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.
You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.
If you wish to seek shelter in the stone hut, turn to 84.
If you choose to shelter beneath the rocky ledge, turn to 53.
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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Page 84: You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours' sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger's head emblem of Sejanoz—the Autarch of Bhanar.
Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
If you wish to attempt to open the concealed panel, turn to 185.
If you would prefer to leave this chamber, turn to 329.
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
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Page 185: You draw your Kai Weapon and touch the surface of the emblem with its gleaming blade. Instantly the concealed panel slides away to reveal a recess which contains a dagger crudely carved from a strange, scarlet-veined stone. Its rough-hewn blade is stained with dried blood and your stomach churns when your Sixth Sense detects that it has been used for human sacrifices.
(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item.)
To continue, turn to 329.
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Page 329: You climb out of the chamber and slam the trapdoor shut. Then, using your Kai Weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).
Before you leave the hut and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
To continue, turn to 292.
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Page 292: The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon Range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.
This vast wasteland of dust and ash was formerly the seat of power of the greatest, most evil being who ever ruled Magnamund—Agarash the Damned. At its centre there once stood his mighty fortress-city of Naaros; now all that remains is a titanic chasm of molten lava and heat-fused rock. Ten millennia ago, the gods Ishir and Kai sent forth the magical Elder Magi to challenge the rule of Agarash, and they undertook a daring assault upon Naaros and its fell inhabitants, the Agarashi—the Creatures of Darkness. This attack precipitated a war which lasted a thousand years and culminated in the destruction of Agarash and his accursed empire. Once there were many cities and fortresses in the Doomlands; now there are none.
As you continue along the trail you pass several waystones that are set into the ground at regular intervals. They are not ancient stones for they each bear the symbol of Sejanoz, and your Kai senses detect that these carvings are no more than a decade old. Karvas suspects that Sejanoz has had them placed here as a form of homage to the memory of Agarash. Throughout Southern Magnamund it is rumoured that the spirit of Agarash lives on, imprisoned within the molten ruins of Naaros.
If you possess Grand Pathsmanship, and have attained the rank of Kai Grand Sentinel, turn to 348.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 238.
Our new mastery is paying dividends this book.
______________________________
Page 348: Your advanced Pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.
Turn to 238.
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Page 238: It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Magnakai Pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.
The sheeting rain is making it impossible to see the trail ahead. Rather than continue and risk flood or fall, you leave the trail to seek shelter in the ruined fortress.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 72.
If it is 5–9, turn to 310.
We got a 5.
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Page 310: On reaching the fortress ruins, you dismount and lead your horses through its rubble-strewn main gate. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and hurriedly you enter to escape from the torrential rain.
Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat)
You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.
Turn to 177.
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Page 177: The Prince's scream came from the south side of the hall. As you run towards it, your heart misses a beat when you see that a large section of the stone flooring has collapsed. With trepidation, you reach the edge and look down into a yawning hole. Prince Karvas is hanging by one hand to an outcrop of jagged rock some 15 feet below. Over 100 feet below his dangling legs there rages an underground river, swollen by the flash flood.
‘Hold on, sire!’ you shout in desperation, as helplessly you watch his bruised fingers slowly losing their grip.
If you possess Kai-alchemy, and wish to use it, turn to 110.
If you possess a Rope, and wish to use it, turn to 13.
If you do not possess this skill or this Backpack Item (or if you should decide not to use either of them), turn to 326.
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Page 110: You utter the words of the Brotherhood Spell Net and point the index finger of your right hand towards Karvas. You feel your arm tingle and a gush of sticky strands shoot from your fingertip to engulf the helpless Prince. You counter the spell to stop the flow, and then you take hold of the net with both hands and pull Karvas out of this cavity. As you are cutting him free from the gluey fibres, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.
Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did, he feels sure that he would have slipped and fallen into the raging river.
Turn to 200.
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Page 200: For two frustrating days and nights the ferocious storm continues unabated. Floods and mudslides render the mountain trail impassable, and you are unable to leave the shelter of the ancient keep until early on the morning of the third day. Anxious to make up for lost time, you depart as soon as the rains cease.
A further two days are spent riding the treacherous trail. It takes you across the northern foothills of the Dammerdons to the Lunarlian settlement of Jaroc. It is mid-morning, fifteen days before Harvestmas, when finally you enter the palisade wall of this sprawling border town. Few of the people you find here are natives. Most are nomadic horsemen from the Great Lunarlian Plain who have come to barter and trade their wares at its famous tented market. As you ride through the bustling marketplace, you pause for a few moments to observe a quarrel between a trader and a nomad. The nomad is accusing the trader of selling him some rotten food, and he demands the return of his money. The trader refuses. In desperation, the nomad turns to you and holds out his purchase at arm's length.
‘Stranger, would y'say this meat is fit to eat?’ he pleads, inviting you to inspect an unappetizing haunch of maggoty meat.
If you possess Herbmastery, and have attained the rank of Kai Grand Sentinel, turn to 259.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.
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Page 259: Plainly the nomad's meat is rotten to the bone. So, too, is most of the other food that is displayed on the trader's stall. You agree with the nomad that the meat is unfit to eat, and immediately the trader denounces you. Loudly he accuses you of being tricksters, conspiring together to cheat him out of his wares. He shouts for the Holtors—the market guardsmen—demanding they come and arrest you all.
Karvas suggests that now may be a good time to leave Jaroc. You nod in agreement. Together you turn your horses away from the trader's stall and canter back through the crowds towards the palisade. As you approach it, you see two portly armed guards hurrying to shut the gate.
If you possess Kai-alchemy, and wish to use it, turn to 87.
If you possess Elementalism, and wish to use it, turn to 22.
If you possess neither of these skills, or if you choose not to use them, turn to 189.
They both lead to the same place.
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Page 22: You call upon your mastery of the elements to summon up a whirling cloud of dust to blind the guards. As it engulfs them, they fall to their knees and cover their faces to protect their eyes from the stinging grit, leaving you and Karvas free to gallop through the open gate and escape across the plain that surrounds Jaroc.
Turn to 303.
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Page 303: Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen—Prince Karvas' homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.
It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.
Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.
If you wish to visit the tavern, turn to 266.
If you prefer to visit the trading post, turn to 120.
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Page 121: You push open the limed-oak door of the trading post and step into its cool interior. The owner of the store is fletching an arrow, but he stops the moment he sees you enter. This oily-skinned trader is keen to do business and he is especially interested in purchasing items for his poorly-stocked shelves. He is prepared to offer you the following prices for these particular items:
If you possess any of these items and you wish to sell them to the trader, make the appropriate adjustments to your Action Chart.
If you wish to examine the items stored on the shelves, turn to 166.
If you wish to leave this trading post, turn to 58.
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Page 166: You run your eye over the items stored on the dusty shelves, and note that their prices are displayed on small scraps of parchment attached to them by twine. Only the following items are worthy of your interest:
Meals—4 Lune (each)
Arrows—4 Lune (each)
Rope—8 Lune
Lantern—8 Lune
1 Potion of Alether—12 Lune (increases COMBAT SKILL by 2 for the duration of one combat only)
Quarterstaff—20 Lune
Bow—32 Lune
The trader will accept Gold Crowns in payment for any of the above items, at the rate of 1 Gold Crown for 4 Lune. He will not accept Ren.
If you wish to purchase any of the above items, make the appropriate adjustments to your Action Chart.
To leave the trading post, turn to 58.
Buying the Alether, let me know if there are any other adjustments to make.
_______________________________
Page 58: Having finished your transactions, you and Karvas bid the trader farewell and return to your horses. Mindful that you still have far to travel, you mount your steeds and ride along Pikestaff Way, the town's main street, which leads to its fortified east gate.
Turn to 230.
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Page 230: Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sways languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of southern Sommerlund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:
‘The beauty of this valley belies its bloody past,’ he says, and he sweeps his arm across the distant horizon. ‘Many of my ancestors and countrymen have fought and died here in battle. For the Siyenese it is a land filled with proud and bitter memories.’ He points to a distant spire of rock and, when you magnify your vision, you see that its grey granite surface is too smooth and symmetrical for it to be a natural feature of this rolling plain.
‘There stands the Oridon Stone,’ he says. ‘It marks the graves of ten thousand men who fell at the battle of Inkil Reach.’
Prince Karvas regards the monolith with a mixture of sadness and pride, and you sense that quietly he yearns to visit this battlefield marker.
If you wish to leave the trail and ride with Karvas to the Oridon Stone, turn to 104.
If you wish to dissuade the Prince from visiting the monolith by reminding him of the urgent need for his swift return to Seroa, turn to 139.
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Page 104: As you approach the Oridon Stone you see a dozen men standing in a circle around its base, and a horse-drawn wagon parked close by. They salute you in a friendly manner as you rein in your horses and come to a halt beside their wagon. One of them, a bearded man with ruddy cheeks, leaves the circle and walks over to introduce himself and his companions. You learn that they, like Prince Karvas, are from Siyen. They are the great-great-grandchildren of warriors who fell here in battle exactly one hundred years ago to the day. They have come here all the way from Seroa on a pilgrimage to honour the memory of their fallen ancestors.
After a few minutes, Prince Karvas dismounts and joins the circle of men at the Oridon Stone. He bows his head in reverence and offers up a silent prayer to Ishir to watch over the souls of the brave Siyenese who sacrificed their lives on this field of battle. While Karvas is praying, you talk quietly with the bearded man and learn that his name is Daventi. When you tell him that you and your companion are bound for Siyen, he offers you some words of advice. He tells you to be wary should you wish to cross the River Ioma at Voshno, the next town on the trail. The bridge has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use the bridge. Rather than cross the river at Voshno, the man suggests that you should continue north along the trail. Three miles north of Voshno is a small farmstead at the river's edge. For a moderate charge the farmer will ferry you and your horses across the river by raft.
Having paid his respects, Karvas walks away from the monolith and remounts his horse. As you turn your horses to leave, the friendly Siyenese salute you and bid you both good luck and godspeed on the road ahead. You return their kind gesture with a Kai salute before you and Karvas gallop off across the plain to resume your ride along the dusty trail.
Turn to 139.
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Page 104: You follow the trail until the sun is no more than an orange glow across the western horizon; then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.
The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hides.
If you possess the Grand Master Discipline of Animal Mastery, turn to 208.
If you do not, turn to 298.
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Page 298: As you watch the migrating fanji, your Sixth Sense warns you that something is wrong. The leading beasts are constantly changing direction and the rest of the herd are following blindly in their wake. They are passing within a mile of the trail when suddenly you see the leaders switch direction once again. To your dismay, you see they are now thundering towards the trail on a collision course with yourself and Prince Karvas.
Frantically, you wave your arm and signal to Karvas to follow your lead. With your heart pounding fit to burst, you veer away and gallop your horse through the waist-high grass that borders the trail. As you race before the thundering herd you can see only two places ahead that promise safe sanctuary from this stampede: the River Ioma, and a small tree-fringed hillock.
If you wish to head for the river, turn to 114.
If you choose to head for the hillock, turn to 249.
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Page 249: You urge your horse towards the wooded hillock and enter the trees with just seconds to spare before the leading fanji come flashing past. You look about you but Karvas is nowhere to be seen. You fear he has been trampled by the stampede, but then he suddenly appears from out of the thundering wall of beasts. He is bruised and battered but he is still astride his horse and in full control of him. He veers his frightened steed away from the herd and comes galloping up the slope of the hillock towards the sanctuary of the trees. He pulls to a halt by your side and strokes the neck of his whinnying horse to reassure and calm him.
As the herd rush past the hillock, you glimpse more than a dozen horsemen who are galloping close behind them. They are hunters and they are picking off the best fanji at close quarters with bows and spears. Two of these fur-clad plainsmen see you and Karvas recovering among the trees, and instantly they steer their horses away from the herd and urge them towards the hillock. You sense that they suspect you and the Prince are after their quarry and, as they ride closer, they mouth curses and fire their bows at you.
Their steel-tipped shafts arc through the air and thud into the trees close by.
If you possess a Bow, and wish to return fire at these hunters, turn to 278.
If you wish to attempt to evade them, turn to 133.
Page 278: You draw an Arrow from your Quiver, take aim, and fire in one smooth movement. Your shaft speeds towards the leading hunter and burrows deep into his chest, knocking him clean out of his saddle. Upon seeing his comrade fall, the other hunter tugs hard on his horse's reins and turns him around to gallop back to the others. Rather than risk having to face them all, you decide that now would be a good time to leave. You motion to Karvas and he follows as you thread your way through the trees to the far side of the hillock. As soon as you are clear, you race away together as fast as your horses will carry you.
You are more than two miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The hunters show no interest in pursuing you; their only concern appears to be slaying as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.
Page 80: As dusk approaches you find a secluded hollow beside the trail, close to a bend in the river, where you set up camp for the night. Your Magnakai Huntmastery skills are put to good use at the river's edge and you are able to enjoy a pair of fat fish for your supper this evening. The night passes peacefully and you leave the camp at dawn to continue northwards along the trail, following the flow of the river.
It is nearing the end of the day when you see a hamlet on the road ahead. Its half-timbered buildings are clustered on either side of the river and connected by a sturdy stone bridge. A signpost at the side of the road tells you that you are approaching the hamlet of Voshno.
If you visited the Oridon Stone, turn to 52.
Page 52: You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.
You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.
Three miles out of Voshno you see a small farmstead at the river's edge. It has a water-mill and its wheel is turning slowly, grinding the farmer's corn. Beside the mill you notice a raft moored to a wooden jetty. The farmer is in an adjoining field and he waves as you ride nearer. You stop to ask if he would kindly ferry you and your horses across to the other side of the river.
‘I'd be glad to, my lords,’ he replies, with a broad smile. ‘If'n you'd be willing to pay me 8 Lune.’
If you wish to pay the farmer 8 Lune (or the equivalent—2 Gold Crowns), turn to 193.
If you do not have sufficient money to pay him, or if you choose not to accept his offer, turn to 32.
Page 193: You pay the farmer (erase the appropriate sum from your Action Chart) and he ferries you and your horse across the river. Then he goes back to collect Karvas and his mount. Once the Prince is safely across, you bid the cheerful farmer farewell and ride away from the river, heading east. You notice that Prince Karvas is smiling as he rides across this lush river valley and you ask him why this is so. He explains that the Ioma is the political boundary between the realms of Lunarlia and Siyen, and that you are now on Siyenese soil. After ten years in exile he has, at last, returned to his homeland.
Dusk is turning to darkness when you come to a road that crosses the valley to the east of Voshno. Your horses are tired and so you decide to camp for the night in a small wood that borders this road. Before you rest, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
Page 125: You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the Prince is a little less optimistic. He tells you that you are now in the western province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy's province.
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle's head emblazoned upon their white surcoats and shields. A golden crown surmounts these eagles' heads and Karvas gasps when he sees them. He signals to you to rein in your horse and, as you come to a halt, he tells you that the approaching horsemen are wearing the livery of Baron Sadanzo. The black eagle's head is his mark, but it is the addition of a golden crown that has shocked Karvas. It is the sign of royal ascendance. Karvas is fearful that Baron Sadanzo has already been crowned King of Siyen.
As they ride nearer, the leader of the troop—a Knight Bachelor—motions his horsemen to leave the trail and encircle you and the Prince. As they obey his command, the Knight Bachelor brings his snorting steed to a halt alongside your horse.
‘Hail, fellow riders,’ he says, with forced politeness. He raises the visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.
‘You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?’
If you wish to answer that you are journeymen from Sommerlund who are travelling across Southern Magnamund to learn about its peoples and customs, turn to 140.
If you wish to answer that you are on your way to Seroa for the Harvestmas Day festival, turn to 173.
If you choose not to answer the Knight Bachelor's questions, turn to 43.
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(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Page 173: So you're on your way to Seroa, eh?’ says the Knight Bachelor. ‘If you are there in time for Harvestmas then you'll see the crowning of Baron Sadanzo. I only wish I could be there myself to celebrate that happy day. Alas, someone must remain to protect Cavalia while our master, our future king, is away.’
Karvas asks the young knight why he and his men are wearing the crown of Siyen upon their shields and surcoats. ‘I thought,’ he says, taking care to mask his native Siyenese accent, ‘that it is customary here in Siyen for only soldiers of the King's Guard to wear the royal crown? Is it not so?’
The Knight Bachelor glares at Karvas and you sense that the Prince's comments have stung him. ‘Our master is … will be … the King of Siyen,’ he blusters. ‘There is no other who claims the throne of our realm. We wear the crown in honour of his right to ascendance. Perhaps you foreigners oppose our Baron's right?’
The Knight Bachelor stares accusingly into your eyes. When he gets no reaction, he jerks his head back to Karvas and fixes the Prince with the same cold, unblinking gaze. Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. Unwittingly, Karvas has insulted his honour and, to save face in front of his men, he is thinking of arresting you both on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.
If you wish to apologize to the Knight Bachelor and tell him that your companion did not mean any insult by what he said, turn to 95.
If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.
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 95: The Knight Bachelor glares at you. He attempts to say something but he cannot seem to muster his words. Red-faced, he unsheathes his sword and levels it at you in his trembling hand. ‘You … you are spies!’ he exclaims. ‘Throw down your weapons. By the power of my rank and … and for the security of Cavalia, I am arresting you both.’
The surrounding troopers draw their sabres and begin to edge their horses towards you, closing the circle. You see Karvas inching his hand towards his sword but you dissuade him from drawing it with a terse shake of your head. Better to surrender and live to fight another day than be slaughtered by such an overwhelming number of trained and disciplined soldiers.
Turn to 130.
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Page 130: The knight's men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time.)
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. ‘By the gods!’ he exclaims. ‘He bears the mark of Crown Prince Karvas!’
Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the Prince's arm and pulls back the sleeve of his tunic to inspect the birthmark for himself.
‘So, our exiled Prince has returned from Sheasu,’ he says, with a haughty, mocking tone. ‘Perhaps you've grown tired of the city of Mydnight, eh? A little homesick? Or have you come back to try to claim the crown that you forfeited a decade ago?’
The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.
‘Mydnight's hero has come home to us at last!’ he bellows. ‘Well, let us take our hero Prince back to Cavalia and provide him with a royal chamber. We have many … in the dungeons of the citadel! When King Sadanzo returns, he will be greatly pleased with us. And he will be generous too. Most generous.’
To continue, turn to 184.
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Page 184: The troopers tie your hands with cord before they take you and Karvas to Cavalia under close escort. As you ride through the city's grand west gate, the guards on duty here come stiffly to attention. The Gate Sergeant salutes the Knight Bachelor with great exaggeration, and some of the older guards bow and doff their helmets as he passes, but their actions are not born of a respect for him or rank. You sense that they despise the haughty knight, and this is their way of mocking his insufferable arrogance.
Beyond the gate, you enter a wide avenue flanked by a well-ordered collection of houses and richly-appointed public buildings. Cavalia is a wealthy city, yet many of the citizens that you glimpse in passing have a strained and uneasy look about them. At length you arrive at a fortified citadel—a huge, square, moated edifice built on four levels around a central courtyard. Its upper floors contain the Baron's luxurious personal chambers, as well as other apartments used by those who have his favour. The middle level is occupied by provincial officials and the ground floor by the Citadel Guard. There is also an underground level, which is used for the imprisonment and torture of Sadanzo's enemies. Vaingloriously the Knight Bachelor leads his horsemen across the citadel drawbridge and through a torchlit tunnel that gives access to the central courtyard. Here, you and Prince Karvas are pulled from your saddles by Citadel Guardsmen and dragged away to the dungeons where you are thrown into a dark, windowless cell.
If you possess Grand Weaponmastery, and have attained the rank of Kai Grand Sentinel, turn to 306.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 113.
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Page 306: The instant the cell door crashes shut, you use your Magnakai Discipline of Nexus to loosen the cords that bind your wrists and then you untie the Prince. The air in this dark prison cell is dank and stifling. What little ventilation there is comes from the narrow crack that runs around the iron cell door. Your advanced Weaponmastery tells you that your Kai Weapon is close by, and when you close your eyes and concentrate, you detect it lying in an empty cell located directly opposite the door of the one you now occupy.
You vow to Karvas that this foul dungeon will not hold him for long, and you set about examining its walls and floor in the hope of finding a way to escape. However, you quickly discover that you have been locked in the securest cell of the citadel, deep below the ground. Beyond its slimy walls there lies nothing but solid earth. Only the cell door offers a glimmer of hope, yet it has no handle, hinges, or keyhole visible on the inside. It is not secured by a key but by a tumbler lock, similar to the lock of a safe, and it is opened by means of a dial on the outside of the door. Placing your ear to its surface, you use your Magnakai Discipline of Nexus to will the lock tumblers to move. After a few moments you hear them begin to click over.
You discover the lock has three tumblers. To open the door, each tumbler has to be turned to the correct position in a sequence. Using your Sixth Sense, you determine that the first number in the sequence is equal to the number of horses you took from the Tehda Stables. The second is equivalent to the number of seeing stones that Lord Zinair gave to Wizard Acraban. The third in the sequence is equivalent to the number of additional Grand Master Disciplines acquired upon reaching the rank of Kai Grand Master Superior.
When you think you know the three-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.
If you are unable to determine the correct solution, turn instead to 275.
Worst...puzzle...ever. But no cheating! :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
Sorry everyone, I got stuck traveling without a real computer.
212 is not the correct answer, I'll give one more night to guess otherwise we'll default to 275.
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
Think I am going to need to ask for some clarification on the puzzle, is it the amount of disciplines you have as a Kai grand master Superior or the amount you gain when you rank up to it? If it is the amount you have at the rank, I believe the correct answer is 215!
Alright, I investigated this puzzle and the wording is broken. The last digit is only for going from Kai Grand Master Senior to Kai Grand Master Superior. Because both of you got it right for various interpretations, I am going go give us the correct answer of 211. The wrong answer is a BS Instant Death anyway.
Page 211: The final tumbler clicks into place and the door creaks open a few inches. The corridor outside the cell is unguarded, and you beckon Karvas to follow as you push the door wide and leave. As you step out, you see the door to the cell that contains your Weapons and equipment and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated equipment lying here on the floor. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:
Bow
6 Arrows
Enough food for 1 Meal
Spear
Axe
Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
Turn to 169.
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Page 169: You climb the steps to a landing on the level above where you hear loud voices and raucous laughter echoing from an archway. A glance through the arch reveals the chamber beyond to be a guards' dormitory and mess hall. Over a dozen citadel guards and gaolers are gathered here, celebrating the capture of Prince Karvas with a cask of strong mead provided by the Knight Bachelor.
You continue up the circular stairs to the next level where you discover a hall that is lined with stands of armour and hung with tapestries. You remember being brought along this hall on the way to the dungeons, and you hurry through it to a pair of stout oak doors at its far end. To your disappointment you discover the doors are locked and bolted from the other side. At first there appears to be no other way out of the hall. Then your keen eyesight detects that one of the tapestries is moving slightly and, when you pull it aside, you discover a narrow archway and a flight of stairs leading up to a burnished iron door. As you climb towards the door, you see a small lever set into the centre of its shiny, smooth surface.
If you possess Grand Pathsmanship and Telegnosis, turn to 349.
If you possess Kai-alchemy, and wish to use it, turn to 91.
If you possess none of these skills, or if you choose not to use them, turn to 229.
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Page 91: Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.
Calling upon your mastery of Brotherhood magic, you utter the words of the spell Counterspell and direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.
If you wish to attempt to discharge the spell by throwing something at the door, turn to 330.
If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.
Tag on
Overwatch: TomFoolery#1388 Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Posts
Besides, the prince would probably have a hard time doing the jump!
LoL EU West nickname: Irridan
Zhakka (warrior-mage): COMBAT SKILL 42 ENDURANCE 36
You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy.8
If you sustain a higher ENDURANCE loss than your enemy in this single round of combat, turn to 40.
If your enemy sustains a higher ENDURANCE points loss than you, turn to 297.
If you should both sustain identical ENDURANCE point losses, turn to 143.
CR is 33 + 5 (Grand Weaponmastery) + 5 (Kai Sword) + 2 Amulet + 4 (Mind Blast) = 49
1 Round of combat:
Your Combat Ratio is: 7
Your Random Number is: 9
Your Enemy took 18 damage -
Stormheart took 0 damage -
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Page 297: Your blow unsaddles your enemy and sends him crashing into the trees that border the trail. His followers curse you and they raise their swords and maces in readiness to strike as you come towards their line. But you do not give them this opportunity. Hurriedly, you rein your horse about and gallop back along the trail towards Karvas. In the distance you can see that the tree is burning less fiercely now. On approaching the Prince, you call for him to follow as you race along the trail towards the flaming pine.
Turn to 92.
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Page 92: Bravely your horse makes a tremendous leap across the tree to land surefootedly on the trail beyond. As you bring him to a halt, you pat his neck in praise for his courageous action. Moments later, you see Karvas come leaping over the trunk and you cheer his masterful display of horsemanship. With a wave of your Kai Weapon you beckon him to follow as you make good your escape into the foothills of the Dammerdon Mountains.
Turn to 251.
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Page 251: You follow this ancient trail for more than an hour as it ascends, by tortuous twist and turn, towards the forbidding granite peaks of the Dammerdon Mountains. The air is now much cooler than when you first entered the foothills, and the starlight that has illuminated your way so far is fading fast. Your Magnakai Pathsmanship skills warn you that the time has come to seek shelter for you sense a storm approaching.
You reach a plateau strewn with boulders where a smaller track branches away from the main trail. It leads to a large stone hut that stands perched upon a spur of granite. Further along the trail you can see a ledge of rock that overhangs a narrow gully.
If you wish to seek shelter in the stone hut, turn to 84.
If you choose to shelter beneath the rocky ledge, turn to 53.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Page 84: You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours' sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger's head emblem of Sejanoz—the Autarch of Bhanar.
Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
If you wish to attempt to open the concealed panel, turn to 185.
If you would prefer to leave this chamber, turn to 329.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Nintendo ID: Incindium
PSN: IncindiumX
(If you wish to keep this Stone Dagger, record it on your Action Chart as a Special Item.)
To continue, turn to 329.
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Page 329: You climb out of the chamber and slam the trapdoor shut. Then, using your Kai Weapon, you cleave the iron ring from the stone so that the trapdoor cannot easily be opened. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. You spend your watch listening to the rain beating on the slate roof and the desolate sound of the wind whistling through the mountains. When Karvas takes over, you pull your warm cloak close around your shoulders and settle down on the floor to sleep. Karvas wakes you shortly after daybreak. You have slept for only three hours yet you open your eyes feeling refreshed and alert (you may restore 3 ENDURANCE points).
Before you leave the hut and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
To continue, turn to 292.
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Page 292: The morning sky is filled with brooding clouds and the surrounding granite peaks appear hostile and unforgiving, but you draw some comfort from the fact that the rain has ceased and you are able to ride this ancient mountain trail with little difficulty. It is nearing midday when you catch your first glimpse of the wastelands that lie to the east, far beyond the Dammerdon Range. These are the Doomlands of Naaros and your heart fills with dread when you recall something of what you learned about this region during your teachings at the Kai Monastery.
This vast wasteland of dust and ash was formerly the seat of power of the greatest, most evil being who ever ruled Magnamund—Agarash the Damned. At its centre there once stood his mighty fortress-city of Naaros; now all that remains is a titanic chasm of molten lava and heat-fused rock. Ten millennia ago, the gods Ishir and Kai sent forth the magical Elder Magi to challenge the rule of Agarash, and they undertook a daring assault upon Naaros and its fell inhabitants, the Agarashi—the Creatures of Darkness. This attack precipitated a war which lasted a thousand years and culminated in the destruction of Agarash and his accursed empire. Once there were many cities and fortresses in the Doomlands; now there are none.
As you continue along the trail you pass several waystones that are set into the ground at regular intervals. They are not ancient stones for they each bear the symbol of Sejanoz, and your Kai senses detect that these carvings are no more than a decade old. Karvas suspects that Sejanoz has had them placed here as a form of homage to the memory of Agarash. Throughout Southern Magnamund it is rumoured that the spirit of Agarash lives on, imprisoned within the molten ruins of Naaros.
If you possess Grand Pathsmanship, and have attained the rank of Kai Grand Sentinel, turn to 348.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 238.
Our new mastery is paying dividends this book.
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Page 348: Your advanced Pathsmanship skills reveal to you that the weather is going to deteriorate over the coming few hours. The rain will return, and it will be far heavier than you experienced last night.
Turn to 238.
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Page 238: It is early in the afternoon when you see the ruins of an ancient fortress. They lie less than a mile from the trail, on a plateau of rock at the base of a shallow ravine. As you descend the trail and draw closer to the ruins, you hear a distant rumble of thunder. Within minutes it has begun to rain and soon you find yourself caught in a torrential downpour. Your Magnakai Pathsmanship skills warn you that heavy rain in these barren mountains brings with it the danger of a sudden flash flood.
The sheeting rain is making it impossible to see the trail ahead. Rather than continue and risk flood or fall, you leave the trail to seek shelter in the ruined fortress.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 72.
If it is 5–9, turn to 310.
We got a 5.
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Page 310: On reaching the fortress ruins, you dismount and lead your horses through its rubble-strewn main gate. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and hurriedly you enter to escape from the torrential rain.
Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you find that there is enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4 ENDURANCE points when swallowed after combat)
You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.
Turn to 177.
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Page 177: The Prince's scream came from the south side of the hall. As you run towards it, your heart misses a beat when you see that a large section of the stone flooring has collapsed. With trepidation, you reach the edge and look down into a yawning hole. Prince Karvas is hanging by one hand to an outcrop of jagged rock some 15 feet below. Over 100 feet below his dangling legs there rages an underground river, swollen by the flash flood.
‘Hold on, sire!’ you shout in desperation, as helplessly you watch his bruised fingers slowly losing their grip.
If you possess Kai-alchemy, and wish to use it, turn to 110.
If you possess a Rope, and wish to use it, turn to 13.
If you do not possess this skill or this Backpack Item (or if you should decide not to use either of them), turn to 326.
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Page 110: You utter the words of the Brotherhood Spell Net and point the index finger of your right hand towards Karvas. You feel your arm tingle and a gush of sticky strands shoot from your fingertip to engulf the helpless Prince. You counter the spell to stop the flow, and then you take hold of the net with both hands and pull Karvas out of this cavity. As you are cutting him free from the gluey fibres, you happen by chance to notice that he has a crescent-shaped birthmark on his right wrist.
Once free of the net, Karvas thanks you earnestly for your timely help. Had you not acted when you did, he feels sure that he would have slipped and fallen into the raging river.
Turn to 200.
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Page 200: For two frustrating days and nights the ferocious storm continues unabated. Floods and mudslides render the mountain trail impassable, and you are unable to leave the shelter of the ancient keep until early on the morning of the third day. Anxious to make up for lost time, you depart as soon as the rains cease.
A further two days are spent riding the treacherous trail. It takes you across the northern foothills of the Dammerdons to the Lunarlian settlement of Jaroc. It is mid-morning, fifteen days before Harvestmas, when finally you enter the palisade wall of this sprawling border town. Few of the people you find here are natives. Most are nomadic horsemen from the Great Lunarlian Plain who have come to barter and trade their wares at its famous tented market. As you ride through the bustling marketplace, you pause for a few moments to observe a quarrel between a trader and a nomad. The nomad is accusing the trader of selling him some rotten food, and he demands the return of his money. The trader refuses. In desperation, the nomad turns to you and holds out his purchase at arm's length.
‘Stranger, would y'say this meat is fit to eat?’ he pleads, inviting you to inspect an unappetizing haunch of maggoty meat.
If you possess Herbmastery, and have attained the rank of Kai Grand Sentinel, turn to 259.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 151.
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Page 259: Plainly the nomad's meat is rotten to the bone. So, too, is most of the other food that is displayed on the trader's stall. You agree with the nomad that the meat is unfit to eat, and immediately the trader denounces you. Loudly he accuses you of being tricksters, conspiring together to cheat him out of his wares. He shouts for the Holtors—the market guardsmen—demanding they come and arrest you all.
Karvas suggests that now may be a good time to leave Jaroc. You nod in agreement. Together you turn your horses away from the trader's stall and canter back through the crowds towards the palisade. As you approach it, you see two portly armed guards hurrying to shut the gate.
If you possess Kai-alchemy, and wish to use it, turn to 87.
If you possess Elementalism, and wish to use it, turn to 22.
If you possess neither of these skills, or if you choose not to use them, turn to 189.
They both lead to the same place.
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Page 22: You call upon your mastery of the elements to summon up a whirling cloud of dust to blind the guards. As it engulfs them, they fall to their knees and cover their faces to protect their eyes from the stinging grit, leaving you and Karvas free to gallop through the open gate and escape across the plain that surrounds Jaroc.
Turn to 303.
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Page 303: Over the next two days you ride away from Jaroc in a northeasterly direction, crossing a rich expanse of rolling prairie. The riding is easy and the fine weather helps you make good progress. By noon of the third day out of Jaroc you have covered nearly 200 miles and you are feeling in good spirits. The prairie gradually gives way to a region of hilly uplands that lie sandwiched between two mountain ranges. Here you happen upon a rutted track that leaves the prairie and winds through the hills towards a high pass. There are no signposts on this road, but Karvas is familiar with this region and he tells you that it leads to an outpost town called Battle Pass. You are in the land of Lunarlia and for centuries this realm has been the enemy of Siyen—Prince Karvas' homeland. Many wars have been waged between the two kingdoms and this region has seen countless battles. Karvas pledges to end these wars. When he is crowned King of Siyen he vows that he will seek a lasting peace with the kingdom of Lunarlia.
It is noon and a warm sun is beating down on the fortified town of Battle Pass as you approach its west gate. Karvas is grateful that he is wearing the clothes of a Sommlending journeyman, for the inhabitants of this tough frontier post are notoriously hostile to the Siyenese. To your surprise, the guards at the gate pay you scant attention and you are allowed to enter the town with little more than a cursory glance. You ask Karvas why this is so and he tells you that riders approaching from the west, the Lunarlian side, are allowed to pass freely. Riders from the east, the Siyenese side, are subjected to far greater scrutiny.
Beyond the west gate a broad avenue opens out into a main square that is bordered by a trading post, a barracks, and a tavern. Both you and Karvas are especially thirsty after your ride through the dry, dusty hills, and you are eager to seek out some refreshment.
If you wish to visit the tavern, turn to 266.
If you prefer to visit the trading post, turn to 120.
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
Podcast WHORING: Episodes 2-8 (Thanks Zonghui)
If you possess any of these items and you wish to sell them to the trader, make the appropriate adjustments to your Action Chart.
If you wish to examine the items stored on the shelves, turn to 166.
If you wish to leave this trading post, turn to 58.
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Page 166: You run your eye over the items stored on the dusty shelves, and note that their prices are displayed on small scraps of parchment attached to them by twine. Only the following items are worthy of your interest:
Meals—4 Lune (each)
Arrows—4 Lune (each)
Rope—8 Lune
Lantern—8 Lune
1 Potion of Alether—12 Lune (increases COMBAT SKILL by 2 for the duration of one combat only)
Quarterstaff—20 Lune
Bow—32 Lune
The trader will accept Gold Crowns in payment for any of the above items, at the rate of 1 Gold Crown for 4 Lune. He will not accept Ren.
If you wish to purchase any of the above items, make the appropriate adjustments to your Action Chart.
To leave the trading post, turn to 58.
Buying the Alether, let me know if there are any other adjustments to make.
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Page 58: Having finished your transactions, you and Karvas bid the trader farewell and return to your horses. Mindful that you still have far to travel, you mount your steeds and ride along Pikestaff Way, the town's main street, which leads to its fortified east gate.
Turn to 230.
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Page 230: Beyond the east gate of Battle Pass, the trail winds down through craggy borderland towards the lush river valley of the River Ioma, where an ocean of sun-yellowed grasses sways languidly in the warm afternoon breeze. This rolling vista has a graceful tranquillity that reminds you of the Southlund Marches of southern Sommerlund. It stirs fond memories of childhood days in that distant province and prompts an unexpected bout of homesickness that dampens your spirits. Karvas, too, is feeling a little melancholy. Yet his mood is not born out of a longing for his homeland, but from a sense of loss. You ask what ails him and, with some reluctance, he tells you:
‘The beauty of this valley belies its bloody past,’ he says, and he sweeps his arm across the distant horizon. ‘Many of my ancestors and countrymen have fought and died here in battle. For the Siyenese it is a land filled with proud and bitter memories.’ He points to a distant spire of rock and, when you magnify your vision, you see that its grey granite surface is too smooth and symmetrical for it to be a natural feature of this rolling plain.
‘There stands the Oridon Stone,’ he says. ‘It marks the graves of ten thousand men who fell at the battle of Inkil Reach.’
Prince Karvas regards the monolith with a mixture of sadness and pride, and you sense that quietly he yearns to visit this battlefield marker.
If you wish to leave the trail and ride with Karvas to the Oridon Stone, turn to 104.
If you wish to dissuade the Prince from visiting the monolith by reminding him of the urgent need for his swift return to Seroa, turn to 139.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
LoL EU West nickname: Irridan
Nintendo ID: Incindium
PSN: IncindiumX
After a few minutes, Prince Karvas dismounts and joins the circle of men at the Oridon Stone. He bows his head in reverence and offers up a silent prayer to Ishir to watch over the souls of the brave Siyenese who sacrificed their lives on this field of battle. While Karvas is praying, you talk quietly with the bearded man and learn that his name is Daventi. When you tell him that you and your companion are bound for Siyen, he offers you some words of advice. He tells you to be wary should you wish to cross the River Ioma at Voshno, the next town on the trail. The bridge has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use the bridge. Rather than cross the river at Voshno, the man suggests that you should continue north along the trail. Three miles north of Voshno is a small farmstead at the river's edge. For a moderate charge the farmer will ferry you and your horses across the river by raft.
Having paid his respects, Karvas walks away from the monolith and remounts his horse. As you turn your horses to leave, the friendly Siyenese salute you and bid you both good luck and godspeed on the road ahead. You return their kind gesture with a Kai salute before you and Karvas gallop off across the plain to resume your ride along the dusty trail.
Turn to 139.
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Page 104: You follow the trail until the sun is no more than an orange glow across the western horizon; then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.
The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hides.
If you possess the Grand Master Discipline of Animal Mastery, turn to 208.
If you do not, turn to 298.
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Page 298: As you watch the migrating fanji, your Sixth Sense warns you that something is wrong. The leading beasts are constantly changing direction and the rest of the herd are following blindly in their wake. They are passing within a mile of the trail when suddenly you see the leaders switch direction once again. To your dismay, you see they are now thundering towards the trail on a collision course with yourself and Prince Karvas.
Frantically, you wave your arm and signal to Karvas to follow your lead. With your heart pounding fit to burst, you veer away and gallop your horse through the waist-high grass that borders the trail. As you race before the thundering herd you can see only two places ahead that promise safe sanctuary from this stampede: the River Ioma, and a small tree-fringed hillock.
If you wish to head for the river, turn to 114.
If you choose to head for the hillock, turn to 249.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
In other words, hillock.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Let's go for the hillock, I don't think the grass is greener on the other side just yet!
LoL EU West nickname: Irridan
Nintendo ID: Incindium
PSN: IncindiumX
Page 249: You urge your horse towards the wooded hillock and enter the trees with just seconds to spare before the leading fanji come flashing past. You look about you but Karvas is nowhere to be seen. You fear he has been trampled by the stampede, but then he suddenly appears from out of the thundering wall of beasts. He is bruised and battered but he is still astride his horse and in full control of him. He veers his frightened steed away from the herd and comes galloping up the slope of the hillock towards the sanctuary of the trees. He pulls to a halt by your side and strokes the neck of his whinnying horse to reassure and calm him.
As the herd rush past the hillock, you glimpse more than a dozen horsemen who are galloping close behind them. They are hunters and they are picking off the best fanji at close quarters with bows and spears. Two of these fur-clad plainsmen see you and Karvas recovering among the trees, and instantly they steer their horses away from the herd and urge them towards the hillock. You sense that they suspect you and the Prince are after their quarry and, as they ride closer, they mouth curses and fire their bows at you.
Their steel-tipped shafts arc through the air and thud into the trees close by.
If you possess a Bow, and wish to return fire at these hunters, turn to 278.
If you wish to attempt to evade them, turn to 133.
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Page 278: You draw an Arrow from your Quiver, take aim, and fire in one smooth movement. Your shaft speeds towards the leading hunter and burrows deep into his chest, knocking him clean out of his saddle. Upon seeing his comrade fall, the other hunter tugs hard on his horse's reins and turns him around to gallop back to the others. Rather than risk having to face them all, you decide that now would be a good time to leave. You motion to Karvas and he follows as you thread your way through the trees to the far side of the hillock. As soon as you are clear, you race away together as fast as your horses will carry you.
You are more than two miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The hunters show no interest in pursuing you; their only concern appears to be slaying as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.
Turn to 80.
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Page 80: As dusk approaches you find a secluded hollow beside the trail, close to a bend in the river, where you set up camp for the night. Your Magnakai Huntmastery skills are put to good use at the river's edge and you are able to enjoy a pair of fat fish for your supper this evening. The night passes peacefully and you leave the camp at dawn to continue northwards along the trail, following the flow of the river.
It is nearing the end of the day when you see a hamlet on the road ahead. Its half-timbered buildings are clustered on either side of the river and connected by a sturdy stone bridge. A signpost at the side of the road tells you that you are approaching the hamlet of Voshno.
If you visited the Oridon Stone, turn to 52.
If you did not, turn to 155.
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Page 52: You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.
You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.
Three miles out of Voshno you see a small farmstead at the river's edge. It has a water-mill and its wheel is turning slowly, grinding the farmer's corn. Beside the mill you notice a raft moored to a wooden jetty. The farmer is in an adjoining field and he waves as you ride nearer. You stop to ask if he would kindly ferry you and your horses across to the other side of the river.
‘I'd be glad to, my lords,’ he replies, with a broad smile. ‘If'n you'd be willing to pay me 8 Lune.’
If you wish to pay the farmer 8 Lune (or the equivalent—2 Gold Crowns), turn to 193.
If you do not have sufficient money to pay him, or if you choose not to accept his offer, turn to 32.
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Page 193: You pay the farmer (erase the appropriate sum from your Action Chart) and he ferries you and your horse across the river. Then he goes back to collect Karvas and his mount. Once the Prince is safely across, you bid the cheerful farmer farewell and ride away from the river, heading east. You notice that Prince Karvas is smiling as he rides across this lush river valley and you ask him why this is so. He explains that the Ioma is the political boundary between the realms of Lunarlia and Siyen, and that you are now on Siyenese soil. After ten years in exile he has, at last, returned to his homeland.
Dusk is turning to darkness when you come to a road that crosses the valley to the east of Voshno. Your horses are tired and so you decide to camp for the night in a small wood that borders this road. Before you rest, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
To continue, turn to 125.
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Page 125: You strike camp at dawn and set off along the plains road to the east. The morning sky is clear and sunny, and the air is filled with butterflies and the sound of bird song. Having now entered Siyen, and with ten days remaining to Harvestmas, you are feeling quietly confident that you will reach Seroa in time for Karvas to be crowned King. But the Prince is a little less optimistic. He tells you that you are now in the western province of Cavalia, a region which shares its name with its principal city. The province and city are ruled by Sadanzo, the evil Baron who seeks to usurp the throne of Siyen. Karvas advocates that you both remain vigilant until you are safely beyond the borders of his enemy's province.
It is nearing noon when you first glimpse the towers and spires of Cavalia glinting on the horizon. The plains road leads directly to its fortified gatehouse, but Karvas is anxious to avoid entering the city. He proposes that you leave the road and use a smaller trail which threads through several small villages and settlements that ring the city. You are approaching the first of these villages when you see a troop of thirty horsemen riding towards you on the trail ahead. They wear chainmail armour and they each have the emblem of a black eagle's head emblazoned upon their white surcoats and shields. A golden crown surmounts these eagles' heads and Karvas gasps when he sees them. He signals to you to rein in your horse and, as you come to a halt, he tells you that the approaching horsemen are wearing the livery of Baron Sadanzo. The black eagle's head is his mark, but it is the addition of a golden crown that has shocked Karvas. It is the sign of royal ascendance. Karvas is fearful that Baron Sadanzo has already been crowned King of Siyen.
As they ride nearer, the leader of the troop—a Knight Bachelor—motions his horsemen to leave the trail and encircle you and the Prince. As they obey his command, the Knight Bachelor brings his snorting steed to a halt alongside your horse.
‘Hail, fellow riders,’ he says, with forced politeness. He raises the visor of his helmet and his dark, suspicious eyes scrutinise you from head to toe.
‘You are Northlanders, are you not? What business do you pursue here in the province of Cavalia?’
If you wish to answer that you are journeymen from Sommerlund who are travelling across Southern Magnamund to learn about its peoples and customs, turn to 140.
If you wish to answer that you are on your way to Seroa for the Harvestmas Day festival, turn to 173.
If you choose not to answer the Knight Bachelor's questions, turn to 43.
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)
Nintendo ID: Incindium
PSN: IncindiumX
Karvas asks the young knight why he and his men are wearing the crown of Siyen upon their shields and surcoats. ‘I thought,’ he says, taking care to mask his native Siyenese accent, ‘that it is customary here in Siyen for only soldiers of the King's Guard to wear the royal crown? Is it not so?’
The Knight Bachelor glares at Karvas and you sense that the Prince's comments have stung him. ‘Our master is … will be … the King of Siyen,’ he blusters. ‘There is no other who claims the throne of our realm. We wear the crown in honour of his right to ascendance. Perhaps you foreigners oppose our Baron's right?’
The Knight Bachelor stares accusingly into your eyes. When he gets no reaction, he jerks his head back to Karvas and fixes the Prince with the same cold, unblinking gaze. Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. Unwittingly, Karvas has insulted his honour and, to save face in front of his men, he is thinking of arresting you both on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.
If you wish to apologize to the Knight Bachelor and tell him that your companion did not mean any insult by what he said, turn to 95.
If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Yeah, that sounds like a decent option.
3DS FC: 0817-3759-2788
The surrounding troopers draw their sabres and begin to edge their horses towards you, closing the circle. You see Karvas inching his hand towards his sword but you dissuade him from drawing it with a terse shake of your head. Better to surrender and live to fight another day than be slaughtered by such an overwhelming number of trained and disciplined soldiers.
Turn to 130.
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Page 130: The knight's men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time.)
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. ‘By the gods!’ he exclaims. ‘He bears the mark of Crown Prince Karvas!’
Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the Prince's arm and pulls back the sleeve of his tunic to inspect the birthmark for himself.
‘So, our exiled Prince has returned from Sheasu,’ he says, with a haughty, mocking tone. ‘Perhaps you've grown tired of the city of Mydnight, eh? A little homesick? Or have you come back to try to claim the crown that you forfeited a decade ago?’
The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.
‘Mydnight's hero has come home to us at last!’ he bellows. ‘Well, let us take our hero Prince back to Cavalia and provide him with a royal chamber. We have many … in the dungeons of the citadel! When King Sadanzo returns, he will be greatly pleased with us. And he will be generous too. Most generous.’
To continue, turn to 184.
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Page 184: The troopers tie your hands with cord before they take you and Karvas to Cavalia under close escort. As you ride through the city's grand west gate, the guards on duty here come stiffly to attention. The Gate Sergeant salutes the Knight Bachelor with great exaggeration, and some of the older guards bow and doff their helmets as he passes, but their actions are not born of a respect for him or rank. You sense that they despise the haughty knight, and this is their way of mocking his insufferable arrogance.
Beyond the gate, you enter a wide avenue flanked by a well-ordered collection of houses and richly-appointed public buildings. Cavalia is a wealthy city, yet many of the citizens that you glimpse in passing have a strained and uneasy look about them. At length you arrive at a fortified citadel—a huge, square, moated edifice built on four levels around a central courtyard. Its upper floors contain the Baron's luxurious personal chambers, as well as other apartments used by those who have his favour. The middle level is occupied by provincial officials and the ground floor by the Citadel Guard. There is also an underground level, which is used for the imprisonment and torture of Sadanzo's enemies. Vaingloriously the Knight Bachelor leads his horsemen across the citadel drawbridge and through a torchlit tunnel that gives access to the central courtyard. Here, you and Prince Karvas are pulled from your saddles by Citadel Guardsmen and dragged away to the dungeons where you are thrown into a dark, windowless cell.
If you possess Grand Weaponmastery, and have attained the rank of Kai Grand Sentinel, turn to 306.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 113.
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Page 306: The instant the cell door crashes shut, you use your Magnakai Discipline of Nexus to loosen the cords that bind your wrists and then you untie the Prince. The air in this dark prison cell is dank and stifling. What little ventilation there is comes from the narrow crack that runs around the iron cell door. Your advanced Weaponmastery tells you that your Kai Weapon is close by, and when you close your eyes and concentrate, you detect it lying in an empty cell located directly opposite the door of the one you now occupy.
You vow to Karvas that this foul dungeon will not hold him for long, and you set about examining its walls and floor in the hope of finding a way to escape. However, you quickly discover that you have been locked in the securest cell of the citadel, deep below the ground. Beyond its slimy walls there lies nothing but solid earth. Only the cell door offers a glimmer of hope, yet it has no handle, hinges, or keyhole visible on the inside. It is not secured by a key but by a tumbler lock, similar to the lock of a safe, and it is opened by means of a dial on the outside of the door. Placing your ear to its surface, you use your Magnakai Discipline of Nexus to will the lock tumblers to move. After a few moments you hear them begin to click over.
You discover the lock has three tumblers. To open the door, each tumbler has to be turned to the correct position in a sequence. Using your Sixth Sense, you determine that the first number in the sequence is equal to the number of horses you took from the Tehda Stables. The second is equivalent to the number of seeing stones that Lord Zinair gave to Wizard Acraban. The third in the sequence is equivalent to the number of additional Grand Master Disciplines acquired upon reaching the rank of Kai Grand Master Superior.
When you think you know the three-digit answer, note down the figures in order and turn to the section of the book which is the same as your answer.
If you are unable to determine the correct solution, turn instead to 275.
Worst...puzzle...ever. But no cheating! :P
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
212 is not the correct answer, I'll give one more night to guess otherwise we'll default to 275.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
LoL EU West nickname: Irridan
Page 211: The final tumbler clicks into place and the door creaks open a few inches. The corridor outside the cell is unguarded, and you beckon Karvas to follow as you push the door wide and leave. As you step out, you see the door to the cell that contains your Weapons and equipment and you pause for a few moments to work on its tumbler lock. Your efforts are quickly rewarded and you discover all of your confiscated equipment lying here on the floor. (You may erase the asterisks [*] from your Action Chart to indicate that your arms and equipment have been restored.)
In addition to your equipment you also discover Prince Karvas' sword and belt, together with the following:
Bow
6 Arrows
Enough food for 1 Meal
Spear
Axe
Karvas buckles on his sword belt and, before you leave, he takes a coil of rope from a hook on the wall and slings it over his shoulder. On returning to the corridor, you hurry to the end to where a circular stone staircase ascends to the levels above. With your Kai Weapon in hand you begin to climb the steps, retracing the route that you committed to your memory when you were brought to the cell less than an hour ago.
Turn to 169.
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Page 169: You climb the steps to a landing on the level above where you hear loud voices and raucous laughter echoing from an archway. A glance through the arch reveals the chamber beyond to be a guards' dormitory and mess hall. Over a dozen citadel guards and gaolers are gathered here, celebrating the capture of Prince Karvas with a cask of strong mead provided by the Knight Bachelor.
You continue up the circular stairs to the next level where you discover a hall that is lined with stands of armour and hung with tapestries. You remember being brought along this hall on the way to the dungeons, and you hurry through it to a pair of stout oak doors at its far end. To your disappointment you discover the doors are locked and bolted from the other side. At first there appears to be no other way out of the hall. Then your keen eyesight detects that one of the tapestries is moving slightly and, when you pull it aside, you discover a narrow archway and a flight of stairs leading up to a burnished iron door. As you climb towards the door, you see a small lever set into the centre of its shiny, smooth surface.
If you possess Grand Pathsmanship and Telegnosis, turn to 349.
If you possess Kai-alchemy, and wish to use it, turn to 91.
If you possess none of these skills, or if you choose not to use them, turn to 229.
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Page 91: Your Kai Sixth Sense detects that a strong concentration of evil lies beyond the door. Forewarned, you approach the iron portal with caution to inspect its lever more closely. Your Magnakai Discipline of Divination detects an aura of magic around this lever yet you are unable to fathom its true purpose. You suspect that it could be some kind of locking or holding spell.
Calling upon your mastery of Brotherhood magic, you utter the words of the spell Counterspell and direct its energies against the door. You sense that your spell is working, but you are surprised when you detect that it has cancelled only one layer of magic. There remains in place a second layer of sorcery which contains powerful explosive energies. Your senses warn you that to touch the lever with your bare hands could prove fatal.
If you wish to attempt to discharge the spell by throwing something at the door, turn to 330.
If you wish to try to open the door by striking the lever down with the tip of your Kai Weapon, turn to 146.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf